User prompt
Npc öldürünce polisler bizi öldürsün
User prompt
Police ölünce 2adet police spaenlansın sürekli tekrarlanıyor
User prompt
Polisler fazla olsun ve policenin üstünde polis yazsın playerın üstünde you yazsın
User prompt
Polisler bize 5 kere ateş edince ölelim
User prompt
Polisler bize ateş etsin
User prompt
Bir polis ölünce yeni polis doğusun ve o polisler bize ateş etsin
User prompt
Polisler ateş edince onlar bize ateş etsin
User prompt
Npcler bize ateş etsin ellerinde silah olsun ve biz ölmiyelim
User prompt
Bazı npcler bize silahla ateş etsin ama biz ölmiyelim
User prompt
Arbalar daha yavaş olsun her yerde ve arabaları playerı kontrol ettiğimiz gibi olsun
User prompt
Araba daha yavaş gidsin
User prompt
Arabaya bininca yavaşca arabayla gidelim
User prompt
Harita yem yeşil olsun
User prompt
Düşen silahların üzerinde gun yazsın
User prompt
Polisler ölünce polislerden gun düşsün
User prompt
Polisler ölsün
User prompt
Silahla mermi ayrı olsun
User prompt
Silah para atmasın mermi atsın
User prompt
Playerın elinde silah olsun ve mermi atsın
User prompt
Mermi olsun
User prompt
Mermi
User prompt
Harita istanbula benzesin
User prompt
Arabalar olsun arabalara yaklaşınca binelim ve araba sürelim arabadan inmek için ekrana üçkere ard arda tıklamamız gereksin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Araba olsun binalar kalksın
User prompt
Oyun bitmesin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 48; self.dir = 0; self.owner = null; // 'player' or 'police' self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // Car (stealable) var Car = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 5; // much slower self.acceleration = 0.2; // slower acceleration self.deceleration = 0.3; // slower deceleration self.direction = 0; // radians self.driver = null; // player if inside self.isPolice = false; self.targetDir = 0; // for smooth steering self.update = function () { if (self.driver) { // Smoothly turn toward target direction (set by dragDir) var diff = self.targetDir - self.direction; // Normalize angle to [-PI, PI] while (diff > Math.PI) diff -= 2 * Math.PI; while (diff < -Math.PI) diff += 2 * Math.PI; self.direction += diff * 0.2; // smooth steering // Gradually accelerate to maxSpeed if (self.speed < self.maxSpeed) { self.speed += self.acceleration; if (self.speed > self.maxSpeed) self.speed = self.maxSpeed; } // Move in direction self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } else { // If no driver, slow down to stop if (self.speed > 0) { self.speed -= self.deceleration; if (self.speed < 0) self.speed = 0; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } } }; return self; }); // CityBlock: road or building var CityBlock = Container.expand(function () { var self = Container.call(this); self.type = 'road'; // or 'building' self.setType = function (type) { self.type = type; if (self.asset) { self.removeChild(self.asset); } if (type === 'road') { self.asset = self.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); } else { self.asset = self.attachAsset('building', { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); var Civilian = Container.expand(function () { var self = Container.call(this); // Pick a random color asset for this civilian var civAssetIdx = 1 + Math.floor(Math.random() * 6); var civAssetName = 'civilian' + civAssetIdx; self.asset = self.attachAsset(civAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.asset.alpha = 0.7; // Add 'npc' label above the civilian self.npcLabel = new Text2('npc', { size: 38, fill: 0xFFFFFF }); self.npcLabel.anchor.set(0.5, 1); self.npcLabel.y = -40; self.addChild(self.npcLabel); self.speed = 2 + Math.random() * 2; self.direction = Math.random() * Math.PI * 2; self.update = function () { // Move in direction, bounce off buildings var nx = self.x + Math.cos(self.direction) * self.speed; var ny = self.y + Math.sin(self.direction) * self.speed; var onRoad = false; for (var i = 0; i < cityBlocks.length; i++) { var b = cityBlocks[i]; if (b.type === 'road') { var left = b.x - blockSize / 2; var right = b.x + blockSize / 2; var top = b.y - blockSize / 2; var bottom = b.y + blockSize / 2; if (nx >= left && nx <= right && ny >= top && ny <= bottom) { onRoad = true; break; } } } if (onRoad) { self.x = nx; self.y = ny; } else { self.direction = Math.random() * Math.PI * 2; } }; return self; }); // Spawn 6 civilians at random road blocks (not near player or police) // Mission marker var Mission = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // Player character var Player = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Add 'you' label above the player self.youLabel = new Text2('you', { size: 38, fill: 0xFFFFFF }); self.youLabel.anchor.set(0.5, 1); self.youLabel.y = -80; self.addChild(self.youLabel); self.speed = 16; self.inCar = null; // reference to car if inside self.direction = 0; // radians, 0 = right // Add gun to player's hand self.gun = self.attachAsset('gun', { anchorX: 0.1, anchorY: 0.5 }); self.gun.x = 60; // offset from player center self.gun.y = 0; self.gun.visible = true; self.lastShotDir = 0; // radians self.update = function () { // If in car, follow car and hide player sprite if (self.inCar) { self.x = self.inCar.x; self.y = self.inCar.y; self.visible = false; self.gun.visible = false; self.youLabel.visible = false; } else { self.visible = true; self.gun.visible = true; self.youLabel.visible = true; // Gun follows player hand and points at last shot direction self.gun.x = 60 * Math.cos(self.lastShotDir); self.gun.y = 60 * Math.sin(self.lastShotDir); self.gun.rotation = self.lastShotDir; } }; return self; }); // Police car var PoliceCar = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 5; // much slower self.acceleration = 0.2; self.deceleration = 0.3; self.direction = 0; self.target = null; // player or car self.isPolice = true; self.targetDir = 0; self.update = function () { if (self.target) { // Simple chase logic var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.targetDir = Math.atan2(dy, dx); // Smoothly turn toward target direction var diff = self.targetDir - self.direction; while (diff > Math.PI) diff -= 2 * Math.PI; while (diff < -Math.PI) diff += 2 * Math.PI; self.direction += diff * 0.2; // Accelerate to maxSpeed if (self.speed < self.maxSpeed) { self.speed += self.acceleration; if (self.speed > self.maxSpeed) self.speed = self.maxSpeed; } self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } else { self.speed = 0; } } else { // If no target, slow down to stop if (self.speed > 0) { self.speed -= self.deceleration; if (self.speed < 0) self.speed = 0; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } } }; return self; }); // Police shooter class (policeman on foot) var PoliceShooter = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); // Add 'POLIS' label above the police shooter self.polisLabel = new Text2('POLIS', { size: 38, fill: 0xFFFFFF }); self.polisLabel.anchor.set(0.5, 1); self.polisLabel.y = -80; self.addChild(self.polisLabel); // Add gun to police shooter's hand self.gun = self.attachAsset('gun', { anchorX: 0.1, anchorY: 0.5 }); self.gun.x = 60; self.gun.y = 0; self.gun.visible = true; self.addChild(self.gun); self.speed = 12; self.target = null; self.lastShotTick = 0; self.lastShotDir = 0; // direction of last shot self.update = function () { // Move toward player if target exists if (self.target) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 120) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Gun points at player self.lastShotDir = Math.atan2(dy, dx); self.gun.x = 60 * Math.cos(self.lastShotDir); self.gun.y = 60 * Math.sin(self.lastShotDir); self.gun.rotation = self.lastShotDir; } // Firing handled in game.update }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Set backgroundColor to vibrant green for lush map backgroundColor: 0x1ecb2a }); /**** * Game Code ****/ // Mission marker - green ellipse // Police car - white box with blue // Car - yellow box // Player (hero) - red ellipse // Building - blue box // City block (road) - gray box // --- City Map Setup --- var cityCols = 9; var cityRows = 13; var blockSize = 400; var cityBlocks = []; var cityOffsetX = (2048 - cityCols * blockSize) / 2; var cityOffsetY = (2732 - cityRows * blockSize) / 2; // Define the Istanbul-like map layout (1 for road, 0 for non-road/water) // Player spawns at (row 6, col 4) -> map[6][4] should be 1 (road/bridge) // Police spawns at (row 0, col 0) -> map[0][0] should be 1 // Mission spawns at (row 12, col 8) -> map[12][8] should be 1 var istanbulMap = [ // Col:0 1 2 3 4 5 6 7 8 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 0 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 1 [1, 1, 0, 1, 0, 1, 0, 1, 1], // Row 2 (Golden Horn-ish indent) [1, 1, 0, 1, 0, 1, 0, 1, 1], // Row 3 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 4 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 5 [1, 1, 1, 1, 1, 1, 1, 1, 1], // Row 6 (Center row, with map[6][4]=1 for player spawn "bridge") [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 7 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 8 [1, 0, 1, 1, 0, 1, 1, 0, 1], // Row 9 (Some variation/inlets) [1, 0, 1, 1, 0, 1, 1, 0, 1], // Row 10 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 11 [1, 1, 1, 1, 0, 1, 1, 1, 1] // Row 12 ]; // Generate city grid based on istanbulMap for (var row = 0; row < cityRows; row++) { for (var col = 0; col < cityCols; col++) { // Ensure row and col are within bounds of istanbulMap if (row < istanbulMap.length && col < istanbulMap[row].length && istanbulMap[row][col] === 1) { var block = new CityBlock(); block.setType('road'); block.x = cityOffsetX + col * blockSize + blockSize / 2; block.y = cityOffsetY + row * blockSize + blockSize / 2; cityBlocks.push(block); // Only add road blocks to cityBlocks array game.addChild(block); } // Non-road areas (where istanbulMap[row][col] === 0) will be empty space } } // --- Player Setup --- // Spawn player at center of the world var player = new Player(); player.x = cityOffsetX + Math.floor(cityCols / 2) * blockSize + blockSize / 2; player.y = cityOffsetY + Math.floor(cityRows / 2) * blockSize + blockSize / 2; game.addChild(player); // --- Civilians Setup --- var civilians = []; // Spawn 6 civilians at random road blocks (not near player or police) for (var i = 0; i < 6; i++) { var roadBlocks = []; for (var j = 0; j < cityBlocks.length; j++) { var b = cityBlocks[j]; if (b.type === 'road') { // Avoid spawn near player or police var distToPlayer = Math.sqrt(Math.pow(b.x - player.x, 2) + Math.pow(b.y - player.y, 2)); var distToPolice = Math.sqrt(Math.pow(b.x - (cityOffsetX + blockSize / 2), 2) + Math.pow(b.y - (cityOffsetY + blockSize / 2), 2)); if (distToPlayer > 400 && distToPolice > 400) { roadBlocks.push(b); } } } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var civ = new Civilian(); civ.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100; civ.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100; civilians.push(civ); game.addChild(civ); } } // --- Cars Setup --- var cars = []; function spawnCar(x, y) { var car = new Car(); car.x = x; car.y = y; car.direction = Math.random() * Math.PI * 2; cars.push(car); game.addChild(car); return car; } // Place a few cars on roads using the new map var availableBlocksForCars = [].concat(cityBlocks); // Create a mutable copy of actual road blocks // Determine player's starting block coordinates to avoid placing a car there var playerSpawnBlockX = cityOffsetX + Math.floor(cityCols / 2) * blockSize + blockSize / 2; var playerSpawnBlockY = cityOffsetY + Math.floor(cityRows / 2) * blockSize + blockSize / 2; // Filter out player's starting block from potential car spawn locations availableBlocksForCars = availableBlocksForCars.filter(function (block) { return !(block.x === playerSpawnBlockX && block.y === playerSpawnBlockY); }); // Shuffle availableBlocksForCars to get random, distinct positions // Fisher-Yates Shuffle for (var k = availableBlocksForCars.length - 1; k > 0; k--) { var j = Math.floor(Math.random() * (k + 1)); var temp = availableBlocksForCars[k]; availableBlocksForCars[k] = availableBlocksForCars[j]; availableBlocksForCars[j] = temp; } // Spawn up to 4 cars in distinct available road blocks var carsToSpawn = 4; for (var i = 0; i < Math.min(carsToSpawn, availableBlocksForCars.length); i++) { var block = availableBlocksForCars[i]; spawnCar(block.x, block.y); } // --- Police Setup --- var policeCars = []; function spawnPolice(x, y) { var police = new PoliceCar(); police.x = x; police.y = y; police.direction = 0; // Police do not chase the player anymore police.target = null; policeCars.push(police); game.addChild(police); return police; } // Start with one police car var policeStartX = cityOffsetX + blockSize / 2; var policeStartY = cityOffsetY + blockSize / 2; spawnPolice(policeStartX, policeStartY); // --- Mission Setup --- var mission = new Mission(); mission.x = cityOffsetX + (cityCols - 1) * blockSize + blockSize / 2; mission.y = cityOffsetY + (cityRows - 1) * blockSize + blockSize / 2; game.addChild(mission); // --- Money on ground --- var moneyPickups = []; function spawnMoney(x, y) { var m = new Container(); m.asset = m.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); m.x = x; m.y = y; m.value = 50; moneyPickups.push(m); game.addChild(m); return m; } // Place 15 money pickups at random road blocks for (var i = 0; i < 15; i++) { var roadBlocks = []; for (var j = 0; j < cityBlocks.length; j++) { if (cityBlocks[j].type === 'road') roadBlocks.push(cityBlocks[j]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var b = roadBlocks[idx]; var mx = b.x + (Math.random() - 0.5) * (blockSize - 100); var my = b.y + (Math.random() - 0.5) * (blockSize - 100); spawnMoney(mx, my); } } // --- Score and Wanted Level --- var score = 0; var wantedLevel = 1; // 1-5 var scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var wantedTxt = new Text2('★', { size: 80, fill: "#ff0" }); wantedTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(wantedTxt); // --- Timer --- var timeLeft = 60; // seconds var timerTxt = new Text2('60', { size: 80, fill: "#fff" }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); // --- Touch Controls --- var dragDir = null; // {dx,dy} var dragStart = null; var dragNode = null; var lastTouchX = 0, lastTouchY = 0; // --- Shooting & Health --- var bullets = []; var policeBullets = []; var playerHealth = 5; // Money system var playerMoney = 0; var moneyTxt = new Text2('₺ 0', { size: 70, fill: 0x44FF44 }); moneyTxt.anchor.set(0, 0); moneyTxt.x = 100; moneyTxt.y = 90; LK.gui.addChild(moneyTxt); var healthTxt = new Text2('♥♥♥♥♥', { size: 80, fill: 0xFF4444 }); healthTxt.anchor.set(0, 0); // anchor top left // Place health bar at (100,0) to avoid platform menu healthTxt.x = 100; healthTxt.y = 0; LK.gui.addChild(healthTxt); // Track if police are aggressive (chasing) or passive var policeAggro = false; // Helper to update health display function updateHealthDisplay() { var hearts = ''; for (var i = 0; i < playerHealth; i++) hearts += '♥'; healthTxt.setText(hearts); } function updateMoneyDisplay() { moneyTxt.setText('₺ ' + playerMoney); } var policeShooters = []; // Spawn a few police shooters at random road blocks, not near player for (var i = 0; i < 8; i++) { var roadBlocks = []; for (var j = 0; j < cityBlocks.length; j++) { var b = cityBlocks[j]; if (b.type === 'road') { var distToPlayer = Math.sqrt(Math.pow(b.x - player.x, 2) + Math.pow(b.y - player.y, 2)); if (distToPlayer > 600) { roadBlocks.push(b); } } } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var shooter = new PoliceShooter(); shooter.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100; shooter.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100; shooter.target = player; shooter.wasShotAt = false; // Only shoot if player shoots at them policeShooters.push(shooter); game.addChild(shooter); } } // --- Helper Functions --- function isOnRoad(x, y) { // Returns true if (x,y) is on a road block for (var i = 0; i < cityBlocks.length; i++) { var b = cityBlocks[i]; if (b.type === 'road') { var left = b.x - blockSize / 2; var right = b.x + blockSize / 2; var top = b.y - blockSize / 2; var bottom = b.y + blockSize / 2; if (x >= left && x <= right && y >= top && y <= bottom) { return true; } } } return false; } function clampToRoad(x, y) { // Snap to nearest road block center if not on road var minDist = 99999, best = null; for (var i = 0; i < cityBlocks.length; i++) { var b = cityBlocks[i]; if (b.type === 'road') { var dx = b.x - x; var dy = b.y - y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; best = b; } } } if (best) return { x: best.x, y: best.y }; return { x: x, y: y }; } function updateWantedDisplay() { var stars = ''; for (var i = 0; i < wantedLevel; i++) stars += '★'; wantedTxt.setText(stars); } function addScore(amt) { score += amt; scoreTxt.setText('Score: ' + score); LK.setScore(score); } function resetMission() { // Place mission at random road block var roadBlocks = []; for (var i = 0; i < cityBlocks.length; i++) { if (cityBlocks[i].type === 'road') roadBlocks.push(cityBlocks[i]); } var idx = Math.floor(Math.random() * roadBlocks.length); mission.x = roadBlocks[idx].x; mission.y = roadBlocks[idx].y; mission.active = true; mission.visible = true; } // --- Game Touch Controls --- // Drag to move (swipe in direction to move) game.down = function (x, y, obj) { // Don't allow drag from top left 100x100 if (x < 100 && y < 100) return; // --- SHOOTING LOGIC --- // If not dragging, treat as tap to shoot if (!dragNode && !dragDir && !player.inCar) { // Player shoots toward (x, y) var b = new Bullet(); b.x = player.x; b.y = player.y; b.dir = Math.atan2(y - b.y, x - b.x); b.owner = 'player'; bullets.push(b); game.addChild(b); // Update player's gun direction to point at shot player.lastShotDir = b.dir; // No police aggro or wanted level increase when shooting police } // --- DRAG LOGIC (movement) --- dragStart = { x: x, y: y }; lastTouchX = x; lastTouchY = y; dragDir = null; dragNode = player; }; game.move = function (x, y, obj) { if (!dragNode) return; var dx = x - dragStart.x; var dy = y - dragStart.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30) { dragDir = { dx: dx, dy: dy }; } lastTouchX = x; lastTouchY = y; }; game.up = function (x, y, obj) { dragNode = null; dragDir = null; dragStart = null; }; // --- Car Enter/Exit Logic --- // Track tap times for triple-tap exit var carTapTimes = []; game.on('down', function (x, y, obj) { // If player is not in car, check if tap is on car and player is close enough if (!player.inCar) { for (var i = 0; i < cars.length; i++) { var car = cars[i]; var dx = car.x - x; var dy = car.y - y; // Tap must be on car if (Math.abs(dx) < 80 && Math.abs(dy) < 50) { // Player must be close to car to enter if (Math.abs(player.x - car.x) < 120 && Math.abs(player.y - car.y) < 80) { player.inCar = car; car.driver = player; // Do not set car.speed here; Car.update will handle acceleration car.direction = 0; // Increase wanted level wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); // Police target car for (var j = 0; j < policeCars.length; j++) { policeCars[j].target = car; } // Reset tap times for exit carTapTimes = []; break; } } } } else { // Player is in car: require triple-tap within 1 second to exit var now = Date.now(); carTapTimes.push(now); // Only keep last 3 taps if (carTapTimes.length > 3) carTapTimes.shift(); if (carTapTimes.length === 3) { // Check if 3 taps are within 1 second if (carTapTimes[2] - carTapTimes[0] < 1000) { var car = player.inCar; player.inCar = null; car.driver = null; // Do not set car.speed to 0; Car.update will handle deceleration // Place player next to car player.x = car.x + 80; player.y = car.y; // Police target player for (var j = 0; j < policeCars.length; j++) { policeCars[j].target = player; } carTapTimes = []; } } } }); // --- Game Update Loop --- game.update = function () { // Timer if (LK.ticks % 60 === 0 && timeLeft > 0) { timeLeft--; timerTxt.setText(timeLeft + ''); // Do not end the game when timer reaches zero } // Player movement if (!player.inCar && dragDir) { // Move player in drag direction, but only on road var angle = Math.atan2(dragDir.dy, dragDir.dx); var nx = player.x + Math.cos(angle) * player.speed; var ny = player.y + Math.sin(angle) * player.speed; if (isOnRoad(nx, ny)) { player.x = nx; player.y = ny; } } // Car movement (if player in car) for (var i = 0; i < cars.length; i++) { var car = cars[i]; // If player is driving this car, set car's targetDir to drag direction if (car.driver === player && dragDir) { var angle = Math.atan2(dragDir.dy, dragDir.dx); car.targetDir = angle; } car.update(); // Clamp car to road if (car.driver) { if (!isOnRoad(car.x, car.y)) { // Stop car at edge car.speed = 0; } } } // Police movement for (var i = 0; i < policeCars.length; i++) { var police = policeCars[i]; // Police patrol logic: move randomly on roads if not chasing if (!policeAggro) { if (typeof police.patrolTarget === "undefined" || !police.patrolTarget) { // Pick a random road block as patrol target var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); police.patrolTarget = { x: roadBlocks[idx].x + (Math.random() - 0.5) * 100, y: roadBlocks[idx].y + (Math.random() - 0.5) * 100 }; } } if (police.patrolTarget) { var dx = police.patrolTarget.x - police.x; var dy = police.patrolTarget.y - police.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { police.direction = Math.atan2(dy, dx); police.speed = police.maxSpeed * 0.5; police.x += Math.cos(police.direction) * police.speed; police.y += Math.sin(police.direction) * police.speed; } else { // Arrived at patrol target, pick a new one next frame police.patrolTarget = null; police.speed = 0; } } } else { police.update(); } // Clamp police to road if (!isOnRoad(police.x, police.y)) { police.speed = 0; } // Police catch player // (Disabled: police do not kill the player anymore) // var target = police.target; // if (policeAggro && target && Math.abs(police.x - target.x) < 80 && Math.abs(police.y - target.y) < 80) { // LK.effects.flashScreen(0xff0000, 1000); // LK.showGameOver(); // return; // } } // Police shooters update for (var i = policeShooters.length - 1; i >= 0; i--) { var shooter = policeShooters[i]; shooter.update(); // Remove if off map if (shooter.x < 0 || shooter.x > 2048 || shooter.y < 0 || shooter.y > 2732) { shooter.destroy(); policeShooters.splice(i, 1); continue; } // --- Police shooter fires at player always --- // Only fire if player is within 700px, not in car var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; var dx = px - shooter.x; var dy = py - shooter.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 700 && LK.ticks - shooter.lastShotTick > 60) { // Fire bullet toward player var b = new Bullet(); b.x = shooter.x; b.y = shooter.y; b.dir = Math.atan2(dy, dx); b.owner = 'police'; policeBullets.push(b); game.addChild(b); shooter.lastShotTick = LK.ticks; } } // Bullets update (player) for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if off screen if (b.x < 0 || b.x > 2048 || b.y < 0 || b.y > 2732) { b.destroy(); bullets.splice(i, 1); continue; } // --- Police car kill check --- for (var j = policeCars.length - 1; j >= 0; j--) { var police = policeCars[j]; if (Math.abs(police.x - b.x) < 60 && Math.abs(police.y - b.y) < 60) { // Police car killed! // Drop a gun at police car's position var gunDrop = new Container(); gunDrop.asset = gunDrop.attachAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); // Add 'gun' label above the dropped gun gunDrop.gunLabel = new Text2('gun', { size: 38, fill: 0xFFFFFF }); gunDrop.gunLabel.anchor.set(0.5, 1); gunDrop.gunLabel.y = -30; gunDrop.addChild(gunDrop.gunLabel); gunDrop.x = police.x; gunDrop.y = police.y; gunDrop.isGunPickup = true; game.addChild(gunDrop); if (typeof gunPickups === "undefined") gunPickups = []; gunPickups.push(gunDrop); police.destroy(); policeCars.splice(j, 1); b.destroy(); bullets.splice(i, 1); addScore(20); break; } } // --- Police shooter kill check --- for (var j = policeShooters.length - 1; j >= 0; j--) { var shooter = policeShooters[j]; if (Math.abs(shooter.x - b.x) < 60 && Math.abs(shooter.y - b.y) < 60) { // Mark this shooter as shot at, so it will shoot back shooter.wasShotAt = true; // Police shooter killed! // Drop a gun at police shooter's position var gunDrop = new Container(); gunDrop.asset = gunDrop.attachAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); // Add 'gun' label above the dropped gun gunDrop.gunLabel = new Text2('gun', { size: 38, fill: 0xFFFFFF }); gunDrop.gunLabel.anchor.set(0.5, 1); gunDrop.gunLabel.y = -30; gunDrop.addChild(gunDrop.gunLabel); gunDrop.x = shooter.x; gunDrop.y = shooter.y; gunDrop.isGunPickup = true; game.addChild(gunDrop); if (typeof gunPickups === "undefined") gunPickups = []; gunPickups.push(gunDrop); shooter.destroy(); policeShooters.splice(j, 1); // --- Spawn TWO new police shooters at random road blocks, not near player --- for (var spawnCount = 0; spawnCount < 2; spawnCount++) { var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { var b2 = cityBlocks[k]; if (b2.type === 'road') { var distToPlayer = Math.sqrt(Math.pow(b2.x - player.x, 2) + Math.pow(b2.y - player.y, 2)); if (distToPlayer > 600) { roadBlocks.push(b2); } } } if (roadBlocks.length > 0) { var idx2 = Math.floor(Math.random() * roadBlocks.length); var newShooter = new PoliceShooter(); newShooter.x = roadBlocks[idx2].x + (Math.random() - 0.5) * 100; newShooter.y = roadBlocks[idx2].y + (Math.random() - 0.5) * 100; newShooter.target = player; newShooter.wasShotAt = true; // New police always shoot at player policeShooters.push(newShooter); game.addChild(newShooter); } } b.destroy(); bullets.splice(i, 1); addScore(15); break; } } } // Bullets update (police) for (var i = policeBullets.length - 1; i >= 0; i--) { var b = policeBullets[i]; b.update(); // Remove if off screen if (b.x < 0 || b.x > 2048 || b.y < 0 || b.y > 2732) { b.destroy(); policeBullets.splice(i, 1); continue; } // Check hit player var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; if (Math.abs(px - b.x) < 60 && Math.abs(py - b.y) < 60) { // Police bullet hits player: lose 1 health, show game over if health reaches 0 playerHealth--; updateHealthDisplay(); if (playerHealth <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } b.destroy(); policeBullets.splice(i, 1); } } // Player update player.update(); // Civilians update and check for being shot by player for (var i = civilians.length - 1; i >= 0; i--) { var civ = civilians[i]; civ.update(); // Check if hit by any player bullet for (var j = bullets.length - 1; j >= 0; j--) { var b = bullets[j]; if (Math.abs(civ.x - b.x) < 60 && Math.abs(civ.y - b.y) < 60) { // Civilian killed // Drop money at civilian's position spawnMoney(civ.x, civ.y); // Respawn civilian at random road block var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var newCiv = new Civilian(); newCiv.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100; newCiv.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100; civilians.push(newCiv); game.addChild(newCiv); } civ.destroy(); civilians.splice(i, 1); b.destroy(); bullets.splice(j, 1); addScore(10); // --- Make all police shooters and police cars aggressive and shoot at player when an NPC is killed --- for (var p = 0; p < policeShooters.length; p++) { policeShooters[p].wasShotAt = true; policeShooters[p].target = player; } for (var p = 0; p < policeCars.length; p++) { policeCars[p].target = player; } policeAggro = true; break; } } } // Money pickup check var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; for (var i = moneyPickups.length - 1; i >= 0; i--) { var m = moneyPickups[i]; if (Math.abs(m.x - px) < 60 && Math.abs(m.y - py) < 60) { playerMoney += m.value; updateMoneyDisplay(); m.destroy(); moneyPickups.splice(i, 1); } } // Gun pickup check if (typeof gunPickups === "undefined") gunPickups = []; for (var i = gunPickups.length - 1; i >= 0; i--) { var g = gunPickups[i]; if (Math.abs(g.x - px) < 60 && Math.abs(g.y - py) < 60) { // Player picks up gun (could add ammo, powerup, etc. For now, just remove the gun) g.destroy(); gunPickups.splice(i, 1); // Optionally: add logic for ammo, weapon upgrade, etc. } } // Mission check if (mission.active) { var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; if (Math.abs(mission.x - px) < 80 && Math.abs(mission.y - py) < 80) { // Complete mission addScore(10 * wantedLevel); mission.active = false; mission.visible = false; // Increase wanted level, spawn more police wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); if (wantedLevel > policeCars.length) { // Spawn new police at random road var roadBlocks = []; for (var i = 0; i < cityBlocks.length; i++) { if (cityBlocks[i].type === 'road') roadBlocks.push(cityBlocks[i]); } var idx = Math.floor(Math.random() * roadBlocks.length); var b = roadBlocks[idx]; spawnPolice(b.x, b.y); } // Next mission after short delay LK.setTimeout(function () { resetMission(); }, 1200); } } // Win condition removed: game never ends when score >= 100 }; // --- Start State --- addScore(0); updateWantedDisplay(); timerTxt.setText(timeLeft + ''); resetMission(); playerHealth = 5; updateHealthDisplay(); playerMoney = 0; updateMoneyDisplay(); policeAggro = false; var policeHitCount = 0; ; ;
===================================================================
--- original.js
+++ change.js
@@ -303,15 +303,15 @@
/****
* Game Code
****/
-// --- City Map Setup ---
-// City block (road) - gray box
-// Building - blue box
-// Player (hero) - red ellipse
-// Car - yellow box
-// Police car - white box with blue
// Mission marker - green ellipse
+// Police car - white box with blue
+// Car - yellow box
+// Player (hero) - red ellipse
+// Building - blue box
+// City block (road) - gray box
+// --- City Map Setup ---
var cityCols = 9;
var cityRows = 13;
var blockSize = 400;
var cityBlocks = [];
@@ -1009,8 +1009,17 @@
civilians.splice(i, 1);
b.destroy();
bullets.splice(j, 1);
addScore(10);
+ // --- Make all police shooters and police cars aggressive and shoot at player when an NPC is killed ---
+ for (var p = 0; p < policeShooters.length; p++) {
+ policeShooters[p].wasShotAt = true;
+ policeShooters[p].target = player;
+ }
+ for (var p = 0; p < policeCars.length; p++) {
+ policeCars[p].target = player;
+ }
+ policeAggro = true;
break;
}
}
}