User prompt
5 kalbimiz olsun
User prompt
5 saniye de bir haritanın ortalarına kalp düşsün
User prompt
silahlı zombinin mermiler daha yavaş gelsin
User prompt
canımız 1 e düştüğünde haritanın bazı yerlerine kalpler düşsün bu kalplere deydiğimizde canımız fullensin
User prompt
bazen haritanın bazı yerlerine kalpler düşsün onlara deydiğimizde canımız fullensin
User prompt
2 canlı zombileri kaldır sadece silahlı zombinin 2 canı olsun
User prompt
hala zombieler ateş ediyo onların ateş etme özelliğini kaldır
User prompt
bazen silahlılar sışında bazı karakterler de ateş ediyor onu kaldır sadece silahlı zombi ateş etsin
User prompt
silahlı zombiyi farklı bir karakter yap ve biraz daha yavaş ateş etsin
User prompt
her 5 sayı aldığımda slahlı zombi gelsin 2 vuruşluk canı olsun ateş etsin
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'rotation')' in or related to this line: 'self.children[0].rotation = Math.atan2(self.vy, self.vx);' Line Number: 69
User prompt
arada nadiren gelecek bir kaç silahlı zombie ekle ateş etsinler
User prompt
adam mousenin tıkladığı yöne dönsün
User prompt
karakter ateş ettiği tarafa dnük olsun
User prompt
aynısını zombiler için de yap gittikleri tarafa dönsünler
User prompt
mouse ne tarafa gidiyor ise karakterde o tarafa dönsün
User prompt
joystick i kaldır
User prompt
zombiler daha yavaş geslin
User prompt
joystick yerşne mouse nerede ise oraya gitsin mouseye tıklamadan basmadan
User prompt
Please fix the bug: 'Uncaught RangeError: Maximum call stack size exceeded' in or related to this line: 'joystick.down(x, y, obj);' Line Number: 275
Code edit (1 edits merged)
Please save this source code
User prompt
Zombie Joystick Defense
Initial prompt
zombilerle savaştığımız bir oyun yap alttaki joystick ile hareket edelim ekrana tıklayonca ateş ebelim
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.vx = 0; self.vy = 0; self.speed = 38; self.update = function () { self.x += self.vx * self.speed; self.y += self.vy * self.speed; }; return self; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.vx = 0; self.vy = 0; self.speed = 8; // Slower enemy bullet speed self.update = function () { self.x += self.vx * self.speed; self.y += self.vy * self.speed; }; return self; }); // Helper to spawn an enemy bullet var GunZombie = Container.expand(function () { var self = Container.call(this); self.zombieSprite = self.attachAsset('gunzombie', { // Use new gunzombie sprite anchorX: 0.5, anchorY: 0.5 }); self.radius = self.zombieSprite.width / 2; self.speed = 1.2 + Math.random() * 0.7; self.vx = 0; self.vy = 0; self.target = null; self.hp = 2; // Give GunZombie 2 HP self.fireCooldown = 120 + Math.floor(Math.random() * 60); // Slower: 2x slower than before self.fireTimer = Math.floor(Math.random() * 60); // randomize first shot self.update = function () { // Move like a normal zombie if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.vx = dx / dist * self.speed; self.vy = dy / dist * self.speed; self.x += self.vx; self.y += self.vy; // Rotate zombie sprite to face movement direction if (typeof self.zombieSprite !== "undefined") { self.zombieSprite.rotation = Math.atan2(self.vy, self.vx); } else if (self.children && self.children.length > 0 && typeof self.children[0].rotation !== "undefined") { self.children[0].rotation = Math.atan2(self.vy, self.vx); } } // Shooting logic self.fireTimer++; if (self.fireTimer >= self.fireCooldown) { self.fireTimer = 0; // Only shoot if player is within 1200px if (dist < 1200) { spawnEnemyBullet(self.x, self.y, dx, dy); } } }; return self; }); // Heart class for health powerup var Heart = Container.expand(function () { var self = Container.call(this); var heartSprite = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.radius = heartSprite.width / 2; self.update = function () { // Could animate or float, but static for now }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = playerSprite.width / 2; self.speed = 16; // Max speed per frame self.vx = 0; self.vy = 0; self.hp = 3; self.invincible = false; // For hit flash self.flash = function () { if (self.invincible) return; self.invincible = true; tween(playerSprite, { tint: 0xff4444 }, { duration: 100, onFinish: function onFinish() { tween(playerSprite, { tint: 0x3498db }, { duration: 200, onFinish: function onFinish() { self.invincible = false; } }); } }); }; // Ensure playerSprite follows self.rotation self.update = function () { playerSprite.rotation = self.rotation || 0; }; return self; }); // Zombie class var Zombie = Container.expand(function () { var self = Container.call(this); var zombieSprite = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.radius = zombieSprite.width / 2; self.speed = 1.2 + Math.random() * 0.7; // Slower zombies self.vx = 0; self.vy = 0; self.target = null; // Player self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.vx = dx / dist * self.speed; self.vy = dy / dist * self.speed; self.x += self.vx; self.y += self.vy; // Rotate zombie sprite to face movement direction zombieSprite.rotation = Math.atan2(self.vy, self.vx); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Helper to spawn an enemy bullet // Joystick knob // Joystick base // Bullet // Zombie // Character (player) // Game variables function spawnEnemyBullet(x, y, dx, dy) { var len = Math.sqrt(dx * dx + dy * dy); if (len < 0.1) return; var b = new EnemyBullet(); b.x = x; b.y = y; b.vx = dx / len; b.vy = dy / len; b.rotation = Math.atan2(dy, dx); enemyBullets.push(b); game.addChild(b); } var player; var zombies = []; var bullets = []; var enemyBullets = []; // NEW: enemy bullets array var score = 0; var scoreTxt; var hpTxt; var spawnTimer = 0; var spawnInterval = 90; // Frames between zombie spawns var lastFireTick = 0; var fireCooldown = 12; // Frames between shots // Create player player = new Player(); player.x = 2048 / 2; player.y = 2732 * 0.7; game.addChild(player); // Set initial target move position to player start game._targetMovePos = { x: player.x, y: player.y }; // Score text scoreTxt = new Text2('0', { size: 110, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // HP text hpTxt = new Text2('❤❤❤', { size: 90, fill: 0xFF4444 }); hpTxt.anchor.set(1, 0); LK.gui.topRight.addChild(hpTxt); // Helper: update HP display function updateHpTxt() { var s = ''; for (var i = 0; i < player.hp; ++i) s += '❤'; hpTxt.setText(s); } // Helper: update score display function updateScoreTxt() { scoreTxt.setText(score); } // Helper: spawn a zombie at a random edge function spawnZombie() { // Only spawn GunZombie (with 2 HP) or normal Zombie var z; if (score > 0 && score % 5 === 0) { z = new GunZombie(); } else if (Math.random() < 0.15) { z = new GunZombie(); } else { z = new Zombie(); } // Pick a random edge: 0=top, 1=bottom, 2=left, 3=right var edge = Math.floor(Math.random() * 4); var margin = 80; if (edge === 0) { // Top z.x = margin + Math.random() * (2048 - 2 * margin); z.y = -z.radius - 10; } else if (edge === 1) { // Bottom z.x = margin + Math.random() * (2048 - 2 * margin); z.y = 2732 + z.radius + 10; } else if (edge === 2) { // Left z.x = -z.radius - 10; z.y = margin + Math.random() * (2732 - 2 * margin); } else { // Right z.x = 2048 + z.radius + 10; z.y = margin + Math.random() * (2732 - 2 * margin); } z.target = player; zombies.push(z); game.addChild(z); } // Helper: fire a bullet towards a direction function fireBullet(dirX, dirY) { var len = Math.sqrt(dirX * dirX + dirY * dirY); if (len < 0.1) return; var b = new Bullet(); b.x = player.x; b.y = player.y; b.vx = dirX / len; b.vy = dirY / len; b.rotation = Math.atan2(dirY, dirX); bullets.push(b); game.addChild(b); // Rotate player to face the direction of the fired bullet player.rotation = Math.atan2(dirY, dirX); } // Game event handling game.down = function (x, y, obj) { var now = LK.ticks; if (now - lastFireTick >= fireCooldown) { fireBullet(x - player.x, y - player.y); lastFireTick = now; } // Always rotate player to face the direction of the click/touch var dx = x - player.x; var dy = y - player.y; if (Math.abs(dx) > 0.01 || Math.abs(dy) > 0.01) { player.rotation = Math.atan2(dy, dx); } }; game.move = function (x, y, obj) { // Always update target move position to follow pointer if (typeof game._targetMovePos === "undefined") { game._targetMovePos = { x: player.x, y: player.y }; } game._targetMovePos.x = x; game._targetMovePos.y = y; }; game.up = function (x, y, obj) { // No joystick logic needed }; // Main game update game.update = function () { // Player movement follows last pointer position if (typeof game._targetMovePos === "undefined") { game._targetMovePos = { x: player.x, y: player.y }; } var tx = game._targetMovePos.x; var ty = game._targetMovePos.y; var dx = tx - player.x; var dy = ty - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 2) { var moveDist = Math.min(player.speed, dist); player.x += dx / dist * moveDist; player.y += dy / dist * moveDist; // Clamp to arena var r = player.radius + 10; if (player.x < r) player.x = r; if (player.x > 2048 - r) player.x = 2048 - r; if (player.y < r) player.y = r; if (player.y > 2732 - r) player.y = 2732 - r; } // Always rotate player to face pointer direction if (dist > 2) { player.rotation = Math.atan2(dy, dx); } // Spawn zombies spawnTimer++; if (spawnTimer >= spawnInterval) { spawnZombie(); spawnTimer = 0; // Gradually increase spawn rate if (spawnInterval > 30) spawnInterval -= 1; } // Update zombies for (var i = zombies.length - 1; i >= 0; --i) { var z = zombies[i]; z.update(); // Remove if off screen (failsafe) if (z.x < -200 || z.x > 2248 || z.y < -200 || z.y > 2932) { z.destroy(); zombies.splice(i, 1); } } // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if off screen if (b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); bullets.splice(i, 1); continue; } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; --i) { var eb = enemyBullets[i]; eb.update(); // Remove if off screen if (eb.x < -100 || eb.x > 2148 || eb.y < -100 || eb.y > 2832) { eb.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player var dx = eb.x - player.x; var dy = eb.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < eb.radius + player.radius - 10) { if (!player.invincible) { player.hp -= 1; updateHpTxt(); player.flash(); if (player.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else if (player.hp === 1 && typeof heartSpawned === "undefined") { // Spawn hearts at random locations when HP drops to 1 heartSpawned = true; if (typeof hearts === "undefined") hearts = []; for (var h = 0; h < 3; ++h) { var heart = new Heart(); // Avoid spawning too close to player or outside arena var safe = false; var hx, hy; while (!safe) { hx = 150 + Math.random() * (2048 - 300); hy = 150 + Math.random() * (2732 - 300); var pdx = hx - player.x; var pdy = hy - player.y; if (Math.sqrt(pdx * pdx + pdy * pdy) > 400) safe = true; } heart.x = hx; heart.y = hy; hearts.push(heart); game.addChild(heart); } } } eb.destroy(); enemyBullets.splice(i, 1); continue; } } // Bullet-zombie collisions for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; for (var j = zombies.length - 1; j >= 0; --j) { var z = zombies[j]; var dx = b.x - z.x; var dy = b.y - z.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < b.radius + z.radius - 10) { // Hit! var isGunZombie = typeof z.hp === "number" && z.hp > 0; if (isGunZombie) { z.hp -= 1; b.destroy(); bullets.splice(i, 1); if (z.hp <= 0) { z.destroy(); zombies.splice(j, 1); score += 1; updateScoreTxt(); } } else { z.destroy(); zombies.splice(j, 1); b.destroy(); bullets.splice(i, 1); score += 1; updateScoreTxt(); } break; } } } // Zombie-player collisions for (var i = zombies.length - 1; i >= 0; --i) { var z = zombies[i]; var dx = z.x - player.x; var dy = z.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < z.radius + player.radius - 10) { if (!player.invincible) { player.hp -= 1; updateHpTxt(); player.flash(); if (player.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Push zombie away var pushDist = z.radius + player.radius - dist + 10; if (pushDist > 0) { var px = dx / dist * pushDist; var py = dy / dist * pushDist; z.x += px; z.y += py; } } } // Heart pickup logic if (typeof hearts !== "undefined" && hearts.length > 0) { for (var i = hearts.length - 1; i >= 0; --i) { var heart = hearts[i]; var dx = heart.x - player.x; var dy = heart.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < heart.radius + player.radius - 10) { // Picked up heart: restore HP to full player.hp = 3; updateHpTxt(); // Remove all hearts for (var j = hearts.length - 1; j >= 0; --j) { hearts[j].destroy(); } hearts = []; heartSpawned = undefined; break; } } } }; // Initial UI update updateScoreTxt(); updateHpTxt();
===================================================================
--- original.js
+++ change.js
@@ -32,9 +32,9 @@
});
self.radius = bulletSprite.width / 2;
self.vx = 0;
self.vy = 0;
- self.speed = 18;
+ self.speed = 8; // Slower enemy bullet speed
self.update = function () {
self.x += self.vx * self.speed;
self.y += self.vy * self.speed;
};
terraria oyunundaki gibi bir zombi. In-Game asset. 2d. High contrast. No shadows
pixel fireball. In-Game asset. 2d. High contrast. No shadows
aduket pozu vermiş pixel bir adam avucunun içi boş olsun. In-Game asset. 2d. High contrast. No shadows
elinde silah tutan bir zombi çiz pixel tarzı ile. In-Game asset. 2d. High contrast. No shadows
pixel heart. In-Game asset. 2d. High contrast. No shadows