User prompt
mermiler her 5 saniyede bir yavaş bir şekilde hızlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
çıkan mermiler çoğala çoğala gelsin
User prompt
çıkan mermiler 1 den başlayarak her iki vuruşta 3 er 3 er katlanarak artsın
User prompt
o kırmızı şeyler can alsın ve geniş şekilde olsun
User prompt
her 5 saniyede bir nerede çıkacağı kırmızı şekilde çıkacak bullet çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
enemy spared throug mercy yazısını Taner Özürünü Kabul Edip Gitti! Yap
User prompt
enemy defeat through combat yazısını TANERİ YENDİN! yap
User prompt
iletişim kutusunda son çıkan yazıyıda Taner Özürünü Kabul Etti!
User prompt
iletişim kutusunda çıkan üçüncü yazıyı Sana Üzülmeye Başladı! yap
User prompt
iletişim kutusundaki ikinci çıkan yazıyı Acı Çektiğini Anladı! yap
User prompt
en son yazdığımı sil
User prompt
gelen mermiler ilk önce küçük sonradan büyüsün ve hızlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
iletişim kutusundaki yazıyı Kaportacı Taner Sana Sinirlendi! yap
User prompt
score yazısını Puan olarak değiştir
User prompt
Make FIGHT Writing Tanere Vur!
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'dialogue')' in or related to this line: 'currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1);' Line Number: 334
User prompt
Make Fight Writing Taner İle Kapış
User prompt
Make Mercy Writing Özür Dile!
User prompt
Change the top Health text to Kalan Can
User prompt
Let our character in the middle be a heart and let the sections be one by one, let's fold 1 ball in the first section and then 3 by 3
Code edit (1 edits merged)
Please save this source code
User prompt
Soul Navigator
Initial prompt
I want a game similar to undertale for computer
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); self.speed = 3; self.direction = 0; self.lastX = 0; self.lastY = 0; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.health = 3; self.maxHealth = 3; self.attackTimer = 0; self.attackPattern = 0; self.mercyProgress = 0; self.currentWave = 1; self.bulletsInCurrentWave = 0; self.maxBulletsPerWave = 1; self.name = "Lost Soul"; self.dialogue = ["* The Lost Soul seems confused and angry.", "* You try to understand its pain.", "* The Lost Soul's attacks become less aggressive.", "* The Lost Soul remembers who it once was."]; var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xff0000, 300); if (self.health <= 0) { self.defeat(); } }; self.showMercy = function () { self.mercyProgress++; LK.getSound('mercy').play(); if (self.mercyProgress >= 3) { self.pacify(); } }; self.defeat = function () { LK.getSound('defeat').play(); LK.setScore(LK.getScore() + 10); self.destroy(); currentEnemy = null; gameState = 'victory'; showVictoryMessage("Enemy defeated through combat!"); }; self.pacify = function () { LK.setScore(LK.getScore() + 25); tween(self, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); currentEnemy = null; gameState = 'victory'; showVictoryMessage("Enemy spared through mercy!"); }; self.attack = function () { self.attackTimer++; if (self.attackTimer % 60 === 0) { self.createBulletPattern(); } }; self.createBulletPattern = function () { // Section 1: Single bullet if (self.currentWave === 1) { if (self.bulletsInCurrentWave < self.maxBulletsPerWave) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var angle = Math.atan2(soul.y - self.y, soul.x - self.x); bullet.direction = angle; bullet.speed = 2; bullets.push(bullet); game.addChild(bullet); self.bulletsInCurrentWave++; if (self.bulletsInCurrentWave >= self.maxBulletsPerWave) { self.currentWave = 2; self.maxBulletsPerWave = 3; self.bulletsInCurrentWave = 0; } } } else { // Section 2+: Groups of 3 bullets if (self.bulletsInCurrentWave < self.maxBulletsPerWave) { for (var i = 0; i < 3; i++) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var baseAngle = Math.atan2(soul.y - self.y, soul.x - self.x); bullet.direction = baseAngle + (i - 1) * 0.4; bullet.speed = 2.5; bullets.push(bullet); game.addChild(bullet); } self.bulletsInCurrentWave += 3; if (self.bulletsInCurrentWave >= self.maxBulletsPerWave) { self.bulletsInCurrentWave = 0; } } } self.attackPattern++; }; self.update = function () { if (gameState === 'combat') { self.attack(); } }; return self; }); var Soul = Container.expand(function () { var self = Container.call(this); self.health = 3; self.maxHealth = 3; self.speed = 8; var soulGraphics = self.attachAsset('soul', { anchorX: 0.5, anchorY: 0.5, scaleY: 1.2 }); self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xff0000, 500); LK.getSound('hit').play(); if (self.health <= 0) { LK.showGameOver(); } }; self.update = function () { // Keep soul within battle area bounds if (self.x < battleArea.x + 50) self.x = battleArea.x + 50; if (self.x > battleArea.x + battleArea.width - 50) self.x = battleArea.x + battleArea.width - 50; if (self.y < battleArea.y + 50) self.y = battleArea.y + 50; if (self.y > battleArea.y + battleArea.height - 50) self.y = battleArea.y + battleArea.height - 50; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state management var gameState = 'combat'; // 'combat', 'dialogue', 'victory' var soul; var currentEnemy; var bullets = []; var battleArea; var dialogueUI; var currentDialogueIndex = 0; // Battle area definition battleArea = { x: 400, y: 1500, width: 1248, height: 800 }; // Create battle area border var battleBorder = LK.getAsset('dialogBox', { width: battleArea.width + 20, height: battleArea.height + 20, anchorX: 0.5, anchorY: 0.5, x: battleArea.x + battleArea.width / 2, y: battleArea.y + battleArea.height / 2 }); battleBorder.alpha = 0.3; game.addChild(battleBorder); // Create soul soul = game.addChild(new Soul()); soul.x = battleArea.x + battleArea.width / 2; soul.y = battleArea.y + battleArea.height / 2; // Create enemy currentEnemy = game.addChild(new Enemy()); currentEnemy.x = 1024; currentEnemy.y = 800; // Create UI elements var healthText = new Text2('Health: 3/3', { size: 60, fill: 0xFF4444 }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 20; var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Dialogue system dialogueUI = LK.getAsset('dialogBox', { anchorX: 0.5, anchorY: 0, x: 1024, y: 100 }); dialogueUI.alpha = 0.8; game.addChild(dialogueUI); var dialogueText = new Text2('', { size: 50, fill: 0xFFFFFF }); dialogueText.anchor.set(0.5, 0); dialogueText.x = 1024; dialogueText.y = 150; game.addChild(dialogueText); // Action buttons var fightButton = new Text2('FIGHT', { size: 80, fill: 0xFF4444 }); fightButton.anchor.set(0.5, 0.5); fightButton.x = 700; fightButton.y = 350; game.addChild(fightButton); var mercyButton = new Text2('Özür Dile!', { size: 80, fill: 0x44FF44 }); mercyButton.anchor.set(0.5, 0.5); mercyButton.x = 1348; mercyButton.y = 350; game.addChild(mercyButton); // Initialize dialogue function updateDialogue() { if (currentEnemy && currentDialogueIndex < currentEnemy.dialogue.length) { dialogueText.setText(currentEnemy.dialogue[currentDialogueIndex]); } } function showVictoryMessage(message) { dialogueText.setText(message); fightButton.alpha = 0.3; mercyButton.alpha = 0.3; LK.setTimeout(function () { // Spawn new enemy after victory spawnNewEnemy(); }, 2000); } function spawnNewEnemy() { // Clear all bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); bullets.splice(i, 1); } // Create new enemy currentEnemy = game.addChild(new Enemy()); currentEnemy.x = 1024; currentEnemy.y = 800; currentEnemy.currentWave = 1; currentEnemy.bulletsInCurrentWave = 0; currentEnemy.maxBulletsPerWave = 1; gameState = 'combat'; currentDialogueIndex = 0; updateDialogue(); fightButton.alpha = 1; mercyButton.alpha = 1; } // Initialize first dialogue updateDialogue(); // Touch controls for soul movement var isDragging = false; game.down = function (x, y, obj) { var soulPos = game.toLocal(soul.parent.toGlobal(soul.position)); var distance = Math.sqrt(Math.pow(x - soulPos.x, 2) + Math.pow(y - soulPos.y, 2)); if (distance < 100) { isDragging = true; } }; game.move = function (x, y, obj) { if (isDragging && gameState === 'combat') { soul.x = x; soul.y = y; } }; game.up = function (x, y, obj) { isDragging = false; }; // Button interactions fightButton.down = function (x, y, obj) { if (currentEnemy && gameState === 'combat') { currentEnemy.takeDamage(); if (currentEnemy && currentEnemy.dialogue) { currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1); updateDialogue(); } } }; mercyButton.down = function (x, y, obj) { if (currentEnemy && gameState === 'combat') { currentEnemy.showMercy(); if (currentEnemy && currentEnemy.dialogue) { currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1); updateDialogue(); } } }; // Main game loop game.update = function () { // Update UI healthText.setText('Kalan Can: ' + soul.health + '/' + soul.maxHealth); scoreText.setText('Score: ' + LK.getScore()); if (gameState === 'combat') { // Check bullet collisions with soul for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check if bullet is out of bounds if (bullet.x < 0 || bullet.x > 2048 || bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with soul if (bullet.intersects(soul)) { soul.takeDamage(); bullet.destroy(); bullets.splice(i, 1); continue; } } } };
===================================================================
--- original.js
+++ change.js
@@ -236,9 +236,9 @@
dialogueText.x = 1024;
dialogueText.y = 150;
game.addChild(dialogueText);
// Action buttons
-var fightButton = new Text2('Taner İle Kapış', {
+var fightButton = new Text2('FIGHT', {
size: 80,
fill: 0xFF4444
});
fightButton.anchor.set(0.5, 0.5);
@@ -310,17 +310,21 @@
// Button interactions
fightButton.down = function (x, y, obj) {
if (currentEnemy && gameState === 'combat') {
currentEnemy.takeDamage();
- currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1);
- updateDialogue();
+ if (currentEnemy && currentEnemy.dialogue) {
+ currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1);
+ updateDialogue();
+ }
}
};
mercyButton.down = function (x, y, obj) {
if (currentEnemy && gameState === 'combat') {
currentEnemy.showMercy();
- currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1);
- updateDialogue();
+ if (currentEnemy && currentEnemy.dialogue) {
+ currentDialogueIndex = Math.min(currentDialogueIndex + 1, currentEnemy.dialogue.length - 1);
+ updateDialogue();
+ }
}
};
// Main game loop
game.update = function () {