User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'if (typeof scoreTxt !== "undefined" && scoreTxt) {' Line Number: 234
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 234
User prompt
oyuna ara yüz ekle
User prompt
arkadan ufo geçsin
User prompt
karakterin arkasındaki gök kusagı hareketli olsun
User prompt
Please fix the bug: 'Uncaught Error: [object Object]addChildAt: The index 1 supplied is out of bounds 0' in or related to this line: 'game.addChildAt(asteroid, 1);' Line Number: 551
User prompt
Please fix the bug: 'Uncaught Error: [object Object]addChildAt: The index 1 supplied is out of bounds 0' in or related to this line: 'game.addChildAt(debris, 1);' Line Number: 576
User prompt
karakteri sadelestir
User prompt
karakteri daha canlı yap
User prompt
Please fix the bug: 'Uncaught Error: [object Object]addChildAt: The index 1 supplied is out of bounds 0' in or related to this line: 'game.addChildAt(sat, 1);' Line Number: 497
User prompt
oyuna daha fazla grafik ekle
User prompt
arka plan karakter hareket ettikçe arka planda hareket etsin ve farklı gezegenler cıksın
User prompt
Please fix the bug: '[object Object]addChildAt: The index 1 supplied is out of bounds 0' in or related to this line: 'game.addChildAt(ufo, 1);' Line Number: 444
User prompt
daha dinamik hareketler için arka plana animasyonlu kuyruklu yıldız izleri ekleyin ekstra olarak arka plan hareketi için sürüklenen gezegenler ekleyin
User prompt
arka pilana daha fazla gezagen ucan ufolar ve kayan büyük gök tasları ekle
User prompt
arka pilanı daha canlı ve hareketli yap
User prompt
arka pilamı geliştir
User prompt
arka pilanı daha canlı yap
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < backgroundPlanets.length; i++) {' Line Number: 210
User prompt
oyuna ana menü ekle
User prompt
oyuna ana menü ekle ana menüde oyna butonu olsun ve arkada oyunun fotağrafı olsun oyunun adıda yazsın
User prompt
arkadan dusen yıldız daha yavaş düşsun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Nyan Cat class
var NyanCat = Container.expand(function () {
var self = Container.call(this);
// Rainbow trail (visual only, not collidable)
var rainbow = self.attachAsset('rainbow', {
anchorX: 1,
anchorY: 0.5,
x: -90,
y: 0,
scaleY: 1.2
});
// Add a soft highlight to rainbow for polish
rainbow.alpha = 0.92;
rainbow.tint = 0xffe0fa;
// Nyan Cat sprite
var cat = self.attachAsset('nyanCat', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Add a soft shadow to Nyan Cat for depth
cat.alpha = 1;
cat.tint = 0xffffff;
self.catShadow = LK.getAsset('nyanCat', {
anchorX: 0.5,
anchorY: 0.5,
x: 8,
y: 18
});
self.catShadow.alpha = 0.22;
self.catShadow.tint = 0x000000;
self.addChildAt(self.catShadow, 0);
// For collision, use the cat's bounds (not rainbow)
self.getCollisionBounds = function () {
return {
x: self.x - cat.width / 2,
y: self.y - cat.height / 2,
width: cat.width,
height: cat.height
};
};
// Flash effect on hit
self.flash = function () {
tween(cat, {
alpha: 0.3
}, {
duration: 80,
onFinish: function onFinish() {
tween(cat, {
alpha: 1
}, {
duration: 120
});
}
});
};
// Rainbow parallax movement for quality polish
self.update = function () {
// Rainbow trail parallax: slight horizontal movement for visual polish
rainbow.x = -90 + Math.sin(LK.ticks * 0.12) * 12;
// Bobbing handled in main update
};
return self;
});
// Obstacle class (cloud or star)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Randomly choose cloud or star
var isStar = Math.random() < 0.4;
var assetId = isStar ? 'star' : 'cloud';
var asset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Add soft shadow for depth
self.shadow = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: 10,
y: 18
});
self.shadow.alpha = 0.18;
self.shadow.tint = 0x000000;
self.addChildAt(self.shadow, 0);
self.isStar = isStar;
// For collision
self.getCollisionBounds = function () {
return {
x: self.x - asset.width / 2,
y: self.y - asset.height / 2,
width: asset.width,
height: asset.height
};
};
// Speed will be set on spawn
self.speed = 0;
self.update = function () {
self.x -= self.speed;
};
return self;
});
// Shooting Star class for lively background
var ShootingStar = Container.expand(function () {
var self = Container.call(this);
// Use the 'star' asset, small and bright
var star = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.32,
scaleY: 0.32
});
self.star = star;
// Randomize speed and angle
self.speed = 18 + Math.random() * 10; //{U} // Reduced speed for slower falling stars
self.angle = Math.PI * (0.18 + Math.random() * 0.12); // ~10deg downward
self.alpha = 0.7 + Math.random() * 0.3;
// Trail effect (simple, fade out)
self.update = function () {
self.x += Math.cos(self.angle) * self.speed;
self.y += Math.sin(self.angle) * self.speed;
self.alpha -= 0.018 + Math.random() * 0.008;
if (self.alpha <= 0.01) {
self.destroy();
}
};
return self;
});
// Treat class (collectible)
var Treat = Container.expand(function () {
var self = Container.call(this);
var treat = self.attachAsset('treat', {
anchorX: 0.5,
anchorY: 0.5
});
// Add soft shadow for treat
self.shadow = self.attachAsset('treat', {
anchorX: 0.5,
anchorY: 0.5,
x: 10,
y: 18
});
self.shadow.alpha = 0.18;
self.shadow.tint = 0x000000;
self.addChildAt(self.shadow, 0);
// For collision
self.getCollisionBounds = function () {
return {
x: self.x - treat.width / 2,
y: self.y - treat.height / 2,
width: treat.width,
height: treat.height
};
};
// Speed will be set on spawn
self.speed = 0;
self.update = function () {
self.x -= self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- Main Menu Overlay ---
var mainMenuOverlay = new Container();
mainMenuOverlay.visible = true;
// Ensure backgroundPlanets is always defined before menu background is created
if (typeof backgroundPlanets === "undefined" || !backgroundPlanets) backgroundPlanets = [];
// Take a screenshot of the game area for menu background (simulate by rendering planets and Nyan Cat in background)
function createMenuBackground() {
// Remove all children from overlay
while (mainMenuOverlay.children.length > 0) mainMenuOverlay.removeChildAt(0);
// Add background planets (simulate by copying their positions)
for (var i = 0; i < backgroundPlanets.length; i++) {
var p = backgroundPlanets[i];
var planet = LK.getAsset(p.assetId || p._assetId || p.id || 'planetBlue', {
anchorX: 0.5,
anchorY: 0.5
});
planet.x = p.x;
planet.y = p.y;
planet.scaleX = planet.scaleY = p.scaleX || 1;
planet.alpha = p.alpha || 0.18;
mainMenuOverlay.addChild(planet);
}
// Add Nyan Cat in the center (large, faded)
var menuCat = LK.getAsset('nyanCat', {
anchorX: 0.5,
anchorY: 0.5
});
menuCat.x = 2048;
menuCat.y = 1200;
menuCat.scaleX = menuCat.scaleY = 2.2;
menuCat.alpha = 0.18;
mainMenuOverlay.addChild(menuCat);
}
// Game Title
var titleText = new Text2('NYAN CAT SPACE RUN', {
size: 220,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048;
titleText.y = 420;
mainMenuOverlay.addChild(titleText);
// Play Button
var playBtnBg = LK.getAsset('planetYellow', {
anchorX: 0.5,
anchorY: 0.5
});
playBtnBg.x = 2048;
playBtnBg.y = 1200 + 420;
playBtnBg.scaleX = playBtnBg.scaleY = 2.2;
mainMenuOverlay.addChild(playBtnBg);
var playBtnText = new Text2('OYNA', {
size: 180,
fill: "#222"
});
playBtnText.anchor.set(0.5, 0.5);
playBtnText.x = 2048;
playBtnText.y = 1200 + 420;
mainMenuOverlay.addChild(playBtnText);
// Play button interaction
mainMenuOverlay.down = function (x, y, obj) {
// Check if touch is inside play button
var dx = x - playBtnBg.x;
var dy = y - playBtnBg.y;
var r = playBtnBg.width * playBtnBg.scaleX * 0.5;
if (dx * dx + dy * dy < r * r) {
// Hide menu, start game
mainMenuOverlay.visible = false;
game.paused = false;
// Reset game state
LK.setScore(0);
scoreTxt.setText('0');
for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy();
obstacles = [];
for (var j = 0; j < treats.length; j++) treats[j].destroy();
treats = [];
nyanCat.x = 3840 * 0.25;
nyanCat.y = 2160 * 0.6;
nyanCatBaseY = nyanCat.y;
speed = baseSpeed;
spawnInterval = 70;
treatInterval = 110;
dragNode = null;
lastHit = false;
// Resume music
LK.playMusic('nyanMusic');
}
};
mainMenuOverlay.move = function (x, y, obj) {};
mainMenuOverlay.up = function (x, y, obj) {};
// Add overlay to GUI (centered, covers all)
LK.gui.center.addChild(mainMenuOverlay);
// Show menu at start
game.paused = true;
createMenuBackground();
// Animate planets in menu
LK.on('tick', function () {
if (mainMenuOverlay.visible) {
// Animate title
titleText.y = 420 + Math.sin(LK.ticks * 0.06) * 24;
titleText.scaleX = titleText.scaleY = 1.0 + Math.sin(LK.ticks * 0.09) * 0.04;
// Animate play button
playBtnBg.scaleX = playBtnBg.scaleY = 2.2 + Math.sin(LK.ticks * 0.13) * 0.13;
playBtnText.scaleX = playBtnText.scaleY = 1.0 + Math.sin(LK.ticks * 0.13) * 0.04;
}
});
// Animate background planets (subtle drifting and glow, and spawn new ones as needed)
var backgroundPlanets = [];
// Sparkle and nebula arrays for lively background
if (!game.backgroundSparkles) game.backgroundSparkles = [];
if (!game.backgroundNebulas) game.backgroundNebulas = [];
if (!game.backgroundAuroras) game.backgroundAuroras = [];
// --- Add more planets, flying UFOs, and large moving asteroids to the background ---
if (!game.backgroundUFOs) game.backgroundUFOs = [];
if (!game.backgroundAsteroids) game.backgroundAsteroids = [];
// --- Animate Planets ---
for (var i = backgroundPlanets.length - 1; i >= 0; i--) {
var p = backgroundPlanets[i];
// Parallax horizontal movement for planets (move left, speed up with game speed)
p.x -= (0.7 + speed * 0.18) * (1 + p.drift * 2); // Parallax speed based on drift and game speed
// If planet is off screen to the left, remove and spawn a new one at right
if (p.x < -500) {
p.destroy();
backgroundPlanets.splice(i, 1);
// Randomly pick a planet type
var planetTypes = ['planetBlue', 'planetGreen', 'planetPurple', 'planetRed', 'planetYellow'];
var newId = planetTypes[Math.floor(Math.random() * planetTypes.length)];
var newScale = 0.8 + Math.random() * 0.8;
var newAlpha = 0.12 + Math.random() * 0.13;
var newDrift = 0.04 + Math.random() * 0.08;
var newDriftMag = 18 + Math.random() * 30;
var newY = 300 + Math.random() * (GAME_BOTTOM - 600);
var newPlanet = LK.getAsset(newId, {
anchorX: 0.5,
anchorY: 0.5
});
newPlanet.x = GAME_RIGHT + 500 + Math.random() * 400;
newPlanet.y = newY;
newPlanet.scaleX = newPlanet.scaleY = newScale;
newPlanet.alpha = newAlpha;
newPlanet.drift = newDrift;
newPlanet.driftMag = newDriftMag;
backgroundPlanets.push(newPlanet);
game.addChildAt(newPlanet, 0);
continue;
}
// Subtle drifting
p.x += Math.sin(LK.ticks * p.drift + i) * 0.2;
p.y += Math.cos(LK.ticks * p.drift + i) * 0.2;
// Subtle alpha pulsing for glow
p.alpha = Math.abs(Math.sin(LK.ticks * 0.008 + i)) * 0.08 + 0.13 + p.drift * 0.7;
// Twinkle effect: scale planets up/down slightly for more life
var twinkle = 1 + Math.sin(LK.ticks * 0.04 + i * 1.7) * 0.018;
p.scaleX = p.scaleY = (p.scaleX || 1) * twinkle;
}
// --- Flying UFOs (background) ---
if (game.backgroundUFOs.length < 2 && Math.random() < 0.04) {
// Use 'cloud' asset as a placeholder for UFO, tint it for a sci-fi look
var ufo = LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7 + Math.random() * 0.5,
scaleY: 0.32 + Math.random() * 0.18
});
ufo.x = GAME_RIGHT + 300 + Math.random() * 400;
ufo.y = 200 + Math.random() * (GAME_BOTTOM - 400);
ufo.alpha = 0.22 + Math.random() * 0.13;
ufo.tint = 0x9b59b6 + Math.floor(Math.random() * 0x222222); // purplish/blueish
ufo._speed = 7 + Math.random() * 4;
ufo._drift = 0.04 + Math.random() * 0.09;
ufo._driftPhase = Math.random() * Math.PI * 2;
ufo._glow = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.18 + Math.random() * 0.12,
scaleY: 0.18 + Math.random() * 0.12
});
ufo._glow.x = 0;
ufo._glow.y = 0;
ufo._glow.alpha = 0.18;
ufo._glow.tint = 0x4a90e2;
ufo.addChildAt(ufo._glow, 0);
game.backgroundUFOs.push(ufo);
game.addChildAt(ufo, 1);
}
// Animate UFOs
for (var u = game.backgroundUFOs.length - 1; u >= 0; u--) {
var ufo = game.backgroundUFOs[u];
ufo.x -= ufo._speed;
ufo._driftPhase += ufo._drift;
ufo.y += Math.sin(ufo._driftPhase) * 1.2;
ufo._glow.alpha = 0.13 + Math.abs(Math.sin(LK.ticks * 0.09 + u)) * 0.13;
// Remove if off screen
if (ufo.x < -400) {
if (ufo.destroy) ufo.destroy();
game.backgroundUFOs.splice(u, 1);
}
}
// --- Large Asteroids (background) ---
if (game.backgroundAsteroids.length < 2 && Math.random() < 0.03) {
// Use 'planetRed' or 'planetPurple' as a placeholder for big asteroid, squashed and tinted
var asteroidTypes = ['planetRed', 'planetPurple'];
var asteroidId = asteroidTypes[Math.floor(Math.random() * asteroidTypes.length)];
var asteroid = LK.getAsset(asteroidId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7 + Math.random() * 0.7,
scaleY: 0.38 + Math.random() * 0.22
});
asteroid.x = GAME_RIGHT + 600 + Math.random() * 400;
asteroid.y = 200 + Math.random() * (GAME_BOTTOM - 400);
asteroid.alpha = 0.19 + Math.random() * 0.13;
asteroid.tint = 0x888888 + Math.floor(Math.random() * 0x222222); // grayish
asteroid._speed = 10 + Math.random() * 6;
asteroid._drift = 0.03 + Math.random() * 0.07;
asteroid._driftPhase = Math.random() * Math.PI * 2;
asteroid._rotSpeed = 0.01 + Math.random() * 0.02;
game.backgroundAsteroids.push(asteroid);
game.addChildAt(asteroid, 1);
}
// Animate asteroids
for (var a = game.backgroundAsteroids.length - 1; a >= 0; a--) {
var asteroid = game.backgroundAsteroids[a];
asteroid.x -= asteroid._speed;
asteroid._driftPhase += asteroid._drift;
asteroid.y += Math.sin(asteroid._driftPhase) * 2.2;
asteroid.rotation = (asteroid.rotation || 0) + asteroid._rotSpeed;
// Remove if off screen
if (asteroid.x < -600) {
if (asteroid.destroy) asteroid.destroy();
game.backgroundAsteroids.splice(a, 1);
}
}
// --- Sparkle background effect ---
if (game.backgroundSparkles.length < 32 && Math.random() < 0.18) {
// Add a new sparkle at random position, random size
var sparkle = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.13 + Math.random() * 0.11,
scaleY: 0.13 + Math.random() * 0.11
});
sparkle.x = Math.random() * (GAME_RIGHT + 400) - 200;
sparkle.y = Math.random() * (GAME_BOTTOM + 400) - 200;
sparkle.alpha = 0.13 + Math.random() * 0.13;
sparkle._twinklePhase = Math.random() * Math.PI * 2;
sparkle._twinkleSpeed = 0.04 + Math.random() * 0.07;
sparkle._baseAlpha = sparkle.alpha;
sparkle._baseScale = sparkle.scaleX;
game.backgroundSparkles.push(sparkle);
game.addChildAt(sparkle, 0);
}
// --- Parallax dust particles for extra movement ---
if (!game.backgroundDust) game.backgroundDust = [];
if (game.backgroundDust.length < 18 && Math.random() < 0.13) {
var dust = LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.18 + Math.random() * 0.22,
scaleY: 0.18 + Math.random() * 0.22
});
dust.x = Math.random() * (GAME_RIGHT + 400) - 200;
dust.y = Math.random() * (GAME_BOTTOM + 400) - 200;
dust.alpha = 0.06 + Math.random() * 0.07;
dust._speed = 0.13 + Math.random() * 0.09;
dust._drift = 0.04 + Math.random() * 0.09;
dust._driftPhase = Math.random() * Math.PI * 2;
game.backgroundDust.push(dust);
game.addChildAt(dust, 0);
}
// Animate dust
for (var d = game.backgroundDust.length - 1; d >= 0; d--) {
var dust = game.backgroundDust[d];
dust.x -= dust._speed;
dust._driftPhase += dust._drift;
dust.y += Math.sin(dust._driftPhase) * 0.7;
// Subtle alpha pulsing
dust.alpha = Math.abs(Math.sin(LK.ticks * 0.009 + d)) * 0.03 + 0.06;
// Remove if off screen
if (dust.x < -400 || dust.y < -400 || dust.y > GAME_BOTTOM + 400) {
if (dust.destroy) dust.destroy();
game.backgroundDust.splice(d, 1);
}
}
// Animate sparkles
for (var s = game.backgroundSparkles.length - 1; s >= 0; s--) {
var sparkle = game.backgroundSparkles[s];
// Twinkle alpha and scale
sparkle._twinklePhase += sparkle._twinkleSpeed;
sparkle.alpha = sparkle._baseAlpha * (0.7 + 0.6 * Math.abs(Math.sin(sparkle._twinklePhase)));
sparkle.scaleX = sparkle.scaleY = sparkle._baseScale * (0.9 + 0.2 * Math.abs(Math.cos(sparkle._twinklePhase * 0.7)));
// Slow drift
sparkle.x += Math.sin(sparkle._twinklePhase * 0.5) * 0.13;
sparkle.y += Math.cos(sparkle._twinklePhase * 0.5) * 0.13;
// Remove if off screen
if (sparkle.x < -300 || sparkle.x > GAME_RIGHT + 300 || sparkle.y < -300 || sparkle.y > GAME_BOTTOM + 300) {
if (sparkle.destroy) sparkle.destroy();
game.backgroundSparkles.splice(s, 1);
}
}
// --- Nebula cloud effect (soft colored clouds drifting) ---
if (game.backgroundNebulas.length < 5 && Math.random() < 0.04) {
var nebulaColors = [0xf9d423, 0x9b59b6, 0x4a90e2, 0x7ed957, 0xe94e77];
var color = nebulaColors[Math.floor(Math.random() * nebulaColors.length)];
var nebula = LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2 + Math.random() * 1.8,
scaleY: 1.2 + Math.random() * 1.8
});
nebula.x = GAME_RIGHT + 400 + Math.random() * 400;
nebula.y = 200 + Math.random() * (GAME_BOTTOM - 400);
nebula.alpha = 0.08 + Math.random() * 0.08;
nebula.tint = color;
nebula._speed = 0.18 + Math.random() * 0.22;
nebula._drift = 0.12 + Math.random() * 0.13;
nebula._driftPhase = Math.random() * Math.PI * 2;
game.backgroundNebulas.push(nebula);
game.addChildAt(nebula, 0);
}
// Animate nebulas
for (var n = game.backgroundNebulas.length - 1; n >= 0; n--) {
var nebula = game.backgroundNebulas[n];
nebula.x -= nebula._speed;
nebula._driftPhase += nebula._drift;
nebula.y += Math.sin(nebula._driftPhase) * 0.7;
// Subtle alpha pulsing
nebula.alpha = Math.abs(Math.sin(LK.ticks * 0.006 + n)) * 0.04 + 0.08;
// Remove if off screen
if (nebula.x < -600) {
if (nebula.destroy) nebula.destroy();
game.backgroundNebulas.splice(n, 1);
}
}
// --- Aurora band effect (animated colored bands drifting horizontally) ---
if (game.backgroundAuroras.length < 3 && Math.random() < 0.03) {
var auroraColors = [0x7ed957, 0x4a90e2, 0xfe6cd1, 0xf9d423, 0x9b59b6];
var color = auroraColors[Math.floor(Math.random() * auroraColors.length)];
var aurora = LK.getAsset('rainbow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 18 + Math.random() * 6,
scaleY: 0.7 + Math.random() * 0.5
});
aurora.x = GAME_RIGHT + 800 + Math.random() * 400;
aurora.y = 400 + Math.random() * (GAME_BOTTOM - 800);
aurora.alpha = 0.09 + Math.random() * 0.07;
aurora.tint = color;
aurora._speed = 0.11 + Math.random() * 0.13;
aurora._wavePhase = Math.random() * Math.PI * 2;
aurora._waveSpeed = 0.008 + Math.random() * 0.012;
aurora._baseY = aurora.y;
game.backgroundAuroras.push(aurora);
game.addChildAt(aurora, 0);
}
// Animate auroras
for (var a = game.backgroundAuroras.length - 1; a >= 0; a--) {
var aurora = game.backgroundAuroras[a];
aurora.x -= aurora._speed;
aurora._wavePhase += aurora._waveSpeed;
aurora.y = aurora._baseY + Math.sin(aurora._wavePhase + a) * 38;
// Subtle alpha pulsing
aurora.alpha = Math.abs(Math.sin(LK.ticks * 0.004 + a)) * 0.05 + 0.09;
// Remove if off screen
if (aurora.x < -1200) {
if (aurora.destroy) aurora.destroy();
game.backgroundAuroras.splice(a, 1);
}
}
// --- Comet trail effect (fast-moving, glowing comets with fading tails) ---
if (!game.backgroundComets) game.backgroundComets = [];
if (game.backgroundComets.length < 4 && Math.random() < 0.04) {
var comet = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.22 + Math.random() * 0.18,
scaleY: 0.22 + Math.random() * 0.18
});
comet.x = -200 - Math.random() * 400;
comet.y = 200 + Math.random() * (GAME_BOTTOM - 400);
comet.alpha = 0.19 + Math.random() * 0.13;
comet._speed = 18 + Math.random() * 12;
comet._angle = Math.PI * (0.01 + Math.random() * 0.08); // slight downward
comet._tail = [];
comet._tailColor = [0xf9d423, 0x9b59b6, 0x4a90e2, 0x7ed957, 0xe94e77][Math.floor(Math.random() * 5)];
game.backgroundComets.push(comet);
game.addChildAt(comet, 1);
}
// Animate comets and their tails
for (var c = game.backgroundComets.length - 1; c >= 0; c--) {
var comet = game.backgroundComets[c];
// Move comet
comet.x += Math.cos(comet._angle) * comet._speed;
comet.y += Math.sin(comet._angle) * comet._speed;
// Fade out slightly
comet.alpha -= 0.002 + Math.random() * 0.002;
// Store tail positions
if (!comet._tail) comet._tail = [];
comet._tail.unshift({
x: comet.x,
y: comet.y,
alpha: comet.alpha,
scale: comet.scaleX
});
if (comet._tail.length > 12) comet._tail.pop();
// Draw tail as faded stars
for (var t = 1; t < comet._tail.length; t += 2) {
var tail = comet._tail[t];
if (!tail._sprite) {
tail._sprite = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: comet.scaleX * (1 - t * 0.06),
scaleY: comet.scaleY * (1 - t * 0.06)
});
tail._sprite.x = tail.x;
tail._sprite.y = tail.y;
tail._sprite.alpha = comet.alpha * (0.5 - t * 0.04);
tail._sprite.tint = comet._tailColor;
game.addChildAt(tail._sprite, 0);
} else {
tail._sprite.x = tail.x;
tail._sprite.y = tail.y;
tail._sprite.alpha = comet.alpha * (0.5 - t * 0.04);
tail._sprite.scaleX = tail._sprite.scaleY = comet.scaleX * (1 - t * 0.06);
}
}
// Remove if off screen
if (comet.x > GAME_RIGHT + 400 || comet.y > GAME_BOTTOM + 400 || comet.alpha < 0.01) {
// Remove tail sprites
for (var t = 1; t < comet._tail.length; t += 2) {
var tail = comet._tail[t];
if (tail._sprite && tail._sprite.destroy) tail._sprite.destroy();
}
if (comet.destroy) comet.destroy();
game.backgroundComets.splice(c, 1);
}
}
function spawnBackgroundPlanets() {
// Remove any existing
for (var i = 0; i < backgroundPlanets.length; i++) {
backgroundPlanets[i].destroy();
}
backgroundPlanets = [];
// Place a few planets at random positions, different depths/colors
var planetDefs = [{
id: 'planetBlue',
x: 900,
y: 400,
scale: 1.2,
alpha: 0.22,
drift: 0.08,
driftMag: 40
}, {
id: 'planetGreen',
x: 3200,
y: 600,
scale: 1.1,
alpha: 0.18,
drift: 0.06,
driftMag: 30
}, {
id: 'planetPurple',
x: 2600,
y: 1700,
scale: 1.4,
alpha: 0.16,
drift: 0.07,
driftMag: 36
}, {
id: 'planetRed',
x: 1800,
y: 1400,
scale: 1.0,
alpha: 0.19,
drift: 0.09,
driftMag: 28
}, {
id: 'planetYellow',
x: 3400,
y: 1800,
scale: 0.9,
alpha: 0.13,
drift: 0.05,
driftMag: 22
}];
for (var i = 0; i < planetDefs.length; i++) {
var def = planetDefs[i];
var planet = LK.getAsset(def.id, {
anchorX: 0.5,
anchorY: 0.5
});
planet.x = def.x;
planet.y = def.y;
planet.scaleX = planet.scaleY = def.scale;
planet.alpha = def.alpha;
planet.drift = def.drift;
planet.driftMag = def.driftMag;
backgroundPlanets.push(planet);
game.addChildAt(planet, 0); // Always behind everything
}
}
spawnBackgroundPlanets();
// Music
// Sound effects
// Rainbow trail
// Treat (pop tart)
// Obstacle (star)
// Obstacle (cloud)
// Nyan Cat (main character)
// Game area margins
var GAME_TOP = 0;
var GAME_BOTTOM = 2160;
var GAME_LEFT = 0;
var GAME_RIGHT = 3840;
// Avoid top left 100x100 for menu
var SAFE_TOP = 120;
// Main character
var nyanCat = new NyanCat();
game.addChild(nyanCat);
// Center Nyan Cat horizontally, place at 60% height
nyanCat.x = 3840 * 0.25;
nyanCat.y = 2160 * 0.6;
var nyanCatBaseY = nyanCat.y;
// Score display
var scoreTxt = new Text2('0', {
size: 220,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Arrays for obstacles and treats
var obstacles = [];
var treats = [];
// Difficulty parameters
var baseSpeed = 12;
var speed = baseSpeed;
var spawnInterval = 70; // ticks between spawns
var treatInterval = 110; // ticks between treat spawns
var minSpawnInterval = 30;
var maxSpeed = 32;
// Dragging
var dragNode = null;
// Last collision state
var lastHit = false;
// Play music
LK.playMusic('nyanMusic');
// Helper: collision check (AABB)
function isColliding(a, b) {
var ab = a.getCollisionBounds();
var bb = b.getCollisionBounds();
return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y;
}
// Move handler (drag Nyan Cat)
function handleMove(x, y, obj) {
if (dragNode) {
// Clamp to game area, avoid top left 100x100
var cat = dragNode;
var bounds = cat.getCollisionBounds();
var halfW = bounds.width / 2;
var halfH = bounds.height / 2;
var minX = GAME_LEFT + halfW;
var maxX = GAME_RIGHT - halfW;
var minY = Math.max(GAME_TOP + halfH, SAFE_TOP + halfH);
var maxY = GAME_BOTTOM - halfH;
cat.x = Math.max(minX, Math.min(maxX, x));
cat.y = Math.max(minY, Math.min(maxY, y));
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only allow drag if touch is on Nyan Cat
var bounds = nyanCat.getCollisionBounds();
if (x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height) {
dragNode = nyanCat;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Game update loop
game.update = function () {
// Only planets are used for the space background; no starfield, clouds, or other backgrounds
// Animate shooting stars for lively background
if (!game.shootingStars) game.shootingStars = [];
// Spawn a shooting star at random intervals
if (LK.ticks % 23 === 0 && Math.random() < 0.45) {
var star = new ShootingStar();
// Start at random X on left, random Y in upper half
star.x = Math.random() * 1200;
star.y = 80 + Math.random() * 900;
game.shootingStars.push(star);
game.addChildAt(star, 1); // Behind main gameplay
}
// Update and clean up shooting stars
for (var s = game.shootingStars.length - 1; s >= 0; s--) {
var star = game.shootingStars[s];
if (star.destroyed || star.alpha <= 0.01 || star.x > GAME_RIGHT + 200 || star.y > GAME_BOTTOM + 200) {
if (!star.destroyed) star.destroy();
game.shootingStars.splice(s, 1);
continue;
}
star.update();
}
// Increase difficulty over time
if (LK.ticks % 180 === 0 && speed < maxSpeed) {
speed += 1.2;
spawnInterval = Math.max(minSpawnInterval, spawnInterval - 4);
}
// Spawn obstacles
if (LK.ticks % spawnInterval === 0) {
var obs = new Obstacle();
obs.speed = speed;
// Random Y, avoid top 100px
var asset = obs.children[0];
var minY = SAFE_TOP + asset.height / 2;
var maxY = GAME_BOTTOM - asset.height / 2;
obs.x = GAME_RIGHT + asset.width / 2 + 10;
obs.y = Math.random() * (maxY - minY) + minY;
obstacles.push(obs);
game.addChild(obs);
}
// Spawn treats
if (LK.ticks % treatInterval === 0) {
var treat = new Treat();
treat.speed = speed * 0.95;
var asset = treat.children[0];
var minY = SAFE_TOP + asset.height / 2;
var maxY = GAME_BOTTOM - asset.height / 2;
treat.x = GAME_RIGHT + asset.width / 2 + 10;
treat.y = Math.random() * (maxY - minY) + minY;
treats.push(treat);
game.addChild(treat);
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Twinkle and pulse for obstacles (clouds/stars)
if (obs.children && obs.children.length > 1) {
var obsSprite = obs.children[1];
obsSprite.rotation = Math.sin(LK.ticks * 0.09 + i) * 0.13;
obsSprite.scaleX = 1 + Math.sin(LK.ticks * 0.15 + i) * 0.09;
obsSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13 + i) * 0.09;
}
// Remove if off screen
if (obs.x < -300) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with Nyan Cat
var hit = isColliding(obs, nyanCat);
if (hit && !lastHit) {
// Flash, play sound, game over
nyanCat.flash();
LK.getSound('hit').play();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
lastHit = true;
break; // Stop further checks
}
}
// Update treats
for (var j = treats.length - 1; j >= 0; j--) {
var treat = treats[j];
treat.update();
// Twinkle effect for treats (make them pulse and rotate for more life)
if (treat.children && treat.children.length > 1) {
var treatSprite = treat.children[1];
treatSprite.rotation = Math.sin(LK.ticks * 0.13 + j) * 0.18;
treatSprite.scaleX = 1 + Math.sin(LK.ticks * 0.19 + j) * 0.13;
treatSprite.scaleY = 1 + Math.cos(LK.ticks * 0.17 + j) * 0.13;
}
// Remove if off screen
if (treat.x < -200) {
treat.destroy();
treats.splice(j, 1);
continue;
}
// Collision with Nyan Cat
if (isColliding(treat, nyanCat)) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
LK.getSound('collect').play();
// Animate treat
tween(treat, {
scaleX: 2.1,
scaleY: 2.1,
alpha: 0
}, {
duration: 220,
ease: "outBack",
onFinish: function onFinish() {
treat.destroy();
}
});
treats.splice(j, 1);
continue;
}
}
// Nyan Cat idle bobbing and lively animation
if (!dragNode) {
nyanCat.y = nyanCatBaseY + Math.sin(LK.ticks * 0.08) * 22;
// Subtle rotation and scale for lively effect
if (nyanCat.children && nyanCat.children.length > 1) {
var catSprite = nyanCat.children[1];
catSprite.rotation = Math.sin(LK.ticks * 0.07) * 0.08;
catSprite.scaleX = 1 + Math.sin(LK.ticks * 0.11) * 0.04;
catSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13) * 0.04;
}
// Subtle color pulsing for rainbow trail
if (nyanCat.children && nyanCat.children.length > 0) {
var rainbowSprite = nyanCat.children[0];
var baseTint = 0xffe0fa;
var pulse = Math.floor(0x20 * (1 + Math.sin(LK.ticks * 0.09)));
// Animate tint between pink and yellowish
rainbowSprite.tint = 0xffe0fa + (pulse << 8);
}
}
// Reset lastHit if not colliding
if (!obstacles.some(function (obs) {
return isColliding(obs, nyanCat);
})) {
lastHit = false;
}
};
// Reset score and all game state on game start
LK.setScore(0);
scoreTxt.setText('0');
// Remove all obstacles and treats from game
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
for (var j = 0; j < treats.length; j++) {
treats[j].destroy();
}
treats = [];
// Reset Nyan Cat position and base Y
nyanCat.x = 3840 * 0.25;
nyanCat.y = 2160 * 0.6;
nyanCatBaseY = nyanCat.y;
// Reset difficulty
speed = baseSpeed;
spawnInterval = 70;
treatInterval = 110;
// Reset drag and collision state
dragNode = null;
lastHit = false; ===================================================================
--- original.js
+++ change.js
@@ -292,8 +292,12 @@
// Sparkle and nebula arrays for lively background
if (!game.backgroundSparkles) game.backgroundSparkles = [];
if (!game.backgroundNebulas) game.backgroundNebulas = [];
if (!game.backgroundAuroras) game.backgroundAuroras = [];
+// --- Add more planets, flying UFOs, and large moving asteroids to the background ---
+if (!game.backgroundUFOs) game.backgroundUFOs = [];
+if (!game.backgroundAsteroids) game.backgroundAsteroids = [];
+// --- Animate Planets ---
for (var i = backgroundPlanets.length - 1; i >= 0; i--) {
var p = backgroundPlanets[i];
// Parallax horizontal movement for planets (move left, speed up with game speed)
p.x -= (0.7 + speed * 0.18) * (1 + p.drift * 2); // Parallax speed based on drift and game speed
@@ -331,8 +335,86 @@
// Twinkle effect: scale planets up/down slightly for more life
var twinkle = 1 + Math.sin(LK.ticks * 0.04 + i * 1.7) * 0.018;
p.scaleX = p.scaleY = (p.scaleX || 1) * twinkle;
}
+// --- Flying UFOs (background) ---
+if (game.backgroundUFOs.length < 2 && Math.random() < 0.04) {
+ // Use 'cloud' asset as a placeholder for UFO, tint it for a sci-fi look
+ var ufo = LK.getAsset('cloud', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7 + Math.random() * 0.5,
+ scaleY: 0.32 + Math.random() * 0.18
+ });
+ ufo.x = GAME_RIGHT + 300 + Math.random() * 400;
+ ufo.y = 200 + Math.random() * (GAME_BOTTOM - 400);
+ ufo.alpha = 0.22 + Math.random() * 0.13;
+ ufo.tint = 0x9b59b6 + Math.floor(Math.random() * 0x222222); // purplish/blueish
+ ufo._speed = 7 + Math.random() * 4;
+ ufo._drift = 0.04 + Math.random() * 0.09;
+ ufo._driftPhase = Math.random() * Math.PI * 2;
+ ufo._glow = LK.getAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.18 + Math.random() * 0.12,
+ scaleY: 0.18 + Math.random() * 0.12
+ });
+ ufo._glow.x = 0;
+ ufo._glow.y = 0;
+ ufo._glow.alpha = 0.18;
+ ufo._glow.tint = 0x4a90e2;
+ ufo.addChildAt(ufo._glow, 0);
+ game.backgroundUFOs.push(ufo);
+ game.addChildAt(ufo, 1);
+}
+// Animate UFOs
+for (var u = game.backgroundUFOs.length - 1; u >= 0; u--) {
+ var ufo = game.backgroundUFOs[u];
+ ufo.x -= ufo._speed;
+ ufo._driftPhase += ufo._drift;
+ ufo.y += Math.sin(ufo._driftPhase) * 1.2;
+ ufo._glow.alpha = 0.13 + Math.abs(Math.sin(LK.ticks * 0.09 + u)) * 0.13;
+ // Remove if off screen
+ if (ufo.x < -400) {
+ if (ufo.destroy) ufo.destroy();
+ game.backgroundUFOs.splice(u, 1);
+ }
+}
+// --- Large Asteroids (background) ---
+if (game.backgroundAsteroids.length < 2 && Math.random() < 0.03) {
+ // Use 'planetRed' or 'planetPurple' as a placeholder for big asteroid, squashed and tinted
+ var asteroidTypes = ['planetRed', 'planetPurple'];
+ var asteroidId = asteroidTypes[Math.floor(Math.random() * asteroidTypes.length)];
+ var asteroid = LK.getAsset(asteroidId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7 + Math.random() * 0.7,
+ scaleY: 0.38 + Math.random() * 0.22
+ });
+ asteroid.x = GAME_RIGHT + 600 + Math.random() * 400;
+ asteroid.y = 200 + Math.random() * (GAME_BOTTOM - 400);
+ asteroid.alpha = 0.19 + Math.random() * 0.13;
+ asteroid.tint = 0x888888 + Math.floor(Math.random() * 0x222222); // grayish
+ asteroid._speed = 10 + Math.random() * 6;
+ asteroid._drift = 0.03 + Math.random() * 0.07;
+ asteroid._driftPhase = Math.random() * Math.PI * 2;
+ asteroid._rotSpeed = 0.01 + Math.random() * 0.02;
+ game.backgroundAsteroids.push(asteroid);
+ game.addChildAt(asteroid, 1);
+}
+// Animate asteroids
+for (var a = game.backgroundAsteroids.length - 1; a >= 0; a--) {
+ var asteroid = game.backgroundAsteroids[a];
+ asteroid.x -= asteroid._speed;
+ asteroid._driftPhase += asteroid._drift;
+ asteroid.y += Math.sin(asteroid._driftPhase) * 2.2;
+ asteroid.rotation = (asteroid.rotation || 0) + asteroid._rotSpeed;
+ // Remove if off screen
+ if (asteroid.x < -600) {
+ if (asteroid.destroy) asteroid.destroy();
+ game.backgroundAsteroids.splice(a, 1);
+ }
+}
// --- Sparkle background effect ---
if (game.backgroundSparkles.length < 32 && Math.random() < 0.18) {
// Add a new sparkle at random position, random size
var sparkle = LK.getAsset('star', {
NYAN CAT. In-Game asset. 2d. High contrast. No shadows
DİKENLİ TOP. In-Game asset. 2d. High contrast. No shadows
TAŞ. In-Game asset. 2d. High contrast. No shadows
kurabiye. In-Game asset. 2d. High contrast. No shadows
satürn. In-Game asset. 2d. High contrast. No shadows
neptün. In-Game asset. 2d. High contrast. No shadows