User prompt
karakterin boyutunu büyüt
User prompt
dron karaterin etrafında dönmesin karakterin bağımsız hareket etsin ve rasgele düşmanlara saldırsın
User prompt
kalkan 1 hit korusun
User prompt
çıkan her dron diğer dronun ters tarafında çıksın
User prompt
dron alındığı sürece 3 sefere kadar stacklenebilir
User prompt
dönen duron hasar versin
User prompt
arkaplan koy
User prompt
güçlendirmeler karakter hasar yiyene kadar kalıcı olsun
User prompt
ikili atış düz ilerlesin yayılmasın
User prompt
düşmanların ve karakterin hızını yavaşlat
User prompt
karakter kendisine en yakın düşmana doğru ateş etsin
Code edit (1 edits merged)
Please save this source code
User prompt
Rogue Wave Survival
Initial prompt
Create a top-down 2D rogue-like game where the player moves in the direction of input (e.g., arrow keys or WASD) and automatically shoots at approaching enemies. The game progresses in waves, with each wave increasing in difficulty by spawning more and stronger enemies. The player has a health bar; if it reaches zero, the game ends. Enemies spawn from outside the screen and move toward the player. There are three types of enemies: Normal enemy: balanced speed and health. Fast enemy: high speed, low health. Tank enemy: slow speed, high health. During gameplay, random power-ups spawn on the ground, including: Shield (adds temporary protection) Health (restores player HP) Dual Shot (fires two bullets at once) Enhanced Bullets (increased damage) Combat Drone (a drone that follows the player and shoots at enemies) The goal is to survive as many waves as possible, using movement, positioning, and power-ups to overcome the increasing enemy threat.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Drone class
var Drone = Container.expand(function (player) {
var self = Container.call(this);
var droneSprite = self.attachAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = droneSprite.width / 2;
self.player = player;
self.angle = 0;
self.orbitRadius = 220;
self.shootInterval = 30;
self.lastShotTick = 0;
self.update = function () {
self.angle += 0.07;
self.x = self.player.x + Math.cos(self.angle) * self.orbitRadius;
self.y = self.player.y + Math.sin(self.angle) * self.orbitRadius;
};
return self;
});
// Drone bullet class
var DroneBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('drone_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.speed = 14;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.type = 'normal'; // 'normal', 'fast', 'tank'
self.speed = 6;
self.health = 2;
self.radius = 50;
self.reward = 1;
self.target = null;
self.init = function (type) {
self.type = type;
if (type === 'normal') {
self.attachAsset('enemy_normal', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3 + Math.random() * 1; // normal enemy slower
self.health = 2;
self.radius = 50;
self.reward = 1;
} else if (type === 'fast') {
self.attachAsset('enemy_fast', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5.5 + Math.random() * 1; // fast enemy slower
self.health = 1;
self.radius = 40;
self.reward = 2;
} else if (type === 'tank') {
self.attachAsset('enemy_tank', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.5 + Math.random() * 0.7; // tank enemy slower
self.health = 6;
self.radius = 80;
self.reward = 4;
}
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.getSound('enemy_hit').play();
LK.effects.flashObject(self, 0xffffff, 200);
if (self.health <= 0) {
self.destroyed = true;
}
};
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.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
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 = 9;
self.maxHealth = 8;
self.health = self.maxHealth;
self.shield = 0;
self.dualShot = false;
self.enhanced = false;
self.hasDrone = false;
self.drone = null;
self.lastShotTick = 0;
self.shootInterval = 18; // frames
self.invulnTicks = 0;
// For powerup timers
self.dualShotTicks = 0;
self.enhancedTicks = 0;
self.shieldTicks = 0;
// For touch drag
self.isDragging = false;
// Damage method
self.takeDamage = function (amount) {
if (self.invulnTicks > 0) return;
if (self.shield > 0) {
self.shield--;
self.shieldTicks = 0;
LK.effects.flashObject(self, 0x00e6e6, 400);
return;
}
// On taking damage, clear all powerups except health and shield
self.dualShot = false;
self.dualShotTicks = 0;
self.enhanced = false;
self.enhancedTicks = 0;
if (self.hasDrone && self.drone) {
self.drone.destroy();
self.drone = null;
}
self.hasDrone = false;
self.health -= amount;
self.invulnTicks = 30;
LK.effects.flashObject(self, 0xff0000, 400);
LK.getSound('player_hit').play();
if (self.health <= 0) {
LK.showGameOver();
}
};
// Powerup methods
self.applyPowerup = function (type) {
if (type === 'shield') {
self.shield = 1;
self.shieldTicks = 600;
} else if (type === 'health') {
self.health = Math.min(self.maxHealth, self.health + 3);
} else if (type === 'dual') {
self.dualShot = true;
self.dualShotTicks = 0; // not used anymore
} else if (type === 'enhanced') {
self.enhanced = true;
self.enhancedTicks = 0; // not used anymore
} else if (type === 'drone') {
if (!self.hasDrone) {
self.hasDrone = true;
self.drone = new Drone(self);
game.addChild(self.drone);
}
}
};
// Update powerup timers
self.updatePowerups = function () {
if (self.shield > 0) {
self.shieldTicks--;
if (self.shieldTicks <= 0) self.shield = 0;
}
// dualShot, enhanced, and drone are now cleared only on damage, not by timer
};
// Update method
self.update = function () {
if (self.invulnTicks > 0) self.invulnTicks--;
self.updatePowerups();
// Keep player inside bounds
if (self.x < self.radius) self.x = self.radius;
if (self.x > 2048 - self.radius) self.x = 2048 - self.radius;
if (self.y < self.radius) self.y = self.radius;
if (self.y > 2732 - self.radius) self.y = 2732 - self.radius;
};
return self;
});
// Player bullet class
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('player_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.speed = 16;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.fromDrone = false;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
self.type = 'shield';
self.radius = 40;
self.init = function (type) {
self.type = type;
if (type === 'shield') {
self.attachAsset('powerup_shield', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'health') {
self.attachAsset('powerup_health', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'dual') {
self.attachAsset('powerup_dual', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'enhanced') {
self.attachAsset('powerup_enhanced', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'drone') {
self.attachAsset('powerup_drone', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
self.update = function () {
// Float up and down
self.y += Math.sin(LK.ticks / 20 + self._floatPhase) * 1.2;
};
self._floatPhase = Math.random() * Math.PI * 2;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c24
});
/****
* Game Code
****/
// Add background shape to the game scene
var backgroundShape = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
color: 0x23283a // dark blueish background, adjust as desired
});
game.addChild(backgroundShape);
// Music
// Sounds
// Drone
// Powerups
// Bullets
// Enemy types
// Player
// Game state variables
var player;
var enemies = [];
var bullets = [];
var droneBullets = [];
var powerups = [];
var wave = 1;
var waveTicks = 0;
var spawnTick = 0;
var nextPowerupTick = 0;
var dragging = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
var score = 0;
var healthBar;
var shieldBar;
var waveText;
var scoreText;
var lastTouchX = 0;
var lastTouchY = 0;
// GUI
function createGUI() {
// Health bar
healthBar = new Text2('', {
size: 80,
fill: 0xFF3A3A
});
healthBar.anchor.set(0, 0);
LK.gui.top.addChild(healthBar);
// Shield bar
shieldBar = new Text2('', {
size: 60,
fill: 0x00E6E6
});
shieldBar.anchor.set(0, 0);
LK.gui.top.addChild(shieldBar);
// Score
scoreText = new Text2('Score: 0', {
size: 80,
fill: "#fff"
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
// Wave
waveText = new Text2('Wave 1', {
size: 70,
fill: 0xFFE066
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
// Position GUI
healthBar.x = 120;
healthBar.y = 20;
shieldBar.x = 120;
shieldBar.y = 110;
scoreText.x = -40;
scoreText.y = 20;
waveText.x = 1024;
waveText.y = 20;
}
function updateGUI() {
var hearts = '';
for (var i = 0; i < player.maxHealth; i++) {
hearts += i < player.health ? '♥ ' : '♡ ';
}
healthBar.setText('HP: ' + hearts.trim());
shieldBar.setText(player.shield > 0 ? 'Shield: ON' : '');
scoreText.setText('Score: ' + score);
waveText.setText('Wave ' + wave);
}
// Spawn player
function spawnPlayer() {
player = new Player();
player.x = 2048 / 2;
player.y = 2732 * 0.7;
game.addChild(player);
}
// Spawn enemies for current wave
function spawnEnemies() {
var num = 4 + wave * 2;
for (var i = 0; i < num; i++) {
var type;
if (wave >= 5 && Math.random() < 0.2) {
type = 'tank';
} else if (Math.random() < 0.3 + wave * 0.02) {
type = 'fast';
} else {
type = 'normal';
}
var enemy = new Enemy();
enemy.init(type);
// Spawn outside screen
var edge = Math.floor(Math.random() * 4);
var ex, ey;
if (edge === 0) {
// top
ex = Math.random() * 2048;
ey = -enemy.radius - 20;
} else if (edge === 1) {
// right
ex = 2048 + enemy.radius + 20;
ey = Math.random() * 2732;
} else if (edge === 2) {
// bottom
ex = Math.random() * 2048;
ey = 2732 + enemy.radius + 20;
} else {
// left
ex = -enemy.radius - 20;
ey = Math.random() * 2732;
}
enemy.x = ex;
enemy.y = ey;
enemy.target = player;
enemies.push(enemy);
game.addChild(enemy);
}
}
// Spawn a powerup at random location
function spawnPowerup() {
var types = ['shield', 'health', 'dual', 'enhanced', 'drone'];
var type = types[Math.floor(Math.random() * types.length)];
var powerup = new Powerup();
powerup.init(type);
powerup.x = 200 + Math.random() * (2048 - 400);
powerup.y = 400 + Math.random() * (2732 - 800);
powerups.push(powerup);
game.addChild(powerup);
}
// Fire player bullets
function firePlayerBullets() {
if (LK.ticks - player.lastShotTick < player.shootInterval) return;
player.lastShotTick = LK.ticks;
// Find nearest enemy
var nearest = null;
var minDist = 999999;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - player.x;
var dy = enemies[i].y - player.y;
var d = dx * dx + dy * dy;
if (d < minDist) {
minDist = d;
nearest = enemies[i];
}
}
if (!nearest) return; // Don't shoot if no enemies
// Calculate angle toward nearest enemy
var dx = nearest.x - player.x;
var dy = nearest.y - player.y;
var angle = Math.atan2(dy, dx);
var num = player.dualShot ? 2 : 1;
for (var i = 0; i < num; i++) {
var bullet = new PlayerBullet();
bullet.damage = player.enhanced ? 2 : 1;
// For dual shot, both bullets go straight (no spread), but offset horizontally
var offset = 0;
if (num === 2) {
// Perpendicular to shooting direction
var perpX = -Math.sin(angle);
var perpY = Math.cos(angle);
offset = (i === 0 ? -1 : 1) * 32; // 32px left/right
bullet.x = player.x + Math.cos(angle) * (player.radius + 30) + perpX * offset;
bullet.y = player.y + Math.sin(angle) * (player.radius + 30) + perpY * offset;
} else {
bullet.x = player.x + Math.cos(angle) * (player.radius + 30);
bullet.y = player.y + Math.sin(angle) * (player.radius + 30);
}
bullet.dirX = Math.cos(angle);
bullet.dirY = Math.sin(angle);
bullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
}
// Fire drone bullets
function fireDroneBullets() {
if (!player.hasDrone || !player.drone) return;
if (LK.ticks - player.drone.lastShotTick < player.drone.shootInterval) return;
player.drone.lastShotTick = LK.ticks;
// Find nearest enemy
var nearest = null;
var minDist = 99999;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - player.drone.x;
var dy = enemies[i].y - player.drone.y;
var d = dx * dx + dy * dy;
if (d < minDist) {
minDist = d;
nearest = enemies[i];
}
}
if (!nearest) return;
var dx = nearest.x - player.drone.x;
var dy = nearest.y - player.drone.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) return;
var bullet = new DroneBullet();
bullet.dirX = dx / dist;
bullet.dirY = dy / dist;
bullet.x = player.drone.x + bullet.dirX * (player.drone.radius + 20);
bullet.y = player.drone.y + bullet.dirY * (player.drone.radius + 20);
droneBullets.push(bullet);
game.addChild(bullet);
LK.getSound('drone_shoot').play();
}
// Handle dragging
function handleMove(x, y, obj) {
if (!dragging) return;
// Clamp to bounds
var nx = x - dragOffsetX;
var ny = y - dragOffsetY;
var r = player.radius;
if (nx < r) nx = r;
if (nx > 2048 - r) nx = 2048 - r;
if (ny < r) ny = r;
if (ny > 2732 - r) ny = 2732 - r;
player.x = nx;
player.y = ny;
lastTouchX = x;
lastTouchY = y;
}
// Touch events
game.down = function (x, y, obj) {
// Don't allow drag from top left 100x100
if (x < 100 && y < 100) return;
var dx = x - player.x;
var dy = y - player.y;
if (dx * dx + dy * dy < player.radius * player.radius * 2.5) {
dragging = true;
dragOffsetX = x - player.x;
dragOffsetY = y - player.y;
lastTouchX = x;
lastTouchY = y;
}
};
game.move = function (x, y, obj) {
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragging = false;
};
// Main update loop
game.update = function () {
// Player update
player.update();
// Player auto-fire
firePlayerBullets();
// Drone update and fire
if (player.hasDrone && player.drone) {
player.drone.update();
fireDroneBullets();
}
// Enemies update
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Check collision with player
var dx = e.x - player.x;
var dy = e.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + player.radius - 10) {
player.takeDamage(e.type === 'tank' ? 3 : 1);
e.destroyed = true;
}
// Remove if offscreen
if (e.x < -200 || e.x > 2248 || e.y < -200 || e.y > 2932) {
e.destroyed = true;
}
// Remove if destroyed
if (e.destroyed) {
e.destroy();
enemies.splice(i, 1);
score += e.reward;
LK.setScore(score);
}
}
// Bullets update
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
var dx = e.x - b.x;
var dy = e.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + b.radius - 10) {
e.takeDamage(b.damage);
hit = true;
break;
}
}
// Remove if hit or offscreen
if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) {
b.destroy();
bullets.splice(i, 1);
}
}
// Drone bullets update
for (var i = droneBullets.length - 1; i >= 0; i--) {
var b = droneBullets[i];
b.update();
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
var dx = e.x - b.x;
var dy = e.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + b.radius - 10) {
e.takeDamage(1);
hit = true;
break;
}
}
if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) {
b.destroy();
droneBullets.splice(i, 1);
}
}
// Powerups update
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
var dx = p.x - player.x;
var dy = p.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < p.radius + player.radius + 10) {
player.applyPowerup(p.type);
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
}
}
// Wave logic
waveTicks++;
if (enemies.length === 0 && waveTicks > 60) {
wave++;
waveTicks = 0;
spawnEnemies();
LK.effects.flashScreen(0x00ffcc, 400);
}
// Powerup spawn logic
if (LK.ticks > nextPowerupTick) {
spawnPowerup();
nextPowerupTick = LK.ticks + 600 + Math.floor(Math.random() * 600);
}
// Update GUI
updateGUI();
};
// Game start
function startGame() {
createGUI();
spawnPlayer();
spawnEnemies();
nextPowerupTick = LK.ticks + 300;
score = 0;
LK.setScore(0);
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 1,
duration: 1200
}
});
}
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -267,8 +267,19 @@
/****
* Game Code
****/
+// Add background shape to the game scene
+var backgroundShape = LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732,
+ color: 0x23283a // dark blueish background, adjust as desired
+});
+game.addChild(backgroundShape);
// Music
// Sounds
// Drone
// Powerups
Draw a chibi-style top-down (bird's-eye view) park field. The scene should be cute and colorful, with soft, rounded shapes typical of chibi environments. Include details like small patches of flowers, tiny rocks, and gentle variations in the grass. The overall style should be whimsical and simple, with clean lines and a bright, cheerful color palette. In-Game asset. 2d. High contrast. No shadows