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(); // Drone contact damage to enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; var dx = e.x - player.drone.x; var dy = e.y - player.drone.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < e.radius + player.drone.radius - 10) { // Only deal damage once per contact per frame if (!e._lastDroneContact || LK.ticks - e._lastDroneContact > 10) { e.takeDamage(1); e._lastDroneContact = LK.ticks; } } else { e._lastDroneContact = null; } } } // 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
@@ -536,8 +536,24 @@
// Drone update and fire
if (player.hasDrone && player.drone) {
player.drone.update();
fireDroneBullets();
+ // Drone contact damage to enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var e = enemies[i];
+ var dx = e.x - player.drone.x;
+ var dy = e.y - player.drone.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < e.radius + player.drone.radius - 10) {
+ // Only deal damage once per contact per frame
+ if (!e._lastDroneContact || LK.ticks - e._lastDroneContact > 10) {
+ e.takeDamage(1);
+ e._lastDroneContact = LK.ticks;
+ }
+ } else {
+ e._lastDroneContact = null;
+ }
+ }
}
// Enemies update
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
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