User prompt
Please fix the bug: 'ReferenceError: PlayerBullet is not defined' in or related to this line: 'var bullet = new PlayerBullet();' Line Number: 367
User prompt
Please fix the bug: 'Enemy is not defined' in or related to this line: 'var enemy = new Enemy();' Line Number: 224
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 135
User prompt
uzaktan ateş eden yeni bir dron çeşidi oluştur farklı bir karakter olsun güçlendirmesini de oluştur aldığımızda olduğu yerde kurulup düşmanlara ateş etsin
User prompt
bossu kaldır boss olmasın
User prompt
uzaktan ateş eden yeni bir dron çeşidi oluştur farklı bir karakter olsun
User prompt
boss her 5 dalgada bir gelsin
User prompt
bossun canını azalt hızını arttır
User prompt
bossun hareket hızını arttır
User prompt
daha çok çağırsın
User prompt
bossun çağırdığı düşmanların sayısını arttır
User prompt
boss işleri zorlaştırmak için yanına birkaç tane düşman çağırsın
User prompt
bossu biraz daha hızlandır
User prompt
3 wave de bir devasa bir boss gelsin bossun olduğu dalgada boss harici diğer düşmanlar gelmesin, boss başka bir düşman çeşidi olsun, yavaş olsun ama yakalarsa tüm canları götürsün
User prompt
boss arkaplanın üzerinde dursun görünür olsun
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bossun canı yüksek olsun
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boss 3 dalgada bir gelsin
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5 wave de bir devasa bir boss gelsin bossun olduğu dalgada diğer düşmanlar gelmesin boss başka bir düşman çeşidi olsun
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5 wave de bir devasa bir boss gelsin bossun olduğu dalgada diğer düşmanlar gelmesin
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dron sadece 1 tane stacklenebilsin
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drone mermi ateşlemesin kendisi saldırsın
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can göstergesini sol aşağıya koy
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can göstergesini aşağıya al ve ortala
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düşmanların da boyutlarını büyüt
User prompt
biraz daha büyüt
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boss enemy class var BossEnemy = Container.expand(function () { var self = Container.call(this); self.type = 'boss'; var bossSprite = self.attachAsset('enemy_boss', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 2.2 }); self.radius = bossSprite.width * 2.2 / 2; self.speed = 2.2; self.health = 40 + wave * 8; self.reward = 30 + wave * 2; self.target = null; self.lastWasIntersecting = false; 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; }); // 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.shootInterval = 30; self.lastShotTick = 0; self.target = null; self.speed = 10 + Math.random() * 3; self._pickNewTarget = function () { // Pick a random enemy as target, or move to a random point if no enemies if (enemies.length > 0) { var idx = Math.floor(Math.random() * enemies.length); self.target = enemies[idx]; } else { // Move to a random point on the screen self.target = { x: 200 + Math.random() * (2048 - 400), y: 200 + Math.random() * (2732 - 400) }; } }; self._pickNewTarget(); self.x = player.x + (Math.random() - 0.5) * 400; self.y = player.y + (Math.random() - 0.5) * 400; self.update = function () { // If target is gone or destroyed, pick a new one if (!self.target || self.target.destroyed === true) { self._pickNewTarget(); } // Move toward target if (self.target) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } else { // Arrived at target, pick a new one self._pickNewTarget(); } } }; 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 = 90; // updated for new size 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 = 70; // updated for new size 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 = 130; // updated for new size 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, scaleX: 2.0, scaleY: 2.0 }); self.radius = playerSprite.width * 2.0 / 2; self.speed = 9; self.maxHealth = 8; self.health = self.maxHealth; self.shield = 0; self.dualShot = false; self.enhanced = false; self.hasDrone = false; // Remove single drone reference, use drones array // 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 = 0; 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; // Destroy all drones and clear stack if (self.hasDrone && drones.length > 0) { for (var i = 0; i < drones.length; i++) { if (drones[i]) drones[i].destroy(); } drones = []; } 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') { // Only allow 1 drone at a time if (drones.length < 1) { self.hasDrone = true; var newDrone = new Drone(self); newDrone.angle = 0; game.addChild(newDrone); drones.push(newDrone); } } }; // 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; // Track up to 3 drones var drones = []; // GUI function createGUI() { // Health bar healthBar = new Text2('', { size: 80, fill: 0xFF3A3A }); healthBar.anchor.set(0.5, 1); LK.gui.bottom.addChild(healthBar); // Shield bar shieldBar = new Text2('', { size: 60, fill: 0x00E6E6 }); shieldBar.anchor.set(0.5, 1); LK.gui.bottom.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 // Bottom left, stacked vertically (health at bottom, shield above) healthBar.x = 180; healthBar.y = -40; shieldBar.x = 180; shieldBar.y = -130; 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() { // Every 3rd wave is a boss wave if (wave % 3 === 0) { // Spawn a single boss in the center top var boss = new BossEnemy(); boss.x = 2048 / 2; boss.y = -boss.radius - 40; boss.target = player; enemies.push(boss); game.addChild(boss); return; } // Normal enemy waves 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 contact attack only (no bullet firing) if (player.hasDrone && drones.length > 0) { for (var d = 0; d < drones.length; d++) { var drone = drones[d]; drone.update(); // Drone contact damage to enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; var dx = e.x - drone.x; var dy = e.y - drone.y; var dist = Math.sqrt(dx * dx + dy * dy); // Use a unique contact key per drone var contactKey = "_lastDroneContact" + d; if (dist < e.radius + drone.radius - 10) { if (!e[contactKey] || LK.ticks - e[contactKey] > 10) { e.takeDamage(1); e[contactKey] = LK.ticks; } } else { e[contactKey] = 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 && wave % 5 !== 0) { 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
@@ -442,10 +442,10 @@
game.addChild(player);
}
// Spawn enemies for current wave
function spawnEnemies() {
- // Every 5th wave is a boss wave
- if (wave % 5 === 0) {
+ // Every 3rd wave is a boss wave
+ if (wave % 3 === 0) {
// Spawn a single boss in the center top
var boss = new BossEnemy();
boss.x = 2048 / 2;
boss.y = -boss.radius - 40;
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