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
User prompt
bossun canı yüksek olsun
User prompt
boss 3 dalgada bir gelsin
User prompt
5 wave de bir devasa bir boss gelsin bossun olduğu dalgada diğer düşmanlar gelmesin boss başka bir düşman çeşidi olsun
User prompt
5 wave de bir devasa bir boss gelsin bossun olduğu dalgada diğer düşmanlar gelmesin
User prompt
dron sadece 1 tane stacklenebilsin
User prompt
drone mermi ateşlemesin kendisi saldırsın
User prompt
can göstergesini sol aşağıya koy
User prompt
can göstergesini aşağıya al ve ortala
User prompt
düşmanların da boyutlarını büyüt
User prompt
biraz daha büyüt
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); self.type = 'normal'; self.radius = 90; self.maxHealth = 2; self.health = 2; self.speed = 3; self.reward = 10; self.destroyed = false; self.target = null; var sprite = null; self.init = function (type) { self.type = type; if (sprite) { self.removeChild(sprite); } if (type === 'tank') { sprite = self.attachAsset('enemy_tank', { anchorX: 0.5, anchorY: 0.5 }); self.radius = sprite.width / 2; self.maxHealth = 8; self.health = 8; self.speed = 1.2 + Math.random() * 0.5; self.reward = 40; } else if (type === 'fast') { sprite = self.attachAsset('enemy_fast', { anchorX: 0.5, anchorY: 0.5 }); self.radius = sprite.width / 2; self.maxHealth = 1; self.health = 1; self.speed = 5 + Math.random() * 1.5; self.reward = 15; } else { sprite = self.attachAsset('enemy_normal', { anchorX: 0.5, anchorY: 0.5 }); self.radius = sprite.width / 2; self.maxHealth = 2; self.health = 2; self.speed = 2.5 + Math.random() * 0.7; self.reward = 10; } }; self.update = function () { if (self.destroyed) return; 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 > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } } }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff3a3a, 200); if (self.health <= 0) { self.destroyed = true; } }; self.destroy = function () { self.visible = false; self.parent && self.parent.removeChild(self); }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Player properties self.radius = playerSprite.width / 2; self.maxHealth = 6; self.health = self.maxHealth; self.shield = 0; self.dualShot = false; self.enhanced = false; self.hasDrone = false; self.drone = null; self.lastShotTick = 0; self.shootInterval = 24; // Called every frame self.update = function () { // If player has a drone, keep it above player if (self.hasDrone && self.drone) { self.drone.x = self.x; self.drone.y = self.y - self.radius - self.drone.radius - 10; } }; // Take damage self.takeDamage = function (amount) { if (self.shield > 0) { self.shield = 0; LK.effects.flashObject(self, 0x00e6e6, 400); return; } self.health -= amount; LK.effects.flashObject(self, 0xff3a3a, 400); if (self.health <= 0) { self.health = 0; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; // Apply powerup self.applyPowerup = function (type) { if (type === 'health') { self.health = Math.min(self.maxHealth, self.health + 2); } else if (type === 'shield') { self.shield = 1; } else if (type === 'dual') { self.dualShot = true; } else if (type === 'enhanced') { self.enhanced = true; } else if (type === 'drone') { if (!self.hasDrone) { var drone = new Drone(); drone.x = self.x; drone.y = self.y - self.radius - 60; self.drone = drone; drones.push(drone); game.addChild(drone); self.hasDrone = true; } } }; 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 = []; // Remote shooter drones and their bullets var remoteShooterDrones = []; var remoteShooterDroneBullets = []; // 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() { // No boss waves, only normal enemy waves // 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', 'remote_shooter_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); } } // Remote shooter drone bullets update for (var i = remoteShooterDroneBullets.length - 1; i >= 0; i--) { var b = remoteShooterDroneBullets[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; } } if (hit || b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); remoteShooterDroneBullets.splice(i, 1); } } // Remote shooter drones update for (var i = remoteShooterDrones.length - 1; i >= 0; i--) { var d = remoteShooterDrones[i]; if (d.destroyed) { d.destroy(); remoteShooterDrones.splice(i, 1); continue; } d.update(); } // 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) { if (p.type === 'remote_shooter_drone') { // Deploy stationary drone at pickup location var newRemoteShooterDrone = new RemoteShooterDrone(p.x, p.y); remoteShooterDrones.push(newRemoteShooterDrone); game.addChild(newRemoteShooterDrone); LK.getSound('powerup').play(); p.destroy(); powerups.splice(i, 1); } else { 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 % 3 !== 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
@@ -5,8 +5,82 @@
/****
* Classes
****/
+// Enemy class
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ self.type = 'normal';
+ self.radius = 90;
+ self.maxHealth = 2;
+ self.health = 2;
+ self.speed = 3;
+ self.reward = 10;
+ self.destroyed = false;
+ self.target = null;
+ var sprite = null;
+ self.init = function (type) {
+ self.type = type;
+ if (sprite) {
+ self.removeChild(sprite);
+ }
+ if (type === 'tank') {
+ sprite = self.attachAsset('enemy_tank', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = sprite.width / 2;
+ self.maxHealth = 8;
+ self.health = 8;
+ self.speed = 1.2 + Math.random() * 0.5;
+ self.reward = 40;
+ } else if (type === 'fast') {
+ sprite = self.attachAsset('enemy_fast', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = sprite.width / 2;
+ self.maxHealth = 1;
+ self.health = 1;
+ self.speed = 5 + Math.random() * 1.5;
+ self.reward = 15;
+ } else {
+ sprite = self.attachAsset('enemy_normal', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = sprite.width / 2;
+ self.maxHealth = 2;
+ self.health = 2;
+ self.speed = 2.5 + Math.random() * 0.7;
+ self.reward = 10;
+ }
+ };
+ self.update = function () {
+ if (self.destroyed) return;
+ 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 > 0) {
+ self.x += dx / dist * self.speed;
+ self.y += dy / dist * self.speed;
+ }
+ }
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ LK.effects.flashObject(self, 0xff3a3a, 200);
+ if (self.health <= 0) {
+ self.destroyed = true;
+ }
+ };
+ self.destroy = function () {
+ self.visible = false;
+ self.parent && self.parent.removeChild(self);
+ };
+ return self;
+});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach player asset
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