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
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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
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;
});
// PlayerBullet class
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
// Attach bullet asset
var bulletSprite = self.attachAsset('player_bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width / 2;
self.damage = 1;
self.dirX = 0;
self.dirY = -1;
self.speed = 32;
self.update = function () {
// Store last position for good practice (not used here, but for future triggers)
if (self.lastX === undefined) self.lastX = self.x;
if (self.lastY === undefined) self.lastY = self.y;
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
self.lastX = self.x;
self.lastY = self.y;
};
self.destroy = function () {
self.visible = false;
self.parent && self.parent.removeChild(self);
};
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
@@ -145,8 +145,36 @@
}
};
return self;
});
+// PlayerBullet class
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach bullet asset
+ var bulletSprite = self.attachAsset('player_bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = bulletSprite.width / 2;
+ self.damage = 1;
+ self.dirX = 0;
+ self.dirY = -1;
+ self.speed = 32;
+ self.update = function () {
+ // Store last position for good practice (not used here, but for future triggers)
+ if (self.lastX === undefined) self.lastX = self.x;
+ if (self.lastY === undefined) self.lastY = self.y;
+ self.x += self.dirX * self.speed;
+ self.y += self.dirY * self.speed;
+ self.lastX = self.x;
+ self.lastY = self.y;
+ };
+ self.destroy = function () {
+ self.visible = false;
+ self.parent && self.parent.removeChild(self);
+ };
+ return self;
+});
/****
* Initialize Game
****/
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