User prompt
turret ve dron güçlendirmesi çıkma şansını arttır
User prompt
turret ve dron güçlendirmesi çıkma şansını çok az arttır
User prompt
turret en fazla 3 wave sürecek kadar süreye sahip olsun
User prompt
dron en fazla 3 wave sürecek kadar süreye sahip olsun
User prompt
düşmanların sıklığını daha yavaş arttır
User prompt
gelen hızlı düşmanların hızını birazcık yavaşlat
User prompt
çok az daha büyüt
User prompt
normal ve hızlı düşmanların boyunu çok az büyüt
User prompt
turretin ateş etme sıklığını biraz arttır ama fazla olmasın
User prompt
turretin boyutunu biraz küçült
User prompt
turretin boyutunu büyüt
User prompt
karakter turret ile üst üste geldiğinde üstte karakter gözüksün
User prompt
tüm düşmanların ilk wavelerde gelme sıklığını biraz azalt
User prompt
turret ve turret güçlendirmesini iki farklı öğe olarak ayır
User prompt
yeni bir güçlendirme ekle aldığında ateş eden bir turret spawnlasın
User prompt
Please fix the bug: 'ReferenceError: PlayerBullet is not defined' in or related to this line: 'var bullet = new PlayerBullet();' Line Number: 346
User prompt
Please fix the bug: 'Enemy is not defined' in or related to this line: 'var enemy = new Enemy();' Line Number: 209
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 135
User prompt
Please fix the bug: 'ReferenceError: RemoteShooterDrone is not defined' in or related to this line: 'var newRemoteShooterDrone = new RemoteShooterDrone(p.x, p.y);' Line Number: 707
User prompt
Please fix the bug: 'ReferenceError: Powerup is not defined' in or related to this line: 'var powerup = new Powerup();' Line Number: 365
/**** * 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.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, scaleX: 1.13, scaleY: 1.13 }); self.speed = 3 + Math.random() * 1; // normal enemy slower self.health = 2; self.radius = 102; // updated for new size (slightly larger) self.reward = 1; } else if (type === 'fast') { self.attachAsset('enemy_fast', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.13, scaleY: 1.13 }); self.speed = 4.7 + Math.random() * 0.8; // fast enemy slightly slower self.health = 1; self.radius = 81; // updated for new size (slightly larger) 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); } } else if (type === 'turret') { // Allow up to 2 turrets at a time if (remoteTurrets.length < 2) { var turret = new Turret(self); game.addChild(turret); remoteTurrets.push(turret); } } }; // 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 }); } else if (type === 'turret') { // Use TurretPowerup class for turret powerup var turretPowerup = new TurretPowerup(); turretPowerup.init(); self.addChild(turretPowerup); } }; 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; }); // RemoteTurretBullet class var RemoteTurretBullet = 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 = 18; 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; }); // Turret class (actual spawned turret) var Turret = Container.expand(function (player) { var self = Container.call(this); var turretSprite = self.attachAsset('turret', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); self.radius = turretSprite.width * 1.3 / 2; self.player = player; self.shootInterval = 18; self.lastShotTick = 0; self.lifetime = 900; // 15 seconds at 60fps self.ticks = 0; // Place turret near player, but not on top self.x = player.x + (Math.random() - 0.5) * 400; self.y = player.y - 300 + (Math.random() - 0.5) * 100; self.update = function () { self.ticks++; // Fire at nearest enemy if (LK.ticks - self.lastShotTick >= self.shootInterval) { var nearest = null; var minDist = 999999; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - self.x; var dy = enemies[i].y - self.y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; nearest = enemies[i]; } } if (nearest) { var dx = nearest.x - self.x; var dy = nearest.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var bullet = new TurretBullet(); bullet.x = self.x + dx / dist * (self.radius + 20); bullet.y = self.y + dy / dist * (self.radius + 20); bullet.dirX = dx / dist; bullet.dirY = dy / dist; remoteTurretBullets.push(bullet); game.addChild(bullet); LK.getSound('drone_shoot').play(); } self.lastShotTick = LK.ticks; } } // Remove after lifetime if (self.ticks > self.lifetime) { self.destroy(); var idx = remoteTurrets.indexOf(self); if (idx !== -1) remoteTurrets.splice(idx, 1); } }; return self; }); // TurretBullet class (spawned by Turret) var TurretBullet = 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 = 18; 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; }); // TurretPowerup class (for the powerup pickup) var TurretPowerup = Container.expand(function () { var self = Container.call(this); self.type = 'turret'; self.radius = 40; self.init = function () { self.attachAsset('powerup_remote_shooter_drone', { anchorX: 0.5, anchorY: 0.5 }); }; self.update = function () { 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 remoteTurrets = []; var remoteTurretBullets = []; 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() { // No boss waves, only normal enemy waves // Normal enemy waves // Reduce spawn count in early waves for all enemy types var num; if (wave === 1) { num = 3; } else if (wave === 2) { num = 4; } else if (wave === 3) { num = 5; } else if (wave === 4) { num = 6; } else { // Increase enemy count more slowly for higher waves num = 6 + Math.floor((wave - 4) * 1.2); } 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() { // Increase the chance for 'drone' and 'turret' powerups by duplicating them in the pool var types = ['shield', 'health', 'dual', 'enhanced', 'drone', 'drone', 'drone', // 3x more likely 'turret', 'turret', 'turret' // 3x more likely ]; 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) // Remove drone if it has lasted 3 waves if (player.hasDrone && drones.length > 0) { // Track the wave when the drone was spawned if (typeof drones[0]._spawnWave === "undefined") { drones[0]._spawnWave = wave; } // Remove drone if more than 3 waves have passed since spawn if (wave - drones[0]._spawnWave >= 3) { for (var d = 0; d < drones.length; d++) { if (drones[d]) drones[d].destroy(); } drones = []; player.hasDrone = false; } else { 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; } } } } } // Remote turrets update for (var t = remoteTurrets.length - 1; t >= 0; t--) { var turret = remoteTurrets[t]; // Track the wave when the turret was spawned if (typeof turret._spawnWave === "undefined") { turret._spawnWave = wave; } // Remove turret if more than 3 waves have passed since spawn if (wave - turret._spawnWave >= 3) { turret.destroy(); remoteTurrets.splice(t, 1); continue; } turret.update(); } // Ensure player is always rendered above turrets if (remoteTurrets.length > 0 && player && game.children) { // Remove player from children if present var idx = -1; for (var i = 0; i < game.children.length; i++) { if (game.children[i] === player) { idx = i; break; } } if (idx !== -1) { game.children.splice(idx, 1); game.children.push(player); } } // 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 turret bullets update for (var i = remoteTurretBullets.length - 1; i >= 0; i--) { var b = remoteTurretBullets[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(); remoteTurretBullets.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 % 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
@@ -593,11 +593,11 @@
}
// Spawn a powerup at random location
function spawnPowerup() {
// Increase the chance for 'drone' and 'turret' powerups by duplicating them in the pool
- var types = ['shield', 'health', 'dual', 'enhanced', 'drone', 'drone',
- // drone appears twice
- 'turret', 'turret' // turret appears twice
+ var types = ['shield', 'health', 'dual', 'enhanced', 'drone', 'drone', 'drone',
+ // 3x more likely
+ 'turret', 'turret', 'turret' // 3x more likely
];
var type = types[Math.floor(Math.random() * types.length)];
var powerup = new Powerup();
powerup.init(type);
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