User prompt
mavi daha fazla ortaya çıksın ama çok değil
User prompt
yeşil uçaklar biraz daha az çıksın
User prompt
oyuncun ve düşmanın mermisi çarpıştığında 2 mermi de yok olsun
User prompt
oyuncunun canı 3 düşman öldürdükten sonra artsın 5 değil
User prompt
oyuncu 200 skora ulaştığı zaman oyunu kazansın
User prompt
her 5 düşman yok edildiğinde oyuncunun canı artsın
User prompt
Please fix the bug: 'marketScreenContainer is not defined' in or related to this line: 'marketScreenContainer.visible = false;' Line Number: 588
User prompt
marketş ve dşl değiştirme düğmesini kaldır
User prompt
başlangıç ekranına dön tuşune yeşil küp ekle
User prompt
düğmeler çalışmıyor
User prompt
markete bi tuş ekle gerş yazsının altına bu tuş blzl başlangıö ekranına götürsün
User prompt
dil değiştirme düğmesini aktif hale getşr
User prompt
dil değiştirme düğmesine basıldığında dil ingilizce olarak değiştirilsin
User prompt
dil değiştirme düğmesini biraz daha alta al
User prompt
dil değiştirme düğmesi ekle
User prompt
düşan parçaları kırmızı ve turuncu olsun
User prompt
düşmanlar patlatıldığında parçları yayılsın
User prompt
düimanlara patlama efekti ekle
User prompt
marketteki skinleri kaldır marketş sıfırle baştan yapıcaz
User prompt
oyuncunun mermileri çıktıktan 3 sn sonra kaybolsun
User prompt
oyuncu 1 saniyede 2 tane mermş atsın
User prompt
Please fix the bug: 'PlayerPlane is not defined' in or related to this line: 'player = new PlayerPlane();' Line Number: 243
User prompt
bazı düşmanlar küpler düiürsün bunları aldığımızda canımız artsın
User prompt
bazı düşmanlar coin gibi küpler düşürsün
User prompt
Please fix the bug: 'PlayerPlane is not defined' in or related to this line: 'player = new PlayerPlane();' Line Number: 243
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currency: 0, unlockedSkins: ["default"], selectedSkin: "default", upgrades: { fireRate: 0, speed: 0, health: 0 } }); /**** * Classes ****/ // CoinDrop: Collectible coin that moves down and can be picked up by the player var CoinDrop = Container.expand(function () { var self = Container.call(this); var asset = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); self.width = asset.width; self.height = asset.height; self.speed = 7; self.lastWasIntersecting = false; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Base Class var EnemyBase = Container.expand(function () { var self = Container.call(this); self.type = 'base'; self.scoreValue = 1; self.health = 1; self.shootCooldown = 0; self.shootRate = 90; self.speed = 4; self.bulletSpeed = 12; self.lastIntersecting = false; self.lastY = 0; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { LK.getSound('enemyExplode').play(); LK.effects.flashObject(self, 0xffff00, 400); // Explosion effect (yellow flash) LK.setScore(LK.getScore() + self.scoreValue); addCurrency(self.scoreValue); showScorePopup(self.x, self.y, self.scoreValue); // Spawn debris parts for (var i = 0; i < 8; i++) { var part = new EnemyPart(); part.x = self.x; part.y = self.y; game.addChild(part); enemyParts.push(part); } // Only CoinEnemy drops a coin, so do not drop a coin here for base enemies self.destroy(); return true; } return false; }; self.shoot = function () { if (self.shootCooldown > 0) return; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2; // If this is a green enemy, make its bullets faster if (self.type === 'green') { bullet.speed = 14; } enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); self.shootCooldown = self.shootRate; }; self.update = function () { self.y += self.speed; if (self.shootCooldown > 0) self.shootCooldown--; }; return self; }); // Red Attacker: moves straight, shoots at player var EnemyRed = EnemyBase.expand(function () { var self = EnemyBase.call(this); self.type = 'red'; self.scoreValue = 2; self.health = 1; self.shootRate = 80; self.speed = 6; self.asset = self.attachAsset('enemyRed', { anchorX: 0.5, anchorY: 0.5 }); self.width = self.asset.width; self.height = self.asset.height; self.update = function () { self.y += self.speed; if (self.shootCooldown > 0) self.shootCooldown--; // Shoot if player is roughly aligned if (Math.abs(self.x - player.x) < 80 && self.shootCooldown <= 0) { self.shoot(); } }; return self; }); // Green Tank: slow, high health, shoots var EnemyGreen = EnemyBase.expand(function () { var self = EnemyBase.call(this); self.type = 'green'; self.scoreValue = 5; self.health = 3; // reduced from 6 to 3 self.shootRate = 60; self.speed = 3.5; self.asset = self.attachAsset('enemyGreen', { anchorX: 0.5, anchorY: 0.5 }); self.width = self.asset.width; self.height = self.asset.height; self.update = function () { self.y += self.speed; if (self.shootCooldown > 0) self.shootCooldown--; // Shoots more often if (self.shootCooldown <= 0) { self.shoot(); } }; return self; }); // Blue Speedster: zig-zags, no shooting var EnemyBlue = EnemyBase.expand(function () { var self = EnemyBase.call(this); self.type = 'blue'; self.scoreValue = 3; self.health = 1; self.shootRate = 9999; self.speed = 8; self.asset = self.attachAsset('enemyBlue', { anchorX: 0.5, anchorY: 0.5 }); self.width = self.asset.width; self.height = self.asset.height; self.zigzagDir = Math.random() > 0.5 ? 1 : -1; self.zigzagSpeed = 7 + Math.random() * 3; self.zigzagPhase = Math.random() * 100; self.update = function () { self.y += self.speed; self.x += Math.sin((LK.ticks + self.zigzagPhase) / 18) * self.zigzagSpeed * self.zigzagDir; }; return self; }); // CoinEnemy: Enemies that carry a coin and drop it when destroyed var CoinEnemy = EnemyBase.expand(function () { var self = EnemyBase.call(this); self.type = 'coin'; self.scoreValue = 2; self.health = 1; self.shootRate = 120; self.speed = 5; self.asset = self.attachAsset('enemyRed', { anchorX: 0.5, anchorY: 0.5 }); self.width = self.asset.width; self.height = self.asset.height; // Add a coin icon on top of the enemy self.coinIcon = self.attachAsset('coin', { anchorX: 0.5, anchorY: 1.2, scaleX: 0.7, scaleY: 0.7 }); // Override takeDamage to drop a coin self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { LK.getSound('enemyExplode').play(); LK.effects.flashObject(self, 0xffff00, 400); // Explosion effect (yellow flash) LK.setScore(LK.getScore() + self.scoreValue); showScorePopup(self.x, self.y, self.scoreValue); // Spawn debris parts for (var i = 0; i < 8; i++) { var part = new EnemyPart(); part.x = self.x; part.y = self.y; game.addChild(part); enemyParts.push(part); } // Drop a coin at this position, but only once if (!self._coinDropped) { var coin = new CoinDrop(); coin.x = self.x; coin.y = self.y; coinDrops.push(coin); game.addChild(coin); self._coinDropped = true; } self.destroy(); return true; } return false; }; self.update = function () { self.y += self.speed; if (self.shootCooldown > 0) self.shootCooldown--; }; return self; }); // Enemy Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); // EnemyPart: Debris piece for enemy explosion var EnemyPart = Container.expand(function () { var self = Container.call(this); // Use a greenCube for debris, but only red and orange colors var colors = [0xff4444, 0xff9900]; var color = colors[Math.floor(Math.random() * colors.length)]; var part = self.attachAsset('greenCube', { anchorX: 0.5, anchorY: 0.5 }); part.tint = color; // Randomize size var scale = 0.4 + Math.random() * 0.5; part.scaleX = scale; part.scaleY = scale; self.width = part.width * scale; self.height = part.height * scale; // Set initial velocity self.vx = (Math.random() - 0.5) * 32; self.vy = (Math.random() - 0.5) * 32 - 8; self.gravity = 2.2 + Math.random() * 0.8; self.life = 36 + Math.floor(Math.random() * 18); // 0.6s self._age = 0; self.update = function () { self.x += self.vx; self.y += self.vy; self.vy += self.gravity; self._age++; // Fade out part.alpha = Math.max(0, 1 - self._age / self.life); if (self._age > self.life) { self.destroy(); } }; return self; }); // Player Bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = bullet.width; self.height = bullet.height; self.speed = -8 - (storage.upgrades && storage.upgrades.fireRate ? storage.upgrades.fireRate * 1 : 0); // Slowed down from -12 to -8 self.update = function () { self.y += self.speed; }; return self; }); // Player Plane var PlayerPlane = Container.expand(function () { var self = Container.call(this); // Attach player plane asset self.skin = storage.selectedSkin || 'default'; self.plane = self.attachAsset('playerPlane', { anchorX: 0.5, anchorY: 0.5 }); self.width = self.plane.width; self.height = self.plane.height; self.fireCooldown = 0; self.baseFireRate = 30; // ticks between shots self.baseSpeed = 32; // Increased from 23 for faster movement self.baseHealth = 8; // Increased from 5 to 8 for more player lives self.maxHealth = self.baseHealth + (storage.upgrades && storage.upgrades.health ? storage.upgrades.health : 0); self.health = self.maxHealth; self.updateSkin = function () { // For future: swap asset based on skin // For now, only color changes if (self.skin === 'default') { self.plane.tint = 0x888888; } else if (self.skin === 'gold') { self.plane.tint = 0xffd700; } else if (self.skin === 'blue') { self.plane.tint = 0x2a6edb; } }; self.shoot = function () { if (self.fireCooldown > 0) return; var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2 + 10; playerBullets.push(bullet); game.addChild(bullet); LK.getSound('playerShoot').play(); self.fireCooldown = self.baseFireRate - (storage.upgrades && storage.upgrades.fireRate ? storage.upgrades.fireRate * 4 : 0); if (self.fireCooldown < 8) self.fireCooldown = 8; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; LK.effects.flashObject(self, 0xff0000, 200); LK.getSound('playerHit').play(); updateHealthBar(); if (self.health <= 0) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } }; self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) self.health = self.maxHealth; updateHealthBar(); }; self.update = function () { if (self.fireCooldown > 0) self.fireCooldown--; }; self.updateSkin(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundImage: 'spaceMoonBg' }); /**** * Game Code ****/ // --- Global Variables --- // Player plane (default skin: gray) // Player bullet (yellow) // Enemy: Red Attacker // Enemy: Blue Speedster // Enemy: Green Tank // Enemy bullet (red) // Health bar background // Health bar foreground // Coin icon // Sounds // Music var player; var playerBullets = []; var enemies = []; var enemyBullets = []; var coinDrops = []; var enemyParts = []; var spawnTimer = 0; var spawnInterval = 60; var dragNode = null; var lastPlayerX = 0; var lastPlayerY = 0; var healthBarBg, healthBarFg; var scoreTxt, coinTxt, coinIcon; var currency = storage.currency || 0; // Track how many enemies have been destroyed for health bonus var enemiesDestroyedSinceLastHeal = 0; // --- GUI Elements --- // --- Start Screen State --- var gameState = "start"; // "start", "playing", "market" var startScreenContainer = new Container(); startScreenContainer.width = 2048; startScreenContainer.height = 2732; // --- Start Screen Background --- // 2D sunny forest background var startBg = LK.getAsset('forestBg', { anchorX: 0, anchorY: 0, scaleX: 2048 / 600, scaleY: 2732 / 40, x: 0, y: 0 }); startBg.width = 2048; startBg.height = 2732; startScreenContainer.addChild(startBg); // --- Top Right Coin Display (for start/market screens) --- var coinIconTL = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinIconTL.x = 2048 - 160; coinIconTL.y = 120; startScreenContainer.addChild(coinIconTL); var coinTxtTL = new Text2(currency + '', { size: 80, fill: 0xFFD700 }); coinTxtTL.anchor.set(0, 0.5); coinTxtTL.x = 2048 - 120; coinTxtTL.y = 120; startScreenContainer.addChild(coinTxtTL); // --- Start Screen Title --- var titleTxt = new Text2("Uçak Savaşı", { size: 160, fill: "#fff" }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 700; startScreenContainer.addChild(titleTxt); // --- Start Button --- var startBtn = LK.getAsset('playerPlane', { anchorX: 0.5, anchorY: 0.5 }); startBtn.x = 2048 / 2; startBtn.y = 1200; startBtn.scaleX = 1.2; startBtn.scaleY = 1.2; startScreenContainer.addChild(startBtn); var startBtnTxt = new Text2("Başla", { size: 100, fill: "#fff" }); startBtnTxt.anchor.set(0.5, 0.5); startBtnTxt.x = startBtn.x; startBtnTxt.y = startBtn.y + 180; startScreenContainer.addChild(startBtnTxt); // --- Add start screen to game --- game.addChild(startScreenContainer); // --- Hide game GUI until game starts --- function setGameGuiVisible(visible) { if (typeof scoreTxt !== "undefined" && scoreTxt) scoreTxt.visible = visible; if (typeof coinIconBL !== "undefined" && coinIconBL) coinIconBL.visible = visible; if (typeof coinTxtBL !== "undefined" && coinTxtBL) coinTxtBL.visible = visible; if (typeof coinIcon !== "undefined" && coinIcon) coinIcon.visible = visible; if (typeof coinTxt !== "undefined" && coinTxt) coinTxt.visible = visible; if (typeof healthBarBg !== "undefined" && healthBarBg) healthBarBg.visible = visible; if (typeof healthBarFg !== "undefined" && healthBarFg) healthBarFg.visible = visible; } setGameGuiVisible(false); // --- GUI for in-game (unchanged) --- scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Coin GUI for bottom left var coinIconBL = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinIconBL.x = 80; coinIconBL.y = -80; LK.gui.bottomLeft.addChild(coinIconBL); var coinTxtBL = new Text2(currency + '', { size: 80, fill: 0xFFD700 }); coinTxtBL.anchor.set(0, 0.5); coinTxtBL.x = 120; coinTxtBL.y = -80; LK.gui.bottomLeft.addChild(coinTxtBL); // (Retain top right coin for reference, but main is bottom left) coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinIcon.x = 0; coinIcon.y = 0; LK.gui.topRight.addChild(coinIcon); coinTxt = new Text2(currency + '', { size: 80, fill: 0xFFD700 }); coinTxt.anchor.set(0, 0.5); coinTxt.x = 40; coinTxt.y = 0; LK.gui.topRight.addChild(coinTxt); // Health bar healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5 }); healthBarBg.x = 200; healthBarBg.y = 120; LK.gui.top.addChild(healthBarBg); healthBarFg = LK.getAsset('healthBarFg', { anchorX: 0, anchorY: 0.5 }); healthBarFg.x = 200; healthBarFg.y = 120; LK.gui.top.addChild(healthBarFg); function updateHealthBar() { var ratio = player.health / player.maxHealth; if (ratio < 0) ratio = 0; healthBarFg.width = 600 * ratio; } // --- Player Initialization --- player = new PlayerPlane(); player.x = 2048 / 2; player.y = 2732 - 350; game.addChild(player); // Set initial follow target to player's starting position game._lastMoveX = player.x; game._lastMoveY = player.y; updateHealthBar(); // --- Show/Hide Screens --- function showStartScreen() { gameState = "start"; startScreenContainer.visible = true; // marketScreenContainer.visible = false;//{3P} // Removed: marketScreenContainer is not defined setGameGuiVisible(false); player.visible = false; coinTxtTL.setText(currency + ''); } function startGame() { gameState = "playing"; startScreenContainer.visible = false; // marketScreenContainer.visible = false;//{3T} // Removed: marketScreenContainer is not defined setGameGuiVisible(true); player.visible = true; // Reset player position and health player.x = 2048 / 2; player.y = 2732 - 350; player.maxHealth = player.baseHealth + (storage.upgrades && storage.upgrades.health ? storage.upgrades.health : 0); // Ensure maxHealth is recalculated player.health = player.maxHealth; player.skin = storage.selectedSkin || "default"; player.updateSkin(); updateHealthBar(); // Clear all bullets, enemies, coins for (var i = playerBullets.length - 1; i >= 0; i--) { playerBullets[i].destroy(); playerBullets.splice(i, 1); } for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = coinDrops.length - 1; i >= 0; i--) { coinDrops[i].destroy(); coinDrops.splice(i, 1); } LK.setScore(0); scoreTxt.setText("0"); coinTxtBL.setText(currency + ''); coinTxt.setText(currency + ''); } // --- Start/Market Button Events --- startBtn.interactive = true; startBtn.on('down', function (x, y, obj) { startGame(); }); // --- Start in start screen --- showStartScreen(); // --- Utility Functions --- function addCurrency(amount) { currency += amount; storage.currency = currency; coinTxt.setText(currency + ''); if (typeof coinTxtBL !== "undefined") { coinTxtBL.setText(currency + ''); } LK.getSound('coin').play(); } function showScorePopup(x, y, value) { var popup = new Text2('+' + value, { size: 70, fill: "#fff" }); popup.anchor.set(0.5, 0.5); popup.x = x; popup.y = y; game.addChild(popup); tween(popup, { y: y - 100, alpha: 0 }, { duration: 900, easing: tween.easeOut, onFinish: function onFinish() { popup.destroy(); } }); } // --- Enemy Spawning --- function spawnEnemy() { var r = Math.random(); var enemy; // 15% chance to spawn a CoinEnemy (only these drop coins) // Reduce green plane spawn rate: now only 10% (was 20%) // Slightly increase blue plane spawn rate (from 40% to 45%) if (r < 0.15) { enemy = new CoinEnemy(); } else if (r < 0.45) { enemy = new EnemyRed(); } else if (r < 0.9) { enemy = new EnemyBlue(); } else { enemy = new EnemyGreen(); } enemy.x = 180 + Math.random() * (2048 - 360); enemy.y = -enemy.height / 2; enemies.push(enemy); game.addChild(enemy); } // --- Game Move/Touch Controls --- function handleMove(x, y, obj) { if (gameState !== "playing") return; // Always track last move position for smooth following game._lastMoveX = x; game._lastMoveY = y; // No dragNode logic needed; player always follows cursor/touch position } game.move = handleMove; game.down = function (x, y, obj) { if (gameState !== "playing") return; handleMove(x, y, obj); }; game.up = function (x, y, obj) { if (gameState !== "playing") return; }; // --- Game Update Loop --- game.update = function () { if (gameState !== "playing") return; // --- Player follows cursor/touch position smoothly --- if (game._lastMoveX !== undefined && game._lastMoveY !== undefined) { // Clamp to game area var minX = player.width / 2 + 40; var maxX = 2048 - player.width / 2 - 40; var minY = 200 + player.height / 2; var maxY = 2732 - player.height / 2 - 40; var targetX = game._lastMoveX; var targetY = game._lastMoveY; if (targetX < minX) targetX = minX; if (targetX > maxX) targetX = maxX; if (targetY < minY) targetY = minY; if (targetY > maxY) targetY = maxY; // Move smoothly toward target (lerp) var speed = player.baseSpeed + (storage.upgrades && storage.upgrades.speed ? storage.upgrades.speed : 0); // Slightly increase lerp responsiveness for snappier feel speed *= 1.08; var dx = targetX - player.x; var dy = targetY - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > speed) { player.x += dx / dist * speed; player.y += dy / dist * speed; } else { player.x = targetX; player.y = targetY; } } // Player update player.update(); // Player auto-shoot // 2 bullets per second at 60FPS: 60/2 = 30 ticks interval if (LK.ticks % 30 === 0) { player.shoot(); } // Player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Track bullet creation time if not already set if (typeof b._createdAt === "undefined") { b._createdAt = LK.ticks; } // Remove if off screen if (b.y < -50 || typeof b._createdAt !== "undefined" && LK.ticks - b._createdAt >= 180) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { var killed = e.takeDamage(1); b.destroy(); playerBullets.splice(i, 1); if (killed) { e.destroy(); enemies.splice(j, 1); // --- Health bonus for every 3 destroyed enemies --- enemiesDestroyedSinceLastHeal++; if (enemiesDestroyedSinceLastHeal >= 3) { enemiesDestroyedSinceLastHeal = 0; if (player && typeof player.heal === "function") { player.heal(1); } } // --- End health bonus --- } break; } } } // Enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); if (b.y > 2732 + 50) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (b.intersects(player)) { player.takeDamage(1); b.destroy(); enemyBullets.splice(i, 1); continue; } } // Coin drops: move, check pickup, remove if off screen for (var i = coinDrops.length - 1; i >= 0; i--) { var c = coinDrops[i]; c.update(); // Remove if off screen if (c.y > 2732 + 80) { c.destroy(); coinDrops.splice(i, 1); continue; } // Check pickup by player (only on the frame it starts intersecting) if (!c.lastWasIntersecting && c.intersects(player)) { addCurrency(1); c.destroy(); coinDrops.splice(i, 1); continue; } c.lastWasIntersecting = c.intersects(player); } // Enemy debris parts if (typeof enemyParts === "undefined") enemyParts = []; for (var i = enemyParts.length - 1; i >= 0; i--) { var part = enemyParts[i]; if (part.parent) part.update(); if (!part.parent) { enemyParts.splice(i, 1); } } // Enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Remove if off screen if (e.y > 2732 + 100) { e.destroy(); enemies.splice(i, 1); // Decrease score by 2 for each enemy that leaves the screen without being destroyed LK.setScore(LK.getScore() - 2); scoreTxt.setText(LK.getScore()); // If score drops below zero, trigger game over if (LK.getScore() < 0) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } continue; } // Check collision with player if (e.intersects(player)) { player.takeDamage(2); LK.effects.flashObject(e, 0xff0000, 200); e.destroy(); enemies.splice(i, 1); continue; } } // Enemy spawn logic: increase spawn rate over time if (spawnTimer <= 0) { spawnEnemy(); spawnInterval = 90 - Math.floor(LK.getScore() / 10) * 4; // Increased base interval from 60 to 90 for slower spawns if (spawnInterval < 28) spawnInterval = 28; // Minimum interval increased from 18 to 28 spawnTimer = spawnInterval; } else { spawnTimer--; } // Update score scoreTxt.setText(LK.getScore()); // Win condition: player wins at 200 score if (LK.getScore() >= 200) { LK.showYouWin(); return; } scoreTxt.setText(LK.getScore()); }; // --- Music --- LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1200 } }); // --- Game Over Handler (currency gain) --- LK.on('gameover', function () { // Add score to currency addCurrency(LK.getScore()); // Save currency storage.currency = currency; coinTxt.setText(currency + ''); coinTxtBL.setText(currency + ''); coinTxtTL.setText(currency + ''); // After a short delay, show start screen again LK.setTimeout(function () { showStartScreen(); }, 1200); // Reset upgrades/skins for next run if needed (not implemented here) }); // --- YouWin Handler (not used, but for future) --- LK.on('youwin', function () { // Could reward bonus currency, etc. }); // --- Prevent elements in top left 100x100 // (All GUI elements are placed away from top left, and player cannot move there)
===================================================================
--- original.js
+++ change.js
@@ -612,11 +612,12 @@
var r = Math.random();
var enemy;
// 15% chance to spawn a CoinEnemy (only these drop coins)
// Reduce green plane spawn rate: now only 10% (was 20%)
+ // Slightly increase blue plane spawn rate (from 40% to 45%)
if (r < 0.15) {
enemy = new CoinEnemy();
- } else if (r < 0.5) {
+ } else if (r < 0.45) {
enemy = new EnemyRed();
} else if (r < 0.9) {
enemy = new EnemyBlue();
} else {
coin. In-Game asset. 2d. High contrast. No shadows
mavi ufo. In-Game asset. 2d. High contrast. No shadows
bir mermi ama ters . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
yeşil 2d pixel simetrik uçak In-Game asset. 2d. High contrast. No shadows
kırmızı 2d pixel simetrik uçak In-Game asset. 2d. High contrast. No shadows
gri 2d piksel yüksek techizatlı uçak. In-Game asset. 2d. High contrast. No shadows
mermi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat