User prompt
Please fix the bug: 'ReferenceError: PlayerBullet is not defined' in or related to this line: 'var bullet = new PlayerBullet();' Line Number: 88
User prompt
hala aynı sorun var
User prompt
markette hala satın alma yapamıyorum ve geri başlangıç ekranına dönemiyorum
User prompt
marketteki skinleri satın alabilelim ve geriden başlangıç ekranına dönmek için geri yazan bi tuş olsun
User prompt
hataları düzelt
User prompt
markette coinler sol yukarı yerine sağ yukarıda gözüksün ve geri yazısına basıldığında markete girsin
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < skinList.length; i++) {' Line Number: 52
User prompt
Please fix the bug: 'PlayerPlane is not defined' in or related to this line: 'player = new PlayerPlane();' Line Number: 225
User prompt
Please fix the bug: 'ReferenceError: EnemyBlue is not defined' in or related to this line: 'enemy = new EnemyBlue();' Line Number: 626
User prompt
Please fix the bug: 'ReferenceError: EnemyGreen is not defined' in or related to this line: 'enemy = new EnemyGreen();' Line Number: 586
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < skinList.length; i++) {' Line Number: 66
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < skinList.length; i++) {' Line Number: 66
User prompt
Please fix the bug: 'PlayerPlane is not defined' in or related to this line: 'player = new PlayerPlane();' Line Number: 225
User prompt
oyundaki bazı düşmanlar coin gibi yeşil küpler düşürsün bu küpler oyuncunun canını artıtırsın
User prompt
market ve başa yazılarını büyüt
User prompt
coinleri başlangıç ekranında sol yukarıdan sağ yukarıya al
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = visible;' Line Number: 440
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'stage.addChild(startScreenContainer);' Line Number: 434
User prompt
oyuna bi başlangıç ekranı ekle başlangıç ekranında sol yukarıda toplam coinlerimiz gözüksün bu coinleri harcamak için bi market bölümü oluşturalım ve burdan uçağımız için yeni skinler alalım
User prompt
oyuncunun uöağının hareketini hızlandır mermi hızını birazcık yavaşlat düşmanların doğma hızını azalt
User prompt
biz vurmadan yok olan her düiman için skordan 2 puan eksilt eğet hiç vuramayıp skor 0 altına düşerse otomatik olarak oyunu kaybet
User prompt
yeşil düşmanların canını azalt
User prompt
yeşil düşmanların canını 2 kat arttır
User prompt
yeşil düşmanın hitboxunu birazcık daha büyük yap
User prompt
oyunucun mermileri biraz daha büyük olsun
/**** * 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.setScore(LK.getScore() + self.scoreValue); addCurrency(self.scoreValue); showScorePopup(self.x, self.y, self.scoreValue); // 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.setScore(LK.getScore() + self.scoreValue); showScorePopup(self.x, self.y, self.scoreValue); // 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; }); // 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 = -12 - (storage.upgrades && storage.upgrades.fireRate ? storage.upgrades.fireRate * 1 : 0); // Slowed down from -16 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 = 5; 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({ backgroundColor: 0x1a1a2a }); /**** * Game Code ****/ // Music // Sounds // Coin icon // Health bar foreground // Health bar background // Enemy bullet (red) // Enemy: Green Tank // Enemy: Blue Speedster // Enemy: Red Attacker // Player bullet (yellow) // Player plane (default skin: gray) // --- Global Variables --- var player; var playerBullets = []; var enemies = []; var enemyBullets = []; var coinDrops = []; 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; // --- GUI Elements --- 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(); // --- 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) if (r < 0.15) { enemy = new CoinEnemy(); } else if (r < 0.5) { enemy = new EnemyRed(); } else if (r < 0.8) { 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) { // 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) { // No dragNode logic; player always follows cursor/touch position handleMove(x, y, obj); }; game.up = function (x, y, obj) { // No dragNode logic needed }; // --- Game Update Loop --- game.update = function () { // --- 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 if (LK.ticks % 5 === 0) { player.shoot(); } // Player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if off screen if (b.y < -50) { 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); } 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); } // 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: none (endless), but could be added }; // --- 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 + ''); // 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
@@ -221,9 +221,9 @@
anchorY: 0.5
});
self.width = bullet.width;
self.height = bullet.height;
- self.speed = -16 - (storage.upgrades && storage.upgrades.fireRate ? storage.upgrades.fireRate * 1 : 0);
+ self.speed = -12 - (storage.upgrades && storage.upgrades.fireRate ? storage.upgrades.fireRate * 1 : 0); // Slowed down from -16
self.update = function () {
self.y += self.speed;
};
return self;
@@ -240,9 +240,9 @@
self.width = self.plane.width;
self.height = self.plane.height;
self.fireCooldown = 0;
self.baseFireRate = 30; // ticks between shots
- self.baseSpeed = 23;
+ self.baseSpeed = 32; // Increased from 23 for faster movement
self.baseHealth = 5;
self.maxHealth = self.baseHealth + (storage.upgrades && storage.upgrades.health ? storage.upgrades.health : 0);
self.health = self.maxHealth;
self.updateSkin = function () {
@@ -584,10 +584,10 @@
}
// Enemy spawn logic: increase spawn rate over time
if (spawnTimer <= 0) {
spawnEnemy();
- spawnInterval = 60 - Math.floor(LK.getScore() / 10) * 4;
- if (spawnInterval < 18) spawnInterval = 18;
+ 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--;
}
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