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 ****/ // --- PlayerPlane Class --- var PlayerPlane = Container.expand(function () { var self = Container.call(this); // Default skin self.skin = storage.selectedSkin || "default"; // Attach player asset self.asset = self.attachAsset('playerPlane', { anchorX: 0.5, anchorY: 0.5 }); self.asset.tint = 0x888888; // Player stats self.maxHealth = 8 + (storage.upgrades && storage.upgrades.health ? storage.upgrades.health : 0); self.health = self.maxHealth; self.baseSpeed = 18; // Update skin color self.updateSkin = function () { var color = 0x888888; for (var i = 0; i < skinList.length; i++) { if (skinList[i].id === self.skin) { color = skinList[i].color; break; } } self.asset.tint = color; }; // Take damage self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; updateHealthBar(); LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; // Heal self.heal = function (amount) { self.health += amount; if (self.health > self.maxHealth) self.health = self.maxHealth; updateHealthBar(); LK.effects.flashObject(self, 0x44ff44, 200); }; // Shoot self.shoot = function () { // Fire a bullet from the nose of the plane var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2 - bullet.height / 2; playerBullets.push(bullet); game.addChild(bullet); }; // Update (called every frame) self.update = function () { // No-op for now (movement handled in game.update) }; // Initialize skin self.updateSkin(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2a }); /**** * 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 healthDrops = []; 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 --- // --- Start Screen State --- var gameState = "start"; // "start", "playing", "market" var startScreenContainer = new Container(); var marketScreenContainer = new Container(); // --- 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: 140, fill: "#fff" }); startBtnTxt.anchor.set(0.5, 0.5); startBtnTxt.x = startBtn.x; startBtnTxt.y = startBtn.y + 180; startScreenContainer.addChild(startBtnTxt); // --- Market Button --- var marketBtn = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); marketBtn.x = 2048 / 2; marketBtn.y = 1500; marketBtn.scaleX = 1.3; marketBtn.scaleY = 1.3; startScreenContainer.addChild(marketBtn); var marketBtnTxt = new Text2("Market", { size: 140, fill: 0xFFD700 }); marketBtnTxt.anchor.set(0.5, 0.5); marketBtnTxt.x = marketBtn.x; marketBtnTxt.y = marketBtn.y + 140; startScreenContainer.addChild(marketBtnTxt); // --- Add start screen to game --- game.addChild(startScreenContainer); // --- Market Screen (basic, see next block for content) --- marketScreenContainer.visible = false; game.addChild(marketScreenContainer); // --- 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(); // --- Market Skins Data --- // Ensure skinList is always defined as an array to prevent undefined errors var skinList = [{ id: "default", name: "Gri Uçak", price: 0, color: 0x888888 }, { id: "gold", name: "Altın Uçak", price: 30, color: 0xffd700 }, { id: "blue", name: "Mavi Uçak", price: 20, color: 0x2a6edb }]; if (!skinList) skinList = []; // --- Market UI --- function refreshMarketScreen() { // Remove all children while (marketScreenContainer.children.length) { marketScreenContainer.removeChild(marketScreenContainer.children[0]); } // Top left coin var coinIconM = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinIconM.x = 120; coinIconM.y = 120; marketScreenContainer.addChild(coinIconM); var coinTxtM = new Text2(currency + '', { size: 80, fill: 0xFFD700 }); coinTxtM.anchor.set(0, 0.5); coinTxtM.x = 160; coinTxtM.y = 120; marketScreenContainer.addChild(coinTxtM); // Title var marketTitle = new Text2("Market", { size: 200, fill: 0xFFD700 }); marketTitle.anchor.set(0.5, 0.5); marketTitle.x = 2048 / 2; marketTitle.y = 350; marketScreenContainer.addChild(marketTitle); // Skins var y0 = 700; var x0 = 2048 / 2; var dx = 500; for (var i = 0; i < skinList.length; i++) { var skin = skinList[i]; var x = x0 + (i - 1) * dx; // Plane asset var skinAsset = LK.getAsset('playerPlane', { anchorX: 0.5, anchorY: 0.5 }); skinAsset.x = x; skinAsset.y = y0; skinAsset.tint = skin.color; skinAsset.scaleX = 1.1; skinAsset.scaleY = 1.1; marketScreenContainer.addChild(skinAsset); // Name var skinName = new Text2(skin.name, { size: 70, fill: "#fff" }); skinName.anchor.set(0.5, 0.5); skinName.x = x; skinName.y = y0 + 120; marketScreenContainer.addChild(skinName); // Button var btnTxt, btnColor; var unlocked = storage.unlockedSkins && storage.unlockedSkins.indexOf(skin.id) !== -1; var selected = storage.selectedSkin === skin.id; if (selected) { btnTxt = "Seçili"; btnColor = "#44ff44"; } else if (unlocked) { btnTxt = "Seç"; btnColor = "#fff"; } else { btnTxt = skin.price + " Coin"; btnColor = "#FFD700"; } var btn = new Text2(btnTxt, { size: 60, fill: btnColor }); btn.anchor.set(0.5, 0.5); btn.x = x; btn.y = y0 + 220; btn.interactive = true; btn.skinId = skin.id; btn.on('down', function (x, y, obj) { var sid = obj.skinId; var s = null; for (var j = 0; j < skinList.length; j++) if (skinList[j].id === sid) s = skinList[j]; if (!s) return; var unlocked = storage.unlockedSkins && storage.unlockedSkins.indexOf(s.id) !== -1; if (storage.selectedSkin === s.id) return; if (unlocked) { storage.selectedSkin = s.id; player.skin = s.id; player.updateSkin(); refreshMarketScreen(); } else if (currency >= s.price) { currency -= s.price; storage.currency = currency; if (!storage.unlockedSkins) storage.unlockedSkins = []; storage.unlockedSkins.push(s.id); storage.selectedSkin = s.id; player.skin = s.id; player.updateSkin(); refreshMarketScreen(); } }); marketScreenContainer.addChild(btn); } // Back button var backBtn = new Text2("Geri", { size: 80, fill: "#fff" }); backBtn.anchor.set(0.5, 0.5); backBtn.x = 2048 / 2; backBtn.y = 2000; backBtn.interactive = true; backBtn.on('down', function (x, y, obj) { showStartScreen(); }); marketScreenContainer.addChild(backBtn); } // --- Show/Hide Screens --- function showStartScreen() { gameState = "start"; startScreenContainer.visible = true; marketScreenContainer.visible = false; setGameGuiVisible(false); player.visible = false; coinTxtTL.setText(currency + ''); } function showMarketScreen() { gameState = "market"; startScreenContainer.visible = false; marketScreenContainer.visible = true; setGameGuiVisible(false); player.visible = false; refreshMarketScreen(); } function startGame() { gameState = "playing"; startScreenContainer.visible = false; marketScreenContainer.visible = false; setGameGuiVisible(true); player.visible = true; // Reset player position and health player.x = 2048 / 2; player.y = 2732 - 350; 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(); }); marketBtn.interactive = true; marketBtn.on('down', function (x, y, obj) { showMarketScreen(); }); // --- 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) 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) { 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 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); } // Health drops: move, check pickup, remove if off screen for (var i = healthDrops.length - 1; i >= 0; i--) { var h = healthDrops[i]; h.update(); // Remove if off screen if (h.y > 2732 + 80) { h.destroy(); healthDrops.splice(i, 1); continue; } // Check pickup by player (only on the frame it starts intersecting) if (!h.lastWasIntersecting && h.intersects(player)) { player.heal(2); // Optional: show a green popup showScorePopup(h.x, h.y, "+Can"); h.destroy(); healthDrops.splice(i, 1); continue; } h.lastWasIntersecting = h.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 + ''); 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. });
===================================================================
--- original.js
+++ change.js
@@ -13,8 +13,73 @@
}
});
/****
+* Classes
+****/
+// --- PlayerPlane Class ---
+var PlayerPlane = Container.expand(function () {
+ var self = Container.call(this);
+ // Default skin
+ self.skin = storage.selectedSkin || "default";
+ // Attach player asset
+ self.asset = self.attachAsset('playerPlane', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.asset.tint = 0x888888;
+ // Player stats
+ self.maxHealth = 8 + (storage.upgrades && storage.upgrades.health ? storage.upgrades.health : 0);
+ self.health = self.maxHealth;
+ self.baseSpeed = 18;
+ // Update skin color
+ self.updateSkin = function () {
+ var color = 0x888888;
+ for (var i = 0; i < skinList.length; i++) {
+ if (skinList[i].id === self.skin) {
+ color = skinList[i].color;
+ break;
+ }
+ }
+ self.asset.tint = color;
+ };
+ // Take damage
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health < 0) self.health = 0;
+ updateHealthBar();
+ LK.effects.flashObject(self, 0xff0000, 200);
+ if (self.health <= 0) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ };
+ // Heal
+ self.heal = function (amount) {
+ self.health += amount;
+ if (self.health > self.maxHealth) self.health = self.maxHealth;
+ updateHealthBar();
+ LK.effects.flashObject(self, 0x44ff44, 200);
+ };
+ // Shoot
+ self.shoot = function () {
+ // Fire a bullet from the nose of the plane
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - self.height / 2 - bullet.height / 2;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ };
+ // Update (called every frame)
+ self.update = function () {
+ // No-op for now (movement handled in game.update)
+ };
+ // Initialize skin
+ self.updateSkin();
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2a
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