User prompt
bazı düşmanlar atnı coinler gibi yeşil küpler düşürsün ve bunlarıda toplaya bilelim
User prompt
başlangıç ekranının boyutunu belirle
User prompt
başlangıç arkaplanı 2d güneşli bi orman olsun oyun arkaplanı ayın olduğu bir uzay olsun marketşn arkaplanı market olsun
User prompt
başlangıca oyunaa ve markete bi background ekle
User prompt
oyuncunun mermi atış hızını azalt
User prompt
oyuncunun mermi hızını biraz yavaşlat
User prompt
oyuncunun canını arttır
User prompt
Please fix the bug: 'ReferenceError: EnemyGreen is not defined' in or related to this line: 'enemy = new EnemyGreen();' Line Number: 601
User prompt
Please fix the bug: 'ReferenceError: EnemyGreen is not defined' in or related to this line: 'enemy = new EnemyGreen();' Line Number: 632
User prompt
Please fix the bug: 'ReferenceError: PlayerBullet is not defined' in or related to this line: 'var bullet = new PlayerBullet();' Line Number: 123
User prompt
Please fix the bug: 'ReferenceError: EnemyRed is not defined' in or related to this line: 'enemy = new EnemyRed();' Line Number: 577
User prompt
Please fix the bug: 'ReferenceError: EnemyBlue is not defined' in or related to this line: 'enemy = new EnemyBlue();' Line Number: 548
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: EnemyGreen is not defined' in or related to this line: 'enemy = new EnemyGreen();' Line Number: 599
User prompt
Please fix the bug: 'ReferenceError: EnemyRed is not defined' in or related to this line: 'enemy = new EnemyRed();' Line Number: 555
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: '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: 624
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: 'ReferenceError: EnemyGreen is not defined' in or related to this line: 'enemy = new EnemyGreen();' Line Number: 586
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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
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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: 231
User prompt
Please fix the bug: 'ReferenceError: EnemyBlue is not defined' in or related to this line: 'enemy = new EnemyBlue();' Line Number: 645
User prompt
Please fix the bug: 'ReferenceError: CoinEnemy is not defined' in or related to this line: 'enemy = new CoinEnemy();' Line Number: 597
/**** * 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 = -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({ 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 --- // --- 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: 100, 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: 90, 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 --- 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 }]; // --- 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: 140, 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.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(); }); 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 % 9 === 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 + ''); 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
@@ -299,20 +299,20 @@
/****
* 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
+// 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 = [];
@@ -774,9 +774,9 @@
}
// Player update
player.update();
// Player auto-shoot
- if (LK.ticks % 5 === 0) {
+ if (LK.ticks % 9 === 0) {
player.shoot();
}
// Player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
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