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
/****
* 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
****/
// 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 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)
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
// 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 5 destroyed enemies ---
enemiesDestroyedSinceLastHeal++;
if (enemiesDestroyedSinceLastHeal >= 5) {
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: 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
@@ -353,20 +353,20 @@
/****
* 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 = [];
@@ -379,8 +379,10 @@
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();
@@ -701,8 +703,17 @@
playerBullets.splice(i, 1);
if (killed) {
e.destroy();
enemies.splice(j, 1);
+ // --- Health bonus for every 5 destroyed enemies ---
+ enemiesDestroyedSinceLastHeal++;
+ if (enemiesDestroyedSinceLastHeal >= 5) {
+ enemiesDestroyedSinceLastHeal = 0;
+ if (player && typeof player.heal === "function") {
+ player.heal(1);
+ }
+ }
+ // --- End health bonus ---
}
break;
}
}
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