User prompt
düşmanlar ekrana 180(+ rasgele +50 _50 pixel) kadar girip dursun. attıkları taşları daha yukarılara atsınlar ve atış seriliğini düşür
User prompt
düşmanlar ekrana bizimle simetrik duracak şekilde ileride dursun. attıkları taşları daha yukarılara atsınlar ve atış hızını yavaşlat
User prompt
düşman birimler ekrana girdikten bir süre sonra hareketsiz kalsın. ve rasgele zamanlarda bize doğru taş atsın düşük isabet oranı ver şimdiki düşmanlara ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düşman birimin değişen texturesine uyumlu hale getir zehir efektini
User prompt
zehir efektine düşman birimin kafasını da ekle aynı şekilde ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
wave yazısı siyah gölgeli (3 pixel kaymış) yeşil olsun
User prompt
skorumuz artık wave olsun her wave 1 skor. wave sistemine başla şimdikil 5 vave 1 vavedeki herkesi öldürdüğümüzde yeni wave gelsin. şimdilik her vavese 2 düşman olsun
User prompt
transparan yeşil efekti %60 dan %90 yap
User prompt
transparan yeşil efekti %30 dan %60 yap
User prompt
transparan yeşil efektin başlangıç görünüşünü %60 yap
User prompt
zehirlenen düşmanın yeşil gölgesini yap tamamen yeşil efekli hali trasparan yap %30 gözüksün zehirlendiği belli olsun diye hafif büyüyüp kaybolsun anladın sen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
poison stone yap poisonstone texturesi ile. kafaya 10 damage gövdeye 3 damage vuruyor. 3 saniyede 1 zehir vuruyor zehir birikimi olmasın bu oyunda zehirli durumu sabit 3 saniyede 1 zehir ölene kadar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
poison stone yap poisonstone texturesi ile. kafaya 10 damage gövdeye 3 damage vuruyor. 3 saniyede 1 zehir vuruyor zehir birikimi olmasın bu oyunda zehirli durumu sabit 3 saniyede 1 zehir ölene kadar
User prompt
karakterimizi 50 pixel daha sağa götür
User prompt
2 px black drop shadow dene
User prompt
açıklama yazısını beyaz yap siyah gölge ekle altına 1 pixel alt 1 pixel sağına alt kısma konmuş siyah aynı yazı
User prompt
açıklama kısmındaki texturu ve yazıyı %25 büyüt
User prompt
item seçme sistemi getir sadece seçili item kullanılabilir. seçilen itemin 2 kat büyük texturu ve ve açıklamaları texture1 in içinde gözüksün Head xx Body xx no extra effect gibi
User prompt
tamam envanterdeki debug sayılarını kaldır. ilk itemimizi yap stone texturu ile standart oyun başı 20 adet ver envanterde sol altında yazsın item sayısı minecrafttaki gibi. düşmanlarda kafaya 12 damage vucuda yanı geri kalan bölgelere 10 damage vursun
User prompt
sağ sol kenar boşlukları arttır dikey itemler arası boşlukları 8 pixel yap
User prompt
inventory texturu 1624x876 boyutunda içine 9x5 lik bir envanter oluşturulacak. üst kenar boşluğu 10 pixel alt kenar boşluğu 18 pixel sağ sol kenar boşlukları 30 pixel itemler arası boşluklar 10 pixel. itemler inventory texturunun üstünde gözükecek.
User prompt
inventory texturesi texture 1 in üstünde gözüksun
User prompt
invenroty texturunu boşluksuz sol alta yerleştir. aynı şeklilde texture1 texturunu de boşluksuz sağ alta yerleştir
User prompt
envanter arkaplandan önde görülmeli arkaplan arkasında kalmalı
User prompt
ekranın sol alt kısmına envanter texturesi ekle
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BackgroundTile = Container.expand(function () { var self = Container.call(this); // Randomly pick one of two backgrounds for variety var bgTypes = ['background', 'background2']; var bgType = bgTypes[Math.floor(Math.random() * bgTypes.length)]; var graphics = self.attachAsset(bgType, { anchorX: 0, anchorY: 0 }); // Slower speed for new game pace self.speed = 0.7; // Store width for seamless tiling self.tileWidth = graphics.width; self.update = function () { self.x -= self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.health = 30; self.maxHealth = 30; self.speed = 1; self.hitRecently = false; // Randomize parts var headTypes = ['enemyHead1', 'enemyHead2', 'enemyHead3']; var bodyTypes = ['enemyBody1', 'enemyBody2', 'enemyBody3']; var legTypes = ['enemyLeg1', 'enemyLeg2']; var headType = headTypes[Math.floor(Math.random() * headTypes.length)]; var bodyType = bodyTypes[Math.floor(Math.random() * bodyTypes.length)]; var legType = legTypes[Math.floor(Math.random() * legTypes.length)]; // Create parts with adjusted positioning var head = self.attachAsset(headType, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -105 }); var body = self.attachAsset(bodyType, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var leftLeg = self.attachAsset(legType, { anchorX: 0.5, anchorY: 0.5, x: -20, y: 95 }); var rightLeg = self.attachAsset(legType, { anchorX: 0.5, anchorY: 0.5, x: 20, y: 95 }); self.head = head; self.body = body; self.leftLeg = leftLeg; self.rightLeg = rightLeg; // Set up layering - legs under body, head on top self.setChildIndex(leftLeg, 0); self.setChildIndex(rightLeg, 1); self.setChildIndex(body, 2); self.setChildIndex(head, 3); // Walking animation variables self.walkTimer = 0; self.walkSpeed = 0.3; self.takeDamage = function (damage, isHeadshot) { if (self.hitRecently) return; var actualDamage = isHeadshot ? damage * 2 : damage; self.health -= actualDamage; self.hitRecently = true; // Flash effect LK.effects.flashObject(self, 0xFF0000, 200); LK.setTimeout(function () { self.hitRecently = false; }, 300); if (self.health <= 0) { LK.setScore(LK.getScore() + 10); return true; // Enemy died } return false; }; self.update = function () { self.x -= self.speed; // Walking animation self.walkTimer += self.walkSpeed; var leftLegOffset = Math.sin(self.walkTimer) * 15; var rightLegOffset = Math.sin(self.walkTimer + Math.PI) * 15; // Animate legs - one forward while other goes back tween(self.leftLeg, { x: -20 + leftLegOffset }, { duration: 100 }); tween(self.rightLeg, { x: 20 + rightLegOffset }, { duration: 100 }); }; return self; }); var InventorySlot = Container.expand(function (itemType, count) { var self = Container.call(this); self.itemType = itemType || 'normal'; self.count = count || 5; self.maxCount = 10; var slot = self.attachAsset('inventorySlot', { anchorX: 0.5, anchorY: 0.5 }); self.countText = new Text2(self.count.toString(), { size: 30, fill: 0xFFFFFF }); self.countText.anchor.set(0.5, 0.5); self.countText.x = 0; self.countText.y = 0; self.addChild(self.countText); self.updateCount = function () { self.countText.setText(self.count.toString()); }; self.canUse = function () { return self.count > 0; }; self.use = function () { if (self.canUse()) { self.count--; self.updateCount(); return true; } return false; }; self.down = function (x, y, obj) { if (self.canUse()) { selectedItem = self.itemType; selectedSlot = self; } }; return self; }); var Projectile = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = 8; self.damage = 10; self.hasHit = false; var graphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Apply gravity self.velocityY += 0.3; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var player; var enemies = []; var projectiles = []; var backgroundTiles = []; var inventorySlots = []; var trajectoryDots = []; var selectedItem = null; var selectedSlot = null; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var launchPower = 0; var launchAngle = 0; var enemySpawnTimer = 0; var backgroundSpawnTimer = 0; // Add inventory texture to bottom left corner var inventoryTexture = game.addChild(LK.getAsset('inventory', { anchorX: 0, anchorY: 1, x: 50, y: 2732 - 50 })); // Initialize inventory var inventoryTypes = ['normal', 'bouncing', 'explosive']; for (var i = 0; i < inventoryTypes.length; i++) { var slot = new InventorySlot(inventoryTypes[i], 5); slot.x = 100; slot.y = 200 + i * 120; // Make first slot (normal projectiles) unlimited if (i === 0) { slot.count = 999; slot.maxCount = 999; slot.updateCount(); } inventorySlots.push(slot); game.addChild(slot); } // Initialize background // Use enough tiles to cover the screen horizontally, based on tile width var initialTile = new BackgroundTile(); var tileWidth = initialTile.tileWidth; initialTile.x = 0; initialTile.y = 0; backgroundTiles.push(initialTile); game.addChild(initialTile); var numTiles = Math.ceil(2048 / tileWidth) + 2; // +2 for seamless wrap for (var i = 1; i < numTiles; i++) { var tile = new BackgroundTile(); tile.x = i * tileWidth; tile.y = 0; backgroundTiles.push(tile); game.addChild(tile); } // Initialize player with running animation (after background to appear in front) player = game.addChild(new Container()); var playerGraphics = player.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); player.x = 390; player.y = 1366; // Animation variables player.animationFrame = 0; player.animationFrames = ['player', 'player2', 'player3', 'player2']; player.currentGraphics = playerGraphics; // Start running animation function animatePlayer() { // Change to next frame player.animationFrame = (player.animationFrame + 1) % player.animationFrames.length; var nextFrame = player.animationFrames[player.animationFrame]; // Add new frame first var newGraphics = player.attachAsset(nextFrame, { anchorX: 0.5, anchorY: 0.5 }); // Wait 50ms before removing old graphics to prevent disappearing LK.setTimeout(function () { player.removeChild(player.currentGraphics); player.currentGraphics = newGraphics; }, 50); // Schedule next frame change LK.setTimeout(animatePlayer, 200); } // Start the animation LK.setTimeout(animatePlayer, 200); // Auto-select first slot (unlimited standard projectiles) selectedItem = inventorySlots[0].itemType; selectedSlot = inventorySlots[0]; // Score display var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); function updateTrajectory(startX, startY, endX, endY) { // Clear existing trajectory dots for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; if (!isDragging) return; var deltaX = startX - endX; var deltaY = startY - endY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); launchPower = Math.min(distance / 10, 30); launchAngle = Math.atan2(deltaY, deltaX); var velocityX = Math.cos(launchAngle) * launchPower; var velocityY = Math.sin(launchAngle) * launchPower; // Create trajectory preview var simX = startX; var simY = startY; var simVelX = velocityX; var simVelY = velocityY; for (var i = 0; i < 60; i++) { if (i % 3 === 0) { var dot = game.addChild(LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5, x: simX, y: simY })); // Ensure trajectory dot appears in front of background game.setChildIndex(dot, game.children.length - 1); trajectoryDots.push(dot); } simX += simVelX; simY += simVelY; simVelY += 0.3; // Gravity if (simY > 2732) break; } } function launchProjectile(startX, startY, endX, endY) { if (!selectedItem || !selectedSlot || !selectedSlot.canUse()) return; var deltaX = startX - endX; var deltaY = startY - endY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); launchPower = Math.min(distance / 10, 30); launchAngle = Math.atan2(deltaY, deltaX); var projectile = new Projectile(selectedItem); projectile.x = startX; projectile.y = startY; projectile.velocityX = Math.cos(launchAngle) * launchPower; projectile.velocityY = Math.sin(launchAngle) * launchPower; projectiles.push(projectile); game.addChild(projectile); // Ensure projectile appears in front of background game.setChildIndex(projectile, game.children.length - 1); selectedSlot.use(); selectedItem = null; selectedSlot = null; LK.getSound('launch').play(); } game.down = function (x, y, obj) { // Check if touch/click is within expanded area around player (200px radius for easier interaction) var distanceToPlayer = Math.sqrt((x - player.x) * (x - player.x) + (y - player.y) * (y - player.y)); if (selectedItem && distanceToPlayer < 200) { isDragging = true; dragStartX = player.x; dragStartY = player.y; updateTrajectory(player.x, player.y, x, y); } }; game.move = function (x, y, obj) { if (isDragging) { updateTrajectory(player.x, player.y, x, y); } }; game.up = function (x, y, obj) { if (isDragging) { launchProjectile(player.x, player.y, x, y); isDragging = false; // Clear trajectory dots for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; } }; game.update = function () { // Update score display scoreText.setText('Score: ' + LK.getScore()); // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer > 180) { enemySpawnTimer = 0; var enemy = new Enemy(); enemy.x = 2200; enemy.y = player.y - 40 + Math.random() * 80; enemies.push(enemy); game.addChild(enemy); } // Update background tiles for seamless looping for (var i = 0; i < backgroundTiles.length; i++) { var tile = backgroundTiles[i]; tile.update(); } // If the leftmost tile is fully off screen, move it to the right of the rightmost tile // This creates a seamless infinite scroll if (backgroundTiles.length > 0) { var leftmost = backgroundTiles[0]; var rightmost = backgroundTiles[backgroundTiles.length - 1]; // Use tileWidth from the tile itself for accuracy if (leftmost.x + leftmost.tileWidth < 0) { // Move leftmost tile to the right of the rightmost tile leftmost.x = rightmost.x + rightmost.tileWidth; // Move to end of array backgroundTiles.push(backgroundTiles.shift()); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -200) { enemy.destroy(); enemies.splice(i, 1); } } // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; if (projectile.x > 2200 || projectile.y > 2800 || projectile.x < -100) { projectile.destroy(); projectiles.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (projectile.intersects(enemy) && !projectile.hasHit) { projectile.hasHit = true; // Check if headshot var isHeadshot = projectile.intersects(enemy.head); var died = enemy.takeDamage(projectile.damage, isHeadshot); LK.getSound('hit').play(); if (died) { enemy.destroy(); enemies.splice(j, 1); } if (projectile.type !== 'piercing') { projectile.destroy(); projectiles.splice(i, 1); break; } } } } // Replenish inventory occasionally if (LK.ticks % 600 === 0) { for (var i = 0; i < inventorySlots.length; i++) { var slot = inventorySlots[i]; if (slot.count < slot.maxCount) { slot.count = Math.min(slot.count + 1, slot.maxCount); slot.updateCount(); } } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BackgroundTile = Container.expand(function () {
var self = Container.call(this);
// Randomly pick one of two backgrounds for variety
var bgTypes = ['background', 'background2'];
var bgType = bgTypes[Math.floor(Math.random() * bgTypes.length)];
var graphics = self.attachAsset(bgType, {
anchorX: 0,
anchorY: 0
});
// Slower speed for new game pace
self.speed = 0.7;
// Store width for seamless tiling
self.tileWidth = graphics.width;
self.update = function () {
self.x -= self.speed;
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.health = 30;
self.maxHealth = 30;
self.speed = 1;
self.hitRecently = false;
// Randomize parts
var headTypes = ['enemyHead1', 'enemyHead2', 'enemyHead3'];
var bodyTypes = ['enemyBody1', 'enemyBody2', 'enemyBody3'];
var legTypes = ['enemyLeg1', 'enemyLeg2'];
var headType = headTypes[Math.floor(Math.random() * headTypes.length)];
var bodyType = bodyTypes[Math.floor(Math.random() * bodyTypes.length)];
var legType = legTypes[Math.floor(Math.random() * legTypes.length)];
// Create parts with adjusted positioning
var head = self.attachAsset(headType, {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -105
});
var body = self.attachAsset(bodyType, {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
var leftLeg = self.attachAsset(legType, {
anchorX: 0.5,
anchorY: 0.5,
x: -20,
y: 95
});
var rightLeg = self.attachAsset(legType, {
anchorX: 0.5,
anchorY: 0.5,
x: 20,
y: 95
});
self.head = head;
self.body = body;
self.leftLeg = leftLeg;
self.rightLeg = rightLeg;
// Set up layering - legs under body, head on top
self.setChildIndex(leftLeg, 0);
self.setChildIndex(rightLeg, 1);
self.setChildIndex(body, 2);
self.setChildIndex(head, 3);
// Walking animation variables
self.walkTimer = 0;
self.walkSpeed = 0.3;
self.takeDamage = function (damage, isHeadshot) {
if (self.hitRecently) return;
var actualDamage = isHeadshot ? damage * 2 : damage;
self.health -= actualDamage;
self.hitRecently = true;
// Flash effect
LK.effects.flashObject(self, 0xFF0000, 200);
LK.setTimeout(function () {
self.hitRecently = false;
}, 300);
if (self.health <= 0) {
LK.setScore(LK.getScore() + 10);
return true; // Enemy died
}
return false;
};
self.update = function () {
self.x -= self.speed;
// Walking animation
self.walkTimer += self.walkSpeed;
var leftLegOffset = Math.sin(self.walkTimer) * 15;
var rightLegOffset = Math.sin(self.walkTimer + Math.PI) * 15;
// Animate legs - one forward while other goes back
tween(self.leftLeg, {
x: -20 + leftLegOffset
}, {
duration: 100
});
tween(self.rightLeg, {
x: 20 + rightLegOffset
}, {
duration: 100
});
};
return self;
});
var InventorySlot = Container.expand(function (itemType, count) {
var self = Container.call(this);
self.itemType = itemType || 'normal';
self.count = count || 5;
self.maxCount = 10;
var slot = self.attachAsset('inventorySlot', {
anchorX: 0.5,
anchorY: 0.5
});
self.countText = new Text2(self.count.toString(), {
size: 30,
fill: 0xFFFFFF
});
self.countText.anchor.set(0.5, 0.5);
self.countText.x = 0;
self.countText.y = 0;
self.addChild(self.countText);
self.updateCount = function () {
self.countText.setText(self.count.toString());
};
self.canUse = function () {
return self.count > 0;
};
self.use = function () {
if (self.canUse()) {
self.count--;
self.updateCount();
return true;
}
return false;
};
self.down = function (x, y, obj) {
if (self.canUse()) {
selectedItem = self.itemType;
selectedSlot = self;
}
};
return self;
});
var Projectile = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
self.speed = 8;
self.damage = 10;
self.hasHit = false;
var graphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Apply gravity
self.velocityY += 0.3;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var player;
var enemies = [];
var projectiles = [];
var backgroundTiles = [];
var inventorySlots = [];
var trajectoryDots = [];
var selectedItem = null;
var selectedSlot = null;
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
var launchPower = 0;
var launchAngle = 0;
var enemySpawnTimer = 0;
var backgroundSpawnTimer = 0;
// Add inventory texture to bottom left corner
var inventoryTexture = game.addChild(LK.getAsset('inventory', {
anchorX: 0,
anchorY: 1,
x: 50,
y: 2732 - 50
}));
// Initialize inventory
var inventoryTypes = ['normal', 'bouncing', 'explosive'];
for (var i = 0; i < inventoryTypes.length; i++) {
var slot = new InventorySlot(inventoryTypes[i], 5);
slot.x = 100;
slot.y = 200 + i * 120;
// Make first slot (normal projectiles) unlimited
if (i === 0) {
slot.count = 999;
slot.maxCount = 999;
slot.updateCount();
}
inventorySlots.push(slot);
game.addChild(slot);
}
// Initialize background
// Use enough tiles to cover the screen horizontally, based on tile width
var initialTile = new BackgroundTile();
var tileWidth = initialTile.tileWidth;
initialTile.x = 0;
initialTile.y = 0;
backgroundTiles.push(initialTile);
game.addChild(initialTile);
var numTiles = Math.ceil(2048 / tileWidth) + 2; // +2 for seamless wrap
for (var i = 1; i < numTiles; i++) {
var tile = new BackgroundTile();
tile.x = i * tileWidth;
tile.y = 0;
backgroundTiles.push(tile);
game.addChild(tile);
}
// Initialize player with running animation (after background to appear in front)
player = game.addChild(new Container());
var playerGraphics = player.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
player.x = 390;
player.y = 1366;
// Animation variables
player.animationFrame = 0;
player.animationFrames = ['player', 'player2', 'player3', 'player2'];
player.currentGraphics = playerGraphics;
// Start running animation
function animatePlayer() {
// Change to next frame
player.animationFrame = (player.animationFrame + 1) % player.animationFrames.length;
var nextFrame = player.animationFrames[player.animationFrame];
// Add new frame first
var newGraphics = player.attachAsset(nextFrame, {
anchorX: 0.5,
anchorY: 0.5
});
// Wait 50ms before removing old graphics to prevent disappearing
LK.setTimeout(function () {
player.removeChild(player.currentGraphics);
player.currentGraphics = newGraphics;
}, 50);
// Schedule next frame change
LK.setTimeout(animatePlayer, 200);
}
// Start the animation
LK.setTimeout(animatePlayer, 200);
// Auto-select first slot (unlimited standard projectiles)
selectedItem = inventorySlots[0].itemType;
selectedSlot = inventorySlots[0];
// Score display
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
function updateTrajectory(startX, startY, endX, endY) {
// Clear existing trajectory dots
for (var i = 0; i < trajectoryDots.length; i++) {
trajectoryDots[i].destroy();
}
trajectoryDots = [];
if (!isDragging) return;
var deltaX = startX - endX;
var deltaY = startY - endY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
launchPower = Math.min(distance / 10, 30);
launchAngle = Math.atan2(deltaY, deltaX);
var velocityX = Math.cos(launchAngle) * launchPower;
var velocityY = Math.sin(launchAngle) * launchPower;
// Create trajectory preview
var simX = startX;
var simY = startY;
var simVelX = velocityX;
var simVelY = velocityY;
for (var i = 0; i < 60; i++) {
if (i % 3 === 0) {
var dot = game.addChild(LK.getAsset('trajectoryDot', {
anchorX: 0.5,
anchorY: 0.5,
x: simX,
y: simY
}));
// Ensure trajectory dot appears in front of background
game.setChildIndex(dot, game.children.length - 1);
trajectoryDots.push(dot);
}
simX += simVelX;
simY += simVelY;
simVelY += 0.3; // Gravity
if (simY > 2732) break;
}
}
function launchProjectile(startX, startY, endX, endY) {
if (!selectedItem || !selectedSlot || !selectedSlot.canUse()) return;
var deltaX = startX - endX;
var deltaY = startY - endY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
launchPower = Math.min(distance / 10, 30);
launchAngle = Math.atan2(deltaY, deltaX);
var projectile = new Projectile(selectedItem);
projectile.x = startX;
projectile.y = startY;
projectile.velocityX = Math.cos(launchAngle) * launchPower;
projectile.velocityY = Math.sin(launchAngle) * launchPower;
projectiles.push(projectile);
game.addChild(projectile);
// Ensure projectile appears in front of background
game.setChildIndex(projectile, game.children.length - 1);
selectedSlot.use();
selectedItem = null;
selectedSlot = null;
LK.getSound('launch').play();
}
game.down = function (x, y, obj) {
// Check if touch/click is within expanded area around player (200px radius for easier interaction)
var distanceToPlayer = Math.sqrt((x - player.x) * (x - player.x) + (y - player.y) * (y - player.y));
if (selectedItem && distanceToPlayer < 200) {
isDragging = true;
dragStartX = player.x;
dragStartY = player.y;
updateTrajectory(player.x, player.y, x, y);
}
};
game.move = function (x, y, obj) {
if (isDragging) {
updateTrajectory(player.x, player.y, x, y);
}
};
game.up = function (x, y, obj) {
if (isDragging) {
launchProjectile(player.x, player.y, x, y);
isDragging = false;
// Clear trajectory dots
for (var i = 0; i < trajectoryDots.length; i++) {
trajectoryDots[i].destroy();
}
trajectoryDots = [];
}
};
game.update = function () {
// Update score display
scoreText.setText('Score: ' + LK.getScore());
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer > 180) {
enemySpawnTimer = 0;
var enemy = new Enemy();
enemy.x = 2200;
enemy.y = player.y - 40 + Math.random() * 80;
enemies.push(enemy);
game.addChild(enemy);
}
// Update background tiles for seamless looping
for (var i = 0; i < backgroundTiles.length; i++) {
var tile = backgroundTiles[i];
tile.update();
}
// If the leftmost tile is fully off screen, move it to the right of the rightmost tile
// This creates a seamless infinite scroll
if (backgroundTiles.length > 0) {
var leftmost = backgroundTiles[0];
var rightmost = backgroundTiles[backgroundTiles.length - 1];
// Use tileWidth from the tile itself for accuracy
if (leftmost.x + leftmost.tileWidth < 0) {
// Move leftmost tile to the right of the rightmost tile
leftmost.x = rightmost.x + rightmost.tileWidth;
// Move to end of array
backgroundTiles.push(backgroundTiles.shift());
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.x < -200) {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update projectiles
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
if (projectile.x > 2200 || projectile.y > 2800 || projectile.x < -100) {
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (projectile.intersects(enemy) && !projectile.hasHit) {
projectile.hasHit = true;
// Check if headshot
var isHeadshot = projectile.intersects(enemy.head);
var died = enemy.takeDamage(projectile.damage, isHeadshot);
LK.getSound('hit').play();
if (died) {
enemy.destroy();
enemies.splice(j, 1);
}
if (projectile.type !== 'piercing') {
projectile.destroy();
projectiles.splice(i, 1);
break;
}
}
}
}
// Replenish inventory occasionally
if (LK.ticks % 600 === 0) {
for (var i = 0; i < inventorySlots.length; i++) {
var slot = inventorySlots[i];
if (slot.count < slot.maxCount) {
slot.count = Math.min(slot.count + 1, slot.maxCount);
slot.updateCount();
}
}
}
};
daha sinirli versiyon
kolların bağlanmadığı aşşağı dogru sarktığı
Ayni poz farkli anime kızı kafa dizaynlari
Farkli sac modeli
basit fırlatmalık taş. In-Game asset. 2d. High contrast. No shadows
yosunlu zehirli koku dumanlı versiyon
kameradan uzaklaştır çocuğun tamamı görünsün
wind . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
daha simetrik daha kalın üstü rizgar desenli
yap bişeyler
princess dress same pose
colorful and diffrerent princes style
zombi versiyonu ama hala gülsün
cool shield like captain amarika. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat