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windpower texturleri arasını 12 pixel kapat
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windpower texturleri arasını 15 pixel kapat
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windpower texturleri arasını 30 pixel kapat
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rüzgar yalnızca bizim fırlattığımız taşları etkilesin. negatif yönü gösteren windpower texturesinin görüntü yönünü terse al aynala
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+12 -12 rüzgar mekaniği ekle rüzgar sağa doğru arkamızdan esiyorsa windpower texturesi windlogonun sağ tarafında rüzgarın gücü kadar gözüksün sola doğru düşmanın arkasından esiyorsa windpower texturesinin dikey düzlemde tersi rüzgarın negatif gücü kadar windlogo texturunun soluna doğru çıksın
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can göstergemizin kalınlığını %30 düşür tam altına ortasına windlogo texturnu koy
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hemen animasyona dömesin taş atmak i.in fare basılı kaldığı sürece playerthrow animasyonunda kalmalı karakterimiz fareyi bıraktığımızda dönsün normale
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taş fırlatmak için drag yaptığımızda karakterimiz playerthrow texturune geçsin bıraktığımızda eski animasyonuna dönsün
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taşları geri fırlatan görünmez elpisi geçici olarak kapat
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tekrar dene healtbar
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Please fix the bug: 'Cannot set properties of undefined (setting 'scaleX')' in or related to this line: 'healthBarFill.scaleX = 4 * healthPercentage; // Scale from 0 to 4 (0 to 400px)' Line Number: 757
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Please fix the bug: 'Cannot set properties of undefined (setting 'scaleX')' in or related to this line: 'healthBarFill.scaleX = 4 * healthPercentage; // Scale from 0 to 4 (0 to 400px)' Line Number: 551
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karaktere health sistemi ver 70 max canı olsun sağ üste hp barı koy %lik kalan canı gösteren bacground texturunun üst katmanına koy. siyah alt texture orta kırmızı kalan canı gösteren Yüzdelik azalan var en üste açık pembe 70/70 can yazısı bar 400 e 120 boyutlarında olsun
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üzerimdeki elipsin texturunu %100 görünmez yap ama hala orda durmalı bire bir işlevi
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Increase gravity effect on enemy projectiles from 0.20 to 0.24
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increase gravity effect on enemy projectiles little
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Increase enemy projectile range but decrease projectile air move speed
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düşmanlar çok gücsüz taş atıyolar bizim atışlarımızla karıtırmadan düzelt
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bizim kurşunların havada suzulme hızlarını eski haline getir ve düşmanların kurşunlarının havada daha yavaş gitmelerini sağla ve menzillerini düzelt
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atış mesafesi kısalmasın düşmanda taşın gidiş hızını yavaşlat
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çok iyi eipsimizi 3 de 1 oranında küçült ve düşman taşlarını biraz yavaşlat
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önceki yazdığımı uygula tamamen
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enemy throw nesnesinin etrafımızdaki elips nesne ile fisizksel etkileşime girmesini sağlıyacak bir kod yaz ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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tamam enemy throw nesnesinin etrafımızdaki elips nesne ile fisizksel etkileşime girmesini sağlıyacak bir kod yaz kod düzeyinde herşeyin uyumlu olmasını saşla gereksiz kodlardan kurtul ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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tamam bunlara göre düzelt
/**** * 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.isDead = false; self.speed = 1; self.isMoving = true; self.stopTimer = 0; self.throwTimer = 0; self.throwCooldown = 0; self.isPoisoned = false; self.poisonTimer = 0; // 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)]; // Store texture types for later use in poison effects self.headType = headType; self.bodyType = bodyType; self.legType = legType; // 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.update = function () { // Enemy movement - stop when reaching x=1900, then walk random 0-440 pixels more if (self.isMoving) { self.x -= self.speed; self.stopTimer++; // Initialize target stop distance when enemy first reaches x=1900 if (self.x <= 1900 && !self.targetStopDistance) { var randomExtraDistance = Math.random() * 440; // Random 0-440 pixels self.targetStopDistance = 1900 - randomExtraDistance; } // Stop when reaching the calculated target distance if (self.targetStopDistance && self.x <= self.targetStopDistance) { self.isMoving = false; self.stopTimer = 0; } } // Throwing logic when stationary if (!self.isMoving) { self.throwCooldown++; // Random chance to throw every 6-12 seconds (further reduced frequency) if (self.throwCooldown >= 360 + Math.random() * 360) { self.throwCooldown = 0; self.throwProjectile(); } } // Poison damage logic if (self.isPoisoned && !self.isDead) { self.poisonTimer++; // Apply poison damage every 3 seconds (180 ticks at 60 FPS) if (self.poisonTimer >= 180) { self.poisonTimer = 0; self.health -= 3; // Visual poison effect - green flash var parts = [self.head, self.body, self.leftLeg, self.rightLeg]; for (var i = 0; i < parts.length; i++) { var part = parts[i]; tween.stop(part, { tint: true }); part.tint = 0x00FF00; tween(part, { tint: 0xFFFFFF }, { duration: 250 }); } if (self.health <= 0) { self.isDead = true; } } // Poison visual effect - continuous green tint when poisoned var parts = [self.head, self.body, self.leftLeg, self.rightLeg]; for (var i = 0; i < parts.length; i++) { var part = parts[i]; if (self.isPoisoned && !self.isDead) { // Apply constant green tint to show poison status if (part.tint !== 0x00FF00) { part.tint = 0x00FF00; } // Create floating green effect every 180 ticks (3 seconds) if (LK.ticks % 180 === 0) { // Determine which texture to use based on the part var textureType = 'enemyBody1'; // default fallback if (part === self.head) { textureType = self.headType; } else if (part === self.body) { textureType = self.bodyType; } else if (part === self.leftLeg || part === self.rightLeg) { textureType = self.legType; } // Create a temporary green overlay for the floating effect using the correct texture var greenOverlay = game.addChild(LK.getAsset(textureType, { anchorX: 0.5, anchorY: 0.5, x: self.x + part.x, y: self.y + part.y, alpha: 0.9, tint: 0x00FF00 })); // Head part should appear on top of everything if (part === self.head) { game.setChildIndex(greenOverlay, game.children.length - 1); } // Make it bigger and fade out tween(greenOverlay, { scaleX: 1.8, scaleY: 1.8, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { if (greenOverlay.parent) { greenOverlay.destroy(); } } }); } } else { // Remove green tint when not poisoned if (part.tint === 0x00FF00) { part.tint = 0xFFFFFF; } } } } // 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 }); }; self.throwProjectile = function () { // Calculate direction to player with low accuracy var targetX = player.x + (Math.random() - 0.5) * 800; // Even more inaccuracy for longer range var targetY = player.y + (Math.random() - 0.5) * 400 - 800; // Aim much higher up for greater arc var deltaX = targetX - self.x; var deltaY = targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Create enemy projectile var projectile = new Projectile('stone'); projectile.x = self.x; projectile.y = self.y; projectile.isEnemyProjectile = true; // Initialize collision tracking variables with explicit values - must be done before adding to arrays projectile.lastIntersectingEllipse = false; projectile.hasBouncedOffEllipse = false; projectile.lastX = projectile.x; projectile.lastY = projectile.y; // Ensure projectile has proper physics update from start projectile.isEnemyProjectile = true; // Calculate velocity with much higher speed for longer range and higher arc var speed = 18 + Math.random() * 8; // Further increased enemy projectile speed for more range var angle = Math.atan2(deltaY, deltaX); projectile.velocityX = Math.cos(angle) * speed; projectile.velocityY = Math.sin(angle) * speed; // Ensure projectile is properly added to arrays and game enemyProjectiles.push(projectile); game.addChild(projectile); // Ensure projectile appears in front of background game.setChildIndex(projectile, game.children.length - 1); }; self.takeDamage = function (damage, isPoisoned) { if (self.isDead) return; self.health -= damage; // Apply poison effect if projectile was poison stone if (isPoisoned && !self.isPoisoned) { self.isPoisoned = true; self.poisonTimer = 0; } // --- HIT FEEDBACK --- // 1. Flash all parts red for visual impact var parts = [self.head, self.body, self.leftLeg, self.rightLeg]; for (var i = 0; i < parts.length; i++) { var part = parts[i]; tween.stop(part, { tint: true }); part.tint = 0xFF0000; tween(part, { tint: 0xFFFFFF }, { duration: 250 }); } // 2. Knockback effect for physical impact, only when enemy is stationary if (!self.isMoving) { var knockbackDistance = 25; var originalX = self.x; tween.stop(self, { x: true }); // Quick knockback tween(self, { x: originalX + knockbackDistance }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { // If enemy still exists, tween back with a bouncy effect if (self.parent) { tween(self, { x: originalX }, { duration: 400, easing: tween.elasticOut }); } } }); } if (self.health <= 0) { self.isDead = true; } }; return self; }); var InventorySlot = Container.expand(function (itemType, count) { var self = Container.call(this); self.itemType = itemType || 'empty'; self.count = count || 0; self.maxCount = 99; self.selectionBorder = self.attachAsset('inventorySlot', { anchorX: 0.5, anchorY: 0.5 }); self.selectionBorder.tint = 0xFFFF00; self.selectionBorder.scale.set(1.1); self.selectionBorder.visible = false; var slotBg = self.attachAsset('inventorySlot', { anchorX: 0.5, anchorY: 0.5 }); self.itemSprite = null; if (self.itemType !== 'empty') { self.itemSprite = self.attachAsset(self.itemType, { anchorX: 0.5, anchorY: 0.5 }); var scale = Math.min(slotBg.width / self.itemSprite.width, slotBg.height / self.itemSprite.height) * 0.9; self.itemSprite.scale.set(scale); } self.countText = new Text2(self.count.toString(), { size: 25, fill: '#FFFFFF', stroke: '#000000', strokeThickness: 5 }); self.countText.anchor.set(0, 1); self.countText.x = -slotBg.width / 2 + 5; self.countText.y = slotBg.height / 2 - 5; self.addChild(self.countText); self.updateCount = function () { self.countText.setText(self.count.toString()); if (self.count <= 1 || self.itemType === 'empty') { self.countText.visible = false; } else { self.countText.visible = true; } if (self.itemSprite) { if (self.count <= 0 || self.itemType === 'empty') { self.itemSprite.visible = false; } else { self.itemSprite.visible = true; } } }; self.updateCount(); self.canUse = function () { return self.count > 0 && self.itemType !== 'empty'; }; self.use = function () { if (self.canUse()) { self.count--; self.updateCount(); return true; } return false; }; self.select = function () { self.selectionBorder.visible = true; }; self.deselect = function () { self.selectionBorder.visible = false; }; self.down = function (x, y, obj) { if (self.canUse() && selectedSlot !== self) { if (selectedSlot) { selectedSlot.deselect(); } selectedItem = self.itemType; selectedSlot = self; self.select(); updateItemInfo(self.itemType); } }; return self; }); var Projectile = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = 8; self.hasHit = false; var projectileAsset = 'projectile'; if (self.type === 'stone') { projectileAsset = 'stone'; } else if (self.type === 'poisonstone') { projectileAsset = 'poisonstone'; } var graphics = self.attachAsset(projectileAsset, { anchorX: 0.5, anchorY: 0.5 }); if (self.type === 'stone') { graphics.scale.set(0.5); } self.velocityX = 0; self.velocityY = 0; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Apply gravity - reduced for enemy projectiles to make them move slower through air if (self.isEnemyProjectile) { self.velocityY += 0.24; // Slightly increased gravity for enemy projectiles } else { self.velocityY += 0.3; // Normal gravity for player projectiles } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var player; var enemies = []; var projectiles = []; var enemyProjectiles = []; 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; // Player health system var playerHealth = 70; var maxPlayerHealth = 70; // Wave system variables var currentWave = 1; var maxWaves = 5; var enemiesPerWave = 2; var enemiesSpawnedInWave = 0; var waveCompleted = false; // 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); } // Add texture1 to the bottom-right corner, flush with the edges var texture1 = game.addChild(LK.getAsset('texture1', { anchorX: 1, anchorY: 1, x: 2048, y: 2732 })); // Item Info Display var itemInfoDisplay = game.addChild(new Container()); itemInfoDisplay.x = 2048 - 422 / 2; itemInfoDisplay.y = 2732 - 876 + 250; var infoItemSprite = null; var infoItemNameTextShadow = new Text2('', { size: 50, fill: '#000000', align: 'center' }); infoItemNameTextShadow.anchor.set(0.5, 0); infoItemNameTextShadow.y = 150 + 2; infoItemNameTextShadow.x = 2; itemInfoDisplay.addChild(infoItemNameTextShadow); var infoItemNameText = new Text2('', { size: 50, fill: '#FFFFFF', align: 'center' }); infoItemNameText.anchor.set(0.5, 0); infoItemNameText.y = 150; itemInfoDisplay.addChild(infoItemNameText); var infoItemDescTextShadow = new Text2('', { size: 50, fill: '#000000', align: 'center' }); infoItemDescTextShadow.anchor.set(0.5, 0); infoItemDescTextShadow.y = 212 + 2; infoItemDescTextShadow.x = 2; itemInfoDisplay.addChild(infoItemDescTextShadow); var infoItemDescText = new Text2('', { size: 50, fill: '#FFFFFF', align: 'center' }); infoItemDescText.anchor.set(0.5, 0); infoItemDescText.y = 212; itemInfoDisplay.addChild(infoItemDescText); var infoEffectTextShadow = new Text2('', { size: 50, fill: '#000000', align: 'center' }); infoEffectTextShadow.anchor.set(0.5, 0); infoEffectTextShadow.y = 275 + 2; infoEffectTextShadow.x = 2; itemInfoDisplay.addChild(infoEffectTextShadow); var infoEffectText = new Text2('', { size: 50, fill: '#FFFFFF', align: 'center' }); infoEffectText.anchor.set(0.5, 0); infoEffectText.y = 275; itemInfoDisplay.addChild(infoEffectText); function updateItemInfo(itemType) { if (infoItemSprite) { infoItemSprite.destroy(); infoItemSprite = null; } if (!itemType || itemType === 'empty') { infoItemNameText.setText(''); infoItemDescText.setText(''); infoEffectText.setText(''); infoItemNameTextShadow.setText(''); infoItemDescTextShadow.setText(''); infoEffectTextShadow.setText(''); return; } infoItemSprite = itemInfoDisplay.attachAsset(itemType, { anchorX: 0.5, anchorY: 0.5 }); infoItemSprite.scale.set(2.5); itemInfoDisplay.setChildIndex(infoItemSprite, 0); if (itemType === 'poisonstone') { infoItemNameText.setText('Poison Stone'); infoItemNameTextShadow.setText('Poison Stone'); infoItemDescText.setText('Special projectile'); infoItemDescTextShadow.setText('Special projectile'); infoEffectText.setText('poison effect'); infoEffectTextShadow.setText('poison effect'); } else { infoItemNameText.setText('Normal Stone'); infoItemNameTextShadow.setText('Normal Stone'); infoItemDescText.setText('Basic projectile'); infoItemDescTextShadow.setText('Basic projectile'); infoEffectText.setText('no extra effect'); infoEffectTextShadow.setText('no extra effect'); } } // Add inventory texture to the bottom-left corner, flush with the edges var inventoryTexture = game.addChild(LK.getAsset('inventory', { anchorX: 0, anchorY: 1, x: 0, y: 2732 })); // Create a 9x5 inventory grid on top of the inventory texture // Inventory Grid Configuration var inventoryConfig = { textureWidth: 1624, textureHeight: 876, gridColumns: 9, gridRows: 5, marginTop: 10, marginBottom: 18, marginLeft: 60, marginRight: 60, horizontalSpacing: 10, verticalSpacing: 8 }; // Calculate usable area within the inventory texture var usableWidth = inventoryConfig.textureWidth - inventoryConfig.marginLeft - inventoryConfig.marginRight; var usableHeight = inventoryConfig.textureHeight - inventoryConfig.marginTop - inventoryConfig.marginBottom; // Calculate total spacing between slots var totalHorizontalSpacing = (inventoryConfig.gridColumns - 1) * inventoryConfig.horizontalSpacing; var totalVerticalSpacing = (inventoryConfig.gridRows - 1) * inventoryConfig.verticalSpacing; // Calculate the dimensions for a single slot var slotWidth = (usableWidth - totalHorizontalSpacing) / inventoryConfig.gridColumns; var slotHeight = (usableHeight - totalVerticalSpacing) / inventoryConfig.gridRows; // Position of the inventory texture is at the bottom-left of the screen var inventoryTextureX = 0; var inventoryTextureY = 2732; // Calculate the top-left coordinate of the grid area inside the texture var gridStartX = inventoryTextureX + inventoryConfig.marginLeft; var gridStartY = inventoryTextureY - inventoryConfig.textureHeight + inventoryConfig.marginTop; // Define the initial inventory items var slotIndex = 0; // Create and position the inventory slots in a grid for (var row = 0; row < inventoryConfig.gridRows; row++) { for (var col = 0; col < inventoryConfig.gridColumns; col++) { var itemType = 'empty'; var itemCount = 0; // The first slot gets 20 stones, second gets 10 poison stones if (slotIndex === 0) { itemType = 'stone'; itemCount = 20; } else if (slotIndex === 1) { itemType = 'poisonstone'; itemCount = 10; } var slot = new InventorySlot(itemType, itemCount); // Calculate the center position for the current slot var slotX = gridStartX + col * (slotWidth + inventoryConfig.horizontalSpacing) + slotWidth / 2; var slotY = gridStartY + row * (slotHeight + inventoryConfig.verticalSpacing) + slotHeight / 2; slot.x = slotX; slot.y = slotY; // Scale the slot container to match the calculated dimensions (base asset is 100x100) slot.scale.set(slotWidth / 100, slotHeight / 100); inventorySlots.push(slot); game.addChild(slot); slotIndex++; } } // 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 }); // Create elliptical effect centered on player - enhanced for better collision detection var playerEllipse = game.addChild(LK.getAsset('stone', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.33, scaleY: 2.67, alpha: 0, tint: 0x00FFFF })); // Player will use its own container for collision detection // No need for separate hitbox since the player container itself can be used player.x = 440; player.y = 1366; // Position ellipse relative to player playerEllipse.x = player.x; playerEllipse.y = player.y - 20; // 20 pixels above player for better interception // Animation variables player.animationFrame = 0; player.animationFrames = ['player', 'player2', 'player3', 'player2']; player.currentGraphics = playerGraphics; player.isInThrowMode = false; // Start running animation function animatePlayer() { // Don't animate if player is in throw mode if (player.isInThrowMode) { return; } // 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 available item and display its info if (inventorySlots.length > 0) { var firstSlot = inventorySlots[0]; if (firstSlot && firstSlot.canUse()) { selectedItem = firstSlot.itemType; selectedSlot = firstSlot; firstSlot.select(); updateItemInfo(firstSlot.itemType); } } // Wave display var scoreTextShadow = new Text2('Wave: 1', { size: 60, fill: '#000000' }); scoreTextShadow.anchor.set(0.5, 0); scoreTextShadow.x = 3; scoreTextShadow.y = 3; LK.gui.top.addChild(scoreTextShadow); var scoreText = new Text2('Wave: 1', { size: 60, fill: '#00FF00' }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Health bar UI - positioned in top-right corner var healthBarContainer = new Container(); healthBarContainer.x = -220; // position relative to top-right corner, with 20px margin healthBarContainer.y = 20; // 20px from top LK.gui.topRight.addChild(healthBarContainer); // Black background for health bar var healthBarBg = LK.getAsset('player4', { anchorX: 0.5, anchorY: 0, scaleX: 4, // 100 * 4 = 400px width scaleY: 0.84, // 100 * 0.84 = 84px height (30% thinner) tint: 0x000000 }); healthBarContainer.addChild(healthBarBg); // Red health bar (shows current health percentage) var healthBarFill = LK.getAsset('player4', { anchorX: 0.5, anchorY: 0, scaleX: 4, // Will be adjusted based on health percentage scaleY: 0.84, tint: 0xFF0000 }); healthBarContainer.addChild(healthBarFill); // Light pink health text var healthText = new Text2('70/70', { size: 40, fill: '#FFB6C1' }); healthText.anchor.set(0.5, 0.5); healthText.x = 0; // centered in container healthText.y = 42; // Center vertically in the 84px bar healthBarContainer.addChild(healthText); // Add windlogo below health bar var windLogo = LK.getAsset('windlogo', { anchorX: 0.5, anchorY: 0 }); windLogo.x = 0; // centered horizontally windLogo.y = 94; // positioned just below the health bar (84px + 10px spacing) healthBarContainer.addChild(windLogo); function updateHealthBar() { // Update health bar fill based on current health percentage var healthPercentage = playerHealth / maxPlayerHealth; healthBarFill.scale.x = 4 * healthPercentage; // Scale from 0 to 4 (0 to 400px) // Update health text healthText.setText(playerHealth + '/' + maxPlayerHealth); } // Initialize health bar display updateHealthBar(); // Wind system variables var windPower = 0; // Range -12 to +12 var windChangeTimer = 0; var windPowerSprites = []; // Create wind power indicator sprites function createWindPowerSprites() { // Clear existing sprites for (var i = 0; i < windPowerSprites.length; i++) { windPowerSprites[i].destroy(); } windPowerSprites = []; var absWindPower = Math.abs(windPower); var spacing = 12; // Spacing between wind power sprites for (var i = 0; i < absWindPower; i++) { var windSprite = LK.getAsset('windpower', { anchorX: 0.5, anchorY: 0.5 }); if (windPower > 0) { // Right wind (positive) - sprites to the right of windlogo windSprite.x = windLogo.x + 50 + i * spacing; windSprite.y = windLogo.y + windLogo.height / 2; } else { // Left wind (negative) - sprites to the left of windlogo, horizontally flipped windSprite.x = windLogo.x - 50 - i * spacing; windSprite.y = windLogo.y + windLogo.height / 2; windSprite.scale.x = -1; // Horizontal flip for negative wind } healthBarContainer.addChild(windSprite); windPowerSprites.push(windSprite); } } // Initialize wind system windPower = Math.floor(Math.random() * 25) - 12; // Random initial wind -12 to +12 createWindPowerSprites(); 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(); // If the slot is now empty, deselect it. if (!selectedSlot.canUse()) { selectedSlot.deselect(); selectedSlot = null; selectedItem = null; updateItemInfo(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; // Stop running animation by setting flag player.isInThrowMode = true; // Change player to throw texture player.removeChild(player.currentGraphics); player.currentGraphics = player.attachAsset('playerthrow', { anchorX: 0.5, anchorY: 0.5 }); 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; // Exit throw mode and restore running animation player.isInThrowMode = false; player.removeChild(player.currentGraphics); player.currentGraphics = player.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); player.animationFrame = 0; // Reset animation frame // Restart the running animation LK.setTimeout(animatePlayer, 200); // Clear trajectory dots for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; } }; game.update = function () { // Wind system update windChangeTimer++; if (windChangeTimer >= 300) { // Change wind every 5 seconds windChangeTimer = 0; var oldWindPower = windPower; // Random wind change between -2 and +2 var windChange = Math.floor(Math.random() * 5) - 2; windPower = Math.max(-12, Math.min(12, windPower + windChange)); // Update wind power sprites if wind changed if (windPower !== oldWindPower) { createWindPowerSprites(); } } // Update ellipse position to follow player playerEllipse.x = player.x; playerEllipse.y = player.y - 20; // Keep 20 pixels above player for better interception // Ensure ellipse is always visible in front of projectiles game.setChildIndex(playerEllipse, game.children.length - 1); // Update wave display scoreText.setText('Wave: ' + currentWave); scoreTextShadow.setText('Wave: ' + currentWave); // Wave-based enemy spawning if (currentWave <= maxWaves && enemiesSpawnedInWave < enemiesPerWave) { enemySpawnTimer++; if (enemySpawnTimer > 180) { enemySpawnTimer = 0; var enemy = new Enemy(); enemy.x = 2200; enemy.y = player.y - 80 + Math.random() * 130; enemies.push(enemy); game.addChild(enemy); enemiesSpawnedInWave++; } } // 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.isDead || enemy.x < -200) { enemy.destroy(); enemies.splice(i, 1); } } // Update PLAYER projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; // Apply wind effect to projectile projectile.velocityX += windPower * 0.02; // Wind affects horizontal velocity if (projectile.x > 2200 || projectile.y > 2800 || projectile.x < -100) { projectile.destroy(); projectiles.splice(i, 1); continue; } // Collision detection with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (projectile.hasHit || enemy.isDead) continue; // Check head collision first for damage if (projectile.intersects(enemy.head)) { if (projectile.type === 'stone') { enemy.takeDamage(12); } else if (projectile.type === 'poisonstone') { enemy.takeDamage(10, true); } projectile.hasHit = true; break; // Stop checking other enemies } // Check body/legs collision for damage if (projectile.intersects(enemy.body) || projectile.intersects(enemy.leftLeg) || projectile.intersects(enemy.rightLeg)) { if (projectile.type === 'stone') { enemy.takeDamage(10); } else if (projectile.type === 'poisonstone') { enemy.takeDamage(3, true); } projectile.hasHit = true; break; // Stop checking other enemies } } // If projectile hit something, destroy it and continue to the next projectile if (projectile.hasHit) { projectile.destroy(); projectiles.splice(i, 1); continue; } } // <-- PLAYER PROJECTILE LOOP ENDS HERE // ========================================================================= // Update ENEMY projectiles - NOW INDEPENDENT AND ALWAYS RUNS // ========================================================================= for (var j = enemyProjectiles.length - 1; j >= 0; j--) { var enemyProjectile = enemyProjectiles[j]; // Update projectile position with physics enemyProjectile.update(); // Remove projectiles that are off screen if (enemyProjectile.x > 2200 || enemyProjectile.y > 2800 || enemyProjectile.x < -100) { enemyProjectile.destroy(); enemyProjectiles.splice(j, 1); continue; } // Check collision with player ellipse to bounce stones back var currentIntersectingEllipse = enemyProjectile.intersects(playerEllipse); // Only bounce if we just started intersecting (transition from false to true) and haven't bounced before if (false && !enemyProjectile.lastIntersectingEllipse && currentIntersectingEllipse && !enemyProjectile.hasBouncedOffEllipse) { // Temporarily disabled by adding 'false' // Calculate bounce direction - reverse the velocity with enhanced force enemyProjectile.velocityX = -enemyProjectile.velocityX * 1.8; // Increased bounce force enemyProjectile.velocityY = -enemyProjectile.velocityY * 1.8; // Increased bounce force // Apply additional upward boost to prevent ground collision enemyProjectile.velocityY -= 8; // Move projectile away from ellipse to prevent multiple collisions var deltaX = enemyProjectile.x - playerEllipse.x; var deltaY = enemyProjectile.y - playerEllipse.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 0) { deltaX /= distance; deltaY /= distance; enemyProjectile.x += deltaX * 50; // Increased separation distance enemyProjectile.y += deltaY * 50; } // Mark as bounced to prevent multiple bounces enemyProjectile.hasBouncedOffEllipse = true; // Visual feedback - flash the ellipse brighter with tween tween(playerEllipse, { tint: 0xFFFFFF }, { duration: 100, onFinish: function onFinish() { tween(playerEllipse, { tint: 0x00FFFF }, { duration: 200 }); } }); // Add screen shake effect for impact LK.effects.flashScreen(0x00FFFF, 300); } // Update collision tracking enemyProjectile.lastIntersectingEllipse = currentIntersectingEllipse; // Check collision with player (direct hit damage) if (!enemyProjectile.hasBouncedOffEllipse && enemyProjectile.intersects(player)) { // Player takes damage playerHealth -= 10; if (playerHealth < 0) playerHealth = 0; updateHealthBar(); // Visual feedback - flash player red tween(player.currentGraphics, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(player.currentGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } }); // Remove the projectile enemyProjectile.destroy(); enemyProjectiles.splice(j, 1); // Check for game over if (playerHealth <= 0) { LK.showGameOver(); } continue; } // Check collision with enemies if the projectile has bounced off the ellipse if (enemyProjectile.hasBouncedOffEllipse) { for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; if (enemy.isDead) continue; // Check collision with enemy parts - enhanced damage for bounced projectiles if (enemyProjectile.intersects(enemy.head)) { enemy.takeDamage(30); // Increased damage for bounced projectiles // Visual effect for bounced projectile hit with tween tween(enemy.head, { tint: 0x00FFFF }, { duration: 150, onFinish: function onFinish() { tween(enemy.head, { tint: 0xFFFFFF }, { duration: 250 }); } }); enemyProjectile.destroy(); enemyProjectiles.splice(j, 1); break; } if (enemyProjectile.intersects(enemy.body) || enemyProjectile.intersects(enemy.leftLeg) || enemyProjectile.intersects(enemy.rightLeg)) { enemy.takeDamage(22); // Increased damage for bounced projectiles // Visual effect for bounced projectile hit with tween if (enemyProjectile.intersects(enemy.body)) { tween(enemy.body, { tint: 0x00FFFF }, { duration: 150, onFinish: function onFinish() { tween(enemy.body, { tint: 0xFFFFFF }, { duration: 250 }); } }); } enemyProjectile.destroy(); enemyProjectiles.splice(j, 1); break; } } } } // <-- ENEMY PROJECTILE LOOP ENDS HERE // Check wave completion if (enemies.length === 0 && enemiesSpawnedInWave >= enemiesPerWave && currentWave <= maxWaves) { // Wave completed LK.setScore(currentWave); // Set score to current wave number currentWave++; enemiesSpawnedInWave = 0; enemySpawnTimer = 0; if (currentWave > maxWaves) { // All waves completed - show victory LK.showYouWin(); } } // 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(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -756,9 +756,9 @@
windPowerSprites[i].destroy();
}
windPowerSprites = [];
var absWindPower = Math.abs(windPower);
- var spacing = 10; // Spacing between wind power sprites
+ var spacing = 12; // Spacing between wind power sprites
for (var i = 0; i < absWindPower; i++) {
var windSprite = LK.getAsset('windpower', {
anchorX: 0.5,
anchorY: 0.5
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