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playerde hasar sistemi ile yaptığın herşeyi kaldır ne varsa kırıntı bırakmanı bie istemiyorum hasar almayı denetleyen hiçbirşey kalmamalı en az 50 farklı sistem yazmışısdır hepsini tespit et ve sil hasar ve extra hitboxlari bu hitboxlarin hasar alma sistemlerini hepsini kaldır
User prompt
playerde hasar sistemi ile yaptığın herşeyi kaldır ne varsa kırıntı bırakmanı bie istemiyorum hasar almayı denetleyen hiçbirşey kalmamalı en az 50 farklı sistem yazmışısdır hepsini tespit et ve sil hasar ve extra hitboxlari bu hitboxlarin hasar alma sistemlerini hepsini kaldır
User prompt
tamam playerde hasar sistemi ile yaptığın herşeyi kaldır ne varsa kırıntı bırakmanı bie istemiyorum hasar almayı denetleyen hiçbirşey kalmamalı en az 50 farklı sistem yazmışısdır hepsini tespit et ve sil hasar ve extra hitboxlari bu hitboxlarin hasar alma sistemlerini hepsini kaldır
User prompt
yanlış yere mi odaklanıyorsun iyi düşün noluyor. alt tarafı karakterin bulunduğu alana düşman taş atarsa hasar alacağız bu kadar basit bişeyi nasıl 10 larca kez denemene rağmen düzeltemedin
User prompt
yok hala bozuk düşmandan damage almak
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1 kere çalıştı sadece 10 can gitti göstergede gözüktü ama tekrar bozuldu. hatta oyunu baştan reload etsem bile bir daha asla çalışmıyor
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```javascript // Hitbox'ı doğru referans et player.playerHitbox = player.attachAsset('playerHitbox', { anchorX: 0.5, anchorY: 0.5 }); // Collision detection'da doğru referansı kullan if (enemyProjectile.intersects(player.playerHitbox) && !enemyProjectile.hasHit && !playerInvulnerable) ```
User prompt
animasyon ve health sistelmeli ve birbirleri ile uyumlu oyuncunun karakterinin vurulabilte sistemleri yaz karakterin animasyonu ve konumuyla uyumlu sistemleri birliğini oluşturan birkaç sistem daha yaz ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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düzelt
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bu çözümleri yap tek bir dairesel hitbozumuz olsun bizimle aynı posizyonda tüm sistemler buna bağlansın ve animasyonun buna bir etkisi olmasın ## Çözüm: Collision detection'ın özel olarak dairesel hitbox'ı kontrol etmesi gerekiyor: ```javascript if (enemyProjectile.intersects(player.playerHitbox) && !enemyProjectile.hasHit) ``` Veya dairesel hitbox'ı ana collision target yapmak gerekiyor. Şu anki sistem collision detection için özel oluşturulmuş temiz dairesel hitbox'ı kullanmak yerine, karmaşık animasyonlu Container'ı kullanmaya çalışıyor.
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bize doğru atılan taşlar bize değdiğinde patlasın çoğalsın parende atsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hitboxumuzu 120 pixel genişliğinde bir daire olarak geliştir
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düzelt sorunları düşmanın attığı taşlar karakterimize değdiğinde 10 canımızı götürmeli. ve can göstergemiz bunu göstermeli
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## Perfect Prompt for Damage System and Health Bar Fix **"Please fix the health system completely with these specific requirements:** 1. **Enemy Projectile Collision Detection:** - Fix enemy projectile collision with player using proper hitbox detection - Ensure enemy projectiles actually damage the player when they hit - Remove projectiles immediately after hitting player to prevent multiple hits - Add proper intersection checking between enemy projectiles and player 2. **Health Bar Visual System:** - Create a proper health bar background asset (450x75 dimensions) - Add a pink health fill texture that shows remaining health percentage - Position health fill properly inside the background - Add health text showing "70/70" format in bright pink color with black stroke - Layer everything correctly: background → fill → text (text on top) 3. **Health Bar Asset Requirements:** - Use `LK.init.shape()` to create health bar background (450x75, dark gray) - Use `LK.init.shape()` to create health fill (440x69, bright pink #FF69B4) - Position health fill with 5px margins inside background - Center health text (70/70) perfectly in the health bar 4. **Damage System Integration:** - Ensure enemy projectiles deal exactly 10 damage per hit - Update health bar immediately when taking damage - Show damage indicators floating up from player - Flash player red when taking damage - Prevent multiple hits from same projectile 5. **Health Bar Positioning:** - Place health bar in top-right corner of screen - Ensure text is clearly visible on top of pink fill - Make sure health fill width changes based on health percentage - Keep text centered regardless of health fill width **Make sure everything works together: enemy projectiles hit player → health decreases → health bar updates → text shows correct values → visual effects trigger. Test the complete damage flow from enemy projectile to health bar update.**" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hala düşmanın attığı taşlar içimizden geçiyor. healt arkaplanının uştunda kalan canı gösteren texture yok onun ustunde açık pembe 70/70 gibi canımızı gösteren text yok
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can sistemimizi %1500 mükemmelleştir
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healtbar arkaplanı 450 ye 75 boyutunda buna göre can sayısını ortaya getir ve en üst katman textureye koy 70/70. healtbar kalan can yüzde göstergesi hitbox. hit sistemi.health sistemi hepsini birbirine uyumlu hale getir
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Please fix the bug: 'Cannot read properties of null (reading 'width')' in or related to this line: 'healthBarFill.width = healthBar.width * healthPercentage;' Line Number: 544
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sağ üste can barı koy orta katmanda yüzdelik bar alt katman ve barın en üst katmanında açık pembe can göstergesi 70/70 formatlı arkaplanın üstüne koy hepsini 70 canla başlayalım rakip normal taşları bize 10 vuruyor. hitbox umuzu da ayarla
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düşmanlar taşları daha da uzağa ve yükseğe atsın
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tekara ayarla düşmanların ilerledikçen sonra duracağı konum 2048 - bizim ekrandaki x kordinatı konumumuz(şu an 440 mış) + - random 200 pixel
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düşmanların ilerledikçen sonra duracağı konum 2200 - bizim ekrandaki x kordinatı konumumuz(şu an 440 mış) + - random 200 pixel
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düşmanlar karakterimize biraz daha yaklaşamaz mı hep aynı noktada duruyorlar
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düşmanlar taşların mesafesini ve yüksekliğini artırsın
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Modify enemy stop distance to 320 + random(-150 to +150) pixels and reduce throwing frequency
/**** * 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.speed = 1; self.isMoving = true; self.stopTimer = 0; self.throwTimer = 0; self.throwCooldown = 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)]; // 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 after entering screen by 180 + random(-50 to +50) pixels if (self.isMoving) { self.x -= self.speed; self.stopTimer++; // Check if we've moved far enough into the screen - stop based on screen width minus player position plus random variation var targetStopDistance = 2048 - 440 + (Math.random() - 0.5) * 400; // 2048 - player.x + random(-200 to +200) if (self.x <= 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(); } } // 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; // Calculate velocity with much higher speed for longer range and higher arc var speed = 18 + Math.random() * 8; // Significantly increased speed for much longer distance var angle = Math.atan2(deltaY, deltaX); projectile.velocityX = Math.cos(angle) * speed; projectile.velocityY = Math.sin(angle) * speed; enemyProjectiles.push(projectile); game.addChild(projectile); }; 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 self.velocityY += 0.3; }; 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; // 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 }); // 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; // 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 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); 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; 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 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 - 40 + Math.random() * 80; 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.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; } // Update enemy projectiles for (var i = enemyProjectiles.length - 1; i >= 0; i--) { var enemyProjectile = enemyProjectiles[i]; // Update projectile position with physics enemyProjectile.update(); if (enemyProjectile.x > 2200 || enemyProjectile.y > 2800 || enemyProjectile.x < -100) { enemyProjectile.destroy(); enemyProjectiles.splice(i, 1); continue; } } // 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
@@ -303,42 +303,42 @@
var itemInfoDisplay = game.addChild(new Container());
itemInfoDisplay.x = 2048 - 422 / 2;
itemInfoDisplay.y = 2732 - 876 + 250;
var infoItemSprite = null;
-var infoHeadDamageTextShadow = new Text2('', {
+var infoItemNameTextShadow = new Text2('', {
size: 50,
fill: '#000000',
align: 'center'
});
-infoHeadDamageTextShadow.anchor.set(0.5, 0);
-infoHeadDamageTextShadow.y = 150 + 2;
-infoHeadDamageTextShadow.x = 2;
-itemInfoDisplay.addChild(infoHeadDamageTextShadow);
-var infoHeadDamageText = new Text2('', {
+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'
});
-infoHeadDamageText.anchor.set(0.5, 0);
-infoHeadDamageText.y = 150;
-itemInfoDisplay.addChild(infoHeadDamageText);
-var infoBodyDamageTextShadow = new Text2('', {
+infoItemNameText.anchor.set(0.5, 0);
+infoItemNameText.y = 150;
+itemInfoDisplay.addChild(infoItemNameText);
+var infoItemDescTextShadow = new Text2('', {
size: 50,
fill: '#000000',
align: 'center'
});
-infoBodyDamageTextShadow.anchor.set(0.5, 0);
-infoBodyDamageTextShadow.y = 212 + 2;
-infoBodyDamageTextShadow.x = 2;
-itemInfoDisplay.addChild(infoBodyDamageTextShadow);
-var infoBodyDamageText = new Text2('', {
+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'
});
-infoBodyDamageText.anchor.set(0.5, 0);
-infoBodyDamageText.y = 212;
-itemInfoDisplay.addChild(infoBodyDamageText);
+infoItemDescText.anchor.set(0.5, 0);
+infoItemDescText.y = 212;
+itemInfoDisplay.addChild(infoItemDescText);
var infoEffectTextShadow = new Text2('', {
size: 50,
fill: '#000000',
align: 'center'
@@ -360,13 +360,13 @@
infoItemSprite.destroy();
infoItemSprite = null;
}
if (!itemType || itemType === 'empty') {
- infoHeadDamageText.setText('');
- infoBodyDamageText.setText('');
+ infoItemNameText.setText('');
+ infoItemDescText.setText('');
infoEffectText.setText('');
- infoHeadDamageTextShadow.setText('');
- infoBodyDamageTextShadow.setText('');
+ infoItemNameTextShadow.setText('');
+ infoItemDescTextShadow.setText('');
infoEffectTextShadow.setText('');
return;
}
infoItemSprite = itemInfoDisplay.attachAsset(itemType, {
@@ -375,19 +375,19 @@
});
infoItemSprite.scale.set(2.5);
itemInfoDisplay.setChildIndex(infoItemSprite, 0);
if (itemType === 'poisonstone') {
- infoHeadDamageText.setText('Head: 10');
- infoHeadDamageTextShadow.setText('Head: 10');
- infoBodyDamageText.setText('Body: 3');
- infoBodyDamageTextShadow.setText('Body: 3');
+ 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 {
- infoHeadDamageText.setText('Head: 12');
- infoHeadDamageTextShadow.setText('Head: 12');
- infoBodyDamageText.setText('Body: 10');
- infoBodyDamageTextShadow.setText('Body: 10');
+ 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');
}
}
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