User prompt
saydamlaşma sadece kullanılırken aktif olmalı eğer hasar görüyorsa ghost normal
User prompt
Please fix the bug: 'Uncaught ReferenceError: ghostGraphics is not defined' in or related to this line: 'ghostGraphics.alpha = 0.3;' Line Number: 363
User prompt
tıklayınca ghost özel güç kullanır ve 1 saniyeliğine hasar almaz kendisi de saydamlaşır
User prompt
evet bana onu yap
Initial prompt
karakterimiz mouse a ışınlaranarak haraket eder
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.rotation = 0; self.rotationSpeed = 0; self.update = function () { self.x += self.speedX; self.y += self.speedY; // Rotate bullet if it has rotation speed if (self.rotationSpeed !== 0) { bulletGraphics.rotation += self.rotationSpeed; } // Check if bullet is off-screen with padding if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) { return true; // Return true to indicate it should be removed } return false; }; return self; }); var Ghost = Container.expand(function () { var self = Container.call(this); var ghostGraphics = self.attachAsset('ghost', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); // Trail effect using small ghost shapes self.trail = []; self.trailMax = 5; self.trailInterval = 3; self.trailCounter = 0; self.invulnerable = false; self.invulnerableTime = 0; self.blinkInterval = 5; self.update = function () { // Handle trail effect self.trailCounter++; if (self.trailCounter >= self.trailInterval) { self.trailCounter = 0; // Add new trail element if (self.trail.length >= self.trailMax) { var oldest = self.trail.shift(); oldest.destroy(); } var trail = LK.getAsset('ghost', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, scaleX: 0.7, scaleY: 0.7, x: self.x, y: self.y }); game.addChildAt(trail, 0); self.trail.push(trail); // Fade out trail elements for (var i = 0; i < self.trail.length; i++) { var trailElement = self.trail[i]; tween(trailElement, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { // Cleanup happens in the shift above } }); } } // Handle invulnerability blinking if (self.invulnerable) { self.invulnerableTime--; if (self.invulnerableTime <= 0) { self.invulnerable = false; ghostGraphics.alpha = 0.8; } else { // Set transparency only during invulnerability ghostGraphics.alpha = 0.3; // Blink effect if (self.invulnerableTime % self.blinkInterval === 0) { ghostGraphics.alpha = ghostGraphics.alpha < 0.4 ? 0.8 : 0.3; } } } }; self.makeInvulnerable = function (time) { self.invulnerable = true; self.invulnerableTime = time; }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); var indicatorGraphic = self.attachAsset('wave_indicator', { anchorX: 0.5, anchorY: 0.5 }); self.active = false; self.setActive = function (isActive) { self.active = isActive; if (isActive) { tween(indicatorGraphic, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { tween(indicatorGraphic, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } else { indicatorGraphic.alpha = 0.4; indicatorGraphic.scaleX = 1; indicatorGraphic.scaleY = 1; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ // Background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(background); // Game state var state = { score: 0, wave: 1, waveTimer: 0, difficulty: 1, isGameOver: false, isPaused: false, highScore: storage.highScore || 0 }; // Player var ghost = new Ghost(); ghost.x = 2048 / 2; ghost.y = 2732 / 2; game.addChild(ghost); // Add wave indicators var waveIndicators = []; var indicatorSpacing = 30; var totalIndicators = 5; var indicatorStartX = (2048 - (totalIndicators - 1) * indicatorSpacing) / 2; for (var i = 0; i < totalIndicators; i++) { var indicator = new WaveIndicator(); indicator.x = indicatorStartX + i * indicatorSpacing; indicator.y = 50; indicator.setActive(i === 0); // Set first one active waveIndicators.push(indicator); LK.gui.top.addChild(indicator); } // Bullet management var bullets = []; var patterns = { // Wave patterns circle: function circle(centerX, centerY, count, speed, size) { var angleStep = Math.PI * 2 / count; for (var i = 0; i < count; i++) { var angle = i * angleStep; createBullet(centerX, centerY, Math.cos(angle) * speed, Math.sin(angle) * speed, size); } }, spiral: function spiral(centerX, centerY, count, speed, size) { var timeout = 0; var angleStep = Math.PI * 2 / count; for (var i = 0; i < count; i++) { (function (index) { LK.setTimeout(function () { var angle = index * angleStep; createBullet(centerX, centerY, Math.cos(angle) * speed, Math.sin(angle) * speed, size); }, timeout); timeout += 100; })(i); } }, random: function random(count, speed, size) { for (var i = 0; i < count; i++) { var side = Math.floor(Math.random() * 4); // 0:top, 1:right, 2:bottom, 3:left var startX, startY; var targetX = ghost.x + (Math.random() * 100 - 50); var targetY = ghost.y + (Math.random() * 100 - 50); switch (side) { case 0: // Top startX = Math.random() * 2048; startY = -50; break; case 1: // Right startX = 2048 + 50; startY = Math.random() * 2732; break; case 2: // Bottom startX = Math.random() * 2048; startY = 2732 + 50; break; case 3: // Left startX = -50; startY = Math.random() * 2732; break; } var angle = Math.atan2(targetY - startY, targetX - startX); createBullet(startX, startY, Math.cos(angle) * speed, Math.sin(angle) * speed, size, 0.05); } }, aimed: function aimed(count, speed, size) { var angleSpread = Math.PI / 4; // 45 degree spread for (var i = 0; i < count; i++) { var side = Math.floor(Math.random() * 4); var startX, startY; switch (side) { case 0: // Top startX = Math.random() * 2048; startY = -50; break; case 1: // Right startX = 2048 + 50; startY = Math.random() * 2732; break; case 2: // Bottom startX = Math.random() * 2048; startY = 2732 + 50; break; case 3: // Left startX = -50; startY = Math.random() * 2732; break; } var baseAngle = Math.atan2(ghost.y - startY, ghost.x - startX); var angleOffset = angleSpread * (Math.random() - 0.5); var angle = baseAngle + angleOffset; createBullet(startX, startY, Math.cos(angle) * speed, Math.sin(angle) * speed, size); } } }; function createBullet(x, y, speedX, speedY, scale, rotationSpeed) { var bullet = new Bullet(); bullet.x = x; bullet.y = y; bullet.speedX = speedX; bullet.speedY = speedY; bullet.rotationSpeed = rotationSpeed || 0; if (scale) { bullet.scale.set(scale); } bullets.push(bullet); game.addChild(bullet); return bullet; } function spawnWave() { var baseCount = 10; var baseSpeed = 3; // Update wave indicators var currentWaveIndex = (state.wave - 1) % totalIndicators; for (var i = 0; i < waveIndicators.length; i++) { waveIndicators[i].setActive(i === currentWaveIndex); } // Increase difficulty with each wave var count = Math.floor(baseCount * Math.sqrt(state.difficulty)); var speed = baseSpeed * (1 + (state.difficulty - 1) * 0.1); // Play wave complete sound if not the first wave if (state.wave > 1) { LK.getSound('wave_complete').play(); } // Choose pattern based on wave switch ((state.wave - 1) % 4) { case 0: patterns.circle(2048 / 2, 2732 / 2, count, speed, 1); break; case 1: patterns.spiral(2048 / 2, 2732 / 2, count, speed, 1); break; case 2: patterns.random(count, speed, 1); break; case 3: patterns.aimed(count, speed, 1); break; } // Make player briefly invulnerable after a new wave ghost.makeInvulnerable(60); // Increment difficulty state.difficulty += 0.2; // Set timer for next wave state.waveTimer = Math.max(180, 300 - state.wave * 10); // Decrease time between waves } // Initialize scoreboard var scoreTxt = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // Anchor to top-right LK.gui.topRight.addChild(scoreTxt); // Wave indicator text var waveTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveTxt.anchor.set(0, 0); // Anchor to top-left LK.gui.top.addChild(waveTxt); // Allow dragging of the ghost var isDragging = false; // Handle input game.down = function (x, y) { if (!state.isPaused && !state.isGameOver) { // Teleport ghost to mouse position ghost.x = x; ghost.y = y; // Make ghost invulnerable and semi-transparent for 1 second ghost.makeInvulnerable(60); } }; game.move = function (x, y) { if (!state.isPaused && !state.isGameOver) { // Continuously update ghost position to follow the mouse ghost.x = x; ghost.y = y; } }; game.up = function () { // Removed dragging state reset }; // Main game update function game.update = function () { if (state.isGameOver) { return; } // Increment score state.score++; scoreTxt.setText('Score: ' + state.score); waveTxt.setText('Wave: ' + state.wave); // Wave timer logic if (state.waveTimer > 0) { state.waveTimer--; if (state.waveTimer === 0 || bullets.length === 0) { state.wave++; spawnWave(); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.update()) { // Bullet is off-screen, remove it bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with ghost if (!ghost.invulnerable && bullet.intersects(ghost)) { // Handle collision LK.getSound('hit').play(); // Flash screen LK.effects.flashScreen(0xff0000, 500); // Game over state.isGameOver = true; // Update high score if (state.score > state.highScore) { state.highScore = state.score; storage.highScore = state.score; } // Play game over sound LK.getSound('game_over').play(); // Show game over screen after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 1000); break; } } }; // Start first wave spawnWave(); // Play background music LK.playMusic('game_music', { fade: { start: 0, end: 0.4, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -89,8 +89,10 @@
if (self.invulnerableTime <= 0) {
self.invulnerable = false;
ghostGraphics.alpha = 0.8;
} else {
+ // Set transparency only during invulnerability
+ ghostGraphics.alpha = 0.3;
// Blink effect
if (self.invulnerableTime % self.blinkInterval === 0) {
ghostGraphics.alpha = ghostGraphics.alpha < 0.4 ? 0.8 : 0.3;
}
@@ -347,9 +349,8 @@
ghost.x = x;
ghost.y = y;
// Make ghost invulnerable and semi-transparent for 1 second
ghost.makeInvulnerable(60);
- ghost.alpha = 0.3;
}
};
game.move = function (x, y) {
if (!state.isPaused && !state.isGameOver) {