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Please fix the bug: 'TypeError: storage.set is not a function' in or related to this line: 'storage.set('highScore', highScore);' Line Number: 227 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'TypeError: storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 217 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'ReferenceError: storage is not defined' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 212 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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levelin arttıgını ekranda sağ üstte göster ve level ile çalışan bi highscore ekle
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her 30 skorda bir level arttsın ve her level de düşman oluşma sıklığı arttsın
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her 50 skorda bir level arttsın ve her level de düşman oluşma sıklığı arttsın
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düşman oluştuktan sonra oyuncuya çarpmadan ekrandan çıkarsa 10 puan kazansın
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düşman hızını biraz daha arttır ve daha sık oluşşun
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düşmanların hızını arttır
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düşmanlar ekranın her kenarından çıkabilsin ve oyuncunun o anki konumuna doğru gelsin fakat takip etmesin
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düşmanlar sadece bir eksende değil ekranın her tarafında çıksın rastgele bir şekilde
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düşmanların hızını arttır
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mermiler hem y hem x ekseninden çıksın ve ekranın kenarlarında olussun
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gelen düşmanlar oyuncuyu takip etmesin belirli bi eksende düz gitsin
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oyuncu imleci takip etmesin imleç ile tıkladığımız yere gitsin
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oyuncumuzu ekrana tıklayarak hareket ettirelim yani tıkladığımız yere gitsin
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oyunda 2 tane oyuncu var bunu düzelt
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etraftan bize doğru gelen şeyler düşma değil mermiler olsun ve biz ekrana tıklayıp hareket ederek bu mermilerden kaçmaya çalışalım
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ateş edemeyelim
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lazeri sil
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Please fix the bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'self.x = player.x + Math.cos(player.rotation) * playerGraphics.width / 2;' Line Number: 106
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lazeri düzelt olmamış
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.x = player.x;' Line Number: 106
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Please fix the bug: 'Cannot read properties of undefined (reading 'update')' in or related to this line: 'laser.update();' Line Number: 160
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nereye sıktığımız gösteren bir lazer ekle
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.lifespan = 120; // 2 seconds at 60fps self.update = function () { // Move in direction of rotation self.x += Math.cos(self.rotation) * self.speed; self.y += Math.sin(self.rotation) * self.speed; // Check for collisions with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.takeDamage(1); self.destroy(); var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } return; } } // Bullet lifespan self.lifespan--; if (self.lifespan <= 0 || self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2 + Math.random() * 1.5; self.health = 1; self.lastWasIntersecting = false; self.update = function () { // Move toward player var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Check collision with player var isIntersecting = self.intersects(player); if (!self.lastWasIntersecting && isIntersecting) { player.takeDamage(10); self.destroy(); var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } } self.lastWasIntersecting = isIntersecting; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { LK.getSound('explosion').play(); LK.effects.flashObject(self, 0xFFFFFF, 100); self.destroy(); var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } LK.setScore(LK.getScore() + 10); } }; return self; }); // Set background color var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); laserGraphics.width = 2048; // Full width of the game laserGraphics.height = 5; // Thin line for the laser laserGraphics.tint = 0x00FF00; // Green color for the laser self.update = function () { self.x = player.x + Math.cos(player.rotation) * player.width / 2; self.y = player.y + Math.sin(player.rotation) * player.height / 2; self.rotation = player.rotation; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.rotation = 0; self.shootCooldown = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } }; self.shoot = function () { if (self.shootCooldown <= 0) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.rotation = self.rotation; game.addChild(bullet); bullets.push(bullet); LK.getSound('shoot').play(); self.shootCooldown = 10; // Cooldown between shots } }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xFF0000, 300); if (self.health <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create player in center of screen player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Create laser beam var laser = new Laser(); game.addChild(laser); // Update player game.setBackgroundColor(0x2c3e50); // Game variables var player; var enemies = []; var bullets = []; var spawnTimer = 0; var spawnInterval = 120; // Start with 2 seconds between spawns var spawnDistance = 800; // Distance from center to spawn enemies var aimDirection = 0; var score = 0; // Create player in center of screen player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Spawn an initial enemy at the start of the game spawnEnemy(); // Create score text var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); scoreText.x = 110; // Keep away from top left 100x100 area // Handle touch/click input for aiming and shooting game.down = function (x, y, obj) { // Calculate angle between player and touch point var dx = x - player.x; var dy = y - player.y; player.rotation = Math.atan2(dy, dx); // Shoot player.shoot(); }; game.move = function (x, y, obj) { // Update aim direction when moving touch/mouse var dx = x - player.x; var dy = y - player.y; player.rotation = Math.atan2(dy, dx); }; game.up = function (x, y, obj) { // Could add additional logic here }; // Spawn enemy at random position around the player function spawnEnemy() { var angle = Math.random() * Math.PI * 2; var enemy = new Enemy(); // Position enemy in a circle around the player enemy.x = player.x + Math.cos(angle) * spawnDistance; enemy.y = player.y + Math.sin(angle) * spawnDistance; game.addChild(enemy); enemies.push(enemy); // Increase difficulty if (spawnInterval > 30) { spawnInterval -= 0.5; } } // Game update loop game.update = function () { // Update player player.update(); laser.update(); // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } // Spawn enemies spawnTimer++; if (spawnTimer >= spawnInterval) { spawnEnemy(); spawnTimer = 0; } // Update score display scoreText.setText('Score: ' + LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -93,10 +93,10 @@
laserGraphics.width = 2048; // Full width of the game
laserGraphics.height = 5; // Thin line for the laser
laserGraphics.tint = 0x00FF00; // Green color for the laser
self.update = function () {
- self.x = player.x + Math.cos(player.rotation) * playerGraphics.width / 2;
- self.y = player.y + Math.sin(player.rotation) * playerGraphics.height / 2;
+ self.x = player.x + Math.cos(player.rotation) * player.width / 2;
+ self.y = player.y + Math.sin(player.rotation) * player.height / 2;
self.rotation = player.rotation;
};
return self;
});