User prompt
tamam bunları ekle oyuna
User prompt
kontroller de kullanıcı dostu olsun
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(instructionTxt, {' Line Number: 470 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
daha profesyonel bir oyun yap kullanıcı dostu olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Endless Sky Shooter
Initial prompt
Make a professional endless shooting game with all the features that the game should have.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGfx = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
self.speed = 8 + Math.random() * 8;
self.moveType = Math.random() < 0.5 ? 'straight' : 'sine';
self.sinePhase = Math.random() * Math.PI * 2;
self.sineAmp = 120 + Math.random() * 120;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
self.update = function () {
if (self.moveType === 'straight') {
self.y += self.speed;
} else {
self.y += self.speed * 0.85;
self.x += Math.sin(self.y / 120 + self.sinePhase) * 6;
}
self.shootCooldown--;
};
return self;
});
// Enemy Bullet
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20;
self.dirX = 0;
self.dirY = 1;
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Player Bullet
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -32;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Powerup
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupGfx = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = Math.random() < 0.5 ? 'rapid' : 'shield';
powerupGfx.tint = self.type === 'rapid' ? 0xffe100 : 0x00ffff;
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Ship
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = shipGfx.width * 0.5;
self.shootCooldown = 0;
self.rapidFire = false;
self.rapidFireTimer = 0;
self.shield = false;
self.shieldTimer = 0;
// Visual shield indicator
var shieldGfx = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3,
tint: 0x00ffff
});
shieldGfx.alpha = 0.25;
shieldGfx.visible = false;
self.update = function () {
// Handle powerup timers
if (self.rapidFire) {
self.rapidFireTimer--;
if (self.rapidFireTimer <= 0) {
self.rapidFire = false;
}
}
if (self.shield) {
self.shieldTimer--;
if (self.shieldTimer <= 0) {
self.shield = false;
shieldGfx.visible = false;
}
}
};
self.activateRapidFire = function (duration) {
self.rapidFire = true;
self.rapidFireTimer = duration;
};
self.activateShield = function (duration) {
self.shield = true;
self.shieldTimer = duration;
shieldGfx.visible = true;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Music
// Sound effects
// Powerup
// Enemy bullet
// Enemy
// Player bullet
// Spaceship (player)
// Game area
var GAME_W = 2048,
GAME_H = 2732;
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Player ship
var ship = new Ship();
game.addChild(ship);
ship.x = GAME_W / 2;
ship.y = GAME_H - 350;
// Arrays for game objects
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerups = [];
// Dragging
var dragNode = null;
// Difficulty
var enemySpawnTimer = 0;
var enemySpawnInterval = 60;
var minEnemyInterval = 18;
var enemySpeedInc = 0;
// Powerup spawn
var powerupTimer = 0;
var powerupInterval = 600;
// Last intersect states
var lastShipEnemyIntersect = false;
var lastShipEnemyBulletIntersect = false;
var lastShipPowerupIntersect = false;
// Music
LK.playMusic('bgmusic');
// Move handler (drag ship)
function handleMove(x, y, obj) {
if (dragNode === ship) {
// Clamp ship inside game area (with margin)
var margin = 80;
var nx = Math.max(margin, Math.min(GAME_W - margin, x));
var ny = Math.max(margin, Math.min(GAME_H - margin, y));
ship.x = nx;
ship.y = ny;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only drag if touch is on ship
var dx = x - ship.x,
dy = y - ship.y;
if (dx * dx + dy * dy < ship.radius * ship.radius * 1.2) {
dragNode = ship;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main update loop
game.update = function () {
// Update ship
ship.update();
// --- Player shooting ---
ship.shootCooldown--;
var shootRate = ship.rapidFire ? 6 : 18;
if (ship.shootCooldown <= 0) {
// Auto-fire
var pb = new PlayerBullet();
pb.x = ship.x;
pb.y = ship.y - ship.radius - 30;
playerBullets.push(pb);
game.addChild(pb);
ship.shootCooldown = shootRate;
LK.getSound('shoot').play();
}
// --- Update player bullets ---
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
b.update();
// Remove if off screen
if (b.y < -80) {
b.destroy();
playerBullets.splice(i, 1);
}
}
// --- Update enemies ---
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Remove if off screen
if (e.y > GAME_H + 120) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy shooting
if (e.shootCooldown <= 0) {
var eb = new EnemyBullet();
eb.x = e.x;
eb.y = e.y + e.radius + 10;
// Aim at ship
var dx = ship.x - e.x,
dy = ship.y - e.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
eb.dirX = dx / len;
eb.dirY = dy / len;
}
enemyBullets.push(eb);
game.addChild(eb);
e.shootCooldown = 90 + Math.floor(Math.random() * 60);
}
}
// --- Update enemy bullets ---
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var eb = enemyBullets[i];
eb.update();
if (eb.x < -100 || eb.x > GAME_W + 100 || eb.y < -100 || eb.y > GAME_H + 100) {
eb.destroy();
enemyBullets.splice(i, 1);
}
}
// --- Update powerups ---
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (p.y > GAME_H + 100) {
p.destroy();
powerups.splice(i, 1);
}
}
// --- Collision: Player bullets vs Enemies ---
for (var i = playerBullets.length - 1; i >= 0; i--) {
var b = playerBullets[i];
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
// Enemy down
LK.getSound('enemyDown').play();
score += 10;
scoreTxt.setText(score);
e.destroy();
enemies.splice(j, 1);
b.destroy();
playerBullets.splice(i, 1);
break;
}
}
}
// --- Collision: Ship vs Enemies ---
var shipEnemyIntersect = false;
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (ship.intersects(e)) {
shipEnemyIntersect = true;
break;
}
}
if (!lastShipEnemyIntersect && shipEnemyIntersect) {
if (ship.shield) {
// Absorb hit, destroy enemy
LK.effects.flashObject(ship, 0x00ffff, 400);
for (var i = 0; i < enemies.length; i++) {
if (ship.intersects(enemies[i])) {
enemies[i].destroy();
enemies.splice(i, 1);
break;
}
}
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
// Game over
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('hit').play();
LK.showGameOver();
return;
}
}
lastShipEnemyIntersect = shipEnemyIntersect;
// --- Collision: Ship vs Enemy Bullets ---
var shipEnemyBulletIntersect = false;
for (var i = 0; i < enemyBullets.length; i++) {
var eb = enemyBullets[i];
if (ship.intersects(eb)) {
shipEnemyBulletIntersect = true;
break;
}
}
if (!lastShipEnemyBulletIntersect && shipEnemyBulletIntersect) {
if (ship.shield) {
LK.effects.flashObject(ship, 0x00ffff, 400);
// Remove bullet
for (var i = 0; i < enemyBullets.length; i++) {
if (ship.intersects(enemyBullets[i])) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
break;
}
}
ship.shield = false;
ship.shieldTimer = 0;
ship.children[1].visible = false;
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('hit').play();
LK.showGameOver();
return;
}
}
lastShipEnemyBulletIntersect = shipEnemyBulletIntersect;
// --- Collision: Ship vs Powerups ---
var shipPowerupIntersect = false;
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
if (ship.intersects(p)) {
shipPowerupIntersect = true;
// Apply powerup
LK.getSound('powerup').play();
if (p.type === 'rapid') {
ship.activateRapidFire(360);
} else if (p.type === 'shield') {
ship.activateShield(480);
}
p.destroy();
powerups.splice(i, 1);
}
}
lastShipPowerupIntersect = shipPowerupIntersect;
// --- Enemy spawn ---
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
// Spawn enemy at random x
var e = new Enemy();
e.x = 180 + Math.random() * (GAME_W - 360);
e.y = -100;
// Increase speed as score increases
e.speed += Math.floor(score / 200) * 2;
enemies.push(e);
game.addChild(e);
// Decrease interval as score increases
enemySpawnInterval = Math.max(minEnemyInterval, 60 - Math.floor(score / 100) * 4);
enemySpawnTimer = enemySpawnInterval;
}
// --- Powerup spawn ---
powerupTimer--;
if (powerupTimer <= 0) {
var p = new Powerup();
p.x = 180 + Math.random() * (GAME_W - 360);
p.y = -80;
powerups.push(p);
game.addChild(p);
powerupInterval = 600 + Math.floor(Math.random() * 600);
powerupTimer = powerupInterval;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,404 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Enemy
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGfx = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = enemyGfx.width * 0.5;
+ self.speed = 8 + Math.random() * 8;
+ self.moveType = Math.random() < 0.5 ? 'straight' : 'sine';
+ self.sinePhase = Math.random() * Math.PI * 2;
+ self.sineAmp = 120 + Math.random() * 120;
+ self.shootCooldown = 60 + Math.floor(Math.random() * 60);
+ self.update = function () {
+ if (self.moveType === 'straight') {
+ self.y += self.speed;
+ } else {
+ self.y += self.speed * 0.85;
+ self.x += Math.sin(self.y / 120 + self.sinePhase) * 6;
+ }
+ self.shootCooldown--;
+ };
+ return self;
+});
+// Enemy Bullet
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGfx = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 20;
+ self.dirX = 0;
+ self.dirY = 1;
+ self.update = function () {
+ self.x += self.dirX * self.speed;
+ self.y += self.dirY * self.speed;
+ };
+ return self;
+});
+// Player Bullet
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGfx = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -32;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Powerup
+var Powerup = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupGfx = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = Math.random() < 0.5 ? 'rapid' : 'shield';
+ powerupGfx.tint = self.type === 'rapid' ? 0xffe100 : 0x00ffff;
+ self.speed = 10;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Player Ship
+var Ship = Container.expand(function () {
+ var self = Container.call(this);
+ var shipGfx = self.attachAsset('ship', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = shipGfx.width * 0.5;
+ self.shootCooldown = 0;
+ self.rapidFire = false;
+ self.rapidFireTimer = 0;
+ self.shield = false;
+ self.shieldTimer = 0;
+ // Visual shield indicator
+ var shieldGfx = self.attachAsset('ship', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.3,
+ scaleY: 1.3,
+ tint: 0x00ffff
+ });
+ shieldGfx.alpha = 0.25;
+ shieldGfx.visible = false;
+ self.update = function () {
+ // Handle powerup timers
+ if (self.rapidFire) {
+ self.rapidFireTimer--;
+ if (self.rapidFireTimer <= 0) {
+ self.rapidFire = false;
+ }
+ }
+ if (self.shield) {
+ self.shieldTimer--;
+ if (self.shieldTimer <= 0) {
+ self.shield = false;
+ shieldGfx.visible = false;
+ }
+ }
+ };
+ self.activateRapidFire = function (duration) {
+ self.rapidFire = true;
+ self.rapidFireTimer = duration;
+ };
+ self.activateShield = function (duration) {
+ self.shield = true;
+ self.shieldTimer = duration;
+ shieldGfx.visible = true;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000010
+});
+
+/****
+* Game Code
+****/
+// Music
+// Sound effects
+// Powerup
+// Enemy bullet
+// Enemy
+// Player bullet
+// Spaceship (player)
+// Game area
+var GAME_W = 2048,
+ GAME_H = 2732;
+// Score
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Player ship
+var ship = new Ship();
+game.addChild(ship);
+ship.x = GAME_W / 2;
+ship.y = GAME_H - 350;
+// Arrays for game objects
+var playerBullets = [];
+var enemies = [];
+var enemyBullets = [];
+var powerups = [];
+// Dragging
+var dragNode = null;
+// Difficulty
+var enemySpawnTimer = 0;
+var enemySpawnInterval = 60;
+var minEnemyInterval = 18;
+var enemySpeedInc = 0;
+// Powerup spawn
+var powerupTimer = 0;
+var powerupInterval = 600;
+// Last intersect states
+var lastShipEnemyIntersect = false;
+var lastShipEnemyBulletIntersect = false;
+var lastShipPowerupIntersect = false;
+// Music
+LK.playMusic('bgmusic');
+// Move handler (drag ship)
+function handleMove(x, y, obj) {
+ if (dragNode === ship) {
+ // Clamp ship inside game area (with margin)
+ var margin = 80;
+ var nx = Math.max(margin, Math.min(GAME_W - margin, x));
+ var ny = Math.max(margin, Math.min(GAME_H - margin, y));
+ ship.x = nx;
+ ship.y = ny;
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ // Only drag if touch is on ship
+ var dx = x - ship.x,
+ dy = y - ship.y;
+ if (dx * dx + dy * dy < ship.radius * ship.radius * 1.2) {
+ dragNode = ship;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Main update loop
+game.update = function () {
+ // Update ship
+ ship.update();
+ // --- Player shooting ---
+ ship.shootCooldown--;
+ var shootRate = ship.rapidFire ? 6 : 18;
+ if (ship.shootCooldown <= 0) {
+ // Auto-fire
+ var pb = new PlayerBullet();
+ pb.x = ship.x;
+ pb.y = ship.y - ship.radius - 30;
+ playerBullets.push(pb);
+ game.addChild(pb);
+ ship.shootCooldown = shootRate;
+ LK.getSound('shoot').play();
+ }
+ // --- Update player bullets ---
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var b = playerBullets[i];
+ b.update();
+ // Remove if off screen
+ if (b.y < -80) {
+ b.destroy();
+ playerBullets.splice(i, 1);
+ }
+ }
+ // --- Update enemies ---
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var e = enemies[i];
+ e.update();
+ // Remove if off screen
+ if (e.y > GAME_H + 120) {
+ e.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Enemy shooting
+ if (e.shootCooldown <= 0) {
+ var eb = new EnemyBullet();
+ eb.x = e.x;
+ eb.y = e.y + e.radius + 10;
+ // Aim at ship
+ var dx = ship.x - e.x,
+ dy = ship.y - e.y;
+ var len = Math.sqrt(dx * dx + dy * dy);
+ if (len > 0) {
+ eb.dirX = dx / len;
+ eb.dirY = dy / len;
+ }
+ enemyBullets.push(eb);
+ game.addChild(eb);
+ e.shootCooldown = 90 + Math.floor(Math.random() * 60);
+ }
+ }
+ // --- Update enemy bullets ---
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var eb = enemyBullets[i];
+ eb.update();
+ if (eb.x < -100 || eb.x > GAME_W + 100 || eb.y < -100 || eb.y > GAME_H + 100) {
+ eb.destroy();
+ enemyBullets.splice(i, 1);
+ }
+ }
+ // --- Update powerups ---
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var p = powerups[i];
+ p.update();
+ if (p.y > GAME_H + 100) {
+ p.destroy();
+ powerups.splice(i, 1);
+ }
+ }
+ // --- Collision: Player bullets vs Enemies ---
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var b = playerBullets[i];
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var e = enemies[j];
+ if (b.intersects(e)) {
+ // Enemy down
+ LK.getSound('enemyDown').play();
+ score += 10;
+ scoreTxt.setText(score);
+ e.destroy();
+ enemies.splice(j, 1);
+ b.destroy();
+ playerBullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // --- Collision: Ship vs Enemies ---
+ var shipEnemyIntersect = false;
+ for (var i = 0; i < enemies.length; i++) {
+ var e = enemies[i];
+ if (ship.intersects(e)) {
+ shipEnemyIntersect = true;
+ break;
+ }
+ }
+ if (!lastShipEnemyIntersect && shipEnemyIntersect) {
+ if (ship.shield) {
+ // Absorb hit, destroy enemy
+ LK.effects.flashObject(ship, 0x00ffff, 400);
+ for (var i = 0; i < enemies.length; i++) {
+ if (ship.intersects(enemies[i])) {
+ enemies[i].destroy();
+ enemies.splice(i, 1);
+ break;
+ }
+ }
+ ship.shield = false;
+ ship.shieldTimer = 0;
+ ship.children[1].visible = false;
+ } else {
+ // Game over
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.getSound('hit').play();
+ LK.showGameOver();
+ return;
+ }
+ }
+ lastShipEnemyIntersect = shipEnemyIntersect;
+ // --- Collision: Ship vs Enemy Bullets ---
+ var shipEnemyBulletIntersect = false;
+ for (var i = 0; i < enemyBullets.length; i++) {
+ var eb = enemyBullets[i];
+ if (ship.intersects(eb)) {
+ shipEnemyBulletIntersect = true;
+ break;
+ }
+ }
+ if (!lastShipEnemyBulletIntersect && shipEnemyBulletIntersect) {
+ if (ship.shield) {
+ LK.effects.flashObject(ship, 0x00ffff, 400);
+ // Remove bullet
+ for (var i = 0; i < enemyBullets.length; i++) {
+ if (ship.intersects(enemyBullets[i])) {
+ enemyBullets[i].destroy();
+ enemyBullets.splice(i, 1);
+ break;
+ }
+ }
+ ship.shield = false;
+ ship.shieldTimer = 0;
+ ship.children[1].visible = false;
+ } else {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.getSound('hit').play();
+ LK.showGameOver();
+ return;
+ }
+ }
+ lastShipEnemyBulletIntersect = shipEnemyBulletIntersect;
+ // --- Collision: Ship vs Powerups ---
+ var shipPowerupIntersect = false;
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var p = powerups[i];
+ if (ship.intersects(p)) {
+ shipPowerupIntersect = true;
+ // Apply powerup
+ LK.getSound('powerup').play();
+ if (p.type === 'rapid') {
+ ship.activateRapidFire(360);
+ } else if (p.type === 'shield') {
+ ship.activateShield(480);
+ }
+ p.destroy();
+ powerups.splice(i, 1);
+ }
+ }
+ lastShipPowerupIntersect = shipPowerupIntersect;
+ // --- Enemy spawn ---
+ enemySpawnTimer--;
+ if (enemySpawnTimer <= 0) {
+ // Spawn enemy at random x
+ var e = new Enemy();
+ e.x = 180 + Math.random() * (GAME_W - 360);
+ e.y = -100;
+ // Increase speed as score increases
+ e.speed += Math.floor(score / 200) * 2;
+ enemies.push(e);
+ game.addChild(e);
+ // Decrease interval as score increases
+ enemySpawnInterval = Math.max(minEnemyInterval, 60 - Math.floor(score / 100) * 4);
+ enemySpawnTimer = enemySpawnInterval;
+ }
+ // --- Powerup spawn ---
+ powerupTimer--;
+ if (powerupTimer <= 0) {
+ var p = new Powerup();
+ p.x = 180 + Math.random() * (GAME_W - 360);
+ p.y = -80;
+ powerups.push(p);
+ game.addChild(p);
+ powerupInterval = 600 + Math.floor(Math.random() * 600);
+ powerupTimer = powerupInterval;
+ }
+};
\ No newline at end of file