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--; // Visual feedback for rapid fire: pulse ship color shipGfx.tint = LK.ticks % 10 < 5 ? 0xffe100 : 0x33c1ff; if (self.rapidFireTimer <= 0) { self.rapidFire = false; shipGfx.tint = 0x33c1ff; } } else { shipGfx.tint = 0x33c1ff; } if (self.shield) { self.shieldTimer--; shieldGfx.visible = true; if (self.shieldTimer <= 0) { self.shield = false; shieldGfx.visible = false; } } else { 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({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * 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; // Touch feedback: flash ship slightly blue for 100ms on drag LK.effects.flashObject(ship, 0x33c1ff, 100); } } 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; // Animate score text for feedback scoreTxt.setText(score); scoreTxt.scale.set(1.25, 1.25); tween.to(scoreTxt.scale, { x: 1, y: 1 }, 200); 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); showFloatingText("Rapid Fire!", ship.x, ship.y - 120, 0xffe100); } else if (p.type === 'shield') { ship.activateShield(480); showFloatingText("Shield!", ship.x, ship.y - 120, 0x00ffff); } 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; } }; // Floating text helper for feedback function showFloatingText(txt, x, y, color) { var t = new Text2(txt, { size: 90, fill: color || 0xffffff, stroke: 0x000000, strokeThickness: 8 }); t.anchor.set(0.5, 1); t.x = x; t.y = y; game.addChild(t); tween.to(t, { y: y - 120, alpha: 0 }, 700).on('end', function () { t.destroy(); }); } // Show instructions at game start var instructionTxt = new Text2("Drag the ship to move\nAuto-fire enabled\nCollect powerups!", { size: 90, fill: 0xffffff, stroke: 0x000000, strokeThickness: 8, align: "center" }); instructionTxt.anchor.set(0.5, 0.5); instructionTxt.x = GAME_W / 2; instructionTxt.y = GAME_H / 2 - 200; game.addChild(instructionTxt); tween.to(instructionTxt, { alpha: 0 }, 1800).on('end', function () { instructionTxt.destroy(); });
===================================================================
--- original.js
+++ change.js
@@ -100,18 +100,26 @@
self.update = function () {
// Handle powerup timers
if (self.rapidFire) {
self.rapidFireTimer--;
+ // Visual feedback for rapid fire: pulse ship color
+ shipGfx.tint = LK.ticks % 10 < 5 ? 0xffe100 : 0x33c1ff;
if (self.rapidFireTimer <= 0) {
self.rapidFire = false;
+ shipGfx.tint = 0x33c1ff;
}
+ } else {
+ shipGfx.tint = 0x33c1ff;
}
if (self.shield) {
self.shieldTimer--;
+ shieldGfx.visible = true;
if (self.shieldTimer <= 0) {
self.shield = false;
shieldGfx.visible = false;
}
+ } else {
+ shieldGfx.visible = false;
}
};
self.activateRapidFire = function (duration) {
self.rapidFire = true;
@@ -128,9 +136,11 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000010
+ // No title, no description
+ // Always backgroundColor is black
+ backgroundColor: 0x000000
});
/****
* Game Code
@@ -187,8 +197,10 @@
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;
+ // Touch feedback: flash ship slightly blue for 100ms on drag
+ LK.effects.flashObject(ship, 0x33c1ff, 100);
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
@@ -284,9 +296,15 @@
if (b.intersects(e)) {
// Enemy down
LK.getSound('enemyDown').play();
score += 10;
+ // Animate score text for feedback
scoreTxt.setText(score);
+ scoreTxt.scale.set(1.25, 1.25);
+ tween.to(scoreTxt.scale, {
+ x: 1,
+ y: 1
+ }, 200);
e.destroy();
enemies.splice(j, 1);
b.destroy();
playerBullets.splice(i, 1);
@@ -366,10 +384,12 @@
// Apply powerup
LK.getSound('powerup').play();
if (p.type === 'rapid') {
ship.activateRapidFire(360);
+ showFloatingText("Rapid Fire!", ship.x, ship.y - 120, 0xffe100);
} else if (p.type === 'shield') {
ship.activateShield(480);
+ showFloatingText("Shield!", ship.x, ship.y - 120, 0x00ffff);
}
p.destroy();
powerups.splice(i, 1);
}
@@ -400,5 +420,41 @@
game.addChild(p);
powerupInterval = 600 + Math.floor(Math.random() * 600);
powerupTimer = powerupInterval;
}
-};
\ No newline at end of file
+};
+// Floating text helper for feedback
+function showFloatingText(txt, x, y, color) {
+ var t = new Text2(txt, {
+ size: 90,
+ fill: color || 0xffffff,
+ stroke: 0x000000,
+ strokeThickness: 8
+ });
+ t.anchor.set(0.5, 1);
+ t.x = x;
+ t.y = y;
+ game.addChild(t);
+ tween.to(t, {
+ y: y - 120,
+ alpha: 0
+ }, 700).on('end', function () {
+ t.destroy();
+ });
+}
+// Show instructions at game start
+var instructionTxt = new Text2("Drag the ship to move\nAuto-fire enabled\nCollect powerups!", {
+ size: 90,
+ fill: 0xffffff,
+ stroke: 0x000000,
+ strokeThickness: 8,
+ align: "center"
+});
+instructionTxt.anchor.set(0.5, 0.5);
+instructionTxt.x = GAME_W / 2;
+instructionTxt.y = GAME_H / 2 - 200;
+game.addChild(instructionTxt);
+tween.to(instructionTxt, {
+ alpha: 0
+}, 1800).on('end', function () {
+ instructionTxt.destroy();
+});
\ No newline at end of file