User prompt
sadece random powerup kalsın ekranda
User prompt
coinle daha fazla şey alınmalı
User prompt
Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 1446
User prompt
bu emojiye gelince oyun dursun
User prompt
bir tane mağaza emojisi yap oyuncu o emojiye giderse coin mağazasına gitsin
User prompt
tıklanabilir birşey yap oyunun içine coinle harcama yapılabilen
User prompt
oyun içinde bir yere yap o zaman
User prompt
✅ Add a professional coin shop panel to the game over screen below Play Again bu olmamış
User prompt
oyun bitiş ekranında play again yazıyor onun altına coin shop gibi profesyonel bir yer yapsan olur mu
User prompt
bu toplanan coinler için bissürü şey yapmak lazım sen yapar mısın
User prompt
bu coinle alınabilecek şeyler olması lazım ama farklı yerde lütfen profesyonel birşeyler yap
User prompt
düşmanların üstünde canları yazıyor kalple göstermişin ve sayı var onu büyüt biraz
User prompt
düşmanların can görsellerini biraz büyük yap
User prompt
guı larını büyüt
User prompt
düşmanların can barlarını biraz daha büyük yap
User prompt
oyundaki her şey çok canlı olsun
User prompt
arkaplan asset olarak ekle
User prompt
kaldır onu
User prompt
arka plan rastgele uzay teması olsun
User prompt
düşmanların canları daha belirgin olsun
User prompt
oyuna ekleyebileceğin kadar popup ekle eğlenceli olsun
User prompt
bu coinleri harcayabileceğimiz daha farklı bir yer lazım
User prompt
çoğalma özelliğini kaldır
User prompt
düşmana farklı özellikler ekle ama bu özellikler hız olmasın
User prompt
bu toplanan coinleri harcanan bir yer yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Coin (altın) kutusu var Coin = Container.expand(function () { var self = Container.call(this); var coinGfx = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.radius = coinGfx.width * 0.5; // Lively: Animate scale and color self._colorPulse = 0; self.update = function () { // Hafifçe döndür coinGfx.rotation += 0.12; // Lively: Pulse scale and color self._colorPulse += 0.13; var scale = 1 + Math.sin(self._colorPulse) * 0.12; coinGfx.scaleX = scale; coinGfx.scaleY = scale; var colorPhase = Math.floor((Math.sin(self._colorPulse) + 1) * 127); coinGfx.tint = 0xFFD700 + colorPhase * 0x100; }; return self; }); // Düşman karakteri (AI) - Enemy1: Kendini iyileştirme yeteneği 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; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; self.type = 1; self.speed = 3 + Math.random() * 2; self.dir = Math.random() * Math.PI * 2; self.shootCooldown = 60 + Math.floor(Math.random() * 60); self.targetX = 0; self.targetY = 0; self.maxHealth = 3 + Math.floor(Math.random() * 2); // 3-4 can self.health = self.maxHealth; // --- YENİ: Kendini iyileştirme özelliği --- self.healCooldown = 180 + Math.floor(Math.random() * 120); // 3-5 saniyede bir self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffff00, 200); if (self.health <= 0) { // Destroy health bar if exists if (self._healthBar) { self._healthBar.destroy(); self._healthBar = null; } // Destroy visible health bar if exists if (self._visHealthBar) { self._visHealthBar.destroy(); self._visHealthBar = null; self._visHealthBarBg = null; self._visHealthBarFg = null; } self.destroy(); // Skor boost varsa 2 puan ver if (player._superScoreBoost && player._scoreBoost > 0) { score += 10; } else if (player._scoreBoost && player._scoreBoost > 0) { score += 2; } else { score++; } updateScoreAndLevel(); if (score > 0 && score % 10 === 0) { increaseDifficulty(); } // Remove from enemies array in main loop self._shouldRemove = true; } }; self.update = function () { if (self._frozen && self._frozen > 0) { // Donmuşsa titret self.x += Math.sin(self._frozen) * 2; self.y += Math.cos(self._frozen) * 2; return; } // Lively: Animate color and scale self._colorPulse += 0.09; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.08; enemyGfx.scaleX = livelyScale; enemyGfx.scaleY = livelyScale; var livelyColor = 0xff0000 + Math.floor((Math.sin(self._colorPulse) + 1) * 0x008800); enemyGfx.tint = livelyColor; // --- YENİ: Kendini iyileştirme --- if (self.healCooldown > 0) { self.healCooldown--; } else { if (self.health < self.maxHealth) { self.health++; LK.effects.flashObject(self, 0x00ff00, 200); } self.healCooldown = 180 + Math.floor(Math.random() * 120); } // Basit AI: Oyuncuya doğru hareket et var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Ateş etme if (self.shootCooldown > 0) { self.shootCooldown--; } else { self.shootCooldown = 90 + Math.floor(Math.random() * 60); spawnEnemyBullet(self.x, self.y, player.x, player.y); } // --- HEALTH BAR (rectangle) --- // Create health bar if not exists if (!self._visHealthBar) { self._visHealthBar = new Container(); self._visHealthBarBg = new Container(); self._visHealthBarFg = new Container(); self._visHealthBar.addChild(self._visHealthBarBg); self._visHealthBar.addChild(self._visHealthBarFg); game.addChild(self._visHealthBar); } if (self._visHealthBar) { // Position above enemy self._visHealthBar.x = self.x; self._visHealthBar.y = self.y - self.radius - 28; // Health percent var hp = Math.max(0, self.health) / self.maxHealth; // Clamp width var fgWidth = Math.max(8, 58 * hp); self._visHealthBarFg.width = fgWidth; // Color: green > yellow > red if (hp > 0.6) { self._visHealthBarFg.tint = 0x00ff00; } else if (hp > 0.3) { self._visHealthBarFg.tint = 0xffe100; } else { self._visHealthBarFg.tint = 0xff4444; } self._visHealthBar.visible = true; } }; return self; }); // Düşman karakteri 2 (dairesel hareket, elips) - Enemy2: Kalkan oluşturma yeteneği var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGfx = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.radius = enemyGfx.width * 0.5; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; self.type = 2; self.angle = Math.random() * Math.PI * 2; // Enemy2: Orbit around a random point in the arena, not the player self.centerX = 200 + Math.random() * 1648; self.centerY = 200 + Math.random() * 2332; self.orbitRadius = 400 + Math.random() * 200; self.speed = 0.012 + Math.random() * 0.008; self.shootCooldown = 120 + Math.floor(Math.random() * 60); self.maxHealth = 4 + Math.floor(Math.random() * 2); // 4-5 can self.health = self.maxHealth; // --- YENİ: Kalkan özelliği --- self.shield = 0; self.shieldCooldown = 240 + Math.floor(Math.random() * 120); // 4-6 saniyede bir self.takeDamage = function (amount) { if (self.shield > 0) { self.shield--; LK.effects.flashObject(self, 0x00ffff, 200); return; } self.health -= amount; LK.effects.flashObject(self, 0xffff00, 200); if (self.health <= 0) { // Destroy health bar if exists if (self._healthBar) { self._healthBar.destroy(); self._healthBar = null; } // Destroy visible health bar if exists if (self._visHealthBar) { self._visHealthBar.destroy(); self._visHealthBar = null; self._visHealthBarBg = null; self._visHealthBarFg = null; } self.destroy(); if (player._scoreBoost && player._scoreBoost > 0) { score += 2; } else { score++; } updateScoreAndLevel(); if (score > 0 && score % 10 === 0) { increaseDifficulty(); } self._shouldRemove = true; } }; self.update = function () { if (self._frozen && self._frozen > 0) { self.x += Math.sin(self._frozen) * 2; self.y += Math.cos(self._frozen) * 2; return; } // --- YENİ: Kalkan oluşturma --- if (self.shieldCooldown > 0) { self.shieldCooldown--; } else { self.shield = 2; // 2 vuruşluk kalkan self.shieldCooldown = 240 + Math.floor(Math.random() * 120); LK.effects.flashObject(self, 0x00ffff, 200); } // Kalkan efekti için: kalkanı varsa hafif mavi tint if (self.shield > 0 && enemyGfx) { enemyGfx.alpha = 0.7; } else if (enemyGfx) { enemyGfx.alpha = 1.0; } self.angle += self.speed; self.x = self.centerX + Math.cos(self.angle) * self.orbitRadius; self.y = self.centerY + Math.sin(self.angle) * self.orbitRadius; // Lively: Animate color and scale self._colorPulse += 0.11; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.09; enemyGfx.scaleX = livelyScale; enemyGfx.scaleY = livelyScale; var livelyColor = 0x00aaff + Math.floor((Math.sin(self._colorPulse) + 1) * 0x005500); enemyGfx.tint = livelyColor; // Ateş etme if (self.shootCooldown > 0) { self.shootCooldown--; } else { self.shootCooldown = 120 + Math.floor(Math.random() * 60); spawnEnemyBullet(self.x, self.y, player.x, player.y); } // --- HEALTH BAR (rectangle) --- // Create health bar if not exists if (!self._visHealthBar) { self._visHealthBar = new Container(); self._visHealthBarBg = new Container(); self._visHealthBarFg = new Container(); self._visHealthBar.addChild(self._visHealthBarBg); self._visHealthBar.addChild(self._visHealthBarFg); game.addChild(self._visHealthBar); } if (self._visHealthBar) { // Position above enemy self._visHealthBar.x = self.x; self._visHealthBar.y = self.y - self.radius - 28; // Health percent var hp = Math.max(0, self.health) / self.maxHealth; // Clamp width var fgWidth = Math.max(8, 58 * hp); self._visHealthBarFg.width = fgWidth; // Color: green > yellow > red if (hp > 0.6) { self._visHealthBarFg.tint = 0x00ff00; } else if (hp > 0.3) { self._visHealthBarFg.tint = 0xffe100; } else { self._visHealthBarFg.tint = 0xff4444; } self._visHealthBar.visible = true; } }; return self; }); // Düşman karakteri 3 (rastgele zıplama, mor kutu) - Enemy3: Ölünce ikiye bölünme yeteneği var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemyGfx = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.radius = enemyGfx.width * 0.5; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; self.type = 3; self.jumpTimer = 60 + Math.floor(Math.random() * 60); self.targetX = 200 + Math.random() * 1648; self.targetY = 200 + Math.random() * 2332; self.speed = 12 + Math.random() * 6; self.shootCooldown = 100 + Math.floor(Math.random() * 60); self.maxHealth = 2 + Math.floor(Math.random() * 2); // 2-3 can self.health = self.maxHealth; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffff00, 200); if (self.health <= 0) { // Destroy health bar if exists if (self._healthBar) { self._healthBar.destroy(); self._healthBar = null; } // Destroy visible health bar if exists if (self._visHealthBar) { self._visHealthBar.destroy(); self._visHealthBar = null; self._visHealthBarBg = null; self._visHealthBarFg = null; } // Splitting on death removed self.destroy(); if (player._scoreBoost && player._scoreBoost > 0) { score += 2; } else { score++; } updateScoreAndLevel(); if (score > 0 && score % 10 === 0) { increaseDifficulty(); } self._shouldRemove = true; } }; self.update = function () { if (self._frozen && self._frozen > 0) { self.x += Math.sin(self._frozen) * 2; self.y += Math.cos(self._frozen) * 2; return; } self.jumpTimer--; if (self.jumpTimer <= 0) { self.targetX = 200 + Math.random() * 1648; self.targetY = 200 + Math.random() * 2332; self.jumpTimer = 60 + Math.floor(Math.random() * 60); } // Lively: Animate color and scale self._colorPulse += 0.13; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.10; enemyGfx.scaleX = livelyScale; enemyGfx.scaleY = livelyScale; var livelyColor = 0xaa00ff + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300); enemyGfx.tint = livelyColor; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Ateş etme if (self.shootCooldown > 0) { self.shootCooldown--; } else { self.shootCooldown = 100 + Math.floor(Math.random() * 60); spawnEnemyBullet(self.x, self.y, player.x, player.y); } // --- HEALTH BAR (rectangle) --- // Create health bar if not exists if (!self._visHealthBar) { self._visHealthBar = new Container(); self._visHealthBarBg = new Container(); self._visHealthBarFg = new Container(); self._visHealthBar.addChild(self._visHealthBarBg); self._visHealthBar.addChild(self._visHealthBarFg); game.addChild(self._visHealthBar); } if (self._visHealthBar) { // Position above enemy self._visHealthBar.x = self.x; self._visHealthBar.y = self.y - self.radius - 28; // Health percent var hp = Math.max(0, self.health) / self.maxHealth; // Clamp width var fgWidth = Math.max(8, 58 * hp); self._visHealthBarFg.width = fgWidth; // Color: green > yellow > red if (hp > 0.6) { self._visHealthBarFg.tint = 0x00ff00; } else if (hp > 0.3) { self._visHealthBarFg.tint = 0xffe100; } else { self._visHealthBarFg.tint = 0xff4444; } self._visHealthBar.visible = true; } }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGfx = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletGfx.width * 0.5; self.vx = 0; self.vy = 0; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; self.update = function () { self.x += self.vx; self.y += self.vy; // Lively: Animate color and scale self._colorPulse += 0.16; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.09; bulletGfx.scaleX = livelyScale; bulletGfx.scaleY = livelyScale; var livelyColor = 0xff4444 + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300); bulletGfx.tint = livelyColor; }; return self; }); // Oyuncu karakteri var Player = Container.expand(function () { var self = Container.call(this); var playerGfx = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = playerGfx.width * 0.5; self.shootCooldown = 0; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; // Oyuncuya can ekle self.maxHealth = typeof playerMaxHealth !== "undefined" ? playerMaxHealth : 5; self.health = typeof playerHealth !== "undefined" ? playerHealth : self.maxHealth; self.update = function () { if (self.shootCooldown > 0) self.shootCooldown--; // Lively: Animate color and scale self._colorPulse += 0.10; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.07; playerGfx.scaleX = livelyScale; playerGfx.scaleY = livelyScale; var livelyColor = 0x00ffcc + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300); playerGfx.tint = livelyColor; }; return self; }); // Oyuncu mermisi var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGfx = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletGfx.width * 0.5; self.vx = 0; self.vy = 0; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; self.update = function () { self.x += self.vx; self.y += self.vy; // Lively: Animate color and scale self._colorPulse += 0.18; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.10; bulletGfx.scaleX = livelyScale; bulletGfx.scaleY = livelyScale; var livelyColor = 0x00ffff + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300); bulletGfx.tint = livelyColor; }; return self; }); // Güçlendirici (PowerUp) kutusu var PowerUp = Container.expand(function () { var self = Container.call(this); var powerGfx = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.radius = powerGfx.width * 0.5; // Lively: Animate color and scale self._colorPulse = Math.random() * Math.PI * 2; self.type = "power"; // Sadece basit ve çalışan powerup efektleri var effects = ["rapid", // Hızlı ateş (fire rate) "triple", // Üçlü atış "shield", // Kalkan "heal" // Can doldur ]; self.effect = effects[Math.floor(Math.random() * effects.length)]; self.update = function () { // Hafifçe döndür powerGfx.rotation += 0.08; // Lively: Animate color and scale self._colorPulse += 0.12; var livelyScale = 1 + Math.sin(self._colorPulse) * 0.13; powerGfx.scaleX = livelyScale; powerGfx.scaleY = livelyScale; var livelyColor = 0x00ff00 + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300); powerGfx.tint = livelyColor; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0074D9 }); /**** * Game Code ****/ // Space backgrounds as assets // Global değişkenler // --- SPACE BACKGROUND --- // Space background images (add your own image asset IDs as needed) var spaceBackgrounds = [{ id: 'spacebg1', width: 2048, height: 2732, assetId: '682e6b2ad10b0c0b481370a1' }, { id: 'spacebg2', width: 2048, height: 2732, assetId: '682e6b3fd10b0c0b481370a2' }, { id: 'spacebg3', width: 2048, height: 2732, assetId: '682e6b4ad10b0c0b481370a3' }]; // Register background assets (engine will load them automatically) for (var i = 0; i < spaceBackgrounds.length; i++) {} // Pick a random background var selectedBg = spaceBackgrounds[Math.floor(Math.random() * spaceBackgrounds.length)]; var bgSprite = LK.getAsset(selectedBg.id, { anchorX: 0, anchorY: 0 }); bgSprite.x = 0; bgSprite.y = 0; bgSprite.width = 2048; bgSprite.height = 2732; game.addChildAt(bgSprite, 0); // Add as the bottom-most layer // Coin asset var player; var enemies = []; var playerBullets = []; var enemyBullets = []; var powerUps = []; var coins = []; // Coin objects var coinCount = 0; // Collected coin count var coinTxt = new Text2('₵ ' + coinCount, { size: 70, fill: 0xFFD700, font: "Impact" }); coinTxt.anchor.set(0.5, 0); LK.gui.top.addChild(coinTxt); coinTxt.y = 340; var powerActive = false; var powerTimer = 0; var dragNode = null; var lastPlayerPos = { x: 0, y: 0 }; var score = 0; var level = 1; var gameTick = 0; var spawnTimer = 0; var isGameOver = false; // Combo variables var comboCount = 0; var comboTimer = 0; var maxComboTime = 120; // 2 seconds (120 frames) var maxCombo = 0; // Combo GUI var comboTxt = new Text2('', { size: 80, fill: 0xFFFA00, font: "Impact" }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 260; // Health bar variables var playerMaxHealth = 10; var playerHealth = playerMaxHealth; // Health bar GUI var healthTxt = new Text2('Health: ' + playerHealth, { size: 70, fill: 0xFF4444 }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); healthTxt.y = 180; // --- OYUNU BAŞLAT --- function startGame() { // Oyun değişkenlerini sıfırla isInMainMenu = false; // Oyun başlarken menüden çık score = 0; level = 1; playerHealth = playerMaxHealth; enemies = []; playerBullets = []; enemyBullets = []; powerUps = []; coins = []; powerActive = false; powerTimer = 0; comboCount = 0; comboTimer = 0; maxCombo = 0; isGameOver = false; gameTick = 0; spawnTimer = 0; dragNode = null; lastPlayerPos = { x: 0, y: 0 }; // GUI güncelle updateScoreAndLevel(); if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + (typeof storage.coins === "number" ? storage.coins : 0)); if (typeof player !== "undefined") { if (typeof player.maxHealth !== "undefined") player.maxHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; } // Oyuncu konumunu sıfırla if (typeof player !== "undefined") { player.x = 2048 / 2; player.y = 2732 / 2; } } // Start game immediately startGame(); // PowerUp oluşturucu function spawnPowerUp() { var p = new PowerUp(); // Güvenli alan içinde rastgele konum p.x = 200 + Math.random() * 1648; p.y = 200 + Math.random() * 2332; powerUps.push(p); game.addChild(p); } // Coin oluşturucu function spawnCoin(x, y) { var c = new Coin(); // Eğer x, y verilmişse oraya koy, yoksa rastgele if (typeof x === "number" && typeof y === "number") { c.x = x; c.y = y; } else { c.x = 200 + Math.random() * 1648; c.y = 200 + Math.random() * 2332; } coins.push(c); game.addChild(c); } // Skor ve seviye göstergesi var scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var levelTxt = new Text2('Level: 1', { size: 60, fill: "#fff" }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 100; // Eğlenceli: Arena event popup var eventPopupTxt = new Text2('', { size: 70, fill: 0xFFFA00, font: "Impact" }); eventPopupTxt.anchor.set(0.5, 0.5); eventPopupTxt.visible = false; LK.gui.center.addChild(eventPopupTxt); // Arena event popup fonksiyonu function showArenaEventPopup(msg) { eventPopupTxt.setText(msg); eventPopupTxt.visible = true; eventPopupTxt.alpha = 1; tween(eventPopupTxt, { alpha: 0 }, { duration: 1200, onFinish: function onFinish() { eventPopupTxt.visible = false; } }); } // Oyuncu oluştur player = new Player(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 / 2; // Düşman oluşturucu function spawnEnemy() { var t = Math.random(); var e; if (t < 0.4) { e = new Enemy(); } else if (t < 0.7) { e = new Enemy2(); } else { e = new Enemy3(); } // Düşmanları güçlendir: seviye arttıkça SADECE can artsın, hız ve atış hızı sabit kalsın if (typeof e.maxHealth !== "undefined") { e.maxHealth += Math.floor(level / 3); e.health = e.maxHealth; } // Hız ve atış hızı artık artmıyor // Rastgele kenardan başlat var edge = Math.floor(Math.random() * 4); if (edge === 0) { // üst e.x = 200 + Math.random() * 1648; e.y = -100; } else if (edge === 1) { // sağ e.x = 2148; e.y = 200 + Math.random() * 2332; } else if (edge === 2) { // alt e.x = 200 + Math.random() * 1648; e.y = 2832; } else { // sol e.x = -100; e.y = 200 + Math.random() * 2332; } enemies.push(e); game.addChild(e); } // Düşman mermisi oluşturucu function spawnEnemyBullet(sx, sy, tx, ty) { var b = new EnemyBullet(); b.x = sx; b.y = sy; var dx = tx - sx; var dy = ty - sy; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 18 + level * 2; b.vx = dx / dist * speed; b.vy = dy / dist * speed; enemyBullets.push(b); game.addChild(b); } // Oyuncu mermisi oluşturucu function spawnPlayerBullet(sx, sy, tx, ty) { var b = new PlayerBullet(); b.x = sx; b.y = sy; var dx = tx - sx; var dy = ty - sy; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 32; b.vx = dx / dist * speed; b.vy = dy / dist * speed; playerBullets.push(b); game.addChild(b); LK.getSound('shoot').play(); } // Skor ve seviye güncelle function updateScoreAndLevel() { if (typeof scoreTxt !== "undefined" && scoreTxt && typeof scoreTxt.setText === "function") { scoreTxt.setText('Score: ' + score); } if (typeof levelTxt !== "undefined" && levelTxt && typeof levelTxt.setText === "function") { levelTxt.setText('Level: ' + level); } if (typeof healthTxt !== "undefined" && healthTxt && typeof healthTxt.setText === "function") { healthTxt.setText('Health: ' + playerHealth); } updateComboText(); } // Kombo GUI güncelle function updateComboText() { if (comboCount > 1) { comboTxt.setText("COMBO x" + comboCount + "!"); comboTxt.visible = true; comboTxt.alpha = 1; } else { comboTxt.visible = false; } } // Oyun zorluğunu artır function increaseDifficulty() { level++; updateScoreAndLevel(); } // Oyun bitti function gameOver() { if (isGameOver) return; isGameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.getSound('hit').play(); LK.showGameOver(); } // Oyun kazandı function youWin() { showArenaEventPopup("YOU WIN! 🎉"); LK.effects.flashScreen(0x00ffcc, 1000); LK.showYouWin(); } // Sürükleme ve ateş etme function handleMove(x, y, obj) { if (dragNode) { // Hareket farkını uygula var dx = x - lastPlayerPos.x; var dy = y - lastPlayerPos.y; dragNode.x += dx; dragNode.y += dy; // Kullanıcı dostu: Oyuncunun ekran dışına çıkmasını engelle var minX = dragNode.radius + 20; var maxX = 2048 - dragNode.radius - 20; var minY = dragNode.radius + 20; var maxY = 2732 - dragNode.radius - 20; if (dragNode.x < minX) dragNode.x = minX; if (dragNode.x > maxX) dragNode.x = maxX; if (dragNode.y < minY) dragNode.y = minY; if (dragNode.y > maxY) dragNode.y = maxY; lastPlayerPos.x = x; lastPlayerPos.y = y; } } // Oyun alanı dışı kontrolü function isOutOfBounds(obj) { return obj.x < -200 || obj.x > 2248 || obj.y < -200 || obj.y > 2932; } // Oyun ana döngüsü game.update = function () { if (isGameOver) return; gameTick++; // Eğlenceli: Rastgele arena olayları (ör: meteor yağmuru, bonus yağmuru, düşman dondurma) // Her 15 saniyede bir rastgele bir olay tetiklenebilir if (gameTick % 900 === 0 && gameTick > 0) { var eventType = Math.floor(Math.random() * 3); if (eventType === 0) { // Meteor yağmuru: 10 hızlı mermi yukarıdan aşağıya düşer for (var m = 0; m < 10; m++) { var b = new EnemyBullet(); b.x = 200 + Math.random() * 1648; b.y = -80 - m * 60; b.vx = 0; b.vy = 32 + Math.random() * 8; enemyBullets.push(b); game.addChild(b); } // Kısa efekt LK.effects.flashScreen(0xffa500, 400); showArenaEventPopup("Meteor Shower!"); } else if (eventType === 1) { // Bonus rain: 5 powerUps drop at once for (var p = 0; p < 5; p++) { var pu = new PowerUp(); pu.x = 200 + Math.random() * 1648; pu.y = 200 + Math.random() * 2332; powerUps.push(pu); game.addChild(pu); } LK.effects.flashScreen(0x00ffcc, 400); showArenaEventPopup("Bonus Rain!"); } else if (eventType === 2) { // Enemies freeze for 3 seconds for (var i = 0; i < enemies.length; i++) { enemies[i]._frozen = 180; // 3 seconds } LK.effects.flashScreen(0x66ccff, 400); showArenaEventPopup("Enemies Frozen!"); } } // Düşmanları dondurma efekti uygula for (var i = 0; i < enemies.length; i++) { if (enemies[i]._frozen && enemies[i]._frozen > 0) { enemies[i]._frozen--; continue; // update çağrılmasın, düşman hareket etmesin } } // Oyuncu update player.update(); // Oyuncu canını playerHealth ile senkronize et if (typeof player.health !== "undefined" && typeof playerHealth !== "undefined" && player.health !== playerHealth) { player.health = playerHealth; } if (typeof player.maxHealth !== "undefined" && typeof playerMaxHealth !== "undefined" && player.maxHealth !== playerMaxHealth) { player.maxHealth = playerMaxHealth; } // Otomatik ateş etme (her 10 frame'de bir, rapid fire varsa daha hızlı) var shootInterval = powerActive ? 4 : 10; if (!isGameOver && gameTick % shootInterval === 0 && enemies.length > 0) { // En yakın düşmanı bul var minDist = Infinity; var targetEnemy = null; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var dx = e.x - player.x; var dy = e.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; targetEnemy = e; } } if (targetEnemy) { // Triple shot powerup varsa üçlü mermi ateşle if (player._tripleShot && player._tripleShot > 0) { for (var s = -1; s <= 1; s++) { var angle = Math.atan2(targetEnemy.y - player.y, targetEnemy.x - player.x) + s * 0.18; var tx = player.x + Math.cos(angle) * 1000; var ty = player.y + Math.sin(angle) * 1000; spawnPlayerBullet(player.x, player.y, tx, ty); } } else { spawnPlayerBullet(player.x, player.y, targetEnemy.x, targetEnemy.y); } } } // Düşman update for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Can barı çizimi (her düşmanın üstünde) if (!e._healthBar) { e._healthBar = new Text2('', { size: 38, fill: 0xFF4444 }); e._healthBar.anchor.set(0.5, 1); game.addChild(e._healthBar); } if (typeof e.health !== "undefined" && typeof e.maxHealth !== "undefined") { e._healthBar.setText("♥" + e.health + "/" + e.maxHealth); e._healthBar.x = e.x; e._healthBar.y = e.y - e.radius - 10; e._healthBar.visible = true; } else { e._healthBar.visible = false; } // Çarpışma: oyuncu & düşman if (player.intersects(e)) { if (player._shield && player._shield > 0) { // Kalkan varsa hasar alma, kalkanı azalt player._shield--; LK.effects.flashObject(player, 0x00ffff, 400); if (player._shield === 0) { showArenaEventPopup("Shield Broken!"); } else { showArenaEventPopup("Shield: " + player._shield + " hits left!"); } } else { playerHealth--; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); LK.effects.flashObject(player, 0xff4444, 400); if (playerHealth <= 0) { gameOver(); return; } } // Düşmanı yok et, can azalınca if (typeof e.takeDamage === "function") { e.takeDamage(e.health); // Tüm canı gitmeli if (e._shouldRemove) { if (e._healthBar) { e._healthBar.destroy(); } // COIN: Düşman öldüğünde coin spawn et spawnCoin(e.x, e.y); enemies.splice(i, 1); // KOMBO: Düşman öldürünce kombo artır comboCount++; comboTimer = maxComboTime; if (comboCount > maxCombo) maxCombo = comboCount; updateComboText(); continue; } } else { e.destroy(); if (e._healthBar) { e._healthBar.destroy(); } // COIN: Düşman öldüğünde coin spawn et spawnCoin(e.x, e.y); enemies.splice(i, 1); // KOMBO: Düşman öldürünce kombo artır comboCount++; comboTimer = maxComboTime; if (comboCount > maxCombo) maxCombo = comboCount; updateComboText(); continue; } } // Düşman oyun dışıysa sil if (isOutOfBounds(e)) { if (e._healthBar) { e._healthBar.destroy(); } e.destroy(); enemies.splice(i, 1); } } // Oyuncu mermisi update for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); var hit = false; // Düşmanlara çarpma for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { LK.getSound('hit').play(); if (typeof e.takeDamage === "function") { e.takeDamage(1); if (e._shouldRemove) { enemies.splice(j, 1); } } hit = true; break; } } if (hit || isOutOfBounds(b)) { b.destroy(); playerBullets.splice(i, 1); } } // Düşman mermisi update for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Oyuncuya çarpma if (b.intersects(player)) { if (player._shield && player._shield > 0) { // Kalkan varsa hasar alma, kalkanı azalt player._shield--; LK.effects.flashObject(player, 0x00ffff, 400); if (player._shield === 0) { showArenaEventPopup("Shield Broken!"); } else { showArenaEventPopup("Shield: " + player._shield + " hits left!"); } } else { playerHealth--; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); LK.effects.flashObject(player, 0xff4444, 400); if (playerHealth <= 0) { b.destroy(); enemyBullets.splice(i, 1); gameOver(); return; } } b.destroy(); enemyBullets.splice(i, 1); continue; } if (isOutOfBounds(b)) { b.destroy(); enemyBullets.splice(i, 1); } } // KOMBO zamanlayıcı: Kombo süresi dolarsa sıfırla if (comboCount > 0) { comboTimer--; if (comboTimer <= 0) { // Show fun popup for max combo if it was a big combo if (comboCount >= 5) { showArenaEventPopup("AWESOME COMBO x" + comboCount + "!"); LK.effects.flashScreen(0xffe100, 400); } else if (comboCount >= 3) { showArenaEventPopup("Combo x" + comboCount + "!"); } comboCount = 0; updateComboText(); } } // Fun popup: Level up if (typeof lastLevel === "undefined") { lastLevel = level; } if (level > lastLevel) { showArenaEventPopup("LEVEL UP! Level " + level); LK.effects.flashScreen(0x00ff00, 400); lastLevel = level; } // Fun popup: Coin milestone if (typeof lastCoinMilestone === "undefined") { lastCoinMilestone = 0; } if (coinCount >= lastCoinMilestone + 10) { showArenaEventPopup("Coin Collector! ₵" + coinCount); LK.effects.flashScreen(0xffd700, 300); lastCoinMilestone = coinCount - coinCount % 10; } // PowerUp update ve çarpışma for (var i = powerUps.length - 1; i >= 0; i--) { var p = powerUps[i]; p.update(); if (player.intersects(p)) { // PowerUp alındı var effect = p.effect; var popupMsg = ""; if (effect === "rapid") { // Hızlı ateş: 10 saniye boyunca 2 kat hızlı ateş powerActive = true; powerTimer = 600; popupMsg = "RAPID FIRE! (10s)"; } else if (effect === "triple") { // 10 seconds of triple shot player._tripleShot = 600; popupMsg = "TRIPLE SHOT! (10s)"; } else if (effect === "shield") { // 5-hit shield player._shield = 5; popupMsg = "Shield (5 hits)!"; } else if (effect === "heal") { // Restore all health playerHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); popupMsg = "Full Health!"; } LK.effects.flashObject(player, 0x00ffcc, 400); showArenaEventPopup("PowerUp: " + popupMsg); p.destroy(); powerUps.splice(i, 1); } else if (isOutOfBounds(p)) { p.destroy(); powerUps.splice(i, 1); } } // Coin update ve toplama for (var i = coins.length - 1; i >= 0; i--) { var c = coins[i]; c.update(); if (player.intersects(c)) { coinCount++; coinTxt.setText('₵ ' + coinCount); // COIN: Save permanently storage.coins = coinCount; LK.effects.flashObject(player, 0xFFD700, 200); // Fun popup: First coin if (coinCount === 1) { showArenaEventPopup("First Coin Collected!"); LK.effects.flashScreen(0xffd700, 300); } c.destroy(); coins.splice(i, 1); } else if (isOutOfBounds(c)) { c.destroy(); coins.splice(i, 1); } } // PowerUp etkisi süresi if (powerActive) { powerTimer--; if (powerTimer <= 0) { powerActive = false; } } // Triple shot süresi azalt if (player._tripleShot && player._tripleShot > 0) { player._tripleShot--; if (player._tripleShot <= 0) { player._tripleShot = 0; } } // PowerUp spawn (her 6 saniyede bir) if (gameTick % 360 === 0) { spawnPowerUp(); } // COIN: Sık sık rastgele coin spawn et (her 60 frame'de bir, %60 olasılıkla) if (gameTick % 60 === 0) { if (Math.random() < 0.6) { spawnCoin(); } } // Düşman spawn var spawnInterval = Math.max(60 - level * 2, 20); if (gameTick % spawnInterval === 0) { spawnEnemy(); } }; // Sürükleme başlat game.down = function (x, y, obj) { // Oyuncuya tıklanırsa sürükle var px = player.x, py = player.y; var dx = x - px, dy = y - py; var dist = Math.sqrt(dx * dx + dy * dy); // Kullanıcı dostu: Oyuncunun üstüne dokunulduysa sürüklemeye başla, yoksa ateş et if (dist < player.radius + 80) { // daha geniş alan, daha kolay sürükleme dragNode = player; lastPlayerPos.x = x; lastPlayerPos.y = y; // Sürükleme başladığında ateş etme, yanlışlıkla ateşlemeyi önle // Drag threshold: set a flag to check if drag distance exceeds a threshold before firing dragNode._dragStarted = false; dragNode._dragStartX = x; dragNode._dragStartY = y; dragNode._dragStartTime = Date.now(); } else { // Oyuncu mermisi ateşle // (Kaldırıldı: tap-to-shoot kodu artık yok) } }; // Sürükleme bırak game.up = function (x, y, obj) { if (dragNode && typeof dragNode._dragStarted !== "undefined") { // Eğer drag başlamadıysa ve kısa sürede bırakıldıysa, ateş et (tap-to-shoot) var dragDx = x - dragNode._dragStartX; var dragDy = y - dragNode._dragStartY; var dragDist = Math.sqrt(dragDx * dragDx + dragDy * dragDy); var dragTime = Date.now() - (dragNode._dragStartTime || 0); if (!dragNode._dragStarted && dragDist < 24 && dragTime < 200) { spawnPlayerBullet(player.x, player.y, x, y); } dragNode._dragStarted = false; dragNode._dragStartX = 0; dragNode._dragStartY = 0; dragNode._dragStartTime = 0; } dragNode = null; // Kullanıcı dostu: Sürükleme bırakıldığında son pozisyonu güncelle lastPlayerPos.x = 0; lastPlayerPos.y = 0; }; // Sürükleme hareketi: Oyuncu mouse ile birlikte hareket etsin game.move = function (x, y, obj) { // Oyuncu mouse ile birlikte hareket etsin if (player) { // Kullanıcı dostu: Oyuncunun ekran dışına çıkmasını engelle var minX = player.radius + 20; var maxX = 2048 - player.radius - 20; var minY = player.radius + 20; var maxY = 2732 - player.radius - 20; player.x = x; player.y = y; if (player.x < minX) player.x = minX; if (player.x > maxX) player.x = maxX; if (player.y < minY) player.y = minY; if (player.y > maxY) player.y = maxY; } }; // Oyun başında skor, seviye ve canı sıfırla score = 0; level = 1; playerHealth = playerMaxHealth; // COIN: Kalıcı coin sayısını yükle coinCount = typeof storage.coins === "number" ? storage.coins : 0; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); if (typeof player !== "undefined") { if (typeof player.maxHealth !== "undefined") player.maxHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; } // --- COIN SHOP --- // Simple shop: spend 10 coins to restore 1 health (if not full) var shopBtn = new Text2('Buy +1 Health (10₵)', { size: 60, fill: 0x00FF00, font: "Impact" }); shopBtn.anchor.set(0.5, 0); LK.gui.top.addChild(shopBtn); shopBtn.y = 420; shopBtn.interactive = true; shopBtn.buttonMode = true; shopBtn.visible = true; // Shop button tap/click handler shopBtn.down = function (x, y, obj) { // Only allow if not full health and enough coins if (playerHealth < playerMaxHealth && coinCount >= 10) { playerHealth++; coinCount -= 10; storage.coins = coinCount; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); if (typeof player !== "undefined") player.health = playerHealth; updateScoreAndLevel(); // Feedback showArenaEventPopup("+1 Health!"); LK.effects.flashObject(player, 0x00ff00, 300); // Fun popup: Max health reached if (playerHealth === playerMaxHealth) { showArenaEventPopup("MAX HEALTH!"); LK.effects.flashScreen(0x00ff00, 400); } } else if (coinCount < 10) { showArenaEventPopup("Not enough coins!"); } else if (playerHealth >= playerMaxHealth) { showArenaEventPopup("Health is full!"); } }; // --- NEW: Damage Boost Shop Button --- // Spend 20 coins to get 10 seconds of double damage var dmgBoostBtn = new Text2('Buy Double Damage (20₵)', { size: 60, fill: 0xFF6600, font: "Impact" }); dmgBoostBtn.anchor.set(0.5, 0); LK.gui.top.addChild(dmgBoostBtn); dmgBoostBtn.y = 500; dmgBoostBtn.interactive = true; dmgBoostBtn.buttonMode = true; dmgBoostBtn.visible = true; // Track damage boost state var damageBoostActive = false; var damageBoostTimer = 0; // Button handler dmgBoostBtn.down = function (x, y, obj) { if (coinCount >= 20 && !damageBoostActive) { coinCount -= 20; storage.coins = coinCount; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); damageBoostActive = true; damageBoostTimer = 600; // 10 seconds at 60fps showArenaEventPopup("Double Damage! (10s)"); LK.effects.flashObject(player, 0xFF6600, 300); } else if (coinCount < 20) { showArenaEventPopup("Not enough coins!"); } else if (damageBoostActive) { showArenaEventPopup("Double Damage already active!"); LK.effects.flashScreen(0xff6600, 200); } }; // In game.update, handle damage boost timer var _oldGameUpdate = game.update; game.update = function () { if (typeof _oldGameUpdate === "function") _oldGameUpdate.apply(this, arguments); // Damage boost timer logic if (damageBoostActive) { damageBoostTimer--; if (damageBoostTimer <= 0) { damageBoostActive = false; showArenaEventPopup("Double Damage ended!"); } } }; // Patch PlayerBullet to do double damage if boost is active var _oldPlayerBulletUpdate = PlayerBullet.prototype.update; PlayerBullet.prototype.update = function () { if (typeof _oldPlayerBulletUpdate === "function") _oldPlayerBulletUpdate.apply(this, arguments); // No-op, actual damage logic is in main game loop }; // Patch main game loop for double damage var _oldPlayerBulletsLoop = false; if (!window._patchedPlayerBulletsLoop) { _oldPlayerBulletsLoop = true; window._patchedPlayerBulletsLoop = true; var _oldGameUpdate2 = game.update; game.update = function () { // Call original update if (typeof _oldGameUpdate2 === "function") _oldGameUpdate2.apply(this, arguments); // Patch player bullet damage for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { LK.getSound('hit').play(); if (typeof e.takeDamage === "function") { if (damageBoostActive) { e.takeDamage(2); // Double damage } else { e.takeDamage(1); } if (e._shouldRemove) { enemies.splice(j, 1); } } hit = true; break; } } if (hit || isOutOfBounds(b)) { b.destroy(); playerBullets.splice(i, 1); } } }; } updateScoreAndLevel();
===================================================================
--- original.js
+++ change.js
@@ -14,11 +14,20 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = coinGfx.width * 0.5;
+ // Lively: Animate scale and color
+ self._colorPulse = 0;
self.update = function () {
// Hafifçe döndür
coinGfx.rotation += 0.12;
+ // Lively: Pulse scale and color
+ self._colorPulse += 0.13;
+ var scale = 1 + Math.sin(self._colorPulse) * 0.12;
+ coinGfx.scaleX = scale;
+ coinGfx.scaleY = scale;
+ var colorPhase = Math.floor((Math.sin(self._colorPulse) + 1) * 127);
+ coinGfx.tint = 0xFFD700 + colorPhase * 0x100;
};
return self;
});
// Düşman karakteri (AI) - Enemy1: Kendini iyileştirme yeteneği
@@ -28,8 +37,10 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
self.type = 1;
self.speed = 3 + Math.random() * 2;
self.dir = Math.random() * Math.PI * 2;
self.shootCooldown = 60 + Math.floor(Math.random() * 60);
@@ -78,8 +89,15 @@
self.x += Math.sin(self._frozen) * 2;
self.y += Math.cos(self._frozen) * 2;
return;
}
+ // Lively: Animate color and scale
+ self._colorPulse += 0.09;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.08;
+ enemyGfx.scaleX = livelyScale;
+ enemyGfx.scaleY = livelyScale;
+ var livelyColor = 0xff0000 + Math.floor((Math.sin(self._colorPulse) + 1) * 0x008800);
+ enemyGfx.tint = livelyColor;
// --- YENİ: Kendini iyileştirme ---
if (self.healCooldown > 0) {
self.healCooldown--;
} else {
@@ -143,8 +161,10 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
self.type = 2;
self.angle = Math.random() * Math.PI * 2;
// Enemy2: Orbit around a random point in the arena, not the player
self.centerX = 200 + Math.random() * 1648;
@@ -213,8 +233,15 @@
}
self.angle += self.speed;
self.x = self.centerX + Math.cos(self.angle) * self.orbitRadius;
self.y = self.centerY + Math.sin(self.angle) * self.orbitRadius;
+ // Lively: Animate color and scale
+ self._colorPulse += 0.11;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.09;
+ enemyGfx.scaleX = livelyScale;
+ enemyGfx.scaleY = livelyScale;
+ var livelyColor = 0x00aaff + Math.floor((Math.sin(self._colorPulse) + 1) * 0x005500);
+ enemyGfx.tint = livelyColor;
// Ateş etme
if (self.shootCooldown > 0) {
self.shootCooldown--;
} else {
@@ -260,8 +287,10 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemyGfx.width * 0.5;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
self.type = 3;
self.jumpTimer = 60 + Math.floor(Math.random() * 60);
self.targetX = 200 + Math.random() * 1648;
self.targetY = 200 + Math.random() * 2332;
@@ -310,8 +339,15 @@
self.targetX = 200 + Math.random() * 1648;
self.targetY = 200 + Math.random() * 2332;
self.jumpTimer = 60 + Math.floor(Math.random() * 60);
}
+ // Lively: Animate color and scale
+ self._colorPulse += 0.13;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.10;
+ enemyGfx.scaleX = livelyScale;
+ enemyGfx.scaleY = livelyScale;
+ var livelyColor = 0xaa00ff + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300);
+ enemyGfx.tint = livelyColor;
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 1) {
@@ -356,9 +392,8 @@
}
};
return self;
});
-// Düşman mermisi
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('enemyBullet', {
anchorX: 0.5,
@@ -366,11 +401,20 @@
});
self.radius = bulletGfx.width * 0.5;
self.vx = 0;
self.vy = 0;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
+ // Lively: Animate color and scale
+ self._colorPulse += 0.16;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.09;
+ bulletGfx.scaleX = livelyScale;
+ bulletGfx.scaleY = livelyScale;
+ var livelyColor = 0xff4444 + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300);
+ bulletGfx.tint = livelyColor;
};
return self;
});
// Oyuncu karakteri
@@ -381,13 +425,22 @@
anchorY: 0.5
});
self.radius = playerGfx.width * 0.5;
self.shootCooldown = 0;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
// Oyuncuya can ekle
self.maxHealth = typeof playerMaxHealth !== "undefined" ? playerMaxHealth : 5;
self.health = typeof playerHealth !== "undefined" ? playerHealth : self.maxHealth;
self.update = function () {
if (self.shootCooldown > 0) self.shootCooldown--;
+ // Lively: Animate color and scale
+ self._colorPulse += 0.10;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.07;
+ playerGfx.scaleX = livelyScale;
+ playerGfx.scaleY = livelyScale;
+ var livelyColor = 0x00ffcc + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300);
+ playerGfx.tint = livelyColor;
};
return self;
});
// Oyuncu mermisi
@@ -399,11 +452,20 @@
});
self.radius = bulletGfx.width * 0.5;
self.vx = 0;
self.vy = 0;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
+ // Lively: Animate color and scale
+ self._colorPulse += 0.18;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.10;
+ bulletGfx.scaleX = livelyScale;
+ bulletGfx.scaleY = livelyScale;
+ var livelyColor = 0x00ffff + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300);
+ bulletGfx.tint = livelyColor;
};
return self;
});
// Güçlendirici (PowerUp) kutusu
@@ -413,8 +475,10 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = powerGfx.width * 0.5;
+ // Lively: Animate color and scale
+ self._colorPulse = Math.random() * Math.PI * 2;
self.type = "power";
// Sadece basit ve çalışan powerup efektleri
var effects = ["rapid",
// Hızlı ateş (fire rate)
@@ -427,8 +491,15 @@
self.effect = effects[Math.floor(Math.random() * effects.length)];
self.update = function () {
// Hafifçe döndür
powerGfx.rotation += 0.08;
+ // Lively: Animate color and scale
+ self._colorPulse += 0.12;
+ var livelyScale = 1 + Math.sin(self._colorPulse) * 0.13;
+ powerGfx.scaleX = livelyScale;
+ powerGfx.scaleY = livelyScale;
+ var livelyColor = 0x00ff00 + Math.floor((Math.sin(self._colorPulse) + 1) * 0x003300);
+ powerGfx.tint = livelyColor;
};
return self;
});
powerup. In-Game asset. 2d. High contrast. No shadows
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