User prompt
oyundaki bu kodlara bak herşeyi optimize et oyun da kasma lag gibi hiç bir durum olmasın
User prompt
oyunu komple optimize et
User prompt
oyunu optimize et oyun kasıyor
User prompt
düşman sıklığı biraz artsın
User prompt
düşman mermileri biraz yavaş gelsin
User prompt
oyunu optimize et
User prompt
oyuncuya biraz saldırı hızı ekle
User prompt
powerup daha farklı özellikler versin koyabildiğin kadar özellik koy çalışan özellikler kalsın çalışmayanları sil
User prompt
oyuna başlamadan önce nasıl oynancağıyla ilgili bir yazı yaz
User prompt
tamam şimdi en başta düşman sıklığını çoğalt ve canını azalt sonra git gide güçlensin düşmanlar can olarak
User prompt
kaldır onu bir işe yaramıyorsa
User prompt
## 9. Eğitim ve İpuçları - Oyuncuya ilk oynayışta kısa bir tutorial veya ekranda ipucu balonları. - PowerUp ve düşman tipleri için bilgi ekranı. bunu ekle oyuncuda görsün
User prompt
sol üste koy yazıyı
User prompt
oyuncuyada göstermen lazım eklediklerini
User prompt
## 8. İstatistikler ve Liderlik Tablosu - En yüksek skor, en uzun kombo, toplam öldürülen düşman gibi istatistikler. - Arkadaşlar arasında veya global liderlik tablosu (eğer sistem destekliyorsa). bunu ekler misin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
## 4. Daha Fazla PowerUp ve Kombinasyon - **Zaman Yavaşlatma:** Kısa süreliğine tüm düşmanlar yavaşlar. - **Magnet:** Yakındaki coin ve powerupları otomatik çeker. - **Randomizer:** Tüm düşmanların tipini anlık değiştirir. - PowerUp kombinasyonları ile yeni, sürpriz efektler (ör: Rapid + Magnet = Süper çekim ateşi). bunu ekler misin
User prompt
playerın saldırısını 2 yap
User prompt
düşmanlar çok çıksın ve scorela birlikte güçlensinler can olarak
User prompt
ses eklemiyorum uygulama bozuk sen ekler misin
User prompt
score komboyla da artsın
User prompt
playerın aldığı max attack ve max health sıfırla
User prompt
şuan oynadığım playerı sıfırla
User prompt
skor kazanmak kolaylaşssın
User prompt
tamam şimdi max health 250 coin max attack 250 coin olsun
User prompt
boşver yazı çıkmasın
/**** * 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; self.update = function () { // Hafifçe döndür coinGfx.rotation += 0.12; }; 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; 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 // --- KOMİK KONUŞMA BALONU --- // Funny lines (ENGLISH + EMOJIS) self._funnyLines = ["You can't catch me! 🏃♂️💨", "That tickles! 😂", "I'm about to explode! 💥", "Alien or comedian? 👽🤡", "Look, I'm dancing! 🕺", "Don't shoot, I'm friendly! ✌️", "Tea break time! 🍵", "Beep bop! Error! 🤖", "Are you a hero or a clown? 🦸♂️🤡", "Leveling up soon! ⏫", "Oops, wrong galaxy! 💫", "Pizza delivery! 🍕", "I want a burger! 🍔", "Insert coin to continue! 👾", "Dance battle, anyone? 💃", "Quack! Wrong sound? 🦆", "Say cheese! 🧀", "Rawr! I'm a tiny dino. 🦖", "Brain freeze! 🧠❄️", "Crab rave time! 🦀🎶", "Hoot hoot! Night shift. 🦉", "I floss daily. 🦷", "To the moon! 🚀", "Catch me if you can! 😜", "This is my serious face. 🥸"]; self._speechBubble = null; self._speechTimer = 0; self._showSpeech = function (text) { // Eski balon varsa sil if (self._speechBubble) { self._speechBubble.destroy(); self._speechBubble = null; } var bubble = new Text2(text, { size: 48, fill: 0xffffff, font: "Impact" }); bubble.anchor.set(0.5, 1); bubble.x = self.x; bubble.y = self.y - self.radius - 60; bubble.alpha = 1; game.addChild(bubble); self._speechBubble = bubble; // Balonu 1.2 saniyede kaybolacak şekilde animasyonla tween(bubble, { alpha: 0 }, { duration: 1200, onFinish: function onFinish() { if (bubble) bubble.visible = false; if (self._speechBubble === bubble) self._speechBubble = null; } }); }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffff00, 200); // Komik konuşma: Hasar alınca %60 ihtimalle konuşsun if (Math.random() < 0.6) { var line = self._funnyLines[Math.floor(Math.random() * self._funnyLines.length)]; self._showSpeech(line); } 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 + (comboCount > 1 ? comboCount : 0); } else if (player._scoreBoost && player._scoreBoost > 0) { score += 2 + (comboCount > 1 ? comboCount : 0); } else { score += 1 + (comboCount > 1 ? comboCount : 0); } 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; } // --- 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); } // --- KOMİK KONUŞMA: Rastgele aralıklarla konuşsun --- // Her update'de sayaç azalt, 0 olunca konuş if (self._speechTimer > 0) { self._speechTimer--; } else if (Math.random() < 0.01) { // %1 ihtimalle her frame var line = self._funnyLines[Math.floor(Math.random() * self._funnyLines.length)]; self._showSpeech(line); self._speechTimer = 180 + Math.floor(Math.random() * 120); // 3-5 saniye bekle } // --- 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(24, 180 * 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; } // Konuşma balonunu takip ettir if (self._speechBubble) { self._speechBubble.x = self.x; self._speechBubble.y = self.y - self.radius - 60; } }; 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; 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 + (comboCount > 1 ? comboCount : 0); } else { score += 1 + (comboCount > 1 ? comboCount : 0); } 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; // 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(24, 180 * 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; 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 + (comboCount > 1 ? comboCount : 0); } else { score += 1 + (comboCount > 1 ? comboCount : 0); } 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); } 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(24, 180 * 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 mermisi 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; self.update = function () { self.x += self.vx; self.y += self.vy; }; 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; // 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--; }; 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; self.update = function () { self.x += self.vx; self.y += self.vy; }; 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; self.type = "power"; // Yeni powerup efektleri eklendi var effects = ["rapid", // Hızlı ateş (fire rate) "triple", // Üçlü atış "shield", // Kalkan "heal", // Can doldur "wallBounce", // Duvar sekme "reflect", // Düşman mermisi sektirme "slow", // Zaman yavaşlatma (tüm düşmanlar yavaşlar) "magnet", // Magnet (yakındaki coin/powerup çeker) "randomizer", // Randomizer (tüm düşmanların tipi değişir) "superHeal", // Süper can: max canı artır ve doldur "freezeBullets", // Düşman mermilerini dondur "coinRain", // Ekrana coin yağmuru "enemyClear", // Tüm düşmanları yok et "scoreBoost" // Skor 2x (15s) ]; self.effect = effects[Math.floor(Math.random() * effects.length)]; self.update = function () { // Hafifçe döndür powerGfx.rotation += 0.08; }; return self; }); // PowerUpCombo: Birleşmiş poweruplar için özel kutu var PowerUpCombo = Container.expand(function () { var self = Container.call(this); var powerGfx = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.radius = powerGfx.width * 0.6; self.type = "powerCombo"; self.effects = []; // ["rapid", "triple", ...] self.update = function () { // Hafifçe döndür ve renk değiştir (her efekt için farklı renkler) powerGfx.rotation += 0.12; // Renkleri birleştir: efekt sayısına göre tint değiştir if (self.effects.indexOf("slow") !== -1 && self.effects.length === 1) { powerGfx.tint = 0x66ccff; // Mavi (slow) } else if (self.effects.indexOf("magnet") !== -1 && self.effects.length === 1) { powerGfx.tint = 0xff00ff; // Magnet için mor } else if (self.effects.indexOf("randomizer") !== -1 && self.effects.length === 1) { powerGfx.tint = 0x00ffcc; // Randomizer için turkuaz } else if (self.effects.length === 2) { powerGfx.tint = 0xFFD700; // Altın } else if (self.effects.length >= 3) { powerGfx.tint = 0xFF44FF; // Pembe } else { powerGfx.tint = 0xFFFFFF; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0074D9 }); /**** * Game Code ****/ // Space background images (add your own image asset IDs as needed) // --- SPACE BACKGROUND --- // Global değişkenler // Space backgrounds as assets 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 // Permanent max health and max attack upgrades RESET storage.permMaxHealthUp = 0; storage.permMaxAttackUp = 0; // Permanent max health upgrade from storage var permHealthUp = typeof storage.permMaxHealthUp === "number" ? storage.permMaxHealthUp : 0; var playerMaxHealth = 10 + permHealthUp; 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; // --- HOW TO PLAY POPUP (before game starts) --- var howToPlayTxt = new Text2("Nasıl Oynanır?\n\n" + "- Parmağınızı ekrana basılı tutup karakterinizi ARENADA sürükleyin.\n" + "- Düşmanlardan ve mermilerden kaçın, otomatik ateşle düşmanları yok edin!\n" + "- Güçlendiricileri (PowerUp) ve altınları toplayın.\n" + "- Kombo yaparak daha fazla puan kazanın.\n" + "- Sol üstte istatistiklerinizi takip edin.\n\n" + "Başlamak için ekrana dokunun!", { size: 70, fill: "#fff", font: "Impact", align: "center", wordWrap: true, wordWrapWidth: 1600 }); howToPlayTxt.anchor.set(0.5, 0.5); howToPlayTxt.x = 2048 / 2; howToPlayTxt.y = 2732 / 2; howToPlayTxt.background = { color: 0x222244, alpha: 0.92, padding: 60, radius: 48 }; LK.gui.center.addChild(howToPlayTxt); // Oyuncu dokununca başlat var howToPlayActive = true; game.down = function (x, y, obj) { if (howToPlayActive) { howToPlayActive = false; howToPlayTxt.visible = false; startGame(); } else { // If player is tapped, start dragging var px = player.x, py = player.y; var dx = x - px, dy = y - py; var dist = Math.sqrt(dx * dx + dy * dy); // User-friendly: If tapped on player, start dragging, otherwise do nothing if (dist < player.radius + 80) { // wider area, easier drag dragNode = player; lastPlayerPos.x = x; lastPlayerPos.y = y; // When drag starts, don't fire, prevent accidental fire // 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 { // (Removed: tap-to-shoot code is now gone) } } }; // --- OYUNU BAŞLAT --- function startGame() { // Oyun değişkenlerini sıfırla isInMainMenu = false; // Oyun başlarken menüden çık score = 0; level = 1; // Apply permanent max health upgrade from storage var permHealthUp = typeof storage.permMaxHealthUp === "number" ? storage.permMaxHealthUp : 0; playerMaxHealth = 10 + permHealthUp; 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 }; // Apply permanent max attack upgrade from storage var permAttackUp = typeof storage.permMaxAttackUp === "number" ? storage.permMaxAttackUp : 0; if (typeof player !== "undefined") { player._permAttackUp = permAttackUp; } // Ultra power effect text clear if (typeof setUltraPowerEffectText === "function") setUltraPowerEffectText(''); if (typeof currentUltraPowerEffect !== "undefined") currentUltraPowerEffect = ""; // GUI güncelle updateScoreAndLevel(); updateStatsPanel(); 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; } } // Play background music (loops by default) LK.playMusic('musicId'); // 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); } // Score and level display 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 function (already in English, nothing to change) 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; // Apply permanent max attack upgrade from storage on initial load var permAttackUp = typeof storage.permMaxAttackUp === "number" ? storage.permMaxAttackUp : 0; player._permAttackUp = permAttackUp; // 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(); } // --- FUNNY SPEECH BUBBLE ON SPAWN (with emojis) --- var funnySpawnLines = ["👽 Boo! Did I scare you?", "😂 I'm too cute to shoot!", "🍕 Pizza time! Wait, no pizza?", "🦄 I'm a unicorn in disguise!", "💩 Oops, wrong galaxy!", "🤡 Who invited the clown?", "🕺 Dance battle, anyone?", "🐸 Ribbit! Oh wait, I'm not a frog.", "🚀 To the moon! ...or not.", "😜 Catch me if you can!", "🥸 This is my serious face.", "🧀 Say cheese!", "🦖 Rawr! I'm a tiny dino.", "👾 Insert coin to continue!", "🦆 Quack! Wrong sound?", "🍔 I want a burger!", "🧠 Brain freeze!", "🦷 I floss daily.", "🦀 Crab rave time!", "🦉 Hoot hoot! Night shift."]; if (typeof e._showSpeech === "function") { var spawnLine = funnySpawnLines[Math.floor(Math.random() * funnySpawnLines.length)]; e._showSpeech(spawnLine); } // Enemies get stronger: health increases with level and score if (typeof e.maxHealth !== "undefined") { // Her 3 level'da +1 can, her 20 skor'da +1 can var extraHealth = Math.floor(level / 3) + Math.floor(score / 20); e.maxHealth += extraHealth; e.health = e.maxHealth; } // Randomly spawn from edge var edge = Math.floor(Math.random() * 4); if (edge === 0) { // top e.x = 200 + Math.random() * 1648; e.y = -100; } else if (edge === 1) { // right e.x = 2148; e.y = 200 + Math.random() * 2332; } else if (edge === 2) { // bottom e.x = 200 + Math.random() * 1648; e.y = 2832; } else { // left 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 = 9 + level * 1; // Düşman mermisi hızı azaltıldı 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") { if (scoreTxt._lastScore !== score) { scoreTxt.setText('Score: ' + score); scoreTxt._lastScore = score; } } if (typeof levelTxt !== "undefined" && levelTxt && typeof levelTxt.setText === "function") { if (levelTxt._lastLevel !== level) { levelTxt.setText('Level: ' + level); levelTxt._lastLevel = level; } } if (typeof healthTxt !== "undefined" && healthTxt && typeof healthTxt.setText === "function") { if (healthTxt._lastHealth !== playerHealth) { healthTxt.setText('Health: ' + playerHealth); healthTxt._lastHealth = playerHealth; } } updateComboText(); } // Kombo GUI güncelle function updateComboText() { if (comboCount > 1) { if (comboTxt._lastCombo !== comboCount) { comboTxt.setText("COMBO x" + comboCount + "!"); comboTxt.visible = true; comboTxt.alpha = 1; comboTxt._lastCombo = comboCount; } } else { if (comboTxt.visible) { comboTxt.visible = false; comboTxt._lastCombo = 0; } } } // Oyun zorluğunu artır function increaseDifficulty() { level++; updateScoreAndLevel(); } // Oyun bitti function gameOver() { if (isGameOver) return; isGameOver = true; // --- STATISTICS: Update high score and max combo at game over --- if (score > storage.highScore) { storage.highScore = score; } if (maxCombo > storage.maxCombo) { storage.maxCombo = maxCombo; } updateStatsPanel(); 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) { // Apply movement delta var dx = x - lastPlayerPos.x; var dy = y - lastPlayerPos.y; dragNode.x += dx; dragNode.y += dy; // User-friendly: Prevent player from going out of bounds 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; } } // Out of bounds check 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++; // Fun: Random arena events (e.g. meteor shower, bonus rain, enemy freeze) // Every 15 seconds, a random event may trigger if (gameTick % 900 === 0 && gameTick > 0) { var eventType = Math.floor(Math.random() * 3); if (eventType === 0) { // Meteor shower: 10 fast bullets fall from the top 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); } // Short effect 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; } // --- Attack Speed Bonus: Stacks with powerups --- if (typeof player._attackSpeedBonus === "undefined") player._attackSpeedBonus = 0; // Otomatik ateş etme (her 10 frame'de bir, rapid fire veya attack speed bonus varsa daha hızlı) var baseShootInterval = 10; var rapidFireInterval = powerActive ? 4 : baseShootInterval; var attackSpeedInterval = Math.max(2, rapidFireInterval - player._attackSpeedBonus * 2); var shootInterval = attackSpeedInterval; 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) { // --- Otomatik nişan geliştirme: Düşmanın hareketini tahmin et --- // Düşmanın bir sonraki pozisyonunu tahmin etmek için basit linear prediction var bulletSpeed = 32; var ex = targetEnemy.x; var ey = targetEnemy.y; var evx = 0, evy = 0; // Tahmini hız: son pozisyonları varsa kullan if (typeof targetEnemy._lastX === "number" && typeof targetEnemy._lastY === "number") { evx = targetEnemy.x - targetEnemy._lastX; evy = targetEnemy.y - targetEnemy._lastY; } // Hedefe olan mesafe var dx = ex - player.x; var dy = ey - player.y; var dist = Math.sqrt(dx * dx + dy * dy); // Zaman tahmini (kaç frame sonra mermi ulaşır) var t = dist / bulletSpeed; // Tahmini hedef pozisyonu var predictedX = ex + evx * t; var predictedY = ey + evy * t; // Triple shot powerup varsa üçlü mermi ateşle if (player._tripleShot && player._tripleShot > 0) { for (var s = -1; s <= 1; s++) { var angle = Math.atan2(predictedY - player.y, predictedX - 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, predictedX, predictedY); } } } // Düşman update for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // Skip update if enemy is destroyed or out of bounds if (!e || typeof e.destroyed !== "undefined" && e.destroyed) { enemies.splice(i, 1); continue; } if (isOutOfBounds(e)) { if (e._healthBar) { e._healthBar.destroy(); } e.destroy(); enemies.splice(i, 1); continue; } // --- Otomatik nişan için: Son pozisyonu kaydet --- e._lastX = typeof e.x === "number" ? e.x : 0; e._lastY = typeof e.y === "number" ? e.y : 0; e.update(); // Can barı çizimi (her düşmanın üstünde) - optimize: sadece health değiştiyse güncelle if (!e._healthBar) { e._healthBar = new Text2('', { size: 64, fill: 0xFF4444, font: "Impact" // Daha büyük ve kalın font }); e._healthBar.anchor.set(0.5, 1); game.addChild(e._healthBar); } if (typeof e.health !== "undefined" && typeof e.maxHealth !== "undefined") { if (e._healthBar._lastHealth !== e.health || e._healthBar._lastMaxHealth !== e.maxHealth) { e._healthBar.setText("♥ " + e.health + "/" + e.maxHealth); e._healthBar._lastHealth = e.health; e._healthBar._lastMaxHealth = e.maxHealth; } e._healthBar.x = e.x; e._healthBar.y = e.y - e.radius - 18; 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); LK.getSound('hit').play(); 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 // --- Coin drop chance increases with comboCount (kill streak) --- var baseCoinChance = 0.7; // %70 default (arttırıldı) var extraChance = Math.min(comboCount * 0.10, 0.5); // +%10 per combo, max +%50 (arttırıldı) if (Math.random() < baseCoinChance + extraChance) { spawnCoin(e.x, e.y); } // --- PowerUp drop şansı: %20 + kombo başına %4, max %40 --- (yeni) var basePowerUpChance = 0.20; var extraPowerUpChance = Math.min(comboCount * 0.04, 0.20); if (Math.random() < basePowerUpChance + extraPowerUpChance) { spawnPowerUp(); // Son çıkan powerup'ı düşmanın pozisyonuna koy if (powerUps.length > 0) { var pu = powerUps[powerUps.length - 1]; pu.x = e.x; pu.y = e.y; } } enemies.splice(i, 1); // KOMBO: Düşman öldürdüyse kombo başlat if (typeof e._killedByPlayer === "undefined" || e._killedByPlayer) { comboCount++; comboTimer = maxComboTime; if (comboCount > maxCombo) maxCombo = comboCount; // --- STATISTICS: Update maxCombo and totalEnemiesKilled --- if (comboCount > storage.maxCombo) { storage.maxCombo = comboCount; updateStatsPanel(); } storage.totalEnemiesKilled = (typeof storage.totalEnemiesKilled === "number" ? storage.totalEnemiesKilled : 0) + 1; updateStatsPanel(); updateComboText(); } continue; } } else { e.destroy(); if (e._healthBar) { e._healthBar.destroy(); } // COIN: Düşman öldüğünde coin spawn et // --- Coin drop chance increases with comboCount (kill streak) --- var baseCoinChance = 0.7; // %70 default (arttırıldı) var extraChance = Math.min(comboCount * 0.10, 0.5); // +%10 per combo, max +%50 (arttırıldı) if (Math.random() < baseCoinChance + extraChance) { spawnCoin(e.x, e.y); } // --- PowerUp drop şansı: %20 + kombo başına %4, max %40 --- (yeni) var basePowerUpChance = 0.20; var extraPowerUpChance = Math.min(comboCount * 0.04, 0.20); if (Math.random() < basePowerUpChance + extraPowerUpChance) { spawnPowerUp(); // Son çıkan powerup'ı düşmanın pozisyonuna koy if (powerUps.length > 0) { var pu = powerUps[powerUps.length - 1]; pu.x = e.x; pu.y = e.y; } } enemies.splice(i, 1); // KOMBO: Düşman öldürdüyse kombo başlat comboCount++; comboTimer = maxComboTime; if (comboCount > maxCombo) maxCombo = comboCount; // --- STATISTICS: Update maxCombo and totalEnemiesKilled --- if (comboCount > storage.maxCombo) { storage.maxCombo = comboCount; updateStatsPanel(); } storage.totalEnemiesKilled = (typeof storage.totalEnemiesKilled === "number" ? storage.totalEnemiesKilled : 0) + 1; updateStatsPanel(); updateComboText(); continue; } } } // Oyuncu mermisi update for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; // Skip update if bullet is destroyed or out of bounds if (!b || typeof b.destroyed !== "undefined" && b.destroyed) { playerBullets.splice(i, 1); continue; } if (isOutOfBounds(b)) { b.destroy(); playerBullets.splice(i, 1); continue; } 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._killedByPlayer = true; // Kombo için işaretle // Use permanent attack upgrade for bullet damage var permAttackUp = typeof player._permAttackUp === "number" ? player._permAttackUp : 0; var bulletDamage = 2 + permAttackUp; e.takeDamage(bulletDamage); if (e._shouldRemove) { enemies.splice(j, 1); } } hit = true; break; } } // WALL BOUNCE: Eğer aktifse, mermi kenara çarptıysa sekmeli var wallBounceActive = player._wallBounce && player._wallBounce > 0; if (!hit && wallBounceActive) { var bounced = false; if (b.x < b.radius + 10 && b.vx < 0) { b.x = b.radius + 10; b.vx *= -1; bounced = true; } if (b.x > 2048 - b.radius - 10 && b.vx > 0) { b.x = 2048 - b.radius - 10; b.vx *= -1; bounced = true; } if (b.y < b.radius + 10 && b.vy < 0) { b.y = b.radius + 10; b.vy *= -1; bounced = true; } if (b.y > 2732 - b.radius - 10 && b.vy > 0) { b.y = 2732 - b.radius - 10; b.vy *= -1; bounced = true; } // Eğer sekmediyse ve hala out of bounds ise yok et if (!bounced && isOutOfBounds(b)) { b.destroy(); playerBullets.splice(i, 1); continue; } if (hit) { b.destroy(); playerBullets.splice(i, 1); continue; } } else { if (hit || isOutOfBounds(b)) { b.destroy(); playerBullets.splice(i, 1); continue; } } } // Düşman mermisi update for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; // Skip update if bullet is destroyed or out of bounds if (!b || typeof b.destroyed !== "undefined" && b.destroyed) { enemyBullets.splice(i, 1); continue; } if (isOutOfBounds(b)) { b.destroy(); enemyBullets.splice(i, 1); continue; } b.update(); // Oyuncuya çarpma var reflectActive = player._reflect && player._reflect > 0; if (b.intersects(player)) { if (reflectActive) { // Reflect: Düşman mermisi oyuncuya çarptığında geri sektir // Yönünü ters çevir ve playerBullet'a çevir var newB = new PlayerBullet(); newB.x = b.x; newB.y = b.y; // Yönü ters çevir var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy); if (mag === 0) mag = 1; newB.vx = -b.vx / mag * 32; newB.vy = -b.vy / mag * 32; playerBullets.push(newB); game.addChild(newB); LK.effects.flashObject(player, 0x00ffcc, 200); showArenaEventPopup("Reflected!"); b.destroy(); enemyBullets.splice(i, 1); continue; } else 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); LK.getSound('hit').play(); 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); continue; } } // 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 // --- PowerUp birleşme ve combo mekaniği --- for (var i = powerUps.length - 1; i >= 0; i--) { var p = powerUps[i]; // Skip update if powerup is destroyed or out of bounds if (!p || typeof p.destroyed !== "undefined" && p.destroyed) { powerUps.splice(i, 1); continue; } if (isOutOfBounds(p)) { p.destroy(); powerUps.splice(i, 1); continue; } p.update(); // Magnet veya Super Magnet aktifse, powerupları çek var magnetActive = player._magnet && player._magnet > 0; var superMagnetActive = player._superMagnetShot && player._superMagnetShot > 0; if (magnetActive || superMagnetActive) { var distToPlayer = Math.sqrt((p.x - player.x) * (p.x - player.x) + (p.y - player.y) * (p.y - player.y)); var pullRadius = superMagnetActive ? 800 : 400; if (distToPlayer < pullRadius) { // PowerUp oyuncuya doğru çekilsin var pullSpeed = superMagnetActive ? 60 : 30; var dx = player.x - p.x; var dy = player.y - p.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 1) { p.x += dx / d * pullSpeed; p.y += dy / d * pullSpeed; } } } // PowerUp-PowerUp çarpışması: Birleşme for (var j = i - 1; j >= 0; j--) { var p2 = powerUps[j]; if (p !== p2 && p.intersects(p2)) { // İki powerup birleşirse: PowerUpCombo oluştur var combo = new PowerUpCombo(); combo.x = (p.x + p2.x) / 2; combo.y = (p.y + p2.y) / 2; combo.effects = []; // Farklı efektleri ekle (tekrar yok) if (p.effect && combo.effects.indexOf(p.effect) === -1) combo.effects.push(p.effect); if (p2.effect && combo.effects.indexOf(p2.effect) === -1) combo.effects.push(p2.effect); // Eğer p veya p2 zaten combo ise, efektlerini ekle if (p.effects && Array.isArray(p.effects)) { for (var ce = 0; ce < p.effects.length; ce++) { if (combo.effects.indexOf(p.effects[ce]) === -1) combo.effects.push(p.effects[ce]); } } if (p2.effects && Array.isArray(p2.effects)) { for (var ce2 = 0; ce2 < p2.effects.length; ce2++) { if (combo.effects.indexOf(p2.effects[ce2]) === -1) combo.effects.push(p2.effects[ce2]); } } // Sınır: En fazla 3 efektli combo if (combo.effects.length > 3) combo.effects = combo.effects.slice(0, 3); powerUps.splice(i, 1); powerUps.splice(j, 1); p.destroy(); p2.destroy(); powerUps.push(combo); game.addChild(combo); // Combo birleşme popup showArenaEventPopup("PowerUp Combo!"); break; } } // Oyuncu ile çarpışma if (player.intersects(p)) { // PowerUp veya PowerUpCombo alındı var effectsToApply = []; if (p.effect) { effectsToApply = [p.effect]; } else if (p.effects && Array.isArray(p.effects)) { effectsToApply = p.effects.slice(); } var popupMsg = []; var comboRapid = false, comboMagnet = false; // --- PowerUp efektlerini uygula --- for (var ef = 0; ef < effectsToApply.length; ef++) { var effect = effectsToApply[ef]; if (effect === "rapid") { // --- Attack Speed Bonus: Stackable --- if (typeof player._attackSpeedBonus !== "number") player._attackSpeedBonus = 0; player._attackSpeedBonus += 1; powerActive = true; powerTimer = 600; popupMsg.push("RAPID FIRE! (10s)"); comboRapid = true; } else if (effect === "triple") { player._tripleShot = 600; popupMsg.push("TRIPLE SHOT! (10s)"); } else if (effect === "shield") { player._shield = 5; popupMsg.push("Shield (5 hits)!"); } else if (effect === "heal") { playerHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); popupMsg.push("Full Health!"); } else if (effect === "wallBounce") { player._wallBounce = 600; popupMsg.push("WALL BOUNCE! (10s)"); } else if (effect === "reflect") { player._reflect = 600; popupMsg.push("REFLECT ENEMY BULLETS! (10s)"); } else if (effect === "slow") { // Zaman yavaşlatma: tüm düşmanlar yavaşlar for (var si = 0; si < enemies.length; si++) { enemies[si]._frozen = 180; // 3 saniye yavaşlat } popupMsg.push("TIME SLOW! (3s)"); LK.effects.flashScreen(0x66ccff, 400); } else if (effect === "magnet") { // Magnet: yakındaki coin ve powerupları çek comboMagnet = true; popupMsg.push("MAGNET! (5s)"); player._magnet = 300; // 5 saniye } else if (effect === "randomizer") { // Randomizer: tüm düşmanların tipi değişir for (var ri = 0; ri < enemies.length; ri++) { var e = enemies[ri]; var t = Math.random(); var newE; if (t < 0.4) newE = new Enemy();else if (t < 0.7) newE = new Enemy2();else newE = new Enemy3(); newE.x = e.x; newE.y = e.y; newE.maxHealth = e.maxHealth; newE.health = e.health; newE._frozen = e._frozen; newE._healthBar = e._healthBar; newE._visHealthBar = e._visHealthBar; newE._visHealthBarBg = e._visHealthBarBg; newE._visHealthBarFg = e._visHealthBarFg; enemies[ri].destroy(); enemies[ri] = newE; game.addChild(newE); } popupMsg.push("RANDOMIZER! (All enemies changed)"); LK.effects.flashScreen(0x00ffcc, 400); } else if (effect === "superHeal") { // Süper can: hem canı doldur hem max canı 2 artır playerMaxHealth += 2; playerHealth = playerMaxHealth; if (typeof player.maxHealth !== "undefined") player.maxHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); popupMsg.push("SUPER HEAL! (+2 Max Health)"); } else if (effect === "freezeBullets") { // Freeze all enemy bullets for 3 seconds for (var bi = 0; bi < enemyBullets.length; bi++) { enemyBullets[bi]._frozen = 180; } popupMsg.push("FREEZE ENEMY BULLETS! (3s)"); LK.effects.flashScreen(0x00eaff, 400); } else if (effect === "coinRain") { // Spawn 10 coins at random locations for (var ci = 0; ci < 10; ci++) { spawnCoin(); } popupMsg.push("COIN RAIN!"); LK.effects.flashScreen(0xffd700, 400); } else if (effect === "enemyClear") { // Destroy all enemies on screen for (var ei = enemies.length - 1; ei >= 0; ei--) { if (enemies[ei]._healthBar) enemies[ei]._healthBar.destroy(); if (enemies[ei]._visHealthBar) enemies[ei]._visHealthBar.destroy(); enemies[ei].destroy(); enemies.splice(ei, 1); } popupMsg.push("ENEMY CLEAR!"); LK.effects.flashScreen(0xff4444, 600); } else if (effect === "scoreBoost") { // 2x skor için 15 saniye player._scoreBoost = 900; popupMsg.push("SCORE BOOST! (15s)"); } } // --- PowerUp Kombinasyonları: Rapid + Magnet = Süper Çekim Ateşi --- if (comboRapid && comboMagnet) { player._superMagnetShot = 600; // 10 saniye süper çekim ateşi popupMsg.push("SUPER MAGNET SHOT! (10s)"); LK.effects.flashScreen(0xff00ff, 600); } // --- PowerUp efektleri bitti --- LK.effects.flashObject(player, 0x00ffcc, 400); showArenaEventPopup("PowerUp: " + popupMsg.join(" + ")); 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]; // Skip update if coin is destroyed or out of bounds if (!c || typeof c.destroyed !== "undefined" && c.destroyed) { coins.splice(i, 1); continue; } if (isOutOfBounds(c)) { c.destroy(); coins.splice(i, 1); continue; } c.update(); // Magnet veya Super Magnet aktifse, coinleri çek var magnetActive = player._magnet && player._magnet > 0; var superMagnetActive = player._superMagnetShot && player._superMagnetShot > 0; if (magnetActive || superMagnetActive) { var distToPlayer = Math.sqrt((c.x - player.x) * (c.x - player.x) + (c.y - player.y) * (c.y - player.y)); var pullRadius = superMagnetActive ? 800 : 400; if (distToPlayer < pullRadius) { // Coin oyuncuya doğru çekilsin var pullSpeed = superMagnetActive ? 60 : 30; var dx = player.x - c.x; var dy = player.y - c.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 1) { c.x += dx / d * pullSpeed; c.y += dy / d * pullSpeed; } } } 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; // --- Attack Speed Bonus: Remove one stack when rapid fire ends --- if (typeof player._attackSpeedBonus === "number" && player._attackSpeedBonus > 0) { player._attackSpeedBonus -= 1; if (player._attackSpeedBonus < 0) player._attackSpeedBonus = 0; } } } // Triple shot süresi azalt if (player._tripleShot && player._tripleShot > 0) { player._tripleShot--; if (player._tripleShot <= 0) player._tripleShot = 0; } // Wall bounce süresi azalt if (player._wallBounce && player._wallBounce > 0) { player._wallBounce--; if (player._wallBounce <= 0) player._wallBounce = 0; } // Reflect süresi azalt if (player._reflect && player._reflect > 0) { player._reflect--; if (player._reflect <= 0) player._reflect = 0; } // Magnet süresi azalt if (player._magnet && player._magnet > 0) { player._magnet--; if (player._magnet <= 0) player._magnet = 0; } // Super Magnet Shot süresi azalt if (player._superMagnetShot && player._superMagnetShot > 0) { player._superMagnetShot--; if (player._superMagnetShot <= 0) player._superMagnetShot = 0; } // Score Boost süresi azalt if (player._scoreBoost && player._scoreBoost > 0) { player._scoreBoost--; if (player._scoreBoost <= 0) player._scoreBoost = 0; } // Freeze enemy bullets süresi azalt for (var bi = 0; bi < enemyBullets.length; bi++) { if (enemyBullets[bi]._frozen && enemyBullets[bi]._frozen > 0) { enemyBullets[bi]._frozen--; // Dondurulmuşsa hareket etmesin enemyBullets[bi].vx = 0; enemyBullets[bi].vy = 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 // --- Düşmanlar çok çıksın: skor arttıkça daha sık spawn --- // spawnInterval: skor arttıkça daha hızlı (min 8 frame) var spawnInterval = Math.max(60 - level * 2 - Math.floor(score / 10), 8); // Aynı anda birden fazla düşman spawn: skor arttıkça daha fazla var enemySpawnCount = 1 + Math.floor(score / 30); if (gameTick % spawnInterval === 0) { for (var s = 0; s < enemySpawnCount; s++) { spawnEnemy(); } } }; // Sürükleme başlat game.down = function (x, y, obj) { // If player is tapped, start dragging var px = player.x, py = player.y; var dx = x - px, dy = y - py; var dist = Math.sqrt(dx * dx + dy * dy); // User-friendly: If tapped on player, start dragging, otherwise do nothing if (dist < player.radius + 80) { // wider area, easier drag dragNode = player; lastPlayerPos.x = x; lastPlayerPos.y = y; // When drag starts, don't fire, prevent accidental fire // 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 { // (Removed: tap-to-shoot code is now gone) } }; // Sürükleme bırak game.up = function (x, y, obj) { if (dragNode && typeof dragNode._dragStarted !== "undefined") { // If drag didn't start and released quickly, fire (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); LK.getSound('shoot').play(); } dragNode._dragStarted = false; dragNode._dragStartX = 0; dragNode._dragStartY = 0; dragNode._dragStartTime = 0; } dragNode = null; // User-friendly: Update last position when drag is released 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; } }; // At game start, reset score, level, and health score = 0; level = 1; playerHealth = playerMaxHealth; // --- STATISTICS: Persistent High Score, Max Combo, Total Enemies Killed --- storage.highScore = typeof storage.highScore === "number" ? storage.highScore : 0; storage.maxCombo = typeof storage.maxCombo === "number" ? storage.maxCombo : 0; storage.totalEnemiesKilled = typeof storage.totalEnemiesKilled === "number" ? storage.totalEnemiesKilled : 0; // COIN: Load persistent coin count coinCount = typeof storage.coins === "number" ? storage.coins : 0; if (typeof coinTxt !== "undefined" && coinTxt._lastCoinCount !== coinCount) { coinTxt.setText('₵ ' + coinCount); coinTxt._lastCoinCount = coinCount; } if (typeof player !== "undefined") { if (typeof player.maxHealth !== "undefined") player.maxHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; } // --- STATISTICS GUI --- // Oyuncuya istatistikleri gösteren panel (sol üstte, büyük ve kolay okunur, menü ikonundan uzak) var statsPanel = new Container(); LK.gui.topLeft.addChild(statsPanel); // Sol üstte, menü ikonundan uzak durmak için 110px sağa ve 10px aşağıya kaydır statsPanel.x = 110; statsPanel.y = 10; // High Score var statsHighScoreTxt = new Text2('High Score: ' + storage.highScore, { size: 48, fill: 0xFFD700, font: "Impact" }); statsHighScoreTxt.anchor.set(0, 0); statsHighScoreTxt.x = 0; statsHighScoreTxt.y = 0; statsPanel.addChild(statsHighScoreTxt); // Max Combo var statsMaxComboTxt = new Text2('Max Combo: ' + storage.maxCombo, { size: 48, fill: 0xFFFA00, font: "Impact" }); statsMaxComboTxt.anchor.set(0, 0); statsMaxComboTxt.x = 0; statsMaxComboTxt.y = 60; statsPanel.addChild(statsMaxComboTxt); // Total Enemies Killed var statsEnemiesKilledTxt = new Text2('Enemies Killed: ' + storage.totalEnemiesKilled, { size: 48, fill: 0xFF4444, font: "Impact" }); statsEnemiesKilledTxt.anchor.set(0, 0); statsEnemiesKilledTxt.x = 0; statsEnemiesKilledTxt.y = 120; statsPanel.addChild(statsEnemiesKilledTxt); // Paneli güncelleyen fonksiyon function updateStatsPanel() { if (typeof statsHighScoreTxt !== "undefined") statsHighScoreTxt.setText('High Score: ' + storage.highScore); if (typeof statsMaxComboTxt !== "undefined") statsMaxComboTxt.setText('Max Combo: ' + storage.maxCombo); if (typeof statsEnemiesKilledTxt !== "undefined") statsEnemiesKilledTxt.setText('Enemies Killed: ' + storage.totalEnemiesKilled); } updateStatsPanel(); // --- NEW: Random PowerUp Shop Button --- // Spend 30 coins to get a random powerup effect var randomPowerBtn = new Text2('Random PowerUp (30₵)', { size: 60, fill: 0x00BFFF, // Bright blue for high visibility font: "Impact" }); randomPowerBtn.anchor.set(0.5, 0); LK.gui.top.addChild(randomPowerBtn); randomPowerBtn.y = 420; randomPowerBtn.interactive = true; randomPowerBtn.buttonMode = true; randomPowerBtn.visible = true; randomPowerBtn.down = function (x, y, obj) { if (coinCount >= 30) { coinCount -= 30; storage.coins = coinCount; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); // Pick a random effect var effects = ["rapid", "triple", "heal", "wallBounce", "reflect", "shield", "slow", "magnet", "superHeal", "freezeBullets", "coinRain", "enemyClear", "scoreBoost"]; var effect = effects[Math.floor(Math.random() * effects.length)]; var popupMsg = ""; if (effect === "rapid") { // --- Attack Speed Bonus: Stackable --- if (typeof player._attackSpeedBonus !== "number") player._attackSpeedBonus = 0; player._attackSpeedBonus += 1; powerActive = true; powerTimer = 600; popupMsg = "RAPID FIRE! (10s)"; } else if (effect === "triple") { player._tripleShot = 600; popupMsg = "TRIPLE SHOT! (10s)"; } else if (effect === "heal") { playerHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); popupMsg = "Full Health!"; } else if (effect === "wallBounce") { player._wallBounce = 600; popupMsg = "WALL BOUNCE! (10s)"; } else if (effect === "reflect") { player._reflect = 600; popupMsg = "REFLECT ENEMY BULLETS! (10s)"; } else if (effect === "shield") { player._shield = 5; popupMsg = "Shield (5 hits)!"; } else if (effect === "slow") { for (var si = 0; si < enemies.length; si++) { enemies[si]._frozen = 180; } popupMsg = "TIME SLOW! (3s)"; LK.effects.flashScreen(0x66ccff, 400); } else if (effect === "magnet") { player._magnet = 300; popupMsg = "MAGNET! (5s)"; } else if (effect === "superHeal") { playerMaxHealth += 2; playerHealth = playerMaxHealth; if (typeof player.maxHealth !== "undefined") player.maxHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; updateScoreAndLevel(); popupMsg = "SUPER HEAL! (+2 Max Health)"; } else if (effect === "freezeBullets") { for (var bi = 0; bi < enemyBullets.length; bi++) { enemyBullets[bi]._frozen = 180; } popupMsg = "FREEZE ENEMY BULLETS! (3s)"; LK.effects.flashScreen(0x00eaff, 400); } else if (effect === "coinRain") { for (var ci = 0; ci < 10; ci++) { spawnCoin(); } popupMsg = "COIN RAIN!"; LK.effects.flashScreen(0xffd700, 400); } else if (effect === "enemyClear") { for (var ei = enemies.length - 1; ei >= 0; ei--) { if (enemies[ei]._healthBar) enemies[ei]._healthBar.destroy(); if (enemies[ei]._visHealthBar) enemies[ei]._visHealthBar.destroy(); enemies[ei].destroy(); enemies.splice(ei, 1); } popupMsg = "ENEMY CLEAR!"; LK.effects.flashScreen(0xff4444, 600); } else if (effect === "scoreBoost") { player._scoreBoost = 900; popupMsg = "SCORE BOOST! (15s)"; } LK.effects.flashObject(player, 0xFFD700, 400); // Coin color flash showArenaEventPopup("PowerUp: " + popupMsg); } else { showArenaEventPopup("Not enough coins!"); } }; // --- NEW: Random Permanent Ultra Power Button (red) --- var ultraPowerBtn = new Text2('Random ULTRA Power (100₵)', { size: 60, fill: 0xFF2222, // Red font: "Impact" }); ultraPowerBtn.anchor.set(0.5, 0); LK.gui.top.addChild(ultraPowerBtn); ultraPowerBtn.y = randomPowerBtn.y + 90; ultraPowerBtn.interactive = true; ultraPowerBtn.buttonMode = true; ultraPowerBtn.visible = true; // --- NEW: Permanent Upgrade Shop (bottom left) --- var permUpgradeBtn = new Text2('+1 Max Health (250₵)', { size: 60, fill: 0x00ff88, font: "Impact" }); permUpgradeBtn.anchor.set(0, 1); // bottom left LK.gui.bottomLeft.addChild(permUpgradeBtn); permUpgradeBtn.y = 0; permUpgradeBtn.x = 0; permUpgradeBtn.interactive = true; permUpgradeBtn.buttonMode = true; permUpgradeBtn.visible = true; // --- NEW: Permanent Max Attack Upgrade Button (bottom right, above health) --- var permAttackUpgradeBtn = new Text2('+1 Max Attack (250₵)', { size: 60, fill: 0xff8800, font: "Impact" }); permAttackUpgradeBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(permAttackUpgradeBtn); permAttackUpgradeBtn.y = permUpgradeBtn.y - 90; permAttackUpgradeBtn.x = 0; permAttackUpgradeBtn.interactive = true; permAttackUpgradeBtn.buttonMode = true; permAttackUpgradeBtn.visible = true; // Show current permanent upgrades (bottom left, above button) var permUpgradeInfoTxt = new Text2('', { size: 48, fill: 0xffffff, font: "Impact" }); permUpgradeInfoTxt.anchor.set(0, 1); // bottom left LK.gui.bottomLeft.addChild(permUpgradeInfoTxt); permUpgradeInfoTxt.y = permUpgradeBtn.y + 80; permUpgradeInfoTxt.x = 0; // Show current permanent attack upgrades (bottom right, above attack button) var permAttackUpgradeInfoTxt = new Text2('', { size: 48, fill: 0xff8800, font: "Impact" }); permAttackUpgradeInfoTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(permAttackUpgradeInfoTxt); permAttackUpgradeInfoTxt.y = permAttackUpgradeBtn.y + 80; permAttackUpgradeInfoTxt.x = 0; // Helper to update permanent upgrade info function updatePermUpgradeInfo() { var healthUp = typeof storage.permMaxHealthUp === "number" ? storage.permMaxHealthUp : 0; if (healthUp > 0) { // If maxed (let's say 10 is max), show MAXED and use green color, add background if (healthUp >= 10) { permUpgradeInfoTxt.setText("Max Health +" + healthUp + " (MAXED, permanent)"); permUpgradeInfoTxt.fill = 0x00ff00; permUpgradeInfoTxt.size = 36; permUpgradeInfoTxt.background = { color: 0x222222, alpha: 0.95, padding: 18, radius: 18 }; } else { permUpgradeInfoTxt.setText("Max Health +" + healthUp + " (permanent)"); permUpgradeInfoTxt.fill = 0xffffff; permUpgradeInfoTxt.size = 36; permUpgradeInfoTxt.background = { color: 0x222222, alpha: 0.8, padding: 12, radius: 12 }; } permUpgradeInfoTxt.visible = true; } else { permUpgradeInfoTxt.setText(""); permUpgradeInfoTxt.visible = false; permUpgradeInfoTxt.background = undefined; } var attackUp = typeof storage.permMaxAttackUp === "number" ? storage.permMaxAttackUp : 0; if (attackUp > 0) { // If maxed (let's say 10 is max), show MAXED and use orange color, add background if (attackUp >= 10) { permAttackUpgradeInfoTxt.setText("Max Attack +" + attackUp + " (MAXED, permanent)"); permAttackUpgradeInfoTxt.fill = 0xff8800; permAttackUpgradeInfoTxt.size = 36; permAttackUpgradeInfoTxt.background = { color: 0x222222, alpha: 0.95, padding: 18, radius: 18 }; } else { permAttackUpgradeInfoTxt.setText("Max Attack +" + attackUp + " (permanent)"); permAttackUpgradeInfoTxt.fill = 0xff8800; permAttackUpgradeInfoTxt.size = 36; permAttackUpgradeInfoTxt.background = { color: 0x222222, alpha: 0.8, padding: 12, radius: 12 }; } permAttackUpgradeInfoTxt.visible = true; } else { permAttackUpgradeInfoTxt.setText(""); permAttackUpgradeInfoTxt.visible = false; permAttackUpgradeInfoTxt.background = undefined; } } updatePermUpgradeInfo(); permUpgradeBtn.down = function (x, y, obj) { // Always update coinCount from storage before checking coinCount = typeof storage.coins === "number" ? storage.coins : coinCount; var healthUp = typeof storage.permMaxHealthUp === "number" ? storage.permMaxHealthUp : 0; if (coinCount >= 250) { coinCount -= 250; storage.coins = coinCount; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); // Increase permanent max health healthUp++; storage.permMaxHealthUp = healthUp; updatePermUpgradeInfo(); LK.effects.flashScreen(0x00ff88, 400); // Apply immediately to player playerMaxHealth = 10 + healthUp; playerHealth = playerMaxHealth; if (typeof player !== "undefined") { if (typeof player.maxHealth !== "undefined") player.maxHealth = playerMaxHealth; if (typeof player.health !== "undefined") player.health = playerHealth; } updateScoreAndLevel(); } else { showArenaEventPopup("Not enough coins!"); } }; // Permanent Max Attack Upgrade Button logic permAttackUpgradeBtn.down = function (x, y, obj) { coinCount = typeof storage.coins === "number" ? storage.coins : coinCount; var attackUp = typeof storage.permMaxAttackUp === "number" ? storage.permMaxAttackUp : 0; if (coinCount >= 250) { coinCount -= 250; storage.coins = coinCount; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); // Increase permanent max attack attackUp++; storage.permMaxAttackUp = attackUp; updatePermUpgradeInfo(); LK.effects.flashScreen(0xff8800, 400); // Apply immediately to player (if you want, e.g. set player._permAttackUp = attackUp) if (typeof player !== "undefined") { player._permAttackUp = attackUp; } } else { showArenaEventPopup("Not enough coins!"); } }; // --- ULTRA POWER EFFECT TEXT (top-right, red, bold) --- var ultraPowerEffectTxt = new Text2('', { size: 60, fill: 0xFF2222, font: "Impact", fontWeight: "bold" }); ultraPowerEffectTxt.anchor.set(1, 0); // right-top LK.gui.topRight.addChild(ultraPowerEffectTxt); ultraPowerEffectTxt.y = 0; ultraPowerEffectTxt.x = 0; // LK.gui.topRight is already at the right edge // Helper to set ultra power effect text var ultraPowerEffectTimeout = null; function setUltraPowerEffectText(txt) { if (typeof ultraPowerEffectTxt !== "undefined" && ultraPowerEffectTxt && typeof ultraPowerEffectTxt.setText === "function") { ultraPowerEffectTxt.setText(txt || ''); ultraPowerEffectTxt.visible = !!txt; // Hide after 2.5 seconds if text is set if (ultraPowerEffectTimeout) { LK.clearTimeout(ultraPowerEffectTimeout); ultraPowerEffectTimeout = null; } if (txt) { ultraPowerEffectTimeout = LK.setTimeout(function () { ultraPowerEffectTxt.setText(''); ultraPowerEffectTxt.visible = false; ultraPowerEffectTimeout = null; }, 5000); } } } // On game start, clear ultra power effect text setUltraPowerEffectText(''); // Track the current ultra power effect var currentUltraPowerEffect = ""; // Update the text when ultra power is bought ultraPowerBtn.down = function (x, y, obj) { // Always update coinCount from storage before checking coinCount = typeof storage.coins === "number" ? storage.coins : coinCount; if (coinCount >= 100) { coinCount -= 100; storage.coins = coinCount; if (typeof coinTxt !== "undefined") coinTxt.setText('₵ ' + coinCount); // Pick a random ultra-strong permanent effect var ultraEffects = ["superScoreBoost", "permaTriple", "permaRapid", "permaWallBounce", "permaReflect"]; var effect = ultraEffects[Math.floor(Math.random() * ultraEffects.length)]; var popupMsg = ""; var effectLabel = ""; if (effect === "superScoreBoost") { player._superScoreBoost = true; player._scoreBoost = 1; popupMsg = "PERMANENT: 10x Score!"; effectLabel = "10x Score!"; } else if (effect === "permaTriple") { player._tripleShot = 999999; popupMsg = "PERMANENT: Triple Shot!"; effectLabel = "Triple Shot!"; } else if (effect === "permaRapid") { // --- Attack Speed Bonus: Permanent --- if (typeof player._attackSpeedBonus !== "number") player._attackSpeedBonus = 0; player._attackSpeedBonus += 5; // Permanent big bonus powerActive = true; powerTimer = 999999; popupMsg = "PERMANENT: Rapid Fire!"; effectLabel = "Rapid Fire!"; } else if (effect === "permaWallBounce") { player._wallBounce = 999999; popupMsg = "PERMANENT: Wall Bounce!"; effectLabel = "Wall Bounce!"; } else if (effect === "permaReflect") { player._reflect = 999999; popupMsg = "PERMANENT: Reflect!"; effectLabel = "Reflect!"; } LK.effects.flashObject(player, 0xFF2222, 600); showArenaEventPopup("ULTRA Power: " + popupMsg); // Show effect label at top-right currentUltraPowerEffect = effectLabel; setUltraPowerEffectText(effectLabel); } else { showArenaEventPopup("Not enough coins!"); } };
===================================================================
--- original.js
+++ change.js
@@ -1104,9 +1104,9 @@
// --- Otomatik nişan için: Son pozisyonu kaydet ---
e._lastX = typeof e.x === "number" ? e.x : 0;
e._lastY = typeof e.y === "number" ? e.y : 0;
e.update();
- // Can barı çizimi (her düşmanın üstünde)
+ // Can barı çizimi (her düşmanın üstünde) - optimize: sadece health değiştiyse güncelle
if (!e._healthBar) {
e._healthBar = new Text2('', {
size: 64,
fill: 0xFF4444,
@@ -1175,10 +1175,9 @@
pu.y = e.y;
}
}
enemies.splice(i, 1);
- // KOMBO: Düşman öldürünce kombo artır
- // Oyuncu öldürdüyse kombo başlat
+ // KOMBO: Düşman öldürdüyse kombo başlat
if (typeof e._killedByPlayer === "undefined" || e._killedByPlayer) {
comboCount++;
comboTimer = maxComboTime;
if (comboCount > maxCombo) maxCombo = comboCount;
@@ -1217,9 +1216,9 @@
pu.y = e.y;
}
}
enemies.splice(i, 1);
- // KOMBO: Düşman öldürünce kombo artır
+ // KOMBO: Düşman öldürdüyse kombo başlat
comboCount++;
comboTimer = maxComboTime;
if (comboCount > maxCombo) maxCombo = comboCount;
// --- STATISTICS: Update maxCombo and totalEnemiesKilled ---
powerup. In-Game asset. 2d. High contrast. No shadows
robot enemy. In-Game asset. 2d. High contrast. No shadows
green robot enemy. In-Game asset. 2d. High contrast. No shadows
purple robot enemy. In-Game asset. 2d. High contrast. No shadows
player robot. In-Game asset. 2d. High contrast. No shadows
robot ammo. In-Game asset. 2d. High contrast. No shadows
coin. In-Game asset. 2d. High contrast. No shadows
robot ammo very red very big. In-Game asset. 2d. High contrast. No shadows
2d space bg. In-Game asset. 2d. High contrast. No shadows