User prompt
silah sıkınca ses te olsun
User prompt
silah mavi bir renk olsun bide yeni nesneye yap
User prompt
sen yapsan
User prompt
oyuncunu elinde silah olsun
User prompt
hareket edelim
Code edit (1 edits merged)
Please save this source code
User prompt
Zombie Escape: Shoot & Survive
Initial prompt
silahlar olsun bide zombiler olsun biz onlardan kaçıp vuralım
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGfx = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletGfx.width / 2; self.speed = 32; // Fast bullet self.vx = 0; self.vy = 0; // Set direction self.setDirection = function (dx, dy) { var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { self.vx = dx / len * self.speed; self.vy = dy / len * self.speed; } }; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // For future upgrades: health, weapon, etc. self.radius = heroGfx.width / 2; return self; }); // Zombie class var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGfx = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.radius = zombieGfx.width / 2; // Speed will be set on spawn self.speed = 2 + Math.random() * 1.5; // Slight randomization // Direction vector self.vx = 0; self.vy = 0; // Set direction towards hero self.setDirection = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { self.vx = dx / len * self.speed; self.vy = dy / len * self.speed; } }; // Move towards direction self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Sound for shooting // Bullet asset: yellow box // Zombie asset: green ellipse // Hero asset: red box // Game area var GAME_W = 2048; var GAME_H = 2732; // Hero setup var hero = new Hero(); hero.x = GAME_W / 2; hero.y = GAME_H / 2; game.addChild(hero); // Bullets and zombies arrays var bullets = []; var zombies = []; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Dragging var dragNode = null; // Touch/move controls function handleMove(x, y, obj) { // Drag hero if (dragNode === hero) { // Clamp hero inside game area, avoid top left 100x100 var minX = hero.radius + 100; var maxX = GAME_W - hero.radius; var minY = hero.radius; var maxY = GAME_H - hero.radius; hero.x = Math.max(minX, Math.min(maxX, x)); hero.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Only drag if touch is on hero var dx = x - hero.x; var dy = y - hero.y; if (dx * dx + dy * dy <= hero.radius * hero.radius) { dragNode = hero; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Shooting: tap anywhere not on hero to shoot game.tap = function (x, y, obj) { // Don't shoot if tap is on hero var dx = x - hero.x; var dy = y - hero.y; if (dx * dx + dy * dy <= hero.radius * hero.radius) return; // Create bullet var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullet.setDirection(dx, dy); bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; game.down = function (x, y, obj) { // Drag or shoot var dx = x - hero.x; var dy = y - hero.y; if (dx * dx + dy * dy <= hero.radius * hero.radius) { dragNode = hero; handleMove(x, y, obj); } else { // Shoot var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullet.setDirection(dx, dy); bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } }; // Zombie spawn timer var zombieSpawnInterval = 90; // frames var zombieSpawnTimer = 0; // Helper: spawn zombie at random edge function spawnZombie() { var zombie = new Zombie(); // Random edge: 0=top,1=bottom,2=left,3=right var edge = Math.floor(Math.random() * 4); var margin = 80; if (edge === 0) { // top zombie.x = margin + Math.random() * (GAME_W - 2 * margin); zombie.y = -zombie.radius; } else if (edge === 1) { // bottom zombie.x = margin + Math.random() * (GAME_W - 2 * margin); zombie.y = GAME_H + zombie.radius; } else if (edge === 2) { // left zombie.x = -zombie.radius; zombie.y = margin + Math.random() * (GAME_H - 2 * margin); } else { // right zombie.x = GAME_W + zombie.radius; zombie.y = margin + Math.random() * (GAME_H - 2 * margin); } zombie.setDirection(hero.x, hero.y); zombies.push(zombie); game.addChild(zombie); } // Main update loop game.update = function () { // Update zombies for (var i = zombies.length - 1; i >= 0; i--) { var z = zombies[i]; // Always update direction towards hero z.setDirection(hero.x, hero.y); z.update(); // Check collision with hero var dx = z.x - hero.x; var dy = z.y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < z.radius + hero.radius - 10) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { var b = bullets[j]; b.update(); // Remove if out of bounds if (b.x < -b.radius || b.x > GAME_W + b.radius || b.y < -b.radius || b.y > GAME_H + b.radius) { b.destroy(); bullets.splice(j, 1); continue; } // Check collision with zombies for (var k = zombies.length - 1; k >= 0; k--) { var z2 = zombies[k]; var dx2 = b.x - z2.x; var dy2 = b.y - z2.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 < b.radius + z2.radius - 10) { // Zombie killed z2.destroy(); zombies.splice(k, 1); b.destroy(); bullets.splice(j, 1); // Score up score += 1; scoreTxt.setText(score); break; } } } // Spawn zombies zombieSpawnTimer++; if (zombieSpawnTimer >= zombieSpawnInterval) { spawnZombie(); zombieSpawnTimer = 0; // Gradually increase spawn rate if (zombieSpawnInterval > 30) zombieSpawnInterval -= 1; } }; // Center hero on start hero.x = GAME_W / 2; hero.y = GAME_H / 2; // Initial zombie spawn for (var i = 0; i < 3; i++) { spawnZombie(); }
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,263 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Bullet class
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGfx = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = bulletGfx.width / 2;
+ self.speed = 32; // Fast bullet
+ self.vx = 0;
+ self.vy = 0;
+ // Set direction
+ self.setDirection = function (dx, dy) {
+ var len = Math.sqrt(dx * dx + dy * dy);
+ if (len > 0) {
+ self.vx = dx / len * self.speed;
+ self.vy = dy / len * self.speed;
+ }
+ };
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ };
+ return self;
+});
+// Hero class
+var Hero = Container.expand(function () {
+ var self = Container.call(this);
+ var heroGfx = self.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // For future upgrades: health, weapon, etc.
+ self.radius = heroGfx.width / 2;
+ return self;
+});
+// Zombie class
+var Zombie = Container.expand(function () {
+ var self = Container.call(this);
+ var zombieGfx = self.attachAsset('zombie', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = zombieGfx.width / 2;
+ // Speed will be set on spawn
+ self.speed = 2 + Math.random() * 1.5; // Slight randomization
+ // Direction vector
+ self.vx = 0;
+ self.vy = 0;
+ // Set direction towards hero
+ self.setDirection = function (targetX, targetY) {
+ var dx = targetX - self.x;
+ var dy = targetY - self.y;
+ var len = Math.sqrt(dx * dx + dy * dy);
+ if (len > 0) {
+ self.vx = dx / len * self.speed;
+ self.vy = dy / len * self.speed;
+ }
+ };
+ // Move towards direction
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x181818
+});
+
+/****
+* Game Code
+****/
+// Sound for shooting
+// Bullet asset: yellow box
+// Zombie asset: green ellipse
+// Hero asset: red box
+// Game area
+var GAME_W = 2048;
+var GAME_H = 2732;
+// Hero setup
+var hero = new Hero();
+hero.x = GAME_W / 2;
+hero.y = GAME_H / 2;
+game.addChild(hero);
+// Bullets and zombies arrays
+var bullets = [];
+var zombies = [];
+// Score
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Dragging
+var dragNode = null;
+// Touch/move controls
+function handleMove(x, y, obj) {
+ // Drag hero
+ if (dragNode === hero) {
+ // Clamp hero inside game area, avoid top left 100x100
+ var minX = hero.radius + 100;
+ var maxX = GAME_W - hero.radius;
+ var minY = hero.radius;
+ var maxY = GAME_H - hero.radius;
+ hero.x = Math.max(minX, Math.min(maxX, x));
+ hero.y = Math.max(minY, Math.min(maxY, y));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ // Only drag if touch is on hero
+ var dx = x - hero.x;
+ var dy = y - hero.y;
+ if (dx * dx + dy * dy <= hero.radius * hero.radius) {
+ dragNode = hero;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Shooting: tap anywhere not on hero to shoot
+game.tap = function (x, y, obj) {
+ // Don't shoot if tap is on hero
+ var dx = x - hero.x;
+ var dy = y - hero.y;
+ if (dx * dx + dy * dy <= hero.radius * hero.radius) return;
+ // Create bullet
+ var bullet = new Bullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ bullet.setDirection(dx, dy);
+ bullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+};
+game.down = function (x, y, obj) {
+ // Drag or shoot
+ var dx = x - hero.x;
+ var dy = y - hero.y;
+ if (dx * dx + dy * dy <= hero.radius * hero.radius) {
+ dragNode = hero;
+ handleMove(x, y, obj);
+ } else {
+ // Shoot
+ var bullet = new Bullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ bullet.setDirection(dx, dy);
+ bullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ }
+};
+// Zombie spawn timer
+var zombieSpawnInterval = 90; // frames
+var zombieSpawnTimer = 0;
+// Helper: spawn zombie at random edge
+function spawnZombie() {
+ var zombie = new Zombie();
+ // Random edge: 0=top,1=bottom,2=left,3=right
+ var edge = Math.floor(Math.random() * 4);
+ var margin = 80;
+ if (edge === 0) {
+ // top
+ zombie.x = margin + Math.random() * (GAME_W - 2 * margin);
+ zombie.y = -zombie.radius;
+ } else if (edge === 1) {
+ // bottom
+ zombie.x = margin + Math.random() * (GAME_W - 2 * margin);
+ zombie.y = GAME_H + zombie.radius;
+ } else if (edge === 2) {
+ // left
+ zombie.x = -zombie.radius;
+ zombie.y = margin + Math.random() * (GAME_H - 2 * margin);
+ } else {
+ // right
+ zombie.x = GAME_W + zombie.radius;
+ zombie.y = margin + Math.random() * (GAME_H - 2 * margin);
+ }
+ zombie.setDirection(hero.x, hero.y);
+ zombies.push(zombie);
+ game.addChild(zombie);
+}
+// Main update loop
+game.update = function () {
+ // Update zombies
+ for (var i = zombies.length - 1; i >= 0; i--) {
+ var z = zombies[i];
+ // Always update direction towards hero
+ z.setDirection(hero.x, hero.y);
+ z.update();
+ // Check collision with hero
+ var dx = z.x - hero.x;
+ var dy = z.y - hero.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < z.radius + hero.radius - 10) {
+ // Game over
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update bullets
+ for (var j = bullets.length - 1; j >= 0; j--) {
+ var b = bullets[j];
+ b.update();
+ // Remove if out of bounds
+ if (b.x < -b.radius || b.x > GAME_W + b.radius || b.y < -b.radius || b.y > GAME_H + b.radius) {
+ b.destroy();
+ bullets.splice(j, 1);
+ continue;
+ }
+ // Check collision with zombies
+ for (var k = zombies.length - 1; k >= 0; k--) {
+ var z2 = zombies[k];
+ var dx2 = b.x - z2.x;
+ var dy2 = b.y - z2.y;
+ var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
+ if (dist2 < b.radius + z2.radius - 10) {
+ // Zombie killed
+ z2.destroy();
+ zombies.splice(k, 1);
+ b.destroy();
+ bullets.splice(j, 1);
+ // Score up
+ score += 1;
+ scoreTxt.setText(score);
+ break;
+ }
+ }
+ }
+ // Spawn zombies
+ zombieSpawnTimer++;
+ if (zombieSpawnTimer >= zombieSpawnInterval) {
+ spawnZombie();
+ zombieSpawnTimer = 0;
+ // Gradually increase spawn rate
+ if (zombieSpawnInterval > 30) zombieSpawnInterval -= 1;
+ }
+};
+// Center hero on start
+hero.x = GAME_W / 2;
+hero.y = GAME_H / 2;
+// Initial zombie spawn
+for (var i = 0; i < 3; i++) {
+ spawnZombie();
+}
\ No newline at end of file
mermi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
oyuncu,karekter. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
silah. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
zombi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat