User prompt
can da 5 olsun
User prompt
mermiyi yada 2 saniyede degiştirsin yada
User prompt
yazı olsun yada
User prompt
yazı yerine sarı işaret koy
User prompt
yada üste olsun yazı
User prompt
yazı bayaz olsun
User prompt
şarjor olsun şarjorde 7 tane mermi olsun her sıkışta 1 tane eksilsin ve alta mermiler yazsın mermiler 0 a geldiklerinde ise 3 saniye beklesinler ve alttaki merminin yazılı oldugu yere bide / şu işareti koyucaz onun yanınada yine yazı yazcan her başladıgımız da orda 20 yzıcak bide 3 saniye belerken orda yazan 20 sayısından da 7 veya daha küçük 0 dışında bir sayı çıkarabiliyorsak çıkarıcaz ve o sıfıra geldiginde sılkmicak silah bideekranda mermi bitti yazcak
User prompt
%15 lik oran la 3 can lsun
User prompt
bide bazı zomblerin %30 lik oranla canları 2 % lik oranla canları 3 olsun
User prompt
zombiler bizden %35 yavaş olsu
User prompt
gittikçe daha fazla gelsin az zombiden çoğa doğru
User prompt
hızlandır bizde %20 yavaş olsunlar
User prompt
hızlandır
User prompt
çok az hızlı
User prompt
zombiler bizden yavaş olsun
User prompt
zombilerin 1 canı olsun bide canlarını bizimki gibi olsun
User prompt
zombilerin üstündede canları yazsın
User prompt
canımız gidince de bize buran zombiyi biraz oyuncudan uzaklaştır
User prompt
bide üste 3 adet kalp olsun onlar canımız olsun
User prompt
yada eski halne çevir
User prompt
mermiler hareket etmesin biyerde rskele spawn olsunlar
User prompt
hayır üstün de syı yazan 1,25 arası sayı yazsın ve aldıgımızda sayı altaki sayıyı artır 10,60 saniye raskele aralıklarla çıksın
User prompt
bide mermimiz köşelerde ara sıra mermi olsun
User prompt
silah sıkınca ses çıksın sıkma sesi
User prompt
silah sıkınca çat diye sesler çıksın
/****
* 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 () {
// Move bullet
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
});
// Add a gun to hero's hand
// Use the new blue gun asset, positioned to the right hand
var gunGfx = self.attachAsset('bluegun', {
anchorX: 0.2,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 0.6,
x: heroGfx.width * 0.38,
// offset to right hand
y: 0
});
// Track gun rotation
self.gunGfx = gunGfx;
self.gunAngle = 0;
// 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
// Make zombies 35% slower than hero
var heroBaseSpeed = 6; // Set hero base speed (if not defined elsewhere)
self.speed = heroBaseSpeed * 0.65 + Math.random() * (heroBaseSpeed * 0.1); // 35% slower, small random
// Direction vector
self.vx = 0;
self.vy = 0;
// Health for zombie: 1 heart
self.maxHealth = 1;
self.health = self.maxHealth;
// Heart icon(s) above zombie
self.heartIcons = [];
for (var i = 0; i < self.maxHealth; i++) {
var heartIcon = LK.getAsset('heart', {
anchorX: 0.5,
anchorY: 0.5,
x: (i - (self.maxHealth - 1) / 2) * 60,
// center hearts
y: -self.radius - 40,
scaleX: 0.7,
scaleY: 0.7
});
self.addChild(heartIcon);
self.heartIcons.push(heartIcon);
}
// 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;
// Keep health text above zombie
if (self.healthTxt) {
self.healthTxt.x = 0;
self.healthTxt.y = -self.radius - 10;
}
};
// Method to take damage
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
// Update heart icons
for (var i = 0; i < self.heartIcons.length; i++) {
self.heartIcons[i].visible = i < self.health;
}
};
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
// New blue gun asset
var GAME_W = 2048;
var GAME_H = 2732;
// Hero base speed for zombie speed calculation
var heroBaseSpeed = 6;
// 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 = [];
// --- Şarjör/Magazine System ---
var MAG_SIZE = 7; // şarjör kapasitesi
var TOTAL_BULLETS = 20; // toplam yedek mermi
var magazine = MAG_SIZE; // şarjördeki mermi
var reserveBullets = TOTAL_BULLETS - MAG_SIZE; // yedek mermi
var isReloading = false;
var reloadTime = 3000; // ms
var reloadTimeout = null;
// --- Bullet Type System (auto change every 2 seconds) ---
var bulletTypes = [{
id: 'bullet',
speed: 32
},
// default
{
id: 'bullet',
speed: 48
},
// fast
{
id: 'bullet',
speed: 16
} // slow
];
var currentBulletTypeIndex = 0;
var bulletTypeChangeInterval = null;
// Start auto bullet type change
function startBulletTypeAutoChange() {
if (bulletTypeChangeInterval) LK.clearInterval(bulletTypeChangeInterval);
bulletTypeChangeInterval = LK.setInterval(function () {
currentBulletTypeIndex = (currentBulletTypeIndex + 1) % bulletTypes.length;
}, 2000);
}
startBulletTypeAutoChange();
// Mermi UI - Text-based bullet count at the top
var bulletTxt = new Text2(magazine + " / " + reserveBullets, {
size: 90,
fill: "#fff"
});
bulletTxt.anchor.set(0.5, 0);
bulletTxt.x = 2048 / 2;
bulletTxt.y = 120;
LK.gui.top.addChild(bulletTxt);
function updateBulletIcons() {
bulletTxt.setText(magazine + " / " + reserveBullets);
}
updateBulletIcons();
// "Mermi bitti" UI
var outOfAmmoTxt = new Text2("Mermi bitti", {
size: 120,
fill: "#fff"
});
outOfAmmoTxt.anchor.set(0.5, 0);
outOfAmmoTxt.x = 2048 / 2;
outOfAmmoTxt.y = 220;
outOfAmmoTxt.visible = false;
LK.gui.top.addChild(outOfAmmoTxt);
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Hearts (health)
var maxHearts = 5;
var hearts = [];
for (var i = 0; i < maxHearts; i++) {
var heart = LK.getAsset('heart', {
anchorX: 0.5,
anchorY: 0.5,
x: 160 + i * 120,
y: 80,
scaleX: 1.1,
scaleY: 1.1
});
LK.gui.top.addChild(heart);
hearts.push(heart);
}
var currentHearts = maxHearts;
// 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;
// Set bullet speed/type
var bulletType = bulletTypes[currentBulletTypeIndex];
bullet.speed = bulletType.speed;
bullet.setDirection(dx, dy);
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
// Rotate gun towards shot direction
if (typeof hero.gunGfx !== "undefined") {
hero.gunGfx.rotation = Math.atan2(dy, dx);
}
};
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 {
// --- Şarjör/Magazine Logic ---
if (isReloading) {
// Reloading, can't shoot
return;
}
if (magazine > 0) {
// Shoot
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
// Set bullet speed/type
var bulletType = bulletTypes[currentBulletTypeIndex];
bullet.speed = bulletType.speed;
bullet.setDirection(dx, dy);
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
// Rotate gun towards shot direction
if (typeof hero.gunGfx !== "undefined") {
hero.gunGfx.rotation = Math.atan2(dy, dx);
}
magazine--;
updateBulletIcons();
outOfAmmoTxt.visible = false;
// If şarjör bitti, start reload if possible
if (magazine === 0) {
if (reserveBullets > 0) {
isReloading = true;
outOfAmmoTxt.visible = true;
reloadTimeout = LK.setTimeout(function () {
// Calculate how many bullets to reload
var reloadAmount = Math.min(MAG_SIZE, reserveBullets);
magazine = reloadAmount;
reserveBullets -= reloadAmount;
updateBulletIcons();
isReloading = false;
outOfAmmoTxt.visible = false;
}, reloadTime);
} else {
// No reserve, show out of ammo
outOfAmmoTxt.visible = true;
}
}
} else {
// No bullets in magazine
if (!isReloading) {
// If reserve bullets available, start reload
if (reserveBullets > 0) {
isReloading = true;
outOfAmmoTxt.visible = true;
reloadTimeout = LK.setTimeout(function () {
var reloadAmount = Math.min(MAG_SIZE, reserveBullets);
magazine = reloadAmount;
reserveBullets -= reloadAmount;
updateBulletIcons();
isReloading = false;
outOfAmmoTxt.visible = false;
}, reloadTime);
} else {
// No reserve, show out of ammo
outOfAmmoTxt.visible = true;
}
}
}
}
};
// Zombie spawn timer
var zombieSpawnInterval = 90; // frames
var zombieSpawnTimer = 0;
// Helper: spawn zombie at random edge
function spawnZombie() {
var zombie = new Zombie();
// Randomize health: 15% get 3, 30% get 2, rest get 1
var r = Math.random();
if (r < 0.15) {
zombie.maxHealth = 3;
} else if (r < 0.45) {
zombie.maxHealth = 2;
} else {
zombie.maxHealth = 1;
}
zombie.health = zombie.maxHealth;
// Remove old heart icons if any
if (zombie.heartIcons && zombie.heartIcons.length > 0) {
for (var h = 0; h < zombie.heartIcons.length; h++) {
zombie.heartIcons[h].destroy && zombie.heartIcons[h].destroy();
}
zombie.heartIcons = [];
}
// Add heart icons for new health
for (var i = 0; i < zombie.maxHealth; i++) {
var heartIcon = LK.getAsset('heart', {
anchorX: 0.5,
anchorY: 0.5,
x: (i - (zombie.maxHealth - 1) / 2) * 60,
y: -zombie.radius - 40,
scaleX: 0.7,
scaleY: 0.7
});
zombie.addChild(heartIcon);
zombie.heartIcons.push(heartIcon);
}
// 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) {
// Lose a heart
if (currentHearts > 0) {
currentHearts--;
// Hide a heart visually
if (hearts[currentHearts]) {
hearts[currentHearts].visible = false;
}
LK.effects.flashObject(hero, 0xff0000, 400);
// Move zombie that hit away from hero instead of destroying
// Calculate vector from hero to zombie
var awayDx = z.x - hero.x;
var awayDy = z.y - hero.y;
var awayLen = Math.sqrt(awayDx * awayDx + awayDy * awayDy);
// Move zombie 400px away from hero, but clamp inside game area
if (awayLen > 0) {
var moveDist = 400;
var newX = hero.x + awayDx / awayLen * moveDist;
var newY = hero.y + awayDy / awayLen * moveDist;
// Clamp to game area (with margin for zombie size)
var margin = z.radius + 20;
newX = Math.max(margin, Math.min(GAME_W - margin, newX));
newY = Math.max(margin, Math.min(GAME_H - margin, newY));
z.x = newX;
z.y = newY;
}
// If no hearts left, game over
if (currentHearts === 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
}
// Update bullets and check collision with zombies
for (var j = bullets.length - 1; j >= 0; j--) {
var b = bullets[j];
b.update && b.update();
// Remove bullet 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 takes damage
if (typeof z2.takeDamage === "function") {
z2.takeDamage(1);
// If health reaches zero, destroy
if (z2.health <= 0) {
z2.destroy();
zombies.splice(k, 1);
// Score up
score += 1;
scoreTxt.setText(score);
}
} else {
// fallback: destroy if no health system
z2.destroy();
zombies.splice(k, 1);
score += 1;
scoreTxt.setText(score);
}
b.destroy();
bullets.splice(j, 1);
break;
}
}
}
// Spawn zombies
zombieSpawnTimer++;
if (zombieSpawnTimer >= zombieSpawnInterval) {
// Spawn more zombies as time goes on
// Calculate how many zombies to spawn: start at 1, increase by 1 every 10 kills, max 6
var zombiesToSpawn = 1 + Math.floor(score / 10);
if (zombiesToSpawn > 6) zombiesToSpawn = 6;
for (var s = 0; s < zombiesToSpawn; s++) {
spawnZombie();
}
zombieSpawnTimer = 0;
// Gradually increase spawn rate (lower interval)
if (zombieSpawnInterval > 30) zombieSpawnInterval -= 1;
}
// No random bullet spawn at corners
};
// Center hero on start
hero.x = GAME_W / 2;
hero.y = GAME_H / 2;
// Reset şarjör and reserve on game start
magazine = MAG_SIZE;
reserveBullets = TOTAL_BULLETS - MAG_SIZE;
isReloading = false;
if (reloadTimeout) {
LK.clearTimeout(reloadTimeout);
reloadTimeout = null;
}
updateBulletIcons();
outOfAmmoTxt.visible = false;
// Initial zombie spawn
for (var i = 0; i < 3; i++) {
spawnZombie();
} ===================================================================
--- original.js
+++ change.js
@@ -215,9 +215,9 @@
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Hearts (health)
-var maxHearts = 3;
+var maxHearts = 5;
var hearts = [];
for (var i = 0; i < maxHearts; i++) {
var heart = LK.getAsset('heart', {
anchorX: 0.5,
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