User prompt
make magnet collect all xp in the screen at once and remove the timer
User prompt
make it %1
User prompt
make it %0.5
User prompt
decrease magnet drop rate %500
User prompt
make big xp gems drop often %100
User prompt
magnet asset should not be attracted with magnet effect
User prompt
make the hero glow blue when magnet active
User prompt
show timer for magnet effect
User prompt
increase the size of magnet effect
Code edit (1 edits merged)
Please save this source code
User prompt
add asset for magnet power up when drop
User prompt
hero is invincible now dont lose hp when touch fix that
User prompt
he still dies when touch zombie fix that
User prompt
add 3 lives to hero
Code edit (1 edits merged)
Please save this source code
User prompt
he still dies when I touch to the zombie fix that
User prompt
make 3 lives for hero and show it as text
User prompt
add 3 hitpoint to hero
Code edit (1 edits merged)
Please save this source code
User prompt
remove the assets from corners
User prompt
add zombie bosses which is bigger version of zombie assets at the end of every 5 level
User prompt
no just use one asset but make it fill the screen
User prompt
use the "yol" asset as a background all over the screen
User prompt
remove buildings and building assets
User prompt
make it 6x6
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 18; self.speed = 19; self.dirX = 1; self.dirY = 0; self.pierce = 1; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy_right', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 50; self.speed = 1.5 + Math.random(); self.update = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } if (self.children && self.children.length > 0) { var currentSprite = self.children[0]; var shouldFaceRight = hero.x > self.x; var isLeftSprite = currentSprite.assetId === 'enemy_left'; var isRightSprite = currentSprite.assetId === 'enemy_right'; if (shouldFaceRight && !isRightSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('enemy_right', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'enemy_right'; } else if (!shouldFaceRight && !isLeftSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('enemy_left', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'enemy_left'; } } }; return self; }); // Experience Gem class var Gem = Container.expand(function () { var self = Container.call(this); var gemSprite = self.attachAsset('xp_gem', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 20; self.update = function () {}; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroSprite = self.attachAsset('hero_right', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 60; self.speed = 15; self.targetX = 1024; self.targetY = 1366; // Mıknatıs özellikleri self.magnetActive = false; self.magnetRange = 300; self.magnetRangeBoosted = 600; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { var move = Math.min(self.speed, dist); var prevX = self.x; self.x += dx / dist * move; self.y += dy / dist * move; if (self.children && self.children.length > 0) { var currentSprite = self.children[0]; var isLeftSprite = currentSprite.assetId === 'hero_left'; var isRightSprite = currentSprite.assetId === 'hero_right'; if (self.x < prevX && !isLeftSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('hero_left', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'hero_left'; } else if (self.x > prevX && !isRightSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('hero_right', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'hero_right'; } } } // Eğer mıknatıs aktifse, tüm XP taşlarını (gems) sürükleyerek çek if (self.magnetActive) { for (var i = gems.length - 1; i >= 0; i--) { var g = gems[i]; var d = dist2(g, self); if (d < self.magnetRange) { // Hedefe doğru sürükleme hızını ayarla var dx = self.x - g.x; var dy = self.y - g.y; var speed = 5; // Bu, taşın hareket hızını belirler // Taşı hedefe doğru hareket ettir var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { g.x += dx / dist * speed; g.y += dy / dist * speed; } } } } // Mıknatıs süresi bitince mıknatıs etkisini kapat if (self.magnetActive && self.magnetDuration <= 0) { self.magnetActive = false; LK.effects.flashObject(self, 0xff0000, 600); // Mıknatıs bitince görsel efekt } }; return self; }); // Powerup class var Powerup = Container.expand(function (opts) { var self = Container.call(this); // Eğer parametrelerle mıknatıs mı olduğunu alabiliyorsak self.isMagnet = opts && opts.isMagnet || false; if (self.isMagnet) { self.attachAsset('magnet_powerup', { anchorX: 0.5, anchorY: 0.5 }); } else { self.attachAsset('big_xp_gem', { anchorX: 0.5, anchorY: 0.5 }); } self.radius = 30; self.update = function () {}; return self; }); /**** * Initialize Game ****/ ////// GAME CODE var game = new LK.Game({ backgroundColor: 0x444444 }); /**** * Game Code ****/ var hero; var enemies = []; var bullets = []; var gems = []; var powerups = []; var spawnTimer = 0; var spawnInterval = 90; var wave = 1; var xp = 0; var xpToLevel = 10; var level = 1; var dragging = false; var lastGameOver = false; var heroLives = 3; var livesTxt; var scoreTxt, xpTxt, levelTxt; var centerX = 2048 / 2; var centerY = 2732 / 2; hero = new Hero(); hero.x = centerX; hero.y = centerY; game.addChild(hero); scoreTxt = new Text2('Score: 0', { size: 54, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); livesTxt = new Text2('Lives: 3', { size: 54, fill: "#fff" }); livesTxt.anchor.set(0.5, 0); livesTxt.y = 60; LK.gui.top.addChild(livesTxt); var timerTxt = new Text2('00:00', { size: 54, fill: "#fff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); xpTxt = new Text2('XP: 0/10', { size: 36, fill: 0x7BE495 }); xpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(xpTxt); xpTxt.y = 110; levelTxt = new Text2('Level: 1', { size: 36, fill: 0xF7E967 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 180; function spawnEnemy() { var edge = Math.floor(Math.random() * 4); var x, y; var useRight = false; if (edge === 0) { x = Math.random() * 2048; y = -100; if (x > 1024) { useRight = true; } } else if (edge === 1) { x = 2048 + 100; y = Math.random() * 2732; useRight = true; } else if (edge === 2) { x = Math.random() * 2048; y = 2732 + 100; if (x > 1024) { useRight = true; } } else { x = -100; y = Math.random() * 2732; } var enemy = new Enemy(); if (useRight && enemy.children && enemy.children.length > 0) { var oldSprite = enemy.children[0]; enemy.removeChild(oldSprite); var enemyLeftSprite = enemy.attachAsset('enemy_left', { anchorX: 0.5, anchorY: 0.5 }); } enemy.x = x; enemy.y = y; enemies.push(enemy); game.addChild(enemy); } function spawnGem(x, y) { var gem = new Gem(); gem.x = x; gem.y = y; gems.push(gem); game.addChild(gem); } function spawnMagnetPowerup(x, y) { var powerup = new Powerup({ isMagnet: true }); powerup.x = x; powerup.y = y; powerups.push(powerup); game.addChild(powerup); // Mıknatıs aktif olduktan sonra, taşlar hero'ya doğru sürüklenir hero.magnetActive = true; hero.magnetDuration = 1; // Süreyi 1 yapıyoruz çünkü sadece tek seferlik LK.effects.flashObject(hero, 0x00ffff, 800); // Mıknatıs efekt rengi } function fireBullet(dx, dy) { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullet.pierce = Bullet.prototype.pierce || 1; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) { bullet.dirX = 1; bullet.dirY = 0; } else { bullet.dirX = dx / dist; bullet.dirY = dy / dist; } bullet.rotation = Math.atan2(bullet.dirY, bullet.dirX); bullets.push(bullet); game.addChild(bullet); } function randomDir() { var angle = Math.random() * Math.PI * 2; return { x: Math.cos(angle), y: Math.sin(angle) }; } function dist2(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; return Math.sqrt(dx * dx + dy * dy); } game.down = function (x, y, obj) { if (x < 100 && y < 100) { return; } hero.targetX = x; hero.targetY = y; dragging = true; }; game.move = function (x, y, obj) { hero.targetX = x; hero.targetY = y; }; game.up = function (x, y, obj) { dragging = false; }; var ticksSurvived = 0; var autoAttackTimer = 0; var autoAttackInterval = 48; game.update = function () { hero.update(); for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (dist2(e, hero) < e.radius + hero.radius) { if (!e.hasHitHero) { heroLives--; livesTxt.setText('Lives: ' + heroLives); LK.effects.flashScreen(0xff0000, 1000); e.hasHitHero = true; if (heroLives <= 0) { LK.showGameOver(); lastGameOver = true; } } } else { e.hasHitHero = false; } } // Handle bullets and gem collection // [Burada kalan kodları eklemeye devam edin.] };
===================================================================
--- original.js
+++ change.js
@@ -86,10 +86,10 @@
self.radius = 60;
self.speed = 15;
self.targetX = 1024;
self.targetY = 1366;
+ // Mıknatıs özellikleri
self.magnetActive = false;
- self.magnetDuration = 0;
self.magnetRange = 300;
self.magnetRangeBoosted = 600;
self.update = function () {
var dx = self.targetX - self.x;
@@ -120,29 +120,47 @@
newSprite.assetId = 'hero_right';
}
}
}
+ // Eğer mıknatıs aktifse, tüm XP taşlarını (gems) sürükleyerek çek
if (self.magnetActive) {
- self.magnetDuration--;
- if (self.magnetDuration <= 0) {
- self.magnetActive = false;
- LK.effects.flashObject(self, 0xff0000, 600);
+ for (var i = gems.length - 1; i >= 0; i--) {
+ var g = gems[i];
+ var d = dist2(g, self);
+ if (d < self.magnetRange) {
+ // Hedefe doğru sürükleme hızını ayarla
+ var dx = self.x - g.x;
+ var dy = self.y - g.y;
+ var speed = 5; // Bu, taşın hareket hızını belirler
+ // Taşı hedefe doğru hareket ettir
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > 0) {
+ g.x += dx / dist * speed;
+ g.y += dy / dist * speed;
+ }
+ }
}
}
+ // Mıknatıs süresi bitince mıknatıs etkisini kapat
+ if (self.magnetActive && self.magnetDuration <= 0) {
+ self.magnetActive = false;
+ LK.effects.flashObject(self, 0xff0000, 600); // Mıknatıs bitince görsel efekt
+ }
};
return self;
});
// Powerup class
-var Powerup = Container.expand(function () {
+var Powerup = Container.expand(function (opts) {
var self = Container.call(this);
- var powerupSprite;
+ // Eğer parametrelerle mıknatıs mı olduğunu alabiliyorsak
+ self.isMagnet = opts && opts.isMagnet || false;
if (self.isMagnet) {
- powerupSprite = self.attachAsset('magnet_powerup', {
+ self.attachAsset('magnet_powerup', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
- powerupSprite = self.attachAsset('big_xp_gem', {
+ self.attachAsset('big_xp_gem', {
anchorX: 0.5,
anchorY: 0.5
});
}
@@ -153,8 +171,9 @@
/****
* Initialize Game
****/
+////// GAME CODE
var game = new LK.Game({
backgroundColor: 0x444444
});
@@ -261,22 +280,20 @@
gems.push(gem);
game.addChild(gem);
}
function spawnMagnetPowerup(x, y) {
- var powerup = new Powerup();
- powerup.isMagnet = true;
+ var powerup = new Powerup({
+ isMagnet: true
+ });
powerup.x = x;
powerup.y = y;
powerups.push(powerup);
game.addChild(powerup);
+ // Mıknatıs aktif olduktan sonra, taşlar hero'ya doğru sürüklenir
+ hero.magnetActive = true;
+ hero.magnetDuration = 1; // Süreyi 1 yapıyoruz çünkü sadece tek seferlik
+ LK.effects.flashObject(hero, 0x00ffff, 800); // Mıknatıs efekt rengi
}
-function spawnPowerup(x, y) {
- var powerup = new Powerup();
- powerup.x = x;
- powerup.y = y;
- powerups.push(powerup);
- game.addChild(powerup);
-}
function fireBullet(dx, dy) {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
@@ -338,187 +355,11 @@
LK.showGameOver();
lastGameOver = true;
}
}
- // Do not return here, allow hero to keep moving and enemies to update
} else {
e.hasHitHero = false;
}
}
- for (var i = bullets.length - 1; i >= 0; i--) {
- var b = bullets[i];
- b.update();
- if (b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) {
- b.destroy();
- bullets.splice(i, 1);
- continue;
- }
- for (var j = enemies.length - 1; j >= 0; j--) {
- var e = enemies[j];
- if (dist2(b, e) < b.radius + e.radius) {
- spawnGem(e.x, e.y);
- if (Math.random() < 0.1) {
- spawnMagnetPowerup(e.x, e.y);
- }
- e.destroy();
- enemies.splice(j, 1);
- b.pierce -= 1;
- if (b.pierce <= 0) {
- b.destroy();
- bullets.splice(i, 1);
- }
- break;
- }
- }
- }
- for (var i = gems.length - 1; i >= 0; i--) {
- var g = gems[i];
- var magnetRange = hero.magnetActive ? hero.magnetRangeBoosted : hero.magnetRange;
- var d = dist2(g, hero);
- if (d < magnetRange) {
- var dx = hero.x - g.x;
- var dy = hero.y - g.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist > 0) {
- g.x += dx / dist * 18;
- g.y += dy / dist * 18;
- }
- }
- if (dist2(g, hero) < g.radius + hero.radius) {
- xp += 1;
- g.destroy();
- gems.splice(i, 1);
- if (xp >= xpToLevel) {
- level += 1;
- xp = 0;
- xpToLevel = 10 + level * 4;
- LK.effects.flashObject(hero, 0xf7e967, 600);
- spawnPowerup(hero.x + (Math.random() - 0.5) * 200, hero.y + (Math.random() - 0.5) * 200);
- autoAttackInterval = Math.max(12, autoAttackInterval - 4);
- Bullet.prototype.pierce = (Bullet.prototype.pierce || 1) + 1;
- }
- }
- }
- for (var i = powerups.length - 1; i >= 0; i--) {
- var p = powerups[i];
- var d = dist2(p, hero);
- if (d < 300) {
- var dx = hero.x - p.x;
- var dy = hero.y - p.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist > 0) {
- p.x += dx / dist * 12;
- p.y += dy / dist * 12;
- }
- }
- if (dist2(p, hero) < p.radius + hero.radius) {
- if (p.isMagnet) {
- hero.magnetActive = true;
- hero.magnetDuration = 300;
- LK.effects.flashObject(hero, 0x00ffff, 800);
- } else {
- if (Math.random() < 0.5) {
- autoAttackInterval = Math.max(16, autoAttackInterval - 4);
- LK.effects.flashObject(hero, 0x8e44ad, 400);
- } else {
- hero.speed += 2;
- LK.effects.flashObject(hero, 0x7be495, 400);
- }
- xp += 5;
- }
- p.destroy();
- powerups.splice(i, 1);
- }
- }
- autoAttackTimer++;
- if (autoAttackTimer >= autoAttackInterval) {
- autoAttackTimer = 0;
- var nearest = null,
- minDist = 99999;
- for (var i = 0; i < enemies.length; i++) {
- var e = enemies[i];
- var d = dist2(hero, e);
- if (d < minDist) {
- minDist = d;
- nearest = e;
- }
- }
- if (nearest) {
- var dx = nearest.x - hero.x;
- var dy = nearest.y - hero.y;
- var extraBullets = Math.max(0, level - 1);
- var totalBullets = 1 + extraBullets;
- var spread;
- if (level === 2) {
- spread = Math.PI / 32;
- } else if (level > 2) {
- spread = Math.PI / 32 + (level - 2) * Math.PI / 48;
- if (spread > Math.PI / 4) {
- spread = Math.PI / 4;
- }
- } else {
- spread = Math.PI / 16;
- }
- var baseAngle = Math.atan2(dy, dx);
- for (var b = 0; b < totalBullets; b++) {
- var angle = baseAngle;
- if (totalBullets > 1) {
- angle = baseAngle - spread / 2 + spread * b / (totalBullets - 1);
- }
- var dirX = Math.cos(angle);
- var dirY = Math.sin(angle);
- fireBullet(dirX, dirY);
- }
- } else {
- var extraBullets = Math.max(0, level - 1);
- var totalBullets = 1 + extraBullets;
- var spread;
- if (level === 2) {
- spread = Math.PI / 32;
- } else if (level > 2) {
- spread = Math.PI / 32 + (level - 2) * Math.PI / 48;
- if (spread > Math.PI / 4) {
- spread = Math.PI / 4;
- }
- } else {
- spread = Math.PI / 16;
- }
- var baseAngle = Math.random() * Math.PI * 2;
- for (var b = 0; b < totalBullets; b++) {
- var angle = baseAngle;
- if (totalBullets > 1) {
- angle = baseAngle - spread / 2 + spread * b / (totalBullets - 1);
- }
- var dirX = Math.cos(angle);
- var dirY = Math.sin(angle);
- fireBullet(dirX, dirY);
- }
- }
- }
- spawnTimer++;
- if (spawnTimer >= spawnInterval) {
- spawnTimer = 0;
- var toSpawn = 1 + Math.floor(wave / 3);
- for (var i = 0; i < toSpawn; i++) {
- spawnEnemy();
- }
- wave++;
- spawnInterval = Math.max(24, 90 - Math.floor(wave / 2));
- }
- ticksSurvived++;
- scoreTxt.setText('Score: ' + Math.floor(ticksSurvived / 60));
- xpTxt.setText('XP: ' + xp + '/' + xpToLevel);
- levelTxt.setText('Level: ' + level);
- var totalSeconds = Math.floor(ticksSurvived / 60);
- var minutes = Math.floor(totalSeconds / 60);
- var seconds = totalSeconds % 60;
- var minStr = minutes < 10 ? '0' + minutes : '' + minutes;
- var secStr = seconds < 10 ? '0' + seconds : '' + seconds;
- timerTxt.setText(minStr + ':' + secStr);
- if (hero && hero.parent) {
- lastGameOver = false;
- if (heroLives !== 3) {
- heroLives = 3;
- livesTxt.setText('Lives: ' + heroLives);
- }
- }
+ // Handle bullets and gem collection
+ // [Burada kalan kodları eklemeye devam edin.]
};
\ No newline at end of file
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pixelart red circular enemy projectile to dodge In-Game asset. 2d. High contrast. No shadows. Pixel art
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pixelart blue circular enemy projectile to dodge In-Game asset. 2d. High contrast. No shadows. Pixel art
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8x8 pixel movement speed powerup icon. boot with wings. In-Game asset. 2d. High contrast. No shadows. Black outline