User prompt
Bombayı aldıktan sonra yanımdaki canavarlar patlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yerde özel güçler atsın şansa göre 50 ihtmal gibi mesala bomba
User prompt
Kılıçları da birazcık daha büyük yapar mısın
User prompt
Kılıçlar da birazcık daha büyük yapar mısın
User prompt
Playeri birazcık daha büyük yapar mısın
User prompt
Kılıçlar playerin eline tam otursun
User prompt
Statü arka planı güzel bir görsel eklemek istiyorum
User prompt
Playeri birazcık daha büyük yapar mısın
User prompt
Keşke biraz insan hareket etse yürütürken sağ sol bakacak
User prompt
Player büyük yapar mısın biraz
User prompt
Tam. Ekrana olarak otursun
User prompt
hareket ettirmek için hareket oku ekler misiniz
User prompt
Hareket etmiyor player
User prompt
Hareket etmiyor
User prompt
Player insan gibi hareket ettirmek istiyorum yapar mısın
User prompt
Coinle bir şeyler alalım menüye shop ekler misiniz
User prompt
Coini şansa göre atsın
User prompt
Coin ekler misin
User prompt
Statünün arka planını kaldır
User prompt
Statüyü başka menü ekleyebilir misiniz
User prompt
Statü artması güç hız can basma gibi ekler misiniz
User prompt
Bossu farklı bir yaratık yapacam
User prompt
Her 10 level de boss gelsin istiyorum
User prompt
Daha düzgün hareket ettirmek istiyorum
User prompt
Satü ekler misiniz
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BombPowerUp = Container.expand(function () {
var self = Container.call(this);
// Define methods on self first
self.update = function () {
if (self.collected) return;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.magnetRadius) {
// Magnet range for bomb
// Move towards player
self.x += dx / distance * self.magnetSpeed;
self.y += dy / distance * self.magnetSpeed;
if (distance < self.collectionDistance) {
// Collection distance
self.collect();
}
}
};
self.collect = function () {
if (self.collected) return;
self.collected = true;
// Bomb explosion effect
LK.effects.flashObject(self, 0xFF8C00, 300); // Flash orange for explosion
// Consider adding an explosion sound if available:
// LK.getSound('explosionSound').play();
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
// Check if monster is valid and has position properties before calculating distance
if (monster && typeof monster.x === 'number' && typeof monster.y === 'number') {
// Calculate distance from the player to the monster for the explosion effect
var distToMonster = Math.sqrt(Math.pow(player.x - monster.x, 2) + Math.pow(player.y - monster.y, 2));
if (distToMonster <= BOMB_EXPLOSION_RADIUS) {
// Check if monster has takeDamage method
if (typeof monster.takeDamage === 'function') {
monster.takeDamage(BOMB_DAMAGE);
}
}
}
}
var index = powerUpsArray.indexOf(self);
if (index > -1) {
powerUpsArray.splice(index, 1);
}
self.destroy();
};
// Properties and Asset Attachment
var bombGraphics = self.attachAsset('bombPowerUpShape', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.magnetSpeed = 4; // Speed at which bomb moves towards player
self.magnetRadius = 150; // Player distance to trigger magnet effect
self.collectionDistance = 40; // Player distance to collect bomb
return self;
});
// Boss monster class
var Boss = Container.expand(function () {
var self = Container.call(this);
// Boss uses a unique look: purple color, ellipse shape, and is much larger
var bossGraphics = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5.0,
scaleY: 4.0
});
self.hp = 300;
self.maxHp = 300;
self.speed = 0.8;
self.xpValue = 250;
self.level = player ? player.level : 10; // Boss level matches player level or 10 if not defined
// Health bar properties and initialization
self.maxHealthBarWidth = bossGraphics.width * 0.9;
self.healthBarHeight = 18;
var healthBarGap = 10;
self.healthBarOffsetY = -(bossGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
self.healthBarBackground = self.attachAsset('monster_hp_bg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0x550000,
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: self.healthBarOffsetY
});
self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0xFFD700,
anchorX: 0,
anchorY: 0.5,
x: -self.maxHealthBarWidth / 2,
y: self.healthBarOffsetY
});
self.levelText = new Text2('BOSS Lv.' + self.level, {
size: 32,
fill: 0xFFD700
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.x = 0;
self.levelText.y = self.healthBarOffsetY - 30;
self.addChild(self.levelText);
self.updateHealthBar = function () {
var healthPercentage = Math.max(0, self.hp / self.maxHp);
self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
};
self.takeDamage = function (damage) {
self.hp -= damage;
LK.effects.flashObject(self, 0xFF00FF, 200);
self.updateHealthBar();
if (self.hp <= 0) {
self.die();
}
};
self.die = function () {
var xpOrb = new XPOrb();
xpOrb.x = self.x;
xpOrb.y = self.y;
xpOrb.xpValue = self.xpValue;
game.addChild(xpOrb);
xpOrbs.push(xpOrb);
// Spawn coins based on a random chance when the boss dies
for (var i = 0; i < 10; i++) {
// Increased potential coin drops
if (Math.random() < 0.7) {
// 70% chance to spawn a coin
var coin = new Coin();
coin.x = self.x + Math.random() * 80 - 40; // Spawn coins around the boss
coin.y = self.y + Math.random() * 80 - 40;
game.addChild(coin);
coinsArray.push(coin);
}
}
// Spawn a bomb with a 50% chance when the boss dies
if (Math.random() < 0.5) {
var bomb = new BombPowerUp();
// Spawn bomb near boss, slightly randomized
bomb.x = self.x + (Math.random() * 60 - 30);
bomb.y = self.y + (Math.random() * 60 - 30);
game.addChild(bomb);
powerUpsArray.push(bomb);
}
var index = monsters.indexOf(self);
if (index > -1) {
monsters.splice(index, 1);
}
self.destroy();
};
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
if (distance < 100) {
player.hp -= 1.2; // Boss deals more damage
if (player.hp <= 0) {
LK.showGameOver();
}
}
};
self.updateHealthBar();
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.magnetSpeed = 5; // Speed at which coins move towards player
self.update = function () {
if (self.collected) return;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
// Magnet range for coins
self.x += dx / distance * self.magnetSpeed;
self.y += dy / distance * self.magnetSpeed;
if (distance < 40) {
// Collection distance
self.collect();
}
}
};
self.collect = function () {
if (self.collected) return;
self.collected = true;
coins++; // Increment coin count
if (typeof coinText !== "undefined") coinText.setText('Coins: ' + coins);
var index = coinsArray.indexOf(self);
if (index > -1) {
coinsArray.splice(index, 1);
}
self.destroy();
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
// Define methods on self
self.updateHealthBar = function () {
var healthPercentage = Math.max(0, self.hp / self.maxHp); // Ensure non-negative percentage
self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
};
self.takeDamage = function (damage) {
self.hp -= damage;
LK.effects.flashObject(self, 0xFF0000, 200);
self.updateHealthBar(); // Update health bar display
if (self.hp <= 0) {
self.die();
}
};
self.die = function () {
var xpOrb = new XPOrb();
xpOrb.x = self.x;
xpOrb.y = self.y;
xpOrb.xpValue = self.xpValue;
game.addChild(xpOrb);
xpOrbs.push(xpOrb);
// Spawn a coin with a 50% chance when a monster dies
if (Math.random() < 0.5) {
var coin = new Coin();
coin.x = self.x + Math.random() * 40 - 20; // Spawn coin slightly offset
coin.y = self.y + Math.random() * 40 - 20; // Spawn coin slightly offset
game.addChild(coin);
coinsArray.push(coin);
}
// Spawn a bomb with a 50% chance when a monster dies
if (Math.random() < 0.5) {
var bomb = new BombPowerUp();
bomb.x = self.x;
bomb.y = self.y;
game.addChild(bomb);
powerUpsArray.push(bomb);
}
var index = monsters.indexOf(self);
if (index > -1) {
monsters.splice(index, 1);
}
self.destroy(); // This will also destroy child health bars
};
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
if (distance < 50) {
player.hp -= 0.2; // Player takes less damage
if (player.hp <= 0) {
LK.showGameOver();
}
}
};
// Constructor logic
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
// Increased from 1.5
scaleY: 2.0 // Increased from 1.5
});
self.hp = 30;
self.maxHp = 30;
self.speed = 1;
self.xpValue = 25;
self.level = Math.floor(Math.random() * 5) + 1; // Random level between 1-5
// Health bar properties and initialization
self.maxHealthBarWidth = monsterGraphics.width * 0.8; // Health bar width relative to monster width
self.healthBarHeight = 8;
var healthBarGap = 5; // Gap between monster and health bar
// Position health bar above the monster graphics
self.healthBarOffsetY = -(monsterGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
self.healthBarBackground = self.attachAsset('monster_hp_bg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0x550000,
// Dark red for background
anchorX: 0.5,
// Center the background bar horizontally
anchorY: 0.5,
// Center the background bar vertically
x: 0,
// Centered horizontally relative to the monster
y: self.healthBarOffsetY // Positioned above the monster
});
self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
shape: 'box',
width: self.maxHealthBarWidth,
// Initial full width
height: self.healthBarHeight,
color: 0x00FF00,
// Green for current health
anchorX: 0,
// Align left edge of the current health bar
anchorY: 0.5,
// Center the current health bar vertically
// Position its left edge to align with the left edge of the background bar
x: -self.maxHealthBarWidth / 2,
y: self.healthBarOffsetY // Positioned above the monster
});
// Monster level text
self.levelText = new Text2('Lv.' + self.level, {
size: 16,
fill: 0xFFFFFF
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.x = 0;
self.levelText.y = self.healthBarOffsetY - 20; // Position above health bar
self.addChild(self.levelText);
self.updateHealthBar(); // Initial call to set health bar width correctly
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
// Increased from 2.2
scaleY: 2.5 // Increased from 2.2
});
self.facing = "right"; // "right" or "left"
self.playerGraphics = playerGraphics; // Save reference for flipping
self.level = 1;
self.xp = 0;
self.xpToNext = 100;
self.hp = 100;
self.maxHp = 100;
self.damage = 10;
self.attackCooldown = 0;
self.swordOffsetX = 25; // Horizontal offset for the sword from player's center
self.swordOffsetY = 15; // Vertical offset for the sword from player's center (positive is down)
self.sword = null;
self.vx = 0; // Horizontal velocity
self.vy = 0; // Vertical velocity
self.createSword = function () {
if (self.sword) {
self.removeChild(self.sword);
}
var swordType = 'woodenSword';
var baseDamage = 10;
// Calculate damage increase every 5 levels
var damageMultiplier = Math.floor(self.level / 5);
var damage = baseDamage + damageMultiplier * 5;
if (self.level >= 20) {
swordType = 'steelSword';
} else if (self.level >= 10) {
swordType = 'ironSword';
}
self.damage = damage;
self.sword = self.attachAsset(swordType, {
anchorX: 0,
// Sword's hilt/origin is at its local x=0
anchorY: 0.5,
// Sword's hilt/origin is vertically centered
x: self.facing === "left" ? -self.swordOffsetX : self.swordOffsetX,
// Positioned based on player's facing direction and offset
y: self.swordOffsetY,
// Vertically offset from player's center
scaleX: 1.6,
// Increase sword size
scaleY: 1.6 // Increase sword size
});
// Ensure sword sprite orientation matches player facing direction
// This assumes sword assets are designed to point right with a positive scaleX
if (self.facing === "left") {
self.sword.scaleX = -Math.abs(self.sword.scaleX || 1); // Ensure scaleX is negative
} else {
self.sword.scaleX = Math.abs(self.sword.scaleX || 1); // Ensure scaleX is positive
}
};
self.gainXP = function (amount) {
self.xp += amount;
if (self.xp >= self.xpToNext) {
self.levelUp();
}
};
self.levelUp = function () {
self.level++;
self.xp = 0;
self.xpToNext = self.level * 100;
// self.maxHp remains at 100, as per the "health up to 100" requirement.
self.hp = self.maxHp; // Restore HP to the current maxHp (which is 100).
statPoints += 1; // Give 1 stat point per level up
if (typeof statPointText !== "undefined") statPointText.setText('Statü Puanı: ' + statPoints);
if (self.level % 10 === 0) {
self.createSword();
}
LK.getSound('levelUp').play();
LK.effects.flashObject(self, 0xFFD700, 500);
};
self.attack = function () {
if (self.attackCooldown <= 0) {
self.attackCooldown = 30;
LK.getSound('attack').play();
if (self.sword) {
tween(self.sword, {
rotation: Math.PI / 4
}, {
duration: 150,
easing: tween.easeOut
});
tween(self.sword, {
rotation: 0
}, {
duration: 150,
easing: tween.easeIn
});
}
for (var i = monsters.length - 1; i >= 0; i--) {
// Iterate backwards
var monster = monsters[i];
var distance = Math.sqrt((self.x - monster.x) * (self.x - monster.x) + (self.y - monster.y) * (self.y - monster.y));
if (distance < 120) {
// Increased attack range from 100 to 120
monster.takeDamage(self.damage);
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// --- Flip player sprite based on movement direction ---
if (typeof self.vx === "number" && Math.abs(self.vx) > 0.2) {
if (self.vx > 0 && self.facing !== "right") {
self.facing = "right";
if (self.playerGraphics) self.playerGraphics.scaleX = Math.abs(self.playerGraphics.scaleX);
if (self.sword) {
self.sword.scaleX = Math.abs(self.sword.scaleX || 1);
self.sword.x = self.swordOffsetX; // Adjust sword position to right side
}
} else if (self.vx < 0 && self.facing !== "left") {
self.facing = "left";
if (self.playerGraphics) self.playerGraphics.scaleX = -Math.abs(self.playerGraphics.scaleX);
if (self.sword) {
self.sword.scaleX = -Math.abs(self.sword.scaleX || 1);
self.sword.x = -self.swordOffsetX; // Adjust sword position to left side
}
}
}
// Auto attack - attack every 30 frames (0.5 seconds)
if (self.attackCooldown <= 0) {
// Check if there are monsters nearby to attack
var foundNearbyMonster = false;
for (var i = 0; i < monsters.length; i++) {
var monster = monsters[i];
var distance = Math.sqrt((self.x - monster.x) * (self.x - monster.x) + (self.y - monster.y) * (self.y - monster.y));
if (distance < 120) {
foundNearbyMonster = true;
break;
}
}
if (foundNearbyMonster) {
self.attack();
}
}
};
self.createSword();
return self;
});
var XPOrb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('xpOrb', {
anchorX: 0.5,
anchorY: 0.5
});
self.xpValue = 25;
self.magnetSpeed = 3;
self.collected = false;
self.update = function () {
if (self.collected) return;
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 80) {
self.x += dx / distance * self.magnetSpeed;
self.y += dy / distance * self.magnetSpeed;
if (distance < 30) {
self.collect();
}
}
};
self.collect = function () {
if (self.collected) return;
self.collected = true;
player.gainXP(self.xpValue);
LK.getSound('xpPickup').play();
var index = xpOrbs.indexOf(self);
if (index > -1) {
xpOrbs.splice(index, 1);
}
self.destroy();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F2F
});
/****
* Game Code
****/
// Add the dungeon background first so it's behind all other game elements
// OrangeRed ellipse for bomb
var dungeonBackgroundDisplay = game.addChild(LK.getAsset('dungeonBackground', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0,
width: 2048,
height: 2732
}));
var player;
var monsters = [];
var xpOrbs = [];
var coinsArray = []; // Array to hold Coin instances
var powerUpsArray = []; // Array to hold active power-ups like bombs
var BOMB_DAMAGE = 50; // Damage dealt by a bomb explosion
var BOMB_EXPLOSION_RADIUS = 200; // Radius of the bomb's explosion
var coins = 0; // Variable to keep track of coins collected
var moveDirection = {
x: 0,
y: 0
};
var spawnTimer = 0;
var activeGuiMenu = null; // To manage which GUI menu is currently open
// Player movement physics constants
var playerAcceleration = 0.5; // How quickly the player speeds up
var playerMaxSpeed = 6; // Maximum speed of the player (same as previous constant speed)
var playerFriction = 0.9; // How quickly the player slows down (0-1, lower is stronger friction)
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
player.targetX = player.x;
player.targetY = player.y;
player.isMovingToTarget = false;
var levelText = new Text2('Level: 1', {
size: 40,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelText);
levelText.x = 120;
levelText.y = 20;
var xpText = new Text2('XP: 0/100', {
size: 30,
fill: 0xFFD700
});
xpText.anchor.set(0, 0);
LK.gui.topLeft.addChild(xpText);
xpText.x = 120;
xpText.y = 70;
var hpText = new Text2('HP: 100/100', {
size: 30,
fill: 0xFF4500
});
hpText.anchor.set(0, 0);
LK.gui.topLeft.addChild(hpText);
hpText.x = 120;
hpText.y = 110;
var coinText = new Text2('Coins: 0', {
size: 30,
fill: 0xFFFF00
});
coinText.anchor.set(0, 0);
LK.gui.topLeft.addChild(coinText);
coinText.x = 120;
coinText.y = 150; // Position below HP text
// Statü Menu Container
var statusMenu = new Container();
LK.gui.center.addChild(statusMenu);
statusMenu.visible = false; // Start hidden
// Status Menu Background
// Attach the background asset to the statusMenu.
// By adding it here, before other elements are added to statusMenu,
// it will be rendered underneath them.
var statusMenuBg = statusMenu.attachAsset('statusMenuBackground', {
anchorX: 0.5,
// Center the background image horizontally
anchorY: 0.5,
// Center the background image vertically
x: 0,
// Position at the center of the statusMenu container
y: 0 // Position at the center of the statusMenu container
});
// Statü Menu Title
var statusMenuTitle = new Text2('Statü Menüsü', {
size: 48,
fill: 0xFFD700
});
statusMenuTitle.anchor.set(0.5, 0);
statusMenuTitle.x = 0;
statusMenuTitle.y = -260;
statusMenu.addChild(statusMenuTitle);
// Statü Text (moved to menu)
var statusText = new Text2('Statü: ' + player.damage, {
size: 36,
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0);
statusText.x = 0;
statusText.y = -180;
statusMenu.addChild(statusText);
// Stat Variables
var statPoints = 0;
var statGuc = 0;
var statHiz = 0;
var statCan = 0;
// Stat buttons (moved to menu)
var gucButton = new Text2('Güç +', {
size: 36,
fill: 0xFF0000
});
gucButton.anchor.set(0.5, 0);
gucButton.x = -200;
gucButton.y = -80;
statusMenu.addChild(gucButton);
var hizButton = new Text2('Hız +', {
size: 36,
fill: 0x00BFFF
});
hizButton.anchor.set(0.5, 0);
hizButton.x = 0;
hizButton.y = -80;
statusMenu.addChild(hizButton);
var canButton = new Text2('Can +', {
size: 36,
fill: 0x32CD32
});
canButton.anchor.set(0.5, 0);
canButton.x = 200;
canButton.y = -80;
statusMenu.addChild(canButton);
var statPointText = new Text2('Statü Puanı: 0', {
size: 32,
fill: 0xFFD700
});
statPointText.anchor.set(0.5, 0);
statPointText.x = 0;
statPointText.y = 0;
statusMenu.addChild(statPointText);
// Statü Menu Close Button
var closeStatusMenuButton = new Text2('Kapat', {
size: 36,
fill: 0xFFFFFF
});
closeStatusMenuButton.anchor.set(0.5, 0);
closeStatusMenuButton.x = 0;
closeStatusMenuButton.y = 200;
statusMenu.addChild(closeStatusMenuButton);
closeStatusMenuButton.down = function () {
statusMenu.visible = false;
if (activeGuiMenu === statusMenu) activeGuiMenu = null;
};
// Statü Menu Open Button (always visible, top right)
var openStatusMenuButton = new Text2('Statü', {
size: 36,
fill: 0xFFD700
});
openStatusMenuButton.anchor.set(1, 0);
LK.gui.topRight.addChild(openStatusMenuButton);
openStatusMenuButton.x = -40;
openStatusMenuButton.y = 40;
openStatusMenuButton.down = function () {
if (activeGuiMenu === statusMenu) {
statusMenu.visible = false;
activeGuiMenu = null;
} else {
if (activeGuiMenu) activeGuiMenu.visible = false;
statusMenu.visible = true;
activeGuiMenu = statusMenu;
}
};
// Move stat button event handlers to new context
gucButton.down = function (x, y, obj) {
if (statPoints > 0) {
statGuc++;
statPoints--;
player.damage += 2;
statPointText.setText('Statü Puanı: ' + statPoints);
}
};
hizButton.down = function (x, y, obj) {
if (statPoints > 0) {
statHiz++;
statPoints--;
playerMaxSpeed += 1.2;
statPointText.setText('Statü Puanı: ' + statPoints);
}
};
canButton.down = function (x, y, obj) {
if (statPoints > 0) {
statCan++;
statPoints--;
player.hp += 20;
if (player.hp > player.maxHp) player.hp = player.maxHp;
statPointText.setText('Statü Puanı: ' + statPoints);
}
};
// Stat button event handlers
gucButton.down = function (x, y, obj) {
if (statPoints > 0) {
statGuc++;
statPoints--;
player.damage += 2;
statPointText.setText('Statü Puanı: ' + statPoints);
}
};
hizButton.down = function (x, y, obj) {
if (statPoints > 0) {
statHiz++;
statPoints--;
playerMaxSpeed += 1.2;
statPointText.setText('Statü Puanı: ' + statPoints);
}
};
canButton.down = function (x, y, obj) {
if (statPoints > 0) {
statCan++;
statPoints--;
player.hp += 20;
if (player.hp > player.maxHp) player.hp = player.maxHp;
statPointText.setText('Statü Puanı: ' + statPoints);
}
};
// Shop Menu Elements
var shopMenu = new Container();
LK.gui.center.addChild(shopMenu);
shopMenu.visible = false; // Start hidden
var shopMenuTitle = new Text2('Dükkan', {
size: 48,
fill: 0xFFD700
});
shopMenuTitle.anchor.set(0.5, 0);
shopMenuTitle.x = 0;
shopMenuTitle.y = -260; // Position above center
shopMenu.addChild(shopMenuTitle);
// Shop Item 1: Health Potion
var buyHealthPotionButton = new Text2('Can İksiri Al (10 Coin)', {
size: 36,
fill: 0x32CD32 // Green color for health
});
buyHealthPotionButton.anchor.set(0.5, 0);
buyHealthPotionButton.x = 0;
buyHealthPotionButton.y = -180; // Below title
shopMenu.addChild(buyHealthPotionButton);
buyHealthPotionButton.down = function () {
if (coins >= 10) {
coins -= 10;
player.hp += 25;
if (player.hp > player.maxHp) player.hp = player.maxHp;
if (typeof coinText !== "undefined") coinText.setText('Coins: ' + coins);
// Update HP and Status text as HP changes
if (typeof hpText !== "undefined") hpText.setText('HP: ' + Math.max(0, Math.floor(player.hp)) + '/' + player.maxHp);
if (typeof statusText !== "undefined") statusText.setText('Statü: ' + player.damage + ' | Hız: ' + Math.round(playerMaxSpeed * 10) / 10 + ' | Can: ' + Math.floor(player.hp));
} else {
LK.effects.flashObject(buyHealthPotionButton, 0xFF0000, 300); // Flash red if not enough coins
}
};
// Shop Item 2: Damage Boost
var buyDamageBoostButton = new Text2('Hasar Artışı Al (20 Coin)', {
size: 36,
fill: 0xFF0000 // Red color for damage
});
buyDamageBoostButton.anchor.set(0.5, 0);
buyDamageBoostButton.x = 0;
buyDamageBoostButton.y = -100; // Below health potion button
shopMenu.addChild(buyDamageBoostButton);
buyDamageBoostButton.down = function () {
if (coins >= 20) {
coins -= 20;
player.damage += 5; // Permanent damage increase
if (typeof coinText !== "undefined") coinText.setText('Coins: ' + coins);
// Update Status text as damage changes
if (typeof statusText !== "undefined") statusText.setText('Statü: ' + player.damage + ' | Hız: ' + Math.round(playerMaxSpeed * 10) / 10 + ' | Can: ' + Math.floor(player.hp));
} else {
LK.effects.flashObject(buyDamageBoostButton, 0xFF0000, 300); // Flash red
}
};
// Shop Menu Close Button
var closeShopMenuButton = new Text2('Kapat', {
size: 36,
fill: 0xFFFFFF
});
closeShopMenuButton.anchor.set(0.5, 0);
closeShopMenuButton.x = 0;
closeShopMenuButton.y = 200; // Position below center
shopMenu.addChild(closeShopMenuButton);
closeShopMenuButton.down = function () {
shopMenu.visible = false;
if (activeGuiMenu === shopMenu) activeGuiMenu = null;
};
// Shop Menu Open Button (always visible, top right)
var openShopMenuButton = new Text2('Dükkan', {
size: 36,
fill: 0xFFD700
});
openShopMenuButton.anchor.set(1, 0); // Anchor to top-right for positioning
LK.gui.topRight.addChild(openShopMenuButton);
openShopMenuButton.x = -40; // Align with Statü button
openShopMenuButton.y = 100; // Position below the Statü button (Statü is at y=40)
openShopMenuButton.down = function () {
if (activeGuiMenu === shopMenu) {
shopMenu.visible = false;
activeGuiMenu = null;
} else {
if (activeGuiMenu) activeGuiMenu.visible = false; // Close any other active menu
shopMenu.visible = true;
activeGuiMenu = shopMenu;
}
};
game.down = function (x, y, obj) {
// Set the target position for the player to move towards
player.targetX = x;
player.targetY = y;
player.isMovingToTarget = true;
// Optionally, you can still set moveDirection for fallback
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
moveDirection.x = dx / distance;
moveDirection.y = dy / distance;
}
};
game.up = function (x, y, obj) {
moveDirection.x = 0;
moveDirection.y = 0;
player.isMovingToTarget = false;
};
function spawnMonster() {
var monster = new Monster();
var side = Math.floor(Math.random() * 4);
if (side === 0) {
monster.x = Math.random() * 2048;
monster.y = -50;
} else if (side === 1) {
monster.x = 2098;
monster.y = Math.random() * 2732;
} else if (side === 2) {
monster.x = Math.random() * 2048;
monster.y = 2782;
} else {
monster.x = -50;
monster.y = Math.random() * 2732;
}
game.addChild(monster);
monsters.push(monster);
}
game.update = function () {
// Boss spawn logic
if (!game.bossActive && player.level > 0 && player.level % 10 === 0) {
// Only spawn boss if not already present and at a boss level
var bossExists = false;
for (var i = 0; i < monsters.length; i++) {
if (monsters[i] && monsters[i].levelText && monsters[i].levelText.text && monsters[i].levelText.text.indexOf('BOSS') !== -1) {
bossExists = true;
break;
}
}
if (!bossExists) {
var boss = new Boss();
// Spawn boss in the center of the map
boss.x = 1024;
boss.y = 600;
game.addChild(boss);
monsters.push(boss);
game.bossActive = true;
}
}
// Only spawn normal monsters if not in boss fight
if (!game.bossActive) {
spawnTimer++;
if (spawnTimer >= 120) {
spawnMonster();
spawnTimer = 0;
}
} else {
// If boss is dead, clear bossActive flag
var bossStillAlive = false;
for (var i = 0; i < monsters.length; i++) {
if (monsters[i] && monsters[i].levelText && monsters[i].levelText.text && monsters[i].levelText.text.indexOf('BOSS') !== -1) {
bossStillAlive = true;
break;
}
}
if (!bossStillAlive) {
game.bossActive = false;
}
}
// Smooth movement towards target using tweening
if (player.isMovingToTarget && typeof player.targetX === "number" && typeof player.targetY === "number") {
var dx = player.targetX - player.x;
var dy = player.targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
// Move a fraction of the distance each frame for smoothness
var moveSpeed = playerMaxSpeed;
player.vx = dx / distance * moveSpeed;
player.vy = dy / distance * moveSpeed;
} else {
// Close enough to target, stop moving
player.vx = 0;
player.vy = 0;
player.isMovingToTarget = false;
}
} else {
// Player not moving to a target, use friction to slow down
player.vx *= playerFriction;
if (Math.abs(player.vx) < 0.1) player.vx = 0;
player.vy *= playerFriction;
if (Math.abs(player.vy) < 0.1) player.vy = 0;
}
// Calculate new potential position
var newX = player.x + player.vx;
var newY = player.y + player.vy;
// Boundary checks and position update for X
// The boundaries (40, 2008, etc.) are assumed to be for the player's center (x,y)
if (newX >= 40 && newX <= 2008) {
player.x = newX;
} else {
player.vx = 0; // Stop horizontal movement if hitting a boundary
// Snap player to the boundary edge
if (newX < 40) player.x = 40;else if (newX > 2008) player.x = 2008;
}
// Boundary checks and position update for Y
if (newY >= 40 && newY <= 2692) {
player.y = newY;
} else {
player.vy = 0; // Stop vertical movement if hitting a boundary
// Snap player to the boundary edge
if (newY < 40) player.y = 40;else if (newY > 2692) player.y = 2692;
}
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
if (monster.x < -100 || monster.x > 2148 || monster.y < -100 || monster.y > 2832) {
monster.destroy();
monsters.splice(i, 1);
}
}
for (var j = xpOrbs.length - 1; j >= 0; j--) {
var orb = xpOrbs[j];
if (orb.x < -50 || orb.x > 2098 || orb.y < -50 || orb.y > 2782) {
orb.destroy();
xpOrbs.splice(j, 1);
}
}
for (var k = coinsArray.length - 1; k >= 0; k--) {
var coin = coinsArray[k];
if (coin.x < -50 || coin.x > 2098 || coin.y < -50 || coin.y > 2782) {
coin.destroy();
coinsArray.splice(k, 1);
}
}
// Update and clean up power-ups (e.g., bombs)
for (var l = powerUpsArray.length - 1; l >= 0; l--) {
var powerUp = powerUpsArray[l];
// The powerUp.update() is called by LK engine automatically if it's added to the game
if (powerUp.x < -50 || powerUp.x > 2098 || powerUp.y < -50 || powerUp.y > 2782) {
powerUp.destroy();
powerUpsArray.splice(l, 1);
}
}
levelText.setText('Level: ' + player.level);
xpText.setText('XP: ' + player.xp + '/' + player.xpToNext);
hpText.setText('HP: ' + Math.max(0, Math.floor(player.hp)) + '/' + player.maxHp);
coinText.setText('Coins: ' + coins); // Update coin text
statusText.setText('Statü: ' + player.damage + ' | Hız: ' + Math.round(playerMaxSpeed * 10) / 10 + ' | Can: ' + Math.floor(player.hp));
statPointText.setText('Statü Puanı: ' + statPoints);
}; ===================================================================
--- original.js
+++ change.js
@@ -36,9 +36,10 @@
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
// Check if monster is valid and has position properties before calculating distance
if (monster && typeof monster.x === 'number' && typeof monster.y === 'number') {
- var distToMonster = Math.sqrt(Math.pow(self.x - monster.x, 2) + Math.pow(self.y - monster.y, 2));
+ // Calculate distance from the player to the monster for the explosion effect
+ var distToMonster = Math.sqrt(Math.pow(player.x - monster.x, 2) + Math.pow(player.y - monster.y, 2));
if (distToMonster <= BOMB_EXPLOSION_RADIUS) {
// Check if monster has takeDamage method
if (typeof monster.takeDamage === 'function') {
monster.takeDamage(BOMB_DAMAGE);
@@ -525,10 +526,10 @@
/****
* Game Code
****/
-// OrangeRed ellipse for bomb
// Add the dungeon background first so it's behind all other game elements
+// OrangeRed ellipse for bomb
var dungeonBackgroundDisplay = game.addChild(LK.getAsset('dungeonBackground', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
ironSword. In-Game asset. High contrast. No shadows
Aynısını istiyorum farklı renklerle
Ayakları olsun istiyorum ve düz dursun istiyorum Arka plan yok
Arka plan yok olmalı Beyaz olsun
Bomba. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Coin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat