User prompt
Hataları düzelt
User prompt
Level yazısını biraz sağa al
User prompt
Her level de biraz hızlı mermi olsun
User prompt
Her level de biraz daha hızlı olsun
User prompt
Oyundaki en üste kadar level ekleyebilir misiniz
User prompt
Oyundaki en üste kadar level ekleyebilir misiniz
User prompt
Mermi biraz daha yavaş ateş etsin
User prompt
Biraz daha yavaş ateş etsin mermi
User prompt
Mermi biraz daha yavaş ateş etsin
User prompt
Mermi biraz yavaş ateş etsin
User prompt
Puanın biraz Coin olarak versin mesala 2 puan 1 Coin ha öldükten sonra hesapladım ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Para yazısını Coin olarak yapar mısınız
User prompt
Parayı Coin olarakyaz
User prompt
Başla demeden oynama
User prompt
Ana menü ekleyebilir misiniz
User prompt
obstacleyi yok ederek point kazansın 5
User prompt
obstacleyi mermile yok etsin
User prompt
Ekrana tıklayarak ateş etsin mermile
Code edit (1 edits merged)
Please save this source code
User prompt
Kaç saniye oynadığımı ekle
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Player character controlled by face var FaceChar = Container.expand(function () { var self = Container.call(this); var _char = self.attachAsset('faceChar', { anchorX: 0.5, anchorY: 0.5 }); // For possible future effects self.flash = function () { LK.effects.flashObject(self, 0xffffff, 300); }; return self; }); var Gun = Container.expand(function () { var self = Container.call(this); // The visual asset for the gun self.visual = self.attachAsset('gun_visual', { anchorX: 0.5, // Anchor to its horizontal center anchorY: 1.0 // Anchor to its bottom edge (base of the gun) }); return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Speed is set on creation self.speed = 0; self.update = function () { self.y += self.speed; }; return self; }); // Point collectible class var PointCollectible = Container.expand(function () { var self = Container.call(this); var pt = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { self.y += self.speed; }; return self; }); // Shop class for purchasing items var Shop = Container.expand(function () { var self = Container.call(this); var items = [{ name: "Speed Boost", cost: 10 }, { name: "Extra Life", cost: 20 }, { name: "Shield", cost: 15 }]; var shopText = new Text2("Shop", { size: 100, fill: 0xFFFFFF }); shopText.anchor.set(0.5, 0); self.addChild(shopText); shopText.y = -200; // Show current persistent points var pointsText = new Text2("", { size: 70, fill: 0xFFFF00 }); pointsText.anchor.set(0.5, 0); pointsText.y = -100; self.addChild(pointsText); function updatePointsText() { var totalPoints = 0; var extraLives = 0; var shields = 0; if (typeof storage !== "undefined") { totalPoints = storage.totalPoints || 0; extraLives = typeof storage.extraLives !== "undefined" ? storage.extraLives : 3; shields = storage.shields || 0; } pointsText.setText("Points: " + totalPoints + " | Extra Lives: " + extraLives + " | Shields: " + shields); // Also update global scoreTxt if shop is open if (typeof scoreTxt !== "undefined") { scoreTxt.setText(totalPoints); } } updatePointsText(); // Add shop items and purchase logic items.forEach(function (item, index) { var itemText = new Text2(item.name + " - " + item.cost + " points", { size: 70, fill: 0xFFFFFF }); itemText.anchor.set(0.5, 0); itemText.y = index * 100; self.addChild(itemText); // Enable purchase on tap/click itemText.interactive = true; itemText.buttonMode = true; itemText.down = function (x, y, obj) { var totalPoints = 0; if (typeof storage !== "undefined") { totalPoints = storage.totalPoints || 0; } if (totalPoints >= item.cost) { // Deduct cost and update storage totalPoints -= item.cost; if (typeof storage !== "undefined") { storage.totalPoints = totalPoints; } updatePointsText(); if (typeof updatePersistentPointsDisplay === "function") { updatePersistentPointsDisplay(); } // Show feedback (flash) LK.effects.flashObject(itemText, 0x00FF00, 400); // Apply item effect in game if (item.name === "Extra Life") { // Give player an extra life (persist for next game) if (typeof storage !== "undefined") { var extraLives = storage.extraLives || 0; storage.extraLives = extraLives + 1; if (typeof updateLivesDisplay === "function") { updateLivesDisplay(); } // Update heart icons UI // updatePointsText(); // This is already called after storage.totalPoints update, which also updates lives text in shop } } if (item.name === "Shield") { // Give player a shield (persist for next game) if (typeof storage !== "undefined") { var shields = storage.shields || 0; storage.shields = shields + 1; } } // Optionally: disable item after purchase (one-time buy) // itemText.alpha = 0.5; // itemText.interactive = false; } else { // Not enough points, flash red LK.effects.flashObject(itemText, 0xFF0000, 400); } }; }); return self; }); /**** * Initialize Game ****/ // var game = new LK.Game({ backgroundColor: 0x181c2c }); /**** * Game Code ****/ // Show shop on demand (e.g. after game over or via button) // --- Shop display --- // Asset for life display // New asset for Kimchi function showShop() { var shop = new Shop(); // Center shop based on its size shop.x = GAME_W / 2; shop.y = GAME_H / 2; shop.anchorX = 0.5; shop.anchorY = 0.5; game.addChild(shop); // Bring shop to top (after all gameplay elements) if (shop.parent && shop.parent.children) { shop.parent.removeChild(shop); shop.parent.addChild(shop); } // Remove shop after 5 seconds LK.setTimeout(function () { if (shop && shop.parent) { shop.destroy(); } }, 5000); } // Timer variables var elapsedTimeText; var gameStartTime = 0; // To store LK.ticks at the start of the game var elapsedSeconds = 0; // To store the calculated elapsed seconds // Obstacle: red rectangle // Character: main player controlled by face // Game area dimensions var GAME_W = 2048; var GAME_H = 2732; // Player character var faceChar = new FaceChar(); game.addChild(faceChar); // Create and add the gun gun = new Gun(); game.addChild(gun); // Initial position: bottom center, 400px from bottom faceChar.x = GAME_W / 2; faceChar.y = GAME_H - 400; // Arrays for obstacles and points var obstacles = []; var points = []; var gun; // Gun instance // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Persistent Currency ("Para") Display will be initialized by updatePersistentPointsDisplay // Lives display elements var livesContainer = new Container(); LK.gui.topRight.addChild(livesContainer); // Add to top-right GUI area // livesContainer.anchor.set(1, 0); // Removed: Containers do not have an 'anchor' property for self-positioning. livesContainer.x = -30; // Position 30px from the screen's right edge (relative to gui.topRight) livesContainer.y = 30; // Position 30px from the screen's top edge (relative to gui.topRight) var heartIcons = []; // Array to keep track of heart icon objects function updateLivesDisplay() { // Clear previously displayed hearts heartIcons.forEach(function (icon) { if (icon && icon.parent) { // Check if icon exists and is attached icon.destroy(); } }); heartIcons = []; // Reset the array var currentLives = 0; // storage.extraLives is initialized by game logic (e.g., to 3 at game start/reset) // before this function is typically called. if (typeof storage !== "undefined" && typeof storage.extraLives === "number") { currentLives = storage.extraLives; } // If storage.extraLives were somehow not a number here, 0 hearts would be displayed, // accurately reflecting an issue with the life count data, rather than masking it. // Optionally cap the number of hearts displayed to avoid UI clutter var displayableLives = Math.min(currentLives, 5); // e.g., display max 5 hearts for (var i = 0; i < displayableLives; i++) { var heart = LK.getAsset('heart_icon', { anchorX: 1, anchorY: 0.5 }); // Anchor heart's right-middle if (heart) { // Position hearts horizontally from right to left within the livesContainer // The rightmost heart (i=0) is at x=0 relative to container's (anchored) right edge heart.x = -i * (heart.width + 10); // 10px spacing between hearts heart.y = heart.height / 2; // Vertically center hearts in the container livesContainer.addChild(heart); heartIcons.push(heart); } } } // For keeping track of score // Load score from storage if available (after game over) var score = 0; if (typeof storage !== "undefined") { // Use lastScore for current run, totalPoints for shop var lastScore = storage.lastScore; if (typeof lastScore === "number" && !isNaN(lastScore)) { score = lastScore; LK.setScore(score); } // Ensure extraLives, shields and totalPoints are defined if (typeof storage.extraLives === "undefined" || storage.extraLives === 0) { storage.extraLives = 3; } if (typeof storage.shields === "undefined") { storage.shields = 0; } if (typeof storage.totalPoints === "undefined") { storage.totalPoints = 0; } // Ensure totalPoints is initialized updateLivesDisplay(); // Initialize hearts display if (typeof updatePersistentPointsDisplay === "function") { updatePersistentPointsDisplay(); } // Initialize Para display } // Elapsed Time Display elapsedTimeText = new Text2('Time: 0s', { size: 70, fill: 0xFFFFFF // White color for the text }); elapsedTimeText.anchor.set(0, 1); // Anchor to the bottom-left of the text LK.gui.bottomLeft.addChild(elapsedTimeText); // Position it 30px from the left and 30px from the bottom of the screen elapsedTimeText.x = 30; elapsedTimeText.y = -30; // Initialize timer variables for the current game session gameStartTime = LK.ticks; elapsedSeconds = 0; elapsedTimeText.setText('Time: ' + elapsedSeconds + 's'); // Set initial text // For obstacle/point spawn timing var lastObstacleTick = 0; var lastPointTick = 0; // For difficulty scaling var minObstacleInterval = 45; // ticks var minPointInterval = 60; // ticks var obstacleSpeed = 12; // px per frame, increases over time // For collision state var lastCollided = false; // For point collection state var lastPointCollided = {}; // Facekit smoothing var lastFaceX = faceChar.x; var lastFaceY = faceChar.y; // Persistent currency display var persistentPointsContainer; var persistentPointsText; var persistentCoinIcon; function updatePersistentPointsDisplay() { var spacing = 15; // Spacing between text and icon // Ensure container exists and is on GUI if (!persistentPointsContainer) { persistentPointsContainer = new Container(); LK.gui.topRight.addChild(persistentPointsContainer); // Attach to top-right persistentPointsContainer.x = -30; // Position 30px from the screen's right edge persistentPointsContainer.y = 140; // Position below lives display (lives at y=30, hearts ~70px high) } // Ensure Text2 object for points exists if (!persistentPointsText) { persistentPointsText = new Text2("Para: 0", { size: 70, fill: 0xFFFF00 }); persistentPointsText.anchor.set(1, 0.5); // Anchor right-middle for positioning } // Ensure text is child of container if (persistentPointsText.parent !== persistentPointsContainer) { if (persistentPointsText.parent) { persistentPointsText.parent.removeChild(persistentPointsText); } persistentPointsContainer.addChild(persistentPointsText); } // Ensure coin icon asset exists if (!persistentCoinIcon) { persistentCoinIcon = LK.getAsset('coin_icon', { // width/height will come from asset definition in Assets section anchorX: 1, // Anchor right anchorY: 0.5 // Anchor middle for vertical alignment with text }); } // Ensure icon is child of container if (persistentCoinIcon.parent !== persistentPointsContainer) { if (persistentCoinIcon.parent) { persistentCoinIcon.parent.removeChild(persistentCoinIcon); } persistentPointsContainer.addChild(persistentCoinIcon); } // Update text content var currentPoints = 0; if (typeof storage !== "undefined" && typeof storage.totalPoints === "number") { currentPoints = storage.totalPoints; } persistentPointsText.setText("Para: " + currentPoints); // Position text and icon within the container for right alignment. // The container's top-left is positioned by persistentPointsContainer.x and .y relative to LK.gui.topRight. // Children x,y are relative to the container's top-left. // persistentCoinIcon is rightmost. Its anchor (1, 0.5) means its right-middle point is at its x,y. // We position its right-middle point at (0,0) relative to container's origin (top-left). persistentCoinIcon.x = 0; persistentCoinIcon.y = 0; // Vertically centered due to anchorY 0.5 and container's y // persistentPointsText is to the left. Its anchor (1, 0.5) means its right-middle point is at its x,y. // We position its right-middle point to be (persistentCoinIcon.width + spacing) to the left of the icon's right-middle. persistentPointsText.x = -(persistentCoinIcon.width + spacing); persistentPointsText.y = 0; // Vertically centered due to anchorY 0.5 and container's y } // Main update loop game.update = function () { // --- Timer Update --- // Calculate total elapsed seconds since the game started var currentTotalSeconds = Math.floor((LK.ticks - gameStartTime) / 60); // Update the text only if the number of seconds has changed if (currentTotalSeconds !== elapsedSeconds) { elapsedSeconds = currentTotalSeconds; if (elapsedTimeText) { // Check if the text object exists elapsedTimeText.setText('Time: ' + elapsedSeconds + 's'); } } // --- Facekit control --- // Use mouthCenter for X/Y, clamp to game area var fx = facekit.mouthCenter && typeof facekit.mouthCenter.x === "number" ? facekit.mouthCenter.x : GAME_W / 2; var fy = facekit.mouthCenter && typeof facekit.mouthCenter.y === "number" ? facekit.mouthCenter.y : GAME_H - 400; // Optionally, if mouth is open, move faster (boost) var boost = facekit.mouthOpen ? 1.7 : 1.0; // Smooth movement (lerp) lastFaceX += (fx - lastFaceX) * 0.25 * boost; lastFaceY += (fy - lastFaceY) * 0.25 * boost; // Clamp to bounds (keep inside screen) var charW = faceChar.width; var charH = faceChar.height; var minX = charW / 2 + 40; var maxX = GAME_W - charW / 2 - 40; var minY = charH / 2 + 120; var maxY = GAME_H - charH / 2 - 40; faceChar.x = Math.max(minX, Math.min(maxX, lastFaceX)); faceChar.y = Math.max(minY, Math.min(maxY, lastFaceY)); // --- Spawn obstacles --- // Update gun position to follow faceChar if (gun && faceChar) { gun.x = faceChar.x; // Position the base of the gun (anchorY = 1.0) at the top edge of faceChar gun.y = faceChar.y - faceChar.height / 2; } if (LK.ticks - lastObstacleTick > minObstacleInterval + Math.floor(Math.random() * 40)) { var obs = new Obstacle(); // Random X, avoid leftmost 100px (menu) var obsW = obs.width; var obsX = 100 + obsW / 2 + Math.random() * (GAME_W - obsW - 200); obs.x = obsX; obs.y = -obs.height / 2; obs.speed = obstacleSpeed + Math.random() * 3; obstacles.push(obs); game.addChild(obs); lastObstacleTick = LK.ticks; } // --- Spawn points --- if (LK.ticks - lastPointTick > minPointInterval + Math.floor(Math.random() * 60)) { var pt = new PointCollectible(); var ptW = pt.width; var ptX = 100 + ptW / 2 + Math.random() * (GAME_W - ptW - 200); pt.x = ptX; pt.y = -pt.height / 2; pt.speed = obstacleSpeed * 0.8 + Math.random() * 2; points.push(pt); game.addChild(pt); lastPointTick = LK.ticks; } // --- Move obstacles, check collision --- var collided = false; for (var i = obstacles.length - 1; i >= 0; i--) { var o = obstacles[i]; o.update(); // Off screen if (o.y - o.height / 2 > GAME_H + 100) { o.destroy(); obstacles.splice(i, 1); continue; } // Collision with player if (faceChar.intersects(o)) { collided = true; } } // --- Move points, check collection --- for (var j = points.length - 1; j >= 0; j--) { var p = points[j]; p.update(); // Off screen if (p.y - p.height / 2 > GAME_H + 100) { p.destroy(); points.splice(j, 1); continue; } // Collision with player var pointId = p._lkid || p._id || j; if (!lastPointCollided[pointId]) { if (faceChar.intersects(p)) { // Collect point score += 1; LK.setScore(score); scoreTxt.setText(score); // Flash effect LK.effects.flashObject(p, 0xffffff, 200); p.destroy(); points.splice(j, 1); lastPointCollided[pointId] = true; continue; } } } // --- Collision state transitions --- if (!lastCollided && collided) { // Check for shield first var usedShield = false; if (typeof storage !== "undefined" && storage.shields && storage.shields > 0) { storage.shields = storage.shields - 1; usedShield = true; LK.effects.flashScreen(0x00ffff, 600); faceChar.flash(); // Don't trigger game over, just consume shield } // If no shield, check for extra life else if (typeof storage !== "undefined" && storage.extraLives && storage.extraLives > 0) { storage.extraLives = storage.extraLives - 1; if (typeof updateLivesDisplay === "function") { updateLivesDisplay(); } // Update hearts display LK.effects.flashScreen(0x00ff00, 600); faceChar.flash(); // Don't trigger game over, just consume extra life } // No shield or extra life, trigger game over else { LK.effects.flashScreen(0xff0000, 800); faceChar.flash(); LK.showGameOver(); return; } } lastCollided = collided; // --- Difficulty scaling --- if (LK.ticks % 300 === 0 && obstacleSpeed < 32) { obstacleSpeed += 1.2; if (minObstacleInterval > 20) { minObstacleInterval -= 2; } if (minPointInterval > 30) { minPointInterval -= 2; } } }; // --- Instructions text removed --- // --- Center score text --- scoreTxt.x = 0; scoreTxt.y = 20; // --- Clean up on game over --- game.on('destroy', function () { // Save score to persistent storage before reset if (typeof storage !== "undefined") { storage.lastScore = score; // Only add this run's score to totalPoints if score > 0 if (score > 0) { var totalPoints = storage.totalPoints || 0; storage.totalPoints = totalPoints + score * 2; // Double the points after game over } if (typeof updatePersistentPointsDisplay === "function") { updatePersistentPointsDisplay(); } } obstacles = []; points = []; lastPointCollided = {}; lastCollided = false; lastFaceX = GAME_W / 2; lastFaceY = GAME_H - 400; score = 0; LK.setScore(0); scoreTxt.setText('0'); if (gun) { // gun instance is a child of game, so it will be destroyed automatically by LK. // We just need to nullify the reference. gun = null; } // Reset lives to 3 for new game if (typeof storage !== "undefined") { storage.extraLives = 3; if (typeof updateLivesDisplay === "function") { updateLivesDisplay(); } // Update hearts display } // Show shop after game over showShop(); // Reset scoreTxt to show 0 for new game if (typeof scoreTxt !== "undefined") { scoreTxt.setText('0'); } });
===================================================================
--- original.js
+++ change.js
@@ -136,9 +136,11 @@
// Give player an extra life (persist for next game)
if (typeof storage !== "undefined") {
var extraLives = storage.extraLives || 0;
storage.extraLives = extraLives + 1;
- if (typeof updateLivesDisplay === "function") updateLivesDisplay(); // Update heart icons UI
+ if (typeof updateLivesDisplay === "function") {
+ updateLivesDisplay();
+ } // Update heart icons UI
// updatePointsText(); // This is already called after storage.totalPoints update, which also updates lives text in shop
}
}
if (item.name === "Shield") {
@@ -189,9 +191,11 @@
shop.parent.addChild(shop);
}
// Remove shop after 5 seconds
LK.setTimeout(function () {
- if (shop && shop.parent) shop.destroy();
+ if (shop && shop.parent) {
+ shop.destroy();
+ }
}, 5000);
}
// Timer variables
var elapsedTimeText;
@@ -274,13 +278,21 @@
score = lastScore;
LK.setScore(score);
}
// Ensure extraLives, shields and totalPoints are defined
- if (typeof storage.extraLives === "undefined" || storage.extraLives === 0) storage.extraLives = 3;
- if (typeof storage.shields === "undefined") storage.shields = 0;
- if (typeof storage.totalPoints === "undefined") storage.totalPoints = 0; // Ensure totalPoints is initialized
+ if (typeof storage.extraLives === "undefined" || storage.extraLives === 0) {
+ storage.extraLives = 3;
+ }
+ if (typeof storage.shields === "undefined") {
+ storage.shields = 0;
+ }
+ if (typeof storage.totalPoints === "undefined") {
+ storage.totalPoints = 0;
+ } // Ensure totalPoints is initialized
updateLivesDisplay(); // Initialize hearts display
- if (typeof updatePersistentPointsDisplay === "function") updatePersistentPointsDisplay(); // Initialize Para display
+ if (typeof updatePersistentPointsDisplay === "function") {
+ updatePersistentPointsDisplay();
+ } // Initialize Para display
}
// Elapsed Time Display
elapsedTimeText = new Text2('Time: 0s', {
size: 70,
@@ -331,9 +343,11 @@
persistentPointsText.anchor.set(1, 0.5); // Anchor right-middle for positioning
}
// Ensure text is child of container
if (persistentPointsText.parent !== persistentPointsContainer) {
- if (persistentPointsText.parent) persistentPointsText.parent.removeChild(persistentPointsText);
+ if (persistentPointsText.parent) {
+ persistentPointsText.parent.removeChild(persistentPointsText);
+ }
persistentPointsContainer.addChild(persistentPointsText);
}
// Ensure coin icon asset exists
if (!persistentCoinIcon) {
@@ -345,9 +359,11 @@
});
}
// Ensure icon is child of container
if (persistentCoinIcon.parent !== persistentPointsContainer) {
- if (persistentCoinIcon.parent) persistentCoinIcon.parent.removeChild(persistentCoinIcon);
+ if (persistentCoinIcon.parent) {
+ persistentCoinIcon.parent.removeChild(persistentCoinIcon);
+ }
persistentPointsContainer.addChild(persistentCoinIcon);
}
// Update text content
var currentPoints = 0;
@@ -485,9 +501,11 @@
}
// If no shield, check for extra life
else if (typeof storage !== "undefined" && storage.extraLives && storage.extraLives > 0) {
storage.extraLives = storage.extraLives - 1;
- if (typeof updateLivesDisplay === "function") updateLivesDisplay(); // Update hearts display
+ if (typeof updateLivesDisplay === "function") {
+ updateLivesDisplay();
+ } // Update hearts display
LK.effects.flashScreen(0x00ff00, 600);
faceChar.flash();
// Don't trigger game over, just consume extra life
}
@@ -502,10 +520,14 @@
lastCollided = collided;
// --- Difficulty scaling ---
if (LK.ticks % 300 === 0 && obstacleSpeed < 32) {
obstacleSpeed += 1.2;
- if (minObstacleInterval > 20) minObstacleInterval -= 2;
- if (minPointInterval > 30) minPointInterval -= 2;
+ if (minObstacleInterval > 20) {
+ minObstacleInterval -= 2;
+ }
+ if (minPointInterval > 30) {
+ minPointInterval -= 2;
+ }
}
};
// --- Instructions text removed ---
// --- Center score text ---
@@ -541,9 +563,11 @@
}
// Reset lives to 3 for new game
if (typeof storage !== "undefined") {
storage.extraLives = 3;
- if (typeof updateLivesDisplay === "function") updateLivesDisplay(); // Update hearts display
+ if (typeof updateLivesDisplay === "function") {
+ updateLivesDisplay();
+ } // Update hearts display
}
// Show shop after game over
showShop();
// Reset scoreTxt to show 0 for new game
A tiny bomb. In-Game asset. 2d. High contrast. No shadows
Gold coin. In-Game asset. 2d. High contrast. No shadows
Mermi. In-Game asset. 2d. High contrast. No shadows
Kırmızı kalp. In-Game asset. 2d. High contrast. No shadows
Silah. In-Game asset. 2d. High contrast. No shadows
faceChar. In-Game asset. 2d. High contrast. No shadows