User prompt
saturn sadece bir defa görünsün
User prompt
gemi sabit durduğunda da ekran platformu ilerlesin
User prompt
gift aldığında oyuncugemisi büyüsün
User prompt
bölümleri kaldır
User prompt
oyun bölümler halinde ilerlesin
User prompt
gift nadiren görünsün
User prompt
oyuncugemisi gifte değdiğinde gift kaybolsun
User prompt
oyuncugemisi gifte değdiğinde skor puanı 10 birim artsın
User prompt
gift görseli aşağı doğru çapraz hareket etsin
User prompt
gift görseli hareket etsin
User prompt
oyuna gift görselini ekle
User prompt
uzay gemisini ekranın sağına doğru ilerlettiğimde ekranda ilerlesin
User prompt
saturn en arka planda olsun
User prompt
saturn gezegeni konumu daha uzak olsun
User prompt
arka planda saturn gezegeni ekle
User prompt
oyun ekranı sağa doğru ilerlesin
User prompt
süre bittiğinde oyun bitsin
User prompt
süre ekranın sağında olsun
User prompt
oyuna süre ekle ve 3 dakika olsun
User prompt
alınan skor puanları meteorstone için 2 birim, uzay nesnesi için 1 birim, uzay gemisi içim 3 birim olsun.
User prompt
düşmanların hasar miktarı farklı olsun, meteorstone 3 birim, uzay nesnesi 1 birim ve düşman mermisi 2 birim hasar versin. Sağlık barı 10 birim olsun.
User prompt
oyun hızını ve düşman geliş sıklığını kolaydan zora ayarla
User prompt
düşmanlara meteorstone ekle ve rastgele gelsinler
User prompt
gezegenleri kaldır
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'planet.x = pos.x;' Line Number: 317
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Asteroid - SAĞDAN SOLA var Asteroid = Container.expand(function () { var self = Container.call(this); var width = 120 + Math.random() * 60; var height = 120 + Math.random() * 60; var objAsset = self.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0x888888; self.radius = width / 2; // Always spawn at right edge, random Y, move left self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); // Speed will be set on spawn self.vx = -8; self.vy = (Math.random() - 0.5) * 2; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Mermi (Bullet) - SAĞA DOĞRU var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Asset: ellipse, width: 32, height: 32, color: 0xffe066 bulletAsset.width = 32; bulletAsset.height = 32; bulletAsset.color = 0xffe066; self.speed = 32; // Rightwards self.update = function () { self.x += self.speed; }; return self; }); // EnemyBullet - DÜŞMAN MERMİSİ (sola doğru) var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('dusmanmermi', { anchorX: 0.5, anchorY: 0.5 }); bulletAsset.width = 32; bulletAsset.height = 32; bulletAsset.color = 0xff4444; self.speed = -18; // Sola doğru hızlı self.update = function () { self.x += self.speed; }; return self; }); // EnemyShip - SAĞDAN SOLA var EnemyShip = Container.expand(function () { var self = Container.call(this); var width = 100; var height = 100; var objAsset = self.attachAsset('uzayNesnesi2', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0xff4444; self.radius = width / 2; self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); // Speed will be set on spawn self.vx = -10; self.vy = (Math.random() - 0.5) * 3; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // MeteorStone - SAĞDAN SOLA, rastgele gelen düşman türü var MeteorStone = Container.expand(function () { var self = Container.call(this); var width = 120 + Math.random() * 60; var height = 120 + Math.random() * 60; var objAsset = self.attachAsset('meteorstone', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; self.radius = width / 2; // Always spawn at right edge, random Y, move left self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); // Hız: asteroidlerden biraz daha hızlı olabilir var baseSpeed = 3 + Math.random() * 2; self.vx = -baseSpeed; self.vy = (Math.random() - 0.5) * 2.5; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Uzay Aracı (Player Ship) var PlayerShip = Container.expand(function () { var self = Container.call(this); // Ship asset: blue ellipse var shipAsset = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); // Asset will be created as: ellipse, width: 140, height: 100, color: 0x3a9cff shipAsset.width = 140; shipAsset.height = 100; shipAsset.color = 0x3a9cff; self.radius = 70; // For collision return self; }); // Uzay Cismi (Asteroid/Enemy) - SAĞDAN SOLA var SpaceObject = Container.expand(function () { var self = Container.call(this); // Randomly choose asteroid or enemy var isAsteroid = Math.random() < 0.7; var color = isAsteroid ? 0x888888 : 0xff4444; var width = isAsteroid ? 120 + Math.random() * 60 : 100; var height = isAsteroid ? 120 + Math.random() * 60 : 100; var objAsset = self.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = color; self.radius = width / 2; // Always spawn at right edge, random Y, move left self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); var speed = 6 + Math.random() * 4; self.vx = -speed; self.vy = (Math.random() - 0.5) * 2; // hafif yukarı/aşağı varyasyon self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Planets removed // Oyun değişkenleri var playerShip = new PlayerShip(); // Oyuncu gemisi sol alt köşeden sağa hareket edecek şekilde konumlandırılır playerShip.x = 350; playerShip.y = 2732 / 2; game.addChild(playerShip); var playerMaxHealth = 10; var playerHealth = playerMaxHealth; var bullets = []; var spaceObjects = []; var canShoot = true; var shootInterval = 250; // ms var lastShootTick = 0; var score = 0; var difficulty = 1; var spawnInterval = 90; // ticks var lastSpawnTick = 0; // Animated Health Bar (Can Bar) var canBarWidth = 400; var canBarHeight = 40; var canBarBg = new Container(); var canBarBgRect = canBarBg.attachAsset('can', { anchorX: 0, anchorY: 0.5, x: 0, y: canBarHeight / 2, width: canBarWidth, height: canBarHeight }); canBarBgRect.alpha = 0.25; var canBarFg = new Container(); var canBarFgRect = canBarFg.attachAsset('can', { anchorX: 0, anchorY: 0.5, x: 0, y: canBarHeight / 2, width: canBarWidth, height: canBarHeight }); canBarFgRect.alpha = 1; // Health bar container for easy positioning var canBarContainer = new Container(); canBarContainer.addChild(canBarBg); canBarContainer.addChild(canBarFg); // Position: top left, but not overlapping menu (leave 100px left and top margin) canBarContainer.x = 100 + 20; canBarContainer.y = 100 + 20; // Add to game (not GUI, so it scales with game) game.addChild(canBarContainer); // Skor gösterimi var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Animate health bar width and color function updateCanBar() { var targetWidth = canBarWidth * Math.max(0, playerHealth) / playerMaxHealth; // Animate width using tween tween(canBarFgRect, { width: targetWidth }, { duration: 300 }); // Calculate color: green (full) to red (empty) // 0x00FF00 (green) to 0xFF0000 (red) var healthRatio = Math.max(0, Math.min(1, playerHealth / playerMaxHealth)); var r = Math.round(0xFF * (1 - healthRatio)); var g = Math.round(0xFF * healthRatio); var b = 0; var color = r << 16 | g << 8 | b; // Animate color using tween tween(canBarFgRect, { color: color }, { duration: 300 }); } updateCanBar(); // Dokunma/sürükleme ile gemi hareketi var dragging = false; function handleMove(x, y, obj) { if (dragging) { // Sınırları aşmasın - tüm ekranda serbest hareket var minX = playerShip.width / 2 + 40; var maxX = 2048 - playerShip.width / 2 - 40; var minY = playerShip.height / 2 + 40; var maxY = 2732 - playerShip.height / 2 - 40; playerShip.x = Math.max(minX, Math.min(maxX, x)); playerShip.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Geminin üstüne dokunulmuşsa veya her yere dokunulabiliyorsa dragging = true; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragging = false; }; // Otomatik ateş (her shootInterval ms'de bir) function tryShoot() { if (!canShoot) return; var bullet = new Bullet(); // Mermi geminin sağ tarafından ateşlensin bullet.x = playerShip.x + playerShip.width / 2 + 10; bullet.y = playerShip.y; bullets.push(bullet); game.addChild(bullet); canShoot = false; LK.setTimeout(function () { canShoot = true; }, shootInterval); } // Uzay cismi oluştur function spawnSpaceObject() { // 0: uzayNesnesi2 (enemy), 1: spaceObject (asteroid), 2: meteorstone (yeni düşman) var rand = Math.random(); var obj; if (rand < 0.4) { // uzayNesnesi2 (enemy ship) obj = new Container(); var width = 100; var height = 100; var objAsset = obj.attachAsset('uzayNesnesi2', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0xff4444; obj.radius = width / 2; obj.x = 2048 + width; obj.y = 200 + Math.random() * (2732 - 400); // Düşman hızı: kolayda yavaş, zorda hızlı // 1. zorlukta ~3, 10. zorlukta ~9 var baseSpeed = 3 + (difficulty - 1) * 0.7; var speed = baseSpeed + Math.random() * (1.5 + difficulty * 0.2); obj.vx = -speed; obj.vy = (Math.random() - 0.5) * (2.5 + difficulty * 0.2); // Enemy bullet fire timer obj.enemyBulletCooldown = 40 + Math.floor(Math.random() * 40); // ticks obj.lastEnemyBulletTick = LK.ticks; obj.update = function () { obj.x += obj.vx; obj.y += obj.vy; // Ateş etme (her cooldown süresi dolduğunda) if (LK.ticks - obj.lastEnemyBulletTick > obj.enemyBulletCooldown) { var eb = new EnemyBullet(); eb.x = obj.x - 60; eb.y = obj.y; if (!game.enemyBullets) game.enemyBullets = []; game.enemyBullets.push(eb); game.addChild(eb); obj.lastEnemyBulletTick = LK.ticks; obj.enemyBulletCooldown = 40 + Math.floor(Math.random() * 40); } }; } else if (rand < 0.8) { // spaceObject (asteroid) obj = new Container(); var width = 120 + Math.random() * 60; var height = 120 + Math.random() * 60; var objAsset = obj.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0x888888; obj.radius = width / 2; obj.x = 2048 + width; obj.y = 200 + Math.random() * (2732 - 400); // Asteroid hızı: kolayda yavaş, zorda hızlı // 1. zorlukta ~2.5, 10. zorlukta ~8 var baseSpeed = 2.5 + (difficulty - 1) * 0.6; var speed = baseSpeed + Math.random() * (1.5 + difficulty * 0.2); obj.vx = -speed; obj.vy = (Math.random() - 0.5) * (2 + difficulty * 0.2); obj.update = function () { obj.x += obj.vx; obj.y += obj.vy; }; } else { // meteorstone (yeni düşman) // MeteorStone: kolayda yavaş, zorda hızlı obj = new MeteorStone(); if (obj && obj.vx !== undefined) { // 1. zorlukta ~-3, 10. zorlukta ~-8 var meteorBaseSpeed = 3 + (difficulty - 1) * 0.6; obj.vx = -meteorBaseSpeed - Math.random() * (1.5 + difficulty * 0.2); obj.vy = (Math.random() - 0.5) * (2.5 + difficulty * 0.2); } } spaceObjects.push(obj); game.addChild(obj); } // Çarpışma kontrolü (daire-çarpışma) function isCircleHit(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); var r1 = a.radius || (a.width ? a.width / 2 : 0); var r2 = b.radius || (b.width ? b.width / 2 : 0); return dist < r1 + r2 - 10; } // Zorluk arttırma ve oyun hızını kademeli olarak artır function updateDifficulty() { // Zorluk: 1-10 arası, her 10 puanda bir artar, maksimum 10 var newDifficulty = 1 + Math.floor(score / 10); if (newDifficulty > 10) newDifficulty = 10; if (newDifficulty > difficulty) { difficulty = newDifficulty; } // spawnInterval: Kolayda yavaş (120), zorda hızlı (30) // 1. zorlukta 120, 10. zorlukta 30 spawnInterval = Math.round(120 - (difficulty - 1) * 10); if (spawnInterval < 30) spawnInterval = 30; } // Oyun döngüsü game.update = function () { // Planets removed // Otomatik ateş if (LK.ticks - lastShootTick > Math.floor(shootInterval / 16)) { tryShoot(); lastShootTick = LK.ticks; } // Uzay cismi oluşturma if (LK.ticks - lastSpawnTick > spawnInterval) { spawnSpaceObject(); lastSpawnTick = LK.ticks; } // Mermileri güncelle for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Ekran dışıysa sil if (b.x > 2048 + 50) { b.destroy(); bullets.splice(i, 1); } } // Uzay cisimlerini güncelle for (var j = spaceObjects.length - 1; j >= 0; j--) { var obj = spaceObjects[j]; obj.update(); // Ekran dışıysa sil if (obj.x < -200 || obj.y < -200 || obj.y > 2732 + 200) { obj.destroy(); spaceObjects.splice(j, 1); continue; } // Gemiye çarptı mı? if (isCircleHit(obj, playerShip)) { // Patlama efekti (patlamaeffekt görseli ile) oyuncu gemisinin üstünde göster var explosion = LK.getAsset('patlamaeffekt', { anchorX: 0.5, anchorY: 0.5, x: playerShip.x, y: playerShip.y, width: playerShip.width || 140, height: playerShip.height || 100 }); game.addChild(explosion); tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, onFinish: function onFinish() { explosion.destroy(); } }); // Farklı düşman türlerine göre hasar uygula var damage = 1; if (obj instanceof MeteorStone) { damage = 3; } else if (obj.attachAsset && obj.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 })) { // SpaceObject asteroid veya enemy, asteroid ise 1 birim damage = 1; } else if (obj.attachAsset && obj.attachAsset('uzayNesnesi2', { anchorX: 0.5, anchorY: 0.5 })) { // EnemyShip ise 1 birim (uzayNesnesi2) damage = 1; } playerHealth -= damage; updateCanBar(); if (playerHealth <= 0) { LK.showGameOver(); return; } obj.destroy(); spaceObjects.splice(j, 1); continue; } // Mermiyle çarpışma for (var k = bullets.length - 1; k >= 0; k--) { var b = bullets[k]; if (isCircleHit(obj, b)) { // Patlama efekti (patlamaeffekt görseli ile) var explosion = LK.getAsset('patlamaeffekt', { anchorX: 0.5, anchorY: 0.5, x: obj.x, y: obj.y, width: obj.width || 100, height: obj.height || 100 }); game.addChild(explosion); tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, onFinish: function onFinish() { explosion.destroy(); } }); obj.destroy(); spaceObjects.splice(j, 1); b.destroy(); bullets.splice(k, 1); // Skor: meteorstone=2, spaceObject=1, enemy ship=3 var scoreToAdd = 1; if (obj instanceof MeteorStone) { scoreToAdd = 2; } else if (obj.attachAsset && obj.attachAsset('uzayNesnesi2', { anchorX: 0.5, anchorY: 0.5 })) { scoreToAdd = 3; } score += scoreToAdd; scoreTxt.setText(score); updateDifficulty(); break; } } } // Düşman mermileri güncelle ve çarpışma kontrolü if (game.enemyBullets) { for (var eb = game.enemyBullets.length - 1; eb >= 0; eb--) { var enemyBullet = game.enemyBullets[eb]; enemyBullet.update(); // Ekran dışıysa sil if (enemyBullet.x < -100) { enemyBullet.destroy(); game.enemyBullets.splice(eb, 1); continue; } // Oyuncuya çarptı mı? if (isCircleHit(enemyBullet, playerShip)) { // Patlama efekti (patlamaeffekt görseli ile) oyuncu gemisinin üstünde göster var explosion = LK.getAsset('patlamaeffekt', { anchorX: 0.5, anchorY: 0.5, x: playerShip.x, y: playerShip.y, width: playerShip.width || 140, height: playerShip.height || 100 }); game.addChild(explosion); tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, onFinish: function onFinish() { explosion.destroy(); } }); playerHealth -= 2; updateCanBar(); if (playerHealth <= 0) { LK.showGameOver(); return; } enemyBullet.destroy(); game.enemyBullets.splice(eb, 1); continue; } } } };
===================================================================
--- original.js
+++ change.js
@@ -498,9 +498,19 @@
obj.destroy();
spaceObjects.splice(j, 1);
b.destroy();
bullets.splice(k, 1);
- score += 1;
+ // Skor: meteorstone=2, spaceObject=1, enemy ship=3
+ var scoreToAdd = 1;
+ if (obj instanceof MeteorStone) {
+ scoreToAdd = 2;
+ } else if (obj.attachAsset && obj.attachAsset('uzayNesnesi2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ })) {
+ scoreToAdd = 3;
+ }
+ score += scoreToAdd;
scoreTxt.setText(score);
updateDifficulty();
break;
}
düşman uzay gemisi. In-Game asset. 2d. High contrast. No shadows
patlama efekti. In-Game asset. 2d. High contrast. No shadows
mermi yönünü sağa çevir ve yat
satürn. In-Game asset. 2d. High contrast. No shadows
meteor taşı. In-Game asset. 2d. High contrast. No shadows
bölüm sonu canavar için devasa uzay gemisi. In-Game asset. 2d. High contrast. No shadows
rengini değiştir
ışın mermisi. In-Game asset. 2d. High contrast. No shadows
yanan ateş topları. In-Game asset. 2d. High contrast. No shadows
oyunda açılacak bir uzay portalı için görüntüyü netleştir
A magical sci-fi starburst explosion for a 2D game effect, with a bright blue and white energy core bursting outward in radiant spikes, surrounded by glowing particles, swirling light trails, and a soft nebula-like aura. The effect should feel like a powerful portal discharge or dimensional rift opening, with dynamic energy and cinematic glow. Transparent background, digital art style, top-down angle, ideal for sprite use in games.. In-Game asset. 2d. High contrast. No shadows
A stunning 2D top-down galaxy for a space-themed game background, featuring a massive spiral galaxy with swirling arms in vibrant shades of blue, purple, and pink, a bright glowing core, scattered star clusters, distant nebulae, and a few small planets orbiting around. The galaxy should feel colorful, mysterious, and vast, with soft glowing effects and high contrast for a sci-fi aesthetic. Style: digital art, seamless background, suitable for looping game parallax layers.. In-Game asset. 2d. High contrast. No shadows
kalkanın içinde gemi olmasın
A 2D sci-fi gift box or power-up crate floating in space, with a glowing metallic surface, futuristic design, bright neon blue and silver accents, and a soft pulsing light effect. The box should look valuable and mysterious, slightly levitating with subtle sparkles or energy rings around it. Designed for a top-down space shooter game. Transparent background, digital art, ideal for sprite use.. In-Game asset. 2d. High contrast. No shadows
A 2D sci-fi power-up gift box that grants a shield, designed with a glowing blue energy core inside a metallic futuristic container. The box features holographic shield symbols, neon cyan highlights, and soft pulsing light. It is slightly levitating, surrounded by sparkles and a faint energy ring. The design should clearly suggest it gives protective power. Transparent background, digital art style, ideal for sprite use in a top-down space shooter game.. In-Game asset. 2d. High contrast. No shadows
bu görseli hız için değiştir
Design a basic 2D top-down spaceship with a compact, angular body and minimal detailing. The ship should have a small central cockpit, two modest rear thrusters, and one weapon mount. Colors are simple — grays and blues — suggesting a utilitarian design. It should look like a beginner’s ship: reliable but not advanced. In-Game asset. 2d. High contrast. No shadows
Upgrade the Level 1 ship into a more capable 2D top-down design. Add wing extensions with subtle glowing lines, a larger engine section with animated thrusters, and two visible weapon hardpoints. Add more color variation (blues, steel, light glow effects) to indicate progress and increased power.. In-Game asset. 2d. High contrast. No shadows
Transform the ship into a high-tech 2D top-down spacecraft. Add shield emitters with rotating energy halos, four weapon slots, side thrusters, and an enhanced cockpit with a golden or crystal-like glow. The silhouette is wider and more refined. Visuals should include detailed paneling, moving parts, and advanced energy flows.. In-Game asset. 2d. High contrast. No shadows
elmas. In-Game asset. 2d. High contrast. No shadows
uzay 2d etkileyici lazer ışını. In-Game asset. 2d. High contrast. No shadows