User prompt
Sans konuşurken bize yaptıklarımız dan bahsetsin ve biraz alaycı olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Arka plana Megalovnia müziğini ekle
User prompt
Sans diyalogalrı saldırı yapmadan önce gelsin ve diyaloglar için konuşma baloncuğu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Saldırıları biraz daha hızlandır,sans bize saldırmadan önce şunları desin"bugün güzel bir gün,kuşlar cıvıldıyor, çiçekler açıyor,böyle günlerde senin gibi çocuklar, CEHENNEMDE YANMALI"desin ve oyun başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sans karakteri bize saldırmadan önce bize birşeyler desin
User prompt
Sans'ın görünümünü varlıklar kısmına ekle
User prompt
Merhamet düğmesiyle düşman bizi ilk başta affetmesin ama sonra effetsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düsman yerine sans'ı koyabilirmiyiz
User prompt
Düşmana saldırdığımız zaman onun kaç canının kaldığını göreliim, düşmanın canı daha fazla olsun,can barını ekranın altına taşıyalım ve ekranın yukarısında savaştığımız düşmanı görelim ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun tek bir mermiye deydiğimizde değil can barımız bitince bitsin
User prompt
Oyunda düşman saldırdıktan sonra bizim düşmana saldırabilmemiz için oyuna düşman saldırdıktan sonra kullanabileceğimiz saldırı,eylem,eşya ve merhemet tuşları ekle.saldırı tuşuyla düşmana hasar verelim,eylem tuşuyla düşmanın istatistiklerini görelim,eşya tuşuyla bir eşya seçip canımızı dolduralım ve son olarak merhemet tuşuyla düşmana saldırmadan ona iyi davranarak onla arkadaş olarak kazanalım ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyunda bize ışın atan, gaster blaster tarzı birşey ve farklı saldırı çeşitleri ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mermiler biraz daha büyük olsun
User prompt
Mobil oyuncular için ekranla kalbi sürükleyebilmemizi sağla
Code edit (1 edits merged)
Please save this source code
User prompt
Soul Dodge - Heart Defense
Initial prompt
Bana Undertale tarzı benzer bir oyun yapabilirmisin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ActionButton = Container.expand(function (label, action) { var self = Container.call(this); var buttonGraphics = self.attachAsset('actionButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); var buttonText = new Text2(label, { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.action = action; self.down = function (x, y, obj) { if (isActionPhase) { tween(buttonGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(buttonGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); self.action(); } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.lifetime = 0; self.maxLifetime = 300; // 5 seconds at 60fps self.update = function () { self.x += self.speedX; self.y += self.speedY; self.lifetime++; // Remove if too old or off screen if (self.lifetime > self.maxLifetime || self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.markForDestroy = true; } }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); // Rotate to make it look like a heart heartGraphics.rotation = Math.PI / 4; self.speed = 8; self.isDragging = false; return self; }); var LaserAttack = Container.expand(function () { var self = Container.call(this); // Warning phase graphics var warningGraphics = self.attachAsset('laserWarning', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Actual laser beam graphics var laserGraphics = self.attachAsset('laserBeam', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.phase = 'warning'; // warning, firing, done self.warningDuration = 120; // 2 seconds warning self.firingDuration = 180; // 3 seconds firing self.timer = 0; self.direction = 'horizontal'; // horizontal or vertical self.isActive = false; self.startWarning = function () { self.isActive = true; self.phase = 'warning'; self.timer = 0; // Animate warning appearing tween(warningGraphics, { alpha: 0.6 }, { duration: 300, easing: tween.easeInOut }); // Pulsing warning effect var _pulseWarning = function pulseWarning() { if (self.phase === 'warning') { tween(warningGraphics, { alpha: 0.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(warningGraphics, { alpha: 0.6 }, { duration: 400, easing: tween.easeInOut, onFinish: _pulseWarning }); } }); } }; _pulseWarning(); }; self.startFiring = function () { self.phase = 'firing'; self.timer = 0; // Hide warning, show laser tween(warningGraphics, { alpha: 0 }, { duration: 100 }); tween(laserGraphics, { alpha: 1 }, { duration: 100 }); // Laser intensity effect tween(laserGraphics, { scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(laserGraphics, { scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); }; self.update = function () { if (!self.isActive) return; self.timer++; if (self.phase === 'warning' && self.timer >= self.warningDuration) { self.startFiring(); } else if (self.phase === 'firing' && self.timer >= self.firingDuration) { self.phase = 'done'; tween(laserGraphics, { alpha: 0 }, { duration: 300 }); self.markForDestroy = true; } // Check collision during firing phase if (self.phase === 'firing' && heart) { var collision = false; if (self.direction === 'horizontal') { // Check if heart is within laser beam vertically var beamTop = self.y - laserGraphics.height / 2; var beamBottom = self.y + laserGraphics.height / 2; if (heart.y >= beamTop && heart.y <= beamBottom) { collision = true; } } else { // Vertical laser var beamLeft = self.x - laserGraphics.width / 2; var beamRight = self.x + laserGraphics.width / 2; if (heart.x >= beamLeft && heart.x <= beamRight) { collision = true; } } if (collision) { LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 500); playerHealth -= 20; if (playerHealth <= 0) { playerHealth = 0; updateHealthBars(); LK.showGameOver(); } else { updateHealthBars(); } self.phase = 'done'; tween(laserGraphics, { alpha: 0 }, { duration: 300 }); self.markForDestroy = true; } } }; return self; }); var MagicBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('magicBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.lifetime = 0; self.maxLifetime = 360; self.rotationSpeed = 0.1; self.update = function () { self.x += self.speedX; self.y += self.speedY; self.lifetime++; // Rotate magic bullets bulletGraphics.rotation += self.rotationSpeed; // Slight homing behavior towards center var centerX = 1024; var centerY = 1366; var dx = centerX - self.x; var dy = centerY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.speedX += dx / distance * 0.05; self.speedY += dy / distance * 0.05; } // Cap speed var speed = Math.sqrt(self.speedX * self.speedX + self.speedY * self.speedY); if (speed > 6) { self.speedX = self.speedX / speed * 6; self.speedY = self.speedY / speed * 6; } if (self.lifetime > self.maxLifetime || self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.markForDestroy = true; } }; return self; }); var SpiralBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.centerX = 1024; self.centerY = 1366; self.angle = 0; self.radius = 50; self.radiusSpeed = 2; self.angleSpeed = 0.1; self.lifetime = 0; self.maxLifetime = 400; self.update = function () { self.lifetime++; self.angle += self.angleSpeed; self.radius += self.radiusSpeed; self.x = self.centerX + Math.cos(self.angle) * self.radius; self.y = self.centerY + Math.sin(self.angle) * self.radius; if (self.lifetime > self.maxLifetime || self.radius > 800) { self.markForDestroy = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state variables var heart; var bullets = []; var magicBullets = []; var laserAttacks = []; var spiralBullets = []; var battleBox; var isDragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var waveTimer = 0; var currentWave = 1; var waveSpawnTimer = 0; var gameTime = 0; var isActionPhase = false; var actionTimer = 0; var playerHealth = 100; var maxHealth = 100; var hasItem = true; var enemyHealth = 200; var maxEnemyHealth = 200; var mercyAttempts = 0; var maxMercyAttempts = 3; // Create UI elements var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var waveText = new Text2('Wave 1', { size: 60, fill: 0xFFFF00 }); waveText.anchor.set(0, 0); waveText.x = 50; waveText.y = 200; LK.gui.topLeft.addChild(waveText); // Action phase UI var actionPhaseText = new Text2('Wybierz akcję!', { size: 80, fill: 0xFFFF00 }); actionPhaseText.anchor.set(0.5, 0.5); actionPhaseText.x = 1024; actionPhaseText.y = 300; actionPhaseText.alpha = 0; // Health bars var playerHealthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5, x: 100, y: 2600 }); var playerHealthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: 100, y: 2600 }); var playerHealthText = new Text2('HP: 100/100', { size: 50, fill: 0xFFFFFF }); playerHealthText.anchor.set(0, 0.5); playerHealthText.x = 520; playerHealthText.y = 2600; var enemyHealthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5, x: 1500, y: 100 }); var enemyHealthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: 1500, y: 100, tint: 0xff0000 }); var enemyHealthText = new Text2('Sans HP: 200/200', { size: 50, fill: 0xFFFFFF }); enemyHealthText.anchor.set(1, 0.5); enemyHealthText.x = 1900; enemyHealthText.y = 100; // Enemy display at top - Sans var enemyDisplay = LK.getAsset('sans', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 250 }); LK.gui.addChild(playerHealthBarBg); LK.gui.addChild(playerHealthBar); LK.gui.addChild(playerHealthText); LK.gui.addChild(enemyHealthBarBg); LK.gui.addChild(enemyHealthBar); LK.gui.addChild(enemyHealthText); LK.gui.addChild(enemyDisplay); // Action buttons var attackButton = new ActionButton('SALDIRI', function () { // Attack action var damage = Math.floor(Math.random() * 20) + 10; enemyHealth -= damage; if (enemyHealth <= 0) { enemyHealth = 0; LK.showYouWin(); } // Show damage dealt and remaining health var damageText = new Text2('-' + damage + ' HP!\nKalan Can: ' + enemyHealth + '/' + maxEnemyHealth, { size: 60, fill: 0xff4444 }); damageText.anchor.set(0.5, 0.5); damageText.x = 1024; damageText.y = 400; game.addChild(damageText); tween(damageText, { y: damageText.y - 100, alpha: 0 }, { duration: 2000, onFinish: function onFinish() { damageText.destroy(); } }); updateHealthBars(); endActionPhase(); }); var actButton = new ActionButton('EYLEM', function () { // Act action - show enemy stats var statsText = new Text2('Sans İstatistikleri:\nSaldırı: 15\nSavunma: 8\nHP: ' + enemyHealth + '/' + maxEnemyHealth + '\n*Seni yargılıyor...', { size: 50, fill: 0xFFFFFF }); statsText.anchor.set(0.5, 0.5); statsText.x = 1024; statsText.y = 1366; game.addChild(statsText); tween(statsText, { alpha: 0 }, { duration: 3000, onFinish: function onFinish() { statsText.destroy(); } }); endActionPhase(); }); var itemButton = new ActionButton('EŞYA', function () { // Item action - heal player if (hasItem && playerHealth < maxHealth) { playerHealth = Math.min(maxHealth, playerHealth + 30); hasItem = false; var healText = new Text2('+30 HP!', { size: 60, fill: 0x00ff00 }); healText.anchor.set(0.5, 0.5); healText.x = heart.x; healText.y = heart.y - 50; game.addChild(healText); tween(healText, { y: healText.y - 100, alpha: 0 }, { duration: 2000, onFinish: function onFinish() { healText.destroy(); } }); updateHealthBars(); } endActionPhase(); }); var mercyButton = new ActionButton('MERHAMET', function () { mercyAttempts++; var mercyText; if (mercyAttempts < maxMercyAttempts) { // Sans doesn't forgive yet var responses = ['*Sans sana şüpheyle bakıyor.\n*Henüz affetmeye hazır değil.', '*Sans hala kararlı görünüyor.\n*Biraz daha sabır gerekiyor.', '*Sans\'ın gözlerinde değişim var...\n*Ama henüz yeterli değil.']; mercyText = new Text2(responses[mercyAttempts - 1] + '\n\n(' + mercyAttempts + '/' + maxMercyAttempts + ' deneme)', { size: 60, fill: 0xffff00 }); } else { // Sans finally forgives mercyText = new Text2('*Sans derin bir nefes alıyor...\n*"tamam, belki sen farklısın."\n*Sans seni affetti!\nKazandın!', { size: 70, fill: 0x00ff00 }); } mercyText.anchor.set(0.5, 0.5); mercyText.x = 1024; mercyText.y = 1366; game.addChild(mercyText); if (mercyAttempts >= maxMercyAttempts) { LK.setTimeout(function () { LK.showYouWin(); }, 3000); } else { tween(mercyText, { alpha: 0 }, { duration: 3000, onFinish: function onFinish() { mercyText.destroy(); } }); } endActionPhase(); }); attackButton.x = 512; attackButton.y = 2400; actButton.x = 1024; actButton.y = 2400; itemButton.x = 1536; itemButton.y = 2400; mercyButton.x = 1024; mercyButton.y = 2600; game.addChild(actionPhaseText); game.addChild(attackButton); game.addChild(actButton); game.addChild(itemButton); game.addChild(mercyButton); // Initially hide action elements attackButton.alpha = 0; actButton.alpha = 0; itemButton.alpha = 0; mercyButton.alpha = 0; // Create battle box (play area boundary) battleBox = game.addChild(LK.getAsset('battleBox', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0.1 })); // Create heart heart = game.addChild(new Heart()); heart.x = 1024; heart.y = 1366; // Touch/drag handlers game.down = function (x, y, obj) { // Allow dragging from anywhere on screen for mobile isDragging = true; dragOffsetX = x - heart.x; dragOffsetY = y - heart.y; }; game.move = function (x, y, obj) { if (isDragging) { var newX = x - dragOffsetX; var newY = y - dragOffsetY; // Constrain to battle box var boxLeft = battleBox.x - battleBox.width / 2 + 30; var boxRight = battleBox.x + battleBox.width / 2 - 30; var boxTop = battleBox.y - battleBox.height / 2 + 30; var boxBottom = battleBox.y + battleBox.height / 2 - 30; heart.x = Math.max(boxLeft, Math.min(boxRight, newX)); heart.y = Math.max(boxTop, Math.min(boxBottom, newY)); } }; game.up = function (x, y, obj) { isDragging = false; }; // Spawn patterns function spawnStraightBullets() { var numBullets = 4 + Math.floor(currentWave / 2); var side = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left for (var i = 0; i < numBullets; i++) { var bullet = new Bullet(); var speed = 3 + currentWave * 0.5; switch (side) { case 0: // Top bullet.x = 324 + 1400 / numBullets * i; bullet.y = 566; bullet.speedY = speed; break; case 1: // Right bullet.x = 1724; bullet.y = 666 + 1400 / numBullets * i; bullet.speedX = -speed; break; case 2: // Bottom bullet.x = 324 + 1400 / numBullets * i; bullet.y = 2066; bullet.speedY = -speed; break; case 3: // Left bullet.x = 324; bullet.y = 666 + 1400 / numBullets * i; bullet.speedX = speed; break; } bullets.push(bullet); game.addChild(bullet); } } function spawnConvergingBullets() { var numBullets = 8 + currentWave; var centerX = heart.x; var centerY = heart.y; for (var i = 0; i < numBullets; i++) { var angle = Math.PI * 2 * i / numBullets; var distance = 800; var bullet = new Bullet(); bullet.x = centerX + Math.cos(angle) * distance; bullet.y = centerY + Math.sin(angle) * distance; var speed = 2 + currentWave * 0.3; bullet.speedX = -Math.cos(angle) * speed; bullet.speedY = -Math.sin(angle) * speed; bullets.push(bullet); game.addChild(bullet); } } function spawnMagicBullets() { var numBullets = 3 + Math.floor(currentWave / 3); for (var i = 0; i < numBullets; i++) { var bullet = new MagicBullet(); // Spawn from random edge var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top bullet.x = 324 + Math.random() * 1400; bullet.y = 466; break; case 1: // Right bullet.x = 1824; bullet.y = 566 + Math.random() * 1400; break; case 2: // Bottom bullet.x = 324 + Math.random() * 1400; bullet.y = 2166; break; case 3: // Left bullet.x = 224; bullet.y = 566 + Math.random() * 1400; break; } // Initial speed towards center with some randomness var dx = 1024 - bullet.x; var dy = 1366 - bullet.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 1.5 + currentWave * 0.2; bullet.speedX = dx / distance * speed + (Math.random() - 0.5) * 2; bullet.speedY = dy / distance * speed + (Math.random() - 0.5) * 2; magicBullets.push(bullet); game.addChild(bullet); } } function spawnLaserAttack() { var laser = new LaserAttack(); // Random direction if (Math.random() < 0.5) { // Horizontal laser laser.direction = 'horizontal'; laser.x = 1024; laser.y = 666 + Math.random() * 1400; // Random Y position within battle box laser.rotation = 0; } else { // Vertical laser laser.direction = 'vertical'; laser.x = 324 + Math.random() * 1400; // Random X position within battle box laser.y = 1366; laser.rotation = Math.PI / 2; } laser.startWarning(); laserAttacks.push(laser); game.addChild(laser); } function spawnSpiralAttack() { var numSpirals = 2 + Math.floor(currentWave / 4); for (var i = 0; i < numSpirals; i++) { var spiral = new SpiralBullet(); spiral.angle = Math.PI * 2 * i / numSpirals; spiral.angleSpeed = 0.08 + Math.random() * 0.04; spiral.radiusSpeed = 1.5 + Math.random() * 1; spiralBullets.push(spiral); game.addChild(spiral); } } function startActionPhase() { isActionPhase = true; actionTimer = 0; // Stop all enemy attacks for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); } bullets = []; for (var j = magicBullets.length - 1; j >= 0; j--) { magicBullets[j].destroy(); } magicBullets = []; for (var l = laserAttacks.length - 1; l >= 0; l--) { laserAttacks[l].destroy(); } laserAttacks = []; for (var s = spiralBullets.length - 1; s >= 0; s--) { spiralBullets[s].destroy(); } spiralBullets = []; // Show action UI tween(actionPhaseText, { alpha: 1 }, { duration: 500 }); tween(attackButton, { alpha: 1 }, { duration: 500 }); tween(actButton, { alpha: 1 }, { duration: 500 }); tween(itemButton, { alpha: hasItem ? 1 : 0.3 }, { duration: 500 }); tween(mercyButton, { alpha: 1 }, { duration: 500 }); } function endActionPhase() { isActionPhase = false; waveSpawnTimer = 0; // Hide action UI tween(actionPhaseText, { alpha: 0 }, { duration: 500 }); tween(attackButton, { alpha: 0 }, { duration: 500 }); tween(actButton, { alpha: 0 }, { duration: 500 }); tween(itemButton, { alpha: 0 }, { duration: 500 }); tween(mercyButton, { alpha: 0 }, { duration: 500 }); } function updateHealthBars() { var playerHealthPercent = playerHealth / maxHealth; var enemyHealthPercent = enemyHealth / maxEnemyHealth; tween(playerHealthBar, { scaleX: playerHealthPercent }, { duration: 300 }); tween(enemyHealthBar, { scaleX: enemyHealthPercent }, { duration: 300 }); playerHealthText.setText('HP: ' + playerHealth + '/' + maxHealth); enemyHealthText.setText('Sans HP: ' + enemyHealth + '/' + maxEnemyHealth); } // Main game update game.update = function () { gameTime++; if (isActionPhase) { actionTimer++; // Auto-end action phase after 10 seconds if no action taken if (actionTimer > 600) { endActionPhase(); } return; } waveTimer++; waveSpawnTimer++; // Update score LK.setScore(Math.floor(gameTime / 60)); scoreText.setText('Score: ' + LK.getScore()); // Wave progression and action phase trigger if (waveTimer > 600) { // 10 seconds per wave, then action phase startActionPhase(); waveTimer = 0; currentWave++; waveText.setText('Wave ' + currentWave); // Flash effect for new wave LK.effects.flashScreen(0x444444, 500); return; } // Spawn bullets based on wave and timing if (waveSpawnTimer > 120 - currentWave * 5) { // Faster spawning each wave waveSpawnTimer = 0; var pattern = Math.floor(Math.random() * 5); if (currentWave < 3) pattern = 0; // Only straight bullets early else if (currentWave < 5) pattern = Math.floor(Math.random() * 3); // No lasers/spirals very early switch (pattern) { case 0: spawnStraightBullets(); break; case 1: spawnConvergingBullets(); break; case 2: spawnMagicBullets(); break; case 3: spawnLaserAttack(); break; case 4: spawnSpiralAttack(); break; } } // Update and check bullet collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.markForDestroy) { bullet.destroy(); bullets.splice(i, 1); continue; } // Collision with heart if (bullet.intersects(heart)) { LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 500); playerHealth -= 10; if (playerHealth <= 0) { playerHealth = 0; updateHealthBars(); LK.showGameOver(); return; } updateHealthBars(); bullet.destroy(); bullets.splice(i, 1); continue; } } // Update and check magic bullet collisions for (var j = magicBullets.length - 1; j >= 0; j--) { var magicBullet = magicBullets[j]; if (magicBullet.markForDestroy) { magicBullet.destroy(); magicBullets.splice(j, 1); continue; } // Collision with heart if (magicBullet.intersects(heart)) { LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 500); playerHealth -= 15; if (playerHealth <= 0) { playerHealth = 0; updateHealthBars(); LK.showGameOver(); return; } updateHealthBars(); magicBullet.destroy(); magicBullets.splice(j, 1); continue; } } // Update and check laser attacks for (var l = laserAttacks.length - 1; l >= 0; l--) { var laser = laserAttacks[l]; if (laser.markForDestroy) { laser.destroy(); laserAttacks.splice(l, 1); continue; } } // Update and check spiral bullet collisions for (var s = spiralBullets.length - 1; s >= 0; s--) { var spiral = spiralBullets[s]; if (spiral.markForDestroy) { spiral.destroy(); spiralBullets.splice(s, 1); continue; } // Collision with heart if (spiral.intersects(heart)) { LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 500); playerHealth -= 12; if (playerHealth <= 0) { playerHealth = 0; updateHealthBars(); LK.showGameOver(); return; } updateHealthBars(); spiral.destroy(); spiralBullets.splice(s, 1); continue; } } // Play dodge sound occasionally for close calls if (gameTime % 180 === 0) { var closeCalls = 0; for (var k = 0; k < bullets.length; k++) { var dist = Math.sqrt(Math.pow(bullets[k].x - heart.x, 2) + Math.pow(bullets[k].y - heart.y, 2)); if (dist < 100) closeCalls++; } if (closeCalls > 2) { LK.getSound('dodge').play(); } } }; // Initialize health bars updateHealthBars(); // Start background music LK.playMusic('tension'); ;
===================================================================
--- original.js
+++ change.js