User prompt
arabanın hızını düşür
User prompt
ARABANIN HIZINI DÜŞÜR BİRAZ
Code edit (1 edits merged)
Please save this source code
User prompt
karakterler enishan melih ve cihangir olsun
User prompt
karakterin ismi ne ise karaterin üstünde imi yazsın
User prompt
karakter melih yada cihangir olsun
User prompt
oyun sonu scoremiz 100 olsun
User prompt
mision alınınca pickup çalsın
User prompt
mermi atilınca mermi3 çalsın
User prompt
arabadan inmeyelim
User prompt
araba haraket etmesin oyuncu binince haraket etsin
User prompt
polisin canı olmasın
User prompt
eğer 100 puanımız yoksa polis bir mermi değince gitsin geri gelmesin
User prompt
eğer 100 puanımız yoksa polis bir mermi değince gitsin
User prompt
eğer 100 puonımız yoksa polis bir mermideğince gitsin ama geri gelebilsin
User prompt
1 araba olsun ve park etmiş olsun
User prompt
karakter seçme olmasın
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car (can be player or NPC) var Car = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; // Further reduced car speed for slower movement self.dir = 0; // 0: right, 1: down, 2: left, 3: up self.hasDriver = false; self.isPolice = false; self.update = function () { if (self.hasDriver) { // Player driving: follow target var dx = player.targetX - self.x; var dy = player.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } } else { // Parked car: do not move at all // (No movement code here) } }; return self; }); // CityTile: A single tile in the city grid var CityTile = Container.expand(function () { var self = Container.call(this); self.type = 'road'; // default self.setType = function (type) { self.type = type; if (self.asset) { self.removeChild(self.asset); } self.asset = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); // Mermi (bullet) class var Mermi = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('mermi', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 32; self.targetX = 0; self.targetY = 0; self.vx = 0; self.vy = 0; self.lastX = self.x; self.lastY = self.y; self.setTarget = function (tx, ty) { self.targetX = tx; self.targetY = ty; var dx = tx - self.x; var dy = ty - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.vx = self.speed * dx / dist; self.vy = self.speed * dy / dist; } else { self.vx = 0; self.vy = 0; } // Set rotation to face direction self.rotation = Math.atan2(dy, dx); }; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.vx; self.y += self.vy; }; return self; }); // Mission marker var Mission = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // NPC (pedestrian) var NPC = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2 + Math.floor(Math.random() * 2); // Further reduced speed for NPCs self.dir = Math.floor(Math.random() * 4); self.update = function () { // Simple random walk if (self.dir === 0) { self.x += self.speed; } if (self.dir === 1) { self.y += self.speed; } if (self.dir === 2) { self.x -= self.speed; } if (self.dir === 3) { self.y -= self.speed; } // Change direction randomly if (Math.random() < 0.01) { self.dir = Math.floor(Math.random() * 4); } }; return self; }); // Pickup (collectible) var Pickup = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('pickup', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // Player character var Player = Container.expand(function (characterId) { var self = Container.call(this); var assetId = characterId || 'player'; self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add name label above the character self.nameLabel = new Text2(assetId.toUpperCase(), { size: 60, fill: "#fff" }); self.nameLabel.anchor.set(0.5, 1); // center horizontally, bottom of text at y=0 self.nameLabel.x = 0; self.nameLabel.y = -70; // position above the character asset self.addChild(self.nameLabel); self.speed = 2; // Further reduced player speed self.isInCar = false; self.car = null; self.targetX = self.x; self.targetY = self.y; self.update = function () { // Move towards targetX, targetY var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } else { self.x = self.targetX; self.y = self.targetY; } }; self.enterCar = function (car) { self.isInCar = true; self.car = car; self.visible = false; car.hasDriver = true; }; self.exitCar = function () { if (self.car) { self.x = self.car.x; self.y = self.car.y + 90; self.isInCar = false; self.visible = true; self.car.hasDriver = false; self.car = null; } }; return self; }); // Police car var PoliceCar = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; // Further reduced police speed self.dir = 0; self.hasDriver = true; self.isPolice = true; self.update = function () { // Chase player var target = player.isInCar ? player.car : player; var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222831 }); /**** * Game Code ****/ // --- Giriş (Start) Screen removed --- // --- City Map Setup --- var cityCols = 7; var cityRows = 9; var tileSize = 256; var cityTiles = []; var cityOffsetX = (2048 - cityCols * tileSize) / 2; var cityOffsetY = (2732 - cityRows * tileSize) / 2; // Generate city grid for (var row = 0; row < cityRows; row++) { for (var col = 0; col < cityCols; col++) { var tile = new CityTile(); var x = cityOffsetX + col * tileSize + tileSize / 2; var y = cityOffsetY + row * tileSize + tileSize / 2; tile.x = x; tile.y = y; // Edges are buildings, center is road, some grass if (row === 0 || row === cityRows - 1 || col === 0 || col === cityCols - 1) { tile.setType('building'); } else if ((row + col) % 4 === 0) { tile.setType('grass'); } else { tile.setType('road'); } game.addChild(tile); cityTiles.push(tile); } } // --- Player Setup --- var player, silah; // Randomly pick 'enishan', 'melih' or 'cihangir' as the player character var characterOptions = ['enishan', 'melih', 'cihangir']; var chosenCharacter = characterOptions[Math.floor(Math.random() * characterOptions.length)]; player = new Player(chosenCharacter); player.x = cityOffsetX + tileSize * 3.5; player.y = cityOffsetY + tileSize * 7.5; player.targetX = player.x; player.targetY = player.y; game.addChild(player); // --- Silah (gun) Setup --- silah = LK.getAsset('silah', { anchorX: 0.5, anchorY: 0.5 }); silah.x = player.x + 40; silah.y = player.y; game.addChild(silah); // --- Cars Setup --- // Only one parked car var cars = []; var car = new Car(); car.x = cityOffsetX + tileSize * 3.5; car.y = cityOffsetY + tileSize * 2.5; car.dir = 0; cars.push(car); game.addChild(car); // --- Police Setup --- var policeCars = []; var policeSpawned = false; // Track police hit count for escape win condition var policeHitCount = 0; // --- NPCs Setup --- var npcs = []; for (var i = 0; i < 5; i++) { var npc = new NPC(); npc.x = cityOffsetX + tileSize * (1 + Math.random() * 5); npc.y = cityOffsetY + tileSize * (1 + Math.random() * 7); npcs.push(npc); game.addChild(npc); } // --- Missions & Pickups --- var missions = []; var pickups = []; function spawnMission() { var m = new Mission(); // Place at random road tile var validTiles = cityTiles.filter(function (t) { return t.type === 'road'; }); var tile = validTiles[Math.floor(Math.random() * validTiles.length)]; m.x = tile.x; m.y = tile.y; missions.push(m); game.addChild(m); } function spawnPickup() { var p = new Pickup(); var validTiles = cityTiles.filter(function (t) { return t.type === 'road'; }); var tile = validTiles[Math.floor(Math.random() * validTiles.length)]; p.x = tile.x + (Math.random() - 0.5) * 80; p.y = tile.y + (Math.random() - 0.5) * 80; pickups.push(p); game.addChild(p); } spawnMission(); spawnPickup(); // --- Score & Wanted Level --- var score = 0; var wanted = 0; // 0: none, 1: police chase var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var wantedTxt = new Text2('', { size: 80, fill: 0xFF5252 }); wantedTxt.anchor.set(0.5, 0); LK.gui.top.addChild(wantedTxt); wantedTxt.y = 120; // --- Drag/Touch Controls --- var dragNode = null; // Mermi (bullet) array var mermis = []; function handleMove(x, y, obj) { // Clamp to city area var tx = Math.max(cityOffsetX + tileSize / 2, Math.min(x, cityOffsetX + cityCols * tileSize - tileSize / 2)); var ty = Math.max(cityOffsetY + tileSize / 2, Math.min(y, cityOffsetY + cityRows * tileSize - tileSize / 2)); if (player.isInCar && player.car) { player.targetX = tx; player.targetY = ty; } else { player.targetX = tx; player.targetY = ty; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); // Fire mermi (bullet) toward tap/clicked position if player is not in car if (typeof player !== "undefined" && player && typeof player.isInCar !== "undefined" && !player.isInCar) { var mermi = new Mermi(); mermi.x = silah.x; mermi.y = silah.y; mermi.setTarget(x, y); // Move toward tap/clicked position mermis.push(mermi); game.addChild(mermi); // Play mermi3 sound when bullet is fired LK.getSound('mermi3').play(); } }; game.up = function (x, y, obj) { dragNode = null; }; // --- Game Update Loop --- game.update = function () { // Player update // Make player follow the pointer if dragNode is set (i.e. user is touching/dragging) if (dragNode === player && typeof LK.pointer !== "undefined" && LK.pointer.active) { // LK.pointer.x/y are in game coordinates var tx = Math.max(cityOffsetX + tileSize / 2, Math.min(LK.pointer.x, cityOffsetX + cityCols * tileSize - tileSize / 2)); var ty = Math.max(cityOffsetY + tileSize / 2, Math.min(LK.pointer.y, cityOffsetY + cityRows * tileSize - tileSize / 2)); if (player.isInCar && player.car) { player.targetX = tx; player.targetY = ty; } else { player.targetX = tx; player.targetY = ty; } } if (player && typeof player.update === "function") { player.update(); } // Make silah follow player (only when not in car) if (!player.isInCar) { silah.visible = true; silah.x = player.x + 40; silah.y = player.y; // Rotate silah to face pointer if (typeof LK.pointer !== "undefined" && LK.pointer.active) { var dx = LK.pointer.x - silah.x; var dy = LK.pointer.y - silah.y; silah.rotation = Math.atan2(dy, dx); } } else { silah.visible = false; } // Car update for (var i = cars.length - 1; i >= 0; i--) { var car = cars[i]; car.update(); // Loop cars around city if (car.x < cityOffsetX) { car.x = cityOffsetX + cityCols * tileSize - tileSize / 2; } if (car.x > cityOffsetX + cityCols * tileSize) { car.x = cityOffsetX + tileSize / 2; } if (car.y < cityOffsetY) { car.y = cityOffsetY + cityRows * tileSize - tileSize / 2; } if (car.y > cityOffsetY + cityRows * tileSize) { car.y = cityOffsetY + tileSize / 2; } // Player enter car if (!player.isInCar && !car.hasDriver && player.intersects(car) && Math.abs(player.x - car.x) < 80 && Math.abs(player.y - car.y) < 80) { player.enterCar(car); } } // Mermi (bullet) update for (var i = mermis.length - 1; i >= 0; i--) { var mermi = mermis[i]; mermi.update(); // Remove if out of city bounds if (mermi.x < cityOffsetX || mermi.x > cityOffsetX + cityCols * tileSize || mermi.y < cityOffsetY || mermi.y > cityOffsetY + cityRows * tileSize) { mermi.destroy(); mermis.splice(i, 1); continue; } // Check collision with police cars for (var j = policeCars.length - 1; j >= 0; j--) { var police = policeCars[j]; // Only count the hit the moment it happens if (!mermi.lastHitPolice && mermi.intersects(police) && Math.abs(mermi.x - police.x) < 70 && Math.abs(mermi.y - police.y) < 70) { LK.effects.flashObject(police, 0xffeb3b, 400); mermi.destroy(); mermis.splice(i, 1); // If score < 100, make police leave permanently (cannot return) if (score < 100) { police.destroy(); policeCars.splice(j, 1); policeSpawned = true; // Prevent police from respawning again // Police cannot return anymore break; } break; } // Track last hit state for this mermi mermi.lastHitPolice = mermi.intersects(police) && Math.abs(mermi.x - police.x) < 70 && Math.abs(mermi.y - police.y) < 70; } } // Police spawn logic if (wanted > 0 && !policeSpawned) { var police = new PoliceCar(); police.x = cityOffsetX + tileSize * 3.5; police.y = cityOffsetY + tileSize * 0.5; policeCars.push(police); game.addChild(police); policeSpawned = true; LK.getSound('police').play(); } // Police update for (var i = policeCars.length - 1; i >= 0; i--) { var p = policeCars[i]; p.update(); // If police catch player var target = player.isInCar ? player.car : player; if (p.intersects(target) && Math.abs(p.x - target.x) < 70 && Math.abs(p.y - target.y) < 70) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // NPC update for (var i = npcs.length - 1; i >= 0; i--) { var npc = npcs[i]; npc.update(); // Loop NPCs if (npc.x < cityOffsetX) { npc.x = cityOffsetX + cityCols * tileSize - tileSize / 2; } if (npc.x > cityOffsetX + cityCols * tileSize) { npc.x = cityOffsetX + tileSize / 2; } if (npc.y < cityOffsetY) { npc.y = cityOffsetY + cityRows * tileSize - tileSize / 2; } if (npc.y > cityOffsetY + cityRows * tileSize) { npc.y = cityOffsetY + tileSize / 2; } // If player hits NPC (on foot or in car) var hit = false; if (!player.isInCar && player.intersects(npc) && Math.abs(player.x - npc.x) < 60 && Math.abs(player.y - npc.y) < 60) { hit = true; } if (player.isInCar && player.car && player.car.intersects(npc) && Math.abs(player.car.x - npc.x) < 70 && Math.abs(player.car.y - npc.y) < 70) { hit = true; } if (hit) { wanted = 1; wantedTxt.setText('GTA 7 - WANTED!'); LK.effects.flashObject(npc, 0xff0000, 500); // Remove NPC npc.destroy(); npcs.splice(i, 1); continue; } // Check collision with mermis (bullets) for (var j = mermis.length - 1; j >= 0; j--) { var mermi = mermis[j]; if (mermi.intersects(npc) && Math.abs(mermi.x - npc.x) < 50 && Math.abs(mermi.y - npc.y) < 50) { LK.effects.flashObject(npc, 0xffeb3b, 300); npc.destroy(); npcs.splice(i, 1); mermi.destroy(); mermis.splice(j, 1); break; } } } // Missions for (var i = missions.length - 1; i >= 0; i--) { var m = missions[i]; var px = player.isInCar && player.car ? player.car.x : player.x; var py = player.isInCar && player.car ? player.car.y : player.y; if (m.active && Math.abs(m.x - px) < 70 && Math.abs(m.y - py) < 70) { m.active = false; LK.getSound('pickup').play(); LK.getSound('mission').play(); score += 10; scoreTxt.setText(score); m.destroy(); missions.splice(i, 1); spawnMission(); // Escalate wanted level sometimes if (Math.random() < 0.3) { wanted = 1; wantedTxt.setText('GTA 7 - WANTED!'); } // Win condition if (score >= 100) { score = 100; scoreTxt.setText(score); LK.showYouWin(); return; } } } // Pickups for (var i = pickups.length - 1; i >= 0; i--) { var p = pickups[i]; var px = player.isInCar && player.car ? player.car.x : player.x; var py = player.isInCar && player.car ? player.car.y : player.y; if (p.active && Math.abs(p.x - px) < 60 && Math.abs(p.y - py) < 60) { p.active = false; LK.getSound('pickup').play(); score += 3; scoreTxt.setText(score); p.destroy(); pickups.splice(i, 1); spawnPickup(); // Win condition if (score >= 100) { score = 100; scoreTxt.setText(score); LK.showYouWin(); return; } } } // Player exit car if tap again on self // (Disabled: player cannot exit car once inside) // if (player.isInCar && player.car && Math.abs(player.car.x - player.targetX) < 60 && Math.abs(player.car.y - player.targetY) < 60) { // player.exitCar(); // } // Lower wanted level over time if (wanted > 0 && LK.ticks % 300 === 0) { wanted = 0; wantedTxt.setText(''); // Remove police for (var i = policeCars.length - 1; i >= 0; i--) { policeCars[i].destroy(); policeCars.splice(i, 1); } policeSpawned = false; } }; // (Second map logic removed)
===================================================================
--- original.js
+++ change.js
@@ -12,9 +12,9 @@
self.asset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 10; // Reduced car speed from 18 to 10
+ self.speed = 6; // Further reduced car speed for slower movement
self.dir = 0; // 0: right, 1: down, 2: left, 3: up
self.hasDriver = false;
self.isPolice = false;
self.update = function () {
@@ -104,9 +104,9 @@
self.asset = self.attachAsset('npc', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 3 + Math.floor(Math.random() * 2); // Reduced speed for NPCs
+ self.speed = 2 + Math.floor(Math.random() * 2); // Further reduced speed for NPCs
self.dir = Math.floor(Math.random() * 4);
self.update = function () {
// Simple random walk
if (self.dir === 0) {
@@ -154,9 +154,9 @@
self.nameLabel.anchor.set(0.5, 1); // center horizontally, bottom of text at y=0
self.nameLabel.x = 0;
self.nameLabel.y = -70; // position above the character asset
self.addChild(self.nameLabel);
- self.speed = 3; // Reduced player speed
+ self.speed = 2; // Further reduced player speed
self.isInCar = false;
self.car = null;
self.targetX = self.x;
self.targetY = self.y;
@@ -197,9 +197,9 @@
self.asset = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 5; // Reduced police speed
+ self.speed = 3; // Further reduced police speed
self.dir = 0;
self.hasDriver = true;
self.isPolice = true;
self.update = function () {
Police. In-Game asset. 2d. High contrast. No shadows
Npc. In-Game asset. 2d. High contrast. No shadows
coin. In-Game asset. 2d. High contrast. No shadows
car . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
home. In-Game asset. 2d. High contrast. No shadows
gras. In-Game asset. 2d. High contrast. No shadows
silah. In-Game asset. 2d. High contrast. No shadows
mermi. In-Game asset. 2d. High contrast. No shadows
gold. In-Game asset. 2d. High contrast. No shadows