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
Code edit (1 edits merged)
Please save this source code
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: 505
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: 505
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: 505
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: 505
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'player.update();' Line Number: 501
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oyuncu karakterini seçebilsin
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2. harita olmasın
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2. haritada oyuncu üste çıksın
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oyunu kazanırsan ikinci haritaya geçsin
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mermi npc lere değerse npc yok olsun
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polisin hızını ve oyuncunun hızını düşür
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mermi polise 3 kere değerse polisten kurtulmuş olalım
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mermi tıklanan yere gitsin
User prompt
mermi tıklanan yere gitsin
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silah fareye baksın
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oyuncunun hızını düşür
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oyuncu imleci takıp etsin
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silah ı oyuncuya ver
/**** * 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 = 18; 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 { // NPC car: simple movement 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; } }; 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 = 3 + Math.floor(Math.random() * 2); // 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 () { var self = Container.call(this); self.asset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; 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 = 10; 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 = new Player(); 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 --- var silah = LK.getAsset('silah', { anchorX: 0.5, anchorY: 0.5 }); silah.x = player.x + 40; silah.y = player.y; game.addChild(silah); // --- Cars Setup --- var cars = []; for (var i = 0; i < 3; i++) { var car = new Car(); car.x = cityOffsetX + tileSize * (1.5 + i * 2); 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 (!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); } }; 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; } } 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) { policeHitCount++; LK.effects.flashObject(police, 0xffeb3b, 400); mermi.destroy(); mermis.splice(i, 1); // Win if hit 3 times if (policeHitCount >= 3) { LK.showYouWin(); return; } 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('WANTED!'); LK.effects.flashObject(npc, 0xff0000, 500); // Remove NPC npc.destroy(); npcs.splice(i, 1); } } // 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('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('WANTED!'); } // Win condition if (score >= 100) { 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(); } } // Player exit car if tap again on self 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; } };
===================================================================
--- original.js
+++ change.js
@@ -266,8 +266,10 @@
}
// --- 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();
@@ -405,9 +407,29 @@
// 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) {
+ policeHitCount++;
+ LK.effects.flashObject(police, 0xffeb3b, 400);
+ mermi.destroy();
+ mermis.splice(i, 1);
+ // Win if hit 3 times
+ if (policeHitCount >= 3) {
+ LK.showYouWin();
+ return;
+ }
+ 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. 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