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
User prompt
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
User prompt
mermi polise 3 kere değerse polisten kurtulmuş olalım
User prompt
mermi tıklanan yere gitsin
User prompt
mermi tıklanan yere gitsin
User prompt
silah fareye baksın
User prompt
oyuncunun hızını düşür
User prompt
oyuncu imleci takıp etsin
User prompt
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 (characterId) {
var self = Container.call(this);
var assetId = characterId || 'player';
self.asset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3; // 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 = 5; // 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);
}
}
// --- Character Selection UI ---
var characterOptions = [{
id: 'player',
label: 'Kırmızı',
color: 0xe53935
}, {
id: 'npc',
label: 'Mavi',
color: 0x1976d2
}, {
id: 'pickup',
label: 'Sarı',
color: 0xffeb3b
}];
var selectedCharacterId = 'player';
var characterSelectButtons = [];
var characterSelectBg = new Container();
characterSelectBg.x = 2048 / 2;
characterSelectBg.y = 2732 / 2 - 200;
game.addChild(characterSelectBg);
var selectTitle = new Text2('Karakterini Seç', {
size: 120,
fill: "#fff"
});
selectTitle.anchor.set(0.5, 0.5);
selectTitle.y = -200;
characterSelectBg.addChild(selectTitle);
for (var i = 0; i < characterOptions.length; i++) {
(function (i) {
var opt = characterOptions[i];
var btn = LK.getAsset(opt.id, {
anchorX: 0.5,
anchorY: 0.5,
x: (i - 1) * 300,
y: 0,
scaleX: 1.2,
scaleY: 1.2
});
btn.interactive = true;
btn.buttonMode = true;
btn._charId = opt.id;
btn._charIndex = i;
btn._selected = false;
btn._selectOutline = null;
btn.down = function (x, y, obj) {
for (var j = 0; j < characterSelectButtons.length; j++) {
if (characterSelectButtons[j]._selectOutline) {
characterSelectBg.removeChild(characterSelectButtons[j]._selectOutline);
characterSelectButtons[j]._selectOutline = null;
}
}
selectedCharacterId = btn._charId;
// Draw selection outline
var outline = LK.getAsset(opt.id, {
anchorX: 0.5,
anchorY: 0.5,
x: btn.x,
y: btn.y,
scaleX: 1.4,
scaleY: 1.4
});
outline.alpha = 0.3;
characterSelectBg.addChild(outline);
btn._selectOutline = outline;
};
characterSelectBg.addChild(btn);
characterSelectButtons.push(btn);
// Default select first
if (i === 0) btn.down();
})(i);
}
// Start button
var startBtn = new Text2('Başla', {
size: 100,
fill: "#fff"
});
startBtn.anchor.set(0.5, 0.5);
startBtn.y = 250;
startBtn.interactive = true;
startBtn.buttonMode = true;
startBtn.down = function (x, y, obj) {
// Remove selection UI
game.removeChild(characterSelectBg);
// Continue with game setup
setupPlayerAndGame();
};
characterSelectBg.addChild(startBtn);
// --- Player Setup (moved to function) ---
var player, silah;
function setupPlayerAndGame() {
player = new Player(selectedCharacterId);
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 ---
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;
}
}
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) {
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);
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('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;
}
};
// (Second map logic removed) ===================================================================
--- original.js
+++ change.js
@@ -461,9 +461,11 @@
player.targetX = tx;
player.targetY = ty;
}
}
- player.update();
+ 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;
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