User prompt
polisin hızını düşür
User prompt
npc lerin hızını düşür
User prompt
oyunun giriş ekranı olmasın
User prompt
oyunun giriş ekranı mavi olsun
User prompt
oyunun giriş ekranı olsun
Code edit (1 edits merged)
Please save this source code
User prompt
GTA 7: Micro City Mayhem
Initial prompt
GTA 7
/****
* 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;
});
// 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 = 12;
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
****/
// --- City Map Setup ---
// --- Giriş (Start) Screen removed ---
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);
// --- 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;
// --- 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;
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);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// --- Game Update Loop ---
game.update = function () {
// Player update
player.update();
// 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);
}
}
// 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
@@ -144,9 +144,9 @@
self.asset = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 20;
+ self.speed = 10;
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