User prompt
elimizde silah olsun ve mermisi düzgün gitsin ve claim zoneleri 2 kere sıkınca bizim olabilsin uzaktan sıkabilelim mermi sonsuza kadar gitsin sağ altta mermisi yazsın 7 şarjörü olsun köpek öldürünce 2 şarjör çıksın
User prompt
köpek bizi takip etmiyor düz gidip duruyor bizi full takip etsin kovalasın ve bizi yakalayınca 3 saniye gerisayım başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
köpekte her 10 saniyede bir gelsin ve bizden hızlı gitsin
User prompt
0.5 saniyede bir sarı şeyden çıksın o power up 10 saniyede bir çıksın ve hızlandırması 5 saniye sürsün veuzaktan karakterimizin uzağında doğan köpek çıksın 1 tane her 35 saniyede o köpek karakterimize saldırsın ve saldırınca karakterimiz hemewn ölmesin bir sahne çıksın ekrana hızlıca dokun desin dokununca bizi bıraksın sanki kolumuzdan tutmuşta elimizi sallıyormusuz gibi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
you win final score değilde record = saniyesi yazsın yukarıda territory : yazan yerde territory = 15 WİN yazsın ve herşeyin hitboxu büyüsün
User prompt
o sarı şeyden claim yazan şeyden her 3 saniyede bir çıksın
User prompt
power uplar en fazla 2 tane çıksın ve claim yazan sarı daireler alınca gitsin o seffaklık kalmasın ve ondan en fazla 5 tane çıksın ve oyunda süre olsun kronometre yukarda olsun ve oyun bitince rekorunun süresi yazsın ve o sarı şeyden 15 tane alınca bitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
o power up tan yavaş yavaş her 5 saniyede 1 tane çıksın
User prompt
fikrimi değiştirdim o araba değil power up olsun hız versin deyince ve alınca gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1 tane araba doğsun rastgele bir yerde o arabaya binince hızımız artsın
User prompt
claim olan yuvarlaklar az sayıda oluşsun
Code edit (1 edits merged)
Please save this source code
User prompt
biraz daha büyüsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Initial prompt
claim yazıları okunacak gibi olsun büyüsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 0;
self.targetY = 0;
self.moveSpeed = 8;
self.baseSpeed = 8;
self.carSpeed = 16;
self.inCar = false;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
var moveX = dx / distance * self.moveSpeed;
var moveY = dy / distance * self.moveSpeed;
var newX = self.x + moveX;
var newY = self.y + moveY;
// Keep character within bounds (accounting for character size)
if (newX >= 90 && newX <= 1958 && newY >= 90 && newY <= 2642) {
self.x = newX;
self.y = newY;
}
}
};
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.applySpeedBoost = function () {
self.moveSpeed = self.carSpeed;
LK.setTimeout(function () {
self.moveSpeed = self.baseSpeed;
}, 5000); // Speed boost lasts 5 seconds
};
return self;
});
var ClaimZone = Container.expand(function () {
var self = Container.call(this);
var zoneGraphics = self.attachAsset('claimZone', {
anchorX: 0.5,
anchorY: 0.5
});
var claimText = new Text2('CLAIM', {
size: 32,
fill: '#FFFFFF'
});
claimText.anchor.set(0.5, 1);
claimText.y = -45;
self.addChild(claimText);
// Add pulsing animation to make text more readable
function startClaimTextAnimation() {
tween(claimText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(claimText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: startClaimTextAnimation
});
}
});
}
startClaimTextAnimation();
self.isClaimed = false;
self.claim = function () {
if (!self.isClaimed) {
self.isClaimed = true;
self.removeChild(zoneGraphics);
self.removeChild(claimText);
var claimedGraphics = self.attachAsset('claimedZone', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1.0
});
var claimedText = new Text2('CLAIMED', {
size: 20,
fill: '#FFFFFF'
});
claimedText.anchor.set(0.5, 1);
claimedText.y = -40;
self.addChild(claimedText);
return true;
}
return false;
};
return self;
});
var Dog = Container.expand(function () {
var self = Container.call(this);
var dogGraphics = self.attachAsset('dog', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 0;
self.targetY = 0;
self.moveSpeed = 4;
self.isAttacking = false;
self.update = function () {
if (self.isAttacking) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
var moveX = dx / distance * self.moveSpeed;
var moveY = dy / distance * self.moveSpeed;
self.x += moveX;
self.y += moveY;
}
}
};
self.attackTarget = function (targetX, targetY) {
self.targetX = targetX;
self.targetY = targetY;
self.isAttacking = true;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
var powerUpText = new Text2('SPEED', {
size: 24,
fill: '#FFFFFF'
});
powerUpText.anchor.set(0.5, 0.5);
self.addChild(powerUpText);
// Add pulsing animation to power up
function startPowerUpAnimation() {
tween(self, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: startPowerUpAnimation
});
}
});
}
startPowerUpAnimation();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2E8B57
});
/****
* Game Code
****/
var character = new Character();
character.x = 1024;
character.y = 1366;
game.addChild(character);
var claimZones = [];
var totalZones = 5;
// Power up management
var powerUps = [];
// Game timer
var gameStartTime = Date.now();
var gameTimer = 0;
// Dog management
var dogs = [];
var isUnderAttack = false;
var attackOverlay = null;
// Function to create power up at random location
function createPowerUp() {
var powerUp = new PowerUp();
var powerUpValidPosition = false;
var powerUpAttempts = 0;
while (!powerUpValidPosition && powerUpAttempts < 50) {
powerUp.x = 150 + Math.random() * 1748;
powerUp.y = 150 + Math.random() * 2432;
// Check distance from character
var powerUpDx = powerUp.x - character.x;
var powerUpDy = powerUp.y - character.y;
var distanceFromCharacter = Math.sqrt(powerUpDx * powerUpDx + powerUpDy * powerUpDy);
if (distanceFromCharacter > 200) {
powerUpValidPosition = true;
}
powerUpAttempts++;
}
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Function to create attack screen
function createAttackScreen() {
if (attackOverlay) return;
isUnderAttack = true;
// Create semi-transparent overlay
attackOverlay = new Container();
var overlay = LK.getAsset('wall', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
alpha: 0.7,
tint: 0xFF0000
});
attackOverlay.addChild(overlay);
// Create tap text
var tapText = new Text2('TAP QUICKLY!', {
size: 120,
fill: '#FFFFFF'
});
tapText.anchor.set(0.5, 0.5);
tapText.x = 1024;
tapText.y = 1366;
attackOverlay.addChild(tapText);
// Add pulsing animation
function startTapAnimation() {
tween(tapText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(tapText, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: startTapAnimation
});
}
});
}
startTapAnimation();
game.addChild(attackOverlay);
}
// Function to remove attack screen
function removeAttackScreen() {
if (attackOverlay) {
attackOverlay.destroy();
attackOverlay = null;
isUnderAttack = false;
}
}
// Function to create dog at random edge position
function createDog() {
var dog = new Dog();
// Spawn dog at random edge, far from character
var edge = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
switch (edge) {
case 0:
// top
dog.x = 150 + Math.random() * 1748;
dog.y = 150;
break;
case 1:
// right
dog.x = 1898;
dog.y = 150 + Math.random() * 2432;
break;
case 2:
// bottom
dog.x = 150 + Math.random() * 1748;
dog.y = 2582;
break;
case 3:
// left
dog.x = 150;
dog.y = 150 + Math.random() * 2432;
break;
}
dogs.push(dog);
game.addChild(dog);
}
// Spawn first power up immediately
createPowerUp();
// Set timer to spawn dogs every 35 seconds
LK.setInterval(function () {
if (dogs.length < 1) {
createDog();
}
}, 35000);
// Set timer to spawn power ups every 10 seconds
LK.setInterval(function () {
if (powerUps.length < 2) {
createPowerUp();
}
}, 10000);
// Set timer to spawn claim zones every 0.5 seconds
LK.setInterval(function () {
if (claimZones.length < 5) {
var zone = createClaimZone();
claimZones.push(zone);
game.addChild(zone);
}
}, 500);
// Create walls around the perimeter
var walls = [];
// Top wall
for (var i = 0; i < 42; i++) {
var topWall = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: i * 50 + 25,
y: 25
});
game.addChild(topWall);
walls.push(topWall);
}
// Bottom wall
for (var i = 0; i < 42; i++) {
var bottomWall = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: i * 50 + 25,
y: 2707
});
game.addChild(bottomWall);
walls.push(bottomWall);
}
// Left wall
for (var i = 1; i < 54; i++) {
var leftWall = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: i * 50 + 25
});
game.addChild(leftWall);
walls.push(leftWall);
}
// Right wall
for (var i = 1; i < 54; i++) {
var rightWall = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 2023,
y: i * 50 + 25
});
game.addChild(rightWall);
walls.push(rightWall);
}
// Create initial claim zones
function createClaimZone() {
var zone = new ClaimZone();
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
zone.x = 150 + Math.random() * 1748;
zone.y = 150 + Math.random() * 2432;
// Check distance from character
var dx = zone.x - character.x;
var dy = zone.y - character.y;
var distanceFromCharacter = Math.sqrt(dx * dx + dy * dy);
// Check distance from other zones
var tooClose = false;
for (var i = 0; i < claimZones.length; i++) {
var otherZone = claimZones[i];
var zdx = zone.x - otherZone.x;
var zdy = zone.y - otherZone.y;
var distanceFromZone = Math.sqrt(zdx * zdx + zdy * zdy);
if (distanceFromZone < 200) {
tooClose = true;
break;
}
}
if (distanceFromCharacter > 150 && !tooClose) {
validPosition = true;
}
attempts++;
}
return zone;
}
// Generate initial claim zones
for (var i = 0; i < totalZones; i++) {
var zone = createClaimZone();
claimZones.push(zone);
game.addChild(zone);
}
// Score display
var scoreTxt = new Text2('Territory: 0', {
size: 60,
fill: '#FFFFFF'
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Timer display
var timerTxt = new Text2('Time: 00:00', {
size: 50,
fill: '#FFFFFF'
});
timerTxt.anchor.set(0.5, 0);
timerTxt.y = 80;
LK.gui.top.addChild(timerTxt);
// Mouse/touch controls
game.move = function (x, y, obj) {
character.setTarget(x, y);
};
game.down = function (x, y, obj) {
if (isUnderAttack) {
// Handle attack screen tap
removeAttackScreen();
// Remove all dogs
for (var d = dogs.length - 1; d >= 0; d--) {
dogs[d].destroy();
}
dogs = [];
} else {
character.setTarget(x, y);
}
};
// Main game loop
game.update = function () {
// Update timer
gameTimer = Math.floor((Date.now() - gameStartTime) / 1000);
var minutes = Math.floor(gameTimer / 60);
var seconds = gameTimer % 60;
var timeString = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds;
timerTxt.setText('Time: ' + timeString);
// Check for power up collection
for (var p = powerUps.length - 1; p >= 0; p--) {
var powerUp = powerUps[p];
var powerUpDx = character.x - powerUp.x;
var powerUpDy = character.y - powerUp.y;
var powerUpDistance = Math.sqrt(powerUpDx * powerUpDx + powerUpDy * powerUpDy);
if (powerUpDistance < 75) {
character.applySpeedBoost();
powerUp.destroy();
powerUps.splice(p, 1);
}
}
// Handle dog attacks
for (var d = dogs.length - 1; d >= 0; d--) {
var dog = dogs[d];
if (!dog.isAttacking) {
dog.attackTarget(character.x, character.y);
}
// Check if dog reached character
var dogDx = character.x - dog.x;
var dogDy = character.y - dog.y;
var dogDistance = Math.sqrt(dogDx * dogDx + dogDy * dogDy);
if (dogDistance < 100 && !isUnderAttack) {
createAttackScreen();
}
}
// Handle attack screen taps
if (isUnderAttack) {
// This will be handled by the down event
}
// Check for zone claims
for (var i = claimZones.length - 1; i >= 0; i--) {
var zone = claimZones[i];
if (!zone.isClaimed) {
var dx = character.x - zone.x;
var dy = character.y - zone.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 75) {
if (zone.claim()) {
LK.setScore(LK.getScore() + 1);
if (LK.getScore() >= 15) {
scoreTxt.setText('Territory: 15 WIN');
} else {
scoreTxt.setText('Territory: ' + LK.getScore());
}
LK.getSound('claim').play();
// Remove claimed zone instead of creating new one
claimZones.splice(i, 1);
zone.destroy();
// Check win condition - game ends at 15 claims
if (LK.getScore() >= 15) {
// Store the record time
var currentTime = storage.bestTime || 999999;
if (gameTimer < currentTime) {
storage.bestTime = gameTimer;
}
// Format the record time for display
var recordMinutes = Math.floor(storage.bestTime / 60);
var recordSeconds = storage.bestTime % 60;
var recordTimeString = (recordMinutes < 10 ? '0' : '') + recordMinutes + ':' + (recordSeconds < 10 ? '0' : '') + recordSeconds;
LK.showYouWin('Record: ' + recordTimeString);
}
}
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -104,8 +104,38 @@
return false;
};
return self;
});
+var Dog = Container.expand(function () {
+ var self = Container.call(this);
+ var dogGraphics = self.attachAsset('dog', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 0;
+ self.targetY = 0;
+ self.moveSpeed = 4;
+ self.isAttacking = false;
+ self.update = function () {
+ if (self.isAttacking) {
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 5) {
+ var moveX = dx / distance * self.moveSpeed;
+ var moveY = dy / distance * self.moveSpeed;
+ self.x += moveX;
+ self.y += moveY;
+ }
+ }
+ };
+ self.attackTarget = function (targetX, targetY) {
+ self.targetX = targetX;
+ self.targetY = targetY;
+ self.isAttacking = true;
+ };
+ return self;
+});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
@@ -161,8 +191,12 @@
var powerUps = [];
// Game timer
var gameStartTime = Date.now();
var gameTimer = 0;
+// Dog management
+var dogs = [];
+var isUnderAttack = false;
+var attackOverlay = null;
// Function to create power up at random location
function createPowerUp() {
var powerUp = new PowerUp();
var powerUpValidPosition = false;
@@ -181,24 +215,117 @@
}
powerUps.push(powerUp);
game.addChild(powerUp);
}
+// Function to create attack screen
+function createAttackScreen() {
+ if (attackOverlay) return;
+ isUnderAttack = true;
+ // Create semi-transparent overlay
+ attackOverlay = new Container();
+ var overlay = LK.getAsset('wall', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732,
+ alpha: 0.7,
+ tint: 0xFF0000
+ });
+ attackOverlay.addChild(overlay);
+ // Create tap text
+ var tapText = new Text2('TAP QUICKLY!', {
+ size: 120,
+ fill: '#FFFFFF'
+ });
+ tapText.anchor.set(0.5, 0.5);
+ tapText.x = 1024;
+ tapText.y = 1366;
+ attackOverlay.addChild(tapText);
+ // Add pulsing animation
+ function startTapAnimation() {
+ tween(tapText, {
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 300,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(tapText, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 300,
+ easing: tween.easeInOut,
+ onFinish: startTapAnimation
+ });
+ }
+ });
+ }
+ startTapAnimation();
+ game.addChild(attackOverlay);
+}
+// Function to remove attack screen
+function removeAttackScreen() {
+ if (attackOverlay) {
+ attackOverlay.destroy();
+ attackOverlay = null;
+ isUnderAttack = false;
+ }
+}
+// Function to create dog at random edge position
+function createDog() {
+ var dog = new Dog();
+ // Spawn dog at random edge, far from character
+ var edge = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
+ switch (edge) {
+ case 0:
+ // top
+ dog.x = 150 + Math.random() * 1748;
+ dog.y = 150;
+ break;
+ case 1:
+ // right
+ dog.x = 1898;
+ dog.y = 150 + Math.random() * 2432;
+ break;
+ case 2:
+ // bottom
+ dog.x = 150 + Math.random() * 1748;
+ dog.y = 2582;
+ break;
+ case 3:
+ // left
+ dog.x = 150;
+ dog.y = 150 + Math.random() * 2432;
+ break;
+ }
+ dogs.push(dog);
+ game.addChild(dog);
+}
// Spawn first power up immediately
createPowerUp();
-// Set timer to spawn power ups every 5 seconds
+// Set timer to spawn dogs every 35 seconds
LK.setInterval(function () {
+ if (dogs.length < 1) {
+ createDog();
+ }
+}, 35000);
+// Set timer to spawn power ups every 10 seconds
+LK.setInterval(function () {
if (powerUps.length < 2) {
createPowerUp();
}
-}, 5000);
-// Set timer to spawn claim zones every 3 seconds
+}, 10000);
+// Set timer to spawn claim zones every 0.5 seconds
LK.setInterval(function () {
if (claimZones.length < 5) {
var zone = createClaimZone();
claimZones.push(zone);
game.addChild(zone);
}
-}, 3000);
+}, 500);
// Create walls around the perimeter
var walls = [];
// Top wall
for (var i = 0; i < 42; i++) {
@@ -300,9 +427,19 @@
game.move = function (x, y, obj) {
character.setTarget(x, y);
};
game.down = function (x, y, obj) {
- character.setTarget(x, y);
+ if (isUnderAttack) {
+ // Handle attack screen tap
+ removeAttackScreen();
+ // Remove all dogs
+ for (var d = dogs.length - 1; d >= 0; d--) {
+ dogs[d].destroy();
+ }
+ dogs = [];
+ } else {
+ character.setTarget(x, y);
+ }
};
// Main game loop
game.update = function () {
// Update timer
@@ -322,8 +459,26 @@
powerUp.destroy();
powerUps.splice(p, 1);
}
}
+ // Handle dog attacks
+ for (var d = dogs.length - 1; d >= 0; d--) {
+ var dog = dogs[d];
+ if (!dog.isAttacking) {
+ dog.attackTarget(character.x, character.y);
+ }
+ // Check if dog reached character
+ var dogDx = character.x - dog.x;
+ var dogDy = character.y - dog.y;
+ var dogDistance = Math.sqrt(dogDx * dogDx + dogDy * dogDy);
+ if (dogDistance < 100 && !isUnderAttack) {
+ createAttackScreen();
+ }
+ }
+ // Handle attack screen taps
+ if (isUnderAttack) {
+ // This will be handled by the down event
+ }
// Check for zone claims
for (var i = claimZones.length - 1; i >= 0; i--) {
var zone = claimZones[i];
if (!zone.isClaimed) {