User prompt
her 500 puanda bir 1 tane daha mermi atabilelim
User prompt
boss lar 100 puanda bir ortaya çıksınlar
User prompt
100 puanda bir mermiler artmasın
User prompt
demonlar daha hızlı ortaya çıksınlar
User prompt
boss lar 150 puanda bir ortaya çıksınlar
User prompt
demonlar daha yavaş ortaya çıksınlar
User prompt
demon lar 4 mermide ölsünler
User prompt
güçlendirmeleri kaldıralım
User prompt
boss ada aynı şekilde
User prompt
nekadar uzakta olurlarsa olsunlar karakter düşmanlara otomatik nişan alsın
User prompt
karakter düşmanlara otomatik nişan alsın
User prompt
koruma kalkanı hasar aldığı an gitsin
User prompt
koruma kalkanı bitmeye 5 saniye morla yeşil olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
mermiler düşmanın üstüne gelsin
User prompt
düşmana düz gitsin mermiler
User prompt
full aim
User prompt
autoaim
User prompt
boss ölünce içinden koruma kalkanı çıksın ve 50 points versin bize
User prompt
boss ölünce içinden koruma kalkanı çıksın ve 50 points versin bize
User prompt
1 canımız olsun
User prompt
boss a deydikçe canımız gitsin
User prompt
yere vuruş özelliği biraz daha uzun aralıklarla gerçekleşsin
User prompt
yere vurmadan 3 saniye önce kırmızı ve turuncu renklerine dönüşsün
User prompt
yere vursun
User prompt
boss 5 saniyede bir yere vursun yer de 2 saniyeliğinee parçalanma izi çıksın ve bize hasar versin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boss Demon var Boss = Container.expand(function () { var self = Container.call(this); var bossSprite = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bossSprite.width * 0.5; self.hp = 80; self.shootCooldown = 0; self.speed = 3.5; self.groundSmashTimer = 0; // Add this property to track smash cooldown self.update = function () { // Move toward marine if (marine && !self.dead) { var dx = marine.x - self.x; var dy = marine.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Boss ground smash attack every 8 seconds (480 ticks) if (typeof self.groundSmashTimer === "undefined") self.groundSmashTimer = 0; self.groundSmashTimer++; // 3 seconds (180 ticks) before smash, start color warning if (self.groundSmashTimer === 300) { // Flash red for 1.5 seconds, then orange for 1.5 seconds tween(bossSprite, { tint: 0xff0000 }, { duration: 90, onFinish: function onFinish() { tween(bossSprite, { tint: 0xffa500 }, { duration: 90, onFinish: function onFinish() { // Do nothing, color will be reset after smash } }); } }); } if (self.groundSmashTimer >= 480) { self.groundSmashTimer = 0; // Visual effect: flash boss and screen tween(bossSprite, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(bossSprite, { tint: 0x8e44ad }, { duration: 120 }); } }); LK.effects.flashScreen(0xccccff, 200); // Damage marine if close to boss (melee range) if (marine && !marine.dead && marine.invuln === 0) { var smashDist = bossSprite.width * 1.1; var mdx = marine.x - self.x; var mdy = marine.y - self.y; if (mdx * mdx + mdy * mdy < smashDist * smashDist) { marine.hp -= 2; if (marine.hp < 0) marine.hp = 0; marine.invuln = 60; marine.flash(); updateUI(); if (marine.hp <= 0) { // Game over gameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } } // Shoot at marine (triple shot) if (self.shootCooldown > 0) self.shootCooldown--;else if (dist < 1200) { for (var i = -1; i <= 1; i++) { var angle = Math.atan2(marine.y - self.y, marine.x - self.x) + i * 0.18; var tx = self.x + Math.cos(angle) * 100; var ty = self.y + Math.sin(angle) * 100; spawnDemonBullet(self.x, self.y, tx, ty, 10); } self.shootCooldown = 50; } } }; self.hit = function () { self.hp--; tween(bossSprite, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(bossSprite, { tint: 0x8e44ad }, { duration: 100 }); } }); if (self.hp <= 0) { self.dead = true; tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); // Demon (Enemy) var Demon = Container.expand(function () { var self = Container.call(this); var demonSprite = self.attachAsset('demon', { anchorX: 0.5, anchorY: 0.5 }); self.radius = demonSprite.width * 0.5; self.hp = 1; self.shootCooldown = 0; self.speed = 4 + Math.random() * 2; self.update = function () { // Move toward marine if (marine && !self.dead) { var dx = marine.x - self.x; var dy = marine.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Shoot at marine if (self.shootCooldown > 0) self.shootCooldown--;else if (dist < 900) { spawnDemonBullet(self.x, self.y, marine.x, marine.y); self.shootCooldown = 90 + Math.floor(Math.random() * 30); } } }; self.hit = function () { self.hp--; tween(demonSprite, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(demonSprite, { tint: 0xc0392b }, { duration: 100 }); } }); if (self.hp <= 0) { self.dead = true; tween(self, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); // Demon Bullet var DemonBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('demonBullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width * 0.5; self.speed = 14; self.dx = 0; self.dy = 1; self.update = function () { self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // Health Pack var HealthPack = Container.expand(function () { var self = Container.call(this); var hpSprite = self.attachAsset('healthPack', { anchorX: 0.5, anchorY: 0.5 }); self.radius = hpSprite.width * 0.5; return self; }); // Marine (Player) var Marine = Container.expand(function () { var self = Container.call(this); var marineSprite = self.attachAsset('marine', { anchorX: 0.5, anchorY: 0.5 }); self.radius = marineSprite.width * 0.5; self.hp = 1; self.invuln = 0; // invulnerability frames self.powered = 0; // power-up timer self.update = function () { if (self.invuln > 0) self.invuln--; if (self.powered > 0) self.powered--; }; // Flash when hit self.flash = function () { tween(marineSprite, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(marineSprite, { tint: 0x3a9ad9 }, { duration: 120 }); } }); }; return self; }); // Marine Bullet var MarineBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('marineBullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width * 0.5; self.speed = 32; self.dx = 0; self.dy = -1; self.powered = false; self.update = function () { self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // Power Up var PowerUp = Container.expand(function () { var self = Container.call(this); var puSprite = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.radius = puSprite.width * 0.5; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Power-up // Health pack // Demon bullet // Marine bullet // Boss Demon // Demon (enemy) // Marine (player) // Arena bounds var ARENA_MARGIN = 80; var ARENA_LEFT = ARENA_MARGIN; var ARENA_TOP = 180; var ARENA_RIGHT = 2048 - ARENA_MARGIN; var ARENA_BOTTOM = 2732 - ARENA_MARGIN; // Game state var marine = null; var demons = []; var boss = null; var marineBullets = []; var demonBullets = []; var healthPacks = []; var powerUps = []; var wave = 1; var waveTimer = 0; var spawnTimer = 0; var bossActive = false; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var lastMoveX = 0; var lastMoveY = 0; var score = 0; var marineFireTimer = 0; var marineFireRate = 12; // ticks between shots var marinePowerTimer = 0; var marineMaxHP = 1; var gameOver = false; // UI var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var hpTxt = new Text2('♥♥♥', { size: 90, fill: 0xE74C3C }); hpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(hpTxt); hpTxt.y = 120; hpTxt.x = 2048 / 2; // Center arena function centerArenaX() { return (ARENA_LEFT + ARENA_RIGHT) / 2; } function centerArenaY() { return (ARENA_TOP + ARENA_BOTTOM) / 2; } // Spawn marine function spawnMarine() { marine = new Marine(); marine.x = centerArenaX(); marine.y = ARENA_BOTTOM - 220; game.addChild(marine); } // Spawn demon function spawnDemon() { var d = new Demon(); // Spawn at random edge var edge = Math.floor(Math.random() * 4); if (edge === 0) { // top d.x = ARENA_LEFT + Math.random() * (ARENA_RIGHT - ARENA_LEFT); d.y = ARENA_TOP + 40; } else if (edge === 1) { // bottom d.x = ARENA_LEFT + Math.random() * (ARENA_RIGHT - ARENA_LEFT); d.y = ARENA_BOTTOM - 40; } else if (edge === 2) { // left d.x = ARENA_LEFT + 40; d.y = ARENA_TOP + Math.random() * (ARENA_BOTTOM - ARENA_TOP); } else { // right d.x = ARENA_RIGHT - 40; d.y = ARENA_TOP + Math.random() * (ARENA_BOTTOM - ARENA_TOP); } demons.push(d); game.addChild(d); } // Spawn boss function spawnBoss() { boss = new Boss(); boss.x = centerArenaX(); boss.y = ARENA_TOP + 200; game.addChild(boss); bossActive = true; } // Spawn marine bullet function spawnMarineBullet(x, y, dx, dy, powered) { var b = new MarineBullet(); b.x = x; b.y = y; var mag = Math.sqrt(dx * dx + dy * dy); b.dx = dx / mag; b.dy = dy / mag; b.powered = powered || false; marineBullets.push(b); game.addChild(b); } // Spawn demon bullet function spawnDemonBullet(x, y, tx, ty, speed) { var b = new DemonBullet(); b.x = x; b.y = y; var dx = tx - x; var dy = ty - y; var mag = Math.sqrt(dx * dx + dy * dy); b.dx = dx / mag; b.dy = dy / mag; if (speed) b.speed = speed; demonBullets.push(b); game.addChild(b); } // Spawn health pack function spawnHealthPack() { var hp = new HealthPack(); hp.x = ARENA_LEFT + 100 + Math.random() * (ARENA_RIGHT - ARENA_LEFT - 200); hp.y = ARENA_TOP + 100 + Math.random() * (ARENA_BOTTOM - ARENA_TOP - 200); healthPacks.push(hp); game.addChild(hp); } // Spawn power up function spawnPowerUp() { var pu = new PowerUp(); pu.x = ARENA_LEFT + 100 + Math.random() * (ARENA_RIGHT - ARENA_LEFT - 200); pu.y = ARENA_TOP + 100 + Math.random() * (ARENA_BOTTOM - ARENA_TOP - 200); powerUps.push(pu); game.addChild(pu); } // Update UI function updateUI() { scoreTxt.setText(score); var hpStr = ''; for (var i = 0; i < marineMaxHP; ++i) { hpStr += i < marine.hp ? '♥' : '♡'; } hpTxt.setText(hpStr); } // Start game function startGame() { score = 0; wave = 1; waveTimer = 0; spawnTimer = 0; bossActive = false; marineFireTimer = 0; marinePowerTimer = 0; gameOver = false; // Remove all for (var i = 0; i < demons.length; ++i) demons[i].destroy(); for (var i = 0; i < marineBullets.length; ++i) marineBullets[i].destroy(); for (var i = 0; i < demonBullets.length; ++i) demonBullets[i].destroy(); for (var i = 0; i < healthPacks.length; ++i) healthPacks[i].destroy(); for (var i = 0; i < powerUps.length; ++i) powerUps[i].destroy(); if (marine) marine.destroy(); if (boss) boss.destroy(); demons = []; marineBullets = []; demonBullets = []; healthPacks = []; powerUps = []; boss = null; spawnMarine(); updateUI(); } startGame(); // Touch controls game.down = function (x, y, obj) { if (gameOver) return; // Only drag if touch is inside marine var dx = x - marine.x; var dy = y - marine.y; if (dx * dx + dy * dy < marine.radius * marine.radius * 1.2) { dragging = true; dragOffsetX = marine.x - x; dragOffsetY = marine.y - y; lastMoveX = x; lastMoveY = y; } }; game.up = function (x, y, obj) { dragging = false; }; game.move = function (x, y, obj) { if (gameOver) return; // Always follow finger/mouse, clamp to arena if (marine) { var nx = x; var ny = y; nx = Math.max(ARENA_LEFT + marine.radius, Math.min(ARENA_RIGHT - marine.radius, nx)); ny = Math.max(ARENA_TOP + marine.radius, Math.min(ARENA_BOTTOM - marine.radius, ny)); marine.x = nx; marine.y = ny; lastMoveX = x; lastMoveY = y; } }; // Main update loop game.update = function () { if (gameOver) return; // Update marine if (marine) marine.update(); // Update demons for (var i = demons.length - 1; i >= 0; --i) { var d = demons[i]; d.update(); if (d.dead) { demons.splice(i, 1); score += 10; updateUI(); // Chance to drop health or powerup if (Math.random() < 0.08) spawnHealthPack();else if (Math.random() < 0.08) spawnPowerUp(); } } // Update boss if (boss) { boss.update(); if (boss.dead) { bossActive = false; boss = null; score += 50; updateUI(); wave++; waveTimer = 0; } // Marine takes damage when touching boss if (marine && !marine.dead && marine.invuln === 0 && !boss.dead) { var dx = marine.x - boss.x; var dy = marine.y - boss.y; var r = marine.radius + boss.radius; if (dx * dx + dy * dy < r * r) { marine.hp--; if (marine.hp < 0) marine.hp = 0; marine.invuln = 60; marine.flash(); updateUI(); if (marine.hp <= 0) { gameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } } // Update marine bullets for (var i = marineBullets.length - 1; i >= 0; --i) { var b = marineBullets[i]; b.update(); // Remove if out of bounds if (b.x < ARENA_LEFT - 60 || b.x > ARENA_RIGHT + 60 || b.y < ARENA_TOP - 60 || b.y > ARENA_BOTTOM + 60) { b.destroy(); marineBullets.splice(i, 1); continue; } // Hit demons var hit = false; for (var j = demons.length - 1; j >= 0; --j) { var d = demons[j]; var dx = b.x - d.x; var dy = b.y - d.y; var r = b.radius + d.radius; if (dx * dx + dy * dy < r * r) { d.hit(); hit = true; break; } } // Hit boss if (!hit && boss) { var dx = b.x - boss.x; var dy = b.y - boss.y; var r = b.radius + boss.radius; if (dx * dx + dy * dy < r * r) { boss.hit(); hit = true; } } if (hit) { b.destroy(); marineBullets.splice(i, 1); } } // Update demon bullets for (var i = demonBullets.length - 1; i >= 0; --i) { var b = demonBullets[i]; b.update(); // Remove if out of bounds if (b.x < ARENA_LEFT - 60 || b.x > ARENA_RIGHT + 60 || b.y < ARENA_TOP - 60 || b.y > ARENA_BOTTOM + 60) { b.destroy(); demonBullets.splice(i, 1); continue; } // Hit marine if (marine && marine.invuln === 0) { var dx = b.x - marine.x; var dy = b.y - marine.y; var r = b.radius + marine.radius; if (dx * dx + dy * dy < r * r) { b.destroy(); demonBullets.splice(i, 1); marine.hp--; marine.invuln = 60; marine.flash(); updateUI(); if (marine.hp <= 0) { // Game over gameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } } // Update health packs for (var i = healthPacks.length - 1; i >= 0; --i) { var hp = healthPacks[i]; if (marine) { var dx = hp.x - marine.x; var dy = hp.y - marine.y; var r = hp.radius + marine.radius; if (dx * dx + dy * dy < r * r) { if (marine.hp < marineMaxHP) { marine.hp++; updateUI(); } hp.destroy(); healthPacks.splice(i, 1); } } } // Update power ups for (var i = powerUps.length - 1; i >= 0; --i) { var pu = powerUps[i]; if (marine) { var dx = pu.x - marine.x; var dy = pu.y - marine.y; var r = pu.radius + marine.radius; if (dx * dx + dy * dy < r * r) { marine.powered = 360; // 6 seconds pu.destroy(); powerUps.splice(i, 1); } } } // Marine auto-fire if (marine) { marineFireTimer--; if (marineFireTimer <= 0) { marineFireTimer = marine.powered > 0 ? 4 : marineFireRate; // Find nearest demon or boss var tx = marine.x, ty = marine.y - 200; var minDist = 999999; for (var i = 0; i < demons.length; ++i) { var d = demons[i]; var dx = d.x - marine.x; var dy = d.y - marine.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; tx = d.x; ty = d.y; } } if (boss && !boss.dead) { var dx = boss.x - marine.x; var dy = boss.y - marine.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; tx = boss.x; ty = boss.y; } } // Fire // Calculate how many bullets to fire based on score var extraBullets = Math.floor(score / 100) + Math.floor(score / 1000); var totalBullets = 1 + extraBullets; if (marine.powered > 0) { // Triple shot, but each "bullet" is a triple for (var n = 0; n < totalBullets; ++n) { var spread = 0.18; var baseAngle = Math.atan2(ty - marine.y, tx - marine.x); // Offset each triple shot slightly for extra bullets var offset = (n - (totalBullets - 1) / 2) * 0.12; for (var i = -1; i <= 1; ++i) { var angle = baseAngle + i * spread + offset; var dx = Math.cos(angle); var dy = Math.sin(angle); spawnMarineBullet(marine.x, marine.y, dx, dy, true); } } } else { var dx = tx - marine.x; var dy = ty - marine.y; var baseAngle = Math.atan2(dy, dx); for (var n = 0; n < totalBullets; ++n) { // Spread out extra bullets a bit var offset = (n - (totalBullets - 1) / 2) * 0.12; var angle = baseAngle + offset; var ddx = Math.cos(angle); var ddy = Math.sin(angle); spawnMarineBullet(marine.x, marine.y, ddx, ddy, false); } } } } // Wave logic if (!bossActive) { // Spawn demons if (demons.length < Math.min(3 + wave, 8)) { spawnTimer--; if (spawnTimer <= 0) { spawnDemon(); spawnTimer = 40 + Math.floor(Math.random() * 30); } } // Next wave if (demons.length === 0 && !boss && waveTimer > 60) { if (wave % 3 === 0) { spawnBoss(); } else { wave++; waveTimer = 0; } } waveTimer++; } else { // Wait for boss defeat if (boss && boss.dead) { bossActive = false; boss = null; wave++; waveTimer = 0; } } // Randomly spawn health packs and powerups if (LK.ticks % 420 === 0 && Math.random() < 0.5) { spawnHealthPack(); } if (LK.ticks % 600 === 0 && Math.random() < 0.4) { spawnPowerUp(); } }; // Reset game on game over LK.on('gameover', function () { startGame(); });
===================================================================
--- original.js
+++ change.js
@@ -216,9 +216,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.radius = marineSprite.width * 0.5;
- self.hp = 5;
+ self.hp = 1;
self.invuln = 0; // invulnerability frames
self.powered = 0; // power-up timer
self.update = function () {
if (self.invuln > 0) self.invuln--;
@@ -313,9 +313,9 @@
var score = 0;
var marineFireTimer = 0;
var marineFireRate = 12; // ticks between shots
var marinePowerTimer = 0;
-var marineMaxHP = 5;
+var marineMaxHP = 1;
var gameOver = false;
// UI
var scoreTxt = new Text2('0', {
size: 120,
yumurta şeytan. In-Game asset. 2d. High contrast. No shadows
yuvarlak bir çerçevenin içerisinde şeytan kulaklı gülümseyen balkabağı kırmızı. In-Game asset. 2d. High contrast. No shadows
yarasa. In-Game asset. 2d. High contrast. No shadows
furca. In-Game asset. 2d. High contrast. No shadows
+. In-Game asset. 2d. High contrast. No shadows
angel . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blue 2x. In-Game asset. 2d. High contrast. No shadows
bigg demon. In-Game asset. 2d. High contrast. No shadows
red sword. In-Game asset. 2d. High contrast. No shadows
ateş. In-Game asset. 2d. High contrast. No shadows
tsunami. In-Game asset. 2d. High contrast. No shadows
yeşil bar. In-Game asset. 2d. High contrast. No shadows