User prompt
herkezin bar canı olsun
User prompt
boss öldüğünde 50 puan versin
User prompt
healthpack çalıştığı zaman yanımızda 2xpo olsun ve etkisi bittiğindede gitsin
User prompt
500 puan da yada 500 puanın üzerine geçtiğimde best demon spawnlansın ve elinde bestdemongun olsun ve bestdemonmermi yi de mermi olarak sıksın
User prompt
490 puandan sonra boss doğmasın
User prompt
hayır bosslarda healthpack aldıktan sonra 2 kat puan versin
User prompt
BOSS LARDA 2 KAT PUAN VERSİN
User prompt
boss lar 100 puanı almadan 100 puanı geçtiysede ışınlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
5 saniye olsun
User prompt
healthPack i aldığımızda 20 puan vermesin
User prompt
sağ en uç köşede zamanlayıcı olsun
User prompt
10 saniye sonra eski haline dönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
healthPack i aldığımızda 10 saniyeliğine aldığımız puanları 2 ye katlasın
User prompt
health pack i aldıktan ilk 10 saniye aldığımız puanlar 2 ye katlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
healthpack puan skoruna +20 puan eklesin
User prompt
healthpack i aldığımda 20 points versin
User prompt
healthpack 20 puan versin
User prompt
karakterimiz elindekide ak47 olsun
User prompt
şeytanların elindeki şey furca olsun
User prompt
boss un ve demonların elinde silah olsun ve silahları mermiyi attıkları yerde dursun silahlarıda furca olsun
User prompt
oyundaki arka planı cehennem gibi yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
silahımız mermiyi attığımız yerde dursun
User prompt
karakterimizin elinde nekadar mermi atıyorsa okadar silahı olsun elinde
User prompt
her 500 puanda bir 1 tane daha silahımız olsun
User prompt
nekadar mermi atıyorsak okadar silahımız olsun
/**** * 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; // Spawn a shield at boss position var shield = new Shield(); shield.x = self.x; shield.y = self.y; game.addChild(shield); // Add 50 points to score score += 50; updateUI(); // Create visual effect for shield drop tween(shield, { y: self.y + 20 }, { duration: 60, onFinish: function onFinish() { tween(shield, { y: self.y }, { duration: 40 }); } }); // Fade out boss 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 = 4; 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.weapons = []; // Array to hold weapon sprites // Create visual weapons based on bullet count self.updateWeapons = function (bulletCount) { // Remove any existing weapons for (var i = 0; i < self.weapons.length; i++) { self.weapons[i].destroy(); } self.weapons = []; // Create new weapons based on bullet count for (var i = 0; i < bulletCount; i++) { var weapon = LK.getAsset('marineBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Position weapons in a circular pattern around marine var angle = i * (Math.PI * 2) / bulletCount + Math.PI / 2; // Start from top var radius = self.radius * 1.3; // Place slightly outside marine radius weapon.x = Math.cos(angle) * radius; weapon.y = Math.sin(angle) * radius; self.addChild(weapon); self.weapons.push(weapon); } }; // Define findNearestTarget method at the top of the class self.findNearestTarget = function () { var minDist = 999999; var tx = self.x; var ty = self.y - 200; // Default target ahead of marine // Check demons first if (demons && demons.length > 0) { for (var i = 0; i < demons.length; ++i) { var d = demons[i]; if (!d.dead) { var dx = d.x - self.x; var dy = d.y - self.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; tx = d.x; ty = d.y; } } } } // Check boss if (boss && !boss.dead) { var dx = boss.x - self.x; var dy = boss.y - self.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; tx = boss.x; ty = boss.y; } } return { x: tx, y: ty, distance: Math.sqrt(minDist) }; }; self.update = function () { if (self.invuln > 0) self.invuln--; // Update weapon positions to match bullet fire positions if (self.weapons && self.weapons.length > 0) { // Get the target for bullet direction var target = self.findNearestTarget(); var tx = target.x; var ty = target.y; // Calculate direction var dx = tx - self.x; var dy = ty - self.y; var baseAngle = Math.atan2(dy, dx); // Position weapons in firing position instead of circular pattern for (var i = 0; i < self.weapons.length; i++) { var weapon = self.weapons[i]; var offset = (i - (self.weapons.length - 1) / 2) * 0.12; var angle = baseAngle + offset; // Position weapons at firing direction var radius = self.radius * 1.1; // Slightly outside marine weapon.x = Math.cos(angle) * radius; weapon.y = Math.sin(angle) * radius; // Rotate weapon to face firing direction weapon.rotation = angle + Math.PI / 2; } } }; // 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.update = function () { self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // Shield (Protection) var Shield = Container.expand(function () { var self = Container.call(this); var shieldSprite = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); // Use a different tint for the shield shieldSprite.tint = 0x3498db; self.radius = shieldSprite.width * 1.1; self.duration = 600; // 10 seconds self.update = function () { self.duration--; // Flash purple and green when 5 seconds (300 ticks) remaining if (self.duration === 300) { // Start color transition sequence tween(shieldSprite, { tint: 0x9b59b6 // Purple }, { duration: 150, onFinish: function onFinish() { tween(shieldSprite, { tint: 0x2ecc71 // Green }, { duration: 150, onFinish: function onFinish() { // Repeat the color cycle until shield expires var flashInterval = LK.setInterval(function () { tween(shieldSprite, { tint: 0x9b59b6 // Purple }, { duration: 150, onFinish: function onFinish() { tween(shieldSprite, { tint: 0x2ecc71 // Green }, { duration: 150 }); } }); }, 300); // Store interval ID on shield for cleanup self.flashInterval = flashInterval; } }); } }); } if (self.duration <= 0) { // Clear flash interval if it exists if (self.flashInterval) { LK.clearInterval(self.flashInterval); } tween(self, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { self.destroy(); } }); } // Follow the marine if (marine) { self.x = marine.x; self.y = marine.y; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Arena bounds // Marine (player) // Demon (enemy) // Boss Demon // Marine bullet // Demon bullet // Health pack // Power-up 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 shields = []; 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) { 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; 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); } // Power-ups have been removed function spawnPowerUp() { // Function kept for compatibility but does nothing } // 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; 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(); // Remove any active shields for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Shield) { game.children[i].destroy(); } } if (marine) marine.destroy(); if (boss) boss.destroy(); demons = []; marineBullets = []; demonBullets = []; healthPacks = []; shields = []; boss = null; spawnMarine(); // Initialize marine with 1 weapon if (marine) { marine.updateWeapons(1); } 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 if (Math.random() < 0.08) spawnHealthPack(); } } // Update boss if (boss) { boss.update(); if (boss.dead) { bossActive = false; boss = null; // Score is now added in the boss.hit method 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); // Check if a shield is protecting the marine var hasShield = false; for (var j = 0; j < game.children.length; j++) { if (game.children[j] instanceof Shield) { hasShield = true; // Destroy shield immediately when hit if (game.children[j].flashInterval) { LK.clearInterval(game.children[j].flashInterval); } // Flash shield effect and destroy it tween(game.children[j], { alpha: 0 }, { duration: 120, onFinish: function onFinish(obj) { obj.destroy(); } }); break; } } if (!hasShield) { 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); } } } // Power-ups have been removed // Marine auto-fire if (marine) { marineFireTimer--; if (marineFireTimer <= 0) { marineFireTimer = marineFireRate; // Auto-targeting: find nearest enemy var target = marine.findNearestTarget(); var tx = target.x; var ty = target.y; // Fire // Calculate bullets based on score - 1 bullet base + 1 extra per 500 points var totalBullets = 1 + Math.floor(score / 500); // Update marine weapons display to match bullet count if (marine.weapons.length !== totalBullets) { marine.updateWeapons(totalBullets); } 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 = 120 + Math.floor(Math.random() * 60); // Increased timer for slower demon spawning } } // Next wave if (demons.length === 0 && !boss && waveTimer > 60) { if (score > 0 && score % 100 === 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 if (LK.ticks % 420 === 0 && Math.random() < 0.5) { spawnHealthPack(); } }; // Reset game on game over LK.on('gameover', function () { startGame(); });
===================================================================
--- original.js
+++ change.js
@@ -305,8 +305,31 @@
};
};
self.update = function () {
if (self.invuln > 0) self.invuln--;
+ // Update weapon positions to match bullet fire positions
+ if (self.weapons && self.weapons.length > 0) {
+ // Get the target for bullet direction
+ var target = self.findNearestTarget();
+ var tx = target.x;
+ var ty = target.y;
+ // Calculate direction
+ var dx = tx - self.x;
+ var dy = ty - self.y;
+ var baseAngle = Math.atan2(dy, dx);
+ // Position weapons in firing position instead of circular pattern
+ for (var i = 0; i < self.weapons.length; i++) {
+ var weapon = self.weapons[i];
+ var offset = (i - (self.weapons.length - 1) / 2) * 0.12;
+ var angle = baseAngle + offset;
+ // Position weapons at firing direction
+ var radius = self.radius * 1.1; // Slightly outside marine
+ weapon.x = Math.cos(angle) * radius;
+ weapon.y = Math.sin(angle) * radius;
+ // Rotate weapon to face firing direction
+ weapon.rotation = angle + Math.PI / 2;
+ }
+ }
};
// Flash when hit
self.flash = function () {
tween(marineSprite, {
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