User prompt
karakterimiz mermi olarak healtbar atsın
User prompt
healthbar ı healtbar ın üstüne kaydet
User prompt
can barları full gözüksün
User prompt
demonların boss ların ve bestdemon ın üstünde can barı olsun
User prompt
health bar üstlerinde kalan can yeşil giden can kırmızı yan yatmış dikdörtgenin içinde olsun
User prompt
health bar üstlerinde olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Best Demon (Ultimate Enemy) var BestDemon = Container.expand(function () { var self = Container.call(this); var bestDemonSprite = self.attachAsset('bestdemon', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bestDemonSprite.width * 0.5; self.hp = 120; self.shootCooldown = 0; self.speed = 2.5; self.groundSmashTimer = 0; self.weapons = []; // Array to hold weapon sprites // Create visual weapons (bestdemongun) for best demon self.updateWeapons = function () { // Remove any existing weapons for (var i = 0; i < self.weapons.length; i++) { self.weapons[i].destroy(); } self.weapons = []; // Create 2 bestdemonguns for best demon (double shot) for (var i = -0.5; i <= 0.5; i++) { var weapon = LK.getAsset('bestdemongun', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position bestdemonguns around best demon var angle = Math.atan2(marine.y - self.y, marine.x - self.x) + i * 0.3; var radius = self.radius * 1.2; weapon.x = Math.cos(angle) * radius; weapon.y = Math.sin(angle) * radius; weapon.rotation = angle + Math.PI / 2; self.addChild(weapon); self.weapons.push(weapon); } }; 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; } // Update weapon positions to match firing direction if (self.weapons.length === 0) { self.updateWeapons(); } else { for (var i = 0; i < self.weapons.length; i++) { var weapon = self.weapons[i]; var angle = Math.atan2(marine.y - self.y, marine.x - self.x) + (i - 0.5) * 0.3; var radius = self.radius * 1.2; weapon.x = Math.cos(angle) * radius; weapon.y = Math.sin(angle) * radius; weapon.rotation = angle + Math.PI / 2; } } // Update health bar if (!self.healthBar) { // Create health bar background self.healthBarBg = LK.getAsset('marineBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 0.5 }); self.healthBarBg.tint = 0x000000; self.addChild(self.healthBarBg); // Create health bar fill self.healthBar = LK.getAsset('marineBullet', { anchorX: 0, anchorY: 0.5, scaleX: 5, scaleY: 0.45 }); self.healthBar.tint = 0x00ff00; self.addChild(self.healthBar); } // Position health bar above best demon self.healthBarBg.x = 0; self.healthBarBg.y = -self.radius - 30; self.healthBar.x = -self.radius * 2.5; self.healthBar.y = -self.radius - 30; // Update health bar width based on current HP var healthPercent = Math.max(0, self.hp / 120); self.healthBar.scaleX = 5 * healthPercent; // Change color based on health if (healthPercent > 0.6) { self.healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xffff00; // Yellow } else { self.healthBar.tint = 0xff0000; // Red } // Shoot bestdemonmermi at marine (double shot) if (self.shootCooldown > 0) self.shootCooldown--;else if (dist < 1500) { for (var i = -0.5; i <= 0.5; i++) { var angle = Math.atan2(marine.y - self.y, marine.x - self.x) + i * 0.2; var tx = self.x + Math.cos(angle) * 100; var ty = self.y + Math.sin(angle) * 100; spawnBestDemonBullet(self.x, self.y, tx, ty, 12); } self.shootCooldown = 40; } } }; self.hit = function () { self.hp--; tween(bestDemonSprite, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(bestDemonSprite, { tint: 0x8e7602 }, { duration: 100 }); } }); if (self.hp <= 0) { self.dead = true; // Add points to score - best demons give triple points var points = doublePointsActive ? 300 : 150; score += points; updateUI(); // Fade out best demon tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); // Best Demon Bullet var BestDemonBullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bestdemonmermi', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width * 0.5; self.speed = 16; self.dx = 0; self.dy = 1; self.update = function () { self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // 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.weapons = []; // Array to hold weapon sprites // Create visual weapons (tridents) for boss self.updateWeapons = function () { // Remove any existing weapons for (var i = 0; i < self.weapons.length; i++) { self.weapons[i].destroy(); } self.weapons = []; // Create 3 tridents for boss (triple shot) for (var i = -1; i <= 1; i++) { var weapon = LK.getAsset('furca', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Position tridents around boss var angle = Math.atan2(marine.y - self.y, marine.x - self.x) + i * 0.18; var radius = self.radius * 1.1; weapon.x = Math.cos(angle) * radius; weapon.y = Math.sin(angle) * radius; weapon.rotation = angle + Math.PI / 2; self.addChild(weapon); self.weapons.push(weapon); } }; 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; } // Update weapon positions to match firing direction if (self.weapons.length === 0) { self.updateWeapons(); } else { for (var i = 0; i < self.weapons.length; i++) { var weapon = self.weapons[i]; var angle = Math.atan2(marine.y - self.y, marine.x - self.x) + (i - 1) * 0.18; var radius = self.radius * 1.1; weapon.x = Math.cos(angle) * radius; weapon.y = Math.sin(angle) * radius; weapon.rotation = angle + Math.PI / 2; } } // Update health bar if (!self.healthBar) { // Create health bar background self.healthBarBg = LK.getAsset('marineBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 0.4 }); self.healthBarBg.tint = 0x000000; self.addChild(self.healthBarBg); // Create health bar fill self.healthBar = LK.getAsset('marineBullet', { anchorX: 0, anchorY: 0.5, scaleX: 4, scaleY: 0.35 }); self.healthBar.tint = 0x00ff00; self.addChild(self.healthBar); } // Position health bar above boss self.healthBarBg.x = 0; self.healthBarBg.y = -self.radius - 25; self.healthBar.x = -self.radius * 2; self.healthBar.y = -self.radius - 25; // Update health bar width based on current HP var healthPercent = Math.max(0, self.hp / 80); self.healthBar.scaleX = 4 * healthPercent; // Change color based on health if (healthPercent > 0.6) { self.healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xffff00; // Yellow } else { self.healthBar.tint = 0xff0000; // Red } // 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 points to score - bosses give double points when health pack effect is active var points = doublePointsActive ? 100 : 50; score += points; 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.weapon = null; // Weapon sprite // Create visual weapon (trident) for demon self.updateWeapon = function () { // Remove existing weapon if any if (self.weapon) { self.weapon.destroy(); } // Create a furca (trident) for demon self.weapon = LK.getAsset('furca', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Position trident in front of demon if (marine) { var angle = Math.atan2(marine.y - self.y, marine.x - self.x); var radius = self.radius * 1.1; self.weapon.x = Math.cos(angle) * radius; self.weapon.y = Math.sin(angle) * radius; self.weapon.rotation = angle + Math.PI / 2; } else { self.weapon.x = self.radius; self.weapon.y = 0; } self.addChild(self.weapon); }; 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; } // Create weapon if it doesn't exist if (!self.weapon) { self.updateWeapon(); } // Update weapon position to match firing direction if (self.weapon) { var angle = Math.atan2(marine.y - self.y, marine.x - self.x); var radius = self.radius * 1.1; self.weapon.x = Math.cos(angle) * radius; self.weapon.y = Math.sin(angle) * radius; self.weapon.rotation = angle + Math.PI / 2; } // Update health bar if (!self.healthBar) { // Create health bar background self.healthBarBg = LK.getAsset('marineBullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.3 }); self.healthBarBg.tint = 0x000000; self.addChild(self.healthBarBg); // Create health bar fill self.healthBar = LK.getAsset('marineBullet', { anchorX: 0, anchorY: 0.5, scaleX: 2, scaleY: 0.25 }); self.healthBar.tint = 0x00ff00; self.addChild(self.healthBar); } // Position health bar above demon self.healthBarBg.x = 0; self.healthBarBg.y = -self.radius - 15; self.healthBar.x = -self.radius; self.healthBar.y = -self.radius - 15; // Update health bar width based on current HP var healthPercent = Math.max(0, self.hp / 4); self.healthBar.scaleX = 2 * healthPercent; // Change color based on health if (healthPercent > 0.6) { self.healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { self.healthBar.tint = 0xffff00; // Yellow } else { self.healthBar.tint = 0xff0000; // Red } // 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; // If the demon has a weapon, fade it out too if (self.weapon) { tween(self.weapon, { alpha: 0 }, { duration: 200 }); } 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; }); // FireParticle for hell effect var FireParticle = Container.expand(function () { var self = Container.call(this); var particleSprite = self.attachAsset('fireParticle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1 + Math.random() * 3; self.lifetime = 60 + Math.random() * 120; self.initialAlpha = 0.4 + Math.random() * 0.6; self.alpha = self.initialAlpha; self.scaleValue = 0.3 + Math.random() * 0.7; particleSprite.scale.set(self.scaleValue, self.scaleValue); // Random tint between orange and red var tintValue = Math.random(); if (tintValue < 0.3) { particleSprite.tint = 0xFF4500; // Orange-Red } else if (tintValue < 0.6) { particleSprite.tint = 0xFF6347; // Tomato } else if (tintValue < 0.9) { particleSprite.tint = 0xFF0000; // Red } else { particleSprite.tint = 0xFFD700; // Gold } self.update = function () { self.y -= self.speed; self.lifetime--; // Fade out as lifetime decreases self.alpha = self.initialAlpha * (self.lifetime / 180); if (self.lifetime <= 0) { self.destroy(); } }; 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; }); // HellRock for background decoration var HellRock = Container.expand(function () { var self = Container.call(this); var rockSprite = self.attachAsset('hellRock', { anchorX: 0.5, anchorY: 0.5 }); // Randomly adjust rock appearance self.scale.set(0.8 + Math.random() * 0.5, 0.8 + Math.random() * 0.5); rockSprite.rotation = Math.random() * Math.PI * 2; // Random dark colors for rocks var darkColors = [0x3D0C02, 0x2F0A02, 0x3B1001, 0x330000]; rockSprite.tint = darkColors[Math.floor(Math.random() * darkColors.length)]; 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 AK47 weapon var weapon = LK.getAsset('ak47', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Position weapon at marine's side var radius = self.radius * 1.3; weapon.x = radius; weapon.y = 0; 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; } } // Check best demon if (bestDemon && !bestDemon.dead) { var dx = bestDemon.x - self.x; var dy = bestDemon.y - self.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; tx = bestDemon.x; ty = bestDemon.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 AK47 in firing position if (self.weapons.length > 0) { var weapon = self.weapons[0]; // Position AK47 pointing at target var angle = baseAngle; // Position weapon 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('healtbar', { 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: 0x660000 }); /**** * Game Code ****/ // Hell background elements // Marine (player) // Demon (enemy) // Boss Demon // Marine bullet // Demon bullet // Health pack // Power-up var fireParticles = []; var hellRocks = []; var particleSpawnTimer = 0; // Create lava ground background var lavaGround = LK.getAsset('lavaGround', { anchorX: 0, anchorY: 0 }); game.addChild(lavaGround); // Generate initial rocks for hell landscape function generateHellLandscape() { // Create rocks scattered around the arena for (var i = 0; i < 15; i++) { var rock = new HellRock(); rock.x = ARENA_LEFT + Math.random() * (ARENA_RIGHT - ARENA_LEFT); rock.y = ARENA_TOP + Math.random() * (ARENA_BOTTOM - ARENA_TOP); hellRocks.push(rock); game.addChild(rock); } } // 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 bestDemon = null; var marineBullets = []; var demonBullets = []; var bestDemonBullets = []; 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; var doublePointsActive = false; var doublePointsTimer = 0; var doublePointsDuration = 300; // 5 seconds at 60 FPS var doublePointsIndicator = null; // Visual indicator for double points // 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; // Timer display in top right corner var gameStartTime = 0; var timerTxt = new Text2('00:00', { size: 80, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); // Right align LK.gui.topRight.addChild(timerTxt); timerTxt.x = -20; // Small margin from right edge timerTxt.y = 20; // Small margin from top // 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); // Initialize weapon for the demon d.updateWeapon(); } // Spawn boss function spawnBoss() { boss = new Boss(); boss.x = centerArenaX(); boss.y = ARENA_TOP + 200; game.addChild(boss); bossActive = true; // Initialize weapons for the boss boss.updateWeapons(); } // Spawn best demon function spawnBestDemon() { bestDemon = new BestDemon(); bestDemon.x = centerArenaX(); bestDemon.y = ARENA_TOP + 150; game.addChild(bestDemon); // Initialize weapons for the best demon bestDemon.updateWeapons(); } // 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 best demon bullet function spawnBestDemonBullet(x, y, tx, ty, speed) { var b = new BestDemonBullet(); 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; bestDemonBullets.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; doublePointsActive = false; doublePointsTimer = 0; // Clean up double points indicator if (doublePointsIndicator) { doublePointsIndicator.destroy(); doublePointsIndicator = null; } gameStartTime = LK.ticks; // Record game start time // 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 < bestDemonBullets.length; ++i) bestDemonBullets[i].destroy(); for (var i = 0; i < healthPacks.length; ++i) healthPacks[i].destroy(); // Remove fire particles and rocks for (var i = 0; i < fireParticles.length; ++i) fireParticles[i].destroy(); for (var i = 0; i < hellRocks.length; ++i) hellRocks[i].destroy(); fireParticles = []; hellRocks = []; // 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(); if (bestDemon) bestDemon.destroy(); demons = []; marineBullets = []; demonBullets = []; bestDemonBullets = []; healthPacks = []; shields = []; boss = null; bestDemon = null; spawnMarine(); // Initialize marine with 1 weapon if (marine) { marine.updateWeapons(1); } updateUI(); } // Generate initial hell landscape generateHellLandscape(); 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 timer display var elapsedTicks = LK.ticks - gameStartTime; var elapsedSeconds = Math.floor(elapsedTicks / 60); var minutes = Math.floor(elapsedSeconds / 60); var seconds = elapsedSeconds % 60; var timeStr = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerTxt.setText(timeStr); // Update fire particles (hellish effect) particleSpawnTimer--; if (particleSpawnTimer <= 0) { // Spawn new fire particles for (var i = 0; i < 3; i++) { var particle = new FireParticle(); particle.x = ARENA_LEFT + Math.random() * (ARENA_RIGHT - ARENA_LEFT); particle.y = ARENA_BOTTOM - Math.random() * 100; fireParticles.push(particle); game.addChild(particle); } particleSpawnTimer = 2 + Math.floor(Math.random() * 3); } // Update existing fire particles for (var i = fireParticles.length - 1; i >= 0; i--) { fireParticles[i].update(); if (fireParticles[i].lifetime <= 0) { fireParticles.splice(i, 1); } } // Update marine if (marine) marine.update(); // Update double points timer if (doublePointsActive) { // Create indicator if it doesn't exist if (!doublePointsIndicator) { doublePointsIndicator = LK.getAsset('2xpo', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); game.addChild(doublePointsIndicator); } // Position indicator next to marine if (marine && doublePointsIndicator) { doublePointsIndicator.x = marine.x + marine.radius * 1.5; doublePointsIndicator.y = marine.y - marine.radius * 0.5; } doublePointsTimer--; if (doublePointsTimer <= 0) { doublePointsActive = false; doublePointsTimer = 0; // Reset timer to ensure clean state // Remove indicator when effect ends if (doublePointsIndicator) { doublePointsIndicator.destroy(); doublePointsIndicator = null; } } } else { // Ensure indicator is removed when double points is not active if (doublePointsIndicator) { doublePointsIndicator.destroy(); doublePointsIndicator = null; } } // Update demons for (var i = demons.length - 1; i >= 0; --i) { var d = demons[i]; d.update(); if (d.dead) { demons.splice(i, 1); var points = doublePointsActive ? 20 : 10; // Double points if active score += points; 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 best demon if (bestDemon) { bestDemon.update(); if (bestDemon.dead) { bestDemon = null; wave++; waveTimer = 0; } // Marine takes damage when touching best demon if (marine && !marine.dead && marine.invuln === 0 && !bestDemon.dead) { var dx = marine.x - bestDemon.x; var dy = marine.y - bestDemon.y; var r = marine.radius + bestDemon.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(); } } } } // Spawn best demon when score reaches 500 or more if (!bestDemon && score >= 500) { spawnBestDemon(); } // 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; } } // Hit best demon if (!hit && bestDemon) { var dx = b.x - bestDemon.x; var dy = b.y - bestDemon.y; var r = b.radius + bestDemon.radius; if (dx * dx + dy * dy < r * r) { bestDemon.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 best demon bullets for (var i = bestDemonBullets.length - 1; i >= 0; --i) { var b = bestDemonBullets[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(); bestDemonBullets.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(); bestDemonBullets.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++; } // Activate double points for 10 seconds doublePointsActive = true; doublePointsTimer = doublePointsDuration; 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); // Make sure marine has an AK47 if (marine.weapons.length === 0) { marine.updateWeapons(1); } 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 >= 100 && score < 490 && Math.floor(score / 100) > Math.floor((score - (doublePointsActive ? 20 : 10)) / 100)) { 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(); } // Pulsate lava ground for hellish effect if (LK.ticks % 120 === 0) { var targetTint = Math.random() < 0.5 ? 0x990000 : 0x660000; tween(lavaGround, { tint: targetTint }, { duration: 1000, easing: tween.easeInOut }); } }; // Reset game on game over LK.on('gameover', function () { startGame(); });
===================================================================
--- original.js
+++ change.js
@@ -728,9 +728,9 @@
});
// Marine Bullet
var MarineBullet = Container.expand(function () {
var self = Container.call(this);
- var bulletSprite = self.attachAsset('marineBullet', {
+ var bulletSprite = self.attachAsset('healtbar', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width * 0.5;
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
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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
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yeşil bar. In-Game asset. 2d. High contrast. No shadows