User prompt
Genel olarak son kez optimize et animasyonları geliştir hataları düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Menü daha gelişmiş bir temaya sahip olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'moonGlow();' Line Number: 767 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gündüz görünümü ve gece görünümünü birazdaha geliştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşmanlardan azda olsa kan fışkırsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: -1908225' in or related to this line: 'tween(laser, {' Line Number: 1325 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun içi animasyonları birazdaha geliştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Menüdeki animasyonları ve oyun içi animasyonları birazdaha geliştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Menüdeki animasyonu birazdaha geliştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bug ve hataları düzelt
User prompt
En son yaptığın şeyi düzenle
User prompt
Sultan bize düşman oldu modunda score puanı sadece 10 yap
User prompt
Gece ve gündüz modunda score puanına ulaştığım zaman sultan ile buluşuyum ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Eğer düşman bizim kalemezi geçerse oyunu kaybedelim
User prompt
Lazer bir düşman öldürdüğünde 5 enemies puanı versin
User prompt
Lazer bir düşmanı öldürdüğü 5 score puanı ver
User prompt
My Sultan Yazısı büyük ve gelişmiş havalı sultan renklerine uygun olarak tasarla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Menüde küçük bir animasyon yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Lazerin düşmanı öldürme özelliği olsun
User prompt
Lazer bir düşmanı öldürürse 5 score getirsin
User prompt
Lazer atma seçeneği olsun başkahramanda
User prompt
Kaleyi ve yolu geri getir
User prompt
Kaleyi kaldır
User prompt
Başkarekterin bir 🏰 si olsun
User prompt
Score 90 olduktan sonra çok daha fazla gelen düşman olsun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BloodParticle = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('confetti', {
anchorX: 0.5,
anchorY: 0.5
});
graphics.tint = 0xFF0000; // Red color for blood
graphics.scaleX = 0.3; // Smaller particles
graphics.scaleY = 0.3;
self.speedX = (Math.random() - 0.5) * 6;
self.speedY = Math.random() * -4 - 1;
self.gravity = 0.2;
self.life = 30; // Short lived particles
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += self.gravity;
self.life--;
if (self.life <= 0) {
self.alpha = 0;
} else {
// Fade out over time
self.alpha = self.life / 30;
}
};
return self;
});
var Confetti = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('confetti', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 10;
self.speedY = Math.random() * -8 - 2;
self.gravity = 0.3;
self.life = 120;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += self.gravity;
self.life--;
if (self.life <= 0) {
self.alpha = 0;
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
self.enemyType = 'aamir';
self.health = 1;
self.speed = 2;
self.init = function (type) {
self.enemyType = type;
if (type === 'vega') {
self.health = 3;
self.speed = 1;
} else if (type === 'sultan') {
self.health = 2;
self.speed = 1.5;
}
var graphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
};
self.update = function () {
self.y += self.speed;
};
self.takeDamage = function () {
self.health--;
if (self.health <= 0) {
return true;
}
return false;
};
return self;
});
var Laser = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('laser', {
anchorX: 0.5,
anchorY: 1.0
});
self.duration = 20; // Laser lasts for 20 frames
self.damage = 5; // Higher damage than regular bullets
self.update = function () {
self.duration--;
if (self.duration <= 0) {
self.alpha = 0;
} else {
// Fade out effect
self.alpha = self.duration / 20;
}
};
return self;
});
var ModeButton = Container.expand(function () {
var self = Container.call(this);
var background = self.attachAsset('modeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.modeText = new Text2('', {
size: 50,
fill: '#000000'
});
self.modeText.anchor.set(0.5, 0.5);
self.addChild(self.modeText);
self.setMode = function (text, mode, enemyCount) {
// Remove existing text and create new one with proper styling
if (self.modeText) {
self.removeChild(self.modeText);
}
self.modeText = new Text2(text, {
size: 50,
fill: '#000000',
stroke: '#FFFFFF',
strokeThickness: 3
});
self.modeText.anchor.set(0.5, 0);
self.modeText.y = 80; // Position text below the button
self.addChild(self.modeText);
self.gameMode = mode;
self.enemyCount = enemyCount;
};
self.down = function (x, y, obj) {
startGame(self.gameMode, self.enemyCount);
};
return self;
});
var Omar = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('omar', {
anchorX: 0.5,
anchorY: 0.5
});
self.shootCooldown = 0;
self.laserCooldown = 0;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
if (self.laserCooldown > 0) {
self.laserCooldown--;
}
};
self.shoot = function () {
if (self.shootCooldown <= 0) {
var bullet = new OmarBullet();
bullet.x = self.x;
bullet.y = self.y - 40;
bullets.push(bullet);
game.addChild(bullet);
self.shootCooldown = 15;
LK.getSound('shoot').play();
}
};
self.shootLaser = function () {
if (self.laserCooldown <= 0) {
var laser = new Laser();
laser.x = self.x;
laser.y = self.y - 40;
lasers.push(laser);
game.addChild(laser);
self.laserCooldown = 60; // 1 second cooldown at 60fps
LK.getSound('shoot').play();
}
};
return self;
});
var OmarAI = Container.expand(function () {
var self = Container.call(this);
self.target = null;
self.isActive = false;
self.moveSpeed = 3;
self.attackRange = 400;
self.lastDecisionTime = 0;
self.decisionCooldown = 30; // frames between AI decisions
self.activate = function () {
self.isActive = true;
};
self.deactivate = function () {
self.isActive = false;
};
self.findNearestEnemy = function () {
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = omar.x - enemy.x;
var dy = omar.y - enemy.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
return nearestEnemy;
};
self.update = function () {
if (!self.isActive || !omar) return;
self.lastDecisionTime++;
// Make decisions every few frames for performance
if (self.lastDecisionTime >= self.decisionCooldown) {
self.target = self.findNearestEnemy();
self.lastDecisionTime = 0;
}
if (self.target) {
// Move towards enemy horizontally
var dx = self.target.x - omar.x;
if (Math.abs(dx) > 50) {
// Dead zone to prevent jittering
if (dx > 0) {
omar.x += self.moveSpeed;
} else {
omar.x -= self.moveSpeed;
}
}
// Keep Omar within screen bounds
omar.x = Math.max(40, Math.min(2008, omar.x));
// Shoot if enemy is within range
var distance = Math.sqrt(dx * dx + (self.target.y - omar.y) * (self.target.y - omar.y));
if (distance < self.attackRange) {
omar.shoot();
}
}
};
return self;
});
var OmarBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('omarBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Terrain = Container.expand(function () {
var self = Container.call(this);
self.init = function (type, x, y) {
var graphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
// Sound assets
// UI assets
// Enemy assets
// Hero assets
// Game state
var gameState = 'menu'; // 'menu', 'playing', 'victory'
var currentMode = '';
var enemiesRequired = 0;
var enemiesKilled = 0;
var gameStarted = false;
// Game objects
var omar;
var omarAI;
var bullets = [];
var enemies = [];
var confettiParticles = [];
var bloodParticles = [];
var terrainElements = [];
var lasers = [];
// UI elements
var titleText;
var scoreText;
var modeButtons = [];
// Enemy spawn timer - optimized for performance
var enemySpawnTimer = 0;
var enemySpawnRate = 60; // frames between spawns - faster to compensate for limited enemies
// Initialize menu
function initMenu() {
gameState = 'menu';
// Title
titleText = new Text2('My Sultan', {
size: 80,
fill: '#FFD700'
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 400;
game.addChild(titleText);
// Subtitle
var subtitle = new Text2('Choose Your Quest', {
size: 50,
fill: '#FFFFFF'
});
subtitle.anchor.set(0.5, 0.5);
subtitle.x = 1024;
subtitle.y = 500;
game.addChild(subtitle);
// Mode buttons
var nightButton = new ModeButton();
nightButton.setMode('Night Mode (100 enemies)', 'night', 100);
nightButton.x = 1024;
nightButton.y = 800;
modeButtons.push(nightButton);
game.addChild(nightButton);
var dayButton = new ModeButton();
dayButton.setMode('Day Mode (100 enemies)', 'day', 100);
dayButton.x = 1024;
dayButton.y = 1000;
modeButtons.push(dayButton);
game.addChild(dayButton);
var betrayalButton = new ModeButton();
betrayalButton.setMode('My Sultan Became My Enemy (400)', 'betrayal', 400);
betrayalButton.x = 1024;
betrayalButton.y = 1200;
modeButtons.push(betrayalButton);
game.addChild(betrayalButton);
}
function startGame(mode, enemyCount) {
gameState = 'playing';
currentMode = mode;
enemiesRequired = enemyCount;
enemiesKilled = 0;
gameStarted = true;
// Clear menu
while (game.children.length > 0) {
var child = game.children[0];
child.destroy();
}
// Set background based on mode
if (mode === 'night') {
game.setBackgroundColor(0x000033);
} else if (mode === 'day') {
game.setBackgroundColor(0x87CEEB);
} else if (mode === 'betrayal') {
game.setBackgroundColor(0x8B0000);
}
// Create Omar
omar = new Omar();
omar.x = 1024;
omar.y = 2200; // Position Omar on the road
game.addChild(omar);
// Create and activate AI
omarAI = new OmarAI();
omarAI.activate();
game.addChild(omarAI);
// Generate terrain for the mode
generateTerrain(mode);
// Create score text
scoreText = new Text2('Enemies: 0 / ' + enemiesRequired, {
size: 60,
fill: '#FFFFFF'
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Reset arrays
bullets = [];
enemies = [];
confettiParticles = [];
bloodParticles = [];
terrainElements = [];
lasers = [];
// Reset spawn timer
enemySpawnTimer = 0;
// After score 90, spawn enemies much more frequently
if (enemiesKilled >= 90) {
enemySpawnRate = Math.max(10, 30 - Math.floor((enemiesKilled - 90) / 10) * 5);
} else {
enemySpawnRate = Math.max(30, 90 - Math.floor(enemiesKilled / 20) * 10);
}
}
function generateTerrain(mode) {
// Clear existing terrain
for (var i = terrainElements.length - 1; i >= 0; i--) {
terrainElements[i].destroy();
}
terrainElements = [];
// Add road in the center
var road = new Terrain();
road.init('road', 1024, 1366);
terrainElements.push(road);
game.addChild(road);
// Add castle at the top
var castle = new Terrain();
castle.init('castle', 1024, 300);
terrainElements.push(castle);
game.addChild(castle);
// Add some decorative terrain elements based on mode
if (mode === 'day') {
// Add some stones and dirt for day mode
for (var i = 0; i < 8; i++) {
var terrain = new Terrain();
var type = Math.random() > 0.5 ? 'stone' : 'dirt';
terrain.init(type, Math.random() * 1800 + 124, Math.random() * 2000 + 400);
terrainElements.push(terrain);
game.addChild(terrain);
}
} else if (mode === 'night') {
// Add fewer, darker terrain for night mode
for (var i = 0; i < 5; i++) {
var terrain = new Terrain();
terrain.init('stone', Math.random() * 1800 + 124, Math.random() * 2000 + 400);
terrainElements.push(terrain);
game.addChild(terrain);
}
} else if (mode === 'betrayal') {
// Add strategic terrain for betrayal mode
for (var i = 0; i < 10; i++) {
var terrain = new Terrain();
var type = Math.random() > 0.3 ? 'stone' : 'dirt';
terrain.init(type, Math.random() * 1800 + 124, Math.random() * 2000 + 400);
terrainElements.push(terrain);
game.addChild(terrain);
}
}
}
function spawnEnemy() {
var enemy = new Enemy();
// Determine enemy type based on mode and progress
var enemyType = 'aamir';
var progress = enemiesKilled / enemiesRequired;
if (currentMode === 'betrayal') {
if (Math.random() < 0.3) {
enemyType = 'sultan';
} else if (progress > 0.7 && Math.random() < 0.2) {
enemyType = 'vega';
}
} else {
if (progress > 0.8 && Math.random() < 0.15) {
enemyType = 'vega';
}
}
enemy.init(enemyType);
enemy.x = Math.random() * 1800 + 124;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
}
function checkVictory() {
if (enemiesKilled >= enemiesRequired) {
gameState = 'victory';
LK.getSound('victory').play();
// Create optimized confetti (reduced count for performance)
for (var i = 0; i < 20; i++) {
var confetti = new Confetti();
confetti.x = Math.random() * 2048;
confetti.y = Math.random() * 500 + 500;
// Random colors for confetti
var colors = [0xFFD700, 0xFF1493, 0x00FF00, 0x00BFFF, 0xFF4500];
confetti.tint = colors[Math.floor(Math.random() * colors.length)];
confettiParticles.push(confetti);
game.addChild(confetti);
}
// Victory text
var victoryText = new Text2('Victory! Love Conquers All!', {
size: 70,
fill: '#FFD700'
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 1024;
victoryText.y = 1366;
game.addChild(victoryText);
// Return to menu after 5 seconds
LK.setTimeout(function () {
// Clear game
while (game.children.length > 0) {
var child = game.children[0];
child.destroy();
}
while (LK.gui.top.children.length > 0) {
var child = LK.gui.top.children[0];
child.destroy();
}
// Reset arrays
bullets = [];
enemies = [];
confettiParticles = [];
bloodParticles = [];
terrainElements = [];
lasers = [];
modeButtons = [];
initMenu();
}, 5000);
}
}
// Touch controls
var isTouching = false;
var lastTapTime = 0;
var doubleTapDelay = 300; // 300ms for double tap detection
game.down = function (x, y, obj) {
if (gameState === 'playing') {
isTouching = true;
var currentTime = Date.now();
// Check for double tap to shoot laser
if (currentTime - lastTapTime < doubleTapDelay) {
omar.shootLaser();
} else {
omar.shoot();
}
lastTapTime = currentTime;
}
};
game.up = function (x, y, obj) {
isTouching = false;
};
game.move = function (x, y, obj) {
if (gameState === 'playing' && omar) {
// Manual control overrides AI
if (omarAI) {
omarAI.deactivate();
}
omar.x = Math.max(40, Math.min(2008, x));
if (isTouching) {
omar.shoot();
}
// Reactivate AI after a short delay
LK.setTimeout(function () {
if (omarAI) {
omarAI.activate();
}
}, 1000);
}
};
game.update = function () {
if (gameState === 'playing') {
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnRate) {
spawnEnemy();
enemySpawnTimer = 0;
// After score 90, spawn enemies much more frequently
if (enemiesKilled >= 90) {
enemySpawnRate = Math.max(10, 30 - Math.floor((enemiesKilled - 90) / 10) * 5);
} else {
enemySpawnRate = Math.max(30, 90 - Math.floor(enemiesKilled / 20) * 10);
}
}
// Update bullets - no limit, bullets travel infinitely
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Bullets now travel infinitely - no off-screen removal
// Optimized collision detection - only check nearby enemies
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
// Quick distance check before expensive intersection
var dx = bullet.x - enemy.x;
var dy = bullet.y - enemy.y;
if (dx * dx + dy * dy < 10000 && bullet.intersects(enemy)) {
if (enemy.takeDamage()) {
// Create blood spray effect
for (var k = 0; k < 3; k++) {
var blood = new BloodParticle();
blood.x = enemy.x;
blood.y = enemy.y;
bloodParticles.push(blood);
game.addChild(blood);
}
enemy.destroy();
enemies.splice(j, 1);
enemiesKilled++;
// Update score immediately when each enemy dies
scoreText.setText('Enemies: ' + enemiesKilled + ' / ' + enemiesRequired);
checkVictory();
}
// Bullet continues through enemy - no destruction
hit = true;
break;
}
}
if (!hit) {
bullet.lastY = bullet.y;
}
}
// Limit enemies on screen for performance - increase limit after score 90
var enemyLimit = enemiesKilled >= 90 ? 15 : 8;
if (enemies.length > enemyLimit) {
var oldEnemy = enemies.shift();
oldEnemy.destroy();
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
// Remove enemies that go off screen (game over condition)
if (enemy.lastY <= 2800 && enemy.y > 2800) {
LK.showGameOver();
return;
}
enemy.lastY = enemy.y;
}
// Update lasers
for (var i = lasers.length - 1; i >= 0; i--) {
var laser = lasers[i];
// Check laser collision with all enemies in range
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
// Check if enemy is within laser width and above laser position
var dx = Math.abs(laser.x - enemy.x);
if (dx < 50 && enemy.y < laser.y && enemy.y > laser.y - 400) {
if (enemy.takeDamage()) {
// Create blood spray effect
for (var k = 0; k < 3; k++) {
var blood = new BloodParticle();
blood.x = enemy.x;
blood.y = enemy.y;
bloodParticles.push(blood);
game.addChild(blood);
}
enemy.destroy();
enemies.splice(j, 1);
enemiesKilled++;
// Give 5 points for laser kill
LK.setScore(LK.getScore() + 5);
// Update score immediately when each enemy dies
scoreText.setText('Enemies: ' + enemiesKilled + ' / ' + enemiesRequired);
checkVictory();
}
}
}
// Remove laser when duration expires
if (laser.duration <= 0) {
laser.destroy();
lasers.splice(i, 1);
}
}
// Update AI
if (omarAI) {
omarAI.update();
}
// Reduced auto shoot frequency for better performance (only when AI is not active)
if (LK.ticks % 20 === 0 && (!omarAI || !omarAI.isActive)) {
omar.shoot();
}
}
// Update confetti
for (var i = confettiParticles.length - 1; i >= 0; i--) {
var confetti = confettiParticles[i];
if (confetti.life <= 0) {
confetti.destroy();
confettiParticles.splice(i, 1);
}
}
// Update blood particles
for (var i = bloodParticles.length - 1; i >= 0; i--) {
var blood = bloodParticles[i];
if (blood.life <= 0) {
blood.destroy();
bloodParticles.splice(i, 1);
}
}
};
// Initialize the menu
initMenu(); ===================================================================
--- original.js
+++ change.js
@@ -633,8 +633,10 @@
}
enemy.destroy();
enemies.splice(j, 1);
enemiesKilled++;
+ // Give 5 points for laser kill
+ LK.setScore(LK.getScore() + 5);
// Update score immediately when each enemy dies
scoreText.setText('Enemies: ' + enemiesKilled + ' / ' + enemiesRequired);
checkVictory();
}
Siyah saçlı,zayıf,uzun boylu bir erkek genç. In-Game asset. 2d. High contrast. No shadows
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