User prompt
oyun adını galaxy destroyer olarak değiştir
User prompt
bu yaptığım oyunu sayfama kaydet ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
1 adet dönerek gelen uzay gemisi var onu kaldır
User prompt
gezengenler arka planda sadece birer adet görünsün
User prompt
arka plana gök cisimleri ekle örneğin gök taşı gibi
User prompt
düşman gemleri görüntüsünü güç_arttırma_hızlı_ateş adındaki görüntü ile değiştir
User prompt
ana karakterin görüntüsünü uzaygemisi adlı görüntü ile değiştir
User prompt
oyunun belirli noktalarında büyük boss düşman gelsin
User prompt
arka plana gezegenleride ekle onlarda yıldızlar gibi gidip gelsin
User prompt
oyunu kazanma score 100000 olsun
User prompt
her 250 score dan sonra +30 can veren can bonusları gelsin
User prompt
500 score dan sonra düman gemiler çok zorlu olmaya başlasın
User prompt
her 150 score dan sonra düşman gemilerin zorluk seviyesi artsın
User prompt
bonuslar hem ateş sayısını arttırsın hemde tek seferde ki ateş sayısınıda arttırsın
User prompt
uzay gemilerinin ateş gücünü arttıracak bonuslar olsun oyunda
User prompt
uzay gemileri daha hızlı ateş etsin
User prompt
uzay gemileri gerçek uzay gemisine benzesin
User prompt
bana uzay gemisi savaşı tarzı bir oyun yazabilirmisin
User prompt
başarılı olmadı her şeyi unut bana kafa topu oyununa benzer bir oyun yap
User prompt
başarılı olmadı tekrar denermisin ve harşta daha yüksek görselli olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Super Jump Adventure
Initial prompt
bana süper mario benzeri 1 levellik bir oyun yaparmısın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemy_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lastY = 0; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var EnemyShip = Container.expand(function () { var self = Container.call(this); var shipBody = self.attachAsset('enemy_ship_body', { anchorX: 0.5, anchorY: 0.5 }); var shipNose = self.attachAsset('enemy_ship_nose', { anchorX: 0.5, anchorY: 0.5 }); shipNose.y = 35; var shipWingLeft = self.attachAsset('enemy_ship_wing_left', { anchorX: 0.5, anchorY: 0.5 }); shipWingLeft.x = -30; shipWingLeft.y = -5; var shipWingRight = self.attachAsset('enemy_ship_wing_right', { anchorX: 0.5, anchorY: 0.5 }); shipWingRight.x = 30; shipWingRight.y = -5; var shipCockpit = self.attachAsset('enemy_ship_cockpit', { anchorX: 0.5, anchorY: 0.5 }); shipCockpit.y = 10; var thrusterMain = self.attachAsset('enemy_thruster_main', { anchorX: 0.5, anchorY: 1.0 }); thrusterMain.y = -40; thrusterMain.alpha = 0.7; var thrusterLeft = self.attachAsset('enemy_thruster_left', { anchorX: 0.5, anchorY: 1.0 }); thrusterLeft.x = -20; thrusterLeft.y = -35; thrusterLeft.alpha = 0.6; var thrusterRight = self.attachAsset('enemy_thruster_right', { anchorX: 0.5, anchorY: 1.0 }); thrusterRight.x = 20; thrusterRight.y = -35; thrusterRight.alpha = 0.6; self.speed = 3; self.health = 50; self.lastShootTime = 0; self.shootDelay = 300 + Math.random() * 200; self.directionX = Math.random() > 0.5 ? 1 : -1; self.update = function () { // Move down and side to side self.y += self.speed; self.x += self.directionX * 2; // Change direction at screen edges if (self.x <= 100 || self.x >= 1948) { self.directionX *= -1; } // Thruster effect thrusterMain.alpha = 0.4 + Math.random() * 0.4; thrusterLeft.alpha = 0.3 + Math.random() * 0.3; thrusterRight.alpha = 0.3 + Math.random() * 0.3; // Shoot randomly if (LK.ticks - self.lastShootTime > self.shootDelay) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 50; enemyBullets.push(bullet); game.addChild(bullet); self.lastShootTime = LK.ticks; self.shootDelay = 300 + Math.random() * 200; } }; return self; }); var ExplosionParticle = Container.expand(function () { var self = Container.call(this); var particle = self.attachAsset('explosion_particle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = (Math.random() - 0.5) * 20; self.velocityY = (Math.random() - 0.5) * 20; self.life = 30; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.life--; self.alpha = self.life / 30; particle.scaleX = self.life / 30; particle.scaleY = self.life / 30; }; return self; }); var HealthPowerUp = Container.expand(function () { var self = Container.call(this); var powerupBody = self.attachAsset('powerup_health', { anchorX: 0.5, anchorY: 0.5 }); var powerupCore = self.attachAsset('powerup_health_core', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.rotationSpeed = 0.1; self.pulseTimer = 0; self.type = 'health'; self.healthAmount = 30; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; self.pulseTimer += 0.2; var pulse = Math.sin(self.pulseTimer) * 0.3 + 0.7; powerupBody.alpha = pulse; powerupCore.alpha = pulse + 0.3; }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('player_bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -12; self.lastY = 0; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipBody = self.attachAsset('player_ship_body', { anchorX: 0.5, anchorY: 0.5 }); var shipNose = self.attachAsset('player_ship_nose', { anchorX: 0.5, anchorY: 0.5 }); shipNose.y = -45; var shipWingLeft = self.attachAsset('player_ship_wing_left', { anchorX: 0.5, anchorY: 0.5 }); shipWingLeft.x = -35; shipWingLeft.y = 10; var shipWingRight = self.attachAsset('player_ship_wing_right', { anchorX: 0.5, anchorY: 0.5 }); shipWingRight.x = 35; shipWingRight.y = 10; var shipCockpit = self.attachAsset('player_ship_cockpit', { anchorX: 0.5, anchorY: 0.5 }); shipCockpit.y = -15; var thrusterMain = self.attachAsset('player_thruster_main', { anchorX: 0.5, anchorY: 0 }); thrusterMain.y = 50; thrusterMain.alpha = 0.8; var thrusterLeft = self.attachAsset('player_thruster_left', { anchorX: 0.5, anchorY: 0 }); thrusterLeft.x = -25; thrusterLeft.y = 45; thrusterLeft.alpha = 0.7; var thrusterRight = self.attachAsset('player_thruster_right', { anchorX: 0.5, anchorY: 0 }); thrusterRight.x = 25; thrusterRight.y = 45; thrusterRight.alpha = 0.7; self.speed = 8; self.health = 100; self.lastShootTime = 0; self.shootDelay = 100; self.shotsPerBurst = 1; self.activateRapidFire = function () { self.shootDelay = 30; self.shotsPerBurst = 3; rapidFireActive = true; rapidFireEndTime = LK.ticks + 600; }; self.deactivateRapidFire = function () { self.shootDelay = originalShootDelay; self.shotsPerBurst = 1; rapidFireActive = false; }; self.update = function () { // Keep ship on screen if (self.x < 40) self.x = 40; if (self.x > 2008) self.x = 2008; if (self.y < 100) self.y = 100; if (self.y > 2632) self.y = 2632; // Thruster effect thrusterMain.alpha = 0.5 + Math.random() * 0.5; thrusterLeft.alpha = 0.4 + Math.random() * 0.4; thrusterRight.alpha = 0.4 + Math.random() * 0.4; }; self.shoot = function () { if (LK.ticks - self.lastShootTime > self.shootDelay) { for (var s = 0; s < self.shotsPerBurst; s++) { var bullet = new PlayerBullet(); bullet.x = self.x + (s - Math.floor(self.shotsPerBurst / 2)) * 25; bullet.y = self.y - 60; playerBullets.push(bullet); game.addChild(bullet); } self.lastShootTime = LK.ticks; LK.getSound('shoot').play(); } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupBody = self.attachAsset('powerup_rapid_fire', { anchorX: 0.5, anchorY: 0.5 }); var powerupCore = self.attachAsset('powerup_core', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.rotationSpeed = 0.1; self.pulseTimer = 0; self.type = 'rapidfire'; self.shotsPerBurst = 3; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; self.pulseTimer += 0.2; var pulse = Math.sin(self.pulseTimer) * 0.3 + 0.7; powerupBody.alpha = pulse; powerupCore.alpha = pulse + 0.3; }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var star = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); star.alpha = 0.5 + Math.random() * 0.5; self.speed = 2 + Math.random() * 3; self.update = function () { self.y += self.speed; if (self.y > 2800) { self.y = -50; self.x = Math.random() * 2048; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ var player; var enemies = []; var playerBullets = []; var enemyBullets = []; var stars = []; var explosions = []; var powerUps = []; var scoreTxt; var healthTxt; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var enemySpawnTimer = 0; var powerUpSpawnTimer = 0; var waveNumber = 1; var enemiesPerWave = 3; var rapidFireActive = false; var rapidFireEndTime = 0; var originalShootDelay = 100; var difficultyLevel = 1; var lastDifficultyScore = 0; var lastHealthBonusScore = 0; // Create starfield background for (var i = 0; i < 50; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Create player ship player = new PlayerShip(); player.x = 1024; player.y = 2200; game.addChild(player); // Create UI scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.setText('Score: ' + LK.getScore()); LK.gui.top.addChild(scoreTxt); healthTxt = new Text2('Health: 100', { size: 50, fill: 0x00FF00 }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 20; LK.gui.topLeft.addChild(healthTxt); // Touch controls game.down = function (x, y, obj) { isDragging = true; dragStartX = x; dragStartY = y; player.shoot(); }; game.move = function (x, y, obj) { if (isDragging) { player.x = x; player.y = y; } }; game.up = function (x, y, obj) { isDragging = false; }; game.update = function () { // Check rapid fire duration if (rapidFireActive && LK.ticks >= rapidFireEndTime) { player.deactivateRapidFire(); } // Spawn enemies enemySpawnTimer++; var spawnRate = superChallengeMode ? 30 : 120; // Much faster spawning after 500 score if (enemySpawnTimer >= spawnRate) { var maxEnemies = superChallengeMode ? enemiesPerWave * 3 : enemiesPerWave; // Allow 3x more enemies if (enemies.length < maxEnemies) { var enemy = new EnemyShip(); enemy.x = Math.random() * 1800 + 100; enemy.y = -50; // Apply difficulty scaling if (superChallengeMode) { // Super challenging mode: extremely fast, tanky enemies with rapid fire enemy.speed = 8 + (difficultyLevel - 1) * 1.5; enemy.health = 150 + (difficultyLevel - 1) * 25; enemy.shootDelay = Math.max(50, 80 - (difficultyLevel - 1) * 10); } else { enemy.speed = 3 + (difficultyLevel - 1) * 0.5; enemy.health = 50 + (difficultyLevel - 1) * 10; enemy.shootDelay = Math.max(100, 300 - (difficultyLevel - 1) * 30); } enemies.push(enemy); game.addChild(enemy); } enemySpawnTimer = 0; } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer >= 900) { if (Math.random() < 0.7) { var powerUp = new PowerUp(); powerUp.x = Math.random() * 1800 + 100; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } powerUpSpawnTimer = 0; } // Spawn health bonus every 250 score if (currentScore >= lastHealthBonusScore + 250) { var healthPowerUp = new HealthPowerUp(); healthPowerUp.x = Math.random() * 1800 + 100; healthPowerUp.y = -50; powerUps.push(healthPowerUp); game.addChild(healthPowerUp); lastHealthBonusScore = Math.floor(currentScore / 250) * 250; } // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.lastY >= -50 && bullet.y < -50) { bullet.destroy(); playerBullets.splice(i, 1); continue; } bullet.lastY = bullet.y; } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.lastY <= 2800 && bullet.y > 2800) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } bullet.lastY = bullet.y; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.y > 2800) { enemy.destroy(); enemies.splice(i, 1); continue; } } // Update explosions for (var i = explosions.length - 1; i >= 0; i--) { var explosion = explosions[i]; if (explosion.life <= 0) { explosion.destroy(); explosions.splice(i, 1); } } // Update power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.y > 2800) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { if (powerUp.type === 'rapidfire') { player.activateRapidFire(); } else if (powerUp.type === 'health') { player.health = Math.min(player.health + powerUp.healthAmount, 100); healthTxt.setText('Health: ' + player.health); if (player.health > 30) { healthTxt.tint = 0x00FF00; } } LK.getSound('powerup').play(); powerUp.destroy(); powerUps.splice(i, 1); } } // Check player bullet vs enemy collisions for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Create explosion for (var k = 0; k < 8; k++) { var particle = new ExplosionParticle(); particle.x = enemy.x; particle.y = enemy.y; explosions.push(particle); game.addChild(particle); } LK.setScore(LK.getScore() + 10); LK.getSound('explosion').play(); bullet.destroy(); playerBullets.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); break; } } } // Check enemy bullet vs player collisions for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.intersects(player)) { player.health -= 10; healthTxt.setText('Health: ' + player.health); if (player.health <= 0) { healthTxt.tint = 0xFF0000; } else if (player.health <= 30) { healthTxt.tint = 0xFFFF00; } LK.getSound('hit').play(); bullet.destroy(); enemyBullets.splice(i, 1); if (player.health <= 0) { LK.showGameOver(); } } } // Check enemy vs player collisions for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.intersects(player)) { player.health -= 20; healthTxt.setText('Health: ' + player.health); if (player.health <= 0) { healthTxt.tint = 0xFF0000; } else if (player.health <= 30) { healthTxt.tint = 0xFFFF00; } LK.getSound('hit').play(); enemy.destroy(); enemies.splice(i, 1); if (player.health <= 0) { LK.showGameOver(); } } } // Update difficulty level every 150 points var currentScore = LK.getScore(); if (currentScore >= lastDifficultyScore + 150) { difficultyLevel++; lastDifficultyScore = Math.floor(currentScore / 150) * 150; } // Super challenging mode after 500 score var superChallengeMode = currentScore >= 500; // Check for wave completion if (enemies.length === 0 && enemySpawnTimer >= 120) { waveNumber++; enemiesPerWave = Math.min(waveNumber + 2, 8); // Restore some health on wave completion player.health = Math.min(player.health + 20, 100); healthTxt.setText('Health: ' + player.health); if (player.health > 30) { healthTxt.tint = 0x00FF00; } } // Win condition if (LK.getScore() >= 100000) { LK.showYouWin(); } // Update score display scoreTxt.setText('Score: ' + LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -559,9 +559,9 @@
healthTxt.tint = 0x00FF00;
}
}
// Win condition
- if (LK.getScore() >= 500) {
+ if (LK.getScore() >= 100000) {
LK.showYouWin();
}
// Update score display
scoreTxt.setText('Score: ' + LK.getScore());
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