User prompt
turret otomatik ateş etsin biz döndürelim
User prompt
turret bir dikeyi hedef almasın. tıkladığım yöne ateş etsin
User prompt
turret olmasın tıklayarak yok edelim
User prompt
turret döndürülebilsin
User prompt
Compilation error[L14]: Plugins failed to load.
Code edit (1 edits merged)
Please save this source code
User prompt
Meteor Defender: Save the Earth
Initial prompt
Dünyayı Meteorlardan kurtardığımız bir oyun yap. (İngilizce)
/**** * Classes ****/ // Meteor class: Falling enemy var Meteor = Container.expand(function () { var self = Container.call(this); var meteor = self.attachAsset('meteor', { anchorX: 0.5, anchorY: 0.5 }); // Randomize speed and rotation self.speed = 12 + Math.random() * meteorSpeedBoost; self.rotationSpeed = (Math.random() - 0.5) * 0.08; // For intersection tracking self.lastIntersecting = false; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); // Projectile class: Player's bullet var Projectile = Container.expand(function () { var self = Container.call(this); var proj = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 1 }); // Default direction: straight up self.vx = 0; self.vy = -38; self.setDirection = function (dx, dy) { // Normalize and scale to projectile speed var len = Math.sqrt(dx * dx + dy * dy); if (len === 0) { self.vx = 0; self.vy = -38; } else { var speed = 38; self.vx = dx / len * speed; self.vy = dy / len * speed; } // Set rotation of projectile to match direction self.rotation = Math.atan2(self.vx, -self.vy); }; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Turret class: Player's cannon at the bottom var Turret = Container.expand(function () { var self = Container.call(this); // Barrel var barrel = self.attachAsset('turretBarrel', { anchorX: 0.5, anchorY: 1, x: 0, y: 0 }); // Base var base = self.attachAsset('turretBase', { anchorX: 0.5, anchorY: 0, x: 0, y: 0 }); // For drag offset self.dragOffsetX = 0; // For firing cooldown self.canShoot = true; // Store barrel for aiming self.barrel = barrel; // Fire projectile toward (targetX, targetY) self.shoot = function (targetX, targetY) { if (!self.canShoot) return; self.canShoot = false; // Cooldown (fast) LK.setTimeout(function () { self.canShoot = true; }, 180); // If no target, shoot straight up var shootX = self.x; var shootY = self.y - barrel.height; var dx = 0, dy = -1; if (typeof targetX === "number" && typeof targetY === "number") { // Calculate direction from barrel tip to target var barrelTipX = self.x; var barrelTipY = self.y - barrel.height; dx = targetX - barrelTipX; dy = targetY - barrelTipY; // Prevent shooting downward if (dy > 0) { dx = 0; dy = -1; } // Aim barrel self.barrel.rotation = Math.atan2(dx, -dy); } else { // Reset barrel to straight up self.barrel.rotation = 0; } var proj = new Projectile(); proj.x = self.x; proj.y = self.y - barrel.height; proj.setDirection(dx, dy); projectiles.push(proj); game.addChild(proj); LK.getSound('shoot').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a2233 }); /**** * Game Code ****/ // Game variables // Turret: Defense cannon at the bottom // Projectile: Player's bullet // Meteor: Falling enemy // Earth: Ground at the bottom // Explosion effect (for future use) // Sound effects var turret; var projectiles = []; var meteors = []; var earth; var scoreTxt; var livesTxt; var dragNode = null; var lastTouchX = 0; var lives = 5; var score = 0; var meteorSpawnInterval = 60; // frames var meteorSpeedBoost = 0; // increases as game progresses var meteorTimer = 0; // Add earth at the bottom earth = LK.getAsset('earth', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 }); game.addChild(earth); // Add turret turret = new Turret(); turret.x = 2048 / 2; turret.y = 2732 - earth.height + 20; game.addChild(turret); // Score text (top center) scoreTxt = new Text2('Score: 0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives text (top right, avoid top left 100x100) livesTxt = new Text2('Lives: 5', { size: 80, fill: 0xFFB300 }); livesTxt.anchor.set(1, 0); LK.gui.topRight.addChild(livesTxt); // Handle dragging turret horizontally game.down = function (x, y, obj) { // Only allow drag if touch is on or near the turret var local = game.toLocal({ x: x, y: y }); if (local.y > turret.y - 120 && local.y < turret.y + 80 && local.x > turret.x - 180 && local.x < turret.x + 180) { dragNode = turret; dragNode.dragOffsetX = local.x - turret.x; lastTouchX = local.x; } }; game.move = function (x, y, obj) { if (dragNode) { var local = game.toLocal({ x: x, y: y }); var newX = local.x - dragNode.dragOffsetX; // Clamp within screen var minX = 110 + 60; // avoid left edge var maxX = 2048 - 60; dragNode.x = Math.max(minX, Math.min(maxX, newX)); lastTouchX = local.x; } }; game.up = function (x, y, obj) { dragNode = null; }; // Tap to shoot (anywhere on screen) game.tap = function (x, y, obj) { // Convert to game coordinates var local = game.toLocal({ x: x, y: y }); turret.shoot(local.x, local.y); }; // For touch devices, treat 'down' as tap if not dragging game.down = function (origDown) { return function (x, y, obj) { origDown(x, y, obj); // If not dragging, treat as tap if (!dragNode) { var local = game.toLocal({ x: x, y: y }); turret.shoot(local.x, local.y); } }; }(game.down); // Main update loop game.update = function () { // Spawn meteors meteorTimer++; var spawnRate = Math.max(18, meteorSpawnInterval - Math.floor(score / 10) * 4); if (meteorTimer >= spawnRate) { meteorTimer = 0; var m = new Meteor(); // Random X, avoid edges m.x = 120 + Math.random() * (2048 - 240); m.y = -80; meteors.push(m); game.addChild(m); } // Increase difficulty meteorSpeedBoost = Math.min(18, Math.floor(score / 8) * 2); // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var p = projectiles[i]; p.update(); // Remove if off screen if (p.y < -100) { p.destroy(); projectiles.splice(i, 1); continue; } // Check collision with meteors for (var j = meteors.length - 1; j >= 0; j--) { var m = meteors[j]; if (p.intersects(m)) { // Destroy both LK.getSound('hit').play(); p.destroy(); m.destroy(); projectiles.splice(i, 1); meteors.splice(j, 1); score += 1; scoreTxt.setText('Score: ' + score); break; } } } // Update meteors for (var k = meteors.length - 1; k >= 0; k--) { var mtr = meteors[k]; mtr.update(); // If meteor hits earth if (mtr.y + 60 >= earth.y - earth.height / 2) { LK.getSound('lose').play(); mtr.destroy(); meteors.splice(k, 1); lives -= 1; livesTxt.setText('Lives: ' + lives); // Flash screen LK.effects.flashScreen(0xff0000, 400); if (lives <= 0) { LK.showGameOver(); return; } } } };
===================================================================
--- original.js
+++ change.js
@@ -18,28 +18,121 @@
self.rotation += self.rotationSpeed;
};
return self;
});
+// Projectile class: Player's bullet
+var Projectile = Container.expand(function () {
+ var self = Container.call(this);
+ var proj = self.attachAsset('projectile', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ // Default direction: straight up
+ self.vx = 0;
+ self.vy = -38;
+ self.setDirection = function (dx, dy) {
+ // Normalize and scale to projectile speed
+ var len = Math.sqrt(dx * dx + dy * dy);
+ if (len === 0) {
+ self.vx = 0;
+ self.vy = -38;
+ } else {
+ var speed = 38;
+ self.vx = dx / len * speed;
+ self.vy = dy / len * speed;
+ }
+ // Set rotation of projectile to match direction
+ self.rotation = Math.atan2(self.vx, -self.vy);
+ };
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ };
+ return self;
+});
+// Turret class: Player's cannon at the bottom
+var Turret = Container.expand(function () {
+ var self = Container.call(this);
+ // Barrel
+ var barrel = self.attachAsset('turretBarrel', {
+ anchorX: 0.5,
+ anchorY: 1,
+ x: 0,
+ y: 0
+ });
+ // Base
+ var base = self.attachAsset('turretBase', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 0,
+ y: 0
+ });
+ // For drag offset
+ self.dragOffsetX = 0;
+ // For firing cooldown
+ self.canShoot = true;
+ // Store barrel for aiming
+ self.barrel = barrel;
+ // Fire projectile toward (targetX, targetY)
+ self.shoot = function (targetX, targetY) {
+ if (!self.canShoot) return;
+ self.canShoot = false;
+ // Cooldown (fast)
+ LK.setTimeout(function () {
+ self.canShoot = true;
+ }, 180);
+ // If no target, shoot straight up
+ var shootX = self.x;
+ var shootY = self.y - barrel.height;
+ var dx = 0,
+ dy = -1;
+ if (typeof targetX === "number" && typeof targetY === "number") {
+ // Calculate direction from barrel tip to target
+ var barrelTipX = self.x;
+ var barrelTipY = self.y - barrel.height;
+ dx = targetX - barrelTipX;
+ dy = targetY - barrelTipY;
+ // Prevent shooting downward
+ if (dy > 0) {
+ dx = 0;
+ dy = -1;
+ }
+ // Aim barrel
+ self.barrel.rotation = Math.atan2(dx, -dy);
+ } else {
+ // Reset barrel to straight up
+ self.barrel.rotation = 0;
+ }
+ var proj = new Projectile();
+ proj.x = self.x;
+ proj.y = self.y - barrel.height;
+ proj.setDirection(dx, dy);
+ projectiles.push(proj);
+ game.addChild(proj);
+ LK.getSound('shoot').play();
+ };
+ return self;
+});
/****
* Initialize Game
****/
-// No projectile or turret classes needed
var game = new LK.Game({
backgroundColor: 0x0a2233
});
/****
* Game Code
****/
-// Sound effects
-// Explosion effect (for future use)
-// Earth: Ground at the bottom
-// Meteor: Falling enemy
-// Projectile: Player's bullet
-// Turret: Defense cannon at the bottom
// Game variables
-// No turret or projectiles needed
+// Turret: Defense cannon at the bottom
+// Projectile: Player's bullet
+// Meteor: Falling enemy
+// Earth: Ground at the bottom
+// Explosion effect (for future use)
+// Sound effects
+var turret;
+var projectiles = [];
var meteors = [];
var earth;
var scoreTxt;
var livesTxt;
@@ -57,8 +150,13 @@
x: 2048 / 2,
y: 2732
});
game.addChild(earth);
+// Add turret
+turret = new Turret();
+turret.x = 2048 / 2;
+turret.y = 2732 - earth.height + 20;
+game.addChild(turret);
// Score text (top center)
scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#fff"
@@ -71,45 +169,61 @@
fill: 0xFFB300
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
-// Tap to destroy meteors
+// Handle dragging turret horizontally
+game.down = function (x, y, obj) {
+ // Only allow drag if touch is on or near the turret
+ var local = game.toLocal({
+ x: x,
+ y: y
+ });
+ if (local.y > turret.y - 120 && local.y < turret.y + 80 && local.x > turret.x - 180 && local.x < turret.x + 180) {
+ dragNode = turret;
+ dragNode.dragOffsetX = local.x - turret.x;
+ lastTouchX = local.x;
+ }
+};
+game.move = function (x, y, obj) {
+ if (dragNode) {
+ var local = game.toLocal({
+ x: x,
+ y: y
+ });
+ var newX = local.x - dragNode.dragOffsetX;
+ // Clamp within screen
+ var minX = 110 + 60; // avoid left edge
+ var maxX = 2048 - 60;
+ dragNode.x = Math.max(minX, Math.min(maxX, newX));
+ lastTouchX = local.x;
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Tap to shoot (anywhere on screen)
game.tap = function (x, y, obj) {
+ // Convert to game coordinates
var local = game.toLocal({
x: x,
y: y
});
- // Check for meteors under tap, from topmost to bottom
- for (var i = meteors.length - 1; i >= 0; i--) {
- var m = meteors[i];
- // Use bounding box for tap detection
- var dx = local.x - m.x;
- var dy = local.y - m.y;
- var r = 60; // meteor radius (half of 120)
- if (dx * dx + dy * dy <= r * r) {
- // Hit!
- LK.getSound('hit').play();
- m.destroy();
- meteors.splice(i, 1);
- score += 1;
- scoreTxt.setText('Score: ' + score);
- // Optional: explosion effect
- var explosion = LK.getAsset('explosion', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: m.x,
- y: m.y
+ turret.shoot(local.x, local.y);
+};
+// For touch devices, treat 'down' as tap if not dragging
+game.down = function (origDown) {
+ return function (x, y, obj) {
+ origDown(x, y, obj);
+ // If not dragging, treat as tap
+ if (!dragNode) {
+ var local = game.toLocal({
+ x: x,
+ y: y
});
- game.addChild(explosion);
- (function (exp) {
- LK.setTimeout(function () {
- exp.destroy();
- }, 350);
- })(explosion);
- break;
+ turret.shoot(local.x, local.y);
}
- }
-};
+ };
+}(game.down);
// Main update loop
game.update = function () {
// Spawn meteors
meteorTimer++;
@@ -124,9 +238,34 @@
game.addChild(m);
}
// Increase difficulty
meteorSpeedBoost = Math.min(18, Math.floor(score / 8) * 2);
- // No projectile logic needed
+ // Update projectiles
+ for (var i = projectiles.length - 1; i >= 0; i--) {
+ var p = projectiles[i];
+ p.update();
+ // Remove if off screen
+ if (p.y < -100) {
+ p.destroy();
+ projectiles.splice(i, 1);
+ continue;
+ }
+ // Check collision with meteors
+ for (var j = meteors.length - 1; j >= 0; j--) {
+ var m = meteors[j];
+ if (p.intersects(m)) {
+ // Destroy both
+ LK.getSound('hit').play();
+ p.destroy();
+ m.destroy();
+ projectiles.splice(i, 1);
+ meteors.splice(j, 1);
+ score += 1;
+ scoreTxt.setText('Score: ' + score);
+ break;
+ }
+ }
+ }
// Update meteors
for (var k = meteors.length - 1; k >= 0; k--) {
var mtr = meteors[k];
mtr.update();
meteor . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
dünya yüzeyi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blue meteor. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
green meteorite. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
spaceship. In-Game asset. 2d. High contrast. No shadows
spaceship debris. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
laser projectile. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
space with only stars. In-Game asset. real. High contrast. with shadows. high resolution
dünyanın bir bölümünün yüzeyi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
alien. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
golden dolar symbol. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
yellow meteor. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
game heart. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
shield. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
red meteor with x2 write. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat