User prompt
Süper meteor yap. Bu meteor %1 şansla oluşsun ve hızlı meteor ile aynı hızda olsun
User prompt
score 25’i geçince hızlı meteor oluşsun
User prompt
score arttıkça zorluk artmasını kaldır
User prompt
uydunun assetini satellite yap
User prompt
hızlı meteoru azıcık yavaşlat
User prompt
hızlı meteorun assetini FastMeteorite Yap
User prompt
%5 şansla doğan çok hızlı bir meteor yap
User prompt
uyduyu çok az yukarı taşı
User prompt
uydunun mermisi meteoyu yok etsin
User prompt
uyduyu parmak veya mouse ile sürükleyerek belli bir yatayda hareket ettirelim
User prompt
Uydu ateş etsin
User prompt
1- uydu sabit dursun
User prompt
bir uydu ekle ondan meteor yok edelim
User prompt
meteorlar tıklanınca yok olsun
User prompt
1- meteorları yavaşlat. 2- meteora bir hitbox ekle
User prompt
mermiyi kaldır
User prompt
turreti kaldır tıklayarak meteorları yok edelim
User prompt
turreti yönlendirmek için ok yönlü butonlar yap
User prompt
turreti döndürürken ekranın soluna tıklayınca sola dönsün sağa tıklanınca sağa dönsün
User prompt
butonları turretin altına getir
User prompt
butonları ekranın altının ortaına getir
User prompt
Butonları ortala ve üzerine yönünü yaz
User prompt
meteorları azalt
User prompt
dünya ve turret assetlerini yukarı doğru taşı ve yön butonlarını belirgin yap
User prompt
turreti yönlendirmek için butonlar ekle
/**** * 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 ****/ // 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 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; // Determine if touch is on left or right half of the screen var screenMid = 2048 / 2; if (local.x < screenMid) { // Touch is on left half: rotate barrel left (limit to -60 degrees) dragNode.barrel.rotation = Math.max(-Math.PI / 3, dragNode.barrel.rotation - 0.10); } else { // Touch is on right half: rotate barrel right (limit to +60 degrees) dragNode.barrel.rotation = Math.min(Math.PI / 3, dragNode.barrel.rotation + 0.10); } } }; game.up = function (x, y, obj) { dragNode = null; }; // Remove tap-to-shoot. Turret will auto-fire in the direction it is facing. // 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); // Auto-fire projectiles from turret at a fixed interval if (!turret.lastShotTick) turret.lastShotTick = 0; if (LK.ticks - turret.lastShotTick > 12) { // fire every 12 frames (~5 shots/sec) // Calculate direction from barrel rotation var angle = turret.barrel.rotation; var dx = Math.sin(angle); var dy = -Math.cos(angle); var proj = new Projectile(); proj.x = turret.x; proj.y = turret.y - turret.barrel.height; proj.setDirection(dx, dy); projectiles.push(proj); game.addChild(proj); LK.getSound('shoot').play(); turret.lastShotTick = LK.ticks; } // 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
@@ -122,15 +122,15 @@
/****
* 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
+// 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
var turret;
var projectiles = [];
var meteors = [];
var earth;
@@ -147,15 +147,15 @@
earth = LK.getAsset('earth', {
anchorX: 0.5,
anchorY: 1,
x: 2048 / 2,
- y: 2732 - 420 // move earth up by 420px
+ y: 2732
});
game.addChild(earth);
// Add turret
turret = new Turret();
turret.x = 2048 / 2;
-turret.y = earth.y - earth.height + 20; // move turret up with earth
+turret.y = 2732 - earth.height + 20;
game.addChild(turret);
// Score text (top center)
scoreTxt = new Text2('Score: 0', {
size: 100,
@@ -169,91 +169,8 @@
fill: 0xFFB300
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
-// --- Add left/right rotate buttons to bottom GUI ---
-var btnSize = 320; // larger button
-var btnMargin = 80; // more margin
-var btnAlpha = 1; // fully opaque for prominence
-// Place the buttons just below the turret, centered horizontally
-var totalBtnWidth = btnSize * 2 + btnMargin;
-var btnsCenterX = 2048 / 2;
-var btnsY = turret.y + 120; // 120px below turret (barrel length), adjust as needed
-var leftBtnX = btnsCenterX - btnSize / 2 - btnMargin / 2;
-var rightBtnX = btnsCenterX + btnSize / 2 + btnMargin / 2;
-// Left button
-var leftBtn = LK.getAsset('turretBase', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: btnSize,
- height: btnSize,
- x: leftBtnX,
- y: btnsY
-});
-leftBtn.alpha = btnAlpha;
-var leftArrow = new Text2('⟲', {
- size: 200,
- fill: 0x00E5FF
-});
-leftArrow.anchor.set(0.5, 0.5);
-leftArrow.x = leftBtn.width / 2;
-leftArrow.y = leftBtn.height / 2;
-leftBtn.addChild(leftArrow);
-// Left label
-var leftLabel = new Text2('SOL', {
- size: 80,
- fill: "#fff"
-});
-leftLabel.anchor.set(0.5, 1);
-leftLabel.x = leftBtn.x;
-leftLabel.y = leftBtn.y - btnSize / 2 - 18;
-// Right button
-var rightBtn = LK.getAsset('turretBase', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: btnSize,
- height: btnSize,
- x: rightBtnX,
- y: btnsY
-});
-rightBtn.alpha = btnAlpha;
-var rightArrow = new Text2('⟳', {
- size: 200,
- fill: 0x00E5FF
-});
-rightArrow.anchor.set(0.5, 0.5);
-rightArrow.x = rightBtn.width / 2;
-rightArrow.y = rightBtn.height / 2;
-rightBtn.addChild(rightArrow);
-// Right label
-var rightLabel = new Text2('SAĞ', {
- size: 80,
- fill: "#fff"
-});
-rightLabel.anchor.set(0.5, 1);
-rightLabel.x = rightBtn.x;
-rightLabel.y = rightBtn.y - btnSize / 2 - 18;
-// Add to bottom GUI (labels first so they are under buttons visually)
-LK.gui.bottom.addChild(leftLabel);
-LK.gui.bottom.addChild(rightLabel);
-LK.gui.bottom.addChild(leftBtn);
-LK.gui.bottom.addChild(rightBtn);
-// Button press state
-var leftBtnPressed = false;
-var rightBtnPressed = false;
-// Button event handlers
-leftBtn.down = function (x, y, obj) {
- leftBtnPressed = true;
-};
-leftBtn.up = function (x, y, obj) {
- leftBtnPressed = false;
-};
-rightBtn.down = function (x, y, obj) {
- rightBtnPressed = true;
-};
-rightBtn.up = function (x, y, obj) {
- rightBtnPressed = false;
-};
// 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({
@@ -277,17 +194,17 @@
var minX = 110 + 60; // avoid left edge
var maxX = 2048 - 60;
dragNode.x = Math.max(minX, Math.min(maxX, newX));
lastTouchX = local.x;
- // Rotate barrel to point toward drag/touch position
- var dx = local.x - dragNode.x;
- var dy = local.y - (dragNode.y - dragNode.barrel.height);
- // Prevent aiming downward
- if (dy > 0) {
- dx = 0;
- dy = -1;
+ // Determine if touch is on left or right half of the screen
+ var screenMid = 2048 / 2;
+ if (local.x < screenMid) {
+ // Touch is on left half: rotate barrel left (limit to -60 degrees)
+ dragNode.barrel.rotation = Math.max(-Math.PI / 3, dragNode.barrel.rotation - 0.10);
+ } else {
+ // Touch is on right half: rotate barrel right (limit to +60 degrees)
+ dragNode.barrel.rotation = Math.min(Math.PI / 3, dragNode.barrel.rotation + 0.10);
}
- dragNode.barrel.rotation = Math.atan2(dx, -dy);
}
};
game.up = function (x, y, obj) {
dragNode = null;
@@ -296,12 +213,10 @@
// Main update loop
game.update = function () {
// Spawn meteors
meteorTimer++;
- // Increase spawn interval to reduce meteor count, and cap max meteors on screen
- var spawnRate = Math.max(32, meteorSpawnInterval - Math.floor(score / 10) * 2);
- var maxMeteors = 4 + Math.floor(score / 30); // start with 4, increase slowly
- if (meteorTimer >= spawnRate && meteors.length < maxMeteors) {
+ 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);
@@ -310,20 +225,8 @@
game.addChild(m);
}
// Increase difficulty
meteorSpeedBoost = Math.min(18, Math.floor(score / 8) * 2);
- // --- Rotate turret barrel with left/right buttons ---
- var rotateSpeed = 0.07; // radians per frame
- if (leftBtnPressed) {
- turret.barrel.rotation -= rotateSpeed;
- // Clamp upward (no more than 80deg left)
- if (turret.barrel.rotation < -Math.PI / 2) turret.barrel.rotation = -Math.PI / 2;
- }
- if (rightBtnPressed) {
- turret.barrel.rotation += rotateSpeed;
- // Clamp upward (no more than 80deg right)
- if (turret.barrel.rotation > Math.PI / 2) turret.barrel.rotation = Math.PI / 2;
- }
// Auto-fire projectiles from turret at a fixed interval
if (!turret.lastShotTick) turret.lastShotTick = 0;
if (LK.ticks - turret.lastShotTick > 12) {
// fire every 12 frames (~5 shots/sec)
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