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
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Uydu ateş etsin
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1- uydu sabit dursun
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bir uydu ekle ondan meteor yok edelim
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meteorlar tıklanınca yok olsun
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1- meteorları yavaşlat. 2- meteora bir hitbox ekle
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mermiyi kaldır
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turreti kaldır tıklayarak meteorları yok edelim
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turreti yönlendirmek için ok yönlü butonlar yap
User prompt
turreti döndürürken ekranın soluna tıklayınca sola dönsün sağa tıklanınca sağa dönsün
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butonları turretin altına getir
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butonları ekranın altının ortaına getir
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Butonları ortala ve üzerine yönünü yaz
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meteorları azalt
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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 }); // Add a hitbox property (circle for simplicity) self.hitbox = { x: 0, y: 0, radius: meteor.width * 0.38 // slightly smaller than graphic for fairness }; // 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 * 0.4; // slowed down to 40% of original speed self.rotation += self.rotationSpeed; // Update hitbox position self.hitbox.x = self.x; self.hitbox.y = self.y; }; return self; }); // Satellite class: Orbits above earth, destroys meteors on tap var Satellite = Container.expand(function () { var self = Container.call(this); // Use a simple ellipse as satellite for now var sat = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.4 }); // Satellite hitbox (circle) self.hitbox = { x: 0, y: 0, radius: sat.width * 0.35 }; // Orbit parameters self.orbitRadius = 600; self.orbitCenterX = 2048 / 2; self.orbitCenterY = 2732 - 200; self.orbitAngle = Math.random() * Math.PI * 2; self.orbitSpeed = 0.012 + Math.random() * 0.01; self.update = function () { self.orbitAngle += self.orbitSpeed; self.x = self.orbitCenterX + Math.cos(self.orbitAngle) * self.orbitRadius; self.y = self.orbitCenterY + Math.sin(self.orbitAngle) * self.orbitRadius * 0.5; self.hitbox.x = self.x; self.hitbox.y = self.y; }; return self; }); /**** * Initialize Game ****/ // Turret class: Player's cannon at the bottom 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 meteors = []; var earth; var satellite; var scoreTxt; var livesTxt; var lives = 5; var score = 0; var meteorSpawnInterval = 60; // frames var meteorSpeedBoost = 0; // increases as game progresses var meteorTimer = 0; earth = LK.getAsset('earth', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 }); game.addChild(earth); // Add satellite satellite = new Satellite(); satellite.orbitCenterX = 2048 / 2; satellite.orbitCenterY = 2732 - 200; satellite.orbitRadius = 600; game.addChild(satellite); // 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); game.move = function (x, y, obj) { // First, check if satellite is tapped var dxSat = x - satellite.x; var dySat = y - satellite.y; var distSat = Math.sqrt(dxSat * dxSat + dySat * dySat); if (distSat <= satellite.hitbox.radius) { // If satellite is tapped, destroy the closest meteor to satellite (if any) var closestIdx = -1; var closestDist = 99999; for (var i = 0; i < meteors.length; i++) { var mdx = meteors[i].x - satellite.x; var mdy = meteors[i].y - satellite.y; var mdist = Math.sqrt(mdx * mdx + mdy * mdy); if (mdist < closestDist) { closestDist = mdist; closestIdx = i; } } if (closestIdx !== -1 && closestDist < 400) { // Only destroy if close enough to satellite meteors[closestIdx].destroy(); meteors.splice(closestIdx, 1); score += 1; scoreTxt.setText('Score: ' + score); } return; // Only allow one action per tap } // Check if a meteor is tapped for (var i = meteors.length - 1; i >= 0; i--) { var mtr = meteors[i]; // Calculate distance from tap to meteor center var dx = x - mtr.x; var dy = y - mtr.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= mtr.hitbox.radius) { // Destroy meteor mtr.destroy(); meteors.splice(i, 1); score += 1; scoreTxt.setText('Score: ' + score); // Optional: add explosion effect here if desired break; // Only destroy one meteor per tap } } }; game.up = function (x, y, obj) {}; // 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 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; } } } // Update satellite if (satellite && satellite.update) { satellite.update(); } };
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,39 @@
self.hitbox.y = self.y;
};
return self;
});
+// Satellite class: Orbits above earth, destroys meteors on tap
+var Satellite = Container.expand(function () {
+ var self = Container.call(this);
+ // Use a simple ellipse as satellite for now
+ var sat = self.attachAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7,
+ scaleY: 0.4
+ });
+ // Satellite hitbox (circle)
+ self.hitbox = {
+ x: 0,
+ y: 0,
+ radius: sat.width * 0.35
+ };
+ // Orbit parameters
+ self.orbitRadius = 600;
+ self.orbitCenterX = 2048 / 2;
+ self.orbitCenterY = 2732 - 200;
+ self.orbitAngle = Math.random() * Math.PI * 2;
+ self.orbitSpeed = 0.012 + Math.random() * 0.01;
+ self.update = function () {
+ self.orbitAngle += self.orbitSpeed;
+ self.x = self.orbitCenterX + Math.cos(self.orbitAngle) * self.orbitRadius;
+ self.y = self.orbitCenterY + Math.sin(self.orbitAngle) * self.orbitRadius * 0.5;
+ self.hitbox.x = self.x;
+ self.hitbox.y = self.y;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -48,8 +79,9 @@
// Turret: Defense cannon at the bottom
// Game variables
var meteors = [];
var earth;
+var satellite;
var scoreTxt;
var livesTxt;
var lives = 5;
var score = 0;
@@ -62,8 +94,14 @@
x: 2048 / 2,
y: 2732
});
game.addChild(earth);
+// Add satellite
+satellite = new Satellite();
+satellite.orbitCenterX = 2048 / 2;
+satellite.orbitCenterY = 2732 - 200;
+satellite.orbitRadius = 600;
+game.addChild(satellite);
// Score text (top center)
scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#fff"
@@ -77,8 +115,34 @@
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
game.move = function (x, y, obj) {
+ // First, check if satellite is tapped
+ var dxSat = x - satellite.x;
+ var dySat = y - satellite.y;
+ var distSat = Math.sqrt(dxSat * dxSat + dySat * dySat);
+ if (distSat <= satellite.hitbox.radius) {
+ // If satellite is tapped, destroy the closest meteor to satellite (if any)
+ var closestIdx = -1;
+ var closestDist = 99999;
+ for (var i = 0; i < meteors.length; i++) {
+ var mdx = meteors[i].x - satellite.x;
+ var mdy = meteors[i].y - satellite.y;
+ var mdist = Math.sqrt(mdx * mdx + mdy * mdy);
+ if (mdist < closestDist) {
+ closestDist = mdist;
+ closestIdx = i;
+ }
+ }
+ if (closestIdx !== -1 && closestDist < 400) {
+ // Only destroy if close enough to satellite
+ meteors[closestIdx].destroy();
+ meteors.splice(closestIdx, 1);
+ score += 1;
+ scoreTxt.setText('Score: ' + score);
+ }
+ return; // Only allow one action per tap
+ }
// Check if a meteor is tapped
for (var i = meteors.length - 1; i >= 0; i--) {
var mtr = meteors[i];
// Calculate distance from tap to meteor center
@@ -131,5 +195,9 @@
return;
}
}
}
+ // Update satellite
+ if (satellite && satellite.update) {
+ satellite.update();
+ }
};
\ No newline at end of file
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