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uzay gemisi atığı 100 scoredan sonra oluşmasın
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uzay gemisi atığı %10 şansla oluşsun
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uzay gemisi atığı asseti debris olsun
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normal meteorları biraz daha hızlı at
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normal meteorları az hızlı at
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normal meteorları az hızlı at
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uzay gemisi atığı 50 scoredan sonra oluşmasın
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uzay gemisi atığı %2 şansla oluşsun
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uzay gemisi atığı vurulduğunda mermi boyutunu az artırsın
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uzay gemisi atığı ekle. bunlar meteor görevi görür.
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Please fix the bug: 'Can't find variable: storage' in or related to this line: 'if (storage.get('bestscore') !== undefined) {' Line Number: 177
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add bestscore
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'livesTxt.setText')' in or related to this line: 'livesTxt.setText('Lives: ' + lives);' Line Number: 412
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'earth.y')' in or related to this line: 'if (mtr.y + 60 >= earth.y - earth.height / 2) {' Line Number: 391
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bir menü yap
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Score 200’ü geçince hızlı meteor %15 Süper meteor ise %7.5 geliştirici ise oluşmasın
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geliştirici gezegene çarpsa bile bir şey olmasın
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Score 100’ü geçince Hızlı meteor %10 Süper meteor %5 Geliştirici %3.5 olasılıkla oluşsun
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Geliştirici assetini gelistirici yap
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meteor yerine %0.5 şansla gelen bir geliştirici ekle. onu vurursak mermilerimiz daha sık ateş etsin
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lives yazısının sağ üstte bulunanı kaldır
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lives yazısını sol üst köşeye yaz
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1 adet süper güç ekle. Butona tıklanınca bütün meteorlar donsun
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süper meteor 50 score’u geçince %3 ihtimalle çıksın
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süper meteor assetini Super meteor yap
/**** * Classes ****/ // Developer class: Rare, shootable, grants fire rate boost var Developer = Container.expand(function () { var self = Container.call(this); // Use the 'Gelistirici' asset for developer var dev = self.attachAsset('Gelistirici', { anchorX: 0.5, anchorY: 0.5 }); // Hitbox (circle) self.hitbox = { x: 0, y: 0, radius: dev.width * 0.45 }; // Movement: falls straight down, similar to meteor self.speed = 32 + Math.random() * 8; self.rotationSpeed = (Math.random() - 0.5) * 0.08; self.lastIntersecting = false; self.update = function () { self.y += self.speed * 0.4; self.rotation += self.rotationSpeed; self.hitbox.x = self.x; self.hitbox.y = self.y; }; return self; }); // 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; }); // Projectile class: Fired by satellite var Projectile = Container.expand(function () { var self = Container.call(this); var proj = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -38; // Fast upward self.lastY = undefined; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += self.speed; }; return self; }); // Satellite class: Orbits above earth, destroys meteors on tap var Satellite = Container.expand(function () { var self = Container.call(this); // Use the 'satellite' asset for the satellite var sat = self.attachAsset('satellite', { anchorX: 0.5, anchorY: 0.5 }); // 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.x = self.orbitCenterX; self.y = self.orbitCenterY; self.hitbox.x = self.x; self.hitbox.y = self.y; }; return self; }); // SpaceDebris class: Space junk that acts as a meteor var SpaceDebris = Container.expand(function () { var self = Container.call(this); // Use the 'satellite' asset for space debris (reuse for visual variety) var debris = self.attachAsset('satellite', { anchorX: 0.5, anchorY: 0.5 }); // Hitbox (circle) self.hitbox = { x: 0, y: 0, radius: debris.width * 0.32 }; // Movement: falls straight down, similar to meteor self.speed = 10 + Math.random() * 10; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.lastIntersecting = false; self.update = function () { self.y += self.speed * 0.4; self.rotation += self.rotationSpeed; self.hitbox.x = self.x; self.hitbox.y = self.y; }; return self; }); // SuperMeteorite class: Rare, fast meteor var SuperMeteorite = Container.expand(function () { var self = Container.call(this); var superMeteor = self.attachAsset('SuperMeteor', { anchorX: 0.5, anchorY: 0.5 }); // Hitbox similar to fast meteor self.hitbox = { x: 0, y: 0, radius: superMeteor.width * 0.38 }; // Same speed as fast meteor self.speed = 48 + Math.random() * 8; self.rotationSpeed = (Math.random() - 0.5) * 0.08; self.lastIntersecting = false; self.update = function () { self.y += self.speed * 0.4; self.rotation += self.rotationSpeed; 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 projectiles = []; var satelliteFireTimer = 0; var satelliteFireInterval = 30; // frames between shots 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 - 350; // moved satellite higher above earth 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); // Dragging logic for satellite var draggingSatellite = false; var dragOffsetX = 0; game.move = function (x, y, obj) { // If currently dragging satellite, update its X position only if (draggingSatellite) { // Clamp satellite X to stay within game bounds (avoid going off screen) var minX = 120; var maxX = 2048 - 120; var newX = x - dragOffsetX; if (newX < minX) newX = minX; if (newX > maxX) newX = maxX; satellite.x = newX; satellite.orbitCenterX = newX; // keep its logical center in sync return; } // First, check if satellite is tapped to start dragging var dxSat = x - satellite.x; var dySat = y - satellite.y; var distSat = Math.sqrt(dxSat * dxSat + dySat * dySat); if (distSat <= satellite.hitbox.radius) { // Start dragging draggingSatellite = true; dragOffsetX = x - satellite.x; return; } // 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 } ; // Update projectiles and remove if off screen for (var p = projectiles.length - 1; p >= 0; p--) { var proj = projectiles[p]; proj.update(); if (proj.y < -100) { proj.destroy(); projectiles.splice(p, 1); } } } ; }; // Release drag on up game.up = function (x, y, obj) { draggingSatellite = false; }; game.up = function (x, y, obj) {}; // Main update loop game.update = function () { // Spawn meteors meteorTimer++; var spawnRate = meteorSpawnInterval; if (meteorTimer >= spawnRate) { meteorTimer = 0; // Super meteor, fast meteor, and developer spawn logic with new probabilities after score > 100 var superMeteorChance = 0; var fastMeteorChance = 0; var developerChance = 0.005; // default 0.5% if (score > 200) { superMeteorChance = 0.075; // 7.5% fastMeteorChance = 0.15; // 15% developerChance = 0; // Developer does not spawn } else if (score > 100) { superMeteorChance = 0.05; // 5% fastMeteorChance = 0.10; // 10% developerChance = 0.035; // 3.5% } else if (score > 50) { superMeteorChance = 0.03; // 3% fastMeteorChance = 0.05; // 5% developerChance = 0.005; // 0.5% } else if (score > 25) { superMeteorChance = 0.01; // 1% fastMeteorChance = 0.05; // 5% developerChance = 0.005; // 0.5% } else { superMeteorChance = 0; fastMeteorChance = 0; developerChance = 0.005; } // Developer spawn if (Math.random() < developerChance) { var dev = new Developer(); dev.x = 120 + Math.random() * (2048 - 240); dev.y = -80; meteors.push(dev); game.addChild(dev); } else if (superMeteorChance > 0 && Math.random() < superMeteorChance) { var m = new SuperMeteorite(); m.x = 120 + Math.random() * (2048 - 240); m.y = -80; meteors.push(m); game.addChild(m); } else { // 2% chance to spawn space debris instead of meteor, but only if score <= 50 if (score <= 50 && Math.random() < 0.02) { var debris = new SpaceDebris(); debris.x = 120 + Math.random() * (2048 - 240); debris.y = -80; meteors.push(debris); game.addChild(debris); } else { var m = new Meteor(); // Fast meteor spawn if (fastMeteorChance > 0 && Math.random() < fastMeteorChance) { m.speed = 48 + Math.random() * 8; // Replace meteor asset with FastMeteorite if (m.children && m.children.length > 0) { var oldMeteor = m.children[0]; m.removeChild(oldMeteor); } var fastMeteor = m.attachAsset('FastMeteorite', { anchorX: 0.5, anchorY: 0.5 }); // Update hitbox to match new asset size m.hitbox.radius = fastMeteor.width * 0.38; } m.x = 120 + Math.random() * (2048 - 240); m.y = -80; meteors.push(m); game.addChild(m); } } } // Remove difficulty scaling meteorSpeedBoost = 0; // 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) { // If it's a Developer, do nothing (just remove it) if (mtr instanceof Developer) { mtr.destroy(); meteors.splice(k, 1); continue; } 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; } continue; } // Check collision with projectiles for (var j = projectiles.length - 1; j >= 0; j--) { var proj = projectiles[j]; // Simple circle-rectangle collision: check distance from projectile center to meteor center var dx = proj.x - mtr.x; var dy = proj.y - mtr.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= mtr.hitbox.radius + 40) { // 40 is half projectile height, rough // If hit is on Developer, boost fire rate if (mtr instanceof Developer) { // Fire rate boost: halve the interval, but not less than 6 frames (10 shots/sec) satelliteFireInterval = Math.max(6, Math.floor(satelliteFireInterval / 2)); } else if (mtr instanceof SpaceDebris) { // If hit is on SpaceDebris, increase projectile size slightly // Only increase if not already too large if (proj.children && proj.children.length > 0) { var projAsset = proj.children[0]; // Limit max scale to avoid infinite growth if (projAsset.scaleX < 2.0 && projAsset.scaleY < 2.0) { projAsset.scaleX += 0.15; projAsset.scaleY += 0.15; } } score += 1; scoreTxt.setText('Score: ' + score); } else { score += 1; scoreTxt.setText('Score: ' + score); } // Destroy both mtr.destroy(); meteors.splice(k, 1); proj.destroy(); projectiles.splice(j, 1); break; // Only one projectile can hit a meteor at a time } } } // Update satellite if (satellite && satellite.update) { satellite.update(); // Satellite fires projectiles at interval satelliteFireTimer++; if (satelliteFireTimer >= satelliteFireInterval) { satelliteFireTimer = 0; var proj = new Projectile(); proj.x = satellite.x; proj.y = satellite.y - 60; // fire from above satellite projectiles.push(proj); game.addChild(proj); } } };
===================================================================
--- original.js
+++ change.js
@@ -312,10 +312,10 @@
m.y = -80;
meteors.push(m);
game.addChild(m);
} else {
- // 2% chance to spawn space debris instead of meteor
- if (Math.random() < 0.02) {
+ // 2% chance to spawn space debris instead of meteor, but only if score <= 50
+ if (score <= 50 && Math.random() < 0.02) {
var debris = new SpaceDebris();
debris.x = 120 + Math.random() * (2048 - 240);
debris.y = -80;
meteors.push(debris);
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