User prompt
geliştiriciler her 100’lük score aralığında rasgele bir scoreda birer tane gelsin
User prompt
geliştiriciler her 200de bir rasgele bir puanda bir tane gelsin
User prompt
geliştiriciler 0 ile 50 arasında 0 tane gelsin 50 ile 100 arasında 1 tane 100 ile 200 arasında 1 tane 200 ile 300 arasında 1 tane 300 ile 400 arasında 1 tane 400 ile 500 arasında 1 tane gelsin. rasgele konumlarda gelsin
User prompt
geliştiriciler 0 ile 50 arasında 0 tane gelsin
User prompt
geliştirici ilk 50’de gelmesin ondan sonrakilerde gelsin.
User prompt
geliştiriciler her 50’de bir tane gelsin ama 50’lik periodlarda rasgele bir aralıkta gelsin
User prompt
50 ile 100 arasında 1 tane 100 ile 150 arasında 2 tane 150 ile 200 arasında 2 tane 200den sonrada her 100de bir tane geliştirici gelsin
User prompt
Her 50 scoreda düşenlerin sayısı %10 artsın
User prompt
Süper meteorları %25 yavaşlat
User prompt
Hızlı meteorları %50 yavaşlat
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: Alien' in or related to this line: 'var alien = new Alien();' Line Number: 376
User prompt
uzaylılar %30 ihtimalle oluşsun
User prompt
uzaylı ekle oluşmasın ama
User prompt
daha da
User prompt
Dünya assetini aşağı indir
User prompt
dünya assetinin yarısı görünsün
User prompt
oval yap
User prompt
dünyayı önceki gibi oval yap
User prompt
1 arka plan 50 x 50 boyutunda olsun
User prompt
Yukarıdan ve yandan 5e böl
User prompt
2ye böl
User prompt
50’ye böl
User prompt
5’e böl
User prompt
arka planı 10’a böl ve onlara background assetini koy
User prompt
make background asset background
/**** * Classes ****/ // Alien class: 30% chance to spawn, acts as a meteor var Alien = Container.expand(function () { var self = Container.call(this); // Use the 'Alien' asset for alien var alienAsset = self.attachAsset('Alien', { anchorX: 0.5, anchorY: 0.5 }); // Hitbox (circle) self.hitbox = { x: 0, y: 0, radius: alienAsset.width * 0.38 }; // Movement: falls straight down, similar to meteor self.speed = 12 + 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; }); // 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 'debris' asset for space debris var debris = self.attachAsset('debris', { 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; // Track last score milestone for spawn rate increase var lastScoreMilestone = 0; // Add 25 background tiles (5 vertical x 5 horizontal) to fill the game area and behind all other elements var backgroundTiles = []; var bgTileRows = 5; var bgTileCols = 5; var bgTileWidth = Math.ceil(2048 / bgTileCols); var bgTileHeight = Math.ceil(2732 / bgTileRows); for (var row = 0; row < bgTileRows; row++) { for (var col = 0; col < bgTileCols; col++) { var bgTile = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: col * bgTileWidth, y: row * bgTileHeight, scaleX: bgTileWidth / 100, scaleY: bgTileHeight / 100 }); game.addChild(bgTile); backgroundTiles.push(bgTile); } } earth = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 1, // anchor at bottom center x: 2048 / 2, y: 2732 + 200, // move earth further down scaleX: 7, scaleY: 2.5 }); // Move earth down so more of it is below the screen, only a smaller top part is visible earth.y = 2732 + 700; // move earth even further down, only a thin top slice is visible 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 () { // Every 50 score, increase spawn rate by 10% (decrease interval by 10%) if (score >= lastScoreMilestone + 50) { lastScoreMilestone += 50; meteorSpawnInterval = Math.max(8, Math.floor(meteorSpawnInterval * 0.9)); } // 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% // Track developer spawn for score intervals if (typeof lastDeveloperScore === "undefined") { lastDeveloperScore = 0; } if (typeof developerSpawned50_100 === "undefined") { developerSpawned50_100 = false; } if (typeof developerSpawned100_150 === "undefined") { developerSpawned100_150 = 0; } if (typeof developerSpawned150_200 === "undefined") { developerSpawned150_200 = 0; } if (typeof lastDeveloperHundred === "undefined") { lastDeveloperHundred = 200; } // Set spawn chances for other objects if (score > 200) { superMeteorChance = 0.075; // 7.5% fastMeteorChance = 0.15; // 15% developerChance = 0; // Developer does not spawn randomly, only by interval } 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 logic for specific score intervals: // 0-50: 0, 50-100: 1, 100-200: 1, 200-300: 1, 300-400: 1, 400-500: 1 (all at random ticks in their interval) if (typeof developerSpawned === "undefined") { developerSpawned = [false, false, false, false, false]; // for 5 intervals } if (typeof developerSpawnTick === "undefined") { developerSpawnTick = [-1, -1, -1, -1, -1]; } var devIntervals = [{ min: 50, max: 100 }, { min: 100, max: 200 }, { min: 200, max: 300 }, { min: 300, max: 400 }, { min: 400, max: 500 }]; for (var i = 0; i < devIntervals.length; i++) { var minScore = devIntervals[i].min; var maxScore = devIntervals[i].max; if (score >= minScore && score < maxScore) { // If not yet set, pick a random tick in this interval if (developerSpawnTick[i] === -1) { developerSpawnTick[i] = minScore + Math.floor(Math.random() * (maxScore - minScore)); developerSpawned[i] = false; } // If not yet spawned and at the tick, spawn developer if (!developerSpawned[i] && score === developerSpawnTick[i]) { var dev = new Developer(); dev.x = 120 + Math.random() * (2048 - 240); dev.y = -80; meteors.push(dev); game.addChild(dev); developerSpawned[i] = true; } } // If we passed the interval and didn't spawn, prevent future spawn in this interval if (score >= maxScore && !developerSpawned[i]) { developerSpawned[i] = true; } } // After 500, no more developer spawns if (score >= 500) { // Do nothing, no more developer spawns } else if (superMeteorChance > 0 && Math.random() < superMeteorChance) { var m = new SuperMeteorite(); // Süper meteorları %25 yavaşlat m.speed = m.speed * 0.75; m.x = 120 + Math.random() * (2048 - 240); m.y = -80; meteors.push(m); game.addChild(m); } else { // 10% chance to spawn space debris instead of meteor, but only if score <= 50 and score <= 100 if (score <= 50 && score <= 100 && Math.random() < 0.10) { var debris = new SpaceDebris(); debris.x = 120 + Math.random() * (2048 - 240); debris.y = -80; meteors.push(debris); game.addChild(debris); } else if (Math.random() < 0.3) { // 30% chance to spawn Alien var alien = new Alien(); alien.x = 120 + Math.random() * (2048 - 240); alien.y = -80; meteors.push(alien); game.addChild(alien); } else { var m = new Meteor(); // Fast meteor spawn if (fastMeteorChance > 0 && Math.random() < fastMeteorChance) { m.speed = 48 + Math.random() * 8; // Hızlı meteorları %50 yavaşlat m.speed = m.speed * 0.5; // 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
@@ -374,71 +374,59 @@
superMeteorChance = 0;
fastMeteorChance = 0;
developerChance = 0.005;
}
- // Developer spawn logic for every 50-score period, spawn 1 developer at a random tick in the period
- if (typeof developerPeriod === "undefined") {
- developerPeriod = 0;
+ // Developer spawn logic for specific score intervals:
+ // 0-50: 0, 50-100: 1, 100-200: 1, 200-300: 1, 300-400: 1, 400-500: 1 (all at random ticks in their interval)
+ if (typeof developerSpawned === "undefined") {
+ developerSpawned = [false, false, false, false, false]; // for 5 intervals
}
- if (typeof developerPeriodSpawnTick === "undefined") {
- developerPeriodSpawnTick = -1;
+ if (typeof developerSpawnTick === "undefined") {
+ developerSpawnTick = [-1, -1, -1, -1, -1];
}
- if (typeof developerPeriodSpawned === "undefined") {
- developerPeriodSpawned = false;
- }
- var currentPeriod = Math.floor(score / 50);
- if (currentPeriod > 0) {
- // Prevent developer from spawning in the first 50 score period (score < 50)
- // Only allow spawn logic for periods after the first (score >= 50)
- // If we entered a new period, reset spawn tick and flag
- if (developerPeriod !== currentPeriod) {
- developerPeriod = currentPeriod;
- // Only if score < 200, after that use old logic
- if (score < 200) {
- // For period 1 and above only (i.e., score >= 50)
- developerPeriodSpawnTick = Math.floor(Math.random() * 50) + currentPeriod * 50;
- developerPeriodSpawned = false;
- } else {
- developerPeriodSpawnTick = -1;
- developerPeriodSpawned = false;
+ var devIntervals = [{
+ min: 50,
+ max: 100
+ }, {
+ min: 100,
+ max: 200
+ }, {
+ min: 200,
+ max: 300
+ }, {
+ min: 300,
+ max: 400
+ }, {
+ min: 400,
+ max: 500
+ }];
+ for (var i = 0; i < devIntervals.length; i++) {
+ var minScore = devIntervals[i].min;
+ var maxScore = devIntervals[i].max;
+ if (score >= minScore && score < maxScore) {
+ // If not yet set, pick a random tick in this interval
+ if (developerSpawnTick[i] === -1) {
+ developerSpawnTick[i] = minScore + Math.floor(Math.random() * (maxScore - minScore));
+ developerSpawned[i] = false;
}
+ // If not yet spawned and at the tick, spawn developer
+ if (!developerSpawned[i] && score === developerSpawnTick[i]) {
+ var dev = new Developer();
+ dev.x = 120 + Math.random() * (2048 - 240);
+ dev.y = -80;
+ meteors.push(dev);
+ game.addChild(dev);
+ developerSpawned[i] = true;
+ }
}
- // If in 50-200 range, spawn developer at the random tick in this period
- if (score >= 50 && score < 200 && !developerPeriodSpawned && score === developerPeriodSpawnTick) {
- var dev = new Developer();
- dev.x = 120 + Math.random() * (2048 - 240);
- dev.y = -80;
- meteors.push(dev);
- game.addChild(dev);
- developerPeriodSpawned = true;
+ // If we passed the interval and didn't spawn, prevent future spawn in this interval
+ if (score >= maxScore && !developerSpawned[i]) {
+ developerSpawned[i] = true;
}
- } else {
- // In period 0 (score 0-49), do not spawn any developer
- developerPeriodSpawnTick = -1;
- developerPeriodSpawned = true;
}
- // For score >= 200, spawn 1 developer every 100 points (at 300, 400, ...)
- if (typeof lastDeveloperHundred === "undefined") {
- lastDeveloperHundred = 200;
- }
- if (score > 200) {
- if (score - lastDeveloperHundred >= 100) {
- var dev = new Developer();
- dev.x = 120 + Math.random() * (2048 - 240);
- dev.y = -80;
- meteors.push(dev);
- game.addChild(dev);
- lastDeveloperHundred += 100;
- }
- } else if (Math.random() < developerChance) {
- // Only allow random developer spawn if not in 50-200 range (to avoid extra spawns)
- if (!(score >= 50 && score < 200)) {
- var dev = new Developer();
- dev.x = 120 + Math.random() * (2048 - 240);
- dev.y = -80;
- meteors.push(dev);
- game.addChild(dev);
- }
+ // After 500, no more developer spawns
+ if (score >= 500) {
+ // Do nothing, no more developer spawns
} else if (superMeteorChance > 0 && Math.random() < superMeteorChance) {
var m = new SuperMeteorite();
// Süper meteorları %25 yavaşlat
m.speed = m.speed * 0.75;
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