User prompt
delete obstacles
User prompt
deleye obstacles
User prompt
karakter tıklanılan yere gitmesin
User prompt
powerup 50 puan getirsin
User prompt
mermi assetini ters çevir
User prompt
mermi assetini giden yöne yönlendir
User prompt
mermiyi gideceği yöne yönlendir
User prompt
mermi tıklanan yere gitsin
Code edit (1 edits merged)
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User prompt
Arcade Frenzy
Initial prompt
arcade
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
flipY: 1 // flip vertically
});
// Target coordinates for the bullet
self.targetX = null;
self.targetY = null;
self.speed = 48; // pixels per frame, positive value
self.dirX = 0;
self.dirY = -1;
self.setTarget = function (tx, ty) {
// Calculate direction vector
var dx = tx - self.x;
var dy = ty - self.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
self.dirX = dx / len;
self.dirY = dy / len;
} else {
self.dirX = 0;
self.dirY = -1;
}
self.targetX = tx;
self.targetY = ty;
};
self.update = function () {
// Store lastX/lastY for event triggers
if (typeof self.lastX === "undefined") self.lastX = self.x;
if (typeof self.lastY === "undefined") self.lastY = self.y;
// Move in direction
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
// Rotate bullet sprite to face movement direction
if (self.dirX !== 0 || self.dirY !== 0) {
// atan2 returns angle in radians, 0 is to the right, so subtract Math.PI/2 to make 0 point up
bulletSprite.rotation = Math.atan2(self.dirY, self.dirX) - Math.PI / 2;
}
// Update lastX/lastY for next frame
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemySprite.width * 0.5;
self.speed = 8 + Math.random() * 8;
self.dir = Math.random() < 0.5 ? -1 : 1;
self.xSpeed = self.dir * (4 + Math.random() * 6);
self.update = function () {
self.y += self.speed;
self.x += self.xSpeed;
// Bounce off walls
if (self.x < self.radius) {
self.x = self.radius;
self.xSpeed *= -1;
}
if (self.x > 2048 - self.radius) {
self.x = 2048 - self.radius;
self.xSpeed *= -1;
}
};
return self;
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsSprite.width;
self.height = obsSprite.height;
self.speed = 12 + Math.random() * 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = playerSprite.width * 0.5;
self.lives = 3;
self.invincible = false;
self.invincibleTicks = 0;
self.shootCooldown = 0;
self.update = function () {
if (self.invincible) {
self.invincibleTicks--;
if (self.invincibleTicks <= 0) {
self.invincible = false;
playerSprite.alpha = 1;
} else {
// Flicker effect
playerSprite.alpha = LK.ticks % 10 < 5 ? 0.4 : 1;
}
}
if (self.shootCooldown > 0) self.shootCooldown--;
};
// Called when player is hit
self.hit = function () {
if (self.invincible) return;
self.lives--;
self.invincible = true;
self.invincibleTicks = 90; // 1.5 seconds
playerSprite.alpha = 0.4;
LK.effects.flashObject(self, 0xff0000, 500);
LK.getSound('hit').play();
};
// Called when player picks up a powerup
self.powerup = function () {
self.invincible = true;
self.invincibleTicks = 180; // 3 seconds
playerSprite.alpha = 0.4;
LK.getSound('powerup').play();
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
var puSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = puSprite.width * 0.5;
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Game state variables
// Player character: blue box
// Enemy: red ellipse
// Obstacle: orange box
// Bullet: yellow box
// Powerup: green ellipse
// Sound effects
// Music
var player;
var bullets = [];
var enemies = [];
// Removed obstacles array as obstacles are deleted from the game
var powerups = [];
var dragNode = null;
var lastTouch = {
x: 0,
y: 0
};
var scoreTxt, livesTxt;
var spawnTick = 0;
var difficulty = 1;
var gameOver = false;
// UI
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
livesTxt = new Text2('♥♥♥', {
size: 90,
fill: 0xFF5252
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
// Start music
LK.playMusic('arcadebg');
// Create player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 350;
game.addChild(player);
// Helper: update lives display
function updateLives() {
var s = '';
for (var i = 0; i < player.lives; i++) s += '♥';
livesTxt.setText(s);
}
// Helper: spawn enemy
function spawnEnemy() {
var e = new Enemy();
e.x = 200 + Math.random() * (2048 - 400);
e.y = -100;
enemies.push(e);
game.addChild(e);
}
// Removed spawnObstacle function as obstacles are deleted from the game
// Helper: spawn powerup
function spawnPowerup() {
var p = new Powerup();
p.x = 200 + Math.random() * (2048 - 400);
p.y = -80;
powerups.push(p);
game.addChild(p);
}
// Touch controls: drag player
game.down = function (x, y, obj) {
// Don't allow drag from top left 100x100
if (x < 100 && y < 100) return;
if (player && !gameOver) {
dragNode = player;
lastTouch.x = x;
lastTouch.y = y;
}
};
game.move = function (x, y, obj) {
if (dragNode && !gameOver) {
// Clamp to game area
var px = Math.max(player.radius, Math.min(2048 - player.radius, x));
var py = Math.max(player.radius, Math.min(2732 - player.radius, y));
player.x = px;
player.y = py;
lastTouch.x = x;
lastTouch.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Tap to shoot (anywhere except top left 100x100)
game.on('down', function (x, y, obj) {
if (x < 100 && y < 100) return;
if (player && !gameOver && player.shootCooldown <= 0) {
var b = new Bullet();
b.x = player.x;
b.y = player.y - player.radius - 20;
b.setTarget(x, y); // Set bullet direction toward tap
bullets.push(b);
game.addChild(b);
player.shootCooldown = 12; // 0.2s
LK.getSound('shoot').play();
}
});
// Main game loop
game.update = function () {
if (gameOver) return;
// Increase difficulty over time
if (LK.ticks % 600 === 0 && difficulty < 10) {
difficulty++;
}
// Player update
player.update();
// Spawn logic
spawnTick++;
if (spawnTick % Math.max(60 - difficulty * 4, 20) === 0) {
if (Math.random() < 0.6) spawnEnemy();
}
if (spawnTick % 300 === 0 && Math.random() < 0.5) {
spawnPowerup();
}
// Bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
if (b.y < -60) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Bullet hits enemy
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
LK.getSound('enemyDown').play();
e.destroy();
enemies.splice(j, 1);
b.destroy();
bullets.splice(i, 1);
break;
}
}
}
// Enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
if (e.y > 2732 + 100) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy hits player
if (e.intersects(player)) {
if (!player.invincible) {
player.hit();
updateLives();
if (player.lives <= 0) {
gameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
e.destroy();
enemies.splice(i, 1);
}
}
// Obstacles removed from game
// Powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (p.y > 2732 + 80) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Powerup hits player
if (p.intersects(player)) {
player.powerup();
LK.setScore(LK.getScore() + 50);
scoreTxt.setText(LK.getScore());
p.destroy();
powerups.splice(i, 1);
}
}
};
// Score display
scoreTxt.setText(LK.getScore());
updateLives(); ===================================================================
--- original.js
+++ change.js
@@ -173,9 +173,9 @@
// Music
var player;
var bullets = [];
var enemies = [];
-var obstacles = [];
+// Removed obstacles array as obstacles are deleted from the game
var powerups = [];
var dragNode = null;
var lastTouch = {
x: 0,
@@ -218,16 +218,9 @@
e.y = -100;
enemies.push(e);
game.addChild(e);
}
-// Helper: spawn obstacle
-function spawnObstacle() {
- var o = new Obstacle();
- o.x = 200 + Math.random() * (2048 - 400);
- o.y = -60;
- obstacles.push(o);
- game.addChild(o);
-}
+// Removed spawnObstacle function as obstacles are deleted from the game
// Helper: spawn powerup
function spawnPowerup() {
var p = new Powerup();
p.x = 200 + Math.random() * (2048 - 400);
@@ -284,9 +277,9 @@
player.update();
// Spawn logic
spawnTick++;
if (spawnTick % Math.max(60 - difficulty * 4, 20) === 0) {
- if (Math.random() < 0.6) spawnEnemy();else spawnObstacle();
+ if (Math.random() < 0.6) spawnEnemy();
}
if (spawnTick % 300 === 0 && Math.random() < 0.5) {
spawnPowerup();
}
@@ -312,19 +305,8 @@
bullets.splice(i, 1);
break;
}
}
- // Bullet hits obstacle
- for (var k = obstacles.length - 1; k >= 0; k--) {
- var o = obstacles[k];
- if (b.intersects(o)) {
- o.destroy();
- obstacles.splice(k, 1);
- b.destroy();
- bullets.splice(i, 1);
- break;
- }
- }
}
// Enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
@@ -349,33 +331,9 @@
e.destroy();
enemies.splice(i, 1);
}
}
- // Obstacles
- for (var i = obstacles.length - 1; i >= 0; i--) {
- var o = obstacles[i];
- o.update();
- if (o.y > 2732 + 60) {
- o.destroy();
- obstacles.splice(i, 1);
- continue;
- }
- // Obstacle hits player
- if (o.intersects(player)) {
- if (!player.invincible) {
- player.hit();
- updateLives();
- if (player.lives <= 0) {
- gameOver = true;
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- return;
- }
- }
- o.destroy();
- obstacles.splice(i, 1);
- }
- }
+ // Obstacles removed from game
// Powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
soldier pixel. In-Game asset. 2d. High contrast. No shadows
pixel ammo. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixel zombie character. In-Game asset. 2d. High contrast. No shadows
pixel brick wall. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Red zombie pixel. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blood pixel. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixel shotgun. In-Game asset. 2d. High contrast. No shadows