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Please fix the bug: 'Timeout.tick error: turbo is not defined' in or related to this line: 'turbo.y = 400;' Line Number: 1320
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'bullets[i].update();' Line Number: 923
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Bi buton ekle bütün oyun mekaniğini 2-3 saniyeliyine hızlandırsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Toplar daha çok seksin
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Butonları kaldır
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Bu butonlara dokunduğumuz zaman ateş etmesin
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Yeni buton ekle ve engelleri her şeyi kırıp geçsin ama her levelde 3 kez kullanmalıyız ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Olmadı bütün levellerde olsun
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Butonu her levele ekle
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Hızlandırma butonu yanlız mermileri hızlandırsın
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Bir hızlandırma butonu ekle
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Tüm haritanın künclerine duvarlar koy mermi sonsuzlğa gitmesin
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Levelleri artır ve bazı levellere duvarlar artır ve trickshott la öldürleim
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Aim i nereye doğrultarsak oraya mermi gitsin
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Levelleri artır
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Duvarları kaldır ve düşmanlar bana yakın olsun
Code edit (1 edits merged)
Please save this source code
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Bullet Physics Master
Initial prompt
Mr.bullet oyunu tarzında oyun yarat
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.speed = 8;
self.bounces = 0;
self.maxBounces = 5;
self.active = true;
self.update = function () {
if (!self.active) return;
// Store previous position for collision detection
self.prevX = self.x;
self.prevY = self.y;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Check wall collisions
for (var i = 0; i < walls.length; i++) {
var wall = walls[i];
if (self.intersects(wall)) {
self.handleWallCollision(wall);
break;
}
}
// Check target collisions
for (var i = targets.length - 1; i >= 0; i--) {
var target = targets[i];
if (self.intersects(target)) {
self.hitTarget(target, i);
return;
}
}
// Remove if out of bounds or too many bounces
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782 || self.bounces > self.maxBounces) {
self.removeBullet();
}
};
self.handleWallCollision = function (wall) {
if (self.bounces >= self.maxBounces) {
self.removeBullet();
return;
}
// Calculate collision normal
var bulletCenterX = self.x;
var bulletCenterY = self.y;
var wallCenterX = wall.x + wall.width / 2;
var wallCenterY = wall.y + wall.height / 2;
var dx = bulletCenterX - wallCenterX;
var dy = bulletCenterY - wallCenterY;
// Determine which side of the wall was hit
var wallHalfWidth = wall.width / 2;
var wallHalfHeight = wall.height / 2;
if (Math.abs(dx) / wallHalfWidth > Math.abs(dy) / wallHalfHeight) {
// Hit left or right side
self.velocityX = -self.velocityX;
self.x = dx > 0 ? wall.x + wall.width + 10 : wall.x - 10;
} else {
// Hit top or bottom side
self.velocityY = -self.velocityY;
self.y = dy > 0 ? wall.y + wall.height + 10 : wall.y - 10;
}
self.bounces++;
LK.getSound('ricochet').play();
// Flash effect on bounce
LK.effects.flashObject(self, 0xffffff, 200);
};
self.hitTarget = function (target, index) {
LK.getSound('hit').play();
LK.effects.flashObject(target, 0xffffff, 300);
// Remove target
target.destroy();
targets.splice(index, 1);
// Update score
LK.setScore(LK.getScore() + 100);
updateUI();
// Remove bullet
self.removeBullet();
// Check win condition
if (targets.length === 0) {
levelComplete();
}
};
self.removeBullet = function () {
self.active = false;
self.destroy();
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] === self) {
bullets.splice(i, 1);
break;
}
}
// Check if no more bullets and targets remain
if (bullets.length === 0 && targets.length > 0 && bulletsRemaining <= 0) {
gameOver();
}
};
return self;
});
var Cannon = Container.expand(function () {
var self = Container.call(this);
var cannonGraphics = self.attachAsset('cannon', {
anchorX: 0.5,
anchorY: 0.5
});
var aimLine = self.attachAsset('aimLine', {
anchorX: 0.5,
anchorY: 0,
alpha: 0
});
self.isAiming = false;
self.aimAngle = 0;
self.startAiming = function (targetX, targetY) {
self.isAiming = true;
self.updateAim(targetX, targetY);
aimLine.alpha = 0.7;
};
self.updateAim = function (targetX, targetY) {
if (!self.isAiming) return;
var dx = targetX - self.x;
var dy = targetY - self.y;
self.aimAngle = Math.atan2(dy, dx);
aimLine.rotation = self.aimAngle + Math.PI / 2;
cannonGraphics.rotation = self.aimAngle;
};
self.shoot = function () {
if (!self.isAiming || bulletsRemaining <= 0) return;
self.isAiming = false;
aimLine.alpha = 0;
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
var speed = 8;
bullet.velocityX = Math.cos(self.aimAngle) * speed;
bullet.velocityY = Math.sin(self.aimAngle) * speed;
bullets.push(bullet);
game.addChild(bullet);
bulletsRemaining--;
updateUI();
LK.getSound('shoot').play();
// Recoil effect
tween(cannonGraphics, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100
});
tween(cannonGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
};
return self;
});
var Target = Container.expand(function () {
var self = Container.call(this);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
anchorY: 0.5
});
// Gentle pulse animation
var scale = 1;
var scaleDirection = 1;
self.update = function () {
scale += 0.005 * scaleDirection;
if (scale > 1.1) scaleDirection = -1;
if (scale < 0.9) scaleDirection = 1;
targetGraphics.scaleX = scale;
targetGraphics.scaleY = scale;
};
return self;
});
var Wall = Container.expand(function () {
var self = Container.call(this);
var wallGraphics = self.attachAsset('wall', {
anchorX: 0,
anchorY: 0
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Game variables
var bullets = [];
var targets = [];
var walls = [];
var cannon;
var bulletsRemaining = 5;
var currentLevel = 1;
// UI elements
var bulletCountText;
var levelText;
var scoreText;
// Initialize UI
function initializeUI() {
bulletCountText = new Text2('Bullets: ' + bulletsRemaining, {
size: 80,
fill: 0xFFFFFF
});
bulletCountText.anchor.set(0, 0);
bulletCountText.x = 120;
bulletCountText.y = 20;
LK.gui.topLeft.addChild(bulletCountText);
levelText = new Text2('Level ' + currentLevel, {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
scoreText.x = -20;
scoreText.y = 20;
LK.gui.topRight.addChild(scoreText);
}
function updateUI() {
bulletCountText.setText('Bullets: ' + bulletsRemaining);
scoreText.setText('Score: ' + LK.getScore());
}
// Level creation
function createLevel1() {
// Clear existing elements
clearLevel();
// Create cannon at bottom center
cannon = new Cannon();
cannon.x = 1024;
cannon.y = 2500;
game.addChild(cannon);
// No walls in this level - enemies are closer to player
// Create targets closer to player
var target1 = new Target();
target1.x = 800;
target1.y = 2200;
targets.push(target1);
game.addChild(target1);
var target2 = new Target();
target2.x = 1200;
target2.y = 2000;
targets.push(target2);
game.addChild(target2);
var target3 = new Target();
target3.x = 600;
target3.y = 1800;
targets.push(target3);
game.addChild(target3);
// Reset game state
bulletsRemaining = 5;
updateUI();
}
function clearLevel() {
// Clear bullets
for (var i = 0; i < bullets.length; i++) {
bullets[i].destroy();
}
bullets = [];
// Clear targets
for (var i = 0; i < targets.length; i++) {
targets[i].destroy();
}
targets = [];
// Clear walls
for (var i = 0; i < walls.length; i++) {
walls[i].destroy();
}
walls = [];
// Clear cannon
if (cannon) {
cannon.destroy();
cannon = null;
}
}
function levelComplete() {
LK.effects.flashScreen(0x00ff00, 500);
LK.setTimeout(function () {
currentLevel++;
if (currentLevel <= 5) {
createNextLevel();
} else {
LK.showYouWin();
}
}, 1000);
}
function createNextLevel() {
levelText.setText('Level ' + currentLevel);
if (currentLevel === 2) {
createLevel2();
} else if (currentLevel === 3) {
createLevel3();
} else if (currentLevel === 4) {
createLevel4();
} else if (currentLevel === 5) {
createLevel5();
}
}
function createLevel2() {
clearLevel();
cannon = new Cannon();
cannon.x = 200;
cannon.y = 2500;
game.addChild(cannon);
// No walls - targets closer to player
var target1 = new Target();
target1.x = 500;
target1.y = 2000;
targets.push(target1);
game.addChild(target1);
var target2 = new Target();
target2.x = 1000;
target2.y = 2200;
targets.push(target2);
game.addChild(target2);
var target3 = new Target();
target3.x = 1500;
target3.y = 1900;
targets.push(target3);
game.addChild(target3);
var target4 = new Target();
target4.x = 700;
target4.y = 1700;
targets.push(target4);
game.addChild(target4);
bulletsRemaining = 6;
updateUI();
}
function createLevel3() {
clearLevel();
cannon = new Cannon();
cannon.x = 1024;
cannon.y = 2600;
game.addChild(cannon);
// No walls - many targets closer to player
var target1 = new Target();
target1.x = 400;
target1.y = 2100;
targets.push(target1);
game.addChild(target1);
var target2 = new Target();
target2.x = 800;
target2.y = 2000;
targets.push(target2);
game.addChild(target2);
var target3 = new Target();
target3.x = 1200;
target3.y = 1900;
targets.push(target3);
game.addChild(target3);
var target4 = new Target();
target4.x = 600;
target4.y = 1700;
targets.push(target4);
game.addChild(target4);
var target5 = new Target();
target5.x = 1000;
target5.y = 1600;
targets.push(target5);
game.addChild(target5);
bulletsRemaining = 7;
updateUI();
}
function createLevel4() {
clearLevel();
cannon = new Cannon();
cannon.x = 100;
cannon.y = 2400;
game.addChild(cannon);
// Circle formation of targets
var centerX = 1024;
var centerY = 1800;
var radius = 300;
for (var i = 0; i < 6; i++) {
var angle = i / 6 * 2 * Math.PI;
var target = new Target();
target.x = centerX + Math.cos(angle) * radius;
target.y = centerY + Math.sin(angle) * radius;
targets.push(target);
game.addChild(target);
}
// Additional center target
var centerTarget = new Target();
centerTarget.x = centerX;
centerTarget.y = centerY;
targets.push(centerTarget);
game.addChild(centerTarget);
bulletsRemaining = 8;
updateUI();
}
function createLevel5() {
clearLevel();
cannon = new Cannon();
cannon.x = 1700;
cannon.y = 2500;
game.addChild(cannon);
// Zigzag pattern of targets
var targets_positions = [{
x: 300,
y: 2200
}, {
x: 600,
y: 1900
}, {
x: 900,
y: 2100
}, {
x: 1200,
y: 1800
}, {
x: 1500,
y: 2000
}, {
x: 400,
y: 1600
}, {
x: 800,
y: 1400
}, {
x: 1100,
y: 1500
}, {
x: 1400,
y: 1300
}];
for (var i = 0; i < targets_positions.length; i++) {
var target = new Target();
target.x = targets_positions[i].x;
target.y = targets_positions[i].y;
targets.push(target);
game.addChild(target);
}
bulletsRemaining = 10;
updateUI();
}
function gameOver() {
LK.effects.flashScreen(0xff0000, 1000);
LK.setTimeout(function () {
LK.showGameOver();
}, 1500);
}
// Touch controls
game.down = function (x, y, obj) {
if (cannon && bulletsRemaining > 0) {
cannon.startAiming(x, y);
}
};
game.move = function (x, y, obj) {
if (cannon && cannon.isAiming) {
cannon.updateAim(x, y);
}
};
game.up = function (x, y, obj) {
if (cannon && cannon.isAiming) {
cannon.shoot();
}
};
game.update = function () {
// Update all bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] && bullets[i].active) {
bullets[i].update();
}
}
// Update all targets
for (var i = 0; i < targets.length; i++) {
targets[i].update();
}
};
// Initialize the game
initializeUI();
createLevel1(); ===================================================================
--- original.js
+++ change.js
@@ -297,9 +297,9 @@
function levelComplete() {
LK.effects.flashScreen(0x00ff00, 500);
LK.setTimeout(function () {
currentLevel++;
- if (currentLevel <= 3) {
+ if (currentLevel <= 5) {
createNextLevel();
} else {
LK.showYouWin();
}
@@ -310,8 +310,12 @@
if (currentLevel === 2) {
createLevel2();
} else if (currentLevel === 3) {
createLevel3();
+ } else if (currentLevel === 4) {
+ createLevel4();
+ } else if (currentLevel === 5) {
+ createLevel5();
}
}
function createLevel2() {
clearLevel();
@@ -377,8 +381,80 @@
game.addChild(target5);
bulletsRemaining = 7;
updateUI();
}
+function createLevel4() {
+ clearLevel();
+ cannon = new Cannon();
+ cannon.x = 100;
+ cannon.y = 2400;
+ game.addChild(cannon);
+ // Circle formation of targets
+ var centerX = 1024;
+ var centerY = 1800;
+ var radius = 300;
+ for (var i = 0; i < 6; i++) {
+ var angle = i / 6 * 2 * Math.PI;
+ var target = new Target();
+ target.x = centerX + Math.cos(angle) * radius;
+ target.y = centerY + Math.sin(angle) * radius;
+ targets.push(target);
+ game.addChild(target);
+ }
+ // Additional center target
+ var centerTarget = new Target();
+ centerTarget.x = centerX;
+ centerTarget.y = centerY;
+ targets.push(centerTarget);
+ game.addChild(centerTarget);
+ bulletsRemaining = 8;
+ updateUI();
+}
+function createLevel5() {
+ clearLevel();
+ cannon = new Cannon();
+ cannon.x = 1700;
+ cannon.y = 2500;
+ game.addChild(cannon);
+ // Zigzag pattern of targets
+ var targets_positions = [{
+ x: 300,
+ y: 2200
+ }, {
+ x: 600,
+ y: 1900
+ }, {
+ x: 900,
+ y: 2100
+ }, {
+ x: 1200,
+ y: 1800
+ }, {
+ x: 1500,
+ y: 2000
+ }, {
+ x: 400,
+ y: 1600
+ }, {
+ x: 800,
+ y: 1400
+ }, {
+ x: 1100,
+ y: 1500
+ }, {
+ x: 1400,
+ y: 1300
+ }];
+ for (var i = 0; i < targets_positions.length; i++) {
+ var target = new Target();
+ target.x = targets_positions[i].x;
+ target.y = targets_positions[i].y;
+ targets.push(target);
+ game.addChild(target);
+ }
+ bulletsRemaining = 10;
+ updateUI();
+}
function gameOver() {
LK.effects.flashScreen(0xff0000, 1000);
LK.setTimeout(function () {
LK.showGameOver();
Anormal human. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A paintballer. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A paintball ball. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat