User prompt
Shoot sesini %10 oranında azalt.
User prompt
Mermi sesini %10 oranında azalt.
User prompt
Arkaplan sesi hariç, bütün sesleri %80 oranında azalt.
User prompt
Patlama görseli çıkınca patlama ses dosyası oluştur ve o ses çalmasını sağla.
User prompt
Zombiye mermi çarpıp, Patlama olunca patlama sesi duyulsun. Ayrıca arkaplan sesini %80 oranında azalt.
User prompt
Arkaplan müzik sesini %75 oranında kıs. Patlama olunca patlama ses efeği oluştur.
User prompt
Mermi hasar verince patlama efeği oluşsun.
User prompt
Mermi hangi yöne giderse, resimi o yöne döner.
User prompt
Arkaplan müzik dosyası oluştur. Açma kapatma buton resmini oluştur ve bu butonu, How to play butonunun 3 satır sağına oluştur.
User prompt
Bilgi yazısını 1 satır yukarı çıkar.
User prompt
Bilgi yazısını, 1 satır yukarı çıkar.
User prompt
Repair butonunu 1 satır yukarı kaydır. Ayrıca Butonun işlevi hakkında, bir satır yukarısına gelecek şekilde, küçük bilgi yazısı ekle.
User prompt
Base Heath yazısının üzerine Repair butonu ekle. 10 HP = 50 coins ve katları olacak şekilde ayarla.
User prompt
How to play butonunu 3 satır sağa, reset butonunu 3 satır sola kaydır.
User prompt
How to play paneli içinde bulunan close butonunu 2 satır aşağı kaydır.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'howToPlayButton.down = function () {' Line Number: 750
User prompt
Coins yazısının 2 satır sağına "How to play?" butonu ekle ve oyun hakkında bilgi ve nasıl oynanır konusunda bilgi yaz.
User prompt
Coins yazısının 1 satır soluna, Reset butonu ekle. Tıklayınca, herşeyi silsin ve sıfırdan başlatsın.
User prompt
5 farklı tuzak resim dosyası oluştur.
User prompt
Zombi resimlerinin tamamını ters yöne çevir.
User prompt
Zombilerin tamamının resim yönü şuan aşağı doğru. Bu resimler, hangi yöne giderse o tarafa dönecek şekilde ayarla.
User prompt
Drone git gel virajları çok keskin alıyor. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Drone dönüşlerini çok yumuşat. Gerekirse dönüşlerde biraz yavaşlasın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Drone ne tarafa giderse yönü o tarafa dönsün.
User prompt
Asker resmi sabit olsun. Sağ sol dönmesin.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Base = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('base', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.takeDamage = function (damage) {
self.health -= damage;
tween(baseGraphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(baseGraphics, {
tint: 0xffffff
}, {
duration: 100
});
}
});
if (self.health <= 0) {
LK.showGameOver();
}
};
self.down = function (x, y, obj) {
if (!upgradePanel.visible) {
upgradePanel.visible = true;
} else {
upgradePanel.visible = false;
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.damage = 1;
self.dx = 0;
self.dy = 0;
self.setDirection = function (targetX, targetY) {
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.dx = dx / distance * self.speed;
self.dy = dy / distance * self.speed;
self.rotation = Math.atan2(dy, dx);
}
};
self.update = function () {
self.x += self.dx;
self.y += self.dy;
};
return self;
});
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.fireRate = 40;
self.fireCooldown = 0;
self.update = function () {
if (self.fireCooldown > 0) {
self.fireCooldown--;
}
// Find closest zombie for automatic shooting
if (self.fireCooldown === 0 && zombies.length > 0) {
var closestZombie = null;
var closestDistance = Infinity;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var dx = zombie.x - self.x;
var dy = zombie.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestZombie = zombie;
}
}
if (closestZombie) {
self.shoot(closestZombie.x, closestZombie.y);
}
}
};
self.shoot = function (targetX, targetY) {
if (self.fireCooldown > 0) return;
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.setDirection(targetX, targetY);
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
self.fireCooldown = self.fireRate;
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.lifetime = 300;
self.update = function () {
self.lifetime--;
coinGraphics.alpha = Math.min(1, self.lifetime / 100);
};
return self;
});
var Drone = Container.expand(function () {
var self = Container.call(this);
var vacuumField = self.attachAsset('vacuumField', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1,
scaleX: 0.445,
scaleY: 0.445
});
var droneGraphics = self.attachAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.target = null;
self.collectRange = 22; // Reduced from 50 to achieve 80% area reduction
self.vacuumRange = 89; // Reduced from 200 to achieve 80% area reduction
self.vacuumPower = 0.15; // Strength of vacuum pull
self.floatOffset = 0;
self.floatSpeed = 0.05;
self.vx = 0;
self.vy = 0;
self.update = function () {
// Floating animation
self.floatOffset += self.floatSpeed;
droneGraphics.y = Math.sin(self.floatOffset) * 10;
// Vacuum field pulsing animation
vacuumField.scaleX = 0.445 + Math.sin(self.floatOffset * 2) * 0.045;
vacuumField.scaleY = 0.445 + Math.sin(self.floatOffset * 2) * 0.045;
vacuumField.alpha = 0.05 + Math.sin(self.floatOffset * 3) * 0.03;
// Find closest coin
var closestCoin = null;
var closestDistance = Infinity;
for (var i = 0; i < coins.length; i++) {
var coin = coins[i];
var dx = coin.x - self.x;
var dy = coin.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestCoin = coin;
}
}
self.target = closestCoin;
// Calculate desired velocity towards target
var desiredVx = 0;
var desiredVy = 0;
if (self.target) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.collectRange) {
desiredVx = dx / distance * self.speed;
desiredVy = dy / distance * self.speed;
}
} else {
// Return to base when no coins
var dx = base.x - self.x;
var dy = base.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 150) {
desiredVx = dx / distance * self.speed;
desiredVy = dy / distance * self.speed;
}
}
// Smoothly interpolate current velocity towards desired velocity
self.vx = self.vx * 0.85 + desiredVx * 0.15;
self.vy = self.vy * 0.85 + desiredVy * 0.15;
// Apply smoothed velocity
self.x += self.vx;
self.y += self.vy;
// Rotate drone based on movement direction
if (Math.abs(self.vx) > 0.1 || Math.abs(self.vy) > 0.1) {
droneGraphics.rotation = Math.atan2(self.vy, self.vx);
}
// Apply vacuum effect to nearby coins
for (var i = 0; i < coins.length; i++) {
var coin = coins[i];
var dx = self.x - coin.x;
var dy = self.y - coin.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.vacuumRange && distance > 0) {
// Pull coins towards drone
var pullStrength = (1 - distance / self.vacuumRange) * self.vacuumPower;
coin.x += dx / distance * pullStrength * distance;
coin.y += dy / distance * pullStrength * distance;
}
}
};
return self;
});
var HowToPlayPanel = Container.expand(function () {
var self = Container.call(this);
// Background panel
var bg = self.attachAsset('upgradePanel', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.5
});
bg.tint = 0x222222;
// Title
var title = new Text2('How to Play', {
size: 60,
fill: 0xFFFF00
});
title.anchor.set(0.5, 0.5);
title.y = -400;
self.addChild(title);
// Game info text
var infoText = new Text2('Welcome to Zombie Defense!\n\n' + '• Tap anywhere to shoot zombies\n' + '• Collect coins from defeated zombies\n' + '• Click the base to open upgrade menu\n' + '• Build towers and traps for defense\n' + '• Survive as many waves as possible!\n\n' + 'Upgrades:\n' + '• Towers - Auto-shoot nearby zombies\n' + '• Traps - Damage zombies on contact\n' + '• Base Repair - Restore base health\n' + '• Fire Power - Increase damage\n' + '• Fire Rate - Shoot faster\n' + '• Auto Repair - Towers repair at 50% HP\n\n' + 'Tips:\n' + '• Drone automatically collects coins\n' + '• Each wave gets harder\n' + '• Coin rewards increase each wave', {
size: 32,
fill: 0xFFFFFF,
align: 'left',
wordWrap: true,
wordWrapWidth: 700
});
infoText.anchor.set(0.5, 0);
infoText.y = -320;
self.addChild(infoText);
// Close button
var closeBtn = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
y: 380,
scaleX: 0.4,
scaleY: 0.6
});
var closeTxt = new Text2('Close', {
size: 40,
fill: 0xFFFFFF
});
closeTxt.anchor.set(0.5, 0.5);
closeTxt.y = 380;
self.addChild(closeTxt);
closeBtn.down = function () {
self.visible = false;
};
return self;
});
var Tower = Container.expand(function () {
var self = Container.call(this);
var towerIndex = Math.floor(Math.random() * 10) + 1;
var towerGraphics = self.attachAsset('tower' + towerIndex, {
anchorX: 0.5,
anchorY: 0.5
});
// Health bar
self.maxHealth = 20;
self.health = self.maxHealth;
self.healthBar = new Text2('', {
size: 24,
fill: 0x00ff00
});
self.healthBar.anchor.set(0.5, 1);
self.healthBar.y = -50;
self.addChild(self.healthBar);
self.updateHealthBar = function () {
self.healthBar.setText(self.health + '/' + self.maxHealth);
if (self.health > self.maxHealth * 0.5) {
self.healthBar.fill = 0x00ff00;
} else if (self.health > self.maxHealth * 0.25) {
self.healthBar.fill = 0xffff00;
} else {
self.healthBar.fill = 0xff0000;
}
};
self.updateHealthBar();
// Repair button
self.repairCost = 30;
self.repairButton = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
y: 60,
scaleX: 0.5,
scaleY: 0.5
});
self.repairText = new Text2('Tamir: ' + self.repairCost, {
size: 28,
fill: 0xffffff
});
self.repairText.anchor.set(0.5, 0.5);
self.repairText.y = 60;
self.addChild(self.repairText);
self.repairButton.visible = false;
self.repairText.visible = false;
self.down = function (x, y, obj) {
// Show repair button if tower is damaged
if (self.health < self.maxHealth) {
self.repairButton.visible = true;
self.repairText.visible = true;
}
};
self.repairButton.down = function () {
if (coinAmount >= self.repairCost && self.health < self.maxHealth) {
coinAmount -= self.repairCost;
self.health = self.maxHealth;
self.updateHealthBar();
self.repairButton.visible = false;
self.repairText.visible = false;
}
};
self.fireRate = 60;
self.fireCooldown = 0;
self.range = 300;
self.damage = 1;
self.takeDamage = function (dmg) {
self.health -= dmg;
self.updateHealthBar();
if (self.health <= 0) {
self.destroy();
var idx = towers.indexOf(self);
if (idx !== -1) towers.splice(idx, 1);
// Clean up from autoRepairActive array
var autoIdx = autoRepairActive.indexOf(self);
if (autoIdx !== -1) autoRepairActive.splice(autoIdx, 1);
}
};
self.update = function () {
if (self.fireCooldown > 0) {
self.fireCooldown--;
return;
}
var closestZombie = null;
var closestDistance = self.range;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var dx = zombie.x - self.x;
var dy = zombie.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestZombie = zombie;
}
}
if (closestZombie) {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.setDirection(closestZombie.x, closestZombie.y);
bullet.damage = self.damage;
bullets.push(bullet);
game.addChild(bullet);
self.fireCooldown = self.fireRate;
}
// Hide repair button if not needed
if (self.health >= self.maxHealth) {
self.repairButton.visible = false;
self.repairText.visible = false;
}
// --- AUTO REPAIR LOGIC ---
if (self.autoRepair && self.health < self.maxHealth * 0.5) {
// Only repair if not already at max and below 50%
if (!self.repairIcon) {
self.repairIcon = new Text2('🔧', {
size: 48,
fill: 0x00ffcc
});
self.repairIcon.anchor.set(0.5, 0.5);
self.repairIcon.y = -80;
self.addChild(self.repairIcon);
}
// Check if we have enough coins for auto-repair (100 coins per repair)
if (coinAmount >= 100) {
coinAmount -= 100; // Deduct 100 coins for auto-repair
self.health = self.maxHealth;
self.updateHealthBar();
} else {
// Not enough coins - show red repair icon to indicate failed repair attempt
self.repairIcon.fill = 0xff0000;
}
} else if (self.repairIcon) {
self.removeChild(self.repairIcon);
self.repairIcon = null;
}
};
return self;
});
var Trap = Container.expand(function () {
var self = Container.call(this);
var trapIndex = Math.floor(Math.random() * 5) + 1;
var trapGraphics = self.attachAsset('trap' + trapIndex, {
anchorX: 0.5,
anchorY: 0.5
});
// Health bar
self.maxHealth = 10;
self.health = self.maxHealth;
self.healthBar = new Text2('', {
size: 20,
fill: 0x00ff00
});
self.healthBar.anchor.set(0.5, 1);
self.healthBar.y = -35;
self.addChild(self.healthBar);
self.updateHealthBar = function () {
self.healthBar.setText(self.health + '/' + self.maxHealth);
if (self.health > self.maxHealth * 0.5) {
self.healthBar.fill = 0x00ff00;
} else if (self.health > self.maxHealth * 0.25) {
self.healthBar.fill = 0xffff00;
} else {
self.healthBar.fill = 0xff0000;
}
};
self.updateHealthBar();
self.takeDamage = function (dmg) {
self.health -= dmg;
self.updateHealthBar();
if (self.health <= 0) {
self.destroy();
var idx = traps.indexOf(self);
if (idx !== -1) traps.splice(idx, 1);
}
};
self.damage = 2;
self.cooldown = 0;
self.maxCooldown = 120;
self.update = function () {
if (self.cooldown > 0) {
self.cooldown--;
trapGraphics.alpha = 0.5;
return;
}
trapGraphics.alpha = 1;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (self.intersects(zombie)) {
zombie.takeDamage(self.damage);
self.cooldown = self.maxCooldown;
break;
}
}
};
return self;
});
var UpgradePanel = Container.expand(function () {
var self = Container.call(this);
var panelGraphics = self.attachAsset('upgradePanel', {
anchorX: 0.5,
anchorY: 0.5
});
var towerButton = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
y: -200
});
var trapButton = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
y: -50
});
var healthButton = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
y: 100
});
var closeButton = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
y: 250,
scaleX: 0.3,
scaleY: 0.8
});
self.towerText = new Text2('Tower - ' + towerCost + ' coins', {
size: 40,
fill: 0xFFFFFF
});
self.towerText.anchor.set(0.5, 0.5);
self.towerText.y = -200;
self.addChild(self.towerText);
self.trapText = new Text2('Trap - ' + trapCost + ' coins', {
size: 40,
fill: 0xFFFFFF
});
self.trapText.anchor.set(0.5, 0.5);
self.trapText.y = -50;
self.addChild(self.trapText);
self.healthText = new Text2('Repair Base - ' + healthCost + ' coins', {
size: 40,
fill: 0xFFFFFF
});
self.healthText.anchor.set(0.5, 0.5);
self.healthText.y = 100;
self.addChild(self.healthText);
self.closeText = new Text2('Close', {
size: 40,
fill: 0xFFFFFF
});
self.closeText.anchor.set(0.5, 0.5);
self.closeText.y = 250;
self.addChild(self.closeText);
towerButton.down = function () {
if (coinAmount >= towerCost) {
coinAmount -= towerCost;
towerCost *= 2;
self.towerText.setText('Tower - ' + towerCost + ' coins');
var tower = new Tower();
var angle = Math.random() * Math.PI * 2;
var distance = 250 + Math.random() * 100;
tower.x = base.x + Math.cos(angle) * distance;
tower.y = base.y + Math.sin(angle) * distance;
// Inherit auto-repair if already enabled
if (typeof autoRepairActive !== "undefined" && autoRepairActive.length > 0) {
tower.autoRepair = true;
autoRepairActive.push(tower);
}
towers.push(tower);
game.addChild(tower);
LK.getSound('build').play();
self.visible = false;
}
};
trapButton.down = function () {
if (coinAmount >= trapCost) {
coinAmount -= trapCost;
trapCost *= 2;
self.trapText.setText('Trap - ' + trapCost + ' coins');
var trap = new Trap();
var angle = Math.random() * Math.PI * 2;
var distance = 200 + Math.random() * 150;
trap.x = base.x + Math.cos(angle) * distance;
trap.y = base.y + Math.sin(angle) * distance;
traps.push(trap);
game.addChild(trap);
LK.getSound('build').play();
self.visible = false;
}
};
healthButton.down = function () {
if (coinAmount >= healthCost && base.health < base.maxHealth) {
coinAmount -= healthCost;
healthCost *= 2;
self.healthText.setText('Repair Base - ' + healthCost + ' coins');
base.health = Math.min(base.health + 20, base.maxHealth);
self.visible = false;
}
};
closeButton.down = function () {
self.visible = false;
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieIndex = Math.floor(Math.random() * 10) + 1;
var zombieGraphics = self.attachAsset('zombie' + zombieIndex, {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 2;
self.speed = 1.5;
self.damage = 1;
self.value = 10;
self.update = function () {
// Priority: nearest tower, then nearest trap, then base
var target = null;
var minDist = Infinity;
// Find closest alive tower
for (var i = 0; i < towers.length; i++) {
var t = towers[i];
if (t.health > 0) {
var dx = t.x - self.x;
var dy = t.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
target = t;
}
}
}
// If no tower, find closest alive trap
if (!target) {
for (var i = 0; i < traps.length; i++) {
var tr = traps[i];
if (tr.health > 0) {
var dx = tr.x - self.x;
var dy = tr.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
target = tr;
}
}
}
}
// If no tower or trap, target base
if (!target) {
target = base;
}
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
// Rotate zombie to face movement direction
zombieGraphics.rotation = Math.atan2(dy, dx) + Math.PI / 2;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
tween(zombieGraphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(zombieGraphics, {
tint: 0xffffff
}, {
duration: 100
});
}
});
if (self.health <= 0) {
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var zombies = [];
var bullets = [];
var coins = [];
var towers = [];
var traps = [];
var base;
var character;
var upgradePanel;
var drone;
var coinAmount = 0;
var towerCost = 50;
var trapCost = 30;
var healthCost = 20;
var wave = 1;
var zombiesInWave = 5;
var zombiesSpawned = 0;
var waveDelay = 180;
var spawnTimer = 0;
// Coin drop multiplier, increases by 50% after each wave
var coinDropMultiplier = 1.0;
// Upgrade costs
var firepowerCost = 100;
var firerateCost = 100;
var autoRepairCost = 100;
base = game.addChild(new Base());
base.x = 1024;
base.y = 1366;
character = game.addChild(new Character());
character.x = base.x;
character.y = base.y - 150;
drone = game.addChild(new Drone());
drone.x = base.x + 100;
drone.y = base.y;
upgradePanel = new UpgradePanel();
upgradePanel.x = 0;
upgradePanel.y = 0;
upgradePanel.visible = false;
LK.gui.center.addChild(upgradePanel);
var howToPlayPanel = new HowToPlayPanel();
howToPlayPanel.visible = false;
LK.gui.center.addChild(howToPlayPanel);
howToPlayButton.down = function () {
howToPlayPanel.visible = true;
};
var coinText = new Text2('Coins: 0', {
size: 60,
fill: 0xFFFF00
});
coinText.anchor.set(0.5, 0);
LK.gui.top.addChild(coinText);
// Add reset button
var resetButton = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.5,
x: -200,
y: 30
});
var resetText = new Text2('Reset', {
size: 30,
fill: 0xFFFFFF
});
resetText.anchor.set(0.5, 0.5);
resetText.x = -200;
resetText.y = 30;
LK.gui.top.addChild(resetButton);
LK.gui.top.addChild(resetText);
// Add How to Play button
var howToPlayButton = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.5,
x: 200,
y: 30
});
var howToPlayText = new Text2('How to play?', {
size: 28,
fill: 0xFFFFFF
});
howToPlayText.anchor.set(0.5, 0.5);
howToPlayText.x = 200;
howToPlayText.y = 30;
LK.gui.top.addChild(howToPlayButton);
LK.gui.top.addChild(howToPlayText);
resetButton.down = function () {
// Clear all zombies
for (var i = zombies.length - 1; i >= 0; i--) {
zombies[i].destroy();
}
zombies = [];
// Clear all bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].destroy();
}
bullets = [];
// Clear all coins
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].destroy();
}
coins = [];
// Clear all towers
for (var i = towers.length - 1; i >= 0; i--) {
towers[i].destroy();
}
towers = [];
autoRepairActive = [];
// Clear all traps
for (var i = traps.length - 1; i >= 0; i--) {
traps[i].destroy();
}
traps = [];
// Reset game variables
coinAmount = 0;
towerCost = 50;
trapCost = 30;
healthCost = 20;
wave = 1;
zombiesInWave = 5;
zombiesSpawned = 0;
waveDelay = 180;
spawnTimer = 0;
coinDropMultiplier = 1.0;
firepowerCost = 100;
firerateCost = 100;
autoRepairCost = 100;
// Reset base health
base.health = base.maxHealth;
// Reset character stats
character.fireRate = 40;
character.damage = 1;
// Reset upgrade panel texts
upgradePanel.towerText.setText('Tower - ' + towerCost + ' coins');
upgradePanel.trapText.setText('Trap - ' + trapCost + ' coins');
upgradePanel.healthText.setText('Repair Base - ' + healthCost + ' coins');
firepowerText.setText('Atış Gücü + (100)');
firerateText.setText('Atış Hızı + (100)');
autoRepairText.setText('Otomatik Tamir: Kapalı (100 x kule)');
// Hide upgrade panel
upgradePanel.visible = false;
};
var waveText = new Text2('Wave: 1', {
size: 60,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
waveText.y = 70;
LK.gui.top.addChild(waveText);
var healthText = new Text2('Base Health: 100', {
size: 50,
fill: 0x00FF00
});
healthText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(healthText);
// --- BASE UPGRADE PANEL (moved inside base upgrade popup) ---
// Panel width/height and button size/spacing match main upgradePanel
var panelWidth = 600;
var panelHeight = 420;
var bottomPanel = new Container();
var panelBg = LK.getAsset('upgradePanel', {
anchorX: 0.5,
anchorY: 0.5,
width: panelWidth,
height: panelHeight,
x: 0,
y: 0
});
bottomPanel.addChild(panelBg);
// Use same button size as main upgradePanel (upgradeButton asset, no scale)
var buttonWidth = 500;
var buttonHeight = 100;
var buttonSpacing = 20;
var startY = -panelHeight / 2 + buttonHeight / 2 + 20;
// Firepower Upgrade Button
var firepowerButton = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: startY,
width: buttonWidth,
height: buttonHeight
});
var firepowerText = new Text2('Atış Gücü + (100)', {
size: 40,
fill: 0xffffff
});
firepowerText.anchor.set(0.5, 0.5);
firepowerText.x = 0;
firepowerText.y = startY;
bottomPanel.addChild(firepowerButton);
bottomPanel.addChild(firepowerText);
// Fire Rate Upgrade Button
var firerateButton = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: startY + buttonHeight + buttonSpacing,
width: buttonWidth,
height: buttonHeight
});
var firerateText = new Text2('Atış Hızı + (100)', {
size: 40,
fill: 0xffffff
});
firerateText.anchor.set(0.5, 0.5);
firerateText.x = 0;
firerateText.y = startY + buttonHeight + buttonSpacing;
bottomPanel.addChild(firerateButton);
bottomPanel.addChild(firerateText);
// Auto Repair Toggle Button
var autoRepairActive = [];
var autoRepairButton = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: startY + 2 * (buttonHeight + buttonSpacing),
width: buttonWidth,
height: buttonHeight
});
var autoRepairText = new Text2('Otomatik Tamir: Kapalı (100 x kule)', {
size: 30,
// Reduced size to fit better in button
fill: 0xffffff
});
autoRepairText.anchor.set(0.5, 0.5);
autoRepairText.x = 0;
autoRepairText.y = startY + 2 * (buttonHeight + buttonSpacing);
bottomPanel.addChild(autoRepairButton);
bottomPanel.addChild(autoRepairText);
// Close Button (moved to bottom, same size as others)
var closeButtonY = startY + 3 * (buttonHeight + buttonSpacing);
var closeButton = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: closeButtonY,
width: buttonWidth,
height: buttonHeight
});
var closeText = new Text2('Kapat', {
size: 40,
fill: 0xffffff
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 0;
closeText.y = closeButtonY;
bottomPanel.addChild(closeButton);
bottomPanel.addChild(closeText);
// Center and align bottomPanel background and content inside upgradePanel
bottomPanel.x = 0;
bottomPanel.y = panelHeight / 2 + 40; // Place just below main upgradePanel content, visually aligned
panelBg.x = 0;
panelBg.y = 0;
// Center all buttons/texts horizontally (already x:0), ensure vertical stacking is visually centered
firepowerButton.x = 0;
firepowerText.x = 0;
firerateButton.x = 0;
firerateText.x = 0;
autoRepairButton.x = 0;
autoRepairText.x = 0;
closeButton.x = 0;
closeText.x = 0;
// Add to upgradePanel
upgradePanel.addChild(bottomPanel);
// Close logic for new closeButton
closeButton.down = function () {
upgradePanel.visible = false;
};
// --- BUTTON LOGIC (now inside base upgrade panel) ---
firepowerButton.down = function () {
if (coinAmount >= firepowerCost) {
coinAmount -= firepowerCost;
firepowerCost *= 2;
firepowerText.setText('Atış Gücü + (' + firepowerCost + ')');
// Upgrade character and all towers
character.damage = (character.damage || 1) + 1;
for (var i = 0; i < towers.length; i++) {
towers[i].damage = (towers[i].damage || 1) + 1;
}
}
};
firerateButton.down = function () {
if (coinAmount >= firerateCost) {
coinAmount -= firerateCost;
firerateCost *= 2;
firerateText.setText('Atış Hızı + (' + firerateCost + ')');
// Upgrade character and all towers
character.fireRate = Math.max(5, Math.floor(character.fireRate * 0.85));
for (var i = 0; i < towers.length; i++) {
towers[i].fireRate = Math.max(5, Math.floor(towers[i].fireRate * 0.85));
}
}
};
autoRepairButton.down = function () {
// Check if any towers have auto-repair enabled
var hasAutoRepair = false;
for (var i = 0; i < towers.length; i++) {
if (towers[i].autoRepair) {
hasAutoRepair = true;
break;
}
}
if (hasAutoRepair) {
// Disable auto-repair for all towers
for (var i = 0; i < towers.length; i++) {
towers[i].autoRepair = false;
}
autoRepairActive = [];
autoRepairText.setText('Otomatik Tamir: Kapalı (100 x kule)');
} else if (towers.length > 0) {
// Enable auto-repair if we have enough coins
var needed = towers.length * autoRepairCost;
if (coinAmount >= needed) {
coinAmount -= needed;
// Mark all towers as auto-repair enabled
for (var i = 0; i < towers.length; i++) {
towers[i].autoRepair = true;
}
autoRepairActive = towers;
autoRepairText.setText('Otomatik Tamir: Açık');
}
}
};
game.down = function (x, y, obj) {
if (!upgradePanel.visible) {
character.shoot(x, y);
}
};
game.update = function () {
coinText.setText('Coins: ' + coinAmount);
waveText.setText('Wave: ' + wave);
healthText.setText('Base Health: ' + base.health);
if (base.health > 50) {
healthText.fill = 0x00ff00;
} else if (base.health > 20) {
healthText.fill = 0xffff00;
} else {
healthText.fill = 0xff0000;
}
// Update auto-repair button text based on current state
var hasAutoRepair = false;
for (var i = 0; i < towers.length; i++) {
if (towers[i].autoRepair) {
hasAutoRepair = true;
break;
}
}
if (hasAutoRepair) {
autoRepairText.setText('Otomatik Tamir: Açık');
} else {
autoRepairText.setText('Otomatik Tamir: Kapalı (100 x kule)');
}
if (waveDelay > 0) {
waveDelay--;
} else if (zombiesSpawned < zombiesInWave) {
spawnTimer++;
if (spawnTimer >= 60) {
spawnTimer = 0;
zombiesSpawned++;
var zombie = new Zombie();
var scale = Math.pow(1.15, wave - 1);
zombie.health = Math.round(zombie.health * scale);
zombie.speed = zombie.speed * scale;
zombie.damage = Math.round(zombie.damage * scale);
zombie.value = Math.round(zombie.value * scale);
// Spawn zombies from outside the map edges
var edge = Math.floor(Math.random() * 4); // 0: left, 1: right, 2: top, 3: bottom
var spawnX, spawnY;
if (edge === 0) {
// left
spawnX = -100;
spawnY = Math.random() * 2732;
} else if (edge === 1) {
// right
spawnX = 2048 + 100;
spawnY = Math.random() * 2732;
} else if (edge === 2) {
// top
spawnX = Math.random() * 2048;
spawnY = -100;
} else {
// bottom
spawnX = Math.random() * 2048;
spawnY = 2732 + 100;
}
zombie.x = spawnX;
zombie.y = spawnY;
zombies.push(zombie);
game.addChild(zombie);
}
} else if (zombies.length === 0) {
wave++;
zombiesInWave = Math.round((5 + wave * 2) * Math.pow(1.15, wave - 1));
zombiesSpawned = 0;
waveDelay = 180;
// Increase coin drop multiplier by 50% after each wave
coinDropMultiplier *= 1.5;
}
for (var i = zombies.length - 1; i >= 0; i--) {
var zombie = zombies[i];
var attacked = false;
// Check towers
for (var ti = 0; ti < towers.length; ti++) {
var tower = towers[ti];
if (tower.health > 0 && zombie.intersects(tower)) {
tower.takeDamage(zombie.damage);
zombie.destroy();
zombies.splice(i, 1);
attacked = true;
break;
}
}
if (attacked) continue;
// Check traps
for (var trpi = 0; trpi < traps.length; trpi++) {
var trap = traps[trpi];
if (trap.health > 0 && zombie.intersects(trap)) {
trap.takeDamage(zombie.damage);
zombie.destroy();
zombies.splice(i, 1);
attacked = true;
break;
}
}
if (attacked) continue;
// Check base
if (zombie.intersects(base)) {
base.takeDamage(zombie.damage);
zombie.destroy();
zombies.splice(i, 1);
continue;
}
for (var j = bullets.length - 1; j >= 0; j--) {
var bullet = bullets[j];
if (zombie.intersects(bullet)) {
LK.getSound('zombieHit').play();
if (zombie.takeDamage(bullet.damage)) {
var coin = new Coin();
coin.x = zombie.x;
coin.y = zombie.y;
// Apply coin drop multiplier
coin.value = Math.round(zombie.value * coinDropMultiplier);
coins.push(coin);
game.addChild(coin);
zombie.destroy();
zombies.splice(i, 1);
}
bullet.destroy();
bullets.splice(j, 1);
break;
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) {
bullet.destroy();
bullets.splice(i, 1);
}
}
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
if (coin.lifetime <= 0) {
coin.destroy();
coins.splice(i, 1);
continue;
}
var dx = character.x - coin.x;
var dy = character.y - coin.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
coinAmount += coin.value;
LK.getSound('coinCollect').play();
coin.destroy();
coins.splice(i, 1);
continue;
}
// Drone coin collection
var droneDx = drone.x - coin.x;
var droneDy = drone.y - coin.y;
var droneDistance = Math.sqrt(droneDx * droneDx + droneDy * droneDy);
if (droneDistance < drone.collectRange) {
coinAmount += coin.value;
LK.getSound('coinCollect').play();
coin.destroy();
coins.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -215,8 +215,57 @@
}
};
return self;
});
+var HowToPlayPanel = Container.expand(function () {
+ var self = Container.call(this);
+ // Background panel
+ var bg = self.attachAsset('upgradePanel', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.2,
+ scaleY: 1.5
+ });
+ bg.tint = 0x222222;
+ // Title
+ var title = new Text2('How to Play', {
+ size: 60,
+ fill: 0xFFFF00
+ });
+ title.anchor.set(0.5, 0.5);
+ title.y = -400;
+ self.addChild(title);
+ // Game info text
+ var infoText = new Text2('Welcome to Zombie Defense!\n\n' + '• Tap anywhere to shoot zombies\n' + '• Collect coins from defeated zombies\n' + '• Click the base to open upgrade menu\n' + '• Build towers and traps for defense\n' + '• Survive as many waves as possible!\n\n' + 'Upgrades:\n' + '• Towers - Auto-shoot nearby zombies\n' + '• Traps - Damage zombies on contact\n' + '• Base Repair - Restore base health\n' + '• Fire Power - Increase damage\n' + '• Fire Rate - Shoot faster\n' + '• Auto Repair - Towers repair at 50% HP\n\n' + 'Tips:\n' + '• Drone automatically collects coins\n' + '• Each wave gets harder\n' + '• Coin rewards increase each wave', {
+ size: 32,
+ fill: 0xFFFFFF,
+ align: 'left',
+ wordWrap: true,
+ wordWrapWidth: 700
+ });
+ infoText.anchor.set(0.5, 0);
+ infoText.y = -320;
+ self.addChild(infoText);
+ // Close button
+ var closeBtn = self.attachAsset('upgradeButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: 380,
+ scaleX: 0.4,
+ scaleY: 0.6
+ });
+ var closeTxt = new Text2('Close', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ closeTxt.anchor.set(0.5, 0.5);
+ closeTxt.y = 380;
+ self.addChild(closeTxt);
+ closeBtn.down = function () {
+ self.visible = false;
+ };
+ return self;
+});
var Tower = Container.expand(function () {
var self = Container.call(this);
var towerIndex = Math.floor(Math.random() * 10) + 1;
var towerGraphics = self.attachAsset('tower' + towerIndex, {
@@ -645,8 +694,14 @@
upgradePanel.x = 0;
upgradePanel.y = 0;
upgradePanel.visible = false;
LK.gui.center.addChild(upgradePanel);
+var howToPlayPanel = new HowToPlayPanel();
+howToPlayPanel.visible = false;
+LK.gui.center.addChild(howToPlayPanel);
+howToPlayButton.down = function () {
+ howToPlayPanel.visible = true;
+};
var coinText = new Text2('Coins: 0', {
size: 60,
fill: 0xFFFF00
});
@@ -669,8 +724,26 @@
resetText.x = -200;
resetText.y = 30;
LK.gui.top.addChild(resetButton);
LK.gui.top.addChild(resetText);
+// Add How to Play button
+var howToPlayButton = LK.getAsset('upgradeButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.4,
+ scaleY: 0.5,
+ x: 200,
+ y: 30
+});
+var howToPlayText = new Text2('How to play?', {
+ size: 28,
+ fill: 0xFFFFFF
+});
+howToPlayText.anchor.set(0.5, 0.5);
+howToPlayText.x = 200;
+howToPlayText.y = 30;
+LK.gui.top.addChild(howToPlayButton);
+LK.gui.top.addChild(howToPlayText);
resetButton.down = function () {
// Clear all zombies
for (var i = zombies.length - 1; i >= 0; i--) {
zombies[i].destroy();
Askeri karakol, üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Askeri Kule, gerçekçi, üstten görünüm, yazısız. In-Game asset. High contrast. No shadows
Askeri drone, üstten görünüm, gerçekçi, yazısız. In-Game asset. 2d. High contrast. No shadows
Coin, üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Namusu olmayan Teknolojik askeri saldırı kulesi, üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Namlusu olmayan, Teknolojik askeri kule, üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Namlusu olmayan, Teknolojik askeri kule, üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Tuzak üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Füze, üstten görünüm, gerçekçi, yazısız. In-Game asset. High contrast. No shadows
Patlama, gerçekçi, üstten görünüm, yazısız. In-Game asset. High contrast. No shadows