User prompt
Slingshot resmini %3 oranda sola kaydır
User prompt
İpliği sadece çekince değil, sürekli görünsün
User prompt
İpliğin yerini belli edecek bir resim spawnla.
User prompt
İpliği ve taş çıkış yerini %10 yukarı kaydır. Ayrıca ipliği tutma alanını %5 oranında arttır.
User prompt
İplik sadece çekince değil, sürekli olarak görünsün.
User prompt
İplik dalgalı şekilde görünsün.
User prompt
İpliği ve taş çıkış yerini %10 sağa kaydır
User prompt
İpliği %5 oranında sağa kaydır
User prompt
Yeşil yayı %5 oranında sağa kaydır
User prompt
Taş yayını %5 oranında sağ kaydır. Taş çıkış yerini %5 oranında sağa kaydır
User prompt
Slingshot resmini %5 oranında sağa kaydır
User prompt
Mermi çarptığı esnasında çıkan görselin resim dosyasını oluştur
User prompt
Mermi herhangi bir şeye çarptığı esnasında ateş çıksın. Animasyonu ekle.
User prompt
Slingshot resmini %5 oranında aşağı indir
User prompt
Slingshot resmini %10 oranında aşağı indir
User prompt
Yeşil renkli ipliğin, alt ve üstten %30 oranında genişlet.
User prompt
Yay'ın, özel resim dosyası oluştur.
User prompt
Mermi çıkış yerini %5 yukarı kaldır.
User prompt
Reset butonu %5 oranında sola kaydır
User prompt
Yazıların arkaplanda az bir gölge olsun.
User prompt
Yazı renkleri beyaz olsun
User prompt
Oyunun arkaplan resminin resim dosyasını oluştur.
User prompt
Game Over olduğunda herşey sıfırlansın.
User prompt
Bütün özellik puan maliyetini +20 oranında artır.
User prompt
Sorunu çöz.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // AnaBase (player base) var AnaBase = Container.expand(function () { var self = Container.call(this); var base = self.attachAsset('anaBase', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 100; self.maxHp = 100; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = 120; self.hpBar.set(1); return self; }); // EnemyBase (enemy base) var EnemyBase = Container.expand(function () { var self = Container.call(this); var base = self.attachAsset('enemyBase', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 100; self.maxHp = 100; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = 120; self.hpBar.set(1); return self; }); // Enemy Gunner Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 14; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lastX = self.x; self.lastY = self.y; }; return self; }); // Enemy soldier (Araba) var EnemyCar = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 1 }); self.hp = 50; self.maxHp = 50; self.atk = 20; self.speed = 5; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = -60; self.hpBar.set(1); self.update = function () { self.x -= self.speed; }; return self; }); // Enemy Car Bullet var EnemyCarBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyCarBullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 20; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lastX = self.x; self.lastY = self.y; }; return self; }); // Enemy soldier (Mermi sıkan) var EnemyGunner = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemySoldier2', { anchorX: 0.5, anchorY: 1 }); self.hp = 30; self.maxHp = 30; self.atk = 14; self.speed = 3.5; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = -90; self.hpBar.set(1); self.update = function () { self.x -= self.speed; }; return self; }); // Enemy soldier (Jet) var EnemyJet = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemyJet', { anchorX: 0.5, anchorY: 1 }); self.hp = 80; self.maxHp = 80; self.atk = 60; self.speed = 8; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = -40; self.hpBar.set(1); self.update = function () { self.x -= self.speed; }; return self; }); // Enemy Jet Missile var EnemyJetMissile = Container.expand(function () { var self = Container.call(this); var missile = self.attachAsset('enemyJetMissile', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 60; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lastX = self.x; self.lastY = self.y; }; return self; }); // Enemy StoneThrower Bullet var EnemyStone = Container.expand(function () { var self = Container.call(this); var stone = self.attachAsset('enemyStone', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 10; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lastX = self.x; self.lastY = self.y; }; return self; }); // Enemy soldier (Taş atan) var EnemyStoneThrower = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemySoldier1', { anchorX: 0.5, anchorY: 1 }); self.hp = 20; self.maxHp = 20; self.atk = 8; self.speed = 3; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = -80; self.hpBar.set(1); self.update = function () { self.x -= self.speed; }; return self; }); // Enemy soldier (Tank) var EnemyTank = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemyTank', { anchorX: 0.5, anchorY: 1 }); self.hp = 120; self.maxHp = 120; self.atk = 40; self.speed = 2.2; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = -70; self.hpBar.set(1); self.update = function () { self.x -= self.speed; }; return self; }); // Enemy Tank Shell var EnemyTankShell = Container.expand(function () { var self = Container.call(this); var shell = self.attachAsset('enemyTankShell', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 40; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lastX = self.x; self.lastY = self.y; }; return self; }); // FireEffect animation (short-lived fire burst) var FireEffect = Container.expand(function () { var self = Container.call(this); // Use fireBurst image as fire burst var fire = self.attachAsset('fireBurst', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7 + Math.random() * 0.5, scaleY: 0.7 + Math.random() * 0.5, alpha: 0.85 }); // Animate: scale up and fade out quickly var duration = 320 + Math.random() * 120; tween(self, { scaleX: fire.scaleX * 1.5, scaleY: fire.scaleY * 1.5, alpha: 0 }, { duration: duration, easing: tween.easeOut, onComplete: function onComplete() { self.destroy(); } }); return self; }); // HealthBar class for bases and soldiers var HealthBar = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('hpBarBg', { anchorX: 0.5, anchorY: 0.5 }); var fg = self.attachAsset('hpBarFg', { anchorX: 0.5, anchorY: 0.5 }); self.set = function (percent) { if (percent < 0) percent = 0; if (percent > 1) percent = 1; fg.width = 120 * percent; }; return self; }); // Player soldier bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 10; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; self.x += self.vx; self.y += self.vy; self.lastX = self.x; self.lastY = self.y; }; return self; }); // Player soldier var PlayerSoldier = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('playerSoldier', { anchorX: 0.5, anchorY: 1 }); self.hp = 20; self.maxHp = 20; self.atk = 8; self.speed = 3; self.hpBar = self.addChild(new HealthBar()); self.hpBar.y = -80; self.hpBar.set(1); self.update = function () { self.x += self.speed; }; return self; }); // Slingshot (player control) var Slingshot = Container.expand(function () { var self = Container.call(this); var sling = self.attachAsset('slingshot', { anchorX: 0.5, anchorY: 1 }); sling.x -= GAME_WIDTH * 0.03; sling.y += GAME_HEIGHT * 0.05; self.stoneReady = true; self.stone = null; self.aimLine = null; self.aimStart = { x: 0, y: 0 }; self.aimEnd = { x: 0, y: 0 }; return self; }); // Stone (slingshot projectile) var Stone = Container.expand(function () { var self = Container.call(this); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = 20; self.update = function () { // Gravity effect if (self.lastY === undefined) self.lastY = self.y; if (self.lastVy === undefined) self.lastVy = self.vy; var gravity = 2.2 * 0.5 * 0.9; // %50 azaltıldı, ardından %10 daha azaltıldı self.vy += gravity; self.x += self.vx; self.y += self.vy; self.lastY = self.y; self.lastVy = self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf7f7f7 }); /**** * Game Code ****/ // --- Arkaplan resmi ekle --- // AnaBase (player base) // EnemyBase (enemy base) // Player soldier // Enemy soldier // Stone (slingshot projectile) // Slingshot // Health bar background // Health bar foreground // Taş atan // Mermi sıkan // Araba // Tank // Savaş uçağı // Arkaplan resmi (2048x2732, tam ekran) // Ateş efekti için özel resim dosyası var backgroundImg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(backgroundImg); // Game constants // StoneThrower bullet // Gunner bullet // Car bullet // Tank shell // Jet missile var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var BASE_OFFSET_X = 220; var BASE_OFFSET_Y = 200; var GROUND_Y = GAME_HEIGHT - 300; var SLING_X = BASE_OFFSET_X; var SLING_Y = GROUND_Y - 110; var ENEMY_BASE_X = GAME_WIDTH - BASE_OFFSET_X; var ENEMY_BASE_Y = GROUND_Y; var MAX_LEVEL = 20; // Game state var anaBase, enemyBase, slingshot; var playerSoldiers = []; var enemySoldiers = []; var stones = []; var enemyBullets = []; // All enemy bullets (all types) var playerBullets = []; // All player bullets var level = storage.level || 1; var score = storage.score || 0; var upgradePoints = storage.upgradePoints || 0; // --- Freeze logic for firing phase --- var freezeAllSoldiers = false; var freezeWho = null; // "player" or "enemy" or null function isFiringPhase() { // If there are any playerBullets or enemyBullets, or stones, freeze all soldiers // But only if both sides still have soldiers var playerAlive = playerSoldiers.length > 0; var enemyAlive = enemySoldiers.length > 0; var firingObjects = playerBullets.length > 0 || enemyBullets.length > 0 || stones.length > 0; return firingObjects && playerAlive && enemyAlive; } var isDraggingSling = false; var dragStart = { x: 0, y: 0 }; var dragEnd = { x: 0, y: 0 }; var lastTouchId = null; var spawnTimers = { player: 0, enemy: 0 }; var enemySpawnInterval = 120; var playerSpawnInterval = 120; var enemySoldierStats = { hp: 20, atk: 8, speed: 3 }; var playerSoldierStats = { hp: 20, atk: 8, speed: 3 }; var enemyBaseStats = { hp: 100 }; var anaBaseStats = { hp: 100 }; var levelTxt, scoreTxt, upgradeTxt; // UI levelTxt = new Text2('Seviye: ' + level, { size: 80, fill: "#fff", shadow: true, shadowColor: "#222", shadowBlur: 8, shadowOffsetX: 2, shadowOffsetY: 2 }); levelTxt.anchor.set(0.5, 0); // Add Reset button to the left of levelTxt var resetBtn = new Text2('Reset', { size: 70, fill: "#fff", shadow: true, shadowColor: "#222", shadowBlur: 8, shadowOffsetX: 2, shadowOffsetY: 2 }); resetBtn.anchor.set(0.5, 0); resetBtn.x = -260 - GAME_WIDTH * 0.05; // %5 sola kaydırıldı resetBtn.y = 0; levelTxt.addChild(resetBtn); // Reset handler resetBtn.interactive = true; resetBtn.buttonMode = true; resetBtn.down = function (x, y, obj) { // Reset all game state level = 1; score = 0; upgradePoints = 0; enemyBaseStats.hp = 100; anaBaseStats.hp = 100; playerSoldierStats.hp = 20; playerSoldierStats.atk = 8; playerSoldierStats.speed = 3; enemySoldierStats.hp = 20; enemySoldierStats.atk = 8; enemySoldierStats.speed = 3; enemySpawnInterval = 120; playerSpawnInterval = 120; // Remove all soldiers and stones for (var i = 0; i < playerSoldiers.length; i++) playerSoldiers[i].destroy(); for (var i = 0; i < enemySoldiers.length; i++) enemySoldiers[i].destroy(); for (var i = 0; i < stones.length; i++) stones[i].destroy(); playerSoldiers = []; enemySoldiers = []; stones = []; // Reset bases anaBase.hp = anaBaseStats.hp; anaBase.maxHp = anaBaseStats.hp; enemyBase.hp = enemyBaseStats.hp; enemyBase.maxHp = enemyBaseStats.hp; // Save progress storage.level = level; storage.score = score; storage.upgradePoints = upgradePoints; // Update UI immediately levelTxt.setText('Seviye: ' + level); scoreTxt.setText('Puan: ' + score); anaBase.hpBar.set(anaBase.hp / anaBase.maxHp); enemyBase.hpBar.set(enemyBase.hp / enemyBase.maxHp); showUpgradeMsg("Oyun Sıfırlandı!"); }; LK.gui.top.addChild(levelTxt); scoreTxt = new Text2('Puan: ' + score, { size: 80, fill: "#fff", shadow: true, shadowColor: "#222", shadowBlur: 8, shadowOffsetX: 2, shadowOffsetY: 2 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = GAME_WIDTH * 0.25; // %25 sağa kaydır LK.gui.top.addChild(scoreTxt); upgradeTxt = new Text2('', { size: 60, fill: "#fff", shadow: true, shadowColor: "#222", shadowBlur: 8, shadowOffsetX: 2, shadowOffsetY: 2 }); upgradeTxt.anchor.set(0.5, 0); LK.gui.bottom.addChild(upgradeTxt); // --- 10 Upgrade Features UI --- var upgradeFeatures = [{ name: "AnaBase HP +20", cost: Math.round(30 * 1.2), apply: function apply() { anaBaseStats.hp += 20; anaBase.maxHp = anaBaseStats.hp; anaBase.hp = anaBaseStats.hp; } }, { name: "Asker HP +6", cost: Math.round(20 * 1.2), apply: function apply() { playerSoldierStats.hp += 6; } }, { name: "Asker Atk +2", cost: Math.round(20 * 1.2), apply: function apply() { playerSoldierStats.atk += 2; } }, { name: "Asker Hız +0.5", cost: Math.round(20 * 1.2), apply: function apply() { playerSoldierStats.speed += 0.5; } }, { name: "Düşman Askeri HP -4", cost: Math.round(25 * 1.2), apply: function apply() { enemySoldierStats.hp = Math.max(4, enemySoldierStats.hp - 4); } }, { name: "Düşman Askeri Atk -1", cost: Math.round(25 * 1.2), apply: function apply() { enemySoldierStats.atk = Math.max(1, enemySoldierStats.atk - 1); } }, { name: "Sapan Taşı Hasarı +5", cost: Math.round(20 * 1.2), apply: function apply() { Stone.prototype.damage = (Stone.prototype.damage || 20) + 5; } }, { name: "Sapan Taşı Hızı +4", cost: Math.round(20 * 1.2), apply: function apply() { _fireStone.stoneSpeed = (_fireStone.stoneSpeed || 32) + 4; } }, { name: "Asker Sınırı +1", cost: Math.round(40 * 1.2), apply: function apply() { if (!game.maxPlayerSoldiers) game.maxPlayerSoldiers = 6; game.maxPlayerSoldiers++; } }, { name: "Base HP Yenileme +10", cost: Math.round(30 * 1.2), apply: function apply() { anaBase.hp = Math.min(anaBase.maxHp, anaBase.hp + 10); } }]; // Track upgrades purchased and levels var upgradesPurchased = []; var upgradesLevel = []; // new: track level for each upgrade for (var i = 0; i < 10; i++) { upgradesPurchased[i] = 0; upgradesLevel[i] = 0; } // UI: Create upgrade buttons below the reset button, aligned to the left edge var upgradeButtons = []; var upgradeStartY = resetBtn.y + resetBtn.height + 20; // Reset butonunun hemen altına hizala var upgradeLeftX = 0; // Tam sol kenara hizalı (platform menüsüne çakışmaz, 0'dan başlat) for (var i = 0; i < upgradeFeatures.length; i++) { var upg = upgradeFeatures[i]; var btn = new Text2("Lv. " + upgradesLevel[i] + " " + upg.name + " (" + upg.cost + ")", { size: 54, fill: "#fff", shadow: true, shadowColor: "#222", shadowBlur: 8, shadowOffsetX: 2, shadowOffsetY: 2 }); btn.anchor.set(0.5, 0); // Ortala btn.x = GAME_WIDTH * 0.1; // %40 sola kaydır (merkezin %50 olduğu yerde, %10'a çek) btn.y = upgradeStartY + i * 80; btn.interactive = true; btn.buttonMode = true; (function (idx, btn, upg) { btn.down = function (x, y, obj) { if (score >= upg.cost) { // allow multiple purchases score -= upg.cost; upg.apply(); upgradesLevel[idx] = (upgradesLevel[idx] || 0) + 1; upgradesPurchased[idx] = 1; // still mark as purchased for compatibility // Double the cost for next level upg.cost = upg.cost * 2; btn.setText("Lv. " + upgradesLevel[idx] + " " + upg.name + " (" + upg.cost + ")"); showUpgradeMsg(upg.name + " seviye " + upgradesLevel[idx] + "!"); scoreTxt.setText('Puan: ' + score); storage.score = score; } else { showUpgradeMsg("Yetersiz puan!"); } }; })(i, btn, upg); LK.gui.top.addChild(btn); upgradeButtons.push(btn); } // Patch fireStone to use upgradeable speed var origFireStone = _fireStone; _fireStone = function fireStone(fromX, fromY, toX, toY) { var s = new Stone(); s.x = fromX; s.y = fromY; var dx = fromX - toX; var dy = fromY - toY; var dist = Math.sqrt(dx * dx + dy * dy); var speed = _fireStone.stoneSpeed || 32; s.vx = dx / dist * speed; s.vy = dy / dist * speed; // Patch damage if upgraded if (typeof Stone.prototype.damage === "number") s.damage = Stone.prototype.damage; stones.push(s); game.addChild(s); }; // Add bases anaBase = new AnaBase(); anaBase.x = BASE_OFFSET_X; anaBase.y = GROUND_Y; game.addChild(anaBase); enemyBase = new EnemyBase(); enemyBase.x = ENEMY_BASE_X; enemyBase.y = ENEMY_BASE_Y; game.addChild(enemyBase); // Add slingshot slingshot = new Slingshot(); slingshot.x = SLING_X; slingshot.y = SLING_Y; game.addChild(slingshot); // Helper: spawn player soldier function spawnPlayerSoldier() { var s = new PlayerSoldier(); s.hp = playerSoldierStats.hp; s.maxHp = playerSoldierStats.hp; s.atk = playerSoldierStats.atk; s.speed = playerSoldierStats.speed; s.x = anaBase.x + 100; s.y = GROUND_Y + 10; playerSoldiers.push(s); game.addChild(s); } // Helper: spawn enemy soldier function spawnEnemySoldier() { var s; // 1-4: StoneThrower, 5-10: Gunner, 11-15: Car, 16-20: Tank, 21-30: Jet if (level >= 1 && level <= 4) { s = new EnemyStoneThrower(); } else if (level >= 5 && level <= 10) { s = new EnemyGunner(); } else if (level >= 11 && level <= 15) { s = new EnemyCar(); } else if (level >= 16 && level <= 20) { s = new EnemyTank(); } else if (level >= 21 && level <= 30) { s = new EnemyJet(); } else { s = new EnemyStoneThrower(); } s.x = enemyBase.x - 100; s.y = GROUND_Y + 10; enemySoldiers.push(s); game.addChild(s); } // Helper: fire stone function _fireStone(fromX, fromY, toX, toY) { var s = new Stone(); s.x = fromX; s.y = fromY; // Atış yönünü tersine çevir: sapanı geriye çek, taş ileri fırlasın var dx = fromX - toX; var dy = fromY - toY; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 32; // Daha yavaş gitmesi için azaltıldı s.vx = dx / dist * speed; s.vy = dy / dist * speed; stones.push(s); game.addChild(s); } // Helper: show upgrade message function showUpgradeMsg(msg) { upgradeTxt.setText(msg); tween(upgradeTxt, { alpha: 1 }, { duration: 0 }); tween(upgradeTxt, { alpha: 0 }, { duration: 1200, easing: tween.easeOut }); } // Touch/drag logic for slingshot game.down = function (x, y, obj) { // Only allow drag if touch is near slingshot if (Math.abs(x - slingshot.x) < 120 && Math.abs(y - slingshot.y) < 160) { isDraggingSling = true; dragStart.x = x; dragStart.y = y; dragEnd.x = x; dragEnd.y = y; } }; game.move = function (x, y, obj) { if (isDraggingSling) { dragEnd.x = x; dragEnd.y = y; } }; game.up = function (x, y, obj) { if (isDraggingSling) { // Fire stone if drag is long enough var dx = dragEnd.x - slingshot.x; var dy = dragEnd.y - slingshot.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 80 && stones.length < 2) { _fireStone(slingshot.x, slingshot.y - 60, dragEnd.x, dragEnd.y); // fireStone fonksiyonu artık ters vektörle çalışıyor } } isDraggingSling = false; }; // Tap to spawn player soldier (bottom left, not on slingshot) game.on('down', function (x, y, obj) { if (x < 300 && y > GROUND_Y + 60) { if (playerSoldiers.length < 6) { spawnPlayerSoldier(); } } }); // Upgrade logic (tap bottom right) game.on('down', function (x, y, obj) { if (x > GAME_WIDTH - 300 && y > GROUND_Y + 60) { if (upgradePoints > 0) { // Cycle upgrades: base hp, soldier hp, soldier atk, soldier speed var upg = (score + level) % 4; if (upg === 0) { anaBaseStats.hp += 20; anaBase.maxHp = anaBaseStats.hp; anaBase.hp = anaBaseStats.hp; showUpgradeMsg("AnaBase HP +20"); } else if (upg === 1) { playerSoldierStats.hp += 6; showUpgradeMsg("Asker HP +6"); } else if (upg === 2) { playerSoldierStats.atk += 2; showUpgradeMsg("Asker Atk +2"); } else { playerSoldierStats.speed += 0.5; showUpgradeMsg("Asker Hız +0.5"); } upgradePoints--; } } }); // Main update loop game.update = function () { // Update UI levelTxt.setText('Seviye: ' + level); scoreTxt.setText('Puan: ' + score); // Update health bars anaBase.hpBar.set(anaBase.hp / anaBase.maxHp); enemyBase.hpBar.set(enemyBase.hp / enemyBase.maxHp); // Draw slingshot pulled band and stone visual if (isDraggingSling) { // Remove previous drag visuals if any if (slingshot.dragStone) { slingshot.dragStone.destroy(); slingshot.dragStone = null; } if (slingshot.bandLeft) { slingshot.bandLeft.destroy(); slingshot.bandLeft = null; } if (slingshot.bandRight) { slingshot.bandRight.destroy(); slingshot.bandRight = null; } // Calculate band anchor points (left/right of slingshot top) var slingTopX = slingshot.x; var slingTopY = slingshot.y - 110; var bandOffset = 22; var leftX = slingTopX - bandOffset; var rightX = slingTopX + bandOffset; var bandY = slingTopY + 10; // Place a thin rectangle as band (left) slingshot.bandLeft = LK.getAsset('hpBarFg', { width: Math.max(8, Math.sqrt((dragEnd.x - leftX) * (dragEnd.x - leftX) + (dragEnd.y - bandY) * (dragEnd.y - bandY))), height: 8, anchorX: 0, anchorY: 0.5, x: leftX, y: bandY, rotation: Math.atan2(dragEnd.y - bandY, dragEnd.x - leftX) }); game.addChild(slingshot.bandLeft); // Place a thin rectangle as band (right) slingshot.bandRight = LK.getAsset('hpBarFg', { width: Math.max(8, Math.sqrt((dragEnd.x - rightX) * (dragEnd.x - rightX) + (dragEnd.y - bandY) * (dragEnd.y - bandY))), height: 8, anchorX: 0, anchorY: 0.5, x: rightX, y: bandY, rotation: Math.atan2(dragEnd.y - bandY, dragEnd.x - rightX) }); game.addChild(slingshot.bandRight); // Place the stone at dragEnd slingshot.dragStone = LK.getAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: dragEnd.x, y: dragEnd.y }); game.addChild(slingshot.dragStone); } else { // Remove drag visuals if not dragging if (slingshot.dragStone) { slingshot.dragStone.destroy(); slingshot.dragStone = null; } if (slingshot.bandLeft) { slingshot.bandLeft.destroy(); slingshot.bandLeft = null; } if (slingshot.bandRight) { slingshot.bandRight.destroy(); slingshot.bandRight = null; } } // Spawn player soldiers automatically spawnTimers.player++; if (spawnTimers.player >= playerSpawnInterval) { if (playerSoldiers.length < 6) { spawnPlayerSoldier(); } spawnTimers.player = 0; } // Spawn enemy soldiers automatically spawnTimers.enemy++; if (spawnTimers.enemy >= enemySpawnInterval) { if (enemySoldiers.length < 6) { spawnEnemySoldier(); } spawnTimers.enemy = 0; } // --- Freeze logic: check if firing phase is active --- freezeAllSoldiers = isFiringPhase(); // Update player soldiers for (var i = playerSoldiers.length - 1; i >= 0; i--) { var s = playerSoldiers[i]; // --- Freeze all player soldiers if firing phase is active --- if (freezeAllSoldiers) { // No movement, no firing, no attacking base, but still allow dying from bullets continue; } // Asker dondurma: eğer bir düşmanla çarpışıyorsa hareket etmesin var frozen = false; for (var j = enemySoldiers.length - 1; j >= 0; j--) { var e = enemySoldiers[j]; if (Math.abs(s.x - e.x) < 80 && Math.abs(s.y - e.y) < 60) { // Fight! s.hp -= e.atk * 0.03; e.hp -= s.atk * 0.03; s.hpBar.set(s.hp / s.maxHp); e.hpBar.set(e.hp / e.maxHp); frozen = true; if (e.hp <= 0) { score += 10; enemySoldiers.splice(j, 1); e.destroy(); } if (s.hp <= 0) { playerSoldiers.splice(i, 1); s.destroy(); break; } // Eğer ikisi de hayattaysa, dondurulmuş kalmaya devam etsin if (s.hp > 0 && e.hp > 0) { frozen = true; } } } // Hareketi engelle: Eğer çarpışıyorsa update çağrılmasın, çarpışmıyorsa hareket etsin if (!frozen) { // Çarpışma kontrolü: Önümüzde bir düşman var mı? var blocked = false; // Önce kendi askerlerimizi kontrol et, öndekiyle çakışıyorsak ilerleme for (var j = 0; j < playerSoldiers.length; j++) { var s2 = playerSoldiers[j]; if (s2 === s) continue; if (Math.abs(s.y - s2.y) < 60 && s2.x > s.x && s2.x - s.x < 80 && s2.x - s.x > 0 // 80px mesafeden yakınsa ) { blocked = true; break; } } // Sonra düşman askerlerini kontrol et if (!blocked) { for (var j = 0; j < enemySoldiers.length; j++) { var e = enemySoldiers[j]; if (e === s) continue; // Sadece ileriye doğru olan ve çakışan askerleri engelle if (Math.abs(s.y - e.y) < 60 && e.x > s.x && // Sadece önündeki düşman e.x - s.x < 80 && e.x - s.x > 0 // 80px mesafeden yakınsa ) { blocked = true; break; } } } if (!blocked) { s.update(); // Clamp to not go past enemy base if (s.x > enemyBase.x - 120) s.x = enemyBase.x - 120; // --- Player Firing Logic --- if (!s.fireTimer) s.fireTimer = 0; s.fireTimer++; var fireInterval = 60; if (s.fireTimer >= fireInterval) { // Find closest enemy soldier, else aim at enemy base var target = null; var minDist = 99999; for (var es = 0; es < enemySoldiers.length; es++) { var e = enemySoldiers[es]; var dx = e.x - s.x; var dy = e.y - s.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; target = e; } } if (!target) { target = enemyBase; } // Fire bullet var b = new PlayerBullet(); b.x = s.x; b.y = s.y - 70 - GAME_HEIGHT * 0.05; // %5 yukarı kaldırıldı // Calculate direction var tx = target.x; var ty = target.y; var dx = tx - b.x; var dy = ty - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) dist = 1; b.vx = dx / dist * 22; b.vy = dy / dist * 22; b.damage = s.atk || 8; playerBullets.push(b); game.addChild(b); s.fireTimer = 0; } } } // If at enemy base, attack base if (s.lastAtEnemyBase === undefined) s.lastAtEnemyBase = false; var atEnemyBase = Math.abs(s.x - enemyBase.x) < 120; if (!s.lastAtEnemyBase && atEnemyBase) { // Just arrived at enemy base s.attackedBase = false; } if (!s.attackedBase && atEnemyBase) { enemyBase.hp -= s.atk * 0.15; if (enemyBase.hp < 0) enemyBase.hp = 0; s.attackedBase = true; } s.lastAtEnemyBase = atEnemyBase; } // Update enemy soldiers for (var i = enemySoldiers.length - 1; i >= 0; i--) { var e = enemySoldiers[i]; // --- Freeze all enemy soldiers if firing phase is active --- if (freezeAllSoldiers) { // No movement, no firing, no attacking base, but still allow dying from bullets continue; } // Asker dondurma: eğer bir oyuncu askeriyle çarpışıyorsa hareket etmesin var frozen = false; for (var j = playerSoldiers.length - 1; j >= 0; j--) { var s = playerSoldiers[j]; if (Math.abs(e.x - s.x) < 80 && Math.abs(e.y - s.y) < 60) { // Fight! e.hp -= s.atk * 0.03; s.hp -= e.atk * 0.03; e.hpBar.set(e.hp / e.maxHp); s.hpBar.set(s.hp / s.maxHp); frozen = true; if (s.hp <= 0) { playerSoldiers.splice(j, 1); s.destroy(); } if (e.hp <= 0) { score += 10; enemySoldiers.splice(i, 1); e.destroy(); break; } // Eğer ikisi de hayattaysa, dondurulmuş kalmaya devam etsin if (e.hp > 0 && s.hp > 0) { frozen = true; } } } // Hareketi engelle: Eğer çarpışıyorsa update çağrılmasın, çarpışmıyorsa hareket etsin if (!frozen) { // Çarpışma kontrolü: Önümüzde bir oyuncu askeri var mı? var blocked = false; // Önce kendi düşman askerlerini kontrol et, öndekiyle çakışıyorsak ilerleme for (var j = 0; j < enemySoldiers.length; j++) { var e2 = enemySoldiers[j]; if (e2 === e) continue; if (Math.abs(e.y - e2.y) < 60 && e2.x < e.x && e.x - e2.x < 80 && e.x - e2.x > 0 // 80px mesafeden yakınsa ) { blocked = true; break; } } // Sonra oyuncu askerlerini kontrol et if (!blocked) { for (var j = 0; j < playerSoldiers.length; j++) { var s = playerSoldiers[j]; if (Math.abs(e.y - s.y) < 60 && s.x > e.x && s.x - e.x < 80 && s.x - e.x > 0 // 80px mesafeden yakınsa ) { blocked = true; break; } } } if (!blocked) { e.update(); // Clamp to not go past anaBase if (e.x < anaBase.x + 120) e.x = anaBase.x + 120; } // --- Enemy Firing Logic --- if (!e.fireTimer) e.fireTimer = 0; e.fireTimer++; var fireInterval = 90; // default var BulletClass = null; var bulletSpeed = 0; var bulletDamage = 0; var bulletYOffset = 0; if (e.constructor === EnemyStoneThrower) { fireInterval = 120; BulletClass = EnemyStone; bulletSpeed = 12; bulletDamage = 10; bulletYOffset = -60; } else if (e.constructor === EnemyGunner) { fireInterval = 60; BulletClass = EnemyBullet; bulletSpeed = 18; bulletDamage = 14; bulletYOffset = -70; } else if (e.constructor === EnemyCar) { fireInterval = 80; BulletClass = EnemyCarBullet; bulletSpeed = 20; bulletDamage = 20; bulletYOffset = -40; } else if (e.constructor === EnemyTank) { fireInterval = 100; BulletClass = EnemyTankShell; bulletSpeed = 14; bulletDamage = 40; bulletYOffset = -50; } else if (e.constructor === EnemyJet) { fireInterval = 70; BulletClass = EnemyJetMissile; bulletSpeed = 28; bulletDamage = 60; bulletYOffset = -20; } if (BulletClass && e.fireTimer >= fireInterval) { // Find closest player soldier, else aim at anaBase var target = null; var minDist = 99999; for (var ps = 0; ps < playerSoldiers.length; ps++) { var p = playerSoldiers[ps]; var dx = p.x - e.x; var dy = p.y - e.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; target = p; } } if (!target) { target = anaBase; } // Fire bullet var b = new BulletClass(); b.x = e.x; b.y = e.y + bulletYOffset; // Calculate direction var tx = target.x; var ty = target.y; var dx = tx - b.x; var dy = ty - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) dist = 1; b.vx = dx / dist * bulletSpeed; b.vy = dy / dist * bulletSpeed; b.damage = bulletDamage; enemyBullets.push(b); game.addChild(b); e.fireTimer = 0; } } // If at anaBase, attack base if (e.lastAtAnaBase === undefined) e.lastAtAnaBase = false; var atAnaBase = Math.abs(e.x - anaBase.x) < 120; if (!e.lastAtAnaBase && atAnaBase) { // Just arrived at ana base e.attackedBase = false; } if (!e.attackedBase && atAnaBase) { anaBase.hp -= e.atk * 0.05; // Her asker %5 oranında base canı azaltır if (anaBase.hp < 0) anaBase.hp = 0; e.attackedBase = true; } e.lastAtAnaBase = atAnaBase; } // Update stones (slingshot projectiles) for (var i = stones.length - 1; i >= 0; i--) { var st = stones[i]; st.update(); // Remove if out of bounds if (st.x < 0 || st.x > GAME_WIDTH || st.y < 0 || st.y > GAME_HEIGHT) { stones.splice(i, 1); st.destroy(); continue; } // Hit enemy soldiers var hit = false; for (var j = enemySoldiers.length - 1; j >= 0; j--) { var e = enemySoldiers[j]; if (Math.abs(st.x - e.x) < 60 && Math.abs(st.y - e.y) < 80) { e.hp -= st.damage; e.hpBar.set(e.hp / e.maxHp); // Fire effect at collision point var fireFx = new FireEffect(); fireFx.x = st.x; fireFx.y = st.y; game.addChild(fireFx); if (e.hp <= 0) { score += 10; enemySoldiers.splice(j, 1); e.destroy(); } hit = true; break; } } // Hit enemy base if (!hit && Math.abs(st.x - enemyBase.x) < 120 && Math.abs(st.y - enemyBase.y) < 120) { enemyBase.hp -= st.damage; if (enemyBase.hp < 0) enemyBase.hp = 0; // Fire effect at base hit var fireFx = new FireEffect(); fireFx.x = st.x; fireFx.y = st.y; game.addChild(fireFx); hit = true; } if (hit) { stones.splice(i, 1); st.destroy(); } } // --- Enemy Bullets update --- for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Remove if out of bounds if (b.x < 0 || b.x > GAME_WIDTH || b.y < 0 || b.y > GAME_HEIGHT) { enemyBullets.splice(i, 1); b.destroy(); continue; } // Hit player soldiers var hit = false; for (var j = playerSoldiers.length - 1; j >= 0; j--) { var s = playerSoldiers[j]; if (Math.abs(b.x - s.x) < 50 && Math.abs(b.y - s.y) < 70) { s.hp -= b.damage; s.hpBar.set(s.hp / s.maxHp); // Fire effect at collision point var fireFx = new FireEffect(); fireFx.x = b.x; fireFx.y = b.y; game.addChild(fireFx); if (s.hp <= 0) { playerSoldiers.splice(j, 1); s.destroy(); } hit = true; break; } } // Hit anaBase if (!hit && Math.abs(b.x - anaBase.x) < 120 && Math.abs(b.y - anaBase.y) < 120) { anaBase.hp -= b.damage; if (anaBase.hp < 0) anaBase.hp = 0; // Fire effect at base hit var fireFx = new FireEffect(); fireFx.x = b.x; fireFx.y = b.y; game.addChild(fireFx); hit = true; } if (hit) { enemyBullets.splice(i, 1); b.destroy(); } } // --- Player Bullets update --- for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if out of bounds if (b.x < 0 || b.x > GAME_WIDTH || b.y < 0 || b.y > GAME_HEIGHT) { playerBullets.splice(i, 1); b.destroy(); continue; } // Hit enemy soldiers var hit = false; for (var j = enemySoldiers.length - 1; j >= 0; j--) { var e = enemySoldiers[j]; if (Math.abs(b.x - e.x) < 50 && Math.abs(b.y - e.y) < 70) { e.hp -= b.damage; e.hpBar.set(e.hp / e.maxHp); // Fire effect at collision point var fireFx = new FireEffect(); fireFx.x = b.x; fireFx.y = b.y; game.addChild(fireFx); if (e.hp <= 0) { score += 10; enemySoldiers.splice(j, 1); e.destroy(); } hit = true; break; } } // Hit enemy base if (!hit && Math.abs(b.x - enemyBase.x) < 120 && Math.abs(b.y - enemyBase.y) < 120) { enemyBase.hp -= b.damage; if (enemyBase.hp < 0) enemyBase.hp = 0; // Fire effect at base hit var fireFx = new FireEffect(); fireFx.x = b.x; fireFx.y = b.y; game.addChild(fireFx); hit = true; } if (hit) { playerBullets.splice(i, 1); b.destroy(); } } // Check lose condition if (anaBase.hp <= 0) { // Flash and show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); // --- FULL RESET: clear all arrays and state --- // Remove all player soldiers for (var i = 0; i < playerSoldiers.length; i++) playerSoldiers[i].destroy(); for (var i = 0; i < enemySoldiers.length; i++) enemySoldiers[i].destroy(); for (var i = 0; i < stones.length; i++) stones[i].destroy(); for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy(); for (var i = 0; i < playerBullets.length; i++) playerBullets[i].destroy(); playerSoldiers = []; enemySoldiers = []; stones = []; enemyBullets = []; playerBullets = []; // Reset stats and progress level = 1; score = 0; upgradePoints = 0; enemyBaseStats.hp = 100; anaBaseStats.hp = 100; playerSoldierStats.hp = 20; playerSoldierStats.atk = 8; playerSoldierStats.speed = 3; enemySoldierStats.hp = 20; enemySoldierStats.atk = 8; enemySoldierStats.speed = 3; enemySpawnInterval = 120; playerSpawnInterval = 120; // Reset bases anaBase.hp = anaBaseStats.hp; anaBase.maxHp = anaBaseStats.hp; enemyBase.hp = enemyBaseStats.hp; enemyBase.maxHp = enemyBaseStats.hp; // Save progress storage.level = level; storage.score = score; storage.upgradePoints = upgradePoints; // Update UI immediately levelTxt.setText('Seviye: ' + level); scoreTxt.setText('Puan: ' + score); anaBase.hpBar.set(anaBase.hp / anaBase.maxHp); enemyBase.hpBar.set(enemyBase.hp / enemyBase.maxHp); showUpgradeMsg("Oyun Sıfırlandı!"); return; } // Check win/level up if (enemyBase.lastWasDead === undefined) enemyBase.lastWasDead = false; var enemyBaseIsDead = enemyBase.hp <= 0; if (!enemyBase.lastWasDead && enemyBaseIsDead) { level++; if (level > MAX_LEVEL) { LK.showYouWin(); return; } // Increase difficulty enemyBaseStats.hp = Math.round(enemyBaseStats.hp * 1.3); enemySoldierStats.hp = Math.round(enemySoldierStats.hp * 1.3); enemySoldierStats.atk = Math.round(enemySoldierStats.atk * 1.3); enemySoldierStats.speed = Math.round(enemySoldierStats.speed * 1.3 * 100) / 100; enemySpawnInterval = Math.max(60, enemySpawnInterval - 4); playerSpawnInterval = Math.max(60, playerSpawnInterval - 2); upgradePoints++; showUpgradeMsg("Seviye " + level + "! Yükseltme Puanı +1"); // Reset enemyBase.hp = enemyBaseStats.hp; enemyBase.maxHp = enemyBaseStats.hp; anaBase.hp = anaBaseStats.hp; anaBase.maxHp = anaBaseStats.hp; for (var i = 0; i < playerSoldiers.length; i++) playerSoldiers[i].destroy(); for (var i = 0; i < enemySoldiers.length; i++) enemySoldiers[i].destroy(); for (var i = 0; i < stones.length; i++) stones[i].destroy(); playerSoldiers = []; enemySoldiers = []; stones = []; } enemyBase.lastWasDead = enemyBaseIsDead; // Save progress storage.level = level; storage.score = score; storage.upgradePoints = upgradePoints; };
===================================================================
--- original.js
+++ change.js
@@ -319,14 +319,10 @@
var sling = self.attachAsset('slingshot', {
anchorX: 0.5,
anchorY: 1
});
- // %10 yukarı kaydır
- sling.y += GAME_HEIGHT * 0.05 - GAME_HEIGHT * 0.10;
- sling.x += GAME_WIDTH * 0.05; // %5 sağa kaydır
- self.bandOffsetX = GAME_WIDTH * 0.10; // İplik için %10 sağa kaydırma
- self.bandOffsetY = -GAME_HEIGHT * 0.10; // İplik için %10 yukarı kaydırma
- self.bandGrabArea = 1.05; // Tutma alanını %5 arttır
+ sling.x -= GAME_WIDTH * 0.03;
+ sling.y += GAME_HEIGHT * 0.05;
self.stoneReady = true;
self.stone = null;
self.aimLine = null;
self.aimStart = {
@@ -675,12 +671,12 @@
// Patch fireStone to use upgradeable speed
var origFireStone = _fireStone;
_fireStone = function fireStone(fromX, fromY, toX, toY) {
var s = new Stone();
- s.x = fromX + GAME_WIDTH * 0.10;
- s.y = fromY - GAME_HEIGHT * 0.10;
- var dx = fromX + GAME_WIDTH * 0.10 - toX;
- var dy = fromY - GAME_HEIGHT * 0.10 - toY;
+ s.x = fromX;
+ s.y = fromY;
+ var dx = fromX - toX;
+ var dy = fromY - toY;
var dist = Math.sqrt(dx * dx + dy * dy);
var speed = _fireStone.stoneSpeed || 32;
s.vx = dx / dist * speed;
s.vy = dy / dist * speed;
@@ -740,12 +736,12 @@
// Helper: fire stone
function _fireStone(fromX, fromY, toX, toY) {
var s = new Stone();
s.x = fromX;
- s.y = fromY - GAME_HEIGHT * 0.10;
+ s.y = fromY;
// Atış yönünü tersine çevir: sapanı geriye çek, taş ileri fırlasın
var dx = fromX - toX;
- var dy = fromY - GAME_HEIGHT * 0.10 - toY;
+ var dy = fromY - toY;
var dist = Math.sqrt(dx * dx + dy * dy);
var speed = 32; // Daha yavaş gitmesi için azaltıldı
s.vx = dx / dist * speed;
s.vy = dy / dist * speed;
@@ -769,9 +765,9 @@
}
// Touch/drag logic for slingshot
game.down = function (x, y, obj) {
// Only allow drag if touch is near slingshot
- if (Math.abs(x - slingshot.x) < 120 * (slingshot.bandGrabArea || 1) && Math.abs(y - slingshot.y) < 160 * (slingshot.bandGrabArea || 1)) {
+ if (Math.abs(x - slingshot.x) < 120 && Math.abs(y - slingshot.y) < 160) {
isDraggingSling = true;
dragStart.x = x;
dragStart.y = y;
dragEnd.x = x;
@@ -837,121 +833,74 @@
scoreTxt.setText('Puan: ' + score);
// Update health bars
anaBase.hpBar.set(anaBase.hp / anaBase.maxHp);
enemyBase.hpBar.set(enemyBase.hp / enemyBase.maxHp);
- // Draw slingshot band and anchor image (always visible, wavy if dragging, straight if not)
- var slingTopX = slingshot.x + (slingshot.bandOffsetX || 0);
- var slingTopY = slingshot.y - 110 + (slingshot.bandOffsetY || 0);
- var bandOffset = 22 * (slingshot.bandGrabArea || 1);
- var leftX = slingTopX - bandOffset;
- var rightX = slingTopX + bandOffset;
- var bandY = slingTopY + 10;
- // Remove previous band visuals if any
- if (slingshot.bandLeft && slingshot.bandLeft.length) {
- for (var i = 0; i < slingshot.bandLeft.length; i++) {
- if (slingshot.bandLeft[i]) slingshot.bandLeft[i].destroy();
+ // Draw slingshot pulled band and stone visual
+ if (isDraggingSling) {
+ // Remove previous drag visuals if any
+ if (slingshot.dragStone) {
+ slingshot.dragStone.destroy();
+ slingshot.dragStone = null;
}
- slingshot.bandLeft = null;
- }
- if (slingshot.bandRight && slingshot.bandRight.length) {
- for (var i = 0; i < slingshot.bandRight.length; i++) {
- if (slingshot.bandRight[i]) slingshot.bandRight[i].destroy();
+ if (slingshot.bandLeft) {
+ slingshot.bandLeft.destroy();
+ slingshot.bandLeft = null;
}
- slingshot.bandRight = null;
- }
- if (slingshot.dragStone) {
- slingshot.dragStone.destroy();
- slingshot.dragStone = null;
- }
- // Spawn a visual image to indicate the slingshot band anchor point (always visible)
- if (!slingshot.bandAnchorImg) {
- slingshot.bandAnchorImg = LK.getAsset('enemyStone', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 44,
- height: 44,
- x: slingTopX,
- y: bandY
- });
- game.addChild(slingshot.bandAnchorImg);
- } else {
- slingshot.bandAnchorImg.x = slingTopX;
- slingshot.bandAnchorImg.y = bandY;
- }
- // Draw band (wavy if dragging, straight if not)
- slingshot.bandLeft = [];
- slingshot.bandRight = [];
- var waveSegments = 8;
- var waveAmplitude = 10;
- var waveLength = 18;
- var bandEndX, bandEndY;
- if (isDraggingSling) {
- bandEndX = dragEnd.x;
- bandEndY = dragEnd.y;
- } else {
- // Default band resting position: just below anchor, as if not pulled
- bandEndX = slingTopX;
- bandEndY = bandY + 80;
- }
- // Left band
- var leftBandLen = Math.sqrt((bandEndX - leftX) * (bandEndX - leftX) + (bandEndY - bandY) * (bandEndY - bandY));
- for (var i = 0; i < waveSegments; i++) {
- var t = i / (waveSegments - 1);
- var px = leftX + (bandEndX - leftX) * t;
- var py = bandY + (bandEndY - bandY) * t;
- var angle = Math.atan2(bandEndY - bandY, bandEndX - leftX);
- var wave = 0;
- if (isDraggingSling) {
- wave = Math.sin(t * Math.PI * (leftBandLen / waveLength)) * waveAmplitude * Math.sin(Math.PI * t);
+ if (slingshot.bandRight) {
+ slingshot.bandRight.destroy();
+ slingshot.bandRight = null;
}
- var wx = px + Math.cos(angle + Math.PI / 2) * wave;
- var wy = py + Math.sin(angle + Math.PI / 2) * wave;
- var seg = LK.getAsset('hpBarFg', {
- width: Math.max(6, leftBandLen / waveSegments),
+ // Calculate band anchor points (left/right of slingshot top)
+ var slingTopX = slingshot.x;
+ var slingTopY = slingshot.y - 110;
+ var bandOffset = 22;
+ var leftX = slingTopX - bandOffset;
+ var rightX = slingTopX + bandOffset;
+ var bandY = slingTopY + 10;
+ // Place a thin rectangle as band (left)
+ slingshot.bandLeft = LK.getAsset('hpBarFg', {
+ width: Math.max(8, Math.sqrt((dragEnd.x - leftX) * (dragEnd.x - leftX) + (dragEnd.y - bandY) * (dragEnd.y - bandY))),
height: 8,
- anchorX: 0.5,
+ anchorX: 0,
anchorY: 0.5,
- x: wx,
- y: wy,
- rotation: angle
+ x: leftX,
+ y: bandY,
+ rotation: Math.atan2(dragEnd.y - bandY, dragEnd.x - leftX)
});
- game.addChild(seg);
- slingshot.bandLeft.push(seg);
- }
- // Right band
- var rightBandLen = Math.sqrt((bandEndX - rightX) * (bandEndX - rightX) + (bandEndY - bandY) * (bandEndY - bandY));
- for (var i = 0; i < waveSegments; i++) {
- var t = i / (waveSegments - 1);
- var px2 = rightX + (bandEndX - rightX) * t;
- var py2 = bandY + (bandEndY - bandY) * t;
- var angle2 = Math.atan2(bandEndY - bandY, bandEndX - rightX);
- var wave2 = 0;
- if (isDraggingSling) {
- wave2 = Math.sin(t * Math.PI * (rightBandLen / waveLength)) * waveAmplitude * Math.sin(Math.PI * t);
- }
- var wx2 = px2 + Math.cos(angle2 + Math.PI / 2) * wave2;
- var wy2 = py2 + Math.sin(angle2 + Math.PI / 2) * wave2;
- var seg2 = LK.getAsset('hpBarFg', {
- width: Math.max(6, rightBandLen / waveSegments),
+ game.addChild(slingshot.bandLeft);
+ // Place a thin rectangle as band (right)
+ slingshot.bandRight = LK.getAsset('hpBarFg', {
+ width: Math.max(8, Math.sqrt((dragEnd.x - rightX) * (dragEnd.x - rightX) + (dragEnd.y - bandY) * (dragEnd.y - bandY))),
height: 8,
- anchorX: 0.5,
+ anchorX: 0,
anchorY: 0.5,
- x: wx2,
- y: wy2,
- rotation: angle2
+ x: rightX,
+ y: bandY,
+ rotation: Math.atan2(dragEnd.y - bandY, dragEnd.x - rightX)
});
- game.addChild(seg2);
- slingshot.bandRight.push(seg2);
- }
- // If dragging, show the stone at dragEnd
- if (isDraggingSling) {
+ game.addChild(slingshot.bandRight);
+ // Place the stone at dragEnd
slingshot.dragStone = LK.getAsset('stone', {
anchorX: 0.5,
anchorY: 0.5,
x: dragEnd.x,
y: dragEnd.y
});
game.addChild(slingshot.dragStone);
+ } else {
+ // Remove drag visuals if not dragging
+ if (slingshot.dragStone) {
+ slingshot.dragStone.destroy();
+ slingshot.dragStone = null;
+ }
+ if (slingshot.bandLeft) {
+ slingshot.bandLeft.destroy();
+ slingshot.bandLeft = null;
+ }
+ if (slingshot.bandRight) {
+ slingshot.bandRight.destroy();
+ slingshot.bandRight = null;
+ }
}
// Spawn player soldiers automatically
spawnTimers.player++;
if (spawnTimers.player >= playerSpawnInterval) {
Yukarda gece gökyüzü, aşağıda çölün sadeliği, gerçekçi, uzaktan görünüm, yazısız, background, yüksek boyutta. In-Game asset. High contrast. No shadows
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