User prompt
Babapiro mahnsı arxada çalsın
User prompt
Bossu sil monterlər əvəlki kimi doğsunlar
User prompt
bizm spavs nöqdəsini dəyişdir başa alt hissə y qoy boos gələndə bidə boss 2 vave də gəlsin
User prompt
Final bosun içində doğdum ona görə ldüm bunu necəsə fix et. bosu 10 vurusda ldürək boss 3 vave də gəlsin
User prompt
Monsterlər bizə 10 böyüklər isə 15 hasar vursun
User prompt
Russ ruletini sil final bossun mini gameləri olsun , MİNi gameləri sən elə
User prompt
4 vave də gəlsin
User prompt
Oyuna hekayə kimifinal boss əlavə etmək istəyirəm qabaq qabağa oturaq və oyun oyunuyaq RUs ruleti 4 turun başında, NEcə fikirdi
User prompt
Ulti ni ümmümiyətcə sil
User prompt
ulti açılanda ölümsüz olsun 2 saniəlik Bidə ulti açılanda 1 dənə canavarları deşən mərmi atsın bu mərmidə bullet 2 olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ulti niyəsə 8 atışdan 1 açılmır , ulti açılanda 1 dəfə deşən güllə ataq
/**** * 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.speed = 12; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.speed = 2; self.damage = 10; self.update = function () { if (player) { var dx = player.x - self.x; var dy = player.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; } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 8; self.directionX = 1; self.directionY = 0; self.updateDirection = function (dx, dy) { var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.directionX = dx / distance; self.directionY = dy / distance; playerGraphics.rotation = Math.atan2(dy, dx); } }; return self; }); var StrongMonster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('strongMonster', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; // Takes 2 hits to kill self.speed = 2; self.damage = 15; self.update = function () { if (player) { var dx = player.x - self.x; var dy = player.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; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ var player; var bullets = []; var monsters = []; var dragNode = null; var arena; var healthBar; var lastMonsterSpawn = 0; var monsterSpawnRate = 60; // Spawn monsters twice as fast var waveNumber = 1; var monstersPerWave = 6; // Start with more monsters per wave var monstersSpawned = 0; var monstersKilled = 0; var lastAutoShot = 0; var autoShootInterval = 120; // 2 seconds at 60fps // Create arena arena = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5 })); arena.x = 2048 / 2; arena.y = 2732 / 2; // Create player player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Create health bar healthBar = new Text2('Health: 100', { size: 60, fill: 0xFFFFFF }); healthBar.anchor.set(0, 0); LK.gui.topLeft.addChild(healthBar); healthBar.x = 120; healthBar.y = 20; // Create score display var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create wave display var waveText = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); LK.gui.topRight.addChild(waveText); waveText.x = -20; waveText.y = 20; function shootBullet() { // Find nearest monster var nearestMonster = null; var nearestDistance = Infinity; for (var i = 0; i < monsters.length; i++) { var monster = monsters[i]; var dx = monster.x - player.x; var dy = monster.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestMonster = monster; } } // Only shoot if there's a monster to target if (nearestMonster) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; // Calculate direction to nearest monster var dx = nearestMonster.x - player.x; var dy = nearestMonster.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.directionX = dx / distance; bullet.directionY = dy / distance; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } } function spawnMonster() { var monster; // 1/5 chance (20%) to spawn a strong monster if (Math.random() < 0.2) { monster = new StrongMonster(); } else { monster = new Monster(); } // Spawn monsters randomly around arena in a circle var angle = Math.random() * Math.PI * 2; var radius = 900 + Math.random() * 100; var centerX = 2048 / 2; var centerY = 2732 / 2; monster.x = centerX + Math.cos(angle) * radius; monster.y = centerY + Math.sin(angle) * radius; monsters.push(monster); game.addChild(monster); monstersSpawned++; } function checkCollisions() { // Bullet vs Monster collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; var bulletHit = false; var monstersHit = 0; for (var j = monsters.length - 1; j >= 0; j--) { var monster = monsters[j]; if (bullet.intersects(monster)) { monster.health--; monstersHit++; if (monster.health <= 0) { LK.setScore(LK.getScore() + 10); scoreText.setText('Score: ' + LK.getScore()); // Flash monster position before destroying LK.effects.flashObject(monster, 0xffff00, 200); monster.destroy(); monsters.splice(j, 1); monstersKilled++; LK.getSound('hit').play(); } bulletHit = true; break; } } if (bulletHit) { bullet.destroy(); bullets.splice(i, 1); continue; } // Remove bullets that are off screen if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) { bullet.destroy(); bullets.splice(i, 1); } } // Monster vs Player collisions for (var k = monsters.length - 1; k >= 0; k--) { var monster = monsters[k]; if (player.intersects(monster)) { player.health -= monster.damage; healthBar.setText('Health: ' + Math.max(0, player.health)); if (player.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Flash player red LK.effects.flashObject(player, 0xff0000, 500); LK.getSound('playerHit').play(); // Remove monster after hit monster.destroy(); monsters.splice(k, 1); monstersKilled++; } } } function updateWave() { if (monstersKilled >= monstersPerWave && monsters.length === 0) { waveNumber++; waveText.setText('Wave: ' + waveNumber); // Increase difficulty monstersPerWave += 4; // Add more monsters per wave monsterSpawnRate = Math.max(30, monsterSpawnRate - 5); // Spawn even faster // Reset counters monstersSpawned = 0; monstersKilled = 0; } } function handleMove(x, y, obj) { if (dragNode) { // Keep player within arena bounds var centerX = 2048 / 2; var centerY = 2732 / 2; var maxRadius = 750; var dx = x - centerX; var dy = y - centerY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > maxRadius) { dx = dx / distance * maxRadius; dy = dy / distance * maxRadius; } var newX = centerX + dx; var newY = centerY + dy; // Update player direction based on movement var moveDx = newX - dragNode.x; var moveDy = newY - dragNode.y; if (Math.abs(moveDx) > 1 || Math.abs(moveDy) > 1) { dragNode.updateDirection(moveDx, moveDy); } dragNode.x = newX; dragNode.y = newY; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { // Automatic shooting every 3 seconds if (LK.ticks - lastAutoShot > autoShootInterval) { shootBullet(); lastAutoShot = LK.ticks; } // Spawn monsters if (monstersSpawned < monstersPerWave && LK.ticks - lastMonsterSpawn > monsterSpawnRate) { spawnMonster(); lastMonsterSpawn = LK.ticks; } // Check collisions checkCollisions(); // Update wave updateWave(); // Update health bar color based on health var healthPercent = player.health / player.maxHealth; if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; } else { healthBar.tint = 0xff0000; } };
===================================================================
--- original.js
+++ change.js
@@ -20,142 +20,8 @@
self.y += self.directionY * self.speed;
};
return self;
});
-var FinalBoss = Container.expand(function () {
- var self = Container.call(this);
- var bossGraphics = self.attachAsset('strongMonster', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 2
- });
- self.health = 10; // Boss with 10 health
- self.maxHealth = 10;
- self.speed = 1;
- self.damage = 30;
- self.phase = 1; // Boss has 3 phases
- self.lastAttack = 0;
- self.attackCooldown = 180; // 3 seconds between attacks
- self.specialAttackCounter = 0;
- self.update = function () {
- if (player) {
- var dx = player.x - self.x;
- var dy = player.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 200) {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
- }
- // Special attack pattern
- if (LK.ticks - self.lastAttack > self.attackCooldown) {
- self.specialAttack();
- self.lastAttack = LK.ticks;
- }
- }
- };
- self.specialAttack = function () {
- self.specialAttackCounter++;
- // Every 3rd attack is a mini-game
- if (self.specialAttackCounter % 3 === 0) {
- self.russianRoulette();
- } else {
- self.normalAttack();
- }
- };
- self.normalAttack = function () {
- // Spawn multiple bullets in a circle pattern
- for (var i = 0; i < 8; i++) {
- var angle = i / 8 * Math.PI * 2;
- var bullet = new Bullet();
- bullet.x = self.x;
- bullet.y = self.y;
- bullet.directionX = Math.cos(angle);
- bullet.directionY = Math.sin(angle);
- bullet.speed = 8;
- bullets.push(bullet);
- game.addChild(bullet);
- }
- };
- self.russianRoulette = function () {
- // Mini-game: Random challenge
- var miniGame = Math.floor(Math.random() * 3);
- if (miniGame === 0) {
- // Dodge Challenge: Boss creates spinning bullet pattern
- self.dodgeChallenge();
- } else if (miniGame === 1) {
- // Speed Challenge: Boss moves very fast for short time
- self.speedChallenge();
- } else {
- // Bullet Hell: Boss shoots in all directions rapidly
- self.bulletHellChallenge();
- }
- };
- self.dodgeChallenge = function () {
- // Create spinning bullet pattern
- for (var i = 0; i < 12; i++) {
- var angle = i / 12 * Math.PI * 2;
- var bullet = new Bullet();
- bullet.x = self.x;
- bullet.y = self.y;
- bullet.directionX = Math.cos(angle);
- bullet.directionY = Math.sin(angle);
- bullet.speed = 6;
- bullet.tint = 0x00ffff; // Cyan bullets for dodge challenge
- bullets.push(bullet);
- game.addChild(bullet);
- }
- // Flash boss blue to indicate dodge challenge
- LK.effects.flashObject(self, 0x0000ff, 500);
- };
- self.speedChallenge = function () {
- // Boss becomes very fast but vulnerable
- self.speed = 4;
- self.tint = 0xff00ff; // Purple tint during speed challenge
- // Return to normal speed after 3 seconds
- LK.setTimeout(function () {
- self.speed = self.phase === 1 ? 1 : self.phase === 2 ? 1.5 : 2;
- self.tint = 0xffffff;
- }, 3000);
- // Flash boss purple to indicate speed challenge
- LK.effects.flashObject(self, 0xff00ff, 500);
- };
- self.bulletHellChallenge = function () {
- // Rapid fire bullets in waves
- for (var wave = 0; wave < 3; wave++) {
- LK.setTimeout(function () {
- for (var i = 0; i < 16; i++) {
- var angle = i / 16 * Math.PI * 2;
- var bullet = new Bullet();
- bullet.x = self.x;
- bullet.y = self.y;
- bullet.directionX = Math.cos(angle);
- bullet.directionY = Math.sin(angle);
- bullet.speed = 5;
- bullet.tint = 0xff4444; // Red bullets for bullet hell
- bullets.push(bullet);
- game.addChild(bullet);
- }
- }, wave * 600);
- }
- // Flash boss red to indicate bullet hell
- LK.effects.flashObject(self, 0xff0000, 500);
- };
- self.takeDamage = function (damage) {
- self.health -= damage;
- // Change phase based on health
- if (self.health <= 7 && self.phase === 1) {
- self.phase = 2;
- self.speed = 1.5;
- self.attackCooldown = 150;
- } else if (self.health <= 3 && self.phase === 2) {
- self.phase = 3;
- self.speed = 2;
- self.attackCooldown = 120;
- }
- };
- return self;
-});
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
@@ -244,11 +110,8 @@
var monstersSpawned = 0;
var monstersKilled = 0;
var lastAutoShot = 0;
var autoShootInterval = 120; // 2 seconds at 60fps
-var finalBoss = null;
-var isFinalBossActive = false;
-var bossHealthBar = null;
// Create arena
arena = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5
@@ -283,17 +146,8 @@
waveText.anchor.set(1, 0);
LK.gui.topRight.addChild(waveText);
waveText.x = -20;
waveText.y = 20;
-// Create boss health bar (initially hidden)
-bossHealthBar = new Text2('Boss Health: 10/10', {
- size: 50,
- fill: 0xff0000
-});
-bossHealthBar.anchor.set(0.5, 0);
-LK.gui.bottom.addChild(bossHealthBar);
-bossHealthBar.y = -100;
-bossHealthBar.visible = false;
function shootBullet() {
// Find nearest monster
var nearestMonster = null;
var nearestDistance = Infinity;
@@ -330,24 +184,19 @@
monster = new StrongMonster();
} else {
monster = new Monster();
}
- // Spawn monsters at bottom area
- monster.x = Math.random() * 1800 + 124; // Random x position within screen width
- monster.y = 2732 - 100; // Bottom of screen
+ // Spawn monsters randomly around arena in a circle
+ var angle = Math.random() * Math.PI * 2;
+ var radius = 900 + Math.random() * 100;
+ var centerX = 2048 / 2;
+ var centerY = 2732 / 2;
+ monster.x = centerX + Math.cos(angle) * radius;
+ monster.y = centerY + Math.sin(angle) * radius;
monsters.push(monster);
game.addChild(monster);
monstersSpawned++;
}
-function spawnFinalBoss() {
- finalBoss = new FinalBoss();
- finalBoss.x = 2048 / 2;
- finalBoss.y = 2732 - 200; // Bottom area spawn
- game.addChild(finalBoss);
- isFinalBossActive = true;
- bossHealthBar.visible = true;
- LK.effects.flashScreen(0xff0000, 2000);
-}
function checkCollisions() {
// Bullet vs Monster collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
@@ -371,27 +220,8 @@
bulletHit = true;
break;
}
}
- // Check bullet vs final boss collision
- if (finalBoss && bullet.intersects(finalBoss)) {
- finalBoss.takeDamage(1);
- bossHealthBar.setText('Boss Health: ' + finalBoss.health + '/' + finalBoss.maxHealth);
- if (finalBoss.health <= 0) {
- LK.setScore(LK.getScore() + 1000);
- scoreText.setText('Score: ' + LK.getScore());
- LK.effects.flashObject(finalBoss, 0xffff00, 1000);
- finalBoss.destroy();
- finalBoss = null;
- isFinalBossActive = false;
- bossHealthBar.visible = false;
- LK.effects.flashScreen(0x00ff00, 2000);
- LK.showYouWin();
- return;
- }
- LK.getSound('hit').play();
- bulletHit = true;
- }
if (bulletHit) {
bullet.destroy();
bullets.splice(i, 1);
continue;
@@ -421,39 +251,19 @@
monsters.splice(k, 1);
monstersKilled++;
}
}
- // Final Boss vs Player collision
- if (finalBoss && player.intersects(finalBoss)) {
- player.health -= finalBoss.damage;
- healthBar.setText('Health: ' + Math.max(0, player.health));
- if (player.health <= 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- return;
- }
- LK.effects.flashObject(player, 0xff0000, 500);
- LK.getSound('playerHit').play();
- }
}
function updateWave() {
if (monstersKilled >= monstersPerWave && monsters.length === 0) {
- if (waveNumber >= 2 && !isFinalBossActive) {
- // Spawn final boss after wave 2
- spawnFinalBoss();
- waveText.setText('FINAL BOSS!');
- return;
- }
- if (waveNumber < 2) {
- waveNumber++;
- waveText.setText('Wave: ' + waveNumber);
- // Increase difficulty
- monstersPerWave += 4; // Add more monsters per wave
- monsterSpawnRate = Math.max(30, monsterSpawnRate - 5); // Spawn even faster
- // Reset counters
- monstersSpawned = 0;
- monstersKilled = 0;
- }
+ waveNumber++;
+ waveText.setText('Wave: ' + waveNumber);
+ // Increase difficulty
+ monstersPerWave += 4; // Add more monsters per wave
+ monsterSpawnRate = Math.max(30, monsterSpawnRate - 5); // Spawn even faster
+ // Reset counters
+ monstersSpawned = 0;
+ monstersKilled = 0;
}
}
function handleMove(x, y, obj) {
if (dragNode) {
@@ -493,19 +303,17 @@
if (LK.ticks - lastAutoShot > autoShootInterval) {
shootBullet();
lastAutoShot = LK.ticks;
}
- // Spawn monsters (only if not in final boss phase)
- if (!isFinalBossActive && monstersSpawned < monstersPerWave && LK.ticks - lastMonsterSpawn > monsterSpawnRate) {
+ // Spawn monsters
+ if (monstersSpawned < monstersPerWave && LK.ticks - lastMonsterSpawn > monsterSpawnRate) {
spawnMonster();
lastMonsterSpawn = LK.ticks;
}
// Check collisions
checkCollisions();
- // Update wave (only if not in final boss phase)
- if (!isFinalBossActive) {
- updateWave();
- }
+ // Update wave
+ updateWave();
// Update health bar color based on health
var healthPercent = player.health / player.maxHealth;
if (healthPercent > 0.6) {
healthBar.tint = 0x00ff00;