User prompt
2 yönlü atışta sağ ve sol tarafa atış olsun yani 2 li olsun 3 lü gibi değil
User prompt
200 puandan sonra 2 li yaylım ateşi özelliği ekle standart atış bu olsun
User prompt
Boss savaşını kaldır
User prompt
Mermi türü yazı olarak değil simge olarak eklensin
User prompt
Can ödülü 50 puanda bir gelsin
User prompt
Bomba 50 puanda bir çıksın
User prompt
Bomba sadece yakın çevresini imha etsin tüm ekranı değil
User prompt
200 puandan sonra gelen düşman sayısı artmasın düşmanların canı orantılı olarak artsın
User prompt
Her 200 puanda bir düşman sayısını artırmak yerine orantılı olarak düşman canını artır
User prompt
Patlama efektini sadece düşmanlar üzerinde ekle ekran yanıp sönmesin
User prompt
Can kazanma için bir yöntem ekle
User prompt
Oyundaki assetleri yüzde 20 büyüt
User prompt
Bomba için patlama efekti kullan
User prompt
Arka plan için ayrı asset ekle
User prompt
Bomba atıldığında ekrandaki tüm düşmanlar yok edilsin
User prompt
Bomba çalışmıyor neden
User prompt
Bomba sadece 30 puanda bir gelsin
User prompt
Bomba atışı 50 puanda bir olsun
User prompt
Yeni bir atış özelliği ekle= bomba
User prompt
6 lı atış özelliğini kaldır
User prompt
Oyunda tekli ateş yazarken 6 lı ateş var düzelt bunu
User prompt
50 puanda bir 6 lı yayılı ateş yap
User prompt
Bu atış sistemini sen daha kullanışlı hale getir
User prompt
Bu yeni sistemi 100 puan ve katlarında ver
User prompt
Yeni bir atış sistemi ekle bu da dikey 3 lü ve etrafa dağılan 3 lü atış şeklinde olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bomb Class var Bomb = Container.expand(function () { var self = Container.call(this); var bomb = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); // bomb visual size is now handled by asset size (20% larger) self.speed = -20; // Upwards, slower than normal bullet self.radius = 220; // Bomb explosion radius self.exploded = false; self.update = function () { self.y += self.speed; // Explode at top or on first enemy hit if (!self.exploded && self.y < 600) { self.explode(); } }; self.explode = function () { if (self.exploded) return; self.exploded = true; // Bomb explosion effect: only flash bomb object (not screen) LK.effects.flashObject(self, 0xffff00, 300); // Only destroy enemies within bomb radius for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // Calculate distance from bomb center to enemy center var dx = self.x - e.x; var dy = self.y - e.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= self.radius) { e.flash(); e.destroy(); enemies.splice(i, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } } // Remove bomb after short delay var _self = self; LK.setTimeout(function () { _self.destroy(); if (bombs.indexOf(_self) !== -1) bombs.splice(bombs.indexOf(_self), 1); }, 200); }; return self; }); // Enemy Class var Enemy = Container.expand(function () { var self = Container.call(this); var enemy = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = enemy.width; self.height = enemy.height; self.speed = 3 + Math.random() * 2; // Downwards, slower and less random self.type = 0; // 0: normal, 1: zigzag, 2: shooter self.dir = Math.random() < 0.5 ? -1 : 1; // for zigzag self.shootCooldown = 0; self.update = function () { if (self.type === 1) { // Zigzag self.x += self.dir * 12 * Math.sin(LK.ticks / 20 + self._zigzagSeed); } self.y += self.speed; // Shooter if (self.type === 2) { self.shootCooldown--; if (self.shootCooldown <= 0) { self.shootCooldown = 90 + Math.floor(Math.random() * 60); spawnEnemyBullet(self.x, self.y + self.height / 2); } } }; // For zigzag self._zigzagSeed = Math.random() * 1000; // Flash on hit self.flash = function () { tween(enemy, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(enemy, { tint: 0xff3333 }, { duration: 120 }); } }); }; enemy.tint = 0xff3333; return self; }); // Enemy Bullet Class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; // Downwards self.update = function () { self.y += self.speed; }; return self; }); // Hero Bullet Class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; // Upwards self.angle = 0; // Default straight up, can be set externally self.update = function () { // Move in direction of angle (angle 0 = straight up) self.x += Math.sin(self.angle) * Math.abs(self.speed); self.y += Math.cos(self.angle) * self.speed; }; return self; }); // Hero Ship Class var HeroShip = Container.expand(function () { var self = Container.call(this); // Attach ship asset (box, blue) var ship = self.attachAsset('heroShip', { anchorX: 0.5, anchorY: 0.5 }); // Ship properties self.width = ship.width; self.height = ship.height; self.cooldown = 0; // fire cooldown // Ship hit flash self.flash = function () { tween(ship, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(ship, { tint: 0x3399ff }, { duration: 200 }); } }); }; // Ship reset color ship.tint = 0x3399ff; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Score text // Add background image var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048 * 1.2, height: 2732 * 1.2 }); game.addChild(background); // Score text var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Game variables var hero = null; var heroBullets = []; var bombs = []; var bombCooldown = 0; var enemies = []; var enemyBullets = []; var dragNode = null; var lastHeroX = 0; var lastHeroY = 0; var spawnTimer = 0; var wave = 1; var nextWaveScore = 10; var gameOver = false; var lastBombScore = 0; var firingModeIcon = undefined; // Icon for bullet type // Spread shot power-up state var spreadShotActive = false; var spreadShotTimer = 0; // New: Firing mode state // 0: single, 1: vertical 3-way, 2: wide 3-way var firingModes = [0]; // Array of active firing modes, 0 always present var firingModeTimers = [0]; // Timers for each mode (0 = infinite for base) var firingMode = 0; // Current selected mode var firingModeSwitchCooldown = 0; // Prevent rapid switching // Player lives var heroLives = 3; var livesTxt = new Text2('♥♥♥', { size: 100, fill: 0xFF4444 }); livesTxt.anchor.set(0.5, 0); LK.gui.top.addChild(livesTxt); livesTxt.x = 2048 / 2 - 400; // Helper: spawn hero bullet function spawnHeroBullet(x, y, angle) { var b = new HeroBullet(); b.x = x; b.y = y - hero.height / 2; // If angle is provided, set it for spread, otherwise 0 (straight up) b.angle = angle || 0; heroBullets.push(b); game.addChild(b); } // Helper: spawn bomb function spawnBomb(x, y) { var b = new Bomb(); b.x = x; b.y = y - hero.height / 2; bombs.push(b); game.addChild(b); } // Helper: activate spread shot power-up for a duration (in frames) function activateSpreadShot(duration) { spreadShotActive = true; spreadShotTimer = duration; } // Helper: activate vertical 3-way shot for a duration (in frames) function activateVertical3Way(duration) { // Add or refresh vertical 3-way mode in firingModes var idx = firingModes.indexOf(1); if (idx === -1) { firingModes.push(1); firingModeTimers.push(duration); } else { firingModeTimers[idx] = duration; } } // Helper: activate wide 3-way spread shot for a duration (in frames) function activateWide3Way(duration) { // Add or refresh wide 3-way mode in firingModes var idx = firingModes.indexOf(2); if (idx === -1) { firingModes.push(2); firingModeTimers.push(duration); } else { firingModeTimers[idx] = duration; } } // Helper: spawn enemy bullet function spawnEnemyBullet(x, y) { var b = new EnemyBullet(); b.x = x; b.y = y; enemyBullets.push(b); game.addChild(b); } // Helper: spawn enemy function spawnEnemy(type, x, y) { var e = new Enemy(); e.x = x; e.y = y; e.type = type; // Enemy health scales with score: base 1, +1 every 200 points e.health = 1 + Math.floor(LK.getScore() / 200); if (type === 2) { e.shootCooldown = 60 + Math.floor(Math.random() * 60); } enemies.push(e); game.addChild(e); } // Helper: spawn wave function spawnWave(waveNum) { // After 200 points, fix enemy count to the value at 200 points (waveNum at 200 points) var maxWaveForCount = Math.floor(LK.getScore() / 200) + 1; var cappedWaveNum = waveNum; if (LK.getScore() >= 200) { cappedWaveNum = maxWaveForCount; if (cappedWaveNum > 13) cappedWaveNum = 13; // Prevent excessive enemy count if score is very high } var count = 3 + Math.min(cappedWaveNum, 13); // 3 + waveNum, but capped var spacing = 2048 / (count + 1); for (var i = 0; i < count; i++) { var type = 0; if (cappedWaveNum >= 2 && i % 3 === 0) type = 1; // zigzag if (cappedWaveNum >= 3 && i % 4 === 0) type = 2; // shooter spawnEnemy(type, spacing * (i + 1), -150 - Math.random() * 200); } } // Reset game state function resetGame() { // Remove all for (var i = 0; i < heroBullets.length; i++) heroBullets[i].destroy(); for (var i = 0; i < ((_bombs = bombs) === null || _bombs === void 0 ? void 0 : _bombs.length); i++) { var _bombs; bombs[i].destroy(); } for (var i = 0; i < enemies.length; i++) enemies[i].destroy(); for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy(); heroBullets = []; bombs = []; bombCooldown = 0; enemies = []; enemyBullets = []; wave = 1; nextWaveScore = 10; LK.setScore(0); scoreTxt.setText('0'); gameOver = false; // Reset lives heroLives = 3; livesTxt.setText('♥'.repeat(heroLives)); // Reset spread shot spreadShotActive = false; spreadShotTimer = 0; // Reset firing mode firingModes = [0]; firingModeTimers = [0]; firingMode = 0; firingModeSwitchCooldown = 0; // Hero if (hero) hero.destroy(); hero = new HeroShip(); hero.x = 2048 / 2; hero.y = 2732 - 220; game.addChild(hero); // First wave spawnWave(wave); // Firing mode label if (typeof firingModeTxt !== "undefined" && firingModeTxt.parent) firingModeTxt.parent.removeChild(firingModeTxt); if (typeof firingModeIcon !== "undefined" && firingModeIcon.parent) firingModeIcon.parent.removeChild(firingModeIcon); firingModeTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); firingModeTxt.anchor.set(0.5, 1); game.addChild(firingModeTxt); // Reset lastBombScore for bomb reward lastBombScore = 0; // Reset lastLifeScore for extra life reward lastLifeScore = 0; } // Drag/move handler function handleMove(x, y, obj) { if (dragNode && !gameOver) { // Clamp inside screen var minX = hero.width / 2; var maxX = 2048 - hero.width / 2; dragNode.x = Math.max(minX, Math.min(maxX, x)); // Y is fixed (bottom) dragNode.y = hero.y; } } // Touch/drag events game.down = function (x, y, obj) { if (gameOver) return; // Only allow drag if touch is on hero var local = hero.toLocal(game.toGlobal({ x: x, y: y })); // Bomb fire: if two or more touches, fire bomb (multi-touch) if (obj && obj.event && obj.event.touches && obj.event.touches.length >= 2 && bombCooldown === 0) { spawnBomb(hero.x, hero.y - hero.height / 2); bombCooldown = 60; // 1 second cooldown return; } if (local.x > -hero.width / 2 && local.x < hero.width / 2 && local.y > -hero.height / 2 && local.y < hero.height / 2) { // If multiple firing modes, tap to switch if (firingModes.length > 1 && firingModeSwitchCooldown === 0) { var idx = firingModes.indexOf(firingMode); idx = (idx + 1) % firingModes.length; firingMode = firingModes[idx]; firingModeSwitchCooldown = 15; // prevent rapid switching } else { dragNode = hero; handleMove(x, y, obj); } } }; game.up = function (x, y, obj) { dragNode = null; }; game.move = handleMove; // Main update loop game.update = function () { if (gameOver) return; // Hero fire if (hero.cooldown > 0) hero.cooldown--; // After 200 points, default to 2-way spread shot (center+left+right) if (hero.cooldown <= 0) { if (firingMode === 2) { // Wide 3-way spread: center, wide left, wide right var wideAngle = 32 * Math.PI / 180; // 32 degrees in radians spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0); spawnHeroBullet(hero.x, hero.y - hero.height / 2, -wideAngle); spawnHeroBullet(hero.x, hero.y - hero.height / 2, wideAngle); } else if (firingMode === 1) { // Vertical 3-way: center, slightly left, slightly right (all nearly vertical) var vAngle = 8 * Math.PI / 180; // 8 degrees in radians spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0); spawnHeroBullet(hero.x, hero.y - hero.height / 2, -vAngle); spawnHeroBullet(hero.x, hero.y - hero.height / 2, vAngle); } else if (spreadShotActive) { // 3-way spread: center, left, right (legacy power-up) var spreadAngle = 18 * Math.PI / 180; // 18 degrees in radians spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0); spawnHeroBullet(hero.x, hero.y - hero.height / 2, -spreadAngle); spawnHeroBullet(hero.x, hero.y - hero.height / 2, spreadAngle); } else if (LK.getScore() >= 200) { // Default: 2-way spread (left, right only) after 200 points var spreadAngle = 18 * Math.PI / 180; spawnHeroBullet(hero.x, hero.y - hero.height / 2, -spreadAngle); spawnHeroBullet(hero.x, hero.y - hero.height / 2, spreadAngle); } else { // Single straight bullet spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0); } hero.cooldown = 18; } // Spread shot timer countdown if (spreadShotActive) { spreadShotTimer--; if (spreadShotTimer <= 0) { spreadShotActive = false; } } // Firing mode timers countdown and cleanup for (var i = firingModes.length - 1; i > 0; i--) { // skip base mode at 0 firingModeTimers[i]--; if (firingModeTimers[i] <= 0) { // Remove expired mode if (firingMode === firingModes[i]) { firingMode = 0; // fallback to base } firingModes.splice(i, 1); firingModeTimers.splice(i, 1); } } // Clamp firingMode to available if (firingModes.indexOf(firingMode) === -1) firingMode = firingModes[0]; // Firing mode switch cooldown if (firingModeSwitchCooldown > 0) firingModeSwitchCooldown--; // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var b = heroBullets[i]; b.update(); // Off screen if (b.y < -80) { b.destroy(); heroBullets.splice(i, 1); continue; } // Hit enemy var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (b.intersects(e)) { e.flash(); b.destroy(); heroBullets.splice(i, 1); if (typeof e.health === "undefined") e.health = 1; e.health--; if (e.health <= 0) { enemies.splice(j, 1); e.destroy(); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } hit = true; break; } } if (hit) continue; } // Update bombs for (var i = bombs.length - 1; i >= 0; i--) { var b = bombs[i]; b.update(); // Remove if off screen and not exploded if (!b.exploded && b.y < -200) { b.explode(); } if (b.exploded && (!b.parent || b.destroyed)) { bombs.splice(i, 1); } } if (bombCooldown > 0) bombCooldown--; // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Off screen if (e.y > 2732 + 100) { e.destroy(); enemies.splice(i, 1); continue; } // Collide with hero if (e.intersects(hero)) { hero.flash(); LK.effects.flashScreen(0xff0000, 1000); heroLives--; livesTxt.setText('♥'.repeat(heroLives)); if (heroLives <= 0) { gameOver = true; LK.showGameOver(); return; } else { // Remove enemy and continue e.destroy(); enemies.splice(i, 1); continue; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Off screen if (b.y > 2732 + 80) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Hit hero if (b.intersects(hero)) { hero.flash(); b.destroy(); enemyBullets.splice(i, 1); LK.effects.flashScreen(0xff0000, 1000); heroLives--; livesTxt.setText('♥'.repeat(heroLives)); if (heroLives <= 0) { gameOver = true; LK.showGameOver(); return; } } } // Spawn new wave if all enemies gone if (enemies.length === 0) { wave++; spawnWave(wave); } // Next wave at score milestones if (LK.getScore() >= nextWaveScore) { wave++; nextWaveScore += 10 + wave * 2; // Cap wave for enemy count after 200 points var cappedWave = wave; if (LK.getScore() >= 200) { cappedWave = Math.floor(LK.getScore() / 200) + 1; if (cappedWave > 13) cappedWave = 13; } spawnWave(cappedWave); } // Reward: Activate different firing modes at score milestones // Every 100: vertical 3-way, every 200: wide 3-way if (LK.getScore() > 0 && LK.getScore() % 200 === 0 && firingModes.indexOf(2) === -1) { activateWide3Way(360); } else if (LK.getScore() > 0 && LK.getScore() % 100 === 0 && firingModes.indexOf(1) === -1) { activateVertical3Way(360); } else if (LK.getScore() > 0 && LK.getScore() % 20 === 0 && !spreadShotActive && firingModes.length === 1) { activateSpreadShot(360); } // Bomb shot at every 50 points if (LK.getScore() > 0 && LK.getScore() % 50 === 0 && lastBombScore !== LK.getScore()) { spawnBomb(hero.x, hero.y - hero.height / 2); lastBombScore = LK.getScore(); } // Extra life at every 50 points (max 5 lives) if (LK.getScore() > 0 && LK.getScore() % 50 === 0 && typeof lastLifeScore !== "undefined" && lastLifeScore !== LK.getScore()) { if (heroLives < 5) { heroLives++; livesTxt.setText('♥'.repeat(heroLives)); LK.effects.flashObject(livesTxt, 0x00ff00, 500); } lastLifeScore = LK.getScore(); } else if (typeof lastLifeScore === "undefined") { lastLifeScore = 0; } // Update firing mode label and icon if (typeof firingModeTxt !== "undefined" && firingModeTxt) { firingModeTxt.x = hero.x; firingModeTxt.y = hero.y - hero.height / 2 - 20; var label = ""; var iconAssetId = "heroBullet"; var iconAngle = 0; if (firingMode === 1) { label = "Dikey 3'lü"; iconAngle = 0; } else if (firingMode === 2) { label = "Geniş 3'lü"; iconAngle = 32 * Math.PI / 180; // show wide } else if (spreadShotActive) { label = "Yayılı 3'lü"; iconAngle = 18 * Math.PI / 180; } else if (LK.getScore() >= 200) { label = "2'li Yaylım"; iconAngle = 18 * Math.PI / 180; // icon will show right-tilted bullet (no center) } else { label = "Tekli"; iconAngle = 0; } firingModeTxt.setText(label); // Remove previous icon if exists if (typeof firingModeIcon !== "undefined" && firingModeIcon.parent) { firingModeIcon.parent.removeChild(firingModeIcon); } // Add bullet icon next to label firingModeIcon = LK.getAsset(iconAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, rotation: iconAngle }); firingModeIcon.x = firingModeTxt.x + firingModeTxt.width / 2 + 50; firingModeIcon.y = firingModeTxt.y + firingModeTxt.height / 2; game.addChild(firingModeIcon); } }; // Start game resetGame();
===================================================================
--- original.js
+++ change.js
@@ -429,11 +429,10 @@
spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0);
spawnHeroBullet(hero.x, hero.y - hero.height / 2, -spreadAngle);
spawnHeroBullet(hero.x, hero.y - hero.height / 2, spreadAngle);
} else if (LK.getScore() >= 200) {
- // Default: 2-way spread (center, left, right) after 200 points
+ // Default: 2-way spread (left, right only) after 200 points
var spreadAngle = 18 * Math.PI / 180;
- spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0);
spawnHeroBullet(hero.x, hero.y - hero.height / 2, -spreadAngle);
spawnHeroBullet(hero.x, hero.y - hero.height / 2, spreadAngle);
} else {
// Single straight bullet
@@ -622,9 +621,9 @@
label = "Yayılı 3'lü";
iconAngle = 18 * Math.PI / 180;
} else if (LK.getScore() >= 200) {
label = "2'li Yaylım";
- iconAngle = 18 * Math.PI / 180;
+ iconAngle = 18 * Math.PI / 180; // icon will show right-tilted bullet (no center)
} else {
label = "Tekli";
iconAngle = 0;
}