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;
}