User prompt
Bu 3 lü atışı bir ödül sonucu ver normal atış tekli ve dikey yönlü olsun
User prompt
Oyuncunun atışını 3 lü ve etrafa yayılan şekilde yap
User prompt
Oyuncuya 3 can hakkı ver
User prompt
Düşmanların hızını azalt
Code edit (1 edits merged)
Please save this source code
User prompt
Space Impact: Uzay Savaşı
Initial prompt
Space impact tarzı oyun yapmak istiyorum
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// 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
// Asset definitions (shapes)
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 enemies = [];
var enemyBullets = [];
var dragNode = null;
var lastHeroX = 0;
var lastHeroY = 0;
var spawnTimer = 0;
var wave = 1;
var nextWaveScore = 10;
var gameOver = false;
// 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;
livesTxt.y = 0;
// 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 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;
if (type === 2) {
e.shootCooldown = 60 + Math.floor(Math.random() * 60);
}
enemies.push(e);
game.addChild(e);
}
// Helper: spawn wave
function spawnWave(waveNum) {
var count = 3 + waveNum;
var spacing = 2048 / (count + 1);
for (var i = 0; i < count; i++) {
var type = 0;
if (waveNum >= 2 && i % 3 === 0) type = 1; // zigzag
if (waveNum >= 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 < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < enemyBullets.length; i++) enemyBullets[i].destroy();
heroBullets = [];
enemies = [];
enemyBullets = [];
wave = 1;
nextWaveScore = 10;
LK.setScore(0);
scoreTxt.setText('0');
gameOver = false;
// Reset lives
heroLives = 3;
livesTxt.setText('♥'.repeat(heroLives));
// Hero
if (hero) hero.destroy();
hero = new HeroShip();
hero.x = 2048 / 2;
hero.y = 2732 - 220;
game.addChild(hero);
// First wave
spawnWave(wave);
}
// 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
}));
if (local.x > -hero.width / 2 && local.x < hero.width / 2 && local.y > -hero.height / 2 && local.y < hero.height / 2) {
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--;
if (hero.cooldown <= 0) {
// 3-way spread: center, left, right
var spreadAngle = 18 * Math.PI / 180; // 18 degrees in radians
// Center bullet (straight up)
spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0);
// Left bullet (slightly left)
spawnHeroBullet(hero.x, hero.y - hero.height / 2, -spreadAngle);
// Right bullet (slightly right)
spawnHeroBullet(hero.x, hero.y - hero.height / 2, spreadAngle);
hero.cooldown = 18;
}
// 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);
enemies.splice(j, 1);
e.destroy();
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
hit = true;
break;
}
}
if (hit) continue;
}
// 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;
spawnWave(wave);
}
};
// Start game
resetGame(); ===================================================================
--- original.js
+++ change.js
@@ -74,10 +74,13 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -32; // Upwards
+ self.angle = 0; // Default straight up, can be set externally
self.update = function () {
- self.y += self.speed;
+ // 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
@@ -152,12 +155,14 @@
LK.gui.top.addChild(livesTxt);
livesTxt.x = 2048 / 2 - 400;
livesTxt.y = 0;
// Helper: spawn hero bullet
-function spawnHeroBullet(x, y) {
+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 enemy bullet
@@ -250,9 +255,16 @@
if (gameOver) return;
// Hero fire
if (hero.cooldown > 0) hero.cooldown--;
if (hero.cooldown <= 0) {
- spawnHeroBullet(hero.x, hero.y - hero.height / 2);
+ // 3-way spread: center, left, right
+ var spreadAngle = 18 * Math.PI / 180; // 18 degrees in radians
+ // Center bullet (straight up)
+ spawnHeroBullet(hero.x, hero.y - hero.height / 2, 0);
+ // Left bullet (slightly left)
+ spawnHeroBullet(hero.x, hero.y - hero.height / 2, -spreadAngle);
+ // Right bullet (slightly right)
+ spawnHeroBullet(hero.x, hero.y - hero.height / 2, spreadAngle);
hero.cooldown = 18;
}
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {