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 ****/ // 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; // 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: 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; 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)); // 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); firingModeTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); firingModeTxt.anchor.set(0.5, 1); game.addChild(firingModeTxt); } // 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) { // 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--; if (hero.cooldown <= 0) { // Use current firingMode from stack 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 { // 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); 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); } // 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); } // Update firing mode label if (typeof firingModeTxt !== "undefined" && firingModeTxt) { firingModeTxt.x = hero.x; firingModeTxt.y = hero.y - hero.height / 2 - 20; var label = ""; if (firingMode === 1) { label = "Dikey 3'lü"; } else if (firingMode === 2) { label = "Geniş 3'lü"; } else if (spreadShotActive) { label = "Yayılı 3'lü"; } else { label = "Tekli"; } firingModeTxt.setText(label); } }; // Start game resetGame();
===================================================================
--- original.js
+++ change.js
@@ -144,10 +144,8 @@
var spawnTimer = 0;
var wave = 1;
var nextWaveScore = 10;
var gameOver = false;
-// 6-way shot tracker
-var lastSixWayScore = -1;
// Spread shot power-up state
var spreadShotActive = false;
var spreadShotTimer = 0;
// New: Firing mode state
@@ -246,10 +244,8 @@
nextWaveScore = 10;
LK.setScore(0);
scoreTxt.setText('0');
gameOver = false;
- // Reset 6-way shot tracker
- lastSixWayScore = -1;
// Reset lives
heroLives = 3;
livesTxt.setText('♥'.repeat(heroLives));
// Reset spread shot
@@ -468,28 +464,14 @@
activateVertical3Way(360);
} else if (LK.getScore() > 0 && LK.getScore() % 20 === 0 && !spreadShotActive && firingModes.length === 1) {
activateSpreadShot(360);
}
- // 6-way spread shot at every 50 points (visual burst, not a mode)
- if (LK.getScore() > 0 && LK.getScore() % 50 === 0 && typeof lastSixWayScore !== "number" || lastSixWayScore !== LK.getScore()) {
- // Fire 6 bullets in a spread
- var baseAngle = 0;
- var spread = 48 * Math.PI / 180; // total spread (48 deg)
- var count = 6;
- for (var i = 0; i < count; i++) {
- var angle = baseAngle + (i - (count - 1) / 2) * (spread / (count - 1));
- spawnHeroBullet(hero.x, hero.y - hero.height / 2, angle);
- }
- lastSixWayScore = LK.getScore();
- }
// Update firing mode label
if (typeof firingModeTxt !== "undefined" && firingModeTxt) {
firingModeTxt.x = hero.x;
firingModeTxt.y = hero.y - hero.height / 2 - 20;
var label = "";
- if (typeof lastSixWayScore === "number" && lastSixWayScore === LK.getScore() && LK.getScore() > 0 && LK.getScore() % 50 === 0) {
- label = "6'lı Yayılı";
- } else if (firingMode === 1) {
+ if (firingMode === 1) {
label = "Dikey 3'lü";
} else if (firingMode === 2) {
label = "Geniş 3'lü";
} else if (spreadShotActive) {