User prompt
Zırha düşman çarpma sesi ekle
User prompt
Kurşun sesi ve düsman ölme sesi asset ekle
User prompt
Düşman yuvarlak asset ekle ve onu kullan.
User prompt
Canbarı hep yukarda olsun oyuncu dönse bile.
User prompt
Düşman daha yavaş gelsin.
User prompt
Zırhlar daire olsun
User prompt
3 katman cember zirh ekle
User prompt
Oyuncunun etrafinda 3 katman daire zırh var. Düşmanlar geçemez ama çarptıkça zarar verirler.
Code edit (1 edits merged)
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User prompt
360 Savunma: Merkezde Adam
Initial prompt
Tam merkez de bir adamımız var. Etraftan yaklaşan düşmanlara her dokunmada ateş edecek. Oyuncumuzun ve düşmanin can barı üzerinde olacak. Adamımiz sadece 360 dere e donebilir ve ateş edenilir. Düşman 360 derece her yerden gelebilir.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- Bullet Class --- var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (yellow box) var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Bullet speed (pixels per frame) self.speed = 40; // Direction in radians (set on creation) self.direction = 0; // Damage dealt by this bullet self.damage = 1; // Update method called every tick self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; return self; }); // --- Enemy Class --- var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset (green ellipse) var enemyAsset = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); // Enemy properties self.radius = 60 + Math.random() * 40; // for spawn distance self.speed = 3 + Math.random() * 2; // pixels per frame self.maxHp = 3 + Math.floor(Math.random() * 3); // 3-5 HP self.hp = self.maxHp; // Direction towards center (set on spawn) self.direction = 0; // Health bar (red background, green foreground) self.hpBarBg = self.addChild(LK.getAsset('character', { width: 80, height: 12, color: 0x880000, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -70 })); self.hpBar = self.addChild(LK.getAsset('centerCircle', { width: 76, height: 8, color: 0x44de44, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -70 })); // Update health bar width self.updateHpBar = function () { self.hpBar.width = 76 * (self.hp / self.maxHp); }; // Update method called every tick self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; self.updateHpBar(); }; // On death self.die = function () { // Flash effect LK.effects.flashObject(self, 0xffffff, 200); }; // Initialize health bar self.updateHpBar(); return self; }); // --- Player Class --- var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerAsset = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Player properties self.radius = 0; // always at center self.rotation = 0; // radians self.maxHp = 5; self.hp = self.maxHp; // Health bar (red background, green foreground) self.hpBarBg = self.addChild(LK.getAsset('character', { width: 120, height: 18, color: 0x880000, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: 90 })); self.hpBar = self.addChild(LK.getAsset('centerCircle', { width: 116, height: 12, color: 0x44de44, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: 90 })); // Update health bar width self.updateHpBar = function () { self.hpBar.width = 116 * (self.hp / self.maxHp); }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; self.updateHpBar(); }; // On death self.die = function () { LK.effects.flashObject(self, 0xff0000, 500); }; // Initialize health bar self.updateHpBar(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // --- Global Variables --- var player; var enemies = []; var bullets = []; var spawnTimer = 0; var fireCooldown = 0; var dragActive = false; var lastTouchAngle = 0; // --- Score Display --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Player Initialization --- player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // --- Helper: Get angle from center to (x, y) --- function getAngleToCenter(x, y) { var cx = 2048 / 2; var cy = 2732 / 2; return Math.atan2(y - cy, x - cx); } // --- Helper: Fire Bullet --- function fireBullet(angle) { if (fireCooldown > 0) return; var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.direction = angle; bullets.push(bullet); game.addChild(bullet); fireCooldown = 10; // frames // Optionally: play sound // LK.getSound('shoot').play(); } // --- Handle Touch/Drag to Rotate Player --- game.down = function (x, y, obj) { dragActive = true; var angle = getAngleToCenter(x, y); lastTouchAngle = angle; // Instantly rotate player to this angle player.rotation = angle; }; game.move = function (x, y, obj) { if (dragActive) { var angle = getAngleToCenter(x, y); player.rotation = angle; lastTouchAngle = angle; } }; game.up = function (x, y, obj) { dragActive = false; // Fire bullet in the direction player is facing fireBullet(player.rotation); }; // --- Enemy Spawning --- function spawnEnemy() { var angle = Math.random() * Math.PI * 2; var distance = 1100 + Math.random() * 400; var ex = 2048 / 2 + Math.cos(angle) * distance; var ey = 2732 / 2 + Math.sin(angle) * distance; var enemy = new Enemy(); enemy.x = ex; enemy.y = ey; // Set direction towards player center enemy.direction = Math.atan2(2732 / 2 - ey, 2048 / 2 - ex); enemies.push(enemy); game.addChild(enemy); } // --- Game Update Loop --- game.update = function () { // --- Fire cooldown --- if (fireCooldown > 0) fireCooldown--; // --- Enemy spawn timer --- spawnTimer--; if (spawnTimer <= 0) { spawnEnemy(); spawnTimer = 60 + Math.floor(Math.random() * 40); // spawn every 1-1.5s } // --- Update Bullets --- for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove if out of bounds if (bullet.x < -200 || bullet.x > 2048 + 200 || bullet.y < -200 || bullet.y > 2732 + 200) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { enemy.takeDamage(bullet.damage); if (enemy.hp <= 0) { enemy.die(); enemy.destroy(); enemies.splice(j, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } bullet.destroy(); bullets.splice(i, 1); hit = true; break; } } if (hit) continue; } // --- Update Enemies --- for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check collision with player if (enemy.intersects(player)) { player.takeDamage(1); enemy.die(); enemy.destroy(); enemies.splice(i, 1); // Flash screen LK.effects.flashScreen(0xff0000, 400); // Game over if player dead if (player.hp <= 0) { player.die(); LK.showGameOver(); return; } } } }; // --- Score Initialization --- LK.setScore(0); scoreTxt.setText(LK.getScore());
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--- original.js
+++ change.js