User prompt
Canbarı beyaz çerçeve icinde yeşil dolgu olsun
User prompt
Mavi üstüne yeşil canbarı iyi gözükmüyor. Beyaz üstune yeşil deneyelim.
User prompt
Mavi üstüne yeşil canbarı iyi gözükmüyor. Beyaz üstune yeşil deneyelim.
User prompt
Kurşun çok daha hızlı gitsin. Düşman daha yavaş gelsin
User prompt
Parçacık renkleri kırmızı ve taneler 4 piksel olsun
User prompt
Daha büyük parçacıklar
User prompt
More and big particles
User prompt
Düşman kill patlasın
User prompt
Düşman ölünce paricle efekt ekle yerçekimsiz ve kırmızı renk
User prompt
Please fix the bug: 'TypeError: LK.effects.explode is not a function' in or related to this line: 'LK.effects.explode(self.x, self.y, {' Line Number: 98
User prompt
Düşman patlama efekti ekle
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, {' Line Number: 93
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, {' Line Number: 93 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman her atısta titresin
User prompt
Düşman her atısta parlasın
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(self).to({' Line Number: 93
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, {' Line Number: 93
User prompt
Düsman vurdukça düşman glow yapsin
User prompt
Zırh kutudu ve sağlık kutusunu ve tüm bunlarla ilgili kodu kaldır.
User prompt
Daha uzun ve daha silik gözüksün
User prompt
Daha uzat ve daha kısa aralıkli olsun.
User prompt
Oyuncunun sulha dogrultusunu nokta nokta göster.
User prompt
Düşman ölünce bazen saglık kutusu kalsın.
User prompt
Düşman şeklinde rastgele çok az yeşil zırh kutusu ve beyaz sağlık kutusu gelsin. Zırh kutusu bir katman zirh eklesin. Sağlık kutusu canımızı fullesin.
User prompt
Zırh patlama sesi ekle
/**** * 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 (blue ellipse) var enemyAsset = self.attachAsset('enemyCircle', { anchorX: 0.5, anchorY: 0.5 }); // Enemy properties self.radius = 60 + Math.random() * 40; // for spawn distance self.speed = 1.2 + Math.random() * 1.2; // pixels per frame (reduced for slower approach) 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(); // Glow effect when hit tween.create(self).to({ alpha: 1 }, 0); // ensure visible LK.effects.flashObject(self, 0xfff7a0, 180); }; // 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) - always on top, not rotating self.hpBarBg = LK.getAsset('character', { width: 120, height: 18, color: 0x880000, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -90 }); self.hpBar = 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; }); // --- Shield Layer Class --- var ShieldLayer = Container.expand(function () { var self = Container.call(this); // Properties self.radius = 0; // distance from player center self.maxHp = 3; self.hp = self.maxHp; self.index = 0; // 0=innermost, 2=outermost self.active = true; // Visual: use ellipse for shield self.shieldAsset = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1, alpha: 0.25 + 0.15 * self.index // more visible for outer shields }); // Health bar above shield self.hpBarBg = self.addChild(LK.getAsset('character', { width: 120, height: 12, color: 0x222288, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -self.radius - 80 })); self.hpBar = self.addChild(LK.getAsset('centerCircle', { width: 116, height: 8, color: 0x44aaff, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -self.radius - 80 })); // Update health bar width self.updateHpBar = function () { self.hpBar.width = 116 * (self.hp / self.maxHp); self.hpBar.visible = self.active; self.hpBarBg.visible = self.active; }; // Take damage self.takeDamage = function (amount) { if (!self.active) return; self.hp -= amount; if (self.hp < 0) self.hp = 0; self.updateHpBar(); if (self.hp <= 0) { // Play shield explosion sound LK.getSound('shieldExplode').play(); self.active = false; self.visible = false; self.hpBar.visible = false; self.hpBarBg.visible = false; } }; // Reset shield self.reset = function () { self.hp = self.maxHp; self.active = true; self.visible = true; self.updateHpBar(); }; // Initialize 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; // --- Player Aim Dots --- // We'll use 24 dots, spaced out further from the player, with lower alpha for more faded look var aimDots = []; var aimDotCount = 24; var aimDotSpacing = 60; // px between dots (further) for (var i = 1; i <= aimDotCount; i++) { // Fade out more for further dots var alpha = 0.18 + 0.32 * (1 - i / aimDotCount); // 0.5 (near) to 0.18 (far) var dot = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.32, scaleY: 0.32, alpha: alpha }); dot.visible = true; aimDots.push(dot); } // --- 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); // Add player health bar to game (not as child of player, so it doesn't rotate) game.addChild(player.hpBarBg); game.addChild(player.hpBar); // Add aim dots to game (not as child of player, so they don't rotate with player asset) for (var i = 0; i < aimDots.length; i++) { game.addChild(aimDots[i]); } // Position health bar above player player.hpBarBg.x = player.x; player.hpBarBg.y = player.y - 120; player.hpBar.x = player.x; player.hpBar.y = player.y - 120; // --- Shield Layers Initialization --- var shieldLayers = []; var shieldRadii = [180, 260, 340]; // innermost to outermost for (var i = 0; i < 3; i++) { var shield = new ShieldLayer(); shield.index = i; shield.radius = shieldRadii[i]; // Scale shield asset to match radius var asset = shield.shieldAsset; var baseSize = asset.width; // asset is 100x100 var scale = shield.radius * 2 / baseSize; asset.scaleX = scale; asset.scaleY = scale; // Position shield at player center shield.x = player.x; shield.y = player.y; // Move health bar above shield shield.hpBarBg.y = -shield.radius - 80; shield.hpBar.y = -shield.radius - 80; game.addChild(shield); shieldLayers.push(shield); } // --- 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 // Play shoot 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--; // Keep player health bar above player (not rotating) player.hpBarBg.x = player.x; player.hpBarBg.y = player.y - 120; player.hpBar.x = player.x; player.hpBar.y = player.y - 120; // --- Update aim dots position --- // Dots start a bit away from player, spaced out in the direction player is aiming for (var i = 0; i < aimDots.length; i++) { var dist = 70 + i * aimDotSpacing; // start a bit closer, more dots, closer together var angle = player.rotation; aimDots[i].x = player.x + Math.cos(angle) * dist; aimDots[i].y = player.y + Math.sin(angle) * dist; aimDots[i].visible = true; } // --- 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) { LK.getSound('enemyDie').play(); 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 shields (outermost to innermost) var blocked = false; for (var s = shieldLayers.length - 1; s >= 0; s--) { var shield = shieldLayers[s]; if (shield.active) { // Check distance from player center to enemy center var dx = enemy.x - player.x; var dy = enemy.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); // Enemy "radius" is ~50, shield is at shield.radius if (dist < shield.radius + 50) { // Collided with shield shield.takeDamage(1); LK.getSound('shieldHit').play(); enemy.die(); enemy.destroy(); enemies.splice(i, 1); // Flash shield LK.effects.flashObject(shield, 0x44aaff, 200); blocked = true; break; } } } if (blocked) continue; // If not blocked, check collision with player if (enemy.intersects(player)) { player.takeDamage(1); LK.getSound('enemyDie').play(); 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());
===================================================================
--- original.js
+++ change.js
@@ -75,9 +75,9 @@
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
self.updateHpBar();
// Glow effect when hit
- tween.to(self, {
+ tween.create(self).to({
alpha: 1
}, 0); // ensure visible
LK.effects.flashObject(self, 0xfff7a0, 180);
};