User prompt
Düşman daha hızlı sağlık kutusu daha yavaş olsun
User prompt
Düşman daha hızlı olsun
User prompt
Düşman ve sağlık kutusu daha az gelsin.
User prompt
Zırh eklerken içten dışa dogru ekler
User prompt
Sağlık kutusu vurmak yok olan zırh vsrsa geri ekler
User prompt
Sağlık kutusu zırha zarar veremez. En dıştaki zırhın gücünü tam yapar. Yok olan zırh varsa onu geri getirir.
User prompt
Düşman 3 vuruş olsun sağlık kurusu 1 vuruş. Düşman cok daha yavaş gelsin.
User prompt
Düşman 3 vuruşta ölsün
User prompt
Düşman 3x gücünde, sağlik kutusu 1x olsun
User prompt
Arkaplan asset ekle
User prompt
Tüm kodları iyileştir.
User prompt
Arkaplan asset ekle
User prompt
Arkaplan ekle
User prompt
Please fix the bug: 'ReferenceError: HealthBox is not defined' in or related to this line: 'var box = new HealthBox();' Line Number: 376
User prompt
Please fix the bug: 'ReferenceError: HealthBox is not defined' in or related to this line: 'var box = new HealthBox();' Line Number: 376
User prompt
Please fix the bug: 'ReferenceError: Enemy is not defined' in or related to this line: 'var enemy = new Enemy();' Line Number: 286
User prompt
Please fix the bug: 'ShieldLayer is not defined' in or related to this line: 'var shield = new ShieldLayer();' Line Number: 147
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 65
User prompt
Sağlık kutusu asset ekle. Düşman gibi ancak çok seyrek gelsin. Tek vuruşta yok olsun. Vurduğumuzda canimiz tamamlansın.
Code edit (1 edits merged)
Please save this source code
User prompt
Beyaz yap.
User prompt
Düşman canbari beyaz renk olsun.
User prompt
Düşman canbarı renklerini degistir
User prompt
Canbarinda mavi yerine beyaz kullan.
User prompt
Düşman sağlik gücü 2 kat az olsun
/**** * 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 = 80; // 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 = 0.45 + Math.random() * 0.55; // pixels per frame (much 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 (white frame, green fill) self.hpBarBg = self.addChild(LK.getAsset('character', { width: 84, // slightly larger for white border height: 16, color: 0xffffff, // white frame shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -70 })); self.hpBar = self.addChild(LK.getAsset('centerCircle', { width: 76, height: 8, color: 0x44de44, // green fill 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); // Particle explosion (red, gravity-free) // More and bigger particles! for (var i = 0; i < 38; i++) { var p = new Container(); var asset = p.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, // Make particles much bigger overall scaleX: 0.85 + Math.random() * 0.65, scaleY: 0.85 + Math.random() * 0.65, color: 0xff2233, alpha: 0.6 + Math.random() * 0.25 }); p.x = self.x; p.y = self.y; var angle = Math.random() * Math.PI * 2; var speed = 20 + Math.random() * 18; var life = 22 + Math.floor(Math.random() * 16); p.update = function (a, s, l) { var vx = Math.cos(a) * s; var vy = Math.sin(a) * s; var ticks = 0; return function () { this.x += vx; this.y += vy; vx *= 0.88; vy *= 0.88; this.alpha *= 0.91; ticks++; if (ticks > l) { this.destroy(); } }; }(angle, speed, life); game.addChild(p); // Add to update loop if (!game._enemyParticles) game._enemyParticles = []; game._enemyParticles.push(p); } }; // 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 (white frame, green fill) - always on top, not rotating self.hpBarBg = LK.getAsset('character', { width: 124, // slightly larger for white border height: 22, color: 0xffffff, // white frame shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -90 }); self.hpBar = LK.getAsset('centerCircle', { width: 116, height: 12, color: 0x44de44, // green fill 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); // Halve enemy health enemy.maxHp = Math.max(1, Math.floor(enemy.maxHp / 2)); enemy.hp = enemy.maxHp; enemy.updateHpBar(); 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; } } } ; // --- Update and cleanup enemy death particles --- if (game._enemyParticles) { for (var i = game._enemyParticles.length - 1; i >= 0; i--) { var p = game._enemyParticles[i]; if (p.destroyed) { game._enemyParticles.splice(i, 1); continue; } if (typeof p.update === "function") p.update(); } } }; // --- Score Initialization --- LK.setScore(0); scoreTxt.setText(LK.getScore());
/****
* 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 = 80;
// 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 = 0.45 + Math.random() * 0.55; // pixels per frame (much 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 (white frame, green fill)
self.hpBarBg = self.addChild(LK.getAsset('character', {
width: 84,
// slightly larger for white border
height: 16,
color: 0xffffff,
// white frame
shape: 'box',
anchorX: 0.5,
anchorY: 0.5,
y: -70
}));
self.hpBar = self.addChild(LK.getAsset('centerCircle', {
width: 76,
height: 8,
color: 0x44de44,
// green fill
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);
// Particle explosion (red, gravity-free)
// More and bigger particles!
for (var i = 0; i < 38; i++) {
var p = new Container();
var asset = p.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
// Make particles much bigger overall
scaleX: 0.85 + Math.random() * 0.65,
scaleY: 0.85 + Math.random() * 0.65,
color: 0xff2233,
alpha: 0.6 + Math.random() * 0.25
});
p.x = self.x;
p.y = self.y;
var angle = Math.random() * Math.PI * 2;
var speed = 20 + Math.random() * 18;
var life = 22 + Math.floor(Math.random() * 16);
p.update = function (a, s, l) {
var vx = Math.cos(a) * s;
var vy = Math.sin(a) * s;
var ticks = 0;
return function () {
this.x += vx;
this.y += vy;
vx *= 0.88;
vy *= 0.88;
this.alpha *= 0.91;
ticks++;
if (ticks > l) {
this.destroy();
}
};
}(angle, speed, life);
game.addChild(p);
// Add to update loop
if (!game._enemyParticles) game._enemyParticles = [];
game._enemyParticles.push(p);
}
};
// 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 (white frame, green fill) - always on top, not rotating
self.hpBarBg = LK.getAsset('character', {
width: 124,
// slightly larger for white border
height: 22,
color: 0xffffff,
// white frame
shape: 'box',
anchorX: 0.5,
anchorY: 0.5,
y: -90
});
self.hpBar = LK.getAsset('centerCircle', {
width: 116,
height: 12,
color: 0x44de44,
// green fill
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);
// Halve enemy health
enemy.maxHp = Math.max(1, Math.floor(enemy.maxHp / 2));
enemy.hp = enemy.maxHp;
enemy.updateHpBar();
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;
}
}
}
;
// --- Update and cleanup enemy death particles ---
if (game._enemyParticles) {
for (var i = game._enemyParticles.length - 1; i >= 0; i--) {
var p = game._enemyParticles[i];
if (p.destroyed) {
game._enemyParticles.splice(i, 1);
continue;
}
if (typeof p.update === "function") p.update();
}
}
};
// --- Score Initialization ---
LK.setScore(0);
scoreTxt.setText(LK.getScore());