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
****/
// --- Player Class ---
var Player = Container.expand(function () {
var self = Container.call(this);
// Player asset
var asset = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
// Health properties
self.maxHp = 5;
self.hp = self.maxHp;
// Health bar background
self.hpBarBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 0.32,
tint: 0x222222
});
self.hpBarBg.alpha = 0.7;
// Health bar foreground
self.hpBar = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.45,
scaleY: 0.22,
tint: 0x44ff44
});
self.hpBar.alpha = 0.9;
// Update health bar width
self.updateHpBar = function () {
var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp));
self.hpBar.scaleX = 1.45 * ratio;
if (ratio > 0.6) {
self.hpBar.tint = 0x44ff44;
} else if (ratio > 0.3) {
self.hpBar.tint = 0xffe044;
} else {
self.hpBar.tint = 0xff4444;
}
};
// Take damage
self.takeDamage = function (amount) {
self.hp -= amount;
if (self.hp < 0) self.hp = 0;
self.updateHpBar();
};
// Die
self.die = function () {
// Flash player red
LK.effects.flashObject(self, 0xff0000, 600);
};
// 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 healthBoxes = [];
var spawnTimer = 0;
var healthBoxSpawnTimer = 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);
}
// --- HealthBox Spawning ---
function spawnHealthBox() {
var angle = Math.random() * Math.PI * 2;
var distance = 1100 + Math.random() * 400;
var hx = 2048 / 2 + Math.cos(angle) * distance;
var hy = 2732 / 2 + Math.sin(angle) * distance;
var box = new HealthBox();
box.x = hx;
box.y = hy;
box.direction = Math.atan2(2732 / 2 - hy, 2048 / 2 - hx);
healthBoxes.push(box);
game.addChild(box);
}
// --- 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
}
// --- HealthBox spawn timer (very rare) ---
healthBoxSpawnTimer--;
if (healthBoxSpawnTimer <= 0) {
// Only spawn if there is not already a health box on screen
if (healthBoxes.length === 0) {
spawnHealthBox();
}
// Next spawn: 12-18 seconds
healthBoxSpawnTimer = 720 + Math.floor(Math.random() * 360);
}
// --- 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;
// Check collision with health boxes
for (var k = healthBoxes.length - 1; k >= 0; k--) {
var box = healthBoxes[k];
if (bullet.intersects(box)) {
// Collect health box
box.collect();
box.destroy();
healthBoxes.splice(k, 1);
// Restore player health to max
player.hp = player.maxHp;
player.updateHpBar();
bullet.destroy();
bullets.splice(i, 1);
hit = true;
break;
}
}
if (hit) continue;
}
// --- Update HealthBoxes ---
for (var i = healthBoxes.length - 1; i >= 0; i--) {
var box = healthBoxes[i];
box.update();
// Remove if out of bounds
if (box.x < -200 || box.x > 2048 + 200 || box.y < -200 || box.y > 2732 + 200) {
box.destroy();
healthBoxes.splice(i, 1);
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()); ===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,68 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// --- Player Class ---
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ // Player asset
+ var asset = self.attachAsset('character', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Health properties
+ self.maxHp = 5;
+ self.hp = self.maxHp;
+ // Health bar background
+ self.hpBarBg = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 0.32,
+ tint: 0x222222
+ });
+ self.hpBarBg.alpha = 0.7;
+ // Health bar foreground
+ self.hpBar = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.45,
+ scaleY: 0.22,
+ tint: 0x44ff44
+ });
+ self.hpBar.alpha = 0.9;
+ // Update health bar width
+ self.updateHpBar = function () {
+ var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp));
+ self.hpBar.scaleX = 1.45 * ratio;
+ if (ratio > 0.6) {
+ self.hpBar.tint = 0x44ff44;
+ } else if (ratio > 0.3) {
+ self.hpBar.tint = 0xffe044;
+ } else {
+ self.hpBar.tint = 0xff4444;
+ }
+ };
+ // Take damage
+ self.takeDamage = function (amount) {
+ self.hp -= amount;
+ if (self.hp < 0) self.hp = 0;
+ self.updateHpBar();
+ };
+ // Die
+ self.die = function () {
+ // Flash player red
+ LK.effects.flashObject(self, 0xff0000, 600);
+ };
+ // Initialize health bar
+ self.updateHpBar();
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818