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; }); // --- ShieldLayer Class --- var ShieldLayer = Container.expand(function () { var self = Container.call(this); // Shield asset (use centerCircle for now) self.shieldAsset = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.18 }); // Health properties self.maxHp = 3; self.hp = self.maxHp; self.active = true; // Health bar background self.hpBarBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.18, tint: 0x222222, alpha: 0.7 }); // Health bar foreground self.hpBar = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.98, scaleY: 0.12, tint: 0x44aaff, alpha: 0.9 }); // Add health bars as children of shield (so they move with shield) self.addChild(self.hpBarBg); self.addChild(self.hpBar); // Update health bar width and color self.updateHpBar = function () { var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp)); self.hpBar.scaleX = 0.98 * ratio; if (ratio > 0.6) { self.hpBar.tint = 0x44aaff; } else if (ratio > 0.3) { self.hpBar.tint = 0xffe044; } else { self.hpBar.tint = 0xff4444; } }; // 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) { self.active = false; self.visible = false; LK.getSound('shieldExplode').play(); // Optionally: flash or animate shield break } }; // Restore shield self.restore = 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 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
@@ -61,8 +61,78 @@
// Initialize health bar
self.updateHpBar();
return self;
});
+// --- ShieldLayer Class ---
+var ShieldLayer = Container.expand(function () {
+ var self = Container.call(this);
+ // Shield asset (use centerCircle for now)
+ self.shieldAsset = self.attachAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.18
+ });
+ // Health properties
+ self.maxHp = 3;
+ self.hp = self.maxHp;
+ self.active = true;
+ // Health bar background
+ self.hpBarBg = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.0,
+ scaleY: 0.18,
+ tint: 0x222222,
+ alpha: 0.7
+ });
+ // Health bar foreground
+ self.hpBar = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.98,
+ scaleY: 0.12,
+ tint: 0x44aaff,
+ alpha: 0.9
+ });
+ // Add health bars as children of shield (so they move with shield)
+ self.addChild(self.hpBarBg);
+ self.addChild(self.hpBar);
+ // Update health bar width and color
+ self.updateHpBar = function () {
+ var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp));
+ self.hpBar.scaleX = 0.98 * ratio;
+ if (ratio > 0.6) {
+ self.hpBar.tint = 0x44aaff;
+ } else if (ratio > 0.3) {
+ self.hpBar.tint = 0xffe044;
+ } else {
+ self.hpBar.tint = 0xff4444;
+ }
+ };
+ // 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) {
+ self.active = false;
+ self.visible = false;
+ LK.getSound('shieldExplode').play();
+ // Optionally: flash or animate shield break
+ }
+ };
+ // Restore shield
+ self.restore = function () {
+ self.hp = self.maxHp;
+ self.active = true;
+ self.visible = true;
+ self.updateHpBar();
+ };
+ // Initialize
+ self.updateHpBar();
+ return self;
+});
/****
* Initialize Game
****/