User prompt
Oyuncu resmi 360 derece dönmesin.
User prompt
Oyuncuyu 2x büyüt
User prompt
Health box 1.5x büyüt.
User prompt
Health box patlama efektini beyaz renk ve küçük parçacık yap.
User prompt
Health box 2x büyüt
User prompt
Düşman 2x büyüt
User prompt
Arkaplan 4096x4096 yap.
User prompt
Arkaplan 8192x8192 yap.
User prompt
Arkaplan 8192x8192 yap.
User prompt
Arkaplan 8192x8192 yap.
User prompt
Arkaplan 4096x4096 olsun
User prompt
Arkaplan 1024x1024 olsun
User prompt
Arkaplan kullan
User prompt
Sağlık kutusu biraz daha hızlı hareket etsin
User prompt
Sağlık kutusu biraz daha çok gelsin.
User prompt
Saglik kutusu vurmak önce zırh sağlık az ise iyileştir. Zırh sağlık doluysa bir üstteki zırh eksik ise ekle.
User prompt
Sağlık kutusu biraz daha hızlı gitsin
User prompt
Düşman patlama efekt rengi düşman renginden al.
User prompt
Düşman patlams daha kırmızı.
User prompt
Düşman gittikçe hızlansin.
User prompt
Düşman hızlı gelsin.
User prompt
Saglık kutusu patlama efektinin kırmızı renkli düşmanda olsun
User prompt
Düşman efekt rengi kırmızı renktir.
User prompt
Düşman efekt rengi kırmızı olsun
User prompt
Saglık kutusu patlama efektinin aynisı düşmanda 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 (white ellipse) 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; // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update method called every tick self.update = function () { self.lastX = self.x; self.lastY = self.y; 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 (pink 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 = 1.15 + Math.random() * 0.55; // even faster approach self.maxHp = 3; // always 3 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 })); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { self.hpBar.width = 76 * (self.hp / self.maxHp); }; // Update method called every tick self.update = function () { self.lastX = self.x; self.lastY = self.y; 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 (intense red, gravity-free) // More and bigger particles, even more red! 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: 1.1 + Math.random() * 0.8, scaleY: 1.1 + Math.random() * 0.8, // Use a deeper, more saturated red color: 0xff0000, alpha: 0.82 + Math.random() * 0.18 }); p.x = self.x; p.y = self.y; var angle = Math.random() * Math.PI * 2; var speed = 22 + Math.random() * 20; var life = 26 + Math.floor(Math.random() * 18); 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 *= 0.93; 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; }); // --- HealthBox Class --- var HealthBox = Container.expand(function () { var self = Container.call(this); // Attach health asset (red box) var asset = self.attachAsset('healthBox', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 60 + Math.random() * 40; self.speed = 0.32 + Math.random() * 0.16; // even faster movement self.maxHp = 1; self.hp = self.maxHp; self.direction = 0; // Defensive: track last position self.lastX = self.x; self.lastY = self.y; // Update method self.update = function () { self.lastX = self.x; self.lastY = self.y; 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; }; // On death self.die = function () { LK.effects.flashObject(self, 0xffffff, 200); // Particle effect (greenish) for (var i = 0; i < 18; i++) { var p = new Container(); var asset = p.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7 + Math.random() * 0.5, scaleY: 0.7 + Math.random() * 0.5, color: 0x44de44, alpha: 0.7 + Math.random() * 0.2 }); p.x = self.x; p.y = self.y; var angle = Math.random() * Math.PI * 2; var speed = 12 + Math.random() * 10; var life = 16 + Math.floor(Math.random() * 10); 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); if (!game._enemyParticles) game._enemyParticles = []; game._enemyParticles.push(p); } }; return self; }); // --- Player Class --- var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (blue ellipse) 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 }); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // 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 })); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // 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 ****/ // --- Background Image --- var backgroundImg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 100, scaleY: 2732 / 100, x: 2048 / 2, y: 2732 / 2 }); game.addChild(backgroundImg); // --- 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; // Defensive: initialize lastX/lastY shield.lastX = shield.x; shield.lastY = shield.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; // Defensive: initialize lastX/lastY bullet.lastX = bullet.x; bullet.lastY = bullet.y; 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; // 1 in 5 chance to spawn a health box instead of enemy (increased frequency) if (Math.random() < 0.2) { var healthBox = new HealthBox(); healthBox.x = ex; healthBox.y = ey; healthBox.direction = Math.atan2(2732 / 2 - ey, 2048 / 2 - ex); healthBox.lastX = healthBox.x; healthBox.lastY = healthBox.y; enemies.push(healthBox); game.addChild(healthBox); } else { 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); // Scale enemy speed with score: base speed + (score * 0.08), capped at 7x base var score = LK.getScore(); var speedScale = 1 + Math.min(score * 0.08, 6); // up to 7x base speed enemy.speed *= speedScale; // Defensive: initialize lastX/lastY enemy.lastX = enemy.x; enemy.lastY = enemy.y; 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(); // Make enemies and health boxes spawn less frequently (every 2.5-3.5s) spawnTimer = 150 + Math.floor(Math.random() * 60); // spawn every 2.5-3.5s } // --- Update Bullets --- for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Defensive: initialize lastX/lastY if not set if (typeof bullet.lastX === "undefined") bullet.lastX = bullet.x; if (typeof bullet.lastY === "undefined") bullet.lastY = bullet.y; 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]; // Defensive: initialize lastX/lastY if not set if (typeof enemy.lastX === "undefined") enemy.lastX = enemy.x; if (typeof enemy.lastY === "undefined") enemy.lastY = enemy.y; if (bullet.intersects(enemy)) { enemy.takeDamage(bullet.damage); // HealthBox dies in 1 hit, Enemy dies at 0 hp var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (enemy.hp <= 0) { var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: if any shield is missing (inactive), revive it (starting from innermost) var revived = false; for (var ss = 0; ss < shieldLayers.length; ss++) { if (!shieldLayers[ss].active) { shieldLayers[ss].reset(); revived = true; // Flash revived shield LK.effects.flashObject(shieldLayers[ss], 0x44ff44, 400); break; } } // If all shields are active, fully restore outermost shield if (!revived && shieldLayers.length > 0) { var outermost = shieldLayers[shieldLayers.length - 1]; outermost.hp = outermost.maxHp; outermost.updateHpBar(); LK.effects.flashObject(outermost, 0x44ff44, 400); } // Play a positive effect on shield LK.getSound('shieldHit').play(); } else { 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]; // Defensive: initialize lastX/lastY if not set if (typeof enemy.lastX === "undefined") enemy.lastX = enemy.x; if (typeof enemy.lastY === "undefined") enemy.lastY = enemy.y; 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) { // Defensive: initialize lastX/lastY if not set if (typeof shield.lastX === "undefined") shield.lastX = shield.x; if (typeof shield.lastY === "undefined") shield.lastY = shield.y; // 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 var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: cannot damage shield, instead restore outermost shield // Find outermost shield (highest index) var outermost = null; for (var ss = shieldLayers.length - 1; ss >= 0; ss--) { if (!outermost || shieldLayers[ss].index > outermost.index) { outermost = shieldLayers[ss]; } } // If any shield is missing (inactive), revive it (starting from innermost) var revived = false; for (var ss = 0; ss < shieldLayers.length; ss++) { if (!shieldLayers[ss].active) { shieldLayers[ss].reset(); revived = true; // Flash revived shield LK.effects.flashObject(shieldLayers[ss], 0x44ff44, 400); break; } } // If all shields are active, fully restore outermost shield if (!revived && outermost) { outermost.hp = outermost.maxHp; outermost.updateHpBar(); LK.effects.flashObject(outermost, 0x44ff44, 400); } // Play a positive effect on shield LK.getSound('shieldHit').play(); enemy.die(); enemy.destroy(); enemies.splice(i, 1); blocked = true; break; } else { // Regular enemy: damage 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]; // Defensive: initialize lastX/lastY if not set if (typeof p.lastX === "undefined") p.lastX = p.x; if (typeof p.lastY === "undefined") p.lastY = p.y; 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
@@ -339,8 +339,18 @@
/****
* Game Code
****/
+// --- Background Image ---
+var backgroundImg = LK.getAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2048 / 100,
+ scaleY: 2732 / 100,
+ x: 2048 / 2,
+ y: 2732 / 2
+});
+game.addChild(backgroundImg);
// --- Global Variables ---
var player;
var enemies = [];
var bullets = [];