User prompt
Ateş yönü 360 derece döner oyuncu sabit.
User prompt
Oyuncu hep aynı kalır.
User prompt
Oyuncu ateş ederken dönmez.
User prompt
Sağlık kutusu oyuncuya çarpınca oyuncunun canbarı değişmez.
User prompt
Sağlık kutusu çarpınca sadece yok olur oyuncuya zarar vermez.
User prompt
Oyuncu canbarı biraz yukarı taşı.
User prompt
Biraz daha yukarı al
User prompt
Çok az yukarı al
User prompt
Biraz aşağıya al ve sağlık kutusu vurunca full doldur.
User prompt
Can azaması ters yönden azaliyor
User prompt
Oyuncu canbarı biraz yukari y
User prompt
Oyuncu canbarı sağdan sola azalır iyileştir
User prompt
Oyuncu canbar y ekseninda ters cevir
User prompt
Oyuncu canbar sağdan azalır.
User prompt
Oyungu canbarı iyileştir
User prompt
Oyuncu canbarı sağdan sola azalır. Test etmek için zırhların geçici kaldır.
User prompt
Oyuncu dönmeden 360 drece mermi atabilsin. Oyuncunun can barı da sağdan sola azalsın.
User prompt
Tüm kodu iyileştir kullanılmayan nesneleri temizle.
User prompt
Mermi daha belirgin olsun daha çok sayıda olsun.
User prompt
Yardımcı cızgileri kalın yap
User prompt
Mermi hareket yolunda olsun
User prompt
Ekran sonuna kadar uzansınlar
User prompt
Mermi Yardımcı çizgileri icin asset ekle ve gözüksün
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(explosionAsset).to({' Line Number: 121
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(explosionAsset).to({' Line Number: 121
/**** * 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 = 160; // 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), scaled up 2x var enemyAsset = self.attachAsset('enemyCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // 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 (white background, green foreground), both rectangles, above the enemy self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 1.0, y: -140 // higher above the enemy })); self.hpBar = self.addChild(LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 1.0, y: -140 // match background bar position })); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { // Use asset width for scaling, so health bar always matches background self.hpBar.width = self.hpBarBg.width * (self.hp / self.maxHp); self.hpBar.x = self.hpBarBg.x - (self.hpBarBg.width - self.hpBar.width) / 2; }; // 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), scaled up 1.5x var asset = self.attachAsset('healthBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); 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 (white explosion) for (var i = 0; i < 18; i++) { var p = new Container(); var asset = p.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9 + Math.random() * 0.7, scaleY: 0.9 + Math.random() * 0.7, color: 0xffffff, alpha: 0.8 + Math.random() * 0.15 }); 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), scaled up 2x var playerAsset = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // 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('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: -140 }); self.hpBar = LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, y: -140 }); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { // Clamp hp to [0, maxHp] if (self.hp < 0) self.hp = 0; if (self.hp > self.maxHp) self.hp = self.maxHp; // Use asset width for scaling, so health bar always matches background // Health bar shrinks from left to right (left edge fixed) var targetWidth = self.hpBarBg.width * (self.hp / self.maxHp); if (targetWidth < 0) targetWidth = 0; // Smoothly animate width decrease (if needed) if (typeof self.hpBar.width === "undefined") self.hpBar.width = self.hpBarBg.width; if (self.hpBar.width > targetWidth) { self.hpBar.width -= Math.max(6, (self.hpBar.width - targetWidth) * 0.18); if (self.hpBar.width < targetWidth) self.hpBar.width = targetWidth; } else { self.hpBar.width = targetWidth; } // Left edge fixed: set x so left edge stays at bg left self.hpBar.x = self.hpBarBg.x - self.hpBarBg.width / 2 + self.hpBar.width / 2; // Add a white border to the health bar background for better visibility if (!self.hpBarBg._borderAdded) { var border = LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: self.hpBarBg.y, width: self.hpBarBg.width + 8, height: self.hpBarBg.height + 8, color: 0xffffff, alpha: 0.25 }); border.x = self.hpBarBg.x; border.y = self.hpBarBg.y; if (self.hpBarBg.parent) self.hpBarBg.parent.addChild(border); self.hpBarBg._borderAdded = true; } }; // Take damage self.takeDamage = function (amount) { self.hp -= amount; if (self.hp < 0) self.hp = 0; if (self.hp > self.maxHp) self.hp = self.maxHp; 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: 1.5, scaleY: 1.5, alpha: 0.25 + 0.15 * self.index // more visible for outer shields }); // Health bar above shield self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', { anchorX: 0.5, anchorY: 0.5, y: -self.radius - 120 })); self.hpBar = self.addChild(LK.getAsset('hpbar_fg', { anchorX: 0.5, anchorY: 0.5, y: -self.radius - 120 })); // Defensive: track last position for possible future use self.lastX = self.x; self.lastY = self.y; // Update health bar width self.updateHpBar = function () { // Use asset width for scaling, so health bar always matches background self.hpBar.width = self.hpBarBg.width * (self.hp / self.maxHp); self.hpBar.x = self.hpBarBg.x - (self.hpBarBg.width - self.hpBar.width) / 2; 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 ****/ // Health bar assets for bg/fg // --- Background Image --- var backgroundImg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 4096, scaleY: 2732 / 4096 }); game.addChild(backgroundImg); // --- Global Variables --- var player; var enemies = []; var bullets = []; var spawnTimer = 0; var fireCooldown = 0; var dragActive = false; var lastTouchAngle = 0; // --- 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); // Position health bar above player player.hpBarBg.x = player.x; player.hpBarBg.y = player.y - 170; player.hpBar.x = player.x; player.hpBar.y = player.y - 170; // --- Shield Layers Initialization --- // Shields temporarily disabled for testing var shieldLayers = []; // --- 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); // After firing, reset player rotation to upright (0 radians) player.rotation = 0; }; // --- 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 - 170; player.hpBar.x = player.x; player.hpBar.y = player.y - 170; player.updateHpBar(); // --- 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 or destroyed if (bullet.x < -200 || bullet.x > 2048 + 200 || bullet.y < -200 || bullet.y > 2732 + 200 || bullet.destroyed) { if (!bullet.destroyed) 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 (enemy.destroyed) continue; if (bullet.intersects(enemy)) { // HealthBox dies in 1 hit, Enemy dies at 0 hp var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: always die in one hit, regardless of hp enemy.hp = 0; } else { enemy.takeDamage(bullet.damage); } if (enemy.hp <= 0) { var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: fill player health to max player.hp = player.maxHp; player.updateHpBar(); // 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(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(j, 1); if (!(typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1)) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } } if (!bullet.destroyed) bullet.destroy(); bullets.splice(i, 1); hit = true; break; } } if (hit) continue; } // Remove destroyed bullets (defensive, in case any remain) for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].destroyed) bullets.splice(i, 1); } // --- 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; if (enemy.destroyed) { enemies.splice(i, 1); continue; } 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 (already 1.5x larger) if (dist < shield.radius + 50) { // Collided with shield var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: just disappears, does not affect shield, no revive or restore enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); blocked = true; break; } else { // Regular enemy: damage shield shield.takeDamage(1); LK.getSound('shieldHit').play(); enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); // Increase score when enemy dies by hitting shield LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // 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)) { var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1; if (isHealthBox) { // HealthBox: just disappears, does not affect player health enemy.die(); if (!enemy.destroyed) enemy.destroy(); enemies.splice(i, 1); // Do not change player health or flash screen } else { player.takeDamage(1); if (player.hp < 0) player.hp = 0; if (player.hp > player.maxHp) player.hp = player.maxHp; LK.getSound('enemyDie').play(); enemy.die(); if (!enemy.destroyed) 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; } } } } // Remove destroyed enemies (defensive, in case any remain) for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].destroyed) enemies.splice(i, 1); } ; // --- 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(); } // Defensive: remove any remaining destroyed particles for (var i = game._enemyParticles.length - 1; i >= 0; i--) { if (game._enemyParticles[i].destroyed) game._enemyParticles.splice(i, 1); } } }; // --- Score Initialization --- LK.setScore(0); scoreTxt.setText(LK.getScore());
===================================================================
--- original.js
+++ change.js
@@ -628,22 +628,31 @@
}
if (blocked) continue;
// If not blocked, check collision with player
if (enemy.intersects(player)) {
- player.takeDamage(1);
- if (player.hp < 0) player.hp = 0;
- if (player.hp > player.maxHp) player.hp = player.maxHp;
- LK.getSound('enemyDie').play();
- enemy.die();
- if (!enemy.destroyed) 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;
+ var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1;
+ if (isHealthBox) {
+ // HealthBox: just disappears, does not affect player health
+ enemy.die();
+ if (!enemy.destroyed) enemy.destroy();
+ enemies.splice(i, 1);
+ // Do not change player health or flash screen
+ } else {
+ player.takeDamage(1);
+ if (player.hp < 0) player.hp = 0;
+ if (player.hp > player.maxHp) player.hp = player.maxHp;
+ LK.getSound('enemyDie').play();
+ enemy.die();
+ if (!enemy.destroyed) 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;
+ }
}
}
}
// Remove destroyed enemies (defensive, in case any remain)