User prompt
Sağlık kutusu vurunca mevcut en dıştaki zırh canı dolsun. Canı doluysa ustündeki zırh eklensin.
User prompt
Zırh3 3 kat büyük olsun.
User prompt
Zırh 2 canbarı zirh2 üstünde olsun
User prompt
Zırh 2 canbarı üstünde olsun
User prompt
Zırh 2 yi ekle 2 kat büyük
User prompt
Zırh1 i biraz daha büyüt
User prompt
1.zırh kalsin sadece
User prompt
3 ayrı zırh asseti olsun.
User prompt
Zırh çapları ve collisonları 3x 6x 12x olsun
User prompt
Zırhlar 1x 3x 6x olsun
User prompt
Zırh etkileşimleri boyutlarıyla aynı olsun.
User prompt
Zırhlar çaplarını arttır.
User prompt
Test için kaldırılan zırhları eski özellikleri ve büyüklükleri ile aynı şekilde geri koy.
User prompt
Zırh boyutlarını 2x ve etkisini 2x yap.
User prompt
Zırh boyutlarını 2x yap.
User prompt
Zırh boyutlarını düzelt iyileştir
User prompt
Test için kaldırılan zırhları geri koy.
User prompt
Test modundan çık
User prompt
mermiler dahs sık olsun.
User prompt
Mermi çapları 2x olsun.
User prompt
Yardımcı noktalar için asset ekle ve ekran spnuna kadar uzat.
User prompt
Mermi ile aynı açida ve hizada olsun. Nokta nokta olsun
User prompt
Mermiyle aynı hat üzerinde olsun.
User prompt
Yardımci cizgi 1 tane olsun, uzun olsun ve mermi yönünde olsun
User prompt
Yardımci cizgilerde döner ve gözükur
/**** * 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: [3, 6, 12][self.index], // 3x, 6x, 12x scaleY: [3, 6, 12][self.index], 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); // --- Helper Line for Fire Direction (dotted, in fire direction, aligned with bullet) --- var helperLineDots = []; var helperLineAlpha = 0.7; var helperLineWidth = 18; var helperLineDotSpacing = 48; // px between dots // Calculate max possible length from player to farthest screen edge function getHelperLineLength(angle) { // Player is always at center var cx = 2048 / 2; var cy = 2732 / 2; // Find intersection with screen edge in direction of angle var dx = Math.cos(angle); var dy = Math.sin(angle); // Calculate t for each edge, pick the smallest positive t var tVals = []; if (dx !== 0) { var t1 = (0 - cx) / dx; var t2 = (2048 - cx) / dx; tVals.push(t1, t2); } if (dy !== 0) { var t3 = (0 - cy) / dy; var t4 = (2732 - cy) / dy; tVals.push(t3, t4); } // Only consider positive t (forward direction) var maxLen = 0; for (var i = 0; i < tVals.length; i++) { if (tVals[i] > 0) { var px = cx + dx * tVals[i]; var py = cy + dy * tVals[i]; // Check if point is on screen if (px >= 0 && px <= 2048 && py >= 0 && py <= 2732) { var dist = Math.sqrt((px - cx) * (px - cx) + (py - cy) * (py - cy)); if (dist > maxLen) maxLen = dist; } } } // Clamp to a minimum length if (maxLen < 200) maxLen = 200; return maxLen; } // Pre-create enough dots for the longest possible line (diagonal) var maxPossibleLength = Math.sqrt(2048 * 2048 + 2732 * 2732); var helperLineDotCount = Math.ceil(maxPossibleLength / helperLineDotSpacing); for (var i = 1; i <= helperLineDotCount; i++) { var dot = new Container(); var asset = dot.attachAsset('helperDot', { anchorX: 0.5, anchorY: 0.5, scaleX: helperLineWidth / 32, scaleY: helperLineWidth / 32, alpha: helperLineAlpha }); dot.visible = false; game.addChild(dot); helperLineDots.push(dot); } // --- Player Initialization --- player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; // Always keep player sprite visually fixed (no rotation) player.rotation = 0; 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 --- // Restore shield layers with original properties and sizes var shieldLayers = []; // Three shield layers: outermost to innermost var shieldRadii = [260, 180, 110]; var shieldScales = [3, 6, 12]; // 3x, 6x, 12x for (var i = 0; i < 3; i++) { var shield = new ShieldLayer(); shield.index = i; shield.radius = shieldRadii[i]; // Place shield at player center shield.x = 2048 / 2; shield.y = 2732 / 2; // Set shield visual size to 3x, 6x, 12x shield.shieldAsset.scaleX = shieldScales[i]; shield.shieldAsset.scaleY = shieldScales[i]; shield.shieldAsset.alpha = 0.25 + 0.15 * i; // Position health bar above shield shield.hpBarBg.y = -shield.radius - 120; shield.hpBar.y = -shield.radius - 120; // Add to game and to shieldLayers array 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 = 4; // frames (was 10, now fires much more frequently) // Play shoot sound LK.getSound('shoot').play(); } // --- Handle Touch/Drag to Set Fire Angle (Player sprite does NOT rotate) --- game.down = function (x, y, obj) { dragActive = true; // Store angle from player center to touch point var angle = Math.atan2(y - player.y, x - player.x); lastTouchAngle = angle; }; game.move = function (x, y, obj) { if (dragActive) { // Update angle from player center to current touch point var angle = Math.atan2(y - player.y, x - player.x); lastTouchAngle = angle; } }; game.up = function (x, y, obj) { dragActive = false; // Fire bullet in the direction of last drag/touch (from center to release point) fireBullet(lastTouchAngle); }; // --- 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--; // --- Update Helper Line (dotted, in fire direction, aligned with bullet) --- var cx = player.x; var cy = player.y; var lineLen = getHelperLineLength(lastTouchAngle); var dotCount = Math.floor(lineLen / helperLineDotSpacing); for (var i = 0; i < helperLineDots.length; i++) { var dot = helperLineDots[i]; if (i < dotCount) { var dist = (i + 1) * helperLineDotSpacing; dot.x = cx + Math.cos(lastTouchAngle) * dist; dot.y = cy + Math.sin(lastTouchAngle) * dist; dot.rotation = lastTouchAngle; dot.visible = true; } else { dot.visible = false; } } // 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); // Use actual shield visual size for collision (shieldAsset is ellipse, scaleX/scaleY applied) // Defensive: recalculate radius using current scale (3x, 6x, 12x) var baseRadius = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }).width / 2; var shieldVisualRadius = baseRadius * shield.shieldAsset.scaleX; var enemyVisualRadius = (enemy.width > enemy.height ? enemy.width : enemy.height) / 2; if (dist < shieldVisualRadius + enemyVisualRadius) { // 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
@@ -295,10 +295,11 @@
// Visual: use ellipse for shield
self.shieldAsset = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5,
+ scaleX: [3, 6, 12][self.index],
+ // 3x, 6x, 12x
+ scaleY: [3, 6, 12][self.index],
alpha: 0.25 + 0.15 * self.index // more visible for outer shields
});
// Health bar above shield
self.hpBarBg = self.addChild(LK.getAsset('hpbar_bg', {
@@ -462,17 +463,17 @@
// Restore shield layers with original properties and sizes
var shieldLayers = [];
// Three shield layers: outermost to innermost
var shieldRadii = [260, 180, 110];
-var shieldScales = [1, 3, 6]; // 1x, 3x, 6x
+var shieldScales = [3, 6, 12]; // 3x, 6x, 12x
for (var i = 0; i < 3; i++) {
var shield = new ShieldLayer();
shield.index = i;
shield.radius = shieldRadii[i];
// Place shield at player center
shield.x = 2048 / 2;
shield.y = 2732 / 2;
- // Set shield visual size to 1x, 3x, 6x
+ // Set shield visual size to 3x, 6x, 12x
shield.shieldAsset.scaleX = shieldScales[i];
shield.shieldAsset.scaleY = shieldScales[i];
shield.shieldAsset.alpha = 0.25 + 0.15 * i;
// Position health bar above shield
@@ -692,9 +693,14 @@
var dx = enemy.x - player.x;
var dy = enemy.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Use actual shield visual size for collision (shieldAsset is ellipse, scaleX/scaleY applied)
- var shieldVisualRadius = (shield.shieldAsset.width > shield.shieldAsset.height ? shield.shieldAsset.width : shield.shieldAsset.height) / 2;
+ // Defensive: recalculate radius using current scale (3x, 6x, 12x)
+ var baseRadius = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }).width / 2;
+ var shieldVisualRadius = baseRadius * shield.shieldAsset.scaleX;
var enemyVisualRadius = (enemy.width > enemy.height ? enemy.width : enemy.height) / 2;
if (dist < shieldVisualRadius + enemyVisualRadius) {
// Collided with shield
var isHealthBox = typeof enemy.maxHp !== "undefined" && enemy.maxHp === 1;