User prompt
Tıkladığımda sadece oyuncu arabası hızlansın Bosscar hızlanmasın
User prompt
Süre sayacının boyutunu 0.1 arttır
User prompt
Skor sayacı, level sayacı ve süre sayacı aynı düzlemde yan yana dursun
User prompt
Seviye 1 yerine Level 1 yazsın
User prompt
Skor Sayacının boyutunu 0.10 düşür
User prompt
Skor sayacının boyutunu 0.5 düşür
User prompt
Skor Sayacının boyutunu 0.10 düşür
User prompt
Skor: yerine Score: yap
User prompt
Süre, Kill ve Seviye sayaçlarının aralarındaki mesafeyi biraz arttır. Kill Sayacının Yanına Skor: ekle ve Skor sayılsın
User prompt
Süre ve Kill sayaçlarının ortasına bir Seviye Sayacı ekle Seviye 1 den başlasında Bosscar öldükten sonra Seviye 2 ye çıksın
User prompt
Bosscarın hareket hızını arttır.
User prompt
Bosscar, oyuncu arabasının yakınındayken oyuncu arabası Bosscara atış yapabiliyor olsun. Diğer arabalardaki mesafe kullanılsın
User prompt
Oyuncu arabasının menzili Bosscar dahil olduğunda da diğer araçlarda olduğu gibi olsun
User prompt
Oyuncu arabası diğer arabalara vurduğu saldırı hızıyla BossCara vursun
User prompt
Oyuncu arabası tek tek 0.5 saniyede bir ateş atsın.
User prompt
10 kill aldıktan sonra Bosscar gelsin.
User prompt
Bosscara da diğer araçlara vurduğu hızda vursun.
User prompt
Bosscara da oyuncu arabası ateş etsin ve hasar versin.
User prompt
20 kill aldıktan sonra Bosscar gelsin. Bosscar geldikten sonra diğer araçlar doğmasın.
User prompt
10 öldürme sonunda alt kenarından can barımız çıksın tam dolu şekilde ekranın sol altında belirsin onunla birlikte 1 adet büyük final stage boss gelsin ve onunda canı full olsun ekranın sol üstünde de onun canı gözüksün her vuruş yaptığımızda canı gitsin ve üstümüze doğru gelerek bizi öldürmeye çalışsın
User prompt
Mouse hareket etmediğinde oyuncu arabası da dursun
User prompt
Mouse hareket etmediğinde oyuncu arbası da dursun
User prompt
Mouse hareket etmediğinde oyuncu arabası da hareket etmesin
User prompt
Mouse durduğunda oyuncu arabası da dursun
User prompt
mouse sabit kaldığında oyuncu arabası da dursun,
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BossCar Class var BossCar = Container.expand(function () { var self = Container.call(this); // Use enemyCar asset but larger and different color var boss = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5, width: 320, height: 600, color: 0x8e44ad // purple for boss }); // Target position (player car) self.targetX = 2048 / 2; self.targetY = 2732 / 2; // Speed (slower than normal enemies) self.speed = 4; // Direction vector self.dirX = 0; self.dirY = 1; // For collision self.radius = 180; // Boss health self.maxHealth = 20; self.health = self.maxHealth; // Update method self.update = function () { // Move toward target (player car) var dx = self.targetX - self.x; var dy = self.targetY - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; boss.rotation = Math.atan2(self.dirY, self.dirX) + Math.PI / 2; } }; // Set target (player car position) self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; // Take damage self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; }; return self; }); // Bullet Class var Bullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Direction vector self.dirX = 0; self.dirY = -1; // Speed self.speed = 38; // For collision self.radius = 30; // Update self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; // Set direction self.setDirection = function (dx, dy) { var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; } }; return self; }); // Enemy Car Class var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); // Target position (player car) self.targetX = 2048 / 2; self.targetY = 2732 / 2; // Speed (pixels per tick) self.speed = 7; // Direction vector self.dirX = 0; self.dirY = 1; // For collision self.radius = 90; // Update method self.update = function () { // Move toward target (player car) var dx = self.targetX - self.x; var dy = self.targetY - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; // Enemy car speed is always self.speed, never boosted self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Rotate car to face movement car.rotation = Math.atan2(self.dirY, self.dirX) + Math.PI / 2; } }; // Set target (player car position) self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); // Attach car asset, anchor center var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); // For visual orientation, add a "gun" at the top (optional) // Not required for MVP // Movement speed (pixels per tick) self.baseSpeed = 12; self.boostSpeed = 24; self.currentSpeed = self.baseSpeed; // Direction vector (normalized) self.dirX = 0; self.dirY = -1; // Set initial position to center self.x = 2048 / 2; self.y = 2732 / 2; // For auto-shoot cooldown self.shootCooldown = 0; // Update method: called every tick self.update = function () { // Move in direction of pointer // Only move if playerIsMoving is true (set by handleMove) if (typeof playerIsMoving !== "undefined" && playerIsMoving) { self.x += self.dirX * self.currentSpeed; self.y += self.dirY * self.currentSpeed; } // Clamp to game area (keep inside bounds) if (self.x < 90) self.x = 90; if (self.x > 2048 - 90) self.x = 2048 - 90; if (self.y < 160) self.y = 160; if (self.y > 2732 - 160) self.y = 2732 - 160; // Cooldown for shooting if (self.shootCooldown > 0) self.shootCooldown--; }; // Set direction toward pointer self.setDirection = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; // Rotate car to face direction car.rotation = Math.atan2(self.dirY, self.dirX) + Math.PI / 2; } }; // Boost on press self.setBoost = function (boosting) { self.currentSpeed = boosting ? self.boostSpeed : self.baseSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Bullet: yellow ellipse // Enemy car: red box // Player car: blue box // --- Global variables --- var player = new PlayerCar(); game.addChild(player); var enemies = []; var bullets = []; // Boss state var bossSpawned = false; var bossCar = null; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // right align score // Timer text (elapsed time in seconds, right of score) var timerTxt = new Text2('0:00', { size: 90, fill: 0xFFFFFF }); timerTxt.anchor.set(0, 0); // left align timer // Position score and timer with more space between them scoreTxt.x = LK.gui.top.width / 2 - 120; // move score further left of center for more space scoreTxt.y = 0; timerTxt.x = LK.gui.top.width / 2 + 120; // move timer further right of center for more space timerTxt.y = 20; LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(timerTxt); // For pointer tracking var pointerX = 2048 / 2; var pointerY = 2732 / 2; var playerIsMoving = true; // For boost var boosting = false; // For enemy spawn timer var enemySpawnTicks = 0; // Dynamic spawn interval variables var ENEMY_SPAWN_INTERVAL_START = 180; // 3 seconds at 60fps var ENEMY_SPAWN_INTERVAL_END = 60; // 1 second at 60fps var ENEMY_SPAWN_INTERVAL = ENEMY_SPAWN_INTERVAL_START; // Timer for game progression (in ticks) var gameTimerTicks = 0; var GAME_TIMER_MAX = 60 * 60; // 60 seconds to reach max difficulty // --- Event Handlers --- // Move: update pointer position and direction function handleMove(x, y, obj) { // Clamp pointer to game area (avoid top left 100x100) if (x < 100) x = 100; if (y < 100) y = 100; if (x > 2048 - 100) x = 2048 - 100; if (y > 2732 - 100) y = 2732 - 100; pointerX = x; pointerY = y; player.setDirection(pointerX, pointerY); playerIsMoving = true; if (typeof LK !== "undefined" && typeof LK.ticks !== "undefined") { lastMoveTick = LK.ticks; } } game.move = handleMove; // Down: boost on press game.down = function (x, y, obj) { boosting = true; // Only boost the player's car, not enemy cars player.setBoost(true); handleMove(x, y, obj); }; // Up: stop boost game.up = function (x, y, obj) { boosting = false; // Only stop boost for the player's car, not enemy cars player.setBoost(false); playerIsMoving = false; }; // --- Main Game Loop --- game.update = function () { // Update player player.update(); // If no move event occurred this frame, stop player movement if (typeof LK !== "undefined" && typeof LK.ticks !== "undefined") { if (typeof lastMoveTick === "undefined") { lastMoveTick = LK.ticks; } if (lastMoveTick !== LK.ticks) { playerIsMoving = false; } } // --- Timer and Dynamic Enemy Spawning --- gameTimerTicks++; // Update timer text (show mm:ss) var elapsedSec = Math.floor(gameTimerTicks / 60); var min = Math.floor(elapsedSec / 60); var sec = elapsedSec % 60; timerTxt.setText(min + ':' + (sec < 10 ? '0' : '') + sec); // Calculate progression (0 to 1) var progress = Math.min(gameTimerTicks / GAME_TIMER_MAX, 1); // Linearly interpolate spawn interval from start to end ENEMY_SPAWN_INTERVAL = Math.round(ENEMY_SPAWN_INTERVAL_START + (ENEMY_SPAWN_INTERVAL_END - ENEMY_SPAWN_INTERVAL_START) * progress); enemySpawnTicks++; // Determine how many enemies to spawn this cycle (1 + extra for every 10 kills) var spawnCount = 1 + Math.floor(score / 10); // Boss spawn logic if (!bossSpawned && score >= 20) { bossSpawned = true; bossCar = new BossCar(); // Spawn boss at random edge var edge = Math.floor(Math.random() * 4); var bx, by; if (edge === 0) { bx = 200 + Math.random() * (2048 - 400); by = -300; } else if (edge === 1) { bx = 2048 + 300; by = 200 + Math.random() * (2732 - 400); } else if (edge === 2) { bx = 200 + Math.random() * (2048 - 400); by = 2732 + 300; } else { bx = -300; by = 200 + Math.random() * (2732 - 400); } bossCar.x = bx; bossCar.y = by; bossCar.setTarget(player.x, player.y); game.addChild(bossCar); } // Only spawn normal enemies if boss is not spawned if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL) { enemySpawnTicks = 0; for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) { // Spawn enemy at random edge var edge = Math.floor(Math.random() * 4); // 0:top, 1:right, 2:bottom, 3:left var ex, ey; if (edge === 0) { // top ex = 200 + Math.random() * (2048 - 400); ey = -160; } else if (edge === 1) { // right ex = 2048 + 160; ey = 200 + Math.random() * (2732 - 400); } else if (edge === 2) { // bottom ex = 200 + Math.random() * (2048 - 400); ey = 2732 + 160; } else { // left ex = -160; ey = 200 + Math.random() * (2732 - 400); } var enemy = new EnemyCar(); enemy.x = ex; enemy.y = ey; enemy.setTarget(player.x, player.y); enemies.push(enemy); game.addChild(enemy); } } // --- Update Enemies --- for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.setTarget(player.x, player.y); enemy.update(); // Check collision with player (circle collision) var dx = enemy.x - player.x; var dy = enemy.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 160) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // --- Update BossCar --- if (bossSpawned && bossCar) { bossCar.setTarget(player.x, player.y); bossCar.update(); // Check collision with player (circle collision, bigger radius) var bdx = bossCar.x - player.x; var bdy = bossCar.y - player.y; var bdist = Math.sqrt(bdx * bdx + bdy * bdy); if (bdist < 220) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // If boss defeated, show win if (bossCar.health <= 0) { bossCar.destroy(); bossCar = null; LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); return; } } // --- Auto-shoot at nearest enemy --- // Only if there are enemies and cooldown is 0 if (enemies.length > 0 && player.shootCooldown === 0) { // Find nearest enemy var minDist = 999999; var nearest = null; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; nearest = enemies[i]; } } if (nearest) { // Shoot bullet toward nearest enemy from top of car var bullet = new Bullet(); // Place bullet at top of car (offset in direction of car) var carDir = Math.atan2(player.dirY, player.dirX); var offsetX = Math.cos(carDir) * 180; var offsetY = Math.sin(carDir) * 180; bullet.x = player.x + offsetX; bullet.y = player.y + offsetY; // Direction: from bullet to enemy var bdx = nearest.x - bullet.x; var bdy = nearest.y - bullet.y; bullet.setDirection(bdx, bdy); bullets.push(bullet); game.addChild(bullet); player.shootCooldown = 30; // 0.5s cooldown } } // --- 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 < -100 || bullet.x > 2048 + 100 || bullet.y < -100 || bullet.y > 2732 + 100) { 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]; var dx = bullet.x - enemy.x; var dy = bullet.y - enemy.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 100) { // Hit! hit = true; // Remove enemy enemy.destroy(); enemies.splice(j, 1); // Remove bullet bullet.destroy(); bullets.splice(i, 1); // Score score++; scoreTxt.setText(score); break; } } // Check collision with bossCar if spawned if (!hit && bossSpawned && bossCar) { var bdx = bullet.x - bossCar.x; var bdy = bullet.y - bossCar.y; var bdist = Math.sqrt(bdx * bdx + bdy * bdy); if (bdist < 200) { // Hit boss! hit = true; bossCar.takeDamage(1); bullet.destroy(); bullets.splice(i, 1); // Optionally, flash boss or show health bar (not required for MVP) } } if (hit) continue; } // --- Camera: keep player centered --- // (In LK, the game area is fixed, so we simulate by keeping player in center and moving everything else if needed) // For MVP, player always stays in center, so no need to move camera. // --- Decrement player shoot cooldown --- if (player.shootCooldown > 0) player.shootCooldown--; }; // --- Initial pointer direction --- player.setDirection(pointerX, pointerY);
===================================================================
--- original.js
+++ change.js
@@ -8,27 +8,32 @@
****/
// BossCar Class
var BossCar = Container.expand(function () {
var self = Container.call(this);
+ // Use enemyCar asset but larger and different color
var boss = self.attachAsset('enemyCar', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ width: 320,
+ height: 600,
+ color: 0x8e44ad // purple for boss
});
- // Boss stats
- self.maxHp = 30;
- self.hp = self.maxHp;
- self.radius = 160;
- self.speed = 8;
- self.dirX = 0;
- self.dirY = 1;
+ // Target position (player car)
self.targetX = 2048 / 2;
self.targetY = 2732 / 2;
- // For tracking last position for event triggers
- self.lastX = self.x;
- self.lastY = self.y;
+ // Speed (slower than normal enemies)
+ self.speed = 4;
+ // Direction vector
+ self.dirX = 0;
+ self.dirY = 1;
+ // For collision
+ self.radius = 180;
+ // Boss health
+ self.maxHealth = 20;
+ self.health = self.maxHealth;
// Update method
self.update = function () {
- // Move toward player
+ // Move toward target (player car)
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0.01) {
@@ -37,21 +42,18 @@
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
boss.rotation = Math.atan2(self.dirY, self.dirX) + Math.PI / 2;
}
- // Update lastX, lastY
- self.lastX = self.x;
- self.lastY = self.y;
};
// Set target (player car position)
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
};
// Take damage
self.takeDamage = function (amount) {
- self.hp -= amount;
- if (self.hp < 0) self.hp = 0;
+ self.health -= amount;
+ if (self.health < 0) self.health = 0;
};
return self;
});
// Bullet Class
@@ -122,42 +124,8 @@
self.targetY = y;
};
return self;
});
-// HealthBar Class
-var HealthBar = Container.expand(function () {
- var self = Container.call(this);
- // width, height, color, bgColor, anchorX, anchorY
- self.barWidth = 400;
- self.barHeight = 40;
- self.bgColor = 0x333333;
- self.fgColor = 0x00ff00;
- self.anchorX = 0;
- self.anchorY = 0;
- // Create background
- self.bg = self.attachAsset('bullet', {
- width: self.barWidth,
- height: self.barHeight,
- color: self.bgColor,
- anchorX: 0,
- anchorY: 0
- });
- // Create foreground (health)
- self.fg = self.attachAsset('bullet', {
- width: self.barWidth,
- height: self.barHeight,
- color: self.fgColor,
- anchorX: 0,
- anchorY: 0
- });
- // Set value (0..1)
- self.setValue = function (v) {
- if (v < 0) v = 0;
- if (v > 1) v = 1;
- self.fg.width = self.barWidth * v;
- };
- return self;
-});
// Player Car Class
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
// Attach car asset, anchor center
@@ -223,21 +191,19 @@
/****
* Game Code
****/
-// --- Global variables ---
-// Player car: blue box
-// Enemy car: red box
// Bullet: yellow ellipse
+// Enemy car: red box
+// Player car: blue box
+// --- Global variables ---
var player = new PlayerCar();
game.addChild(player);
var enemies = [];
var bullets = [];
-// Boss fight
-var boss = null;
-var bossActive = false;
-var bossHealthBar = null;
-var playerHealthBar = null;
+// Boss state
+var bossSpawned = false;
+var bossCar = null;
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
@@ -329,9 +295,35 @@
ENEMY_SPAWN_INTERVAL = Math.round(ENEMY_SPAWN_INTERVAL_START + (ENEMY_SPAWN_INTERVAL_END - ENEMY_SPAWN_INTERVAL_START) * progress);
enemySpawnTicks++;
// Determine how many enemies to spawn this cycle (1 + extra for every 10 kills)
var spawnCount = 1 + Math.floor(score / 10);
- if (enemySpawnTicks >= ENEMY_SPAWN_INTERVAL) {
+ // Boss spawn logic
+ if (!bossSpawned && score >= 20) {
+ bossSpawned = true;
+ bossCar = new BossCar();
+ // Spawn boss at random edge
+ var edge = Math.floor(Math.random() * 4);
+ var bx, by;
+ if (edge === 0) {
+ bx = 200 + Math.random() * (2048 - 400);
+ by = -300;
+ } else if (edge === 1) {
+ bx = 2048 + 300;
+ by = 200 + Math.random() * (2732 - 400);
+ } else if (edge === 2) {
+ bx = 200 + Math.random() * (2048 - 400);
+ by = 2732 + 300;
+ } else {
+ bx = -300;
+ by = 200 + Math.random() * (2732 - 400);
+ }
+ bossCar.x = bx;
+ bossCar.y = by;
+ bossCar.setTarget(player.x, player.y);
+ game.addChild(bossCar);
+ }
+ // Only spawn normal enemies if boss is not spawned
+ if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL) {
enemySpawnTicks = 0;
for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) {
// Spawn enemy at random edge
var edge = Math.floor(Math.random() * 4); // 0:top, 1:right, 2:bottom, 3:left
@@ -376,8 +368,31 @@
LK.showGameOver();
return;
}
}
+ // --- Update BossCar ---
+ if (bossSpawned && bossCar) {
+ bossCar.setTarget(player.x, player.y);
+ bossCar.update();
+ // Check collision with player (circle collision, bigger radius)
+ var bdx = bossCar.x - player.x;
+ var bdy = bossCar.y - player.y;
+ var bdist = Math.sqrt(bdx * bdx + bdy * bdy);
+ if (bdist < 220) {
+ // Game over
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ // If boss defeated, show win
+ if (bossCar.health <= 0) {
+ bossCar.destroy();
+ bossCar = null;
+ LK.effects.flashScreen(0x00ff00, 1000);
+ LK.showYouWin();
+ return;
+ }
+ }
// --- Auto-shoot at nearest enemy ---
// Only if there are enemies and cooldown is 0
if (enemies.length > 0 && player.shootCooldown === 0) {
// Find nearest enemy
@@ -438,139 +453,30 @@
bullets.splice(i, 1);
// Score
score++;
scoreTxt.setText(score);
- // Boss spawn trigger
- if (!bossActive && score === 10) {
- // Spawn boss at bottom center, move toward player
- boss = new BossCar();
- boss.x = 2048 / 2;
- boss.y = 2732 + 200;
- boss.setTarget(player.x, player.y);
- bossActive = true;
- game.addChild(boss);
- // Player health bar (bottom left)
- playerHealthBar = new HealthBar();
- playerHealthBar.barWidth = 400;
- playerHealthBar.barHeight = 40;
- playerHealthBar.bgColor = 0x333333;
- playerHealthBar.fgColor = 0x00bfff;
- playerHealthBar.x = 40;
- playerHealthBar.y = 2732 - 100;
- playerHealthBar.setValue(1);
- game.addChild(playerHealthBar);
- // Boss health bar (top left, but not in 100x100 area)
- bossHealthBar = new HealthBar();
- bossHealthBar.barWidth = 500;
- bossHealthBar.barHeight = 50;
- bossHealthBar.bgColor = 0x333333;
- bossHealthBar.fgColor = 0xff3b2f;
- bossHealthBar.x = 120;
- bossHealthBar.y = 40;
- bossHealthBar.setValue(1);
- game.addChild(bossHealthBar);
- }
- // Boss spawn trigger
- if (!bossActive && score === 10) {
- // Spawn boss at bottom center, move toward player
- boss = new BossCar();
- boss.x = 2048 / 2;
- boss.y = 2732 + 200;
- boss.setTarget(player.x, player.y);
- bossActive = true;
- game.addChild(boss);
- // Player health bar (bottom left)
- playerHealthBar = new HealthBar();
- playerHealthBar.barWidth = 400;
- playerHealthBar.barHeight = 40;
- playerHealthBar.bgColor = 0x333333;
- playerHealthBar.fgColor = 0x00bfff;
- playerHealthBar.x = 40;
- playerHealthBar.y = 2732 - 100;
- playerHealthBar.setValue(1);
- game.addChild(playerHealthBar);
- // Boss health bar (top left, but not in 100x100 area)
- bossHealthBar = new HealthBar();
- bossHealthBar.barWidth = 500;
- bossHealthBar.barHeight = 50;
- bossHealthBar.bgColor = 0x333333;
- bossHealthBar.fgColor = 0xff3b2f;
- bossHealthBar.x = 120;
- bossHealthBar.y = 40;
- bossHealthBar.setValue(1);
- game.addChild(bossHealthBar);
- }
break;
}
}
- if (hit) continue;
- // --- Boss bullet collision ---
- if (bossActive && boss && boss.hp > 0) {
- var dx = bullet.x - boss.x;
- var dy = bullet.y - boss.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist < boss.radius) {
+ // Check collision with bossCar if spawned
+ if (!hit && bossSpawned && bossCar) {
+ var bdx = bullet.x - bossCar.x;
+ var bdy = bullet.y - bossCar.y;
+ var bdist = Math.sqrt(bdx * bdx + bdy * bdy);
+ if (bdist < 200) {
// Hit boss!
- boss.takeDamage(1);
- if (bossHealthBar) bossHealthBar.setValue(boss.hp / boss.maxHp);
+ hit = true;
+ bossCar.takeDamage(1);
bullet.destroy();
bullets.splice(i, 1);
- // Boss defeated
- if (boss.hp <= 0) {
- boss.destroy();
- boss = null;
- bossActive = false;
- if (bossHealthBar) {
- bossHealthBar.destroy();
- bossHealthBar = null;
- }
- if (playerHealthBar) {
- playerHealthBar.destroy();
- playerHealthBar = null;
- }
- // Show win
- LK.effects.flashScreen(0x00ff00, 1000);
- LK.showYouWin();
- return;
- }
- continue;
+ // Optionally, flash boss or show health bar (not required for MVP)
}
}
+ if (hit) continue;
}
// --- Camera: keep player centered ---
// (In LK, the game area is fixed, so we simulate by keeping player in center and moving everything else if needed)
// For MVP, player always stays in center, so no need to move camera.
- // --- Boss logic ---
- if (bossActive && boss && boss.hp > 0) {
- boss.setTarget(player.x, player.y);
- boss.update();
- // Update boss health bar
- if (bossHealthBar) bossHealthBar.setValue(boss.hp / boss.maxHp);
- // Boss collision with player
- var dx = boss.x - player.x;
- var dy = boss.y - player.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist < boss.radius + 90) {
- // Player takes damage
- if (playerHealthBar) {
- // Reduce player health bar
- var curVal = playerHealthBar.fg.width / playerHealthBar.barWidth;
- curVal -= 0.04; // lose 4% per hit
- if (curVal < 0) curVal = 0;
- playerHealthBar.setValue(curVal);
- // Game over if player health is 0
- if (curVal <= 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- return;
- }
- }
- // Knockback player slightly
- var angle = Math.atan2(dy, dx);
- player.x -= Math.cos(angle) * 60;
- player.y -= Math.sin(angle) * 60;
- }
- }
// --- Decrement player shoot cooldown ---
if (player.shootCooldown > 0) player.shootCooldown--;
};
// --- Initial pointer direction ---
Kalitesini arttır
kalitesini arttır
kalitesini arttır yuvarlak olsun
remove the holes and get a flat land
mavi ve kırmızı renklerinde siyah çizgileri olan bir airdrop kutusu yap, kuş bakışı olsun üstten gözüksün. In-Game asset. 2d. High contrast. No shadows. bird eye
Bir tank savaşı temalı arkaplan görseli hazırla görselde 2 tank olsun ve bu 2 tankın önündeki 1 tankı yakalamaya çalışsın.. In-Game asset. 2d. High contrast. No shadows
daha kaliteli yap
War dropbox a bird view blue and red. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
real explosion. In-Game asset. 2d. High contrast. No shadows
Arka Planını temizle
clear background
Erase background