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 ---
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Arka Planını temizle
clear background
Erase background