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Please fix the bug: 'TypeError: bossCar.attachAsset is not a function' in or related to this line: 'var boss2 = bossCar.attachAsset('bossCar2', {' Line Number: 691
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Skor 30 olduktan sonra bossCar2 gelsin
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Yeni bir bossCar asseti oluştur ve ismi bossCar2 olsun
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Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'var player = new PlayerCar();' Line Number: 187
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Level2 BossCar asseti oluştur
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Level2 BossCar asseti oluştur.
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Please fix the bug: 'ReferenceError: EnemyCar is not defined' in or related to this line: 'var enemy = new EnemyCar();' Line Number: 559
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Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'var player = new PlayerCar();' Line Number: 187
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Level2 BossCar asseti oluştur ve Skor: 30 olduğunda Level2 BossCar spawn olsun diğer EnemyCarlar Level2 BossCar ölene kadar spawn olması dursun.
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Paket aldıktan sonra Oyuncu Arabasının atış hızı saniyede 2 olsun.
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BossCar öldükten sonra bıraktığı paket alındığında oyun bitmesin. Bosscar öldükten sonra artık spawn olmasın. Paket alındıktan 2 saniye sonra EnemyCar spawn olmaya başlasın
User prompt
BossCar öldükten sonra bıraktığı paket alındığında oyun bitmesin. Bosscar öldükten sonra artık spawn olmasın. Paket alındıktan 3 saniye sonra diğer arabalar spawn olmaya başlasın .
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BossCar öldükten sonra oyun bitmesin.
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Oyuncu Arabasının ateş hızını saniyede 1 adet olacak şekilde düzelt
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BossCar öldükten sonra oyun bitmesin. BossCar dışındaki arabalar OyuncuArabası BossDropBox'ı aldıktan 3 saniye sonra tekrar spawn olsun. Skor sayacı da öldürülen arabaları saymaya devam etsin.
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BossCar öldükten sonra oyun bitmesin 5 saniye sonra arabalar aynı şekilde spawn olmaya devam etsin
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BossCarın bıraktığı kutuyu alınca Sound2 sesi çalsın
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Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'for (var i = 0; i < bullets.length; i++) {' Line Number: 397
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BossCar öldürüldükten 5 saniye sonra diğer arabalar aynı şekilde gelmeye devam etsin
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BossCar öldükten sonra bıraktığı paket alınca Sound2 çalsın.
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Oyuncu arabası her ateş ettiğinde Sound1 sesi çalsın
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Oyunun adının yazısını ve arka planını 100 birim aşağı kaydır
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Oyunun adının yazısını 100 birim aşağı kaydır
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Oyunun adının yazısını 10 birim aşağı kaydır
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Oyunun adının yazısının fontunu küçült ve bir arkaplan ekle arkaplanı asset olarak yerleştir.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- PlayerCar class --- var PlayerCar = Container.expand(function () { var self = Container.call(this); // Attach player car asset var carSprite = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); // Initial position (center of screen) self.x = 2048 / 2; self.y = 2732 - 400; // Direction vector (normalized) self.dirX = 0; self.dirY = -1; // Movement speed self.speed = 18; // For boost self._boost = false; // For shooting self.shootCooldown = 0; self._shootBoostActive = false; self._shootBoostTicks = 0; // Set direction to move toward (targetX, targetY) 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; } }; // Set boost on/off self.setBoost = function (boost) { self._boost = !!boost; }; // Update per frame self.update = function () { // Move if playerIsMoving is true (global) if (typeof playerIsMoving !== "undefined" && playerIsMoving) { var moveSpeed = self.speed; if (self._boost) moveSpeed *= 1.5; self.x += self.dirX * moveSpeed; self.y += self.dirY * moveSpeed; // Clamp to game area self.x = Math.max(90, Math.min(2048 - 90, self.x)); self.y = Math.max(120, Math.min(2732 - 120, self.y)); } // Decrement shoot cooldown if (self.shootCooldown > 0) self.shootCooldown--; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Asset for the box dropped by BossCar on death // Add background image to the game // New background asset var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // --- Start Screen Overlay --- var startOverlay = new Container(); var startBg = LK.getAsset('startBg', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, x: 2048 / 2, y: 2732 / 2, alpha: 0.92 }); startOverlay.addChild(startBg); // Title background asset (ellipse, behind text) var titleBg = LK.getAsset('titleBg', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 200 }); startOverlay.addChild(titleBg); // Title Text (smaller font, bold, white, centered) var titleTxt = new Text2("A Very Simple Tank Battle", { size: 110, fill: 0xffffff, font: "'Arial Black', 'Impact', 'GillSans-Bold', 'Arial', 'sans-serif', 'Segoe UI Black', 'Segoe UI', 'Roboto', 'Noto Sans', 'Liberation Sans'" }); titleTxt.anchor.set(0.5, 0); // top center titleTxt.x = 2048 / 2; titleTxt.y = 220; startOverlay.addChild(titleTxt); // Start Button var startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1500 }); startOverlay.addChild(startButton); var startBtnTxt = new Text2("Play", { size: 120, fill: 0xFFFFFF, font: "'Arial Black', 'Impact', 'GillSans-Bold', 'Arial', 'sans-serif', 'Segoe UI Black', 'Segoe UI', 'Roboto', 'Noto Sans', 'Liberation Sans'" // bold, stylized font stack }); startBtnTxt.anchor.set(0.5, 0.5); startBtnTxt.x = 2048 / 2; startBtnTxt.y = 1500; startOverlay.addChild(startBtnTxt); // Add overlay to game game.addChild(startOverlay); // Block gameplay until started var gameStarted = false; // Only allow controller and gameplay after start function blockInputUntilStarted(fn) { return function (x, y, obj) { if (!gameStarted) return; return fn(x, y, obj); }; } // --- Replace event handlers to block input until started --- game.move = blockInputUntilStarted(handleMove); game.down = blockInputUntilStarted(function (x, y, obj) { var d = dist2(x, y, controllerCenterX, controllerCenterY); if (d <= controllerRadius) { handleMove(x, y, obj); } }); game.up = blockInputUntilStarted(function (x, y, obj) { boosting = false; player.setBoost(false); playerIsMoving = false; controllerActive = false; controllerTouchId = null; lastControllerActive = false; lastControllerDirX = 0; lastControllerDirY = 0; controllerKnob.x = controllerCenterX; controllerKnob.y = controllerCenterY; }); // --- Block update until started --- var realGameUpdate = function realGameUpdate() { // (all original game.update code will be here, see next change_block) }; game.update = function () { // Hide gameplay UI and controller until gameStarted if (!gameStarted) { // Hide gameplay UI scoreTxt.visible = false; levelTxt.visible = false; timerTxt.visible = false; controllerBg.visible = false; controllerKnob.visible = false; player.visible = false; // Hide all enemies, bullets, boss, powerup box if any for (var i = 0; i < enemies.length; i++) enemies[i].visible = false; for (var i = 0; i < bullets.length; i++) bullets[i].visible = false; if (bossCar) bossCar.visible = false; if (game._powerUpBox) game._powerUpBox.visible = false; return; } // Show gameplay UI and controller after gameStarted scoreTxt.visible = true; levelTxt.visible = true; timerTxt.visible = true; controllerBg.visible = true; controllerKnob.visible = true; player.visible = true; for (var i = 0; i < enemies.length; i++) enemies[i].visible = true; for (var i = 0; i < bullets.length; i++) bullets[i].visible = true; if (bossCar) bossCar.visible = true; if (game._powerUpBox) game._powerUpBox.visible = true; realGameUpdate(); }; // --- Start Button Event Handler --- startButton.down = function (x, y, obj) { if (gameStarted) return; gameStarted = true; if (startOverlay && startOverlay.parent) { startOverlay.parent.removeChild(startOverlay); } }; startBtnTxt.down = startButton.down; // Also allow clicking text // 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 level = 1; var scoreTxt = new Text2('Score: 0', { size: 97.2, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // right align score // Level text (centered between score and timer) var levelTxt = new Text2('Level 1', { size: 100, fill: 0xFFD700 // gold color for level }); levelTxt.anchor.set(0.5, 0); // center align // Timer text (elapsed time in seconds, right of score) var timerTxt = new Text2('0:00', { size: 99, fill: 0xFFFFFF }); timerTxt.anchor.set(0, 0); // left align timer // Position score, level, and timer // Arrange score, level, and timer in a single horizontal row, evenly spaced var guiRowY = 10; var guiSpacing = 80; // horizontal space between counters // Calculate total width of all counters and spacing var totalWidth = scoreTxt.width + levelTxt.width + timerTxt.width + 2 * guiSpacing; var startX = LK.gui.top.width / 2 - totalWidth / 2; // Score counter (left) scoreTxt.x = startX + scoreTxt.width; scoreTxt.y = guiRowY; // Level counter (center) levelTxt.x = scoreTxt.x + guiSpacing + levelTxt.width / 2; levelTxt.y = guiRowY; // Timer counter (right) timerTxt.x = levelTxt.x + levelTxt.width / 2 + guiSpacing; timerTxt.y = guiRowY; LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(levelTxt); LK.gui.top.addChild(timerTxt); // For pointer tracking (controller-based) var pointerX = 2048 / 2; var pointerY = 2732 / 2; var playerIsMoving = false; // Start as not moving // For boost var boosting = false; // --- Controller UI --- // Controller is a circular area at the bottom center of the screen var controllerRadius = 170; var controllerCenterX = 2048 / 2; var controllerCenterY = 2732 - controllerRadius - 60; // Controller visual (semi-transparent circle) var controllerBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: controllerRadius * 2, height: controllerRadius * 2, color: 0x888888, alpha: 0.25, x: controllerCenterX, y: controllerCenterY }); game.addChild(controllerBg); // Controller knob (shows current direction) var knobRadius = 80; var controllerKnob = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: knobRadius * 2, height: knobRadius * 2, color: 0x2980ff, alpha: 0.7, x: controllerCenterX, y: controllerCenterY }); game.addChild(controllerKnob); // Track controller state var controllerActive = false; var controllerTouchId = null; // Persistent controller direction for continuous movement var lastControllerActive = false; var lastControllerDirX = 0; var lastControllerDirY = 0; // Helper: get distance between two points function dist2(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // 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: handle controller input only if inside controller area function handleMove(x, y, obj) { // Only respond to touches inside controller area or if already dragging controller var isTouch = obj && obj.event && typeof obj.event.identifier !== "undefined"; var touchId = isTouch ? obj.event.identifier : null; // If not already active, only activate if touch is inside controller if (!controllerActive) { var d = dist2(x, y, controllerCenterX, controllerCenterY); if (d <= controllerRadius) { controllerActive = true; controllerTouchId = touchId; } else { // Ignore touches outside controller return; } } else { // If already active, only respond to the same touch if (isTouch && controllerTouchId !== null && touchId !== controllerTouchId) { return; } } // Calculate direction from controller center to touch var dx = x - controllerCenterX; var dy = y - controllerCenterY; var len = Math.sqrt(dx * dx + dy * dy); // Clamp knob to controller radius var knobX = controllerCenterX; var knobY = controllerCenterY; if (len > controllerRadius) { dx = dx * controllerRadius / len; dy = dy * controllerRadius / len; knobX += dx; knobY += dy; } else { knobX = x; knobY = y; } controllerKnob.x = knobX; controllerKnob.y = knobY; // If movement is significant, set direction and move if (len > 30) { // Move player in the direction of the knob relative to controller center player.setDirection(player.x + dx, player.y + dy); playerIsMoving = true; // Store last direction for persistent movement lastControllerDirX = dx / len; lastControllerDirY = dy / len; lastControllerActive = true; } else { playerIsMoving = false; lastControllerActive = false; } if (typeof LK !== "undefined" && typeof LK.ticks !== "undefined") { lastMoveTick = LK.ticks; } } game.move = handleMove; // Down: only activate boost if controller is pressed game.down = function (x, y, obj) { var d = dist2(x, y, controllerCenterX, controllerCenterY); // Do not activate boost on controller press anymore if (d <= controllerRadius) { handleMove(x, y, obj); } }; // Up: stop boost and controller movement game.up = function (x, y, obj) { boosting = false; player.setBoost(false); playerIsMoving = false; controllerActive = false; controllerTouchId = null; // Reset persistent controller direction lastControllerActive = false; lastControllerDirX = 0; lastControllerDirY = 0; // Reset knob to center controllerKnob.x = controllerCenterX; controllerKnob.y = controllerCenterY; }; // --- Main Game Loop --- // All main game logic is now in realGameUpdate for start screen support var realGameUpdate = function realGameUpdate() { // Update player // If controller was last dragged in a direction, keep moving in that direction if (typeof lastControllerActive !== "undefined" && lastControllerActive && typeof lastControllerDirX !== "undefined" && typeof lastControllerDirY !== "undefined") { // Set direction to last drag direction player.dirX = lastControllerDirX; player.dirY = lastControllerDirY; playerIsMoving = true; } // Handle shoot speed boost timer if (player._shootBoostActive) { if (typeof player._shootBoostTicks === "undefined") player._shootBoostTicks = 0; player._shootBoostTicks--; if (player._shootBoostTicks <= 0) { player._shootBoostActive = false; } } 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) { // Only stop if controller is not active if (!lastControllerActive) { 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); // Every second, increase spawn rate by reducing ENEMY_SPAWN_INTERVAL_START, but clamp to ENEMY_SPAWN_INTERVAL_END if (gameTimerTicks % 60 === 0) { ENEMY_SPAWN_INTERVAL_START = Math.max(ENEMY_SPAWN_INTERVAL_END, ENEMY_SPAWN_INTERVAL_START - 5); } // 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 >= 10 && score < 30 && typeof game._bossDefeated === "undefined") { 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); } // Level2 Boss spawn logic if (!bossSpawned && score >= 30 && typeof game._level2BossDefeated === "undefined") { bossSpawned = true; bossCar = new Level2BossCar(); // 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, not in enemy spawn delay, and not waiting for Level2BossCar defeat if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL && !game._enemySpawnDelayActive && typeof game._level2BossActive === "undefined") { 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; } // BossCar damages enemies it collides with (just like player does) for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var edx = bossCar.x - enemy.x; var edy = bossCar.y - enemy.y; var edist = Math.sqrt(edx * edx + edy * edy); if (edist < 160) { // Remove enemy enemy.destroy(); enemies.splice(i, 1); // Optionally, you could increment score or add effect, but for now just remove } } // If boss defeated, show win if (bossCar.health <= 0) { // If Level2BossCar, mark as level2 defeated, else mark as normal boss defeated if (bossCar instanceof Level2BossCar) { game._level2BossDefeated = true; // Remove block for enemy spawn after Level2BossCar if (typeof game._level2BossActive !== "undefined") { delete game._level2BossActive; } } else { game._bossDefeated = true; } // Spawn power-up box at boss position, using bossDropBox asset var powerUpBox = new PowerUpBox(true); powerUpBox.x = bossCar.x; powerUpBox.y = bossCar.y; game.addChild(powerUpBox); // Store reference for collision check game._powerUpBox = powerUpBox; bossCar.destroy(); bossCar = null; level = typeof game._level2BossDefeated !== "undefined" ? 3 : 2; if (typeof levelTxt !== "undefined") { levelTxt.setText("Level " + level); } LK.effects.flashScreen(0x00ff00, 1000); // Do NOT show win yet; wait for player to collect power-up // LK.showYouWin(); // return; } // If Level2BossCar is alive, block enemy spawn if (bossCar instanceof Level2BossCar) { game._level2BossActive = true; } } else { // If no bossCar, clear level2 boss active flag if (typeof game._level2BossActive !== "undefined") { delete game._level2BossActive; } } // --- PowerUpBox pickup check --- if (game._powerUpBox) { var dx = player.x - game._powerUpBox.x; var dy = player.y - game._powerUpBox.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 120) { // Picked up! game._powerUpBox.destroy(); game._powerUpBox = null; // Play Sound2 when player collects the BossCar's dropped box LK.getSound('Sound2').play(); // Apply shoot speed boost (reduce cooldown) player._shootBoostActive = true; player._shootBoostTicks = 60 * 8; // 8 seconds player.shootCooldown = 0; // allow instant shot // Visual feedback (flash) LK.effects.flashObject(player, 0x4ddcfe, 800); // Instead of showing win, start a 2 second delay before allowing EnemyCar spawn again bossSpawned = false; // Boss will not spawn again, but allow enemies after delay if (typeof game._enemySpawnDelayTimeout !== "undefined") { LK.clearTimeout(game._enemySpawnDelayTimeout); } game._enemySpawnDelayActive = true; game._enemySpawnDelayTimeout = LK.setTimeout(function () { game._enemySpawnDelayActive = false; }, 2000); // Do NOT show win or end game here // LK.effects.flashScreen(0x00ff00, 1000); // LK.showYouWin(); // return; } } // --- Auto-shoot at nearest enemy or bossCar --- // If there are enemies, shoot at nearest enemy. If not, and bossCar is present, shoot at bossCar. // Fire rate: 1 bullet/sec (60 ticks), unless player._shootBoostActive, then 2/sec (30 ticks) if (player.shootCooldown === 0) { var target = null; if (enemies.length > 0) { // Find nearest enemy var minDist = 999999; 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; target = enemies[i]; } } } else if (bossSpawned && bossCar) { // Only target bossCar if within enemy range (same as enemy targeting) var dx = bossCar.x - player.x; var dy = bossCar.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 900) { // 900 is 30*30, but enemy targeting uses squared distance, so use same target = bossCar; } } if (target) { // Shoot bullet toward target 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 target var bdx = target.x - bullet.x; var bdy = target.y - bullet.y; bullet.setDirection(bdx, bdy); bullets.push(bullet); game.addChild(bullet); // Play Sound1 when player fires LK.getSound('Sound1').play(); // Set cooldown: 30 ticks (2/sec) if boost, else 60 ticks (1/sec) player.shootCooldown = player._shootBoostActive ? 30 : 60; } } // --- 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: ' + score); break; } } // Check collision with bossCar if spawned, but only if in range (same as enemy range) if (!hit && bossSpawned && bossCar && function () { var dx = bullet.x - bossCar.x; var dy = bullet.y - bossCar.y; var dist = Math.sqrt(dx * dx + dy * dy); return dist < 100; // Use same range as enemy hit }()) { // 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. }; // --- Initial pointer direction --- // No initial movement; player will move when controller is used player.setDirection(player.x, player.y - 1);
===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,65 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// --- PlayerCar class ---
+var PlayerCar = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach player car asset
+ var carSprite = self.attachAsset('playerCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Initial position (center of screen)
+ self.x = 2048 / 2;
+ self.y = 2732 - 400;
+ // Direction vector (normalized)
+ self.dirX = 0;
+ self.dirY = -1;
+ // Movement speed
+ self.speed = 18;
+ // For boost
+ self._boost = false;
+ // For shooting
+ self.shootCooldown = 0;
+ self._shootBoostActive = false;
+ self._shootBoostTicks = 0;
+ // Set direction to move toward (targetX, targetY)
+ 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;
+ }
+ };
+ // Set boost on/off
+ self.setBoost = function (boost) {
+ self._boost = !!boost;
+ };
+ // Update per frame
+ self.update = function () {
+ // Move if playerIsMoving is true (global)
+ if (typeof playerIsMoving !== "undefined" && playerIsMoving) {
+ var moveSpeed = self.speed;
+ if (self._boost) moveSpeed *= 1.5;
+ self.x += self.dirX * moveSpeed;
+ self.y += self.dirY * moveSpeed;
+ // Clamp to game area
+ self.x = Math.max(90, Math.min(2048 - 90, self.x));
+ self.y = Math.max(120, Math.min(2732 - 120, self.y));
+ }
+ // Decrement shoot cooldown
+ if (self.shootCooldown > 0) self.shootCooldown--;
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
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