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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 carAsset = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
// Initial position (center of screen)
self.x = 2048 / 2;
self.y = 2732 / 2;
// Direction vector (normalized)
self.dirX = 0;
self.dirY = -1;
// Movement speed
self.speed = 18;
// Shooting cooldown (in ticks)
self.shootCooldown = 0;
// Boost state
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 state (not used for movement, but for future extensibility)
self.setBoost = function (boost) {
// No-op for now, but could be used for speed boost
};
// Update method called every frame
self.update = function () {
// Move if playerIsMoving is true (global)
if (typeof playerIsMoving !== "undefined" && playerIsMoving) {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
// Clamp to game area
self.x = Math.max(100, Math.min(2048 - 100, self.x));
self.y = Math.max(100, Math.min(2732 - 100, self.y));
}
// Decrement shoot cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
// Destroy method (for consistency)
self.destroy = function () {
if (self.parent) self.parent.removeChild(self);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// New background asset
// Add background image to the game
// Asset for the box dropped by BossCar on death
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 && 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);
}
// Only spawn normal enemies if boss is not spawned and not in enemy spawn delay
if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL && !game._enemySpawnDelayActive) {
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) {
// Mark boss as defeated so it never spawns again
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 = 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;
}
}
// --- 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 +3,68 @@
****/
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 carAsset = self.attachAsset('playerCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Initial position (center of screen)
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ // Direction vector (normalized)
+ self.dirX = 0;
+ self.dirY = -1;
+ // Movement speed
+ self.speed = 18;
+ // Shooting cooldown (in ticks)
+ self.shootCooldown = 0;
+ // Boost state
+ 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 state (not used for movement, but for future extensibility)
+ self.setBoost = function (boost) {
+ // No-op for now, but could be used for speed boost
+ };
+ // Update method called every frame
+ self.update = function () {
+ // Move if playerIsMoving is true (global)
+ if (typeof playerIsMoving !== "undefined" && playerIsMoving) {
+ self.x += self.dirX * self.speed;
+ self.y += self.dirY * self.speed;
+ // Clamp to game area
+ self.x = Math.max(100, Math.min(2048 - 100, self.x));
+ self.y = Math.max(100, Math.min(2732 - 100, self.y));
+ }
+ // Decrement shoot cooldown
+ if (self.shootCooldown > 0) {
+ self.shootCooldown--;
+ }
+ };
+ // Destroy method (for consistency)
+ self.destroy = function () {
+ if (self.parent) self.parent.removeChild(self);
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
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