User prompt
bossDropBox2 toplandıktan sonra Level 3 olunsun
User prompt
Sadece paketleri topladıktan sonra level atlama olsun
User prompt
bossDropBox alındıktan sonra Level 2 olsun almazsa Level 1 olarak kalsın
User prompt
bossDropBox1 alındıktan sonra Level 2 olunsun
User prompt
bossCar2 öldükten sonra bossDropBox2 bıraksın
User prompt
Paket aldıktan sonra Oyuncu Arabasının atış hızı bundan sonra saniyede 2.25
User prompt
Paket aldıktan sonra Oyuncu Arabasının atış hızı bundan sonra saniyede 2.5 değil 2.25 olsun
User prompt
Eğer Oyuncu Arabası ölürse sayaçlar dursun ekranda YOU ARE LOSER yazdır arkaplanı siyah olsun YOU ARE LOSER yazısı beyaz olsun 5 saniye boyunca ekranda kalsın ve oyun 5 saniye sonra bitsin.
User prompt
Eğer Oyuncu Arabası ölürse ekrana YOU ARE LOSER simgesi çıkart 5 saniye boyunca ekranda kalsın ve oyun 5 saniye sonra bitsin.
User prompt
Eğer Oyuncu Arabası ölürse ekrana YOU ARE LOOSER simgesi çıkart
User prompt
bossDropBox2 asseti oluştur
User prompt
bossCar2 nin hızını 1 düşür
User prompt
bossCar2 geldikten sonra bossCar2 ölene kadar EnemyCar gelmesin
User prompt
Skor 50 olduktan sonra bossCar2 gelsin
User prompt
Skor 50 olduktan sonra bossCar2 spawn olsun. bossCar2 mekanikleri bossCar1 ile aynı olsun
User prompt
bossCar2 spawn olduktan sonra ölene kadar EnemyCar spawn olmasın
User prompt
Skor 50 olduktan sonra bossCar2 spawn olsun.
User prompt
Please fix the bug: 'ReferenceError: EnemyCar is not defined' in or related to this line: 'var enemy = new EnemyCar();' Line Number: 540
User prompt
Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'var player = new PlayerCar();' Line Number: 188
User prompt
Yeni bir bossCar asseti oluştur ve ismi bossCar2 olsun
User prompt
Paket aldıktan sonra Oyuncu Arabasının atış hızı bundan sonra saniyede 2.5 olsun
User prompt
Paket aldıktan sonra Oyuncu Arabasının atış hızı saniyede 3 olsun.
User prompt
Paket aldıktan sonra Oyuncu Arabasının atış hızı saniyede 3 olsun.
User prompt
bossCar öldükten sonra Oyuncu Arabasının ateş hızını sanyiede 3 olsun
User prompt
Skor 30 olduktan sonra bossCar2 ölene kadar EnemyCar spawn olmasın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- PlayerCar class --- var PlayerCar = Container.expand(function () { var self = Container.call(this); // Attach playerCar asset, anchor center var carSprite = 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; // For boost self._boost = false; // For shooting self.shootCooldown = 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--; }; // Take damage (not used in MVP) self.takeDamage = function (amount) { // Optionally flash or handle player health }; 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(); player._fireRateBoosted = false; // Not boosted at start 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; // Do NOT revert fire rate after boost ends; keep it at 2.5/sec // player._fireRateBoosted remains true } } 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 player._fireRateBoosted = true; // Mark that fire rate should be boosted after pickup // 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. // Always limit fire rate to 1 bullet per second (60 ticks), regardless of boost 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 based on boost: 24 ticks (2.5/sec) if boosted, else 60 ticks (1/sec) if (player._fireRateBoosted) { player.shootCooldown = 24; } else { player.shootCooldown = 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 +3,67 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// --- PlayerCar class ---
+var PlayerCar = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach playerCar asset, anchor center
+ var carSprite = 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;
+ // For boost
+ self._boost = false;
+ // For shooting
+ self.shootCooldown = 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--;
+ };
+ // Take damage (not used in MVP)
+ self.takeDamage = function (amount) {
+ // Optionally flash or handle player health
+ };
+ 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