User prompt
superPackage aldığında Patlama sesini çal
User prompt
bossDropBox3 aldığında PowerUp sesini çal
User prompt
bossCar4 ün hızını 0.2 düşür
User prompt
Skor 500 olunca bossCar4 spawn olsun diğer araçlar spawn olmasın
User prompt
bossCar4 asseti oluştur
User prompt
bossCar4 asseti oluştur
User prompt
bossCar4 geldikten sonra diğer araçlar Spawn olmasın bossCar4ün üstünde Can Barı olsun ve ateş ettikçe canı gitsin
User prompt
Skor sayacı 500 olduktan sonra bossCar4 gelsin
User prompt
Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'var player = new PlayerCar();' Line Number: 206
User prompt
Skor 500 olduktan sonra bossCar4 gelsin ve bir bossCar4 asseti oluştur
User prompt
bossDropBox4 alındıktan sonra artık Oyuncu Arabasının ateş hızı 20 olsun
User prompt
bossDropBox4 alındıktan sonra artık Oyuncu Arabasının ateş hızı 20 olsun
User prompt
Oyuncu Ateş etme hızı artık 100 olsun
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EnemyCar ların spawn olma hızıyla Oyuncu Arabasının ateş etme hızı aynı olsun
User prompt
bossCar3 geldiğinde diğer arabalar bossCar3 ölene kadar canlanmasın öldükten sonra oyun bitmesin diğer arabalar canlansın ve bossCar3 bir paket bıraksın bu pakete bossDropBox4 adı verilsin ve asseti oluşturulsun
User prompt
Skor 200 olduktan sonra bossCar3 gelsin
User prompt
bossDropBox4 aldıktan sonra Oyuncu Arabasının bütün özellikleri sıfırlansın
User prompt
bossCar3 öldükten sonra ondan düşen bossDropBox4 aldıktan sonra Oyuncu Arabasının atış hızı artık saniyede 10 olsun ve baktığı yerin tersine de diagonal şekilde ateş etsin
User prompt
Oyuncu eğer bossDropBox3 aldıktan sonra bossDropBox4 aldıysa Oyuncu Arabasının atış hzı artık saniyede 5 değil 9 olsun ve aynı anda 5 farklı yere ateş edebiliyor olsun
User prompt
bossDropBox4 aldıktan sonra Oyuncu Arabasının atış hızı çok fazla olsun 3ten fazla hedefi aynı anda vurabiliyor olsun menzili artsın
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bossCar ve bossCar2 ve bossCar3 öldüğünde Assets/Sounds/Patlama sesini çal
User prompt
bossDropBox4 aldıktan sonra Oyuncu Arabasının atış hızı artık saniyede 5 değil 10 olsun ve 5 farklı hedefi vurabilsin
User prompt
bossDropBox4 aldıktan sonra Oyuncu Arabasının atış hızı artık saniyede 5 değil 10 olsun ve çevresine yuvarlak olarak ateş etmeye devam etsin
User prompt
bossCar3 öldükten sonra oyun bitmesin, bossCar3 öldükten sonra bir paket bıraksın ve bu paketin ismi bossDropBox4 olsun bunun bir assetini oluştur
User prompt
Skor 200 olduktan sonra bossCar3 gelsin ve bossCar3 ölene kadar EnemyCar gelmesin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BossCar Class var BossCar = Container.expand(function () { var self = Container.call(this); // Use unique bossCar asset var boss = self.attachAsset('bossCar', { anchorX: 0.5, anchorY: 0.5 }); // Target position (player car) self.targetX = 2048 / 2; self.targetY = 2732 / 2; // Speed (increased for faster boss movement) self.speed = 7.8; // Reduced by 1 // Direction vector self.dirX = 0; self.dirY = 1; // For collision self.radius = 110; // Reduced hitbox radius for smaller collision area // 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; }); // BossCar2 uses bossCar2 asset, but otherwise similar to BossCar var BossCar2 = Container.expand(function () { var self = Container.call(this); var boss = self.attachAsset('bossCar2', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 2048 / 2; self.targetY = 2732 / 2; self.speed = 8.5; // Slightly faster than BossCar, reduced by 1 self.dirX = 0; self.dirY = 1; self.radius = 100; self.maxHealth = 30; self.health = self.maxHealth; self.update = function () { 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; } }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; }; return self; }); // BossCar3 uses bossCar3 asset, but otherwise similar to BossCar var BossCar3 = Container.expand(function () { var self = Container.call(this); var boss = self.attachAsset('bossCar3', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 2048 / 2; self.targetY = 2732 / 2; self.speed = 8.5; // Similar to BossCar2 self.dirX = 0; self.dirY = 1; self.radius = 120; self.maxHealth = 40; self.health = self.maxHealth; self.update = function () { 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; } }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; 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) { // Calculate next position var nextX = self.x + self.dirX * self.currentSpeed; var nextY = self.y + self.dirY * self.currentSpeed; // Clamp next position to game area bounds var minX = 90; var maxX = 2048 - 90; var minY = 160; var maxY = 2732 - 160; // Only update X if within bounds if (nextX >= minX && nextX <= maxX) { self.x = nextX; } else if (nextX < minX) { self.x = minX; } else if (nextX > maxX) { self.x = maxX; } // Only update Y if within bounds if (nextY >= minY && nextY <= maxY) { self.y = nextY; } else if (nextY < minY) { self.y = minY; } else if (nextY > maxY) { self.y = maxY; } } // 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; }); // PowerUpBox Class: A box that gives player a shoot speed boost when collected var PowerUpBox = Container.expand(function (useBossDropAsset) { var self = Container.call(this); var box; if (useBossDropAsset) { // Use the bossDropBox asset if specified box = self.attachAsset('bossDropBox', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, alpha: 0.95 }); } else { // Use a distinct color for the box box = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, color: 0x4ddcfe, // cyan alpha: 0.85 }); } self.radius = 60; // Animate the box (pulse) using correct tween API var pulseTween = tween(box, { scaleX: 1.2, scaleY: 1.2 }, 500, { yoyo: true, repeat: Infinity }); // Update (optional: could float or spin) self.update = function () { // Could add floating or spinning effect here }; // Destroy: stop tween self.destroy = function () { if (pulseTween && typeof pulseTween.stop === "function") { pulseTween.stop(); } Container.prototype.destroy.call(self); }; return self; }); // SuperPackage Class: Spawns at random near center, kills all visible enemies on pickup, increments score for each var SuperPackage = Container.expand(function () { var self = Container.call(this); var box = self.attachAsset('superPackage', { anchorX: 0.5, anchorY: 0.5, width: 160, height: 160, alpha: 0.92 }); self.radius = 80; // Animate the box (pulse) var pulseTween = tween(box, { scaleX: 1.3, scaleY: 1.3 }, 400, { yoyo: true, repeat: Infinity }); self.update = function () { // Could float or spin if desired }; self.destroy = function () { if (pulseTween && typeof pulseTween.stop === "function") { pulseTween.stop(); } Container.prototype.destroy.call(self); }; 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 // SuperPackage 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); // --- Play Theme music on opening screen --- LK.playMusic('Theme'); // 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; // Stop Theme music when Play is pressed LK.stopMusic(); // Play Play sound when Play button is pressed LK.getSound('Play').play(); 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 player._fireRateBoss2Boosted = false; // Not boosted at start player._fireRateBoss3Boosted = false; // Not boosted at start player._fireRateBoss4Boosted = 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() { // Block all updates if loser overlay is active if (game._loserOverlayActive) { return; } // --- SuperPackage spawn logic (Level 3+) --- if (typeof game._superPackageTimerTicks === "undefined") { game._superPackageTimerTicks = 0; } if (typeof game._superPackageActive === "undefined") { game._superPackageActive = false; } if (typeof game._superPackageObj === "undefined") { game._superPackageObj = null; } // --- bossDropBox3 spawn logic at score 100 --- if (typeof game._bossDropBox3Spawned === "undefined") { game._bossDropBox3Spawned = false; } if (typeof game._bossDropBox3Obj === "undefined") { game._bossDropBox3Obj = null; } if (score >= 100 && !game._bossDropBox3Spawned) { // Spawn bossDropBox3 at random near center (±250px) var cx3 = 1024 + (Math.random() - 0.5) * 500; var cy3 = 1366 + (Math.random() - 0.5) * 500; // Clamp to safe area if (cx3 < 200) cx3 = 200; if (cx3 > 2048 - 200) cx3 = 2048 - 200; if (cy3 < 200) cy3 = 200; if (cy3 > 2732 - 200) cy3 = 2732 - 200; var bossDropBox3 = LK.getAsset('bossDropBox3', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, alpha: 0.98 }); bossDropBox3.x = cx3; bossDropBox3.y = cy3; game.addChild(bossDropBox3); game._bossDropBox3Obj = bossDropBox3; game._bossDropBox3Spawned = true; } // Check pickup for bossDropBox3 if (game._bossDropBox3Obj) { var dx3 = player.x - game._bossDropBox3Obj.x; var dy3 = player.y - game._bossDropBox3Obj.y; var dist3 = Math.sqrt(dx3 * dx3 + dy3 * dy3); if (dist3 < 120) { // Picked up! if (typeof game._bossDropBox3Obj.destroy === "function") { game._bossDropBox3Obj.destroy(); } game._bossDropBox3Obj = null; // Effect: Increase fire rate to 5/sec and keep diagonal triple shot player._fireRateBoss2Boosted = true; player._fireRateBoosted = false; // Remove previous boost if any player._fireRateBoss3Boosted = true; // Mark that bossDropBox3 was picked up // Visual feedback LK.effects.flashScreen(0x00bfff, 800); // blue flash for bossDropBox3 } } if (level >= 3) { game._superPackageTimerTicks++; // Every 5 seconds (300 ticks), if not already active, spawn a SuperPackage if (!game._superPackageActive && game._superPackageTimerTicks >= 300) { // Random position near center (±200px) var cx = 1024 + (Math.random() - 0.5) * 400; var cy = 1366 + (Math.random() - 0.5) * 400; // Clamp to safe area if (cx < 200) cx = 200; if (cx > 2048 - 200) cx = 2048 - 200; if (cy < 200) cy = 200; if (cy > 2732 - 200) cy = 2732 - 200; var superPkg = new SuperPackage(); superPkg.x = cx; superPkg.y = cy; game.addChild(superPkg); game._superPackageObj = superPkg; game._superPackageActive = true; game._superPackageTimerTicks = 0; } // Check pickup if (game._superPackageActive && game._superPackageObj) { var dx = player.x - game._superPackageObj.x; var dy = player.y - game._superPackageObj.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 120) { // Picked up! Kill all visible enemies, increment score for each var killed = 0; for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] && typeof enemies[i].destroy === "function") { enemies[i].destroy(); enemies.splice(i, 1); killed++; } } // Score for each killed if (killed > 0) { score += killed; if (typeof scoreTxt !== "undefined") { scoreTxt.setText('Score: ' + score); } } // Visual feedback LK.effects.flashScreen(0xffa500, 600); // orange explosion for SuperPackage // Remove package game._superPackageObj.destroy(); game._superPackageObj = null; game._superPackageActive = false; game._superPackageTimerTicks = 0; } } // If package is still active but destroyed (e.g. by game reset), clear state if (game._superPackageActive && !game._superPackageObj) { game._superPackageActive = false; game._superPackageTimerTicks = 0; } } else { // Reset timer if below level 3 game._superPackageTimerTicks = 0; if (game._superPackageObj) { game._superPackageObj.destroy(); game._superPackageObj = null; } game._superPackageActive = false; } // 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 && score < 50 && 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); } // BossCar2 spawn logic at score 50 if (!bossSpawned && score >= 50 && typeof game._boss2Spawned === "undefined") { bossSpawned = true; game._boss2Spawned = true; bossCar = new BossCar2(); // Spawn boss2 at random edge var edge2 = Math.floor(Math.random() * 4); var bx2, by2; if (edge2 === 0) { bx2 = 200 + Math.random() * (2048 - 400); by2 = -300; } else if (edge2 === 1) { bx2 = 2048 + 300; by2 = 200 + Math.random() * (2732 - 400); } else if (edge2 === 2) { bx2 = 200 + Math.random() * (2048 - 400); by2 = 2732 + 300; } else { bx2 = -300; by2 = 200 + Math.random() * (2732 - 400); } bossCar.x = bx2; bossCar.y = by2; bossCar.setTarget(player.x, player.y); game.addChild(bossCar); } // BossCar3 spawn logic at score 200 if (!bossSpawned && score >= 200 && typeof game._boss3Spawned === "undefined") { bossSpawned = true; game._boss3Spawned = true; bossCar = new BossCar3(); // Spawn boss3 at random edge var edge3 = Math.floor(Math.random() * 4); var bx3, by3; if (edge3 === 0) { bx3 = 200 + Math.random() * (2048 - 400); by3 = -300; } else if (edge3 === 1) { bx3 = 2048 + 300; by3 = 200 + Math.random() * (2732 - 400); } else if (edge3 === 2) { bx3 = 200 + Math.random() * (2048 - 400); by3 = 2732 + 300; } else { bx3 = -300; by3 = 200 + Math.random() * (2732 - 400); } bossCar.x = bx3; bossCar.y = by3; bossCar.setTarget(player.x, player.y); game.addChild(bossCar); } // BossCar4 spawn logic at score 500 if (!bossSpawned && score >= 500 && typeof game._boss4Spawned === "undefined") { bossSpawned = true; game._boss4Spawned = true; bossCar = new (Container.expand(function () { var self = Container.call(this); var boss = self.attachAsset('bossCar4', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 2048 / 2; self.targetY = 2732 / 2; self.speed = 9.0; self.dirX = 0; self.dirY = 1; self.radius = 130; self.maxHealth = 60; self.health = self.maxHealth; self.update = function () { 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; } }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; }; return self; }))(); // Spawn boss4 at random edge var edge4 = Math.floor(Math.random() * 4); var bx4, by4; if (edge4 === 0) { bx4 = 200 + Math.random() * (2048 - 400); by4 = -300; } else if (edge4 === 1) { bx4 = 2048 + 300; by4 = 200 + Math.random() * (2732 - 400); } else if (edge4 === 2) { bx4 = 200 + Math.random() * (2048 - 400); by4 = 2732 + 300; } else { bx4 = -300; by4 = 200 + Math.random() * (2732 - 400); } bossCar.x = bx4; bossCar.y = by4; bossCar.setTarget(player.x, player.y); game.addChild(bossCar); } // Only spawn normal enemies if boss is not spawned, not in enemy spawn delay, and BossCar2/BossCar3/BossCar4 is not alive var bossCar2Alive = false; var bossCar3Alive = false; var bossCar4Alive = false; if (bossCar && bossCar instanceof BossCar2 && bossSpawned) { bossCar2Alive = true; } if (bossCar && bossCar instanceof BossCar3 && bossSpawned) { bossCar3Alive = true; } // BossCar4 is a custom inline class, so check by asset id if (bossCar && bossCar.children && bossCar.children.length > 0 && bossCar.children[0].assetId === 'bossCar4' && bossSpawned) { bossCar4Alive = true; } if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL && !game._enemySpawnDelayActive && !bossCar2Alive && !bossCar3Alive && !bossCar4Alive) { 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: show YOU ARE LOSER overlay, pause counters, black bg, white text, 5s then end if (!game._loserOverlayShown) { LK.getSound('Dead').play(); game._loserOverlayShown = true; // Hide gameplay UI scoreTxt.visible = false; levelTxt.visible = false; timerTxt.visible = false; controllerBg.visible = false; controllerKnob.visible = false; player.visible = false; 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; // Black overlay var loserOverlay = new Container(); loserOverlay._isLoserOverlay = true; var blackBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 2048 * 1.5, height: 2732 * 1.5, color: 0x000000, x: 2048 / 2, y: 2732 / 2, alpha: 1 }); loserOverlay.addChild(blackBg); // YOU ARE LOSER text var loserTxt = new Text2("YOU ARE LOSER", { size: 220, fill: 0xffffff, font: "'Arial Black', 'Impact', 'GillSans-Bold', 'Arial', 'sans-serif', 'Segoe UI Black', 'Segoe UI', 'Roboto', 'Noto Sans', 'Liberation Sans'" }); loserTxt.anchor.set(0.5, 0.5); loserTxt.x = 2048 / 2; loserTxt.y = 2732 / 2; loserOverlay.addChild(loserTxt); game.addChild(loserOverlay); // Pause all counters/timers by blocking realGameUpdate game._loserOverlayActive = true; // After 5 seconds, remove overlay and end game LK.setTimeout(function () { if (loserOverlay && loserOverlay.parent) { loserOverlay.parent.removeChild(loserOverlay); } LK.showGameOver(); }, 5000); } 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: show YOU ARE LOSER overlay, pause counters, black bg, white text, 5s then end if (!game._loserOverlayShown) { LK.getSound('Dead').play(); game._loserOverlayShown = true; // Hide gameplay UI scoreTxt.visible = false; levelTxt.visible = false; timerTxt.visible = false; controllerBg.visible = false; controllerKnob.visible = false; player.visible = false; 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; // Black overlay var loserOverlay = new Container(); loserOverlay._isLoserOverlay = true; var blackBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 2048 * 1.5, height: 2732 * 1.5, color: 0x000000, x: 2048 / 2, y: 2732 / 2, alpha: 1 }); loserOverlay.addChild(blackBg); // YOU ARE LOSER text var loserTxt = new Text2("YOU ARE LOSER", { size: 220, fill: 0xffffff, font: "'Arial Black', 'Impact', 'GillSans-Bold', 'Arial', 'sans-serif', 'Segoe UI Black', 'Segoe UI', 'Roboto', 'Noto Sans', 'Liberation Sans'" }); loserTxt.anchor.set(0.5, 0.5); loserTxt.x = 2048 / 2; loserTxt.y = 2732 / 2; loserOverlay.addChild(loserTxt); game.addChild(loserOverlay); // Pause all counters/timers by blocking realGameUpdate game._loserOverlayActive = true; // After 5 seconds, remove overlay and end game LK.setTimeout(function () { if (loserOverlay && loserOverlay.parent) { loserOverlay.parent.removeChild(loserOverlay); } LK.showGameOver(); }, 5000); } 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) { // Play Patlama sound on boss defeat LK.getSound('Patlama').play(); // If BossCar3 is defeated, drop bossDropBox4 and allow enemies to respawn, do not end game if (bossCar instanceof BossCar3) { // Drop bossDropBox4 at boss position var bossDropBox4 = LK.getAsset('bossDropBox4', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, alpha: 0.98 }); bossDropBox4.x = bossCar.x; bossDropBox4.y = bossCar.y; game.addChild(bossDropBox4); game._bossDropBox4Obj = bossDropBox4; // Mark boss3 as defeated, but do not end game game._boss3Defeated = true; // Allow enemies to respawn after short delay bossSpawned = false; if (typeof game._enemySpawnDelayTimeout !== "undefined") { LK.clearTimeout(game._enemySpawnDelayTimeout); } game._enemySpawnDelayActive = true; game._enemySpawnDelayTimeout = LK.setTimeout(function () { game._enemySpawnDelayActive = false; }, 2000); LK.effects.flashScreen(0xff00ff, 1000); // Magenta flash for bossDropBox4 } else { // 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; // Level will be incremented only when package is collected LK.effects.flashScreen(0x00ff00, 1000); // Do NOT show win yet; wait for player to collect power-up // LK.showYouWin(); // return; } bossCar.destroy(); bossCar = null; } } // --- 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(); // If this is the drop from BossCar2, enable diagonal triple shot at 3/sec if (bossCar === null && typeof game._boss2Spawned !== "undefined" && typeof game._bossDefeated !== "undefined" && game._boss2Spawned && game._bossDefeated) { player._fireRateBoss2Boosted = true; player._fireRateBoosted = false; // Remove previous boost if any } else { // 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); // Increment level when package is collected level++; if (typeof levelTxt !== "undefined") { levelTxt.setText("Level " + level); } // 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; } } // --- bossDropBox4 pickup check --- if (game._bossDropBox4Obj) { var dx4 = player.x - game._bossDropBox4Obj.x; var dy4 = player.y - game._bossDropBox4Obj.y; var dist4 = Math.sqrt(dx4 * dx4 + dy4 * dy4); if (dist4 < 120) { // Picked up! if (typeof game._bossDropBox4Obj.destroy === "function") { game._bossDropBox4Obj.destroy(); } game._bossDropBox4Obj = null; // Visual feedback for bossDropBox4 LK.effects.flashObject(player, 0xff00ff, 800); // Set fire rate to 20/sec (3 ticks) after picking up bossDropBox4 player._fireRateBoss4Boosted = true; } } // --- 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), unless boosted 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) { // Check if player has picked up bossDropBox2 (from BossCar2) if (player._fireRateBoss2Boosted) { // If bossDropBox3 was picked up, fire 3 diagonal bullets at 5/sec (every 12 ticks) // If bossDropBox4 was picked up, fire 3 diagonal bullets at 20/sec (every 3 ticks) var carDir = Math.atan2(player.dirY, player.dirX); var offsetX = Math.cos(carDir) * 180; var offsetY = Math.sin(carDir) * 180; // Center bullet var bullet0 = new Bullet(); bullet0.x = player.x + offsetX; bullet0.y = player.y + offsetY; var bdx0 = target.x - bullet0.x; var bdy0 = target.y - bullet0.y; bullet0.setDirection(bdx0, bdy0); bullets.push(bullet0); game.addChild(bullet0); // Left diagonal bullet var angleLeft = carDir - Math.PI / 6; // 30 degrees left var bulletL = new Bullet(); bulletL.x = player.x + Math.cos(angleLeft) * 180; bulletL.y = player.y + Math.sin(angleLeft) * 180; bulletL.setDirection(Math.cos(angleLeft), Math.sin(angleLeft)); bullets.push(bulletL); game.addChild(bulletL); // Right diagonal bullet var angleRight = carDir + Math.PI / 6; // 30 degrees right var bulletR = new Bullet(); bulletR.x = player.x + Math.cos(angleRight) * 180; bulletR.y = player.y + Math.sin(angleRight) * 180; bulletR.setDirection(Math.cos(angleRight), Math.sin(angleRight)); bullets.push(bulletR); game.addChild(bulletR); // Play Sound1 when player fires LK.getSound('Sound1').play(); // Set cooldown for 20/sec (3 ticks) if bossDropBox4 picked up, else 5/sec (12 ticks) if bossDropBox3 picked up, else 3/sec (20 ticks) if (player._fireRateBoss4Boosted) { player.shootCooldown = 3; } else if (player._fireRateBoss3Boosted) { player.shootCooldown = 12; } else { player.shootCooldown = 20; } } else if (player._fireRateBoosted) { // Single shot at 2.5/sec (24 ticks) var bullet = new Bullet(); 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; var bdx = target.x - bullet.x; var bdy = target.y - bullet.y; bullet.setDirection(bdx, bdy); bullets.push(bullet); game.addChild(bullet); LK.getSound('Sound1').play(); player.shootCooldown = 24; } else { // Single shot at 1/sec (60 ticks) var bullet = new Bullet(); 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; var bdx = target.x - bullet.x; var bdy = target.y - bullet.y; bullet.setDirection(bdx, bdy); bullets.push(bullet); game.addChild(bullet); LK.getSound('Sound1').play(); 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
@@ -361,12 +361,12 @@
/****
* Game Code
****/
-// SuperPackage asset
-// New background asset
-// Add background image to the game
// Asset for the box dropped by BossCar on death
+// Add background image to the game
+// New background asset
+// SuperPackage asset
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
@@ -948,18 +948,84 @@
bossCar.y = by3;
bossCar.setTarget(player.x, player.y);
game.addChild(bossCar);
}
- // Only spawn normal enemies if boss is not spawned, not in enemy spawn delay, and BossCar2/BossCar3 is not alive
+ // BossCar4 spawn logic at score 500
+ if (!bossSpawned && score >= 500 && typeof game._boss4Spawned === "undefined") {
+ bossSpawned = true;
+ game._boss4Spawned = true;
+ bossCar = new (Container.expand(function () {
+ var self = Container.call(this);
+ var boss = self.attachAsset('bossCar4', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 2048 / 2;
+ self.targetY = 2732 / 2;
+ self.speed = 9.0;
+ self.dirX = 0;
+ self.dirY = 1;
+ self.radius = 130;
+ self.maxHealth = 60;
+ self.health = self.maxHealth;
+ self.update = function () {
+ 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;
+ }
+ };
+ self.setTarget = function (x, y) {
+ self.targetX = x;
+ self.targetY = y;
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health < 0) self.health = 0;
+ };
+ return self;
+ }))();
+ // Spawn boss4 at random edge
+ var edge4 = Math.floor(Math.random() * 4);
+ var bx4, by4;
+ if (edge4 === 0) {
+ bx4 = 200 + Math.random() * (2048 - 400);
+ by4 = -300;
+ } else if (edge4 === 1) {
+ bx4 = 2048 + 300;
+ by4 = 200 + Math.random() * (2732 - 400);
+ } else if (edge4 === 2) {
+ bx4 = 200 + Math.random() * (2048 - 400);
+ by4 = 2732 + 300;
+ } else {
+ bx4 = -300;
+ by4 = 200 + Math.random() * (2732 - 400);
+ }
+ bossCar.x = bx4;
+ bossCar.y = by4;
+ bossCar.setTarget(player.x, player.y);
+ game.addChild(bossCar);
+ }
+ // Only spawn normal enemies if boss is not spawned, not in enemy spawn delay, and BossCar2/BossCar3/BossCar4 is not alive
var bossCar2Alive = false;
var bossCar3Alive = false;
+ var bossCar4Alive = false;
if (bossCar && bossCar instanceof BossCar2 && bossSpawned) {
bossCar2Alive = true;
}
if (bossCar && bossCar instanceof BossCar3 && bossSpawned) {
bossCar3Alive = true;
}
- if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL && !game._enemySpawnDelayActive && !bossCar2Alive && !bossCar3Alive) {
+ // BossCar4 is a custom inline class, so check by asset id
+ if (bossCar && bossCar.children && bossCar.children.length > 0 && bossCar.children[0].assetId === 'bossCar4' && bossSpawned) {
+ bossCar4Alive = true;
+ }
+ if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL && !game._enemySpawnDelayActive && !bossCar2Alive && !bossCar3Alive && !bossCar4Alive) {
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
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