User prompt
Oyunun adını A Very Simple Tank Battle olarak değiştir oyunun yazısını ekranın üst orta kısmına yerleştir
User prompt
Oyunun yazısının arkaplanının bir assetini oluştur
User prompt
oyunun ismini Simple Tank War olarak değiştir oyunun yazısının arkasına bir arkaplan oluştur ve yazıyı ekranın orta üst kısmına yerleştir.
User prompt
Oyunun adını Epic Tank War Olarak değiştir
User prompt
Play yazısının yazı fontunu "KALIN" bunun gibi yap
User prompt
Play yazısının yazı fontunu "KALIN" bunun gibi yap
User prompt
Play yazısının yazı tipini "KALIN" bu şekilde yap
User prompt
Start Game butonunun içindeki yazıyı Play olarak değiştir
User prompt
Giriş ekranında Oyunun İsmi "Araba Savaşı" ve Start Game butonu dışında diğer şeyler oyun başladıktan sonra gözüksün
User prompt
Bir giriş ekranı olsun oyun hemen başlamasın. Start Game butonu olsun. Butona tıkladıktan sonra oyun başlasın.
User prompt
Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'return self;' Line Number: 83
User prompt
Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'var player = new PlayerCar();' Line Number: 110
User prompt
Please fix the bug: 'StartButton is not defined' in or related to this line: 'var txt = new Text2("Start Game", {' Line Number: 39
User prompt
Please fix the bug: 'StartButton is not defined' in or related to this line: 'var startButton = new StartButton({' Line Number: 47
User prompt
Bir giriş ekranı olsun oyun hemen başlamasın "Start Game" butonu olsun butona tıkladığında oyun başlasın.Start Game butonuna bastıktan sonra arabalar gelmeye başlasın. Giriş ekranında sadece "Start Game" butonu olsun. Bu butonun bir assetini oluştur ve boyutunu ve rengini değiştirebiliyim
User prompt
Bir giriş ekranı olsun oyun hemen başlamasın "Start Game" butonu olsun butona tıkladığında oyun başlasın.
User prompt
Bir giriş ekranı olsun oyun hemen başlamasın "Start Game" butonu olsun butona tıkladığında oyun başlasın.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (typeof enemies !== "undefined" && enemies && enemies.length) {' Line Number: 341
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 341
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = visible;' Line Number: 322
User prompt
Start Game yazısının bir assetini oluştur
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < bullets.length; i++) {' Line Number: 348
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (typeof enemies !== "undefined" && enemies && typeof enemies.length !== "undefined") {' Line Number: 341
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 341
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'if (typeof scoreTxt !== "undefined" && scoreTxt) {' Line Number: 322
/**** * 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; }); // 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Asset for the box dropped by BossCar on death // Add background image to the game // New background asset var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // --- Start Screen Overlay --- var startOverlay = new Container(); var startBg = LK.getAsset('startBg', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, x: 2048 / 2, y: 2732 / 2, alpha: 0.92 }); startOverlay.addChild(startBg); // Title Text var titleTxt = new Text2("A Very Simple Tank Battle", { size: 220, fill: 0x222222 }); titleTxt.anchor.set(0.5, 0); // top center titleTxt.x = 2048 / 2; titleTxt.y = 120; 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) { bossSpawned = true; bossCar = new BossCar(); // Spawn boss at random edge var edge = Math.floor(Math.random() * 4); var bx, by; if (edge === 0) { bx = 200 + Math.random() * (2048 - 400); by = -300; } else if (edge === 1) { bx = 2048 + 300; by = 200 + Math.random() * (2732 - 400); } else if (edge === 2) { bx = 200 + Math.random() * (2048 - 400); by = 2732 + 300; } else { bx = -300; by = 200 + Math.random() * (2732 - 400); } bossCar.x = bx; bossCar.y = by; bossCar.setTarget(player.x, player.y); game.addChild(bossCar); } // Only spawn normal enemies if boss is not spawned if (!bossSpawned && enemySpawnTicks >= ENEMY_SPAWN_INTERVAL) { enemySpawnTicks = 0; for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) { // Spawn enemy at random edge var edge = Math.floor(Math.random() * 4); // 0:top, 1:right, 2:bottom, 3:left var ex, ey; if (edge === 0) { // top ex = 200 + Math.random() * (2048 - 400); ey = -160; } else if (edge === 1) { // right ex = 2048 + 160; ey = 200 + Math.random() * (2732 - 400); } else if (edge === 2) { // bottom ex = 200 + Math.random() * (2048 - 400); ey = 2732 + 160; } else { // left ex = -160; ey = 200 + Math.random() * (2732 - 400); } var enemy = new EnemyCar(); enemy.x = ex; enemy.y = ey; enemy.setTarget(player.x, player.y); enemies.push(enemy); game.addChild(enemy); } } // --- Update Enemies --- for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.setTarget(player.x, player.y); enemy.update(); // Check collision with player (circle collision) var dx = enemy.x - player.x; var dy = enemy.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 160) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // --- Update BossCar --- if (bossSpawned && bossCar) { bossCar.setTarget(player.x, player.y); bossCar.update(); // Check collision with player (circle collision, bigger radius) var bdx = bossCar.x - player.x; var bdy = bossCar.y - player.y; var bdist = Math.sqrt(bdx * bdx + bdy * bdy); if (bdist < 220) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // 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) { // 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; // 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); // Show win after pickup 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. 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); player.shootCooldown = player._shootBoostActive ? 12 : 30; // Faster fire if boost active } } // --- 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
@@ -279,31 +279,16 @@
y: 2732 / 2,
alpha: 0.92
});
startOverlay.addChild(startBg);
-// Title background behind the text
-var titleBgWidth = 1100;
-var titleBgHeight = 270;
-var titleBg = LK.getAsset('centerCircle', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: titleBgWidth,
- height: titleBgHeight,
- color: 0xFFFFFF,
- alpha: 0.85,
- x: 2048 / 2,
- y: 250
-});
-startOverlay.addChild(titleBg);
// Title Text
-var titleTxt = new Text2("Simple Tank War", {
- size: 200,
- fill: 0x222222,
- font: "'Arial Black', 'Impact', 'GillSans-Bold', 'Arial', 'sans-serif', 'Segoe UI Black', 'Segoe UI', 'Roboto', 'Noto Sans', 'Liberation Sans'"
+var titleTxt = new Text2("A Very Simple Tank Battle", {
+ size: 220,
+ fill: 0x222222
});
-titleTxt.anchor.set(0.5, 0.5);
+titleTxt.anchor.set(0.5, 0); // top center
titleTxt.x = 2048 / 2;
-titleTxt.y = 250;
+titleTxt.y = 120;
startOverlay.addChild(titleTxt);
// Start Button
var startButton = LK.getAsset('startButton', {
anchorX: 0.5,
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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
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