User prompt
Ateş etme hızı 3 saniye bir tane
User prompt
1 mermi 1 düşman öldürsün
User prompt
Düşman sadece 5 saniyede bir tane doğsun. Ve sayısı 10 saniyede bir tane artsın
User prompt
Düşman sadece sayısı 5 saniye de bir artsın
User prompt
10 saniyede bir tane powerup olsun ve bir can arttırsın
User prompt
Düşman sayısı 5 saniye bir artsın
User prompt
Düşman sayısı her saniye 1 artsın
User prompt
Düşman doğma hızını arttır
User prompt
Play butonuna basılmadan oyun başlamasın.
User prompt
Play butonu arka planı Playbg olsun
User prompt
Play butonu arka planı Playbg olsun
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 175
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 174
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 174
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 174
User prompt
Play butonu olsun. Olay butonu arka planı oyunun kapak resmi olsun
User prompt
Saniye 1 mermi
User prompt
Ateş etme hızı 2 saniye bir olsun
User prompt
Kontrol edilen karekter düşmanı otomatik olarak vursun.
User prompt
Oyunu oynayan oyuncunun baştığı yere ateş edilsin. Kontrol edilen karekter üzerine basılı tutulduğunda oyunu oynayan oyuncu yerini belirlesin. İlk düşman oyun başladığında doğsun. Düşman doğma hızı 5 saniye olsun
User prompt
Ateş edilecek yönü oyunu oynayan oyuncu belirleyin. Düşmanları biraz daha yavaşlat. Düşmanların doğma hızını yavaşlat 7 saniye bir düşman doğsun
User prompt
Ateş etmeyi oyunu oynayan oyuncu kontrol etsin. Düşmanlarını hızını yavaşlar
Code edit (1 edits merged)
Please save this source code
User prompt
Mars: 20 Minutes Till Dawn
Initial prompt
20 minutes till dawn benzeri marsta geçen 2d top-down shoot en up türünde oyun yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width * 0.5; self.speed = 32; self.dx = 0; self.dy = 0; self.update = function () { self.x += self.dx * self.speed; self.y += self.dy * self.speed; // Rotate bullet sprite to face its movement direction if (self.dx !== 0 || self.dy !== 0) { bulletSprite.rotation = Math.atan2(self.dy, self.dx); } }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.radius = enemySprite.width * 0.5; self.speed = 2 + Math.random() * 1.2; self.hp = 2; self.target = null; // set to player self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; self.hit = function () { self.hp--; LK.getSound('enemyhit').play(); LK.effects.flashObject(self, 0xffffff, 120); if (self.hp <= 0) { self.destroyed = true; } }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = playerSprite.width * 0.5; self.speed = 18; self.hp = 5; self.invuln = 0; // frames of invulnerability after hit // For upgrades self.fireRate = 0; // frames between shots (0 saniye, instant fire) self.bulletSpeed = 32; self.bulletSpread = 0; // degrees self.lastShot = 0; self.update = function () { if (self.invuln > 0) { self.invuln--; playerSprite.alpha = 0.5 + 0.5 * Math.sin(LK.ticks * 0.4); } else { playerSprite.alpha = 1; } }; // Called when player is hit self.hit = function () { if (self.invuln > 0) return; self.hp--; self.invuln = 60; LK.effects.flashObject(self, 0xff0000, 400); LK.getSound('playerhit').play(); updateHpText(); if (self.hp <= 0) { LK.effects.flashScreen(0xff0000, 1200); LK.showGameOver(); } }; // Called when player picks up a powerup self.applyPowerup = function (type) { if (type === 'firerate') { self.fireRate = Math.max(8, self.fireRate - 4); } else if (type === 'spread') { self.bulletSpread = Math.min(30, self.bulletSpread + 10); } else if (type === 'hp') { self.hp = self.hp + 1; updateHpText(); } else if (type === 'bulletspeed') { self.bulletSpeed = Math.min(48, self.bulletSpeed + 4); } }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupSprite = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.radius = powerupSprite.width * 0.5; self.type = 'firerate'; // default, can be changed self.spawnTick = LK.ticks; // Track when spawned self.update = function () { // Powerup disappears after 5 seconds (300 frames) if not collected if (LK.ticks - self.spawnTick >= 300) { self.destroy(); // Remove from powerups array in main update loop } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x7c3f1c }); /**** * Game Code ****/ // Play button and cover logic // Add background var coverBg = LK.getAsset('Playbg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(coverBg); // Create Play button as a container with Playbg as background var playBtn = new Container(); var playBgSprite = LK.getAsset('Playbg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Center Playbg in playBtn (container is at 0,0, so this centers the image) playBgSprite.x = 0; playBgSprite.y = 0; playBtn.addChild(playBgSprite); var playText = new Text2('PLAY', { size: 200, fill: "#fff", font: "Impact, Arial Black, Tahoma" }); playText.anchor.set(0.5, 0.5); playText.x = 0; playText.y = 0; playBtn.addChild(playText); playBtn.x = 2048 / 2; playBtn.y = 2732 / 2; // Add a white border to the play button background var border = new Container(); var borderSize = playBgSprite.width + 24; var borderHeight = playBgSprite.height + 24; var borderRect = LK.getAsset('Playbg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: borderSize, height: borderHeight, tint: 0xffffff }); borderRect.alpha = 1; border.addChild(borderRect); border.x = 0; border.y = 0; playBtn.addChildAt(border, 0); playBtn.interactive = true; playBtn.buttonMode = true; game.addChild(playBtn); // Hide all gameplay and GUI until play button is pressed var gameStarted = false; // Ensure play text is visible until pressed playText.visible = true; // GUI var timerTxt = new Text2('20:00', { size: 90, fill: "#fff" }); timerTxt.anchor.set(1, 0); LK.gui.top.addChild(timerTxt); // Position timerTxt at right of the top GUI, leaving a margin timerTxt.x = LK.gui.top.width - 40; timerTxt.y = 0; var hpTxt = new Text2('HP: 5', { size: 90, fill: "#fff" }); hpTxt.anchor.set(1, 0); LK.gui.topRight.addChild(hpTxt); // Hide GUI elements until game starts timerTxt.visible = false; hpTxt.visible = false; // Play button event playBtn.down = function (x, y, obj) { // Remove cover and play button coverBg.visible = false; playBtn.visible = false; playText.visible = false; gameStarted = true; // Show GUI timerTxt.visible = true; hpTxt.visible = true; // Reposition timer text in case of GUI resize timerTxt.x = LK.gui.top.width - 40; timerTxt.y = 0; // Add main background var marsbg = LK.getAsset('marsbg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(marsbg); // Spawn player in center player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Start music LK.playMusic('marsmusic'); // Initial GUI update updateTimerText(); updateHpText(); // Oyun başında ilk düşmanı doğur spawnEnemy(); lastEnemySpawn = LK.ticks; }; // Game variables var player; var enemies = []; var bullets = []; var powerups = []; var dragNode = null; var lastMoveX = 0, lastMoveY = 0; var score = 0; var timeLeft = 20 * 60; // 20 minutes in seconds, but we use frames (20*60*60) var timerFrames = 20 * 60 * 60; // 20 minutes * 60 seconds * 60 frames var lastEnemySpawn = 0; var enemySpawnInterval = 120; // 2 saniye * 60 fps = 120 frame (daha hızlı başlasın) var lastPowerupSpawn = 0; var powerupInterval = 600; // every 10 seconds (10*60) // GUI var timerTxt = new Text2('20:00', { size: 90, fill: "#fff" }); timerTxt.anchor.set(1, 0); LK.gui.top.addChild(timerTxt); // Position timerTxt at right of the top GUI, leaving a margin timerTxt.x = LK.gui.top.width - 40; timerTxt.y = 0; var hpTxt = new Text2('HP: 5', { size: 90, fill: "#fff" }); hpTxt.anchor.set(1, 0); LK.gui.topRight.addChild(hpTxt); // Score text removed; only timer is shown function updateTimerText() { var seconds = Math.floor(timerFrames / 60); var min = Math.floor(seconds / 60); var sec = seconds % 60; var t = (min < 10 ? '0' : '') + min + ':' + (sec < 10 ? '0' : '') + sec; timerTxt.setText(t); } function updateHpText() { if (player) hpTxt.setText('HP: ' + player.hp); } // (Player, music, and first enemy spawn are now handled in playBtn.down) // Move handler (drag to move player) function handleMove(x, y, obj) { if (!gameStarted) return; if (dragNode) { // Clamp to game area var px = Math.max(player.radius, Math.min(2048 - player.radius, x)); var py = Math.max(player.radius, Math.min(2732 - player.radius, y)); dragNode.x = px; dragNode.y = py; lastMoveX = px; lastMoveY = py; // Ateş yönünü güncelle (basılı tutarken) if (isFiring) { var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { fireDirection.dx = dx / dist; fireDirection.dy = dy / dist; } } } } game.move = handleMove; var isFiring = false; var fireDirection = { dx: 0, dy: -1 }; // Varsayılan yukarı game.down = function (x, y, obj) { if (!gameStarted) return; // Sadece karakterin üstüne basılı tutulduğunda karakteri hareket ettir var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); // Eğer dokunulan nokta karakterin üstündeyse (yarıçap dahil) if (dist <= player.radius) { dragNode = player; handleMove(x, y, obj); isFiring = false; // karakteri hareket ettirirken ateş etme } else if (x > 100 || y > 100) { // Karakterin dışında bir yere basıldıysa ateş et isFiring = false; // Sürekli ateş etme yok, sadece tıklamada ateş et // Ateş yönünü belirle if (dist > 0) { fireDirection.dx = dx / dist; fireDirection.dy = dy / dist; } else { fireDirection.dx = 0; fireDirection.dy = -1; } // Hemen ateş et fireBullets(); } }; game.up = function (x, y, obj) { if (!gameStarted) return; dragNode = null; isFiring = false; }; // Fire bullets when called (manual fire) function fireBullets() { if (LK.ticks - player.lastShot < player.fireRate) return; player.lastShot = LK.ticks; var spread = player.bulletSpread; var angles = [0]; if (spread > 0) { angles = [-spread, 0, spread]; } for (var i = 0; i < angles.length; i++) { var baseAngle = Math.atan2(fireDirection.dy, fireDirection.dx); var angle = baseAngle + angles[i] * Math.PI / 180; var b = new Bullet(); b.x = player.x; b.y = player.y; b.speed = player.bulletSpeed; b.dx = Math.cos(angle); b.dy = Math.sin(angle); bullets.push(b); game.addChild(b); LK.getSound('bullet_hit_39853').play(); } LK.getSound('shoot').play(); } // Spawn enemies at random edge function spawnEnemy() { var e = new Enemy(); // Pick random edge var edge = Math.floor(Math.random() * 4); var ex, ey; if (edge === 0) { // top ex = Math.random() * 2048; ey = -e.radius - 10; } else if (edge === 1) { // right ex = 2048 + e.radius + 10; ey = Math.random() * 2732; } else if (edge === 2) { // bottom ex = Math.random() * 2048; ey = 2732 + e.radius + 10; } else { // left ex = -e.radius - 10; ey = Math.random() * 2732; } e.x = ex; e.y = ey; e.target = player; enemies.push(e); game.addChild(e); } // Spawn powerup at random location function spawnPowerup() { var p = new Powerup(); p.type = 'hp'; // Sadece hp powerup p.x = 200 + Math.random() * (2048 - 400); p.y = 200 + Math.random() * (2732 - 400); powerups.push(p); game.addChild(p); } // Main update loop game.update = function () { if (!gameStarted) return; // Timer if (timerFrames > 0) { timerFrames--; // Score is now the number of seconds survived score = Math.floor((20 * 60 * 60 - timerFrames) / 60); updateTimerText(); } if (timerFrames === 0) { LK.effects.flashScreen(0x00ff00, 1200); LK.showYouWin(); return; } // Player update player.update(); // Removed auto-fire logic; bullets only fire on tap // Bullets update for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if off screen if (b.x < -60 || b.x > 2048 + 60 || b.y < -60 || b.y > 2732 + 60) { b.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; var dx = b.x - e.x; var dy = b.y - e.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < b.radius + e.radius) { e.hp = 1; // 1 mermi 1 düşman öldürsün e.hit(); if (e.hp <= 0) { e.destroy(); enemies.splice(j, 1); // No score increment on enemy kill; score is now survival time // updateScoreText(); } b.destroy(); bullets.splice(i, 1); break; } } } // Enemies update for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Check collision with player var dx = e.x - player.x; var dy = e.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < e.radius + player.radius) { player.hit(); e.destroy(); enemies.splice(i, 1); continue; } // Remove if off screen (shouldn't happen, but just in case) if (e.x < -200 || e.x > 2048 + 200 || e.y < -200 || e.y > 2732 + 200) { e.destroy(); enemies.splice(i, 1); } } // Powerups update for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update && p.update(); // Call update for timer logic // Check collision with player var dx = p.x - player.x; var dy = p.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < p.radius + player.radius) { player.applyPowerup(p.type); LK.getSound('powerup').play(); p.destroy(); powerups.splice(i, 1); continue; } // Check collision with bullets (kalbe ateş edildiğinde HP artsın) for (var j = bullets.length - 1; j >= 0; j--) { var b = bullets[j]; var bdx = p.x - b.x; var bdy = p.y - b.y; var bdist = Math.sqrt(bdx * bdx + bdy * bdy); if (bdist < p.radius + b.radius) { // Bullet hits powerup (kalp) player.hp = player.hp + 1; updateHpText(); LK.getSound('powerup').play(); p.destroy(); powerups.splice(i, 1); b.destroy(); bullets.splice(j, 1); break; } } // Remove if destroyed by timer if (p._destroyed) { powerups.splice(i, 1); } } // Enemy spawn logic (increase spawn rate over time) // Düşman sadece 5 saniyede bir tane doğsun ve sayısı 10 saniyede bir artsın if (typeof enemyPerSpawn === "undefined") { enemyPerSpawn = 1; lastEnemyPerSpawnIncrease = LK.ticks; } if (LK.ticks - lastEnemyPerSpawnIncrease >= 900) { // 15 saniye = 15*60 = 900 frame enemyPerSpawn += 1; lastEnemyPerSpawnIncrease += 900; // Artışı tam 15 saniyede bir yap } // Her 5 saniyede bir (300 frame) sadece enemyPerSpawn kadar düşman doğur if (LK.ticks - lastEnemySpawn >= 300) { for (var i = 0; i < enemyPerSpawn; i++) { spawnEnemy(); } lastEnemySpawn = LK.ticks; } // Powerup spawn logic if (LK.ticks - lastPowerupSpawn > powerupInterval) { spawnPowerup(); lastPowerupSpawn = LK.ticks; } }; // (Initial GUI update and enemy spawn are now handled in playBtn.down)
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = bulletSprite.width * 0.5;
self.speed = 32;
self.dx = 0;
self.dy = 0;
self.update = function () {
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
// Rotate bullet sprite to face its movement direction
if (self.dx !== 0 || self.dy !== 0) {
bulletSprite.rotation = Math.atan2(self.dy, self.dx);
}
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemySprite.width * 0.5;
self.speed = 2 + Math.random() * 1.2;
self.hp = 2;
self.target = null; // set to player
self.update = function () {
if (!self.target) return;
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
self.hit = function () {
self.hp--;
LK.getSound('enemyhit').play();
LK.effects.flashObject(self, 0xffffff, 120);
if (self.hp <= 0) {
self.destroyed = true;
}
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = playerSprite.width * 0.5;
self.speed = 18;
self.hp = 5;
self.invuln = 0; // frames of invulnerability after hit
// For upgrades
self.fireRate = 0; // frames between shots (0 saniye, instant fire)
self.bulletSpeed = 32;
self.bulletSpread = 0; // degrees
self.lastShot = 0;
self.update = function () {
if (self.invuln > 0) {
self.invuln--;
playerSprite.alpha = 0.5 + 0.5 * Math.sin(LK.ticks * 0.4);
} else {
playerSprite.alpha = 1;
}
};
// Called when player is hit
self.hit = function () {
if (self.invuln > 0) return;
self.hp--;
self.invuln = 60;
LK.effects.flashObject(self, 0xff0000, 400);
LK.getSound('playerhit').play();
updateHpText();
if (self.hp <= 0) {
LK.effects.flashScreen(0xff0000, 1200);
LK.showGameOver();
}
};
// Called when player picks up a powerup
self.applyPowerup = function (type) {
if (type === 'firerate') {
self.fireRate = Math.max(8, self.fireRate - 4);
} else if (type === 'spread') {
self.bulletSpread = Math.min(30, self.bulletSpread + 10);
} else if (type === 'hp') {
self.hp = self.hp + 1;
updateHpText();
} else if (type === 'bulletspeed') {
self.bulletSpeed = Math.min(48, self.bulletSpeed + 4);
}
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = powerupSprite.width * 0.5;
self.type = 'firerate'; // default, can be changed
self.spawnTick = LK.ticks; // Track when spawned
self.update = function () {
// Powerup disappears after 5 seconds (300 frames) if not collected
if (LK.ticks - self.spawnTick >= 300) {
self.destroy();
// Remove from powerups array in main update loop
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x7c3f1c
});
/****
* Game Code
****/
// Play button and cover logic
// Add background
var coverBg = LK.getAsset('Playbg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(coverBg);
// Create Play button as a container with Playbg as background
var playBtn = new Container();
var playBgSprite = LK.getAsset('Playbg', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Center Playbg in playBtn (container is at 0,0, so this centers the image)
playBgSprite.x = 0;
playBgSprite.y = 0;
playBtn.addChild(playBgSprite);
var playText = new Text2('PLAY', {
size: 200,
fill: "#fff",
font: "Impact, Arial Black, Tahoma"
});
playText.anchor.set(0.5, 0.5);
playText.x = 0;
playText.y = 0;
playBtn.addChild(playText);
playBtn.x = 2048 / 2;
playBtn.y = 2732 / 2;
// Add a white border to the play button background
var border = new Container();
var borderSize = playBgSprite.width + 24;
var borderHeight = playBgSprite.height + 24;
var borderRect = LK.getAsset('Playbg', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
width: borderSize,
height: borderHeight,
tint: 0xffffff
});
borderRect.alpha = 1;
border.addChild(borderRect);
border.x = 0;
border.y = 0;
playBtn.addChildAt(border, 0);
playBtn.interactive = true;
playBtn.buttonMode = true;
game.addChild(playBtn);
// Hide all gameplay and GUI until play button is pressed
var gameStarted = false;
// Ensure play text is visible until pressed
playText.visible = true;
// GUI
var timerTxt = new Text2('20:00', {
size: 90,
fill: "#fff"
});
timerTxt.anchor.set(1, 0);
LK.gui.top.addChild(timerTxt);
// Position timerTxt at right of the top GUI, leaving a margin
timerTxt.x = LK.gui.top.width - 40;
timerTxt.y = 0;
var hpTxt = new Text2('HP: 5', {
size: 90,
fill: "#fff"
});
hpTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(hpTxt);
// Hide GUI elements until game starts
timerTxt.visible = false;
hpTxt.visible = false;
// Play button event
playBtn.down = function (x, y, obj) {
// Remove cover and play button
coverBg.visible = false;
playBtn.visible = false;
playText.visible = false;
gameStarted = true;
// Show GUI
timerTxt.visible = true;
hpTxt.visible = true;
// Reposition timer text in case of GUI resize
timerTxt.x = LK.gui.top.width - 40;
timerTxt.y = 0;
// Add main background
var marsbg = LK.getAsset('marsbg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(marsbg);
// Spawn player in center
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// Start music
LK.playMusic('marsmusic');
// Initial GUI update
updateTimerText();
updateHpText();
// Oyun başında ilk düşmanı doğur
spawnEnemy();
lastEnemySpawn = LK.ticks;
};
// Game variables
var player;
var enemies = [];
var bullets = [];
var powerups = [];
var dragNode = null;
var lastMoveX = 0,
lastMoveY = 0;
var score = 0;
var timeLeft = 20 * 60; // 20 minutes in seconds, but we use frames (20*60*60)
var timerFrames = 20 * 60 * 60; // 20 minutes * 60 seconds * 60 frames
var lastEnemySpawn = 0;
var enemySpawnInterval = 120; // 2 saniye * 60 fps = 120 frame (daha hızlı başlasın)
var lastPowerupSpawn = 0;
var powerupInterval = 600; // every 10 seconds (10*60)
// GUI
var timerTxt = new Text2('20:00', {
size: 90,
fill: "#fff"
});
timerTxt.anchor.set(1, 0);
LK.gui.top.addChild(timerTxt);
// Position timerTxt at right of the top GUI, leaving a margin
timerTxt.x = LK.gui.top.width - 40;
timerTxt.y = 0;
var hpTxt = new Text2('HP: 5', {
size: 90,
fill: "#fff"
});
hpTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(hpTxt);
// Score text removed; only timer is shown
function updateTimerText() {
var seconds = Math.floor(timerFrames / 60);
var min = Math.floor(seconds / 60);
var sec = seconds % 60;
var t = (min < 10 ? '0' : '') + min + ':' + (sec < 10 ? '0' : '') + sec;
timerTxt.setText(t);
}
function updateHpText() {
if (player) hpTxt.setText('HP: ' + player.hp);
}
// (Player, music, and first enemy spawn are now handled in playBtn.down)
// Move handler (drag to move player)
function handleMove(x, y, obj) {
if (!gameStarted) return;
if (dragNode) {
// Clamp to game area
var px = Math.max(player.radius, Math.min(2048 - player.radius, x));
var py = Math.max(player.radius, Math.min(2732 - player.radius, y));
dragNode.x = px;
dragNode.y = py;
lastMoveX = px;
lastMoveY = py;
// Ateş yönünü güncelle (basılı tutarken)
if (isFiring) {
var dx = x - player.x;
var dy = y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
fireDirection.dx = dx / dist;
fireDirection.dy = dy / dist;
}
}
}
}
game.move = handleMove;
var isFiring = false;
var fireDirection = {
dx: 0,
dy: -1
}; // Varsayılan yukarı
game.down = function (x, y, obj) {
if (!gameStarted) return;
// Sadece karakterin üstüne basılı tutulduğunda karakteri hareket ettir
var dx = x - player.x;
var dy = y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Eğer dokunulan nokta karakterin üstündeyse (yarıçap dahil)
if (dist <= player.radius) {
dragNode = player;
handleMove(x, y, obj);
isFiring = false; // karakteri hareket ettirirken ateş etme
} else if (x > 100 || y > 100) {
// Karakterin dışında bir yere basıldıysa ateş et
isFiring = false; // Sürekli ateş etme yok, sadece tıklamada ateş et
// Ateş yönünü belirle
if (dist > 0) {
fireDirection.dx = dx / dist;
fireDirection.dy = dy / dist;
} else {
fireDirection.dx = 0;
fireDirection.dy = -1;
}
// Hemen ateş et
fireBullets();
}
};
game.up = function (x, y, obj) {
if (!gameStarted) return;
dragNode = null;
isFiring = false;
};
// Fire bullets when called (manual fire)
function fireBullets() {
if (LK.ticks - player.lastShot < player.fireRate) return;
player.lastShot = LK.ticks;
var spread = player.bulletSpread;
var angles = [0];
if (spread > 0) {
angles = [-spread, 0, spread];
}
for (var i = 0; i < angles.length; i++) {
var baseAngle = Math.atan2(fireDirection.dy, fireDirection.dx);
var angle = baseAngle + angles[i] * Math.PI / 180;
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.speed = player.bulletSpeed;
b.dx = Math.cos(angle);
b.dy = Math.sin(angle);
bullets.push(b);
game.addChild(b);
LK.getSound('bullet_hit_39853').play();
}
LK.getSound('shoot').play();
}
// Spawn enemies at random edge
function spawnEnemy() {
var e = new Enemy();
// Pick random edge
var edge = Math.floor(Math.random() * 4);
var ex, ey;
if (edge === 0) {
// top
ex = Math.random() * 2048;
ey = -e.radius - 10;
} else if (edge === 1) {
// right
ex = 2048 + e.radius + 10;
ey = Math.random() * 2732;
} else if (edge === 2) {
// bottom
ex = Math.random() * 2048;
ey = 2732 + e.radius + 10;
} else {
// left
ex = -e.radius - 10;
ey = Math.random() * 2732;
}
e.x = ex;
e.y = ey;
e.target = player;
enemies.push(e);
game.addChild(e);
}
// Spawn powerup at random location
function spawnPowerup() {
var p = new Powerup();
p.type = 'hp'; // Sadece hp powerup
p.x = 200 + Math.random() * (2048 - 400);
p.y = 200 + Math.random() * (2732 - 400);
powerups.push(p);
game.addChild(p);
}
// Main update loop
game.update = function () {
if (!gameStarted) return;
// Timer
if (timerFrames > 0) {
timerFrames--;
// Score is now the number of seconds survived
score = Math.floor((20 * 60 * 60 - timerFrames) / 60);
updateTimerText();
}
if (timerFrames === 0) {
LK.effects.flashScreen(0x00ff00, 1200);
LK.showYouWin();
return;
}
// Player update
player.update();
// Removed auto-fire logic; bullets only fire on tap
// Bullets update
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
// Remove if off screen
if (b.x < -60 || b.x > 2048 + 60 || b.y < -60 || b.y > 2732 + 60) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
var dx = b.x - e.x;
var dy = b.y - e.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < b.radius + e.radius) {
e.hp = 1; // 1 mermi 1 düşman öldürsün
e.hit();
if (e.hp <= 0) {
e.destroy();
enemies.splice(j, 1);
// No score increment on enemy kill; score is now survival time
// updateScoreText();
}
b.destroy();
bullets.splice(i, 1);
break;
}
}
}
// Enemies update
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Check collision with player
var dx = e.x - player.x;
var dy = e.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < e.radius + player.radius) {
player.hit();
e.destroy();
enemies.splice(i, 1);
continue;
}
// Remove if off screen (shouldn't happen, but just in case)
if (e.x < -200 || e.x > 2048 + 200 || e.y < -200 || e.y > 2732 + 200) {
e.destroy();
enemies.splice(i, 1);
}
}
// Powerups update
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update && p.update(); // Call update for timer logic
// Check collision with player
var dx = p.x - player.x;
var dy = p.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < p.radius + player.radius) {
player.applyPowerup(p.type);
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with bullets (kalbe ateş edildiğinde HP artsın)
for (var j = bullets.length - 1; j >= 0; j--) {
var b = bullets[j];
var bdx = p.x - b.x;
var bdy = p.y - b.y;
var bdist = Math.sqrt(bdx * bdx + bdy * bdy);
if (bdist < p.radius + b.radius) {
// Bullet hits powerup (kalp)
player.hp = player.hp + 1;
updateHpText();
LK.getSound('powerup').play();
p.destroy();
powerups.splice(i, 1);
b.destroy();
bullets.splice(j, 1);
break;
}
}
// Remove if destroyed by timer
if (p._destroyed) {
powerups.splice(i, 1);
}
}
// Enemy spawn logic (increase spawn rate over time)
// Düşman sadece 5 saniyede bir tane doğsun ve sayısı 10 saniyede bir artsın
if (typeof enemyPerSpawn === "undefined") {
enemyPerSpawn = 1;
lastEnemyPerSpawnIncrease = LK.ticks;
}
if (LK.ticks - lastEnemyPerSpawnIncrease >= 900) {
// 15 saniye = 15*60 = 900 frame
enemyPerSpawn += 1;
lastEnemyPerSpawnIncrease += 900; // Artışı tam 15 saniyede bir yap
}
// Her 5 saniyede bir (300 frame) sadece enemyPerSpawn kadar düşman doğur
if (LK.ticks - lastEnemySpawn >= 300) {
for (var i = 0; i < enemyPerSpawn; i++) {
spawnEnemy();
}
lastEnemySpawn = LK.ticks;
}
// Powerup spawn logic
if (LK.ticks - lastPowerupSpawn > powerupInterval) {
spawnPowerup();
lastPowerupSpawn = LK.ticks;
}
};
// (Initial GUI update and enemy spawn are now handled in playBtn.down)
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Mars: 20 Minutes Till Dawn" and with the description "A 2D top-down shooter on Mars where you survive waves of alien enemies for 20 minutes, collecting power-ups and upgrading weapons to last as long as possible.". No text on banner!
Sarı mermi olsun. In-Game asset. 2d. High contrast. No shadows
Pixel astronot olsun. Elbisesi turıncu olsun. In-Game asset. 2d. High contrast. No shadows
Pixel uzaylı olsun. In-Game asset. 2d. High contrast. No shadows
Pixel Mars zemini olsun. Top down olsun. In-Game asset. 2d. High contrast. No shadows
Pixel kalp. In-Game asset. 2d. High contrast. No shadows
pixel ufo. In-Game asset. 2d. High contrast. No shadows