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;
};
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 = 6 + Math.random() * 4;
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 = 24; // frames between shots
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 = Math.min(8, 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.update = function () {};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x7c3f1c
});
/****
* Game Code
****/
// Music
// Sound effects
// Martian ground (background)
// Powerup
// Bullet
// Enemy
// Player
// Add background
var marsbg = LK.getAsset('marsbg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(marsbg);
// 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 = 90; // frames
var lastPowerupSpawn = 0;
var powerupInterval = 900; // every 15 seconds
// GUI
var scoreTxt = new Text2('Score: 0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var timerTxt = new Text2('20:00', {
size: 90,
fill: "#fff"
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
var hpTxt = new Text2('HP: 5', {
size: 90,
fill: "#fff"
});
hpTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(hpTxt);
function updateScoreText() {
scoreTxt.setText('Score: ' + score);
}
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);
}
// Spawn player in center
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// Music
LK.playMusic('marsmusic');
// Move handler (drag to move player)
function handleMove(x, y, obj) {
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;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only start drag if touch is not in top left 100x100
if (x > 100 || y > 100) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Fire bullets automatically
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 angle = angles[i] * Math.PI / 180;
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.speed = player.bulletSpeed;
b.dx = Math.sin(angle);
b.dy = -Math.cos(angle);
bullets.push(b);
game.addChild(b);
}
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();
var types = ['firerate', 'spread', 'hp', 'bulletspeed'];
p.type = types[Math.floor(Math.random() * types.length)];
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 () {
// Timer
if (timerFrames > 0) {
timerFrames--;
updateTimerText();
}
if (timerFrames === 0) {
LK.effects.flashScreen(0x00ff00, 1200);
LK.showYouWin();
return;
}
// Player update
player.update();
// Fire bullets
fireBullets();
// 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.hit();
if (e.hp <= 0) {
e.destroy();
enemies.splice(j, 1);
score += 10;
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];
// 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;
}
}
// Enemy spawn logic (increase spawn rate over time)
if (LK.ticks - lastEnemySpawn > enemySpawnInterval) {
spawnEnemy();
lastEnemySpawn = LK.ticks;
// Gradually increase spawn rate
if (enemySpawnInterval > 30) enemySpawnInterval -= 0.02;
}
// Powerup spawn logic
if (LK.ticks - lastPowerupSpawn > powerupInterval) {
spawnPowerup();
lastPowerupSpawn = LK.ticks;
}
};
// Initial GUI update
updateScoreText();
updateTimerText();
updateHpText(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,382 @@
-/****
+/****
+* 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;
+ };
+ 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 = 6 + Math.random() * 4;
+ 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 = 24; // frames between shots
+ 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 = Math.min(8, 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.update = function () {};
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x7c3f1c
+});
+
+/****
+* Game Code
+****/
+// Music
+// Sound effects
+// Martian ground (background)
+// Powerup
+// Bullet
+// Enemy
+// Player
+// Add background
+var marsbg = LK.getAsset('marsbg', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0
+});
+game.addChild(marsbg);
+// 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 = 90; // frames
+var lastPowerupSpawn = 0;
+var powerupInterval = 900; // every 15 seconds
+// GUI
+var scoreTxt = new Text2('Score: 0', {
+ size: 90,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var timerTxt = new Text2('20:00', {
+ size: 90,
+ fill: "#fff"
+});
+timerTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(timerTxt);
+var hpTxt = new Text2('HP: 5', {
+ size: 90,
+ fill: "#fff"
+});
+hpTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(hpTxt);
+function updateScoreText() {
+ scoreTxt.setText('Score: ' + score);
+}
+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);
+}
+// Spawn player in center
+player = new Player();
+player.x = 2048 / 2;
+player.y = 2732 / 2;
+game.addChild(player);
+// Music
+LK.playMusic('marsmusic');
+// Move handler (drag to move player)
+function handleMove(x, y, obj) {
+ 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;
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ // Only start drag if touch is not in top left 100x100
+ if (x > 100 || y > 100) {
+ dragNode = player;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Fire bullets automatically
+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 angle = angles[i] * Math.PI / 180;
+ var b = new Bullet();
+ b.x = player.x;
+ b.y = player.y;
+ b.speed = player.bulletSpeed;
+ b.dx = Math.sin(angle);
+ b.dy = -Math.cos(angle);
+ bullets.push(b);
+ game.addChild(b);
+ }
+ 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();
+ var types = ['firerate', 'spread', 'hp', 'bulletspeed'];
+ p.type = types[Math.floor(Math.random() * types.length)];
+ 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 () {
+ // Timer
+ if (timerFrames > 0) {
+ timerFrames--;
+ updateTimerText();
+ }
+ if (timerFrames === 0) {
+ LK.effects.flashScreen(0x00ff00, 1200);
+ LK.showYouWin();
+ return;
+ }
+ // Player update
+ player.update();
+ // Fire bullets
+ fireBullets();
+ // 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.hit();
+ if (e.hp <= 0) {
+ e.destroy();
+ enemies.splice(j, 1);
+ score += 10;
+ 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];
+ // 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;
+ }
+ }
+ // Enemy spawn logic (increase spawn rate over time)
+ if (LK.ticks - lastEnemySpawn > enemySpawnInterval) {
+ spawnEnemy();
+ lastEnemySpawn = LK.ticks;
+ // Gradually increase spawn rate
+ if (enemySpawnInterval > 30) enemySpawnInterval -= 0.02;
+ }
+ // Powerup spawn logic
+ if (LK.ticks - lastPowerupSpawn > powerupInterval) {
+ spawnPowerup();
+ lastPowerupSpawn = LK.ticks;
+ }
+};
+// Initial GUI update
+updateScoreText();
+updateTimerText();
+updateHpText();
\ No newline at end of file
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