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 = 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 = 60; // frames between shots (1 saniye) 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 ****/ // Add background // Play button and cover logic 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 }); 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 + 300; playBtn.interactive = true; playBtn.buttonMode = true; game.addChild(playBtn); // Hide game UI and logic until play is pressed var gameStarted = false; // 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); // Hide GUI elements until game starts scoreTxt.visible = false; 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; gameStarted = true; // Show GUI scoreTxt.visible = true; timerTxt.visible = true; hpTxt.visible = true; // 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 updateScoreText(); 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 = 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); } // (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 = true; // 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('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 () { if (!gameStarted) return; // Timer if (timerFrames > 0) { timerFrames--; updateTimerText(); } if (timerFrames === 0) { LK.effects.flashScreen(0x00ff00, 1200); LK.showYouWin(); return; } // Player update player.update(); // Fire bullets only if player is pressing (isFiring) // If there is at least one enemy, auto-fire at the nearest enemy if (enemies.length > 0) { // Find nearest enemy var nearest = null; var minDist = Infinity; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var dx = e.x - player.x; var dy = e.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; nearest = e; } } if (nearest) { // Set fire direction toward nearest enemy var dx = nearest.x - player.x; var dy = nearest.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { fireDirection.dx = dx / dist; fireDirection.dy = dy / dist; } else { fireDirection.dx = 0; fireDirection.dy = -1; } fireBullets(); } } else if (isFiring) { 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) // Her saniye bir düşman fazladan doğacak şekilde enemyPerSecond'u arttır if (typeof enemyPerSecond === "undefined") { enemyPerSecond = 1; lastEnemyPerSecondIncrease = LK.ticks; } if (LK.ticks - lastEnemyPerSecondIncrease >= 300) { // 5 saniye = 5*60 = 300 frame enemyPerSecond += 1; lastEnemyPerSecondIncrease = LK.ticks; } // Her enemySpawnInterval'da enemyPerSecond kadar düşman doğur if (LK.ticks - lastEnemySpawn > enemySpawnInterval) { for (var i = 0; i < enemyPerSecond; i++) { spawnEnemy(); } lastEnemySpawn = LK.ticks; // Gradually increase spawn rate (daha hızlı azalsın) if (enemySpawnInterval > 30) enemySpawnInterval -= 0.2; } // Powerup spawn logic if (LK.ticks - lastPowerupSpawn > powerupInterval) { spawnPowerup(); lastPowerupSpawn = LK.ticks; } }; // (Initial GUI update and enemy spawn are now handled in playBtn.down)
===================================================================
--- original.js
+++ change.js
@@ -507,9 +507,10 @@
if (typeof enemyPerSecond === "undefined") {
enemyPerSecond = 1;
lastEnemyPerSecondIncrease = LK.ticks;
}
- if (LK.ticks - lastEnemyPerSecondIncrease >= 60) {
+ if (LK.ticks - lastEnemyPerSecondIncrease >= 300) {
+ // 5 saniye = 5*60 = 300 frame
enemyPerSecond += 1;
lastEnemyPerSecondIncrease = LK.ticks;
}
// Her enemySpawnInterval'da enemyPerSecond kadar düşman doğur
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