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 = 600; // every 10 seconds (10*60)
// 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();
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--;
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.hp = 1; // 1 mermi 1 düşman öldürsün
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)
// 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 >= 600) {
// 10 saniye = 10*60 = 600 frame
enemyPerSpawn += 1;
lastEnemyPerSpawnIncrease += 600; // Artışı tam 10 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) ===================================================================
--- original.js
+++ change.js
@@ -452,8 +452,9 @@
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);
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