User prompt
sayıları 10 saniyede bir tane artsın
User prompt
note lar 2 saniyede bir tane düşşün
User prompt
silah duvarın önünde sabit dursun
User prompt
mortar altı ile duvarın üstü ykın olsun
User prompt
duvar çözünürlüğünü kaybetmesin
User prompt
duvgar biraz uzun olsun
User prompt
duvarın canı sınırsız olsun
User prompt
can sınırsız olsun
User prompt
duvar mortarın üstünde olsun.mortar duvarın önünde olsun
User prompt
duvar çözünürlüğü yüksek olsun
User prompt
çözünürlük yüksek olsun
User prompt
wall genişliği soldan sağa olsun
User prompt
duvar biraz uzun olsun
User prompt
mortar biraz yukarıda olsun
User prompt
wall ekranın 10/2 sini kaplasın
User prompt
ekranda tıkladığım yere bomba atsın
Code edit (1 edits merged)
Please save this source code
User prompt
Nota Savunması: Havan Kulesi
Initial prompt
bir tower defan oyunu olsun.ekranın aşağısında duvarın üzerinde havan olsun.Ve karşıdan gelen müzik notalarına bomba atsın.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bomb class: Fired by the mortar, moves upward, explodes on contact with a note var Bomb = Container.expand(function () { var self = Container.call(this); var bombAsset = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 28; // Always positive, direction handled by dirX/dirY self.radius = bombAsset.width * 0.5; self.dirX = 0; self.dirY = -1; self.update = function () { if (typeof self.lastX === "undefined") self.lastX = self.x; if (typeof self.lastY === "undefined") self.lastY = self.y; self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; self.lastX = self.x; self.lastY = self.y; }; return self; }); // Mortar class: Player's cannon, can be dragged horizontally and fires bombs var Mortar = Container.expand(function () { var self = Container.call(this); var mortarAsset = self.attachAsset('mortar', { anchorX: 0.5, anchorY: 1 }); self.width = mortarAsset.width; self.height = mortarAsset.height; // For a little animation on fire self.fireAnim = function () { tween(self, { scaleX: 1.2, scaleY: 0.85 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.cubicIn }); } }); }; return self; }); // Note class: Descends from the top, must be destroyed before reaching the wall var Note = Container.expand(function () { var self = Container.call(this); var noteAsset = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4 + Math.random() * 2; // Slower speed for notes (enemies) self.radius = noteAsset.width * 0.5; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c2c }); /**** * Game Code ****/ // --- Game constants --- var GAME_W = 2048; var GAME_H = 2732; var WALL_HEIGHT = 420; var MORTAR_Y = GAME_H - WALL_HEIGHT - 40; var NOTE_SPAWN_INTERVAL = 120; // frames (2 seconds at 60FPS) var NOTE_MIN_X = 180; var NOTE_MAX_X = GAME_W - 180; // --- Background image (fullscreen) --- var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, width: GAME_W, height: GAME_H, x: 0, y: 0 }); game.addChild(background); // --- Play Button Overlay --- var playOverlay = new Container(); var playText = new Text2('Play', { size: 220, fill: 0xFFF700 }); playText.anchor.set(0.5, 0.5); playText.x = 0; playText.y = 0; playOverlay.addChild(playText); // Center overlay playOverlay.x = GAME_W / 2; playOverlay.y = GAME_H / 2; // Add overlay to game game.addChild(playOverlay); // Block input until started var gameStarted = false; // Overlay tap handler var gameStartTick = 0; playOverlay.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; playOverlay.visible = false; playOverlay.interactive = false; LK.playMusic('yuksektempolumuzik'); if (typeof LK.ticks !== "undefined") { gameStartTick = LK.ticks; } else { gameStartTick = 0; } } }; playOverlay.interactive = true; // --- Game state --- var bombs = []; var notes = []; var canShoot = true; var dragNode = null; var lastGameOver = false; var noteSpawnTick = 0; var notesPerSpawn = 1; var notesPerSpawnTick = 0; // --- Wall (defense line) --- var wallWidth = GAME_W; var wall = LK.getAsset('wall', { anchorX: 0, anchorY: 0, width: wallWidth, height: WALL_HEIGHT, x: 0, y: GAME_H - WALL_HEIGHT }); game.addChild(wall); // --- Wall health --- var wallHealth = 10; var wallHealthTxt = new Text2('Hp: 10', { size: 100, fill: 0xFF4444 }); wallHealthTxt.anchor.set(1, 0); // right aligned, top LK.gui.topRight.addChild(wallHealthTxt); wallHealthTxt.x = -60; // 60px from the right edge (inside gui.topRight) wallHealthTxt.y = 60; // 60px from the top edge // --- Timer display (below HP, right aligned) --- var timerTxt = new Text2('00:00', { size: 100, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); // right aligned, top LK.gui.topRight.addChild(timerTxt); timerTxt.x = -60; // align with HP timerTxt.y = wallHealthTxt.y + wallHealthTxt.height + 10; // 10px below HP // HP bar removed, only wall health number will be shown function updateHpBar() { // No-op, bar removed } updateHpBar(); // --- Mortar (player cannon) --- var mortar = new Mortar(); game.addChild(mortar); mortar.x = GAME_W / 2; mortar.y = MORTAR_Y; // --- Score display --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // (Timer display now handled in top right, below HP) // Helper to format seconds as mm:ss function formatTime(secs) { var m = Math.floor(secs / 60); var s = Math.floor(secs % 60); return (m < 10 ? '0' : '') + m + ':' + (s < 10 ? '0' : '') + s; } var lastTimerUpdate = -1; // --- Helper: Clamp mortar movement within screen --- function clampMortarX(x) { var halfW = mortar.width * 0.5; if (x < halfW + 40) return halfW + 40; if (x > GAME_W - halfW - 40) return GAME_W - halfW - 40; return x; } // --- Mortar is fixed: disable dragging --- game.down = function (x, y, obj) { // Do nothing, mortar is fixed }; game.up = function (x, y, obj) { // Do nothing, mortar is fixed }; game.move = function (x, y, obj) { // Do nothing, mortar is fixed }; // --- Tap to fire bomb --- game.tap = function (x, y, obj) { // Only allow firing if game started if (!gameStarted) return; // Only allow firing if tap is above the mortar and not on the wall if (canShoot && y < mortar.y - 60) { lastTapTarget = { x: x, y: y }; fireBomb(); } }; // For mobile, treat 'down' as tap if not dragging game.down = function (origDown) { return function (x, y, obj) { origDown && origDown(x, y, obj); if (!gameStarted) return; if (!dragNode && canShoot && y < mortar.y - 60) { lastTapTarget = { x: x, y: y }; fireBomb(); } }; }(game.down); // --- Fire bomb logic --- // Store the last tap target for bomb direction var lastTapTarget = { x: mortar.x, y: mortar.y - 800 }; function fireBomb() { // Add cooldown: prevent shooting for 0.3 second (300ms) or 0.2s after 20s canShoot = false; var cooldown = 300; if (gameStarted && typeof gameStartTick !== "undefined" && typeof LK.ticks !== "undefined" && LK.ticks - gameStartTick >= 1200) { cooldown = 200; } LK.setTimeout(function () { canShoot = true; }, cooldown); // Fire 1 bomb straight toward the tap/click direction var baseX = mortar.x; var baseY = mortar.y - mortar.height * 0.7; var dx = lastTapTarget.x - baseX; var dy = lastTapTarget.y - baseY; var len = Math.sqrt(dx * dx + dy * dy); if (len === 0) { dx = 0; dy = -1; len = 1; } var angle = Math.atan2(dy, dx); var bomb = new Bomb(); bomb.x = baseX; bomb.y = baseY; bomb.dirX = Math.cos(angle); bomb.dirY = Math.sin(angle); bombs.push(bomb); game.addChild(bomb); mortar.fireAnim(); } // --- Spawn a note at random X --- function spawnNote() { var note = new Note(); note.x = NOTE_MIN_X + Math.random() * (NOTE_MAX_X - NOTE_MIN_X); note.y = -note.height * 0.5; notes.push(note); game.addChild(note); } // --- Main update loop --- game.update = function () { if (!gameStarted) return; // --- Update timer display --- if (typeof gameStartTick !== "undefined" && typeof LK.ticks !== "undefined") { var elapsed = Math.floor((LK.ticks - gameStartTick) / 60); if (elapsed !== lastTimerUpdate) { timerTxt.setText(formatTime(elapsed)); lastTimerUpdate = elapsed; } } // --- Bombs update --- for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; bomb.update(); // Remove if off screen if (bomb.y < -bomb.height) { bomb.destroy(); bombs.splice(i, 1); continue; } // Check collision with notes for (var j = notes.length - 1; j >= 0; j--) { var note = notes[j]; var dx = bomb.x - note.x; var dy = bomb.y - note.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < bomb.radius + note.radius - 10) { // Hit! // Area damage: destroy all notes within explosion radius var explosionRadius = bomb.radius * 2.2; // Area effect radius (tweak as needed) var destroyedCount = 0; for (var m = notes.length - 1; m >= 0; m--) { var otherNote = notes[m]; var dx2 = bomb.x - otherNote.x; var dy2 = bomb.y - otherNote.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 < explosionRadius + otherNote.radius - 10) { otherNote.destroy(); notes.splice(m, 1); destroyedCount++; } } bomb.destroy(); bombs.splice(i, 1); // Score up for each destroyed note LK.setScore(LK.getScore() + destroyedCount); scoreTxt.setText(LK.getScore()); // Small explosion effect LK.effects.flashObject(mortar, 0xfff700, 200); // Optional: flash screen for area hit LK.effects.flashScreen(0xfff700, 120); break; } } } // --- Notes update --- for (var k = notes.length - 1; k >= 0; k--) { var note = notes[k]; note.update(); // If note hits the wall, decrease wall health and update display if (note.y + note.radius > wall.y) { note.destroy(); notes.splice(k, 1); wallHealth--; if (wallHealth < 0) wallHealth = 0; wallHealthTxt.setText('Hp: ' + wallHealth); // Optional: flash wall on hit LK.effects.flashObject(wall, 0xff4444, 200); // Game over if wall health reaches 0 if (wallHealth === 0 && !lastGameOver) { lastGameOver = true; LK.showGameOver(); } continue; } // Remove if off screen (shouldn't happen) if (note.y > GAME_H + note.height) { note.destroy(); notes.splice(k, 1); } } // --- Spawn notes at interval --- noteSpawnTick++; notesPerSpawnTick++; if (noteSpawnTick >= NOTE_SPAWN_INTERVAL) { for (var n = 0; n < notesPerSpawn; n++) { spawnNote(); } noteSpawnTick = 0; } // Every 10 seconds (600 frames), increase notesPerSpawn by 1 if (notesPerSpawnTick >= 600) { notesPerSpawn++; notesPerSpawnTick = 0; } }; // --- Reset state on new game --- LK.on('gameStart', function () { // Remove all bombs and notes for (var i = 0; i < bombs.length; i++) bombs[i].destroy(); for (var j = 0; j < notes.length; j++) notes[j].destroy(); bombs = []; notes = []; canShoot = true; lastGameOver = false; noteSpawnTick = 0; notesPerSpawn = 1; notesPerSpawnTick = 0; LK.setScore(0); scoreTxt.setText('0'); mortar.x = GAME_W / 2; wallHealth = 10; wallHealthTxt.setText('Hp: ' + wallHealth); // Show Play overlay again gameStarted = false; playOverlay.visible = true; playOverlay.interactive = true; gameStartTick = 0; timerTxt.setText('00:00'); lastTimerUpdate = -1; }); // --- Asset initialization (shapes) --- // Mortar: a simple ellipse/circle // Bomb: small dark circle // Note: yellow ellipse (music note) // Wall: wide rectangle /* End of gamecode.js */
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bomb class: Fired by the mortar, moves upward, explodes on contact with a note
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombAsset = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 28; // Always positive, direction handled by dirX/dirY
self.radius = bombAsset.width * 0.5;
self.dirX = 0;
self.dirY = -1;
self.update = function () {
if (typeof self.lastX === "undefined") self.lastX = self.x;
if (typeof self.lastY === "undefined") self.lastY = self.y;
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
// Mortar class: Player's cannon, can be dragged horizontally and fires bombs
var Mortar = Container.expand(function () {
var self = Container.call(this);
var mortarAsset = self.attachAsset('mortar', {
anchorX: 0.5,
anchorY: 1
});
self.width = mortarAsset.width;
self.height = mortarAsset.height;
// For a little animation on fire
self.fireAnim = function () {
tween(self, {
scaleX: 1.2,
scaleY: 0.85
}, {
duration: 80,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
};
return self;
});
// Note class: Descends from the top, must be destroyed before reaching the wall
var Note = Container.expand(function () {
var self = Container.call(this);
var noteAsset = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4 + Math.random() * 2; // Slower speed for notes (enemies)
self.radius = noteAsset.width * 0.5;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2c
});
/****
* Game Code
****/
// --- Game constants ---
var GAME_W = 2048;
var GAME_H = 2732;
var WALL_HEIGHT = 420;
var MORTAR_Y = GAME_H - WALL_HEIGHT - 40;
var NOTE_SPAWN_INTERVAL = 120; // frames (2 seconds at 60FPS)
var NOTE_MIN_X = 180;
var NOTE_MAX_X = GAME_W - 180;
// --- Background image (fullscreen) ---
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
width: GAME_W,
height: GAME_H,
x: 0,
y: 0
});
game.addChild(background);
// --- Play Button Overlay ---
var playOverlay = new Container();
var playText = new Text2('Play', {
size: 220,
fill: 0xFFF700
});
playText.anchor.set(0.5, 0.5);
playText.x = 0;
playText.y = 0;
playOverlay.addChild(playText);
// Center overlay
playOverlay.x = GAME_W / 2;
playOverlay.y = GAME_H / 2;
// Add overlay to game
game.addChild(playOverlay);
// Block input until started
var gameStarted = false;
// Overlay tap handler
var gameStartTick = 0;
playOverlay.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
playOverlay.visible = false;
playOverlay.interactive = false;
LK.playMusic('yuksektempolumuzik');
if (typeof LK.ticks !== "undefined") {
gameStartTick = LK.ticks;
} else {
gameStartTick = 0;
}
}
};
playOverlay.interactive = true;
// --- Game state ---
var bombs = [];
var notes = [];
var canShoot = true;
var dragNode = null;
var lastGameOver = false;
var noteSpawnTick = 0;
var notesPerSpawn = 1;
var notesPerSpawnTick = 0;
// --- Wall (defense line) ---
var wallWidth = GAME_W;
var wall = LK.getAsset('wall', {
anchorX: 0,
anchorY: 0,
width: wallWidth,
height: WALL_HEIGHT,
x: 0,
y: GAME_H - WALL_HEIGHT
});
game.addChild(wall);
// --- Wall health ---
var wallHealth = 10;
var wallHealthTxt = new Text2('Hp: 10', {
size: 100,
fill: 0xFF4444
});
wallHealthTxt.anchor.set(1, 0); // right aligned, top
LK.gui.topRight.addChild(wallHealthTxt);
wallHealthTxt.x = -60; // 60px from the right edge (inside gui.topRight)
wallHealthTxt.y = 60; // 60px from the top edge
// --- Timer display (below HP, right aligned) ---
var timerTxt = new Text2('00:00', {
size: 100,
fill: 0xFFFFFF
});
timerTxt.anchor.set(1, 0); // right aligned, top
LK.gui.topRight.addChild(timerTxt);
timerTxt.x = -60; // align with HP
timerTxt.y = wallHealthTxt.y + wallHealthTxt.height + 10; // 10px below HP
// HP bar removed, only wall health number will be shown
function updateHpBar() {
// No-op, bar removed
}
updateHpBar();
// --- Mortar (player cannon) ---
var mortar = new Mortar();
game.addChild(mortar);
mortar.x = GAME_W / 2;
mortar.y = MORTAR_Y;
// --- Score display ---
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFF700
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// (Timer display now handled in top right, below HP)
// Helper to format seconds as mm:ss
function formatTime(secs) {
var m = Math.floor(secs / 60);
var s = Math.floor(secs % 60);
return (m < 10 ? '0' : '') + m + ':' + (s < 10 ? '0' : '') + s;
}
var lastTimerUpdate = -1;
// --- Helper: Clamp mortar movement within screen ---
function clampMortarX(x) {
var halfW = mortar.width * 0.5;
if (x < halfW + 40) return halfW + 40;
if (x > GAME_W - halfW - 40) return GAME_W - halfW - 40;
return x;
}
// --- Mortar is fixed: disable dragging ---
game.down = function (x, y, obj) {
// Do nothing, mortar is fixed
};
game.up = function (x, y, obj) {
// Do nothing, mortar is fixed
};
game.move = function (x, y, obj) {
// Do nothing, mortar is fixed
};
// --- Tap to fire bomb ---
game.tap = function (x, y, obj) {
// Only allow firing if game started
if (!gameStarted) return;
// Only allow firing if tap is above the mortar and not on the wall
if (canShoot && y < mortar.y - 60) {
lastTapTarget = {
x: x,
y: y
};
fireBomb();
}
};
// For mobile, treat 'down' as tap if not dragging
game.down = function (origDown) {
return function (x, y, obj) {
origDown && origDown(x, y, obj);
if (!gameStarted) return;
if (!dragNode && canShoot && y < mortar.y - 60) {
lastTapTarget = {
x: x,
y: y
};
fireBomb();
}
};
}(game.down);
// --- Fire bomb logic ---
// Store the last tap target for bomb direction
var lastTapTarget = {
x: mortar.x,
y: mortar.y - 800
};
function fireBomb() {
// Add cooldown: prevent shooting for 0.3 second (300ms) or 0.2s after 20s
canShoot = false;
var cooldown = 300;
if (gameStarted && typeof gameStartTick !== "undefined" && typeof LK.ticks !== "undefined" && LK.ticks - gameStartTick >= 1200) {
cooldown = 200;
}
LK.setTimeout(function () {
canShoot = true;
}, cooldown);
// Fire 1 bomb straight toward the tap/click direction
var baseX = mortar.x;
var baseY = mortar.y - mortar.height * 0.7;
var dx = lastTapTarget.x - baseX;
var dy = lastTapTarget.y - baseY;
var len = Math.sqrt(dx * dx + dy * dy);
if (len === 0) {
dx = 0;
dy = -1;
len = 1;
}
var angle = Math.atan2(dy, dx);
var bomb = new Bomb();
bomb.x = baseX;
bomb.y = baseY;
bomb.dirX = Math.cos(angle);
bomb.dirY = Math.sin(angle);
bombs.push(bomb);
game.addChild(bomb);
mortar.fireAnim();
}
// --- Spawn a note at random X ---
function spawnNote() {
var note = new Note();
note.x = NOTE_MIN_X + Math.random() * (NOTE_MAX_X - NOTE_MIN_X);
note.y = -note.height * 0.5;
notes.push(note);
game.addChild(note);
}
// --- Main update loop ---
game.update = function () {
if (!gameStarted) return;
// --- Update timer display ---
if (typeof gameStartTick !== "undefined" && typeof LK.ticks !== "undefined") {
var elapsed = Math.floor((LK.ticks - gameStartTick) / 60);
if (elapsed !== lastTimerUpdate) {
timerTxt.setText(formatTime(elapsed));
lastTimerUpdate = elapsed;
}
}
// --- Bombs update ---
for (var i = bombs.length - 1; i >= 0; i--) {
var bomb = bombs[i];
bomb.update();
// Remove if off screen
if (bomb.y < -bomb.height) {
bomb.destroy();
bombs.splice(i, 1);
continue;
}
// Check collision with notes
for (var j = notes.length - 1; j >= 0; j--) {
var note = notes[j];
var dx = bomb.x - note.x;
var dy = bomb.y - note.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < bomb.radius + note.radius - 10) {
// Hit!
// Area damage: destroy all notes within explosion radius
var explosionRadius = bomb.radius * 2.2; // Area effect radius (tweak as needed)
var destroyedCount = 0;
for (var m = notes.length - 1; m >= 0; m--) {
var otherNote = notes[m];
var dx2 = bomb.x - otherNote.x;
var dy2 = bomb.y - otherNote.y;
var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (dist2 < explosionRadius + otherNote.radius - 10) {
otherNote.destroy();
notes.splice(m, 1);
destroyedCount++;
}
}
bomb.destroy();
bombs.splice(i, 1);
// Score up for each destroyed note
LK.setScore(LK.getScore() + destroyedCount);
scoreTxt.setText(LK.getScore());
// Small explosion effect
LK.effects.flashObject(mortar, 0xfff700, 200);
// Optional: flash screen for area hit
LK.effects.flashScreen(0xfff700, 120);
break;
}
}
}
// --- Notes update ---
for (var k = notes.length - 1; k >= 0; k--) {
var note = notes[k];
note.update();
// If note hits the wall, decrease wall health and update display
if (note.y + note.radius > wall.y) {
note.destroy();
notes.splice(k, 1);
wallHealth--;
if (wallHealth < 0) wallHealth = 0;
wallHealthTxt.setText('Hp: ' + wallHealth);
// Optional: flash wall on hit
LK.effects.flashObject(wall, 0xff4444, 200);
// Game over if wall health reaches 0
if (wallHealth === 0 && !lastGameOver) {
lastGameOver = true;
LK.showGameOver();
}
continue;
}
// Remove if off screen (shouldn't happen)
if (note.y > GAME_H + note.height) {
note.destroy();
notes.splice(k, 1);
}
}
// --- Spawn notes at interval ---
noteSpawnTick++;
notesPerSpawnTick++;
if (noteSpawnTick >= NOTE_SPAWN_INTERVAL) {
for (var n = 0; n < notesPerSpawn; n++) {
spawnNote();
}
noteSpawnTick = 0;
}
// Every 10 seconds (600 frames), increase notesPerSpawn by 1
if (notesPerSpawnTick >= 600) {
notesPerSpawn++;
notesPerSpawnTick = 0;
}
};
// --- Reset state on new game ---
LK.on('gameStart', function () {
// Remove all bombs and notes
for (var i = 0; i < bombs.length; i++) bombs[i].destroy();
for (var j = 0; j < notes.length; j++) notes[j].destroy();
bombs = [];
notes = [];
canShoot = true;
lastGameOver = false;
noteSpawnTick = 0;
notesPerSpawn = 1;
notesPerSpawnTick = 0;
LK.setScore(0);
scoreTxt.setText('0');
mortar.x = GAME_W / 2;
wallHealth = 10;
wallHealthTxt.setText('Hp: ' + wallHealth);
// Show Play overlay again
gameStarted = false;
playOverlay.visible = true;
playOverlay.interactive = true;
gameStartTick = 0;
timerTxt.setText('00:00');
lastTimerUpdate = -1;
});
// --- Asset initialization (shapes) ---
// Mortar: a simple ellipse/circle
// Bomb: small dark circle
// Note: yellow ellipse (music note)
// Wall: wide rectangle
/* End of gamecode.js */
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