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it didnt work nothing should have spawned
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4 saniye boyunca hiçbir şey ama hiçbir şey spawn olmasın
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oyundaki her ama her assetin oyun başladığında velocitysi 0 olsun tam 4 saniye boyunca öyle kalsın sonra velocityleri normale dönsün tween kütüphanesi kulllanılmadan
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4 saniye boyunca oyunu dondur hiçbir şey başlamasın 4 saniye boyunca
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oyunun başlaması 3 saniye sürsün 3 saniye boyunca hiçbir şey olmasın
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spawn a flyinenemy top left of the screen and make it move to bottom right of the screen 5 seconds later control activated and spawn a flyinenemy top right of the screen and make it move to bottom left of the screen 5 seconds later control activated.spawn a flyinenemy bottom left of the screen and make it move to top right of the screen 5 seconds later control activated, spawn a flyinenemy bottom right of the screen and make it move to top left of the screen 5 seconds later control activated
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spawn a flyinenemy top left of the screen and make it move to bottom right of the screen 5 seconds later control activated and spawn a flyinenemy top right of the screen and make it move to bottom left of the screen 5 seconds later control activated
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spawn a flyinenemy bottom left of the screen and make it move to top right of the screen 5 seconds later control activated, spawn a flyinenemy bottom right of the screen and make it move to top left of the screen 5 seconds later control activated
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spawn a flyinenemy bottom left of the screen and make it move to top right of the screen 5 seconds later wave started
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spawn a flyinenemy bottom right of the screen and make it move to top left of the screen 5 seconds later wave started
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spawn a flyinenemy top right of the screen and make it move to leftt bottom of the screen 5 seconds later wave started
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spawn a flyinenemy top left of the screen and make it move to right bottom of the screen 5 seconds later wave started
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spawn flyin enemy from top left of the screen top right of the screen at the same time when after all wave flyin enemy spawned and 3 second past
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remove a flyinenemy that goes top of the screen to bottom
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make yesil_1 0 point in the beginning
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when zigzag enemy killed spawn a coin and make it move to only left
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spawn another trainenemy 12 seconds after yesil_1 reaches 3 points
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spawnanother trainenemy 2 second after the last train enemy
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zigzagenemy ve trainenemy %4 daha yavaş olsun
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Gözden geçirdiğimde sorununuzun kaynağı şu satırlarda: js Kopyala Düzenle var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particle.zindex = 300; // ← yanlış değişken adı ve yanlış case particleEffect.x = zigzagEnemies[z].x - 15; ... Yanlış değişken adı: atamayı particle isimli (tanımsız) bir değişkene yapmışsınız. Yanlış case: zindex yerine zIndex olmalı. Bunun yerine, şöyle yazarsanız hem doğru referans hem de yeterince yüksek z‐index ile ekranda görünür: js Kopyala Düzenle // --- ZigzagEnemy - Player --- for (let z = zigzagEnemies.length - 1; z >= 0; z--) { const zig = zigzagEnemies[z]; if (!zig) continue; zig.update(); // ... oyuncu çarpışması kontrolü ... // silahla temas = ölüm + particle for (let k = game.children.length - 1; k >= 0; k--) { const child = game.children[k]; if (child instanceof Weapon && child.intersects(zig)) { // Ölüm anındaki koordinatlar const px = zig.x, py = zig.y; // Partikül efekti const particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = px; particleEffect.y = py; // Mutlaka büyük I ile zIndex atayın: particleEffect.zIndex = 300; game.addChild(particleEffect); // 0.1 saniye sonra yok olsun LK.setTimeout(() => particleEffect.destroy(), 100); // düşmanı ve silahı temizle zig.destroy(); child.destroy(); zigzagEnemies.splice(z, 1); break; } } } Önemli: particleEffect.zIndex = 300; satırını mutlaka ekleyin ve değişken adını particleEffect olarak kullanın. Böylece particle görüntüsü diğer katmanların üstünde çizilecek ve ekranda görünecektir. Aynı düzeltmeleri TrainEnemy bölümünde de uyguladığınızdan emin olun. Bu sayede hem zigzag hem de tren düşmanlarının ölümünde partikül efekti doğru şekilde spawn olacaktır.
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Aşağıda, “zigzagEnemies” dizisindeki her bir eleman silah tarafından vurulduğunda tam o konumda bir partikül efekti spawn eden ve 0.1 saniye sonra kendini yok eden minimal bir örnek görebilirsin. Bunu kendi game.update içindeki ZigzagEnemy bloğunun yerine koyman yeterli: js Kopyala Düzenle // --- ZigzagEnemy - Player --- for (let z = zigzagEnemies.length - 1; z >= 0; z--) { const zig = zigzagEnemies[z]; if (!zig) continue; zig.update(); // Oyuncu ile çarpışma if (player.intersects(zig) && zig.canDamage) { zig.canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) LK.showGameOver(); } // Silahla temas = ölüm + particle for (let k = game.children.length - 1; k >= 0; k--) { const child = game.children[k]; if (child instanceof Weapon && child.intersects(zig)) { // Mevcut konumu yakala const px = zig.x; const py = zig.y; // Partikül efekti yarat const effect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); effect.x = px; effect.y = py; game.addChild(effect); // 0.1 saniye sonra yok et LK.setTimeout(() => effect.destroy(), 100); // Zigzag düşmanını ve silahı yok et zig.destroy(); child.destroy(); zigzagEnemies.splice(z, 1); break; } } } Ne değişti? const zig = zigzagEnemies[z] ile her döngüde referansı bir değişkene alıyoruz. Silahla çarpıştığında (child.intersects(zig)) ölüm anındaki (x,y) koordinatları px, py olarak alınıyor. LK.getAsset('particle',...) ile partikülü o noktada spawn ediyoruz. LK.setTimeout(..., 100) ile 100 ms sonra effect.destroy() çağırıyoruz. Son olarak düşmanı (zig.destroy()), silahı (child.destroy()) ve diziden elemanı (splice) kaldırıyoruz.
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döngünüzdeki zigzag ve train bölümlerinin yerine bu şekilde değiştirin: js Kopyala Düzenle // --- ZigzagEnemy - Player --- for (let z = zigzagEnemies.length - 1; z >= 0; z--) { const zig = zigzagEnemies[z]; if (!zig) continue; zig.update(); // Çarpışma ile hasar if (player.intersects(zig) && zig.canDamage) { zig.canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) LK.showGameOver(); } // Silahla kesişme = ölüm + particle for (let k = game.children.length - 1; k >= 0; k--) { const child = game.children[k]; if (child instanceof Weapon && child.intersects(zig)) { // Ölüm anındaki koordinatları yakala const px = zig.x, py = zig.y; // Partikül efekti const effect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); effect.x = px; effect.y = py; game.addChild(effect); // 0.1s sonra yok olsun LK.setTimeout(() => effect.destroy(), 100); // Düşmanı ve silahı yok et zig.destroy(); child.destroy(); zigzagEnemies.splice(z, 1); break; } } } // --- TrainEnemy - Player --- for (let t = trainEnemies.length - 1; t >= 0; t--) { const train = trainEnemies[t]; if (!train) continue; train.update(); // Çarpışma ile hasar if (player.intersects(train) && train.canDamage) { train.canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) LK.showGameOver(); } // Silahla kesişme = particle + (isterseniz destroy) for (let k = game.children.length - 1; k >= 0; k--) { const child = game.children[k]; if (child instanceof Weapon && child.intersects(train)) { // Ölüm anı veya çarpışma noktası const tx = train.x, ty = train.y; // Partikül efekti const effect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); effect.x = tx; effect.y = ty; game.addChild(effect); // 0.1s sonra yok olsun LK.setTimeout(() => effect.destroy(), 100); // Silahı yok et child.destroy(); // Eğer tren de yok olsun isterseniz: // train.destroy(); // trainEnemies.splice(t, 1); break; } } } Ne yaptık? Ölüm anı pozisyonunu (zig.x,zig.y veya train.x,train.y) alıp partikülü tam orada spawn ediyoruz. Partikül nesnesine 100 ms sonra destroy() çağırıyoruz. Zigzag düşman öldüğünde hem düşmanı hem silahı yok ediyor, train’de ise sadece silahı yok edip isterseniz trenin kendisini de silebilirsiniz.
Code edit (1 edits merged)
Please save this source code
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zigzag enemy öldüğünde tam öldüğü konumda particle efect spawn olsun aynı enemy öldüğünde spawn olduğu gibi
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weapon hiçbir şekilde train enemye değmesin
/**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = 5; self.zIndex = 15; self.update = function () { self.x -= self.velocity; }; }); // NEW: EndlessBG3 class using the same scroll system as background2 var EndlessBG3 = Container.expand(function () { var self = Container.call(this); var bg1 = LK.getAsset('endlessbg3', { anchorX: 0, anchorY: 0 }); bg1.x = 0; bg1.y = 0; self.addChild(bg1); var bg2 = LK.getAsset('endlessbg3', { anchorX: 1, anchorY: 0 }); bg2.scaleX = -1; bg2.x = bg1.width; bg2.y = 0; self.addChild(bg2); self.speed = 2; self.update = function () { bg1.x -= self.speed; bg2.x -= self.speed; if (bg1.x + bg1.width <= 0) { bg1.x = bg2.x + bg2.width; } if (bg2.x + bg2.width <= 0) { bg2.x = bg1.x + bg1.width; } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.zIndex = 10; self.canDamage = true; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // FlyinEnemy class var FlyinEnemy = Container.expand(function () { var self = Container.call(this); var flyinEnemyGraphics = self.attachAsset('flyin_enemy', { anchorX: 0.5, anchorY: 0 }); self.speed = 5; self.zIndex = 10; self.canDamage = true; self.homing = false; self.vx = 0; self.vy = 0; self.update = function () { if (!self.homing) { self.x -= self.speed; if (self.x < -50) { self.destroy(); } } else { self.x += self.vx; self.y += self.vy; if (self.x < -200 || self.x > 2248 || self.y < -200 || self.y > 2932) { self.destroy(); } } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.isFalling = false; self.fallSpeed = 0; self.fallAcceleration = 0.7; self.fallTargetY = 2732 / 2 - 7; // Karakterin diğer öğelerin üzerinde görünmesi için yüksek z-index self.zIndex = 20; self.hearts = typeof remainingHearts !== 'undefined' ? remainingHearts : 3; self.update = function () { self.prevY = self.y; if (self.isFalling) { self.y += self.fallSpeed; self.fallSpeed += self.fallAcceleration; if (self.y >= self.fallTargetY) { self.y = self.fallTargetY; self.isFalling = false; self.fallSpeed = 0; game.weaponEnabled = true; } } self.prevY = self.y; if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; if (self.y >= 2732 / 2 - 3) { self.y = 2732 / 2 - 9; self.isJumping = false; self.velocityY = 0; } } }; self.invulnerable = false; self.hit = function () { if (!self.invulnerable) { self.loseHeart(); self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 500); } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; self.loseHeart = function () { self.hearts--; playerDeaths++; if (playerDeaths === 1 && hearts[0]) { hearts[0].destroy(); } else if (playerDeaths === 2 && hearts[1]) { hearts[1].destroy(); } else if (playerDeaths === 3 && hearts[2]) { hearts[2].destroy(); } remainingHearts = self.hearts; if (hearts.length === 0) { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = flyinEnemies.length - 1; i >= 0; i--) { flyinEnemies[i].destroy(); flyinEnemies.splice(i, 1); } for (var i = zigzagEnemies.length - 1; i >= 0; i--) { zigzagEnemies[i].destroy(); zigzagEnemies.splice(i, 1); } for (var i = trainEnemies.length - 1; i >= 0; i--) { trainEnemies[i].destroy(); trainEnemies.splice(i, 1); } for (var i = coins.length - 1; i >= 0; i--) { coins[i].destroy(); coins.splice(i, 1); } self.destroy(); game.weaponEnabled = false; } }; }); // ScrollingBackground class var ScrollingBackground = Container.expand(function () { var self = Container.call(this); self.bg1 = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); self.bg1.x = 0; self.bg1.y = 0; self.addChild(self.bg1); self.bg2 = LK.getAsset('background', { anchorX: 1, anchorY: 0 }); self.bg2.scaleX = -1; self.bg2.x = self.bg1.width; self.bg2.y = 0; self.addChild(self.bg2); self.speed = 2; self.update = function () { self.bg1.x -= self.speed; self.bg2.x -= self.speed; if (self.bg1.x + self.bg1.width <= 0) { self.bg1.x = self.bg2.x + self.bg2.width; } if (self.bg2.x + self.bg2.width <= 0) { self.bg2.x = self.bg1.x + self.bg1.width; } }; }); // ScrollingBackground2 class var ScrollingBackground2 = Container.expand(function () { var self = Container.call(this); var bg1 = LK.getAsset('background2', { anchorX: 0, anchorY: 0 }); bg1.x = 0; bg1.y = 0; self.addChild(bg1); var bg2 = LK.getAsset('background2', { anchorX: 1, anchorY: 0 }); bg2.scaleX = -1; bg2.x = bg1.width; bg2.y = 0; self.addChild(bg2); self.speed = 2; self.update = function () { bg1.x -= self.speed; bg2.x -= self.speed; if (bg1.x + bg1.width <= 0) { bg1.x = bg2.x + bg2.width; } if (bg2.x + bg2.width <= 0) { bg2.x = bg1.x + bg1.width; } }; }); // Tube class var Tube = Container.expand(function () { var self = Container.call(this); var tubeGraphics = self.attachAsset('tup_1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Tube'ların arka plan gibi gözükmesi için düşük z-index self.zIndex = 0; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Tube2 class (yesil_1 3 puandan sonra spawn olacak ve ekranda görünecek) var Tube2 = Container.expand(function () { var self = Container.call(this); var tubeGraphics = self.attachAsset('tube_2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Tube2'nin diğer öğelerin üzerinde görünmesi için orta seviyede bir z-index self.zIndex = 21; self.update = function () { self.x -= self.speed; if (self.x < -self.width) { self.destroy(); } }; }); // Weapon class (Weapon'ın da diğer ön plandaki öğeler arasında gözükmesi için yüksek z-index eklenmiştir) var Weapon = Container.expand(function () { var self = Container.call(this); var weaponGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); // Weapon'ın arka planın üzerinde görünmesi için yüksek z-index self.zIndex = 30; self.speed = 40; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; weaponGraphics.rotation += 0.3; if (Math.abs(game.down.x - self.x) < self.speed && Math.abs(game.down.y - self.y) < self.speed) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ width: 2048, height: 2732, backgroundColor: 0x000000 }); /**** * Game Code ****/ var control_2 = LK.getAsset('control_2', { anchorX: 0.5, anchorY: 0.5 }); /**** * Global Variables & Flags ****/ var endlessbg3SpawnerInterval; var endlessbg3 = LK.getAsset('endlessbg3', { anchorX: 0.5, anchorY: 0.5 }); // Arka plan varlıklarımızın diğer nesnelerin arkasında kalması için düşük z-index endlessbg3.zIndex = 1; var cc = LK.getAsset('cc', { anchorX: 0.5, anchorY: 0.5 }); cc.x = 2048 / 2; cc.y = 2732 / 2; game.addChild(cc); var startNormalEnemy = true; var coinCounter = 0; var flyinEnemies = []; var zigzagEnemies = []; var trainEnemies = []; var playerDeaths = 0; var hearts = []; var remainingHearts = 3; game.controlActive = false; var coins = []; var firstControlTriggered = false; var enemies = []; var enemySpawnInterval = Math.floor(Math.random() * 100) + 30; var enemySpawnCounter = 0; var stopSpawn = false; game.weaponEnabled = true; // Yeni endlessbg3 spawn fonksiyonu (spawn aralığı 3000ms olarak ayarlandı) function spawnEndlessBG3() { // endlessbg3 varlığını oluşturuyoruz. var bg3 = LK.getAsset('endlessbg3', { anchorX: 0.5, anchorY: 0.5 }); // bg3’ün x konumunu ayarla (sol kenarın ekranın sağ kenarıyla hizalanması için) bg3.x = game.width + bg3.width / 2; // bg3’ün y konumunu ayarlayın bg3.y = 2732 / 2 + 150; // Arka plan öğesi olarak diğerlerinin altında kalması için z-index düşük bg3.zIndex = 1; // Hızı arttırıldı; bg3 son ile eş zamanlı hareket edecek bg3.speed = 4; bg3.update = function () { this.x -= this.speed; }; game.addChild(bg3); } // Spawn aralığını 3000ms yapıyoruz var spawnInterval = 3000; var endlessBG3SpawnScheduled = false; function scheduleNextEndlessBG3() { spawnEndlessBG3(); LK.setTimeout(scheduleNextEndlessBG3, spawnInterval); } /**** * (A) Eski FlyinEnemy Spawn (sağdan sola, homing false) ****/ function spawnFlyinEnemy() { if (stopSpawn) { return; } var delay = Math.random() * 2000 + 2000; LK.setTimeout(function () { if (stopSpawn) { return; } var fe = new FlyinEnemy(); fe.x = 2048; fe.y = 449; fe.zIndex = 10; game.addChild(fe); flyinEnemies.push(fe); spawnFlyinEnemy(); }, delay); } spawnFlyinEnemy(); /**** * (B) Wave şeklinde, homing davranışlı FlyinEnemy Spawn * (Modified to remove top-to-bottom enemy) ****/ function spawnWaveOfFlyinEnemies() { var spawnPoints = [{ x: 0, y: 0 }, { x: 2048, y: 0 }, { x: 0, y: 2732 }, { x: 2048, y: 2732 }, { x: 2048, y: 1366 }]; // Removed top-to-bottom spawn point (1024, 0) for (var i = spawnPoints.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = spawnPoints[i]; spawnPoints[i] = spawnPoints[j]; spawnPoints[j] = temp; } spawnPoints.forEach(function (point, index) { LK.setTimeout(function () { var enemy = new FlyinEnemy(); enemy.homing = true; enemy.wave = true; enemy.x = point.x; enemy.y = point.y; var dx = player.x - enemy.x; var dy = player.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy) || 1; enemy.vx = dx / distance * enemy.speed; enemy.vy = dy / distance * enemy.speed; enemy.zIndex = 10; if (enemy.x < 1024) { enemy.scaleX = -1; } game.addChild(enemy); flyinEnemies.push(enemy); }, index * 800); if (index === spawnPoints.length - 1) { LK.setTimeout(function () { spawnFlyinEnemy(); }, 10000); } }); } /**** * Normal Enemy Spawn (sağdan sola, homing false) ****/ game.update = function () { scrollingBackground.update(); player.update(); if (game.scrollingBg2 && game.scrollingBg2.update) { game.scrollingBg2.update(); } for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child instanceof Tube || child === yesil1) { child.update(); } if (child.children) { for (var c = 0; c < child.children.length; c++) { var subChild = child.children[c]; if (subChild.update) { subChild.update(); } } } } enemySpawnCounter++; if (startNormalEnemy && !stopSpawn && enemySpawnCounter >= enemySpawnInterval && !(LK.ticks >= 876 && LK.ticks <= 936) && !(LK.ticks >= 1776 && LK.ticks <= 1836) && !(LK.ticks >= 2676 && LK.ticks <= 2736) && !(LK.ticks >= 3576 && LK.ticks <= 3636) && !(LK.ticks >= 4476 && LK.ticks <= 4536) && !(LK.ticks >= 5376 && LK.ticks <= 5436) && !(LK.ticks >= 6276 && LK.ticks <= 6336) && !(LK.ticks >= 7776 && LK.ticks <= 7836)) { var canSpawn = true; for (var i = 0; i < enemies.length; i++) { if (enemies[i].x > 1800) { canSpawn = false; break; } } if (canSpawn) { var tubeCollision = false; for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child.asset && child.asset.name === 'tup_1') { var enemyRight = 2048 + 75; var enemyLeft = 2048 - 75; var tubeRight = child.x + 125; var tubeLeft = child.x - 125; if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) { tubeCollision = true; break; } } } if (!tubeCollision) { LK.setTimeout(function () { if (stopSpawn) { return; } var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2 - 13; enemy.zIndex = 10; enemies.push(enemy); game.addChild(enemy); }, 100); } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // --- Enemy - Player --- for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j]) { enemies[j].update(); } if (player.intersects(enemies[j]) && enemies[j].canDamage) { enemies[j].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.hit(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(enemies[j])) { var coin = new Coin(); coin.x = enemies[j].x; coin.y = enemies[j].y; coin.velocity = 5; game.addChild(coin); coins.push(coin); var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particle.zindex = 300; particleEffect.x = enemies[j].x - 15; particleEffect.y = enemies[j].y; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); enemies[j].destroy(); child.destroy(); enemies.splice(j, 1); break; } } } // --- ZigzagEnemy - Player --- for (var z = zigzagEnemies.length - 1; z >= 0; z--) { if (zigzagEnemies[z]) { zigzagEnemies[z].update(); } if (player.intersects(zigzagEnemies[z]) && zigzagEnemies[z].canDamage) { zigzagEnemies[z].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(zigzagEnemies[z])) { // Ölüm anındaki koordinatlar var px = zigzagEnemies[z].x, py = zigzagEnemies[z].y; // Partikül efekti var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = px; particleEffect.y = py; particleEffect.zIndex = 300; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 100); zigzagEnemies[z].destroy(); child.destroy(); zigzagEnemies.splice(z, 1); break; } } } // --- FlyinEnemy - Player --- for (var n = flyinEnemies.length - 1; n >= 0; n--) { if (flyinEnemies[n]) { flyinEnemies[n].update(); } if (player.intersects(flyinEnemies[n]) && flyinEnemies[n].canDamage) { flyinEnemies[n].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.hit(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(flyinEnemies[n])) { if (!flyinEnemies[n].wave) { var coin = new Coin(); coin.x = flyinEnemies[n].x; coin.y = flyinEnemies[n].y + 60; coin.velocity = 5; game.addChild(coin); coins.push(coin); } var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = flyinEnemies[n].x - 30; particleEffect.y = flyinEnemies[n].y + 30; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); flyinEnemies[n].destroy(); child.destroy(); flyinEnemies.splice(n, 1); break; } } if (flyinEnemies[n] && !flyinEnemies[n].homing && flyinEnemies[n].x < -50) { flyinEnemies[n].destroy(); flyinEnemies.splice(n, 1); } } // --- TrainEnemy - Player --- for (var t = trainEnemies.length - 1; t >= 0; t--) { if (trainEnemies[t]) { trainEnemies[t].update(); } if (player.intersects(trainEnemies[t]) && trainEnemies[t].canDamage) { trainEnemies[t].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(trainEnemies[t])) { child.destroy(); break; } } } // --- Coin Toplanması --- for (var m = coins.length - 1; m >= 0; m--) { var coin = coins[m]; coin.x -= coin.velocity; if (coin.x < -100) { coin.destroy(); coins.splice(m, 1); } else if (player.intersects(coin)) { coinCounter++; scoreText.setText(coinCounter.toString()); if (coinCounter > 9 && !scoreText.movedLeft) { scoreText.x -= 20; scoreText.movedLeft = true; } coin.destroy(); coins.splice(m, 1); } } }; LK.stage.addChild(game); /**** * Tube Spawn (her 15 saniyede bir) ****/ function spawnTube() { if (stopSpawn) { return; } var tube = new Tube(); tube.x = 2048 + 125; tube.y = 2732 / 2 - 120; game.addChild(tube); // yesil_1 nesnesi; puan başlangıcı 0 olarak ayarlandı var yesil1 = LK.getAsset('yesil_1', { anchorX: 0.5, anchorY: 0.5 }); var yesil1PointsCounter = 0; yesil1.x = tube.x; yesil1.y = tube.y - 170; yesil1.speed = 10; yesil1.points = 0; yesil1.fadeBonusApplied = false; yesil1.coinBonusApplied = false; yesil1.touchBonusApplied = false; yesil1.update = function () { yesil1.x -= yesil1.speed; if (yesil1.x < -yesil1.width) { yesil1.destroy(); } function applyBonus(condition, bonusFlag, bonusName) { if (condition && !yesil1[bonusFlag]) { yesil1[bonusFlag] = true; yesil1.points += 1; console.log(bonusName + " applied. Yesil1 points: " + yesil1.points); } } applyBonus(game.fadeTriggered, 'fadeBonusApplied', "Fade bonus"); applyBonus(coinCounter >= 30, 'coinBonusApplied', "Coin bonus"); applyBonus(player.intersects(yesil1) && yesil1.points >= 2, 'touchBonusApplied', "Touch bonus"); // Eğer yesil1 puanı 3 veya daha fazla olursa: if (yesil1.points >= 3) { yesil1PointsCounter++; if (yesil1PointsCounter === 1) { if (!yesil1.spawnScheduled) { yesil1.spawnScheduled = true; console.log("Yesil1 3 puana ulaştı. Tube2, zigzagenemy ve trainenemy spawn ediliyor."); // Trainenemy'yi 2 saniye sonra spawn ediyoruz LK.setTimeout(function () { var trainEnemy = LK.getAsset('Trainenemy', { anchorX: 0.5, anchorY: 0.5 }); trainEnemy.zIndex = 20; trainEnemy.x = 2048; // Ekranın en sağında trainEnemy.y = 2732 / 2; // Ekranın ortasında trainEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(trainEnemy); trainEnemies.push(trainEnemy); // Add to trainEnemies array // Add invisible FlyinEnemy inside TrainEnemy var invisibleFlyinEnemy = new FlyinEnemy(); invisibleFlyinEnemy.x = trainEnemy.x; invisibleFlyinEnemy.y = trainEnemy.y; invisibleFlyinEnemy.alpha = 0; // Make it invisible invisibleFlyinEnemy.canDamage = true; // Ensure it can damage the player game.addChild(invisibleFlyinEnemy); trainEnemy.update = function () { var _this = this; if (!this.slowed) { this.slowed = true; this.originalSpeed = 16.05; // 7% faster than 15 this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay LK.setTimeout(function () { _this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay }, 500); } else { this.x -= 15 * 0.96; // 4% slower than original (was 15) } // Check if trainEnemy has reached the middle of the screen if (this.x <= 2048 / 2 && !this.falling) { this.falling = true; this.fallSpeed = 0; // Initial fall speed var _this = this; LK.setTimeout(function () { _this.fallSpeed = 5; // Set fall speed after 0.5 seconds }, 500); } // If falling, move downwards if (this.falling) { this.y += this.fallSpeed; } if (this.x < -this.width || this.y > 2732) { this.destroy(); invisibleFlyinEnemy.destroy(); // Destroy the invisible flyin enemy as well // Remove from trainEnemies array var index = trainEnemies.indexOf(this); if (index !== -1) { trainEnemies.splice(index, 1); } } }; }, 2000); // Spawn another trainenemy 6 seconds after yesil_1 has 3 points LK.setTimeout(function () { var thirdTrainEnemy = LK.getAsset('Trainenemy', { anchorX: 0.5, anchorY: 0.5 }); thirdTrainEnemy.zIndex = 20; thirdTrainEnemy.x = 2048; // Ekranın en sağında thirdTrainEnemy.y = 2732 / 2; // Ekranın ortasında thirdTrainEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(thirdTrainEnemy); trainEnemies.push(thirdTrainEnemy); // Add to trainEnemies array thirdTrainEnemy.update = function () { var _this = this; if (!this.slowed) { this.slowed = true; this.originalSpeed = 16.05; // 7% faster than 15 this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay LK.setTimeout(function () { _this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay }, 500); } else { this.x -= 15 * 0.96; // 4% slower than original (was 15) } // Check if trainEnemy has reached the middle of the screen if (this.x <= 2048 / 2 && !this.falling) { this.falling = true; this.fallSpeed = 0; // Initial fall speed var _this = this; LK.setTimeout(function () { _this.fallSpeed = 5; // Set fall speed after 0.5 seconds }, 500); } // If falling, move downwards if (this.falling) { this.y += this.fallSpeed; } if (this.x < -this.width || this.y > 2732) { this.destroy(); } }; }, 6000); // Spawn another trainenemy 8 seconds after yesil_1 has 3 points LK.setTimeout(function () { var fourthTrainEnemy = LK.getAsset('Trainenemy', { anchorX: 0.5, anchorY: 0.5 }); fourthTrainEnemy.zIndex = 20; fourthTrainEnemy.x = 2048; // Ekranın en sağında fourthTrainEnemy.y = 2732 / 2; // Ekranın ortasında fourthTrainEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(fourthTrainEnemy); trainEnemies.push(fourthTrainEnemy); // Add to trainEnemies array fourthTrainEnemy.update = function () { var _this = this; if (!this.slowed) { this.slowed = true; this.originalSpeed = 16.05; // 7% faster than 15 this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay LK.setTimeout(function () { _this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay }, 500); } else { this.x -= 15 * 0.96; // 4% slower than original (was 15) } // Check if trainEnemy has reached the middle of the screen if (this.x <= 2048 / 2 && !this.falling) { this.falling = true; this.fallSpeed = 0; // Initial fall speed var _this = this; LK.setTimeout(function () { _this.fallSpeed = 5; // Set fall speed after 0.5 seconds }, 500); } // If falling, move downwards if (this.falling) { this.y += this.fallSpeed; } if (this.x < -this.width || this.y > 2732) { this.destroy(); } }; }, 8000); // Spawn another trainenemy 10 seconds after yesil_1 has 3 points LK.setTimeout(function () { var fifthTrainEnemy = LK.getAsset('Trainenemy', { anchorX: 0.5, anchorY: 0.5 }); fifthTrainEnemy.zIndex = 20; fifthTrainEnemy.x = 2048; // Ekranın en sağında fifthTrainEnemy.y = 2732 / 2; // Ekranın ortasında fifthTrainEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(fifthTrainEnemy); trainEnemies.push(fifthTrainEnemy); // Add to trainEnemies array fifthTrainEnemy.update = function () { var _this = this; if (!this.slowed) { this.slowed = true; this.originalSpeed = 16.05; // 7% faster than 15 this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay LK.setTimeout(function () { _this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay }, 500); } else { this.x -= 15 * 0.96; // 4% slower than original (was 15) } // Check if trainEnemy has reached the middle of the screen if (this.x <= 2048 / 2 && !this.falling) { this.falling = true; this.fallSpeed = 0; // Initial fall speed var _this = this; LK.setTimeout(function () { _this.fallSpeed = 5; // Set fall speed after 0.5 seconds }, 500); } // If falling, move downwards if (this.falling) { this.y += this.fallSpeed; } if (this.x < -this.width || this.y > 2732) { this.destroy(); } }; }, 10000); // Spawn another trainenemy 12 seconds after yesil_1 has 3 points LK.setTimeout(function () { var sixthTrainEnemy = LK.getAsset('Trainenemy', { anchorX: 0.5, anchorY: 0.5 }); sixthTrainEnemy.zIndex = 20; sixthTrainEnemy.x = 2048; // Ekranın en sağında sixthTrainEnemy.y = 2732 / 2; // Ekranın ortasında sixthTrainEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(sixthTrainEnemy); trainEnemies.push(sixthTrainEnemy); // Add to trainEnemies array sixthTrainEnemy.update = function () { var _this = this; if (!this.slowed) { this.slowed = true; this.originalSpeed = 16.05; // 7% faster than 15 this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay LK.setTimeout(function () { _this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay }, 500); } else { this.x -= 15 * 0.96; // 4% slower than original (was 15) } // Check if trainEnemy has reached the middle of the screen if (this.x <= 2048 / 2 && !this.falling) { this.falling = true; this.fallSpeed = 0; // Initial fall speed var _this = this; LK.setTimeout(function () { _this.fallSpeed = 5; // Set fall speed after 0.5 seconds }, 500); } // If falling, move downwards if (this.falling) { this.y += this.fallSpeed; } if (this.x < -this.width || this.y > 2732) { this.destroy(); } }; }, 12000); // Spawn another trainenemy 3 seconds after the first one LK.setTimeout(function () { var secondTrainEnemy = LK.getAsset('Trainenemy', { anchorX: 0.5, anchorY: 0.5 }); secondTrainEnemy.zIndex = 20; secondTrainEnemy.x = 2048; // Ekranın en sağında secondTrainEnemy.y = 2732 / 2; // Ekranın ortasında secondTrainEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(secondTrainEnemy); trainEnemies.push(secondTrainEnemy); // Add to trainEnemies array secondTrainEnemy.update = function () { var _this = this; if (!this.slowed) { this.slowed = true; this.originalSpeed = 16.05; // 7% faster than 15 this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay LK.setTimeout(function () { _this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay }, 500); } else { this.x -= 15 * 0.96; // 4% slower than original (was 15) } // Check if trainEnemy has reached the middle of the screen if (this.x <= 2048 / 2 && !this.falling) { this.falling = true; this.fallSpeed = 0; // Initial fall speed var _this = this; LK.setTimeout(function () { _this.fallSpeed = 5; // Set fall speed after 0.5 seconds }, 500); } // If falling, move downwards if (this.falling) { this.y += this.fallSpeed; } if (this.x < -this.width || this.y > 2732) { this.destroy(); } }; }, 3000); // Tube2'yi hemen spawn ediyoruz var tube2 = new Tube2(); // Tube2'nin ekranda görüneceği konumu ayarlıyoruz tube2.x = 2048 / 2 + 140 - 150; tube2.y = tube2.height / 2 - 60; game.addChild(tube2); // Tube2'yi 15 saniye sonra sola hareket ettir LK.setTimeout(function () { tube2.update = function () { this.x -= this.speed; if (this.x < -this.width) { this.destroy(); } }; }, 15000); // Schedule ZigzagEnemy to spawn 15 seconds after yesil_1 reaches 3 points LK.setTimeout(function () { function spawnZigzagEnemy() { var zigzagEnemy = LK.getAsset('zigzagenemy', { anchorX: 0.5, anchorY: 0.5 }); zigzagEnemy.zIndex = 20; zigzagEnemy.x = 2048; // Spawn at the right edge of the screen zigzagEnemy.y = 2732 / 2; // Vertically centered zigzagEnemy.canDamage = true; // Add this line to ensure damage works game.addChild(zigzagEnemy); zigzagEnemies.push(zigzagEnemy); // Add enemy to the zigzagEnemies array zigzagEnemy.update = function () { this.x -= 8 * 0.96; // 4% slower than original (was 8) if (!this.movingUp) { this.y += 12 * 0.96; // 4% slower than original (was 12) if (this.y >= 2732 / 2) { // Middle of the screen this.movingUp = true; } } else { this.y -= 12 * 0.96; // 4% slower than original (was 12) if (this.y <= 650) { // 650 pixels down from the top of the screen this.movingUp = false; } } if (this.x < -this.width) { this.destroy(); // Remove from the zigzagEnemies array var index = zigzagEnemies.indexOf(this); if (index !== -1) { zigzagEnemies.splice(index, 1); } } }; // Schedule the next zigzagEnemy spawn var nextSpawnTime = Math.random() * 1000 + 1000; // Random time between 1 and 2 seconds LK.setTimeout(spawnZigzagEnemy, nextSpawnTime); } spawnZigzagEnemy(); }, 15000); // Karakter yeniden spawn edilsin: LK.setTimeout(function () { var newCharacter = new Player(); newCharacter.x = 2048 / 2 - 30; newCharacter.y = 0; newCharacter.isFalling = true; newCharacter.fallSpeed = 0; newCharacter.fallAcceleration = 0.7; newCharacter.fallTargetY = 2732 / 2 + 3; game.addChild(newCharacter); player = newCharacter; game.weaponEnabled = true; }, 1000); // bg3son ve endlessbg3’nin spawn sürelerini senkronize etmek için spawn intervalini azaltıyoruz LK.setTimeout(function () { spawnEndlessBG3(); // Artık spawn aralığı 3000ms yesil1.endlessBG3Interval = LK.setInterval(function () { spawnEndlessBG3(); }, 3000); }, 15000); } } console.log("Freeze game triggered because yesil1 points reached: " + yesil1.points); stopSpawn = true; var bb = LK.getAsset('bb', { anchorX: 0.5, anchorY: 0.5 }); bb.x = 2048 - bb.width / 2; bb.y = 2732 / 2 + 150; game.addChild(bb); for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj.update) { obj.update = function () {}; } } // Arka plan ve tube güncellemelerini 5 saniyelik bir süre sonra geri veriyoruz LK.setTimeout(function () { for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj instanceof ScrollingBackground2 || obj instanceof Tube) { obj.update = function () { this.x -= this.speed; if (this.x < -this.width) { this.destroy(); } }; } } }, 5000); var kara = LK.getAsset('kara', { anchorX: 0.5, anchorY: 0.5 }); kara.x = 2048 / 2; kara.y = 2732 / 2; kara.alpha = 0; kara.zIndex = 1; game.addChild(kara); var fadeInSteps = 30; var fadeInStepTime = 500 / fadeInSteps; var fadeInStep = 0; var fadeInInterval = LK.setInterval(function () { if (fadeInStep < fadeInSteps) { kara.alpha = fadeInStep / fadeInSteps; fadeInStep++; } else { LK.clearInterval(fadeInInterval); var fadeOutSteps = 30; var fadeOutStepTime = 500 / fadeOutSteps; var fadeOutStep = 0; var fadeOutInterval = LK.setInterval(function () { if (fadeOutStep < fadeOutSteps) { kara.alpha = 1 - fadeOutStep / fadeOutSteps; fadeOutStep++; } else { LK.clearInterval(fadeOutInterval); kara.destroy(); } // bg3son ve endlessbg3 aynı anda harekete başlamalı var bg3son = LK.getAsset('bg3son', { anchorX: 0.5, anchorY: 0.5 }); bg3son.zIndex = 1; bg3son.x = 2048 / 2; bg3son.y = 2732 / 2 + 150; game.addChild(bg3son); endlessbg3 = LK.getAsset('endlessbg3', { anchorX: 0.5, anchorY: 0.5 }); endlessbg3.zIndex = 1; endlessbg3.x = bg3son.x + bg3son.width / 2 + 450; endlessbg3.y = 2732 / 2 + 150; game.addChild(endlessbg3); var endlessbg3Child = LK.getAsset('endlessbg3', { anchorX: 0.5, anchorY: 0.5 }); endlessbg3Child.zIndex = 1; endlessbg3Child.x = endlessbg3.x + 600; endlessbg3Child.y = endlessbg3.y; game.addChild(endlessbg3Child); // Artık bg3son'un hareketi için delay yok; her ikisi de aynı anda sola hareket edecek LK.setTimeout(function () { bg3son.update = function () { this.x -= 4; }; }, 14000); }, fadeOutStepTime); } }, fadeInStepTime); LK.setTimeout(function () { player.destroy(); function destroyAndRemove(objects) { for (var i = objects.length - 1; i >= 0; i--) { objects[i].destroy(); objects.splice(i, 1); } } destroyAndRemove(enemies); destroyAndRemove(flyinEnemies); destroyAndRemove(coins); for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child.asset && (child.asset.name === 'background' || child.asset.name === 'tup_1')) { child.destroy(); } } }, 500); if (!game.isFading) { console.log("Triggering fade effect because yesil1 is active with points: " + yesil1.points); enhancedFadeEffect(); } } }; game.addChild(yesil1); var control = LK.getAsset('control', { anchorX: 0.5, anchorY: 0.5 }); control.x = 0; control.y = -177.5; tube.addChild(control); control.update = function () { if (player.intersects(control)) { if (!firstControlTriggered && coinCounter >= 10) { var toggleSpawn = function toggleSpawn(state, delay) { stopSpawn = state; if (!state) { LK.setTimeout(function () { stopSpawn = false; }, delay); } }; game.controlActive = true; control.update = function () {}; console.log("Control event triggered: coinCounter = " + coinCounter); startNormalEnemy = false; coins.forEach(function (coin) { coin.velocity = 0; }); LK.setTimeout(function () { coins.forEach(function (coin) { coin.velocity = 5; }); }, 4000); toggleSpawn(true, 5000); game.controlActive = true; LK.setTimeout(function () { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = flyinEnemies.length - 1; i >= 0; i--) { flyinEnemies[i].destroy(); flyinEnemies.splice(i, 1); } }, 400); for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj.update) { obj.update = function () {}; } } LK.setTimeout(function () { player.destroy(); }, 330); enhancedFadeEffect(); firstControlTriggered = true; } } }; if (!stopSpawn) { LK.setTimeout(spawnTube, 15000); } } spawnTube(); /**** * Arka Plan ve Oyuncu ****/ var scrollingBackground = new ScrollingBackground(); game.addChild(scrollingBackground); var player = game.addChild(new Player()); player.x = 2048 / 2 - 30; player.y = 2732 / 2 + 3; /**** * Skor GUI ve Kalp ****/ var counterBackground = LK.getAsset('counter_background', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(counterBackground); counterBackground.x = LK.gui.top.width / 2 - 62; counterBackground.y = 45; var scoreText = new Text2('0', { size: 80, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = LK.gui.top.width / 2 - 85; scoreText.y = 0; for (var i = 0; i < 3; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(heart); heart.x = 50 + i * 110 + 390; heart.y = 50; hearts.push(heart); } /**** * enhancedFadeEffect: Fade-out, clear scene, spawn background2, Tube2, then new player ****/ function enhancedFadeEffect() { if (game.isFading || game.fadeCompleted || !game.controlActive) { return; } game.isFading = true; game.fadeTriggered = true; var overlay = LK.getAsset('overlay', { anchorX: 0, anchorY: 0 }); overlay.alpha = 0; overlay.zIndex = 1; if (!overlay.parent) { LK.stage.addChild(overlay); } var steps = 20; var duration = 500; var stepTime = duration / steps; var currentStep = 0; var fadeOutInterval = LK.setInterval(function () { if (currentStep < steps) { overlay.alpha = currentStep / steps; currentStep++; } else { LK.clearInterval(fadeOutInterval); currentStep = 0; stopSpawn = true; while (game.children.length > 0) { game.removeChild(game.children[0]); // kodun bir kısmı bu hata şu : // [insert intended functionality or leave empty if not needed] } var scrollingBg2 = new ScrollingBackground2(); scrollingBg2.alpha = 0; game.scrollingBg2 = scrollingBg2; game.addChild(scrollingBg2); var tube2 = new Tube2(); control_2.x = 0; control_2.y = -177.5; tube2.addChild(control_2); control_2.update = function () { if (player && player.intersects(control_2)) { if (coinCounter >= 30) { console.log("Control_2 event triggered: coinCounter = " + coinCounter); for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj.update) { obj.update = function () {}; } } } } }; tube2.x = 2048 / 2 + 140; tube2.y = tube2.height / 2 - 60; game.addChild(tube2); LK.setTimeout(function () { var newPlayer = new Player(); newPlayer.hearts = remainingHearts; newPlayer.x = 2048 / 2 - 30; newPlayer.y = tube2.y; newPlayer.isFalling = true; newPlayer.fallSpeed = 0; newPlayer.fallAcceleration = 0.7; newPlayer.fallTargetY = 2732 / 2 - 7; game.addChild(newPlayer); player = newPlayer; game.weaponEnabled = true; LK.setTimeout(function () { spawnWaveOfFlyinEnemies(); }, 800); LK.setTimeout(function () { startNormalEnemy = true; }, 10500); }, 500); var fadeInDuration = 500; var fadeInStepTime = fadeInDuration / steps; var fadeInInterval = LK.setInterval(function () { if (currentStep < steps) { if (game.scrollingBg2) { game.scrollingBg2.alpha = currentStep / steps; } currentStep++; } else { LK.clearInterval(fadeInInterval); if (overlay.parent) { overlay.parent.removeChild(overlay); } var oldScrollingSpeed = game.scrollingBg2.speed; var oldTubeSpeed = tube2.speed; game.scrollingBg2.speed = 0; tube2.speed = 0; LK.setTimeout(function () { game.scrollingBg2.speed = oldScrollingSpeed; tube2.speed = oldTubeSpeed; stopSpawn = false; game.isFading = false; game.fadeCompleted = true; }, 8000); } }, fadeInStepTime); } }, stepTime); } /**** * Oyun Döngüsü ****/ game.update = function () { scrollingBackground.update(); player.update(); if (game.scrollingBg2 && game.scrollingBg2.update) { game.scrollingBg2.update(); } for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child instanceof Tube) { child.update(); } if (child.children) { for (var c = 0; c < child.children.length; c++) { var subChild = child.children[c]; if (subChild.update) { subChild.update(); } } } } enemySpawnCounter++; if (startNormalEnemy && !stopSpawn && enemySpawnCounter >= enemySpawnInterval && !(LK.ticks >= 876 && LK.ticks <= 936) && !(LK.ticks >= 1776 && LK.ticks <= 1836) && !(LK.ticks >= 2676 && LK.ticks <= 2736) && !(LK.ticks >= 3576 && LK.ticks <= 3636) && !(LK.ticks >= 4476 && LK.ticks <= 4536) && !(LK.ticks >= 5376 && LK.ticks <= 5436) && !(LK.ticks >= 6276 && LK.ticks <= 6336) && !(LK.ticks >= 7776 && LK.ticks <= 7836)) { var canSpawn = true; for (var i = 0; i < enemies.length; i++) { if (enemies[i].x > 1800) { canSpawn = false; break; } } if (canSpawn) { var tubeCollision = false; for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child.asset && child.asset.name === 'tup_1') { var enemyRight = 2048 + 75; var enemyLeft = 2048 - 75; var tubeRight = child.x + 125; var tubeLeft = child.x - 125; if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) { tubeCollision = true; break; } } } if (!tubeCollision) { LK.setTimeout(function () { if (stopSpawn) { return; } var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2 - 13; enemy.zIndex = 10; enemies.push(enemy); game.addChild(enemy); }, 100); } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // Çarpışma Kontrolleri for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j]) { enemies[j].update(); } if (player.intersects(enemies[j]) && enemies[j].canDamage) { enemies[j].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(enemies[j])) { var coin = new Coin(); coin.x = enemies[j].x; coin.y = enemies[j].y; coin.velocity = 5; game.addChild(coin); coins.push(coin); var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = enemies[j].x - 15; particleEffect.y = enemies[j].y; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); enemies[j].destroy(); child.destroy(); enemies.splice(j, 1); break; } } } // --- ZigzagEnemy - Player --- for (var z = zigzagEnemies.length - 1; z >= 0; z--) { var zig = zigzagEnemies[z]; if (!zig) { continue; } zig.update(); // Çarpışma ile hasar if (player.intersects(zig) && zig.canDamage) { zig.canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } // Silahla kesişme = ölüm + particle for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(zig)) { // Ölüm anındaki koordinatlar var px = zig.x, py = zig.y; // Partikül efekti var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = px; particleEffect.y = py; particleEffect.zIndex = 300; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 100); // Spawn a coin at the zigzag enemy's position var coin = new Coin(); coin.x = px; coin.y = py; coin.velocity = 5; // Move to the left game.addChild(coin); coins.push(coin); zig.destroy(); child.destroy(); zigzagEnemies.splice(z, 1); break; } } } for (var n = flyinEnemies.length - 1; n >= 0; n--) { if (flyinEnemies[n]) { flyinEnemies[n].update(); } if (player.intersects(flyinEnemies[n]) && flyinEnemies[n].canDamage) { flyinEnemies[n].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(flyinEnemies[n])) { if (!flyinEnemies[n].wave) { var coin = new Coin(); coin.x = flyinEnemies[n].x; coin.y = flyinEnemies[n].y + 60; coin.velocity = 5; game.addChild(coin); coins.push(coin); } var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = flyinEnemies[n].x - 30; particleEffect.y = flyinEnemies[n].y + 30; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); flyinEnemies[n].destroy(); child.destroy(); flyinEnemies.splice(n, 1); break; } } if (flyinEnemies[n] && !flyinEnemies[n].homing && flyinEnemies[n].x < -50) { flyinEnemies[n].destroy(); flyinEnemies.splice(n, 1); } } // --- TrainEnemy - Player --- for (var t = trainEnemies.length - 1; t >= 0; t--) { var train = trainEnemies[t]; if (!train) { continue; } train.update(); // Çarpışma ile hasar if (player.intersects(train) && train.canDamage) { train.canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } // Silahla kesişme = particle + (isterseniz destroy) for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(train)) { // Ölüm anı veya çarpışma noktası var tx = train.x, ty = train.y; // Partikül efekti var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = tx; particleEffect.y = ty; particleEffect.zIndex = 300; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 100); // Silahı yok et child.destroy(); break; } } } for (var m = coins.length - 1; m >= 0; m--) { var coin = coins[m]; coin.x -= coin.velocity; if (coin.x < -100) { coin.destroy(); coins.splice(m, 1); } else if (player.intersects(coin)) { coinCounter++; scoreText.setText(coinCounter.toString()); if (coinCounter > 9 && !scoreText.movedLeft) { scoreText.x -= 20; scoreText.movedLeft = true; } coin.destroy(); coins.splice(m, 1); } } }; LK.stage.addChild(game); // Dokunma/Kontrol game.down = function (x, y, obj) { if (player.isJumping && game.weaponEnabled) { if (!game.lastWeaponTime || Date.now() - game.lastWeaponTime > 350) { var weapon = new Weapon(); weapon.x = player.x; weapon.y = player.y; var dx = x - weapon.x; var dy = y - weapon.y; var distance = Math.sqrt(dx * dx + dy * dy); weapon.directionX = dx / distance; weapon.directionY = dy / distance; var angle = Math.acos(weapon.directionY / Math.sqrt(weapon.directionX * weapon.directionX + weapon.directionY * weapon.directionY)); var angleInDegrees = angle * (180 / Math.PI); if (angleInDegrees <= 30) { weapon.speed *= 1.3; } game.addChild(weapon); LK.setTimeout(function () { weapon.destroy(); }, 9000); game.lastWeaponTime = Date.now(); } } player.jump(); }; // Oyunu Sahneye Ekle LK.stage.addChild(game);
===================================================================
--- original.js
+++ change.js
@@ -395,9 +395,10 @@
}, delay);
}
spawnFlyinEnemy();
/****
-* (B) Wave şeklinde, homing davranışlı FlyinEnemy Spawn
+* (B) Wave şeklinde, homing davranışlı FlyinEnemy Spawn
+* (Modified to remove top-to-bottom enemy)
****/
function spawnWaveOfFlyinEnemies() {
var spawnPoints = [{
x: 0,
@@ -411,20 +412,12 @@
}, {
x: 2048,
y: 2732
}, {
- x: 1024,
- y: 0
- }, {
- x: 1024,
- y: 2732
- }, {
- x: 0,
- y: 1366
- }, {
x: 2048,
y: 1366
}];
+ // Removed top-to-bottom spawn point (1024, 0)
for (var i = spawnPoints.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = spawnPoints[i];
spawnPoints[i] = spawnPoints[j];
Single 2D Mario Character. In-Game asset. 2d. Blank background.
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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completely black simple counter without sharp edges
sea and sky,pixel,realistic but detailles benzer renkler mavi ve mavi Single Game Texture. In-Game asset. 2d. Blank background. low contrast. No shadows