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Move hearts 15 pixel right 5 pixel down
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Move hearts 15 pixel right
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Move hearts 190 pixels right
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5 heart is too much make it 3 heart
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Dont spawn anything wjen intro asset on the screen
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Move hearts 10 pixel left
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Move hearts 30 pixel left
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Move hearts 30 pixel left
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Move heart s 50 pixel left
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Move hearts 40 pixel left
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Move hearts 60 pixel left
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Lets make heart count 5 there is 3 now i eant teo more left to the other hearts
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eğer control aktif olmuş ise final score 2 ile çarp eğer yesil1 aktif olmuş ise final score 3 ile çarp
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final score ne olursa olsun 0 yazıyor coin olmasına rağmen hep 0 sence neden
Code edit (1 edits merged)
Please save this source code
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yesil_1 aktifleşmesi için gereken coin 50 olsun
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flyin enemy spawn bozulmuş spawn olmaya devam etsin ben sadece 4 saniye boyunca spawn olmasın istemiştim 4 saniyeden sonra spawn olmaya başlasın
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lets make it 20
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intro isimli asset oyun başladığında ekranın ortasına gelsin
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4 saniye boyunca karakter,enemy,flyinenemy,tube,control hızı 0 olsun
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tween plugin kullanmadan 4 saniye boyunca karakter,enemy,flyinenemy,tube,control spawn olmasın oyun başladığı andan
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4 saniye boyunca karakter,enemy,flyinenemy,tube,control spawn olmasın oyun başladığı andan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 = gameStartDelay ? 0 : 5; self.zIndex = 15; self.update = function () { if (gameStartDelay) { self.velocity = 0; } else if (self.velocity === 0) { self.velocity = 5; } 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 = gameStartDelay ? 0 : 5; self.zIndex = 10; self.canDamage = true; self.update = function () { if (gameStartDelay) { self.speed = 0; } else if (self.speed === 0) { self.speed = 5; } 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 = gameStartDelay ? 0 : 5; self.zIndex = 10; self.canDamage = true; self.homing = false; self.vx = 0; self.vy = 0; self.update = function () { if (gameStartDelay) { self.speed = 0; self.vx = 0; self.vy = 0; } else if (self.speed === 0) { self.speed = 5; if (self.homing && self.origVx !== undefined && self.origVy !== undefined) { self.vx = self.origVx; self.vy = self.origVy; } } if (!self.homing) { self.x -= self.speed; if (self.x < -50) { self.destroy(); } } else { if (gameStartDelay) { // Store original velocities if not already stored if (self.origVx === undefined && self.origVy === undefined) { self.origVx = self.vx; self.origVy = self.vy; } } 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 = gameStartDelay ? 0 : 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.isFalling = false; self.fallSpeed = 0; self.fallAcceleration = gameStartDelay ? 0 : 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 (gameStartDelay) { self.fallAcceleration = 0; } else if (self.fallAcceleration === 0) { self.fallAcceleration = 0.7; } if (self.isFalling && !gameStartDelay) { 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 && !gameStartDelay) { 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 = gameStartDelay ? 0 : 2; self.update = function () { if (gameStartDelay) { self.speed = 0; } else if (self.speed === 0) { self.speed = 2; } 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 = gameStartDelay ? 0 : 2; self.update = function () { if (gameStartDelay) { self.speed = 0; } else if (self.speed === 0) { self.speed = 2; } 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 = gameStartDelay ? 0 : 5; // Tube'ların arka plan gibi gözükmesi için düşük z-index self.zIndex = 0; self.update = function () { if (gameStartDelay) { self.speed = 0; } else if (self.speed === 0) { self.speed = 5; } 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 = gameStartDelay ? 0 : 5; // Tube2'nin diğer öğelerin üzerinde görünmesi için orta seviyede bir z-index self.zIndex = 21; self.update = function () { if (gameStartDelay) { self.speed = 0; } else if (self.speed === 0) { self.speed = 5; } 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 ****/ // Add a flag to prevent spawning and movement during the first 4 seconds var gameStartDelay = true; // Add intro image to center of screen var introImage = LK.getAsset('intro', { anchorX: 0.5, anchorY: 0.5 }); introImage.x = 2048 / 2; introImage.y = 2732 / 2; introImage.zIndex = 100; // High z-index to display on top game.addChild(introImage); LK.setTimeout(function () { gameStartDelay = false; // Fade out and remove intro image var fadeSteps = 20; var fadeInterval = LK.setInterval(function () { introImage.alpha -= 1 / fadeSteps; if (introImage.alpha <= 0) { introImage.destroy(); LK.clearInterval(fadeInterval); } }, 50); console.log("Game start delay ended - all objects resuming normal speed"); }, 4000); // 4 seconds delay 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; } // Only spawn if game start delay is over if (!gameStartDelay) { var fe = new FlyinEnemy(); fe.x = 2048; fe.y = 449; fe.zIndex = 10; game.addChild(fe); flyinEnemies.push(fe); } spawnFlyinEnemy(); }, delay); } // Start the spawn chain, even during gameStartDelay 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 && !gameStartDelay && 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 || gameStartDelay) { 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 >= 20) { 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); } } LK.setTimeout(function () { if (!stopSpawn) { spawnTube(); } }, 4000); // Wait 4 seconds before spawning the first tube /**** * 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
@@ -453,25 +453,29 @@
/****
* (A) Eski FlyinEnemy Spawn (sağdan sola, homing false)
****/
function spawnFlyinEnemy() {
- if (stopSpawn || gameStartDelay) {
+ 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);
+ // Only spawn if game start delay is over
+ if (!gameStartDelay) {
+ var fe = new FlyinEnemy();
+ fe.x = 2048;
+ fe.y = 449;
+ fe.zIndex = 10;
+ game.addChild(fe);
+ flyinEnemies.push(fe);
+ }
spawnFlyinEnemy();
}, delay);
}
+// Start the spawn chain, even during gameStartDelay
spawnFlyinEnemy();
/****
* (B) Wave şeklinde, homing davranışlı FlyinEnemy Spawn
* (Modified to remove top-to-bottom enemy)
Single 2D Mario Character. In-Game asset. 2d. Blank background.
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marionun ingiliz boru anahtarı aleti. 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