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her mermi ateşlemesi arasına 0.3 saniyelik cooldown koyalım
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o kırmızı yuvarlak kalksın oyundan
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play holdsound time when gun gets is in hand
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holsterOffset değişkeni ilk kez kullanılmadan önce tanımlanmalı; güvenli yol: js Kopyala Düzenle var holsterOffset = 250; // ➊ daha yukarıya taşı // ... holsterFull.y = player.y + player.body.height / 2 + holsterOffset; holsterEmpty.y = holsterFull.y; (Bu olası undefined + number -> NaN durumunu da önler.)
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Çözüm 2 – Daha temiz: İki sprite, görünürlük değişimi Uzun vadede en performanslı ve sade yöntem: Oyunu başlatırken iki sprite oluşturun. js Kopyala Düzenle var holsterFull = LK.getAsset('kilif', {anchorX:-0.2, anchorY:0}); var holsterEmpty = LK.getAsset('kilifbos', {anchorX:-0.2, anchorY:0}); world.addChild(holsterFull); world.addChild(holsterEmpty); holsterFull.visible = true; // başlangıçta dolu holsterEmpty.visible = false; updateHolsterBox() içinde ikisini de aynı x-y’ye taşıyın. Oyuncu kılıfa bastığında: js Kopyala Düzenle holsterFull.visible = false; holsterEmpty.visible = true; resetDuel()’de (veya oyunu yeniden başlatırken): js Kopyala Düzenle holsterFull.visible = true; holsterEmpty.visible = false; Bu sayede ne sprite sil-ekle derdi var ne de ölçü tutarsızlığı; sadece visible bayrağı değişiyor.
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Please fix the bug: 'Cannot read properties of undefined (reading 'assetId')' in or related to this line: 'if (typeof holsterVisual.assetId === "string" && holsterVisual.assetId.indexOf('kilifbos') === -1) {' Line Number: 512
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Please fix the bug: 'Cannot read properties of undefined (reading 'assetId')' in or related to this line: 'if (holsterVisual.assetId && holsterVisual.assetId.indexOf('kilifbos') === -1) {' Line Number: 512
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özüm 1 – En küçük eklemeyle “kilif”e geri döndürmek resetDuel()’ün en sonunda (player & enemy pozisyonlarını sıfırladıktan sonra) şu bloğu ekleyin: js Kopyala Düzenle /***** holster’i yeniden doldur *****/ (function restoreFullHolster () { // Zaten doluysa dokunma if (holsterVisual.assetId && holsterVisual.assetId.indexOf('kilifbos') === -1) return; var p = holsterVisual.parent; var idx = (p.getChildIndex) ? p.getChildIndex(holsterVisual) : -1; // Mevcut konum / ölçek / anchor değerlerini sakla var props = { x: holsterVisual.x, y: holsterVisual.y, w: holsterVisual.width, h: holsterVisual.height, anchorX: holsterVisual.anchorX || -0.2, anchorY: holsterVisual.anchorY || 0 }; p.removeChild(holsterVisual); holsterVisual = LK.getAsset('kilif', { width: props.w, height: props.h, anchorX: props.anchorX, anchorY: props.anchorY }); holsterVisual.x = props.x; holsterVisual.y = props.y; (idx >= 0 && p.addChildAt) ? p.addChildAt(holsterVisual, idx) : p.addChild(holsterVisual); })(); Bu “ad-hoc” IIFE (hemen çalışan fonksiyon) yalnızca görsel “kilifbos” ise devreye girer ve aynı konum/ölçülerle “kilif” sprite’ını yerleştirir.
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hold işlemi gerçekleştiğinde silah ele geldiğinde kilif assetinin görünümünü kilifbos ile değiştir
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Below is a drop-in pattern you can copy into your game script. It treats the full and empty holsters as two sprites that share the same anchor / position, so you never have to fight alignment or change your hit-box math. js Kopyala Düzenle /***** HOLSTER VISUALS *****/ // create both sprites once var holsterFull = LK.getAsset('kilif', {anchorX:-0.2, anchorY:0}); var holsterEmpty = LK.getAsset('kilifbos', {anchorX:-0.2, anchorY:0}); // scale the smaller one up so their outlines coincide (tweak if needed) var sizeFix = holsterFull.height / holsterEmpty.height; holsterEmpty.scaleX = holsterEmpty.scaleY = sizeFix; // start with the full holster visible holsterFull.visible = true; holsterEmpty.visible = false; // add to the world *instead* of the single `holsterVisual` world.addChild(holsterFull); world.addChild(holsterEmpty); /***** POSITIONING *****/ function updateHolsterVisuals () { // reuse your existing holsterBox math var hx = player.x - 200; var hy = player.y + player.body.height / 2 + holsterOffset; holsterFull.x = hx; holsterFull.y = hy; holsterEmpty.x = hx; holsterEmpty.y = hy; } 2. Toggling when the player “grabs” the holster Replace the one-liner where you already give the gun to the player: js Kopyala Düzenle if (zoomFinished && !duelStarted && holsterBox.contains(x, y)) { playerReady = true; holdingHolster = true; // ⇣ swap holster art holsterFull.visible = false; holsterEmpty.visible = true; player.toHand(); // gun in hand pointGunAt(x, y); beginHold(); return; } ...and when the round resets (or the player loses), switch back: js Kopyala Düzenle function resetDuel () { /* your existing reset... */ holsterFull.visible = true; holsterEmpty.visible = false; } Because both sprites sit at the same coordinates, the little size difference is handled by sizeFix; your rectangle holsterBox still governs the touch-area, so gameplay doesn’t change. 3. Hit-box notes Keep using the existing holsterBox for collision—it’s simpler and cheaper than per-pixel testing, and most players won’t notice if the image is a few pixels larger or smaller than the box. If you really want the hit-box to shrink when the gun is gone, just update holsterBox.width / height inside updateHolsterVisuals() when holsterFull.visible flips.
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1 ⎯ Doğru “içeride mi?” fonksiyonu js Kopyala Düzenle function holsterContains(globalX, globalY) { // Global (stage) → world-içi (local) koordinata çevir var localX = (globalX - world.x) / world.scaleX; var localY = (globalY - world.y) / world.scaleY; // kilif sprite’ının local kutusu var b = { // sprite.anchor zaten hesaba katılmış x: holsterVisual.x, y: holsterVisual.y, w: holsterVisual.width, h: holsterVisual.height }; return ( localX >= b.x && localX <= b.x + b.w && localY >= b.y && localY <= b.y + b.h ); } Global → World dönüşümü anahtar: world’ün x-y offset’i ve ölçeği kadar geri bölüyoruz. 2 ⎯ Eski holsterBox.contains(...) çağrılarını değiştir js Kopyala Düzenle if (zoomFinished && !duelStarted && holsterContains(x, y)) { ... } ... if (zoomFinished && !duelStarted) { if (holsterContains(x, y)) { ... } else if (holdingHolster) { ... } } ... if (!duelStarted && holsterContains(globalX, globalY)) { player.gun.rotation = Math.PI / 2; }
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Rectangle kullanmak yerine, doğrudan kilif sprite’ının gerçek sınırlarını “tıklanabilir alan” olarak saymak en temizi. Aşağıdaki küçük değişikliklerle tüm .contains kontrollerini sprite’ın kendi bound-box’ına bağlamış olursun. js Kopyala Düzenle // --- 1. eski Rectangle'i tamamen kaldır --- /* var holsterBox = new Rectangle(...); <-- sil ya da yorum satırı yap */ var holsterVisual = LK.getAsset('kilif', { width: 300, height: 300, anchorX: -0.2, anchorY: 0 }); world.addChild(holsterVisual); // --- 2. tek bir yardımcı fonksiyon: global nokta kilif’in içindeyse true döner --- function holsterContains(globalX, globalY) { // Sprite’ın ekran (world) bound-box’ını al var b = holsterVisual.getBounds(); // {x, y, width, height} return ( globalX >= b.x && globalX <= b.x + b.width && globalY >= b.y && globalY <= b.y + b.height ); } // --- 3. daha önce holsterBox.contains(...) kullandığın tüm yerleri değiştir --- /* if (holsterBox.contains(x, y)) { ... } ⇒ if (holsterContains(x, y)) { ... } */ // Örnek: // game.down içinde if (zoomFinished && !duelStarted && holsterContains(x, y)) { ... } // game.move içinde erken bırakma if (zoomFinished && !duelStarted) { if (holsterContains(x, y)) { ... } else if (holdingHolster) { ... } } // pointGunAt’ta namluyu indirme: if (!duelStarted && holsterContains(globalX, globalY)) { player.gun.rotation = Math.PI / 2; }
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make kilif assets visuals clickable only
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and spawn kilifbos 50 pixels right of kilif assets spawnpoint
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.dirX = 0; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Body var body = self.attachAsset('enemyBody', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Head var head = self.attachAsset('enemyHead', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -body.height / 2 - 45 }); // Left Arm var larm = self.attachAsset('enemyArm', { anchorX: 0.5, anchorY: 0, x: -body.width / 2 - 10, y: -100 //{t} // 50px up }); // Right Arm (gun hand) var rarm = self.attachAsset('enemyArm', { anchorX: 0.5, anchorY: 0, x: body.width / 2 + 10, y: -100 //{z} // 50px up }); // Legs var lleg = self.attachAsset('enemyLeg', { anchorX: 0.5, anchorY: 0, x: -body.width / 4, y: body.height / 2 - 10 }); var rleg = self.attachAsset('enemyLeg', { anchorX: 0.5, anchorY: 0, x: body.width / 4, y: body.height / 2 - 10 }); // Gun (in hand) var gun = self.attachAsset('enemyGun', { anchorX: 0.5, // 0.5 yerine 0.5 anchorY: 0.5, x: rarm.x, y: rarm.y + rarm.height, rotation: 0 }); // Holster gun (on hip, always visible unless drawn) var hipGun = self.attachAsset('enemyGun', { anchorX: 0.5, anchorY: 0.5, x: body.width / 2 + 8, y: body.height / 2 - 22, rotation: Math.PI / 2 }); // Start with gun in holster, hand empty gun.visible = false; hipGun.visible = true; // Helper methods to switch gun/holster visibility self.toHolster = function () { hipGun.visible = true; gun.visible = false; }; self.toHand = function () { hipGun.visible = false; gun.visible = true; }; self.bodyParts = [body, head, larm, rarm, lleg, rleg, gun]; self.gun = gun; self.rarm = rarm; self.head = head; self.body = body; self.ragdoll = function (hitX, hitY) { for (var i = 0; i < self.bodyParts.length; i++) { var part = self.bodyParts[i]; tween(part, { rotation: (Math.random() - 0.5) * 2.5, x: part.x + (Math.random() - 0.5) * 200, y: part.y + (Math.random() - 0.5) * 200 }, { duration: 600, delay: i * 30, easing: tween.elasticOut }); } }; self.resetPose = function () { body.x = 0; body.y = 0; body.rotation = 0; head.x = 0; head.y = -body.height / 2 - 45; head.rotation = 0; larm.x = -body.width / 2 - 10; larm.y = -100; //{1k} // 50px up larm.rotation = 0; rarm.x = body.width / 2 + 10; rarm.y = -100; //{1n} // 50px up rarm.rotation = 0; lleg.x = -body.width / 4; lleg.y = body.height / 2 - 10; lleg.rotation = 0; rleg.x = body.width / 4; rleg.y = body.height / 2 - 10; rleg.rotation = 0; gun.x = rarm.x; gun.y = rarm.y + rarm.height; gun.rotation = 0; self.toHolster(); // always start with gun in holster }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Body var body = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Head var head = self.attachAsset('playerHead', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -body.height / 2 - 45 }); // Left Arm var larm = self.attachAsset('playerArm', { anchorX: 0.5, anchorY: 0, x: -body.width / 2 - 10, y: -100 //{1S} // 50px up }); // Right Arm (gun hand) var rarm = self.attachAsset('playerArm', { anchorX: 0.5, anchorY: 0, x: body.width / 2 + 10, y: -100 //{1Y} // 50px up }); // Legs var lleg = self.attachAsset('playerLeg', { anchorX: 0.5, anchorY: 0, x: -body.width / 4, y: body.height / 2 - 10 }); var rleg = self.attachAsset('playerLeg', { anchorX: 0.5, anchorY: 0, x: body.width / 4, y: body.height / 2 - 10 }); // Gun (in hand) var gun = self.attachAsset('playerGun', { anchorX: 0.5, // 0.5 yerine 0.5 anchorY: 0.5, x: rarm.x, y: rarm.y + rarm.height, rotation: 0 }); // Holster gun (on hip, always visible unless drawn) var hipGun = self.attachAsset('playerGun', { anchorX: 0.5, anchorY: 0.5, x: body.width / 2 + 8, y: body.height / 2 - 22, rotation: Math.PI / 2 }); // Start with gun in holster, hand empty gun.visible = false; hipGun.visible = true; // Helper methods to switch gun/holster visibility self.toHolster = function () { hipGun.visible = true; gun.visible = false; }; self.toHand = function () { hipGun.visible = false; gun.visible = true; }; // Used for ragdoll effect self.bodyParts = [body, head, larm, rarm, lleg, rleg, gun]; // Used for aiming self.gun = gun; self.rarm = rarm; // Used for hit detection self.head = head; self.body = body; // Used for ragdoll self.ragdoll = function (hitX, hitY) { // Animate all parts to random positions/rotations for (var i = 0; i < self.bodyParts.length; i++) { var part = self.bodyParts[i]; tween(part, { rotation: (Math.random() - 0.5) * 2.5, x: part.x + (Math.random() - 0.5) * 200, y: part.y + (Math.random() - 0.5) * 200 }, { duration: 600, delay: i * 30, easing: tween.elasticOut }); } }; // Reset pose self.resetPose = function () { body.x = 0; body.y = 0; body.rotation = 0; head.x = 0; head.y = -body.height / 2 - 45; head.rotation = 0; larm.x = -body.width / 2 - 10; larm.y = -100; //{2J} // 50px up larm.rotation = 0; rarm.x = body.width / 2 + 10; rarm.y = -100; //{2M} // 50px up rarm.rotation = 0; lleg.x = -body.width / 4; lleg.y = body.height / 2 - 10; lleg.rotation = 0; rleg.x = body.width / 4; rleg.y = body.height / 2 - 10; rleg.rotation = 0; gun.x = rarm.x; gun.y = rarm.y + rarm.height; gun.rotation = 0; self.toHolster(); // always start with gun in holster }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2e1a09 }); /**** * Game Code ****/ // Game state // Player and enemy bodies (torso, head, arms, legs) as simple shapes var STATE_WAIT = 0; var STATE_DRAW = 1; var STATE_SHOT = 2; var STATE_RESULT = 3; var duelState = STATE_WAIT; var canShoot = false; var playerShot = false; var enemyShot = false; var playerBullet = null; var enemyBullet = null; var duelTimer = null; var drawTimeout = null; var resultTimeout = null; var duelStartTime = 0; var playerShotTime = 0; var enemyShotTime = 0; var aimX = 0; var aimY = 0; var aimRadius = 180; var aimAngle = 0; var aimSpeed = 0.018; // %30 daha yavaş var aimDir = 1; var aimActive = false; var playerScore = 0; var roundNum = 1; var maxRounds = 5; // === GLOBAL SHOT COUNTERS === var playerShotsFiredCnt = 0; var enemyShotsFiredCnt = 0; // === PLAYER SHOT COOLDOWN === var playerShotCooldown = 0; // ms left until next shot allowed var enemyData = [{ name: "Greenhorn", minReact: 3.0, maxReact: 3.4, coneStart: 42, coneEnd: 0 }, { name: "Billy the Kid", minReact: 2.4, maxReact: 2.7, coneStart: 36, coneEnd: 0 }, { name: "Doc Holliday", minReact: 1.6, maxReact: 1.9, coneStart: 30, coneEnd: 0 }, { name: "Calamity Jane", minReact: 1.0, maxReact: 1.3, coneStart: 24, coneEnd: 0 }, { name: "The Undertaker", minReact: 0.6, maxReact: 0.8, coneStart: 18, coneEnd: 0, scale: 1.5 }]; var currentEnemy = null; // ==== FIX #1 : SAHNENİN BAŞINDA ==== var world = new Container(); game.addChild(world); // Player and enemy var player = new Player(); var enemy = new Enemy(); world.addChild(player); world.addChild(enemy); // Center positions var centerX = 2048 / 2; var playerY = 2732 * 0.7; var enemyY = 2732 * 0.3; // 6-bullet UI for player and enemy var playerAmmoUI = []; var enemyAmmoUI = []; function setupAmmoUI() { // Remove old UI if any for (var i = 0; i < playerAmmoUI.length; i++) { if (playerAmmoUI[i].parent) { playerAmmoUI[i].parent.removeChild(playerAmmoUI[i]); } } for (var i = 0; i < enemyAmmoUI.length; i++) { if (enemyAmmoUI[i].parent) { enemyAmmoUI[i].parent.removeChild(enemyAmmoUI[i]); } } playerAmmoUI = []; enemyAmmoUI = []; for (var i = 0; i < 6; i++) { var px = player.x - 120 + i * 40; var ex = enemy.x - 120 + i * 40; var bulletP = LK.getAsset('bullet', { scaleX: 0.6, scaleY: 0.6, anchorX: 0.5, anchorY: 0.5 }); var bulletE = LK.getAsset('bullet', { scaleX: 0.6, scaleY: 0.6, anchorX: 0.5, anchorY: 0.5 }); bulletP.y = player.y + 250 + 60; // Düşman: yalnızca 5. raundda 75 px yukarı var enemyExtraY = roundNum === 5 ? -75 : 0; bulletE.y = enemy.y - 250 + enemyExtraY; bulletP.x = px; bulletE.x = ex; // HUD’u world içine koy ki zoom animasyonuyla birlikte büyüsün world.addChild(bulletP); world.addChild(bulletE); playerAmmoUI.push(bulletP); enemyAmmoUI.push(bulletE); } } // Position player and enemy player.x = centerX - 500; player.y = playerY; enemy.x = centerX + 500; enemy.y = enemyY; // Score text var scoreTxt = new Text2('Score: 0', { size: 90, fill: 0xFFF7D6 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Round text var roundTxt = new Text2('', { size: 70, fill: 0xFFE4B5 }); roundTxt.anchor.set(0.5, 0); LK.gui.top.addChild(roundTxt); roundTxt.y = 110; // Duel status text var statusTxt = new Text2('', { size: 110, fill: 0xFFECB3 }); statusTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(statusTxt); // (Aim reticle removed) // Helper: reset all state for a new round function resetDuel() { duelState = STATE_WAIT; canShoot = false; playerShot = false; enemyShot = false; playerBullet = null; enemyBullet = null; duelStartTime = 0; playerShotTime = 0; enemyShotTime = 0; aimAngle = Math.random() * Math.PI * 2; aimDir = Math.random() > 0.5 ? 1 : -1; aimActive = false; // (aimReticle removed) player.resetPose(); enemy.resetPose(); player.toHolster(); enemy.toHolster(); holsterFull.visible = true; holsterEmpty.visible = false; setupAmmoUI(); // === RESET SHOT COUNTERS === playerShotsFiredCnt = 0; enemyShotsFiredCnt = 0; // === RESET HOLSTER FLAGS === playerReady = false; // yeni ← round’a nötr gir holdingHolster = false; // yeni holsterHoldTime = 0; // güvenlik duelStarted = false; // <-- YENİ: her raunda nötr gir cancelHold(); // 1. raunddan kalma musicTimeout varsa temizle zoomFinished = false; // yeni animasyona hazırlan var roundMusic = roundNum === 1 ? 'duelmusic' : roundNum === 2 ? 'round2music' : roundNum === 3 ? 'round3music' : roundNum === 4 ? 'round4music' : 'round5music'; startZoomIn(roundMusic); statusTxt.setText("Wait for the music..."); statusTxt.visible = true; // Set up enemy for this round currentEnemy = enemyData[roundNum - 1]; roundTxt.setText("Round " + roundNum + ": " + currentEnemy.name); // Boss scale (if any) enemy.scaleX = enemy.scaleY = currentEnemy.scale || 1; // Play duel music // (music now only plays during zoom-in, do not play here) // drawTimeout is now set after zoom-in, not here if (drawTimeout) { LK.clearTimeout(drawTimeout); } } // Start the "DRAW!" phase function startDraw() { if (!playerReady) { earlyLose(); return; } duelState = STATE_DRAW; canShoot = true; aimActive = true; // (aimReticle removed) statusTxt.setText("DRAW!"); statusTxt.visible = true; LK.stopMusic(); LK.getSound('draw').play(); player.toHand(); // draw from holster enemy.toHand(); // enemy draws too aimEnemyGunAt(player.x, player.y - 40); // hemen hizala duelStartTime = Date.now(); // Enemy will shoot after their reaction time var reactTime = 1200; // fallback default if (currentEnemy && typeof currentEnemy.minReact === "number" && typeof currentEnemy.maxReact === "number") { reactTime = 1000 * (currentEnemy.minReact + Math.random() * (currentEnemy.maxReact - currentEnemy.minReact)); reactTime *= 0.425; // %57.5 daha hızlı tepki (eski 0.5 ve yeni 0.35 arası) } if (duelTimer) { LK.clearTimeout(duelTimer); } duelTimer = LK.setTimeout(enemyFire, reactTime); } // Player fires function playerFire(x, y) { // 6 mermi limiti if (playerShotsFiredCnt >= 6) { statusTxt.setText("Out of ammo!"); statusTxt.visible = true; return; } if (!canShoot) { return; } // === COOLDOWN: Block if cooldown active === if (playerShotCooldown > 0) { return; } playerShot = true; playerShotsFiredCnt++; // sayaç ↑ playerShotTime = Date.now(); // === COOLDOWN: Set cooldown after shot === playerShotCooldown = 300; // 0.3 seconds in ms // Animate gun tween(player.gun, { rotation: -0.5 }, { duration: 80, easing: tween.cubicOut }); tween(player.rarm, { rotation: -0.3 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('gunshot').play(); // Create bullet playerBullet = new Bullet(); // Muzzle position helper function muzzlePos() { // Use full gun width/height for muzzle (center anchor) var gunW = player.gun.width || 60; var gunH = player.gun.height || 15; return { x: player.x + player.gun.x + Math.cos(player.gun.rotation) * gunW, y: player.y + player.gun.y + Math.sin(player.gun.rotation) * gunH }; } var muzzle = muzzlePos(); playerBullet.x = muzzle.x; playerBullet.y = muzzle.y; // Ateş anındaki imleç (x, y) fonksiyona zaten parametre olarak geliyor var dx = x - muzzle.x; var dy = y - muzzle.y; var dist = Math.sqrt(dx * dx + dy * dy); playerBullet.dirX = dx / dist; playerBullet.dirY = dy / dist; playerBullet.speed = 60; game.addChild(playerBullet); // Decrement player bullet UI for (var i = 0; i < playerAmmoUI.length; i++) { if (playerAmmoUI[i].visible !== false) { playerAmmoUI[i].visible = false; break; } } // If shot before draw, instant loss if (duelState === STATE_WAIT) { duelState = STATE_RESULT; statusTxt.setText("You shot too early!\nYou Lose!"); statusTxt.visible = true; LK.getSound('fail').play(); player.ragdoll(); enemy.ragdoll(); endRound(false); return; } // bir sonraki mermiye izin ver if (duelState === STATE_DRAW && playerShotsFiredCnt < 6) { canShoot = true; aimActive = true; // (aimReticle removed) } // DRAW fazı açık kalsın ki 6 mermi bitene kadar tekrar tekrar ateş edebilelim } // Enemy fires function enemyFire() { var _currentEnemy; if (enemyShotsFiredCnt >= 6 || duelState === STATE_RESULT) { return; } if (!enemyShot) { enemyShot = true; } // ilk mermi için eski bayrak enemyShotsFiredCnt++; enemyShotTime = Date.now(); // Ateşten önce hedefe çevir aimEnemyGunAt(player.x, player.y - 40); // Animate gun tween(enemy.gun, { rotation: 0.5 }, { duration: 80, easing: tween.cubicOut }); tween(enemy.rarm, { rotation: 0.3 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('gunshot').play(); // Create bullet enemyBullet = new Bullet(); var gunW = enemy.gun.width || 60; var gunH = enemy.gun.height || 18; enemyBullet.x = enemy.x + enemy.gun.x + Math.cos(enemy.gun.rotation) * gunW; enemyBullet.y = enemy.y + enemy.gun.y + Math.sin(enemy.gun.rotation) * gunH; // Decrement enemy bullet UI for (var i = 0; i < enemyAmmoUI.length; i++) { if (enemyAmmoUI[i].visible !== false) { enemyAmmoUI[i].visible = false; break; } } // Konik isabet modeliyle hedef seçimi // 1️⃣ hedef vektörü var baseDX = player.x - enemyBullet.x; var baseDY = player.y - 40 - enemyBullet.y; // gövdenin biraz üstü var baseAng = Math.atan2(baseDY, baseDX); // 2️⃣ saçılma açısı (daralan koni) var sIdx = enemyShotsFiredCnt; // 1-6 var sMax = 6; var cStart = currentEnemy && typeof currentEnemy.coneStart === "number" ? currentEnemy.coneStart : 24; // fallback var cEnd = currentEnemy && typeof currentEnemy.coneEnd === "number" ? currentEnemy.coneEnd : 0; var coneDeg = cStart + (cEnd - cStart) * ((sIdx - 1) / (sMax - 1)); var coneRad = coneDeg * Math.PI / 180; var isLast = sIdx === sMax; // son kurşun var spread = isLast ? 0 : Math.random() * coneRad - coneRad / 2; // 3️⃣ hedef noktasını diagramdaki yayı keserek bul var range = 1500; // ekran dışına yeter var targetX = enemyBullet.x + Math.cos(baseAng + spread) * range; var targetY = enemyBullet.y + Math.sin(baseAng + spread) * range; var dx = targetX - enemyBullet.x; var dy = targetY - enemyBullet.y; var dist = Math.sqrt(dx * dx + dy * dy); enemyBullet.dirX = dx / dist; enemyBullet.dirY = dy / dist; enemyBullet.speed = 60; game.addChild(enemyBullet); // sonraki mermi (tak-tak) 0.6 sn sonra if (enemyShotsFiredCnt < 6) { LK.setTimeout(enemyFire, 600); } // Round oyuncu ateş etmediyse ANCAK bütün 6 mermi atıldıktan sonra if (enemyShotsFiredCnt === 6 && !playerShot) { // Son kurşunun ekrandan çıkması için çok kısa bir gecikme bırak LK.setTimeout(function () { if (duelState !== STATE_RESULT) { duelState = STATE_RESULT; statusTxt.setText("You Survived!"); statusTxt.visible = true; endRound(true); } }, 350); } } // End round, win: true/false function endRound(win) { canShoot = false; aimActive = false; // (aimReticle removed) if (drawTimeout) { LK.clearTimeout(drawTimeout); } if (duelTimer) { LK.clearTimeout(duelTimer); } if (resultTimeout) { LK.clearTimeout(resultTimeout); } drawTimeout = null; duelTimer = null; resultTimeout = null; // Next round or end game resultTimeout = LK.setTimeout(function () { if (win) { playerScore += 1; scoreTxt.setText("Score: " + playerScore); roundNum += 1; if (roundNum > maxRounds) { statusTxt.setText("You Win!\nScore: " + playerScore); statusTxt.visible = true; LK.showYouWin(); } else { resetDuel(); } } else { statusTxt.setText("You Lose!\nScore: " + playerScore); statusTxt.visible = true; LK.showGameOver(); } }, 1600); } // Handle aiming reticle movement (circular motion) function updateAimReticle() { // (aim reticle removed) } // Handle bullet collisions and duel result function checkBullets() { // Player bullet hits enemy if (playerBullet) { // Check if bullet reached enemy var dx = playerBullet.x - enemy.x; var dy = playerBullet.y - enemy.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 120) { // Hit! LK.getSound('hit').play(); enemy.ragdoll(playerBullet.x, playerBullet.y); game.removeChild(playerBullet); playerBullet = null; duelState = STATE_RESULT; statusTxt.setText("You Win the Duel!"); statusTxt.visible = true; endRound(true); } } // Enemy bullet hits player if (enemyBullet) { var dx = enemyBullet.x - player.x; var dy = enemyBullet.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 120) { LK.getSound('hit').play(); player.ragdoll(enemyBullet.x, enemyBullet.y); game.removeChild(enemyBullet); enemyBullet = null; duelState = STATE_RESULT; statusTxt.setText("You were shot!"); statusTxt.visible = true; endRound(false); } } // Both bullets exist (simultaneous fire) if (playerBullet && enemyBullet) { // Check which bullet hits first var pdx = playerBullet.x - enemy.x; var pdy = playerBullet.y - enemy.y; var pdist = Math.sqrt(pdx * pdx + pdy * pdy); var edx = enemyBullet.x - player.x; var edy = enemyBullet.y - player.y; var edist = Math.sqrt(edx * edx + edy * edy); if (pdist < 120 && edist < 120) { // Both hit at same time: draw LK.getSound('hit').play(); player.ragdoll(); enemy.ragdoll(); game.removeChild(playerBullet); game.removeChild(enemyBullet); playerBullet = null; enemyBullet = null; duelState = STATE_RESULT; statusTxt.setText("Draw!\nBoth shot!"); statusTxt.visible = true; endRound(false); } else if (pdist < 120) { LK.getSound('hit').play(); enemy.ragdoll(playerBullet.x, playerBullet.y); game.removeChild(playerBullet); playerBullet = null; duelState = STATE_RESULT; statusTxt.setText("You Win the Duel!"); statusTxt.visible = true; endRound(true); } else if (edist < 120) { LK.getSound('hit').play(); player.ragdoll(enemyBullet.x, enemyBullet.y); game.removeChild(enemyBullet); enemyBullet = null; duelState = STATE_RESULT; statusTxt.setText("You were shot!"); statusTxt.visible = true; endRound(false); } } // Remove bullets if off screen if (playerBullet && (playerBullet.x < 0 || playerBullet.x > 2048 || playerBullet.y < 0 || playerBullet.y > 2732)) { game.removeChild(playerBullet); playerBullet = null; // === COOLDOWN: Only allow new shot if cooldown expired === if (playerShotCooldown <= 0) { canShoot = true; } } if (enemyBullet && (enemyBullet.x < 0 || enemyBullet.x > 2048 || enemyBullet.y < 0 || enemyBullet.y > 2732)) { game.removeChild(enemyBullet); enemyBullet = null; enemyShot = false; // yeni atışa izin ver } } // ==== FIX #2 : holster konumu ==== // Use two holster sprites: full and empty, toggle visibility var holsterFull = LK.getAsset('kilif', { width: 300, height: 300, anchorX: -0.2, anchorY: 0 }); var holsterEmpty = LK.getAsset('kilifbos', { width: 300, height: 300, anchorX: -0.2, anchorY: 0 }); holsterFull.visible = true; holsterEmpty.visible = false; var holsterOffset = 250; holsterFull.x = player.x - 200; holsterFull.y = player.y + player.body.height / 2 + holsterOffset; holsterEmpty.x = holsterFull.x; holsterEmpty.y = holsterFull.y; world.addChild(holsterFull); world.addChild(holsterEmpty); // Helper: check if global point is inside holsterFull's bounds (always use holsterFull for hit area) function holsterContains(globalX, globalY) { // Global (stage) → world-içi (local) koordinata çevir var localX = (globalX - world.x) / world.scaleX; var localY = (globalY - world.y) / world.scaleY; // kilif sprite’ının local kutusu var b = { x: holsterFull.x, y: holsterFull.y, w: holsterFull.width, h: holsterFull.height }; return localX >= b.x && localX <= b.x + b.w && localY >= b.y && localY <= b.y + b.h; } // Holster hold/zoom/duel state var zoomFinished = false, duelStarted = false, holsterHoldTime = 0; var playerReady = false; var holdingHolster = false; // Track if holster is being held var musicTimeout = null; // Timer for music/draw phase function beginHold() { if (musicTimeout) { LK.clearTimeout(musicTimeout); } var extra = 4000 + Math.random() * 6000; // 4-10 s musicTimeout = LK.setTimeout(stopMusicAndDraw, extra); } function cancelHold() { if (musicTimeout) { LK.clearTimeout(musicTimeout); } musicTimeout = null; } function stopMusicAndDraw() { LK.stopMusic(); // müzik sustu duelStarted = true; // <-- ERKEN KAYIP KONTROLÜ ARTIK PASİF holsterHoldTime = 0; // güvenlik: sayaç sıfırla startDraw(); // DRAW fazına geç } // Touch/click to fire or start holster hold game.down = function (x, y, obj) { // No fire until duel actually started if (zoomFinished && !duelStarted && holsterContains(x, y)) { playerReady = true; holdingHolster = true; // holster pressed player.toHand(); // ← kılıftan çek (hemen ele ver) // Play holdsound when gun is drawn to hand LK.getSound('holdsound').play(); // --- holster assetini kilifbos ile değiştir (Çözüm 2: iki sprite, görünürlük) --- holsterFull.visible = false; holsterEmpty.visible = true; pointGunAt(x, y); // artık global ve erişilebilir beginHold(); // HOLD başlatılırken zamanlayıcı kuruluyor return; } if (!duelStarted) { return; } if (duelState === STATE_DRAW && canShoot && aimActive) { playerFire(x, y); } else if (duelState === STATE_WAIT && !playerShot) { playerFire(x, y); } }; // On pointer up, check for early leave from holster // ==== FIX #4c : tetikleyici ===== game.up = function (x, y, obj) { // HOLSTER EARLY RELEASE CHECK holdingHolster = false; // holster released cancelHold(); // el çekildi, zamanlayıcı iptal if (!duelStarted && playerReady && duelState === STATE_WAIT) { earlyLose(); return; } if (duelState === STATE_DRAW && canShoot) { playerFire(x, y); return; } }; // Move reticle with finger (optional: drag to aim) game.move = function (x, y, obj) { // Holster hold/early leave logic if (zoomFinished && !duelStarted) { if (holsterContains(x, y)) { // handled in update for dt-accurate timing } else if (holdingHolster) { cancelHold(); earlyLose(); } } // (aim reticle removed) // Namlu her zaman fareyi izlesin (DRAW’tan önce holster tutulurken de) pointGunAt(x, y); }; /**** GLOBAL YARDIMCI : Silahı imlece çevir ****/ function pointGunAt(globalX, globalY) { // 1) Omuz pivotu – dünya koordinatı var shX = player.x + player.rarm.x; var shY = player.y + player.rarm.y; // 2) Omuz → imleç vektörü ve açı (0 rad = sağ) var dx = globalX - shX; var dy = globalY - shY; var ang = Math.atan2(dy, dx); // 3) Kol sprite’ı AŞAĞI bakıyor → –90° (-π/2) düzelt var armRot = ang - Math.PI / 2; player.rarm.rotation = armRot; // 4) El / silah konumu (player LOCAL) var L = player.rarm.height; // ≈110 px // ❗️ Doğru ofset: (-sin, +cos) player.gun.x = player.rarm.x - Math.sin(armRot) * L; player.gun.y = player.rarm.y + Math.cos(armRot) * L; // 5) Silah namlu yönü if (!duelStarted && holsterContains(globalX, globalY)) { player.gun.rotation = Math.PI / 2; // kılıfta ⇒ namlu yere } else { player.gun.rotation = ang; // hedefe bak } } /**** GLOBAL : Enemy silahını hedefe çevir ****/ function aimEnemyGunAt(globalX, globalY) { // 1) Omuz pivotu (world) var shX = enemy.x + enemy.rarm.x; var shY = enemy.y + enemy.rarm.y; // 2) Omuz→hedef vektörü var dx = globalX - shX; var dy = globalY - shY; var ang = Math.atan2(dy, dx); // 3) Kol sprite’ı AŞAĞI bakıyor → –90° (–π/2) düzeltme var armRot = ang - Math.PI / 2; enemy.rarm.rotation = armRot; // 4) El / silah konumu (enemy LOCAL) **ayna!** var L = enemy.rarm.height; // ≈145 px enemy.gun.x = enemy.rarm.x - Math.sin(armRot) * L; enemy.gun.y = enemy.rarm.y + Math.cos(armRot) * L; // 5) Namluyu hedefe döndür enemy.gun.rotation = ang; } // Helper to update holster box position under player's feet function updateHolsterBox() { holsterFull.x = player.x - 200; holsterFull.y = player.y + player.body.height / 2 + holsterOffset; holsterEmpty.x = holsterFull.x; holsterEmpty.y = holsterFull.y; } // Main update loop game.update = function (dt) { // Hide status text during zoom-in if (!zoomFinished) { statusTxt.visible = false; return; } // Always update holster position to follow player updateHolsterBox(); // (aim reticle removed) // Rakip silahı eldeyse oyuncuyu takip etsin if (enemy.gun.visible) { aimEnemyGunAt(player.x, player.y - 40); } // Animate bullets if (playerBullet) { playerBullet.update(); } if (enemyBullet) { enemyBullet.update(); } // === PLAYER SHOT COOLDOWN TIMER === if (playerShotCooldown > 0) { var dtMs = typeof dt === "number" ? dt : 16.7; playerShotCooldown -= dtMs; if (playerShotCooldown < 0) playerShotCooldown = 0; } // Check for bullet collisions checkBullets(); // ==== FIX #3 : statusTxt ayarı ==== // Holster hold logic after zoom if (zoomFinished && !duelStarted) { // Use pointerX/Y for current pointer var px = typeof game.pointerX === "number" ? game.pointerX : 0; var py = typeof game.pointerY === "number" ? game.pointerY : 0; var dtMs = typeof dt === "number" ? dt : 16.7; if (holsterContains(px, py) && holdingHolster) { holsterHoldTime += dtMs; } else { if (holsterHoldTime > 0 && holdingHolster) { earlyLose(); } holsterHoldTime = 0; } if (!duelStarted) { if (!playerReady) { statusTxt.setText("Hold holster to start duel"); } else { statusTxt.setText("Wait for music to end…\nthen aim & release"); } } // if (holsterHoldTime >= 4000 && !duelStarted) { // duelStarted = true; // holsterHoldTime = 0; // resetDuel(); // } statusTxt.visible = true; } else { if (duelState === STATE_DRAW) { statusTxt.setText("Aim and SHOOT!"); } statusTxt.visible = true; } }; // Early lose function function earlyLose() { if (duelState === STATE_RESULT) { return; } // only trigger once holdingHolster = false; holsterHoldTime = 0; duelStarted = false; LK.stopMusic(); if (drawTimeout) { LK.clearTimeout(drawTimeout); } statusTxt.setText("Too early!\nYou lose!"); statusTxt.visible = true; LK.getSound('gunshot').play(); // yere ateş LK.getSound('fail').play(); // Optionally, also play gunshot sound: // LK.getSound('gunshot').play(); // Show game over after 1 second LK.setTimeout(function () { LK.showGameOver(); }, 1000); } // Camera zoom-in before duel starts function startZoomIn(music) { // ==== FIX #1b : zoom fonksiyonunda ==== var startScale = 0.4; world.scaleX = world.scaleY = startScale; world.x = centerX * (1 - startScale); world.y = 2732 / 2 * (1 - startScale); LK.playMusic(music || 'duelmusic'); tween(world, { scaleX: 1, scaleY: 1, x: 0, y: 0 }, { duration: 4000, easing: tween.quadInOut, onFinish: function onFinish() { zoomFinished = true; } }); } // Start zoom-in and music immediately on boot startZoomIn();
===================================================================
--- original.js
+++ change.js
@@ -305,8 +305,10 @@
var maxRounds = 5;
// === GLOBAL SHOT COUNTERS ===
var playerShotsFiredCnt = 0;
var enemyShotsFiredCnt = 0;
+// === PLAYER SHOT COOLDOWN ===
+var playerShotCooldown = 0; // ms left until next shot allowed
var enemyData = [{
name: "Greenhorn",
minReact: 3.0,
maxReact: 3.4,
@@ -510,12 +512,18 @@
return;
}
if (!canShoot) {
return;
- } // playerShot kısıtlamasını kaldır
+ }
+ // === COOLDOWN: Block if cooldown active ===
+ if (playerShotCooldown > 0) {
+ return;
+ }
playerShot = true;
playerShotsFiredCnt++; // sayaç ↑
playerShotTime = Date.now();
+ // === COOLDOWN: Set cooldown after shot ===
+ playerShotCooldown = 300; // 0.3 seconds in ms
// Animate gun
tween(player.gun, {
rotation: -0.5
}, {
@@ -782,9 +790,12 @@
// Remove bullets if off screen
if (playerBullet && (playerBullet.x < 0 || playerBullet.x > 2048 || playerBullet.y < 0 || playerBullet.y > 2732)) {
game.removeChild(playerBullet);
playerBullet = null;
- canShoot = true; // anında yeni atış serbest
+ // === COOLDOWN: Only allow new shot if cooldown expired ===
+ if (playerShotCooldown <= 0) {
+ canShoot = true;
+ }
}
if (enemyBullet && (enemyBullet.x < 0 || enemyBullet.x > 2048 || enemyBullet.y < 0 || enemyBullet.y > 2732)) {
game.removeChild(enemyBullet);
enemyBullet = null;
@@ -979,8 +990,14 @@
}
if (enemyBullet) {
enemyBullet.update();
}
+ // === PLAYER SHOT COOLDOWN TIMER ===
+ if (playerShotCooldown > 0) {
+ var dtMs = typeof dt === "number" ? dt : 16.7;
+ playerShotCooldown -= dtMs;
+ if (playerShotCooldown < 0) playerShotCooldown = 0;
+ }
// Check for bullet collisions
checkBullets();
// ==== FIX #3 : statusTxt ayarı ====
// Holster hold logic after zoom