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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = targets[0].x - bullet.x;' Line Number: 40
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bulletleri hedef ne taraftan gelirse o tarafa at belirli bir yöne atma
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herşey aynı kalsın bulletleri hedefe doğru at
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snipere her dokunduğumda bullet at
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bullerlei göster
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ekle her attığında shoot sesini
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her bullet attığında shoot sesini ekle
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oyunun sonuna game over yaz
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hedef ile sniper arasında çarpışma olursa oyunu bitir ve ekrana game over yazdır
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game overi targetlerden herhangi biri sniperle çarptığı zaman göster
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Please fix the bug: 'TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 140
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eğer targetlar sniper dokunduysa game over yazdır programı durdur
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target ile sniper çarpışma algılaması ekle çarpıştığında oyunu bitir
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targetlerden herhangi biri sniperin üstüne geçerse oyunu bitir
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game over yazdir oyunun sonuna
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targetlerden herhangi biri sniper değerse oyunu durdur
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mavi kutular pembe kutuya temas ettiğinde oyunu bitiren bir yazı göster ekranın ortasına
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 139
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eğer targetler snipere değerse oyunu durdur targetlerin akışını durdur ve ekrana görülebiecek şekilde game over simgesini yerleştir
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game over simgesini ekrana koy
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target bullete değerse oyunu duraklat
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oyun bittiğinde ekranda game over göster ve oyunu duraklat
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game over göstergesi ya ekranın ortasında
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mavi kutucuklardan herhangi biri pembe kutucağa temas ettiğinde oyunu bitir
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mavi kutucuklar pembe kutucuğa değerse oyunu duraklat
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Bullet speed
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
};
});
// Define a Sniper class
var Sniper = Container.expand(function () {
var self = Container.call(this);
var sniperGraphics = self.attachAsset('sniper', {
anchorX: 0.5,
anchorY: 0.5,
width: 100,
height: 100
});
self.down = function (x, y, obj) {
// Fire a bullet towards the blue boxes
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
bullets.push(newBullet);
game.addChild(newBullet);
// Play a sound
LK.getSound('shoot').play();
// Loop through all targets
for (var i = 0; i < targets.length; i++) {
// Calculate the direction towards the target
var dx = targets[i].x - self.x;
var dy = targets[i].y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction and scale it by the bullet speed
newBullet.speedX = newBullet.speed * dx / distance;
newBullet.speedY = newBullet.speed * dy / distance;
}
};
});
// Define a Target class
var Target = Container.expand(function () {
var self = Container.call(this);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 150
});
self.speed = 3; // Target speed
self.update = function () {
var dx = sniper.x - self.x;
var dy = sniper.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += self.speed * dx / distance;
self.y += self.speed * dy / distance;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var bullets = [];
var targets = [];
var score = 0;
// Create and position the sniper
var sniper = game.addChild(new Sniper());
sniper.x = 1024; // Center horizontally
sniper.y = 2632; // Move to the starting position
// Create targets
for (var i = 0; i < 2; i++) {
var target = new Target();
target.x = 200 + i * 200; // Staggered horizontally
target.y = Math.random() * 2732;
targets.push(target);
game.addChild(target);
}
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Update game logic
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update targets
for (var j = 0; j < targets.length; j++) {
targets[j].update();
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = targets.length - 1; l >= 0; l--) {
if (bullets[k].intersects(targets[l])) {
bullets[k].destroy();
targets[l].destroy();
bullets.splice(k, 1);
targets.splice(l, 1);
score += 1;
scoreTxt.setText('Score: ' + score);
break;
}
// Check if the target intersects with the sniper and end the game if it does
if (targets[l].intersects(sniper)) {
var gameOverText = new Text2('Game Over', {
size: 200,
fill: 0xFFFFFF
});
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = 1024;
gameOverText.y = 1366;
LK.gui.center.addChild(gameOverText);
LK.pauseGame();
}
}
}
// Generate new targets
if (LK.ticks % Math.max(240 - Math.floor(LK.ticks / 3000), 120) == 0) {
var targetCount = Math.floor(score / 10) + 1; // Increase the number of targets every 10 points
for (var i = 0; i < targetCount; i++) {
var target = new Target();
target.x = Math.random() * 2048; // Random position horizontally
target.y = 0; // At the top
targets.push(target);
game.addChild(target);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -135,9 +135,9 @@
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = 1024;
gameOverText.y = 1366;
LK.gui.center.addChild(gameOverText);
- LK.showGameOver();
+ LK.pauseGame();
}
}
}
// Generate new targets
fighter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
zombie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
zombie bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
zombie epidemic abaounded place. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.