User prompt
shield barini red renk yap
User prompt
shield barini tam shield metninin altina koy
User prompt
shield barini buyut ve sag ust kosede kalplerin altina koy
User prompt
kalplerin olcusunu buyut ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
shieldi aldikda ikinci bir shield almak olmasin
User prompt
oyuncu kaybettiginde ziplayarak asagi dussun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyuncuyu cok az asagi dusur
User prompt
ouncuyu cok az asagi dusur
User prompt
oyuncuyu biraz asagi dusur
User prompt
oyuncuyu biraz yukari kaydir
User prompt
oyunda ilk notani aldiktan sonra bir muzik calmaya baslasin
User prompt
tek seferde sadece bir shield spawnlana bisin
User prompt
bomba shielde degdiginde patlasin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
shield effekti sadece oyuncunu uzerinde shield aktifken olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
shield effekti shield bitene kadar oyuncuda kalsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yeni bir asset olustur bu asset shieldi alarken oyuncunun uzerinde yaranan effekte bagli olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyuncuyu biraz asagi dusur
User prompt
merdivenin 7 kismini esit olarak y uzunlugunu 1000% artir
User prompt
merdiveni oyuncunun hareketine uygun 7 kisima ayir
User prompt
merdiveni 7 siraya uygun bol
User prompt
oyuncuyu merdivenin ustune getir
User prompt
merdivenin y uzunlugunu 1000% artir
User prompt
merdivenin y uzunlugunu 500% artir
User prompt
merdivenin uzunlugunu 500% artr
User prompt
shieldi aldikda Shield yazisi ve altinda suresini gosteren bir bar olustur ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var FallingBomb = Container.expand(function (lane) { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.lane = lane; self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); var FallingNote = Container.expand(function (noteType, lane) { var self = Container.call(this); var noteGraphics = self.attachAsset('note' + noteType, { anchorX: 0.5, anchorY: 0.5 }); self.lane = lane; self.speed = 8; self.noteType = noteType; self.update = function () { self.y += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.currentLane = 3; self.shieldActive = false; self.shieldTimer = 0; self.shieldEffect = null; self.update = function () { if (self.shieldActive) { self.shieldTimer--; // Update shield effect position to follow player if (self.shieldEffect) { self.shieldEffect.x = self.x; self.shieldEffect.y = self.y; } if (self.shieldTimer <= 0) { self.shieldActive = false; playerGraphics.tint = 0xFFFFFF; shieldUI.container.visible = false; // Remove shield effect when shield ends if (self.shieldEffect) { self.shieldEffect.destroy(); self.shieldEffect = null; } } else { // Update shield timer bar var progress = self.shieldTimer / 300; // 300 is max shield time shieldUI.barFg.width = 300 * progress; } } else { shieldUI.container.visible = false; } }; self.activateShield = function () { self.shieldActive = true; self.shieldTimer = 300; // 5 seconds at 60fps playerGraphics.tint = 0xFFD700; shieldUI.container.visible = true; shieldUI.barFg.width = 300; // Remove any existing shield effect first if (self.shieldEffect) { self.shieldEffect.destroy(); self.shieldEffect = null; } // Create shield activation effect that persists only when shield is active if (self.shieldActive) { self.shieldEffect = new ShieldEffect(); self.shieldEffect.x = self.x; self.shieldEffect.y = self.y; game.addChild(self.shieldEffect); self.shieldEffect.startEffect(); } }; return self; }); var ShieldEffect = Container.expand(function () { var self = Container.call(this); var effectGraphics = self.attachAsset('shieldEffect', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.alpha = 0.7; effectGraphics.scaleX = 1.2; effectGraphics.scaleY = 1.2; self.animationDirection = 1; self.update = function () { // Continuous pulsing animation while shield is active effectGraphics.rotation += 0.05; effectGraphics.scaleX += 0.01 * self.animationDirection; effectGraphics.scaleY += 0.01 * self.animationDirection; if (effectGraphics.scaleX >= 1.4) { self.animationDirection = -1; } else if (effectGraphics.scaleX <= 1.0) { self.animationDirection = 1; } }; self.startEffect = function () { // Initial pulse effect tween(effectGraphics, { alpha: 0.7 }, { duration: 300, easing: tween.easeOut }); }; return self; }); var ShieldPowerup = Container.expand(function (lane) { var self = Container.call(this); var shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); self.lane = lane; self.speed = 6; self.update = function () { self.y += self.speed; shieldGraphics.rotation += 0.1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ var player; var staircases = []; var fallingNotes = []; var fallingBombs = []; var shieldPowerups = []; var hearts = []; var scoreTxt; var heartsTxt; var shieldUI = {}; var playerHealth = 3; var gameSpeed = 1; var spawnTimer = 0; var bombSpawnChance = 0.15; var shieldSpawnChance = 0.05; var shieldSpawned = false; var musicStarted = false; var lanePositions = []; var laneWidth = 2048 / 7; // Calculate lane positions for (var i = 0; i < 7; i++) { lanePositions[i] = i * laneWidth + laneWidth / 2; } // Create staircases for (var i = 0; i < 7; i++) { var staircase = game.addChild(LK.getAsset('staircase', { anchorX: 0.5, anchorY: 0.5 })); staircase.x = lanePositions[i]; staircase.y = 2732 - 100; staircase.width = laneWidth - 20; // Make each staircase fit its lane with small gap staircase.height = 2000; // Set appropriate height for individual staircases (1000% increase) staircases.push(staircase); } // Create tunnel at top var tunnel = game.addChild(LK.getAsset('tunnel', { anchorX: 0.5, anchorY: 1 })); tunnel.x = 2048 / 2; tunnel.y = 200; // Create player player = game.addChild(new Player()); player.x = lanePositions[player.currentLane]; player.y = 2732 - 100 - 740; // Position player lower on the staircase // Create UI scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); heartsTxt = new Text2('♥ ♥ ♥', { size: 80, fill: 0xFF0000 }); heartsTxt.anchor.set(1, 0); LK.gui.topRight.addChild(heartsTxt); // Create shield UI shieldUI.container = new Container(); shieldUI.container.visible = false; LK.gui.topRight.addChild(shieldUI.container); shieldUI.text = new Text2('SHIELD', { size: 80, fill: 0xFFD700 }); shieldUI.text.anchor.set(1, 0); shieldUI.text.x = 0; shieldUI.text.y = 100; shieldUI.container.addChild(shieldUI.text); // Shield timer bar background shieldUI.barBg = LK.getAsset('staircase', { anchorX: 1, anchorY: 0 }); shieldUI.barBg.x = 0; shieldUI.barBg.y = 180; shieldUI.barBg.width = 300; shieldUI.barBg.height = 30; shieldUI.barBg.tint = 0x333333; shieldUI.container.addChild(shieldUI.barBg); // Shield timer bar foreground shieldUI.barFg = LK.getAsset('staircase', { anchorX: 1, anchorY: 0 }); shieldUI.barFg.x = 0; shieldUI.barFg.y = 180; shieldUI.barFg.width = 300; shieldUI.barFg.height = 30; shieldUI.barFg.tint = 0xFF0000; shieldUI.container.addChild(shieldUI.barFg); function updateHeartsDisplay() { var heartsText = ''; for (var i = 0; i < playerHealth; i++) { heartsText += '♥ '; } heartsTxt.setText(heartsText); } function spawnFallingObject() { var lane = Math.floor(Math.random() * 7); var x = lanePositions[lane]; var spawnY = 150; // Spawn from bottom of tunnel if (Math.random() < shieldSpawnChance && !shieldSpawned) { // Spawn shield powerup var shield = new ShieldPowerup(lane); shield.x = x; shield.y = spawnY; shieldPowerups.push(shield); game.addChild(shield); shieldSpawned = true; } else if (Math.random() < bombSpawnChance) { // Spawn bomb var bomb = new FallingBomb(lane); bomb.x = x; bomb.y = spawnY; fallingBombs.push(bomb); game.addChild(bomb); } else { // Spawn note var noteType = Math.floor(Math.random() * 7) + 1; var note = new FallingNote(noteType, lane); note.x = x; note.y = spawnY; fallingNotes.push(note); game.addChild(note); } } function movePlayer(targetLane) { if (targetLane >= 0 && targetLane < 7) { player.currentLane = targetLane; tween(player, { x: lanePositions[targetLane] }, { duration: 200, easing: tween.easeOut }); } } game.down = function (x, y, obj) { var clickedLane = Math.floor(x / laneWidth); movePlayer(clickedLane); }; game.update = function () { // Spawn falling objects spawnTimer++; if (spawnTimer >= Math.max(30 - Math.floor(LK.ticks / 600), 15)) { spawnFallingObject(); spawnTimer = 0; } // Update and check falling notes for (var i = fallingNotes.length - 1; i >= 0; i--) { var note = fallingNotes[i]; if (note.lastY === undefined) note.lastY = note.y; // Check if note went off screen if (note.lastY < 2732 && note.y >= 2732) { note.destroy(); fallingNotes.splice(i, 1); continue; } // Check collision with player if (note.lane === player.currentLane && note.intersects(player)) { LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('catch').play(); // Start music when first note is caught if (!musicStarted) { LK.playMusic('background_music'); musicStarted = true; } note.destroy(); fallingNotes.splice(i, 1); continue; } note.lastY = note.y; } // Update and check falling bombs for (var i = fallingBombs.length - 1; i >= 0; i--) { var bomb = fallingBombs[i]; if (bomb.lastY === undefined) bomb.lastY = bomb.y; // Check if bomb went off screen if (bomb.lastY < 2732 && bomb.y >= 2732) { bomb.destroy(); fallingBombs.splice(i, 1); continue; } // Check collision with player if (bomb.lane === player.currentLane && bomb.intersects(player)) { if (player.shieldActive) { // Bomb hits shield - create explosion effect LK.getSound('bomb_hit').play(); LK.effects.flashScreen(0xFFD700, 300); // Create explosion effect using tween var explosionScale = { scale: 1 }; tween(explosionScale, { scale: 3 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Explosion animation complete } }); // Tint bomb red and fade out for explosion effect tween(bomb, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut }); } else { // Bomb hits player without shield playerHealth--; updateHeartsDisplay(); LK.getSound('bomb_hit').play(); LK.effects.flashScreen(0xff0000, 500); } bomb.destroy(); fallingBombs.splice(i, 1); if (playerHealth <= 0) { // Make player bounce and fall when losing tween(player, { y: player.y - 200 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // After jumping up, fall down tween(player, { y: player.y + 400 }, { duration: 600, easing: tween.bounceIn, onFinish: function onFinish() { LK.showGameOver(); } }); } }); } continue; } bomb.lastY = bomb.y; } // Update and check shield powerups for (var i = shieldPowerups.length - 1; i >= 0; i--) { var shield = shieldPowerups[i]; if (shield.lastY === undefined) shield.lastY = shield.y; // Check if shield went off screen if (shield.lastY < 2732 && shield.y >= 2732) { shield.destroy(); shieldPowerups.splice(i, 1); shieldSpawned = false; continue; } // Check collision with player if (shield.lane === player.currentLane && shield.intersects(player) && !player.shieldActive) { player.activateShield(); LK.getSound('shield_pickup').play(); shield.destroy(); shieldPowerups.splice(i, 1); shieldSpawned = false; continue; } shield.lastY = shield.y; } // Gradually increase game speed if (LK.ticks % 1800 === 0) { // Every 30 seconds gameSpeed += 0.1; for (var i = 0; i < fallingNotes.length; i++) { fallingNotes[i].speed = 8 * gameSpeed; } for (var i = 0; i < fallingBombs.length; i++) { fallingBombs[i].speed = 8 * gameSpeed; } for (var i = 0; i < shieldPowerups.length; i++) { shieldPowerups[i].speed = 6 * gameSpeed; } } };
===================================================================
--- original.js
+++ change.js
@@ -237,9 +237,9 @@
shieldUI.barFg.x = 0;
shieldUI.barFg.y = 180;
shieldUI.barFg.width = 300;
shieldUI.barFg.height = 30;
-shieldUI.barFg.tint = 0xFFD700;
+shieldUI.barFg.tint = 0xFF0000;
shieldUI.container.addChild(shieldUI.barFg);
function updateHeartsDisplay() {
var heartsText = '';
for (var i = 0; i < playerHealth; i++) {
2D metal golgesiz merdiven. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2D golgesiz guclu bomba resimi. In-Game asset. 2d. High contrast. No shadows
2D golgesiz mavi renkte panelli fantastik holografik bir kalkan. In-Game asset. 2d. High contrast. No shadows
2D sari seffaf golgesiz panelli fantastik bir kure. In-Game asset. 2d. High contrast. No shadows
2D muzik notasi. In-Game asset. 2d. High contrast. No shadows
2D muzik notasi. In-Game asset. 2d. High contrast. No shadows
2D muzik notasi. In-Game asset. 2d. High contrast. No shadows
2D muzik notasi. In-Game asset. 2d. High contrast. No shadows
2D muzik notasi. In-Game asset. 2d. High contrast. No shadows
2D muzik notasi. In-Game asset. 2d. High contrast. No shadows
2D muzik yalniz notasi. In-Game asset. 2d. High contrast. No shadows
2d. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2D bir yere tirmanamak isteyen elleri ve kollari acik pixelart bir insan. In-Game asset. 2d. High contrast. No shadows