User prompt
Düşmanlar 5 saniyede 3 kere ateş etsin
User prompt
Düşmanlar 5 saniyede 2 kere ateş etsin
User prompt
Düşmanlar 5 saniyede ateş etsin
User prompt
Düşmanlar saniyede 2 kere ateş etsin
User prompt
Karakter sadece aynı hizada sağa sola hareket edebilsin
User prompt
Boss u yendikten sonra oyun bitsin
User prompt
Boss 2. Levelden sonra gelsin
User prompt
2. Boss 5 level sonra gelsin
User prompt
Boss 1. Levelden sonra gelsin
User prompt
Boss daha az ateş etsin
User prompt
2 . Levelden sonra ekranın üst orta kısmında daha büyük düşman olsun ve onun ölmesi için 30 mermi atamak gereksin ayrıca büyük düşman geldiğinde diğer düşmanlar gelmesin ve büyük düşman küçük düşmana göre daha çok ateş etsin
User prompt
Enemy ler daha çok gelsin ama ateş etmeleri az olsun
User prompt
Oyunda sadece enemy ve spaceship olsun
User prompt
Shield olmasın
Code edit (1 edits merged)
Please save this source code
User prompt
Retro Cosmos
Initial prompt
Ateri oyunu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; // Remove bullets that go off screen if (self.y < -50) { return true; // Return true to mark for removal } return false; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 1.5 + Math.random() * 1.5; self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: sine self.patternOffset = Math.random() * 100; self.shootTimer = 60 + Math.floor(Math.random() * 120); self.update = function () { self.y += self.speedY; // Different movement patterns switch (self.movePattern) { case 1: // Zigzag self.x += Math.sin(LK.ticks * 0.05 + self.patternOffset) * 3; break; case 2: // Sine wave self.x = self.startX + Math.sin(LK.ticks * 0.03 + self.patternOffset) * 150; break; } // Shoot occasionally self.shootTimer--; if (self.shootTimer <= 0) { // Create enemy bullet var bullet = new Bullet(); bullet.speed = 5; // Bullets move down bullet.x = self.x; bullet.y = self.y + 30; game.addChild(bullet); enemyBullets.push(bullet); self.shootTimer = 60 + Math.floor(Math.random() * 120); } // Remove if off bottom of screen if (self.y > 2732 + 100) { return true; // Mark for removal } return false; }; return self; }); var Spaceship = Container.expand(function () { var self = Container.call(this); var spaceshipGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.shootCooldown = 0; self.shootDelay = 15; self.speed = 5; self.lives = 3; self.shoot = function () { if (self.shootCooldown <= 0) { self.shootCooldown = self.shootDelay; // Create a single bullet var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); bullets.push(bullet); // Play shoot sound LK.getSound('shoot').play(); return true; } return false; }; self.update = function () { // Update cooldown if (self.shootCooldown > 0) { self.shootCooldown--; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state var gameRunning = true; var level = 1; var score = 0; var lives = 3; var enemySpawnRate = 300; var enemySpawnCountdown = 300; // Game elements var spaceship; var bullets = []; var enemyBullets = []; var enemies = []; // Create UI elements var scoreTxt = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -250; // Offset from right edge var levelTxt = new Text2('Level: 1', { size: 50, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 10; var livesTxt = new Text2('Lives: 3', { size: 50, fill: 0xFFFFFF }); livesTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(livesTxt); livesTxt.x = 120; // Offset to avoid menu button livesTxt.y = 10; var highScoreTxt = new Text2('High Score: ' + storage.highScore, { size: 40, fill: 0xFFFFFF }); highScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(highScoreTxt); highScoreTxt.y = 60; // Drag handling var isDragging = false; // Initialize game elements function initializeGame() { // Create player spaceship spaceship = new Spaceship(); spaceship.x = 2048 / 2; spaceship.y = 2732 - 200; game.addChild(spaceship); // Reset variables bullets = []; enemyBullets = []; enemies = []; level = 1; score = 0; lives = 3; // Update UI updateUI(); // Start game music LK.playMusic('gameMusic'); } // Update UI elements function updateUI() { scoreTxt.setText('Score: ' + score); levelTxt.setText('Level: ' + level); livesTxt.setText('Lives: ' + lives); highScoreTxt.setText('High Score: ' + storage.highScore); // Update score in LK system LK.setScore(score); } // Create explosion effect function createExplosion(x, y, color) { // Flash object var explosionObj = new Container(); explosionObj.x = x; explosionObj.y = y; var explosionGraphic = explosionObj.attachAsset('asteroid', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); game.addChild(explosionObj); // Animate explosion tween(explosionGraphic, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosionObj.destroy(); } }); // Play explosion sound LK.getSound('explosion').play(); } // Handle collisions function checkCollisions() { // Player bullets with enemies for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Create explosion createExplosion(enemy.x, enemy.y, 0xe74c3c); // Remove enemy and bullet enemy.destroy(); enemies.splice(j, 1); bullet.destroy(); bullets.splice(i, 1); // Increase score score += 15; updateUI(); break; // Bullet can only hit one enemy } } } // Check player collisions with enemy ships for (var i = enemies.length - 1; i >= 0; i--) { if (spaceship.intersects(enemies[i])) { // Create explosion createExplosion(enemies[i].x, enemies[i].y, 0xe74c3c); // Remove enemy enemies[i].destroy(); enemies.splice(i, 1); // Player loses a life lives--; updateUI(); if (lives <= 0) { gameOver(); } } } // Check player collisions with enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { if (spaceship.intersects(enemyBullets[i])) { // Create small explosion createExplosion(enemyBullets[i].x, enemyBullets[i].y, 0xffffff); // Remove bullet enemyBullets[i].destroy(); enemyBullets.splice(i, 1); // Player loses a life lives--; updateUI(); if (lives <= 0) { gameOver(); } } } } // Check if game level should increase function checkLevelProgression() { if (score >= level * 100) { level++; updateUI(); // Increase difficulty enemySpawnRate = Math.max(180, enemySpawnRate - 20); // Show level up text var levelUpTxt = new Text2('Level ' + level + '!', { size: 100, fill: 0xFFFF00 }); levelUpTxt.anchor.set(0.5, 0.5); levelUpTxt.x = 2048 / 2; levelUpTxt.y = 2732 / 2; game.addChild(levelUpTxt); // Animate and remove tween(levelUpTxt, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 1500, onFinish: function onFinish() { levelUpTxt.destroy(); } }); } } // Game over function function gameOver() { gameRunning = false; // Update high score if (score > storage.highScore) { storage.highScore = score; updateUI(); } // Show game over screen LK.showGameOver(); } // Initialize the game initializeGame(); // Touch and mouse controls game.down = function (x, y, obj) { isDragging = true; // Fire a bullet when tapping if (gameRunning) { spaceship.shoot(); } // Move spaceship to touch position spaceship.x = x; spaceship.y = y; }; game.up = function (x, y, obj) { isDragging = false; }; game.move = function (x, y, obj) { if (isDragging && gameRunning) { // Move spaceship to touch position spaceship.x = x; // Limit Y position to bottom area spaceship.y = Math.min(y, 2732 - 150); spaceship.y = Math.max(spaceship.y, 2732 / 2); } }; // Game update function game.update = function () { if (!gameRunning) return; // Update spaceship spaceship.update(); // Auto-fire when holding if (isDragging && LK.ticks % 15 === 0) { spaceship.shoot(); } // Spawn enemies enemySpawnCountdown--; if (enemySpawnCountdown <= 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -100; enemy.startX = enemy.x; // Save starting X for sine movement game.addChild(enemy); enemies.push(enemy); enemySpawnCountdown = enemySpawnRate; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].update()) { bullets[i].destroy(); bullets.splice(i, 1); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { if (enemyBullets[i].update()) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].update()) { enemies[i].destroy(); enemies.splice(i, 1); } } // Check collisions checkCollisions(); // Check level progression checkLevelProgression(); };
===================================================================
--- original.js
+++ change.js
@@ -8,35 +8,8 @@
/****
* Classes
****/
-var Asteroid = Container.expand(function () {
- var self = Container.call(this);
- var asteroidGraphics = self.attachAsset('asteroid', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.8 + Math.random() * 0.6,
- // Random size
- scaleY: 0.8 + Math.random() * 0.6
- });
- self.rotationSpeed = (Math.random() - 0.5) * 0.1;
- self.speedY = 2 + Math.random() * 3;
- self.speedX = (Math.random() - 0.5) * 2;
- self.update = function () {
- self.y += self.speedY;
- self.x += self.speedX;
- asteroidGraphics.rotation += self.rotationSpeed;
- // Loop sides of the screen
- if (self.x < -50) self.x = 2048 + 50;
- if (self.x > 2048 + 50) self.x = -50;
- // Remove if off bottom of screen
- if (self.y > 2732 + 100) {
- return true; // Mark for removal
- }
- return false;
- };
- return self;
-});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
@@ -95,111 +68,27 @@
return false;
};
return self;
});
-var Gem = Container.expand(function () {
- var self = Container.call(this);
- var gemGraphics = self.attachAsset('gem', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speedY = 2 + Math.random() * 2;
- self.rotationSpeed = (Math.random() - 0.5) * 0.1;
- self.value = 10;
- self.update = function () {
- self.y += self.speedY;
- gemGraphics.rotation += self.rotationSpeed;
- // Remove if off bottom of screen
- if (self.y > 2732 + 50) {
- return true; // Mark for removal
- }
- return false;
- };
- return self;
-});
-var Powerup = Container.expand(function () {
- var self = Container.call(this);
- var powerupGraphics = self.attachAsset('powerup', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speedY = 2 + Math.random();
- self.type = 1; // Only double fire powerup available
- // Red tint for double fire
- powerupGraphics.tint = 0xe74c3c; // Red for double fire
- self.update = function () {
- self.y += self.speedY;
- powerupGraphics.rotation += 0.03;
- // Remove if off bottom of screen
- if (self.y > 2732 + 50) {
- return true; // Mark for removal
- }
- return false;
- };
- return self;
-});
var Spaceship = Container.expand(function () {
var self = Container.call(this);
var spaceshipGraphics = self.attachAsset('spaceship', {
anchorX: 0.5,
anchorY: 0.5
});
- self.shield = false; // Keep but always false for collision detection
self.shootCooldown = 0;
self.shootDelay = 15;
- self.doubleFire = false;
- self.powerupTime = 0;
self.speed = 5;
self.lives = 3;
- self.activateShield = function (duration) {
- self.shield = true;
- self.shieldTime = duration;
- if (!self.shieldGraphic) {
- self.shieldGraphic = self.attachAsset('shield', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5
- });
- } else {
- self.shieldGraphic.visible = true;
- }
- };
- self.deactivateShield = function () {
- self.shield = false;
- if (self.shieldGraphic) {
- self.shieldGraphic.visible = false;
- }
- };
- self.activateDoubleFire = function (duration) {
- self.doubleFire = true;
- self.powerupTime = duration;
- };
- self.deactivateDoubleFire = function () {
- self.doubleFire = false;
- };
self.shoot = function () {
if (self.shootCooldown <= 0) {
self.shootCooldown = self.shootDelay;
- if (self.doubleFire) {
- // Create two bullets side by side
- var bullet1 = new Bullet();
- bullet1.x = self.x - 20;
- bullet1.y = self.y;
- game.addChild(bullet1);
- bullets.push(bullet1);
- var bullet2 = new Bullet();
- bullet2.x = self.x + 20;
- bullet2.y = self.y;
- game.addChild(bullet2);
- bullets.push(bullet2);
- } else {
- // Create a single bullet
- var bullet = new Bullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- bullets.push(bullet);
- }
+ // Create a single bullet
+ var bullet = new Bullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ bullets.push(bullet);
// Play shoot sound
LK.getSound('shoot').play();
return true;
}
@@ -209,15 +98,8 @@
// Update cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
- // Update powerup time
- if (self.doubleFire && self.powerupTime > 0) {
- self.powerupTime--;
- if (self.powerupTime <= 0) {
- self.deactivateDoubleFire();
- }
- }
};
return self;
});
@@ -235,24 +117,15 @@
var gameRunning = true;
var level = 1;
var score = 0;
var lives = 3;
-var asteroidSpawnRate = 120;
var enemySpawnRate = 300;
-var gemSpawnRate = 180;
-var powerupSpawnRate = 600;
-var spawnCountdown = 60;
var enemySpawnCountdown = 300;
-var gemSpawnCountdown = 120;
-var powerupSpawnCountdown = 600;
// Game elements
var spaceship;
var bullets = [];
var enemyBullets = [];
-var asteroids = [];
var enemies = [];
-var gems = [];
-var powerups = [];
// Create UI elements
var scoreTxt = new Text2('Score: 0', {
size: 50,
fill: 0xFFFFFF
@@ -293,12 +166,9 @@
game.addChild(spaceship);
// Reset variables
bullets = [];
enemyBullets = [];
- asteroids = [];
enemies = [];
- gems = [];
- powerups = [];
level = 1;
score = 0;
lives = 3;
// Update UI
@@ -343,65 +213,29 @@
LK.getSound('explosion').play();
}
// Handle collisions
function checkCollisions() {
- // Player bullets with asteroids
+ // Player bullets with enemies
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
- // Check collision with asteroids
- for (var j = asteroids.length - 1; j >= 0; j--) {
- var asteroid = asteroids[j];
- if (bullet.intersects(asteroid)) {
+ // Check collision with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
// Create explosion
- createExplosion(asteroid.x, asteroid.y, 0x7f8c8d);
- // Remove asteroid and bullet
- asteroid.destroy();
- asteroids.splice(j, 1);
+ createExplosion(enemy.x, enemy.y, 0xe74c3c);
+ // Remove enemy and bullet
+ enemy.destroy();
+ enemies.splice(j, 1);
bullet.destroy();
bullets.splice(i, 1);
// Increase score
- score += 5;
+ score += 15;
updateUI();
- break; // Bullet can only hit one asteroid
+ break; // Bullet can only hit one enemy
}
}
- // Check collision with enemies
- if (bullets[i]) {
- // Make sure bullet still exists
- for (var j = enemies.length - 1; j >= 0; j--) {
- var enemy = enemies[j];
- if (bullet.intersects(enemy)) {
- // Create explosion
- createExplosion(enemy.x, enemy.y, 0xe74c3c);
- // Remove enemy and bullet
- enemy.destroy();
- enemies.splice(j, 1);
- bullet.destroy();
- bullets.splice(i, 1);
- // Increase score
- score += 15;
- updateUI();
- break; // Bullet can only hit one enemy
- }
- }
- }
}
- // Check player collisions with asteroids
- for (var i = asteroids.length - 1; i >= 0; i--) {
- if (spaceship.intersects(asteroids[i])) {
- // Create explosion
- createExplosion(asteroids[i].x, asteroids[i].y, 0x7f8c8d);
- // Remove asteroid
- asteroids[i].destroy();
- asteroids.splice(i, 1);
- // Player loses a life
- lives--;
- updateUI();
- if (lives <= 0) {
- gameOver();
- }
- }
- }
// Check player collisions with enemy ships
for (var i = enemies.length - 1; i >= 0; i--) {
if (spaceship.intersects(enemies[i])) {
// Create explosion
@@ -432,65 +266,16 @@
gameOver();
}
}
}
- // Check player collisions with gems
- for (var i = gems.length - 1; i >= 0; i--) {
- if (spaceship.intersects(gems[i])) {
- // Play collect sound
- LK.getSound('collect').play();
- // Add score
- score += gems[i].value;
- updateUI();
- // Remove gem with a small animation
- tween(gems[i], {
- alpha: 0,
- scaleX: 0.5,
- scaleY: 0.5
- }, {
- duration: 300,
- onFinish: function (gem) {
- return function () {
- gem.destroy();
- };
- }(gems[i])
- });
- gems.splice(i, 1);
- }
- }
- // Check player collisions with powerups
- for (var i = powerups.length - 1; i >= 0; i--) {
- if (spaceship.intersects(powerups[i])) {
- // Play powerup sound
- LK.getSound('powerup').play();
- // Apply powerup effect - only double fire available
- spaceship.activateDoubleFire(600);
- // Remove powerup with animation
- tween(powerups[i], {
- alpha: 0,
- scaleX: 2,
- scaleY: 2
- }, {
- duration: 300,
- onFinish: function (powerup) {
- return function () {
- powerup.destroy();
- };
- }(powerups[i])
- });
- powerups.splice(i, 1);
- }
- }
}
// Check if game level should increase
function checkLevelProgression() {
if (score >= level * 100) {
level++;
updateUI();
// Increase difficulty
- asteroidSpawnRate = Math.max(60, asteroidSpawnRate - 10);
enemySpawnRate = Math.max(180, enemySpawnRate - 20);
- gemSpawnRate = Math.max(120, gemSpawnRate - 5);
// Show level up text
var levelUpTxt = new Text2('Level ' + level + '!', {
size: 100,
fill: 0xFFFF00
@@ -556,18 +341,8 @@
// Auto-fire when holding
if (isDragging && LK.ticks % 15 === 0) {
spaceship.shoot();
}
- // Spawn asteroids
- spawnCountdown--;
- if (spawnCountdown <= 0) {
- var asteroid = new Asteroid();
- asteroid.x = Math.random() * 2048;
- asteroid.y = -100;
- game.addChild(asteroid);
- asteroids.push(asteroid);
- spawnCountdown = asteroidSpawnRate;
- }
// Spawn enemies
enemySpawnCountdown--;
if (enemySpawnCountdown <= 0) {
var enemy = new Enemy();
@@ -577,28 +352,8 @@
game.addChild(enemy);
enemies.push(enemy);
enemySpawnCountdown = enemySpawnRate;
}
- // Spawn gems
- gemSpawnCountdown--;
- if (gemSpawnCountdown <= 0) {
- var gem = new Gem();
- gem.x = Math.random() * 2048;
- gem.y = -50;
- game.addChild(gem);
- gems.push(gem);
- gemSpawnCountdown = gemSpawnRate;
- }
- // Spawn powerups
- powerupSpawnCountdown--;
- if (powerupSpawnCountdown <= 0) {
- var powerup = new Powerup();
- powerup.x = Math.random() * 2048;
- powerup.y = -50;
- game.addChild(powerup);
- powerups.push(powerup);
- powerupSpawnCountdown = powerupSpawnRate;
- }
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].update()) {
bullets[i].destroy();
@@ -611,36 +366,15 @@
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
- // Update asteroids
- for (var i = asteroids.length - 1; i >= 0; i--) {
- if (asteroids[i].update()) {
- asteroids[i].destroy();
- asteroids.splice(i, 1);
- }
- }
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i].update()) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
- // Update gems
- for (var i = gems.length - 1; i >= 0; i--) {
- if (gems[i].update()) {
- gems[i].destroy();
- gems.splice(i, 1);
- }
- }
- // Update powerups
- for (var i = powerups.length - 1; i >= 0; i--) {
- if (powerups[i].update()) {
- powerups[i].destroy();
- powerups.splice(i, 1);
- }
- }
// Check collisions
checkCollisions();
// Check level progression
checkLevelProgression();