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 BossEnemy = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
self.health = 30;
self.speedY = 0.5;
self.movePattern = 2; // Always use sine wave pattern
self.patternOffset = Math.random() * 100;
self.shootTimer = 60; // Shoot more frequently than regular enemies
self.update = function () {
// Move down slowly until reaching position
if (self.y < 300) {
self.y += self.speedY;
}
// Side-to-side movement
self.x = self.startX + Math.sin(LK.ticks * 0.02 + self.patternOffset) * 200;
// Shoot less frequently
self.shootTimer--;
if (self.shootTimer <= 0) {
// Create enemy bullets (multiple)
var bullet1 = new Bullet();
bullet1.speed = 6;
bullet1.x = self.x - 30;
bullet1.y = self.y + 50;
game.addChild(bullet1);
enemyBullets.push(bullet1);
var bullet2 = new Bullet();
bullet2.speed = 6;
bullet2.x = self.x + 30;
bullet2.y = self.y + 50;
game.addChild(bullet2);
enemyBullets.push(bullet2);
var bullet3 = new Bullet();
bullet3.speed = 5;
bullet3.x = self.x;
bullet3.y = self.y + 50;
game.addChild(bullet3);
enemyBullets.push(bullet3);
self.shootTimer = 180; // Increased from 60 to 180 to make boss shoot less frequently
}
return false;
};
return self;
});
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 = 180 + Math.floor(Math.random() * 240);
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 = 180 + Math.floor(Math.random() * 240);
}
// 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 = 150; // Reduced from 300 to spawn enemies more frequently
var enemySpawnCountdown = 150;
var bossActive = false;
var bossHealth = 30;
var boss = null;
// 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 boss if active
if (bossActive && boss && bullet.intersects(boss)) {
// Create small explosion effect
createExplosion(bullet.x, bullet.y, 0xe74c3c);
// Remove bullet
bullet.destroy();
bullets.splice(i, 1);
// Reduce boss health
bossHealth--;
updateBossHealthBar();
// Check if boss is defeated
if (bossHealth <= 0) {
// Create large explosion
createExplosion(boss.x, boss.y, 0xe74c3c);
createExplosion(boss.x - 50, boss.y + 30, 0xe74c3c);
createExplosion(boss.x + 50, boss.y - 30, 0xe74c3c);
// Remove boss
boss.destroy();
boss = null;
bossActive = false;
// Award big score
score += 200;
updateUI();
}
continue; // Skip checking other enemies
}
// Check collision with regular 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 - make spawn rate lower but not as aggressively
enemySpawnRate = Math.max(90, enemySpawnRate - 10);
// Spawn boss at level 5 and above
if (level >= 5 && !bossActive) {
spawnBoss();
}
// 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();
}
});
}
}
// Spawn boss function
function spawnBoss() {
bossActive = true;
bossHealth = 30;
// Create boss warning text
var warningText = new Text2('BOSS INCOMING!', {
size: 120,
fill: 0xFF0000
});
warningText.anchor.set(0.5, 0.5);
warningText.x = 2048 / 2;
warningText.y = 2732 / 2;
game.addChild(warningText);
// Animate and remove warning
tween(warningText, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 1500,
onFinish: function onFinish() {
warningText.destroy();
// Create and add boss
boss = new BossEnemy();
boss.x = 2048 / 2;
boss.y = -150;
boss.startX = boss.x;
game.addChild(boss);
// Create boss health bar
updateBossHealthBar();
}
});
}
// Update boss health bar
function updateBossHealthBar() {
// Remove old health bar if exists
if (game.bossHealthBar) {
game.bossHealthBar.destroy();
}
// Create new health bar
var healthBar = new Container();
healthBar.x = 2048 / 2 - 300;
healthBar.y = 100;
// Background
var barBg = healthBar.attachAsset('asteroid', {
anchorX: 0,
anchorY: 0.5,
scaleX: 6,
scaleY: 0.5
});
barBg.tint = 0x333333;
// Health fill
var barFill = healthBar.attachAsset('asteroid', {
anchorX: 0,
anchorY: 0.5,
scaleX: bossHealth / 30 * 6,
scaleY: 0.4
});
barFill.tint = 0xFF0000;
// Add health text
var healthText = new Text2('Boss: ' + bossHealth + '/30', {
size: 40,
fill: 0xFFFFFF
});
healthText.anchor.set(0.5, 0.5);
healthText.x = 300;
healthText.y = 0;
healthBar.addChild(healthText);
game.addChild(healthBar);
game.bossHealthBar = healthBar;
}
// 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();
}
// Update boss if active
if (bossActive && boss) {
boss.update();
}
// Only spawn regular enemies if boss is not active
else {
// 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
@@ -351,10 +351,10 @@
level++;
updateUI();
// Increase difficulty - make spawn rate lower but not as aggressively
enemySpawnRate = Math.max(90, enemySpawnRate - 10);
- // Spawn boss at level 2 and above (after level 1)
- if (level > 1 && !bossActive) {
+ // Spawn boss at level 5 and above
+ if (level >= 5 && !bossActive) {
spawnBoss();
}
// Show level up text
var levelUpTxt = new Text2('Level ' + level + '!', {