User prompt
Seri atış basılı tuttuğumuz kısmı izlesin
User prompt
Basılı tutunca seri atış yap
User prompt
Başla tuşunu düzelt
User prompt
Bir başlat menüsü ekle
User prompt
Yeni levele geçince canımız 30 artsın
User prompt
bizim atağımız 20 kat artsın
User prompt
yeni levele geçmeden bossa hasar veremeyelim
User prompt
bizim atağımız ise 51 kat artsın
User prompt
bossun canı her seferinde 50 kat artsın ve atış miktarı artsın
User prompt
bizim canımız alt kısımda gözüksün
User prompt
lucy yazmasın
User prompt
kalpler %80 oranla çıksın ve %39 oranla ölümsüz olalım ve ekranda LUCY yazsın
User prompt
kalplere tıkladığımızda canımız artsın ve kalp assetini oluştur
User prompt
ardada sırada bir kalp çıkısn ve canımızı %50 artırsın
User prompt
bizim saldırımız tıkladığımız yöne gitsin
User prompt
bossların atağı 2 arta arta gitsin ve ilk boss 10 vursun bizim canımız ise 100 olsun
User prompt
boss 2 saniyede bir ateş etsin
User prompt
bossta bize ateş etsin ve bizim ateşlerimiz tıladığı yönü takip etsin ve 30 level yap
Code edit (1 edits merged)
Please save this source code
User prompt
Soul Bosses: Tap & Fire
Initial prompt
bana souls benzeri oyun yap 10 level olsun her levelde bossun gğcğ artsın bizim gücümüz ise tıkladığımız yere ateş atmak
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boss var Boss = Container.expand(function () { var self = Container.call(this); var boss = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 10; self.hp = 10; self.shootCooldown = 0; self.patternTick = 0; self.patternType = 0; self.moveDir = 1; self.moveSpeed = 6; self.update = function () { // Boss movement: horizontal oscillation self.x += self.moveDir * self.moveSpeed; if (self.x < 320) { self.x = 320; self.moveDir = 1; } if (self.x > 2048 - 320) { self.x = 2048 - 320; self.moveDir = -1; } self.patternTick++; }; return self; }); // Boss bullet var BossBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('bossBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 18; self.speedX = 0; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); // Heart var Heart = Container.expand(function () { var self = Container.call(this); var heart = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 12; self.update = function () { self.y += self.speedY; }; return self; }); // Player var Player = Container.expand(function () { var self = Container.call(this); var player = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.cooldown = 0; return self; }); // Player bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); // Calculate direction toward last tap var dx = lastTapX - player.x; var dy = lastTapY - (player.y - 100); var mag = Math.sqrt(dx * dx + dy * dy); // Defensive: if mag is 0, shoot straight up if (mag === 0) { dx = 0; dy = -1; mag = 1; } var speed = 36; self.speedX = dx / mag * speed; self.speedY = dy / mag * speed; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181a1b }); /**** * Game Code ****/ // Game state variables // Player bullet // Boss bullet // Player // Boss // Boss HP bar // Boss HP bar background // Sound effects // Music var currentLevel = 1; var maxLevel = 30; var player, boss; var playerBullets = []; var bossBullets = []; var canShoot = true; var bossHpBar, bossHpBarBg, bossHpText; var scoreText, levelText; var isGameOver = false; var isYouWin = false; var lastPlayerHit = false; var lastBossHit = false; var playerInvulnTicks = 0; // Hearts var hearts = []; var heartSpawnTimer = null; // Store last tap position for bullet direction var lastTapX = 2048 / 2; var lastTapY = 600; // --- Start Menu Overlay --- var startMenuOverlay = new Container(); var startMenuBg = LK.getAsset('bossHpBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 1200, height: 900 }); startMenuBg.alpha = 0.92; startMenuOverlay.addChild(startMenuBg); var startTitle = new Text2('BOSS SAVAŞI', { size: 180, fill: 0xFFE066 }); startTitle.anchor.set(0.5, 0.5); startTitle.x = 2048 / 2; startTitle.y = 2732 / 2 - 220; startMenuOverlay.addChild(startTitle); var startDesc = new Text2('10 zorlu bossu yen!\nHer seviyede güçlen!', { size: 80, fill: 0xffffff }); startDesc.anchor.set(0.5, 0.5); startDesc.x = 2048 / 2; startDesc.y = 2732 / 2 - 40; startMenuOverlay.addChild(startDesc); var startBtn = LK.getAsset('bossHpBar', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 220, width: 600, height: 140 }); startBtn.alpha = 0.98; startMenuOverlay.addChild(startBtn); var startBtnText = new Text2('BAŞLA', { size: 110, fill: 0xffffff }); startBtnText.anchor.set(0.5, 0.5); startBtnText.x = 2048 / 2; startBtnText.y = 2732 / 2 + 220; startMenuOverlay.addChild(startBtnText); game.addChild(startMenuOverlay); var gameStarted = false; // Start menu tap handler startBtn.down = function (x, y, obj) { if (!gameStarted) { startMenuOverlay.visible = false; gameStarted = true; } }; // Prevent game from starting until menu is dismissed // Boss damage per level: first boss 10, +2 per level function getBossDamage(level) { return 10 + (level - 1) * 2; } // Start music LK.playMusic('bossMusic'); // --- UI --- scoreText = new Text2('Score: 0', { size: 90, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); levelText = new Text2('Level 1', { size: 70, fill: 0xFFE066 }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 110; // Boss HP bar bossHpBarBg = LK.getAsset('bossHpBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 320 }); bossHpBar = LK.getAsset('bossHpBar', { anchorX: 0, anchorY: 0.5, x: 2048 / 2 - 400, y: 320 }); bossHpText = new Text2('', { size: 60, fill: 0xFFFFFF }); bossHpText.anchor.set(0.5, 0.5); bossHpText.x = 2048 / 2; bossHpText.y = 320; game.addChild(bossHpBarBg); game.addChild(bossHpBar); game.addChild(bossHpText); // --- Player --- player = new Player(); player.x = 2048 / 2; player.y = 2732 - 320; player.hp = 100; game.addChild(player); // Player HP UI var playerHpText = new Text2('HP: 100 / 100', { size: 80, fill: 0x4ec3ff }); playerHpText.anchor.set(0.5, 1); LK.gui.bottom.addChild(playerHpText); playerHpText.y = -40; // --- Boss --- var bossShootTimer = null; function spawnBoss(level) { if (boss) { boss.destroy(); } boss = new Boss(); // Boss HP increases 50x each level boss.maxHp = 10 * Math.pow(50, level - 1); boss.hp = boss.maxHp; boss.x = 2048 / 2; boss.y = 600; boss.moveSpeed = 6 + Math.floor(level / 2); boss.patternType = (level - 1) % 3; boss.shootCooldown = 0; boss.patternTick = 0; game.addChild(boss); boss._vulnerable = true; updateBossHpBar(); // Clear any previous boss shoot timer if (bossShootTimer !== null) { LK.clearInterval(bossShootTimer); bossShootTimer = null; } // Set up boss shooting every 2 seconds (2000ms), but fire more bullets as level increases bossShootTimer = LK.setInterval(function () { if (!isGameOver && !isYouWin && boss) { // Number of bullets increases with level (minimum 1, max 10) var numBullets = Math.min(1 + Math.floor((currentLevel - 1) / 1), 10); var spread = 120 + 40 * (numBullets - 1); for (var i = 0; i < numBullets; i++) { var bullet = new BossBullet(); // Spread bullets horizontally if (numBullets === 1) { bullet.x = boss.x; } else { bullet.x = boss.x - spread / 2 + spread / (numBullets - 1) * i; } bullet.y = boss.y + 120; bullet.speedY = 18 + currentLevel * 1.5; bullet.speedX = 0; bossBullets.push(bullet); game.addChild(bullet); } LK.getSound('bossShoot').play(); } }, 2000); } spawnBoss(currentLevel); // --- Helper functions --- function updateBossHpBar() { var hpRatio = boss.hp / boss.maxHp; bossHpBar.width = 800 * hpRatio; bossHpText.setText('Boss HP: ' + boss.hp + ' / ' + boss.maxHp); } function resetGameState() { // Remove all bullets for (var i = 0; i < playerBullets.length; i++) { playerBullets[i].destroy(); } for (var i = 0; i < bossBullets.length; i++) { bossBullets[i].destroy(); } playerBullets = []; bossBullets = []; player.x = 2048 / 2; player.y = 2732 - 320; player.hp = 100; playerHpText.setText('HP: 100 / 100'); playerInvulnTicks = 0; lastPlayerHit = false; lastBossHit = false; isGameOver = false; isYouWin = false; canShoot = true; LK.setScore(0); scoreText.setText('Score: 0'); currentLevel = 1; levelText.setText('Level 1'); // Remove all hearts for (var i = 0; i < hearts.length; i++) { hearts[i].destroy(); } hearts = []; // Clear heart spawn timer if exists if (typeof heartSpawnTimer !== "undefined" && heartSpawnTimer !== null) { LK.clearInterval(heartSpawnTimer); heartSpawnTimer = null; } // Clear boss shoot timer if exists if (typeof bossShootTimer !== "undefined" && bossShootTimer !== null) { LK.clearInterval(bossShootTimer); bossShootTimer = null; } spawnBoss(currentLevel); // Start heart spawn timer (every 7-12 seconds, random) heartSpawnTimer = LK.setInterval(function () { if (!isGameOver && !isYouWin) { // 80% chance to spawn a heart if (Math.random() < 0.8) { var heart = new Heart(); heart.x = 200 + Math.random() * (2048 - 400); heart.y = -80; hearts.push(heart); game.addChild(heart); } } }, 7000 + Math.floor(Math.random() * 5000)); } // --- Shooting --- var isShooting = false; var shootInterval = null; function shootPlayerBullet() { if (!canShoot || isGameOver || isYouWin) return; if (player.cooldown > 0) return; var bullet = new PlayerBullet(); bullet.x = player.x; bullet.y = player.y - 100; playerBullets.push(bullet); game.addChild(bullet); player.cooldown = 10; LK.getSound('playerShoot').play(); } function shootBossBullets() { if (!boss) return; var pattern = boss.patternType; var tick = boss.patternTick; var level = currentLevel; // Patterns: 0 = straight, 1 = spread, 2 = aimed if (pattern === 0) { // Straight down, faster at higher levels if (tick % Math.max(40 - level * 2, 12) === 0) { var bullet = new BossBullet(); bullet.x = boss.x; bullet.y = boss.y + 120; bullet.speedY = 18 + level * 1.5; bullet.speedX = 0; bossBullets.push(bullet); game.addChild(bullet); LK.getSound('bossShoot').play(); } } else if (pattern === 1) { // Spread: 3 bullets if (tick % Math.max(60 - level * 2, 18) === 0) { for (var i = -1; i <= 1; i++) { var bullet = new BossBullet(); bullet.x = boss.x; bullet.y = boss.y + 120; bullet.speedY = 16 + level * 1.2; bullet.speedX = i * (6 + level * 0.7); bossBullets.push(bullet); game.addChild(bullet); } LK.getSound('bossShoot').play(); } } else if (pattern === 2) { // Aimed at player if (tick % Math.max(50 - level * 2, 14) === 0) { var dx = player.x - boss.x; var dy = player.y - boss.y; var mag = Math.sqrt(dx * dx + dy * dy); var speed = 20 + level * 1.5; var bullet = new BossBullet(); bullet.x = boss.x; bullet.y = boss.y + 120; bullet.speedX = dx / mag * speed; bullet.speedY = dy / mag * speed; bossBullets.push(bullet); game.addChild(bullet); LK.getSound('bossShoot').play(); } } } // --- Game events --- // Tap anywhere to shoot game.down = function (x, y, obj) { // Store tap position for bullet direction lastTapX = x; lastTapY = y; shootPlayerBullet(); }; // No drag/move for player (player is stationary) // --- Main update loop --- game.update = function () { // Block gameplay until start menu is dismissed if (!gameStarted) return; if (isGameOver || isYouWin) return; // Player cooldown if (player.cooldown > 0) player.cooldown--; // Player invulnerability after hit if (playerInvulnTicks > 0) { playerInvulnTicks--; if (playerInvulnTicks % 6 < 3) { player.alpha = 0.4; } else { player.alpha = 1; } } else { player.alpha = 1; } // Update boss if (boss) boss.update(); // Boss shooting if (boss) shootBossBullets(); // Update player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Off screen if (b.y < -100) { b.destroy(); playerBullets.splice(i, 1); continue; } // Hit boss if (boss && b.intersects(boss) && boss._vulnerable) { // Player bullet damage increases 20x each level var playerBulletDamage = Math.pow(20, currentLevel - 1); boss.hp -= playerBulletDamage; LK.getSound('bossHit').play(); tween(boss, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(boss, { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); updateBossHpBar(); b.destroy(); playerBullets.splice(i, 1); LK.setScore(LK.getScore() + 1); scoreText.setText('Score: ' + LK.getScore()); // Boss defeated if (boss.hp <= 0) { boss._vulnerable = false; LK.getSound('bossDefeat').play(); tween(boss, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { boss.destroy(); } }); if (currentLevel < maxLevel) { currentLevel++; // Increase player HP by 30, but not above 100 player.hp = Math.min(player.hp + 30, 100); playerHpText.setText('HP: ' + player.hp + ' / 100'); levelText.setText('Level ' + currentLevel); LK.setTimeout(function () { spawnBoss(currentLevel); }, 900); } else { // Win isYouWin = true; LK.showYouWin(); } } } } // Update boss bullets for (var i = bossBullets.length - 1; i >= 0; i--) { var b = bossBullets[i]; b.update(); // Off screen if (b.y > 2732 + 100 || b.x < -100 || b.x > 2048 + 100) { b.destroy(); bossBullets.splice(i, 1); continue; } // Hit player if (playerInvulnTicks === 0 && b.intersects(player)) { // 39% chance to be invincible (no damage, no invuln, just flash) if (Math.random() < 0.39) { // Flash yellow for invincible LK.effects.flashObject(player, 0xFFFF00, 400); // Optionally, you can add a little effect here } else { LK.getSound('playerHit').play(); tween(player, { scaleX: 1.3, scaleY: 1.3 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); playerInvulnTicks = 60; // Decrease player HP by boss damage player.hp -= getBossDamage(currentLevel); if (player.hp < 0) player.hp = 0; // Update player HP UI playerHpText.setText('HP: ' + player.hp + ' / 100'); // Game over if HP <= 0 if (player.hp <= 0) { LK.effects.flashScreen(0xff0000, 800); isGameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 900); } } } } // Update hearts for (var i = hearts.length - 1; i >= 0; i--) { var h = hearts[i]; h.update(); // Off screen if (h.y > 2732 + 100) { h.destroy(); hearts.splice(i, 1); continue; } // Collect heart by tap if (h._collectedByTap) { // Already collected by tap, skip continue; } // Collect heart by intersecting with player if (h.intersects(player)) { // Heal player by 50% of max (100), but not above 100 var heal = Math.ceil(100 * 0.5); player.hp = Math.min(player.hp + heal, 100); playerHpText.setText('HP: ' + player.hp + ' / 100'); h.destroy(); hearts.splice(i, 1); // Optional: flash blue for heal LK.effects.flashObject(player, 0x4ec3ff, 400); continue; } } // Make hearts clickable to heal the player game.down = function (x, y, obj) { // Block gameplay tap input until start menu is dismissed if (!gameStarted) return; // Check if tap is on a heart for (var i = hearts.length - 1; i >= 0; i--) { var h = hearts[i]; // Defensive: check if already collected by tap if (h._collectedByTap) continue; // Convert tap to heart local coordinates var local = h.toLocal({ x: x, y: y }); // Check if tap is within heart bounds (ellipse, so use bounding box for simplicity) if (Math.abs(local.x) <= h.width / 2 && Math.abs(local.y) <= h.height / 2) { // Heal player by 50% of max (100), but not above 100 var heal = Math.ceil(100 * 0.5); player.hp = Math.min(player.hp + heal, 100); playerHpText.setText('HP: ' + player.hp + ' / 100'); h._collectedByTap = true; h.destroy(); hearts.splice(i, 1); LK.effects.flashObject(player, 0x4ec3ff, 400); return; // Only allow one heart per tap } } // Store tap position for bullet direction lastTapX = x; lastTapY = y; // Start continuous shooting isShooting = true; shootPlayerBullet(); if (shootInterval !== null) { LK.clearInterval(shootInterval); shootInterval = null; } shootInterval = LK.setInterval(function () { if (isShooting && gameStarted && !isGameOver && !isYouWin) { shootPlayerBullet(); } }, 60); }; }; // Stop continuous shooting on up game.up = function (x, y, obj) { isShooting = false; if (shootInterval !== null) { LK.clearInterval(shootInterval); shootInterval = null; } }; // Reset game state on game over or win LK.on('gameover', function () { // Clear boss shoot timer if exists if (typeof bossShootTimer !== "undefined" && bossShootTimer !== null) { LK.clearInterval(bossShootTimer); bossShootTimer = null; } // Clear heart spawn timer if exists if (typeof heartSpawnTimer !== "undefined" && heartSpawnTimer !== null) { LK.clearInterval(heartSpawnTimer); heartSpawnTimer = null; } resetGameState(); }); LK.on('youwin', function () { // Clear boss shoot timer if exists if (typeof bossShootTimer !== "undefined" && bossShootTimer !== null) { LK.clearInterval(bossShootTimer); bossShootTimer = null; } // Clear heart spawn timer if exists if (typeof heartSpawnTimer !== "undefined" && heartSpawnTimer !== null) { LK.clearInterval(heartSpawnTimer); heartSpawnTimer = null; } resetGameState(); });
===================================================================
--- original.js
+++ change.js
@@ -360,8 +360,10 @@
}
}, 7000 + Math.floor(Math.random() * 5000));
}
// --- Shooting ---
+var isShooting = false;
+var shootInterval = null;
function shootPlayerBullet() {
if (!canShoot || isGameOver || isYouWin) return;
if (player.cooldown > 0) return;
var bullet = new PlayerBullet();
@@ -626,11 +628,30 @@
}
// Store tap position for bullet direction
lastTapX = x;
lastTapY = y;
+ // Start continuous shooting
+ isShooting = true;
shootPlayerBullet();
+ if (shootInterval !== null) {
+ LK.clearInterval(shootInterval);
+ shootInterval = null;
+ }
+ shootInterval = LK.setInterval(function () {
+ if (isShooting && gameStarted && !isGameOver && !isYouWin) {
+ shootPlayerBullet();
+ }
+ }, 60);
};
};
+// Stop continuous shooting on up
+game.up = function (x, y, obj) {
+ isShooting = false;
+ if (shootInterval !== null) {
+ LK.clearInterval(shootInterval);
+ shootInterval = null;
+ }
+};
// Reset game state on game over or win
LK.on('gameover', function () {
// Clear boss shoot timer if exists
if (typeof bossShootTimer !== "undefined" && bossShootTimer !== null) {
Alevli bir iskelet boss zırhı olsun ve alevli bir silahı olsun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Bir büyücü ama erkek ve barışçıl bir savaşçı ama artık intikam arıyor. In-Game asset. 2d. High contrast. No shadows
Fire bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Blue fire. In-Game asset. 2d. High contrast. No shadows