User prompt
rehine vurulmadan ekrandan kaybolduğunda +100 skor puanı ve +25 can puanı versin
User prompt
1000 puandan sonra ekrana en az 3 düşman çıksın. 2000 puandan sonra 4 düşman olsun. bu döngü her 1000 puan için tekrar etsin.
User prompt
EKRANA AYNI ANDA EN FAZLA 1 REHİNE GELSİN
User prompt
HER 1000 PUANDA FAZLADAN 1 REHİNE EKRANA GELSİN. EĞER DÜŞMANLAR VURULUR VE REHİNE HAYATTA KALIRSA 25 CAN PUANI YENİLESİN
User prompt
1000 PUANDAN SONRA ARAYA REHİNE KOY YANLIŞLIKLA REHİNEYE TIKLANDIĞINDA DA 25 CAN EKSİLSİN. DÜŞMAN ÇEŞİTLİLİĞİ İÇİN FAZLADAN 2 FARKLI KARAKTER KOYMANI İSTİYORUM. HEDEFLER VURULDUĞUNDA KIRMIZI RENK İLE ARKAYA KAN SIÇRASIN. SKOR KISMINI KIRMIZI RENKLE DEĞİŞTİR. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arka ekran beyaz olsun, sağ üstde bir düğme koy ve ona basınca arka plan siyaha dönsün
User prompt
HEDEFİN ÖLÇÜLERİ EN DÜŞÜK 80X80 OLACAK EN BÜYÜK 175X175 OLACAK ŞEKİLDE RASTGELE BOYUTLARDA EKRANA GELSİN
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HER 1000 PUAN ALINDIĞINDA HEDEF SAYISI 1 ARTSIN
User prompt
HEDEFLER EN FAZLA 3 TANE ÇIKSIN. VE EKRANTAKİ TÜM HEDEFLERE TIKLADIKTAN SONRA YENİ HEDEFLER BELİRLENSİN. 3 SANİYE İÇİNDE TIKLAYAMAZSAK HASAR ALALIM VE YENİ HEDEFLER BELİRLENSİN
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthText.style.fill = "#00ff00";' Line Number: 152
User prompt
AYNI ANDA 1 İLA 5 ARASINDA RASTGELE SAYIDA HEDEF ÇIKABİLİR. HEDEFE EĞER 1 SANİYEDE TIKLARSAK 25 PUAN 2 SANİYEDE TIKLARSAK 20 PUAN 3 SANİYEDE TIKLARSAK 15 PUAN OLACAK ŞEKİLDE SKOR HESAPLAMASI YAP.
Code edit (1 edits merged)
Please save this source code
User prompt
Aim Trainer Pro
Initial prompt
COUNTER STRİKE OYUNU İÇİN AİM ALIŞTIRMASI YAP. RASTGELE SÜRELERDE EKRANA ÇIKAN HEDEFE TIKLAYALIM VE PUAN ALALIM. BU HEDEFLERE UZUN SÜRE TIKLAYAMAZSAK HASAR ALALIM VE HER HASAR 25 CAN GETİRSİN. TOPLAMDA CANIMIZ 100 OLSUN. HEDEFLER 3 SANİYEDEN ÖNCE EKRANDAN KAYBOLMASIN.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Target = Container.expand(function () {
var self = Container.call(this);
// Random size between 80 and 175
var randomSize = 80 + Math.random() * (175 - 80);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
anchorY: 0.5,
width: randomSize,
height: randomSize
});
self.lifeTime = 0;
self.maxLifeTime = 3000; // 3 seconds in milliseconds
self.isAlive = true;
self.update = function () {
if (!self.isAlive) return;
self.lifeTime += 16.67; // Approximately 60 FPS
// Flash red as target gets closer to expiring
var timeLeft = self.maxLifeTime - self.lifeTime;
if (timeLeft < 1000) {
var alpha = 0.5 + 0.5 * Math.sin(self.lifeTime * 0.01);
targetGraphics.alpha = alpha;
}
// Target expires
if (self.lifeTime >= self.maxLifeTime) {
self.expire();
}
};
self.expire = function () {
if (!self.isAlive) return;
self.isAlive = false;
playerHealth -= 25;
updateHealthDisplay();
LK.getSound('miss').play();
// Flash screen red
LK.effects.flashScreen(0xff0000, 500);
// Remove from targets array
for (var i = targets.length - 1; i >= 0; i--) {
if (targets[i] === self) {
targets.splice(i, 1);
break;
}
}
// Check if all targets are cleared and spawn new ones
if (targets.length === 0) {
spawnTimer = 0; // Reset spawn timer to spawn immediately
}
// Check game over
if (playerHealth <= 0) {
LK.showGameOver();
}
self.destroy();
};
self.hit = function () {
if (!self.isAlive) return;
self.isAlive = false;
// Calculate score based on reaction time
var points = 15; // Default 15 points for 3 seconds
if (self.lifeTime <= 1000) {
points = 25; // 25 points for hitting within 1 second
} else if (self.lifeTime <= 2000) {
points = 20; // 20 points for hitting within 2 seconds
}
// Increase score
LK.setScore(LK.getScore() + points);
updateScoreDisplay();
// Play hit sound
LK.getSound('hit').play();
// Hit effect
tween(targetGraphics, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
// Remove from targets array
for (var i = targets.length - 1; i >= 0; i--) {
if (targets[i] === self) {
targets.splice(i, 1);
break;
}
}
// Check if all targets are cleared and spawn new ones
if (targets.length === 0) {
spawnTimer = 0; // Reset spawn timer to spawn immediately
}
};
self.down = function (x, y, obj) {
self.hit();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
var playerHealth = 100;
var targets = [];
var spawnTimer = 0;
var baseSpawnRate = 120; // Base spawn rate in ticks (2 seconds at 60fps)
var currentSpawnRate = baseSpawnRate;
var maxTargetCount = 3; // Start with maximum 3 targets, increases every 1000 points
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var healthText = new Text2('Health: 100', {
size: 60,
fill: 0x00FF00
});
healthText.anchor.set(0.5, 0);
healthText.y = 80;
LK.gui.top.addChild(healthText);
// Crosshair
var crosshair = game.addChild(LK.getAsset('crosshair', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
}));
crosshair.x = 1024;
crosshair.y = 1366;
function updateScoreDisplay() {
scoreText.setText('Score: ' + LK.getScore());
// Increase max target count every 1000 points
maxTargetCount = Math.min(5, Math.floor(LK.getScore() / 1000) + 3);
}
function updateHealthDisplay() {
healthText.setText('Health: ' + playerHealth);
// Change color based on health
if (playerHealth > 50) {
healthText.fill = 0x00ff00;
} else if (playerHealth > 25) {
healthText.fill = 0xffff00;
} else {
healthText.fill = 0xff0000;
}
}
function spawnTarget() {
// Only spawn if no targets are currently on screen
if (targets.length > 0) return;
// Spawn 1 to maxTargetCount random targets
var targetCount = Math.floor(Math.random() * maxTargetCount) + 1; // Random between 1 and maxTargetCount
for (var i = 0; i < targetCount; i++) {
var target = new Target();
// Random position with margin from edges
var margin = 100;
var attempts = 0;
var validPosition = false;
// Try to find a position that doesn't overlap with existing targets
while (!validPosition && attempts < 20) {
target.x = margin + Math.random() * (2048 - 2 * margin);
target.y = margin + Math.random() * (2732 - 2 * margin);
validPosition = true;
attempts++;
// Check distance from other targets
for (var j = 0; j < targets.length; j++) {
var distance = Math.sqrt(Math.pow(target.x - targets[j].x, 2) + Math.pow(target.y - targets[j].y, 2));
// Calculate minimum distance based on both target sizes
var currentTargetSize = target.children[0].width || 80;
var existingTargetSize = targets[j].children[0].width || 80;
var minDistance = (currentTargetSize + existingTargetSize) / 2 + 20; // Add 20px padding
if (distance < minDistance) {
validPosition = false;
break;
}
}
}
targets.push(target);
game.addChild(target);
// Spawn animation
target.scaleX = 0;
target.scaleY = 0;
tween(target, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
}
function calculateSpawnRate() {
// Increase spawn rate based on score
var score = LK.getScore();
var speedIncrease = Math.floor(score / 5) * 10; // Every 5 points, reduce spawn time by 10 ticks
currentSpawnRate = Math.max(30, baseSpawnRate - speedIncrease); // Minimum 0.5 seconds
}
game.move = function (x, y, obj) {
// Update crosshair position
crosshair.x = x;
crosshair.y = y;
};
game.update = function () {
spawnTimer++;
// Calculate current spawn rate
calculateSpawnRate();
// Spawn new targets
if (spawnTimer >= currentSpawnRate) {
spawnTarget();
spawnTimer = 0;
// Add some randomness to spawn timing
spawnTimer -= Math.random() * 20;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -7,11 +7,15 @@
* Classes
****/
var Target = Container.expand(function () {
var self = Container.call(this);
+ // Random size between 80 and 175
+ var randomSize = 80 + Math.random() * (175 - 80);
var targetGraphics = self.attachAsset('target', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ width: randomSize,
+ height: randomSize
});
self.lifeTime = 0;
self.maxLifeTime = 3000; // 3 seconds in milliseconds
self.isAlive = true;
@@ -172,10 +176,13 @@
attempts++;
// Check distance from other targets
for (var j = 0; j < targets.length; j++) {
var distance = Math.sqrt(Math.pow(target.x - targets[j].x, 2) + Math.pow(target.y - targets[j].y, 2));
- if (distance < 120) {
- // Minimum distance between targets
+ // Calculate minimum distance based on both target sizes
+ var currentTargetSize = target.children[0].width || 80;
+ var existingTargetSize = targets[j].children[0].width || 80;
+ var minDistance = (currentTargetSize + existingTargetSize) / 2 + 20; // Add 20px padding
+ if (distance < minDistance) {
validPosition = false;
break;
}
}