User prompt
Each exp orb should give a fixed 1 EXP. It doesn't seem to be the case right now. We need to fix that.
User prompt
You need to change the leveling system. In order to move to the next level, I need to have the same amount of exp orbs as my current level. (So if I started at level 1, I need 1 exp orb to move to level 2, 2 exp orbs to move to level 3, 3 exp orbs to move to level 4.)
User prompt
"Death" sound when killing an enemy. I want to play a "hit" sound when hitting an enemy. Right now, the hit sound plays when an enemy dies, but the hit sound should play when I hit the enemy, not when the enemy dies. The death sound should play when the enemy dies.
User prompt
Do it for me.
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I want to use the image named "seamlessBackGround" in the background.
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Please fix the bug: 'TypeError: e.takeDamage is not a function' in or related to this line: 'if (e.takeDamage(dmg)) {' Line Number: 594
Code edit (8 edits merged)
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var gfx = new Graphics();' Line Number: 778
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'cdCnt')' in or related to this line: 'if (--inst.cdCnt <= 0) {' Line Number: 302
Code edit (5 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'cdCnt')' in or related to this line: 'if (--inst.cdCnt <= 0) {' Line Number: 304
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'BrickProj.parent.update.call(b);' Line Number: 680
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'BrickProj.parent.update.call(p);' Line Number: 754
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Please fix the bug: 'ReferenceError: fireWeapon is not defined' in or related to this line: 'fireWeapon(key, inst, meta);' Line Number: 223
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Please fix the bug: 'ReferenceError: meta is not defined' in or related to this line: 'if (e.intersectsCircle(arc.x, arc.y, meta.range * inst.rngMul) && e.takeDamage(arc.dmg)) {' Line Number: 383
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Please fix the bug: 'spawnWave is not defined' in or related to this line: 'spawnWave();' Line Number: 1076
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Please fix the bug: 'ReferenceError: dropExpOrb is not defined' in or related to this line: 'dropExpOrb(en.x, en.y, en.expValue);' Line Number: 593
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); self.active = true; var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0xff0000 }); self.update = function () { if (!player || !self.active) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 80) { self.active = false; // Kill all non-boss enemies on screen for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.type !== 'boss') { var screenDx = Math.abs(enemy.x - player.x); var screenDy = Math.abs(enemy.y - player.y); if (screenDx < 1024 && screenDy < 1366) { dropExpOrb(enemy.x, enemy.y, enemy.expValue); enemy.destroy(); enemies.splice(i, 1); } } } LK.effects.flashScreen(0xff0000, 300); self.destroy(); return true; } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); self.damage = 10; self.speed = 15; self.dirX = 0; self.dirY = 0; self.piercing = 1; self.hitEnemies = []; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.hp = 20; self.maxHp = 20; self.damage = 10; self.speed = 2; self.expValue = 5; self.type = 'normal'; var enemyGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { self.hp -= amount; LK.effects.flashObject(self, 0xffffff, 100); if (self.hp <= 0) { dropExpOrb(self.x, self.y, self.expValue); return true; } return false; }; self.update = function () { if (!player || skillSelectionActive) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; return self; }); var TankZombie = Enemy.expand(function () { var self = Enemy.call(this); self.hp = 60; self.maxHp = 60; self.damage = 20; self.speed = 1; self.expValue = 15; self.type = 'tank'; var graphics = self.attachAsset('tankZombie', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var FastZombie = Enemy.expand(function () { var self = Enemy.call(this); self.hp = 15; self.maxHp = 15; self.damage = 8; self.speed = 4; self.expValue = 8; self.type = 'fast'; var graphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Boss = Enemy.expand(function () { var self = Enemy.call(this); self.hp = 500; self.maxHp = 500; self.damage = 30; self.speed = 1.5; self.expValue = 100; self.type = 'boss'; var graphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var ExpOrb = Container.expand(function () { var self = Container.call(this); self.value = 5; self.magnetSpeed = 0; var orbGraphics = self.attachAsset('expOrb', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!player || self.magnetSpeed === 0) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.magnetSpeed; self.y += dy / dist * self.magnetSpeed; } }; return self; }); var Joystick = Container.expand(function () { var self = Container.call(this); self.active = false; self.dirX = 0; self.dirY = 0; var base = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5 }); base.alpha = 0.5; var knob = self.attachAsset('joystickKnob', { anchorX: 0.5, anchorY: 0.5 }); knob.alpha = 0.7; self.setKnobPosition = function (x, y) { var dx = x - base.x; var dy = y - base.y; var dist = Math.sqrt(dx * dx + dy * dy); var maxDist = 60; if (dist > maxDist) { dx = dx / dist * maxDist; dy = dy / dist * maxDist; } knob.x = dx; knob.y = dy; self.dirX = dx / maxDist; self.dirY = dy / maxDist; }; self.reset = function () { knob.x = 0; knob.y = 0; self.dirX = 0; self.dirY = 0; self.active = false; }; return self; }); var Magnet = Container.expand(function () { var self = Container.call(this); self.active = true; var magnetGraphics = self.attachAsset('magnet', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0x0099ff }); self.update = function () { if (!player || !self.active) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 80) { self.active = false; // Magnetize all exp orbs on screen for (var i = 0; i < expOrbs.length; i++) { var orb = expOrbs[i]; var orbDx = Math.abs(orb.x - player.x); var orbDy = Math.abs(orb.y - player.y); if (orbDx < 1024 && orbDy < 1366) { orb.magnetSpeed = 20; } } self.destroy(); return true; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.level = 1; self.exp = 0; self.expToNext = 10; self.hp = 100; self.maxHp = 100; self.damage = 10; self.fireRate = 30; self.bulletSpeed = 15; self.moveSpeed = 5; self.pickupRange = 100; self.lastFire = 0; /* ===== WEAPON INVENTORY ===== */ self.weapons = {}; // key → instance var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { self.hp -= amount; LK.effects.flashObject(self, 0xff0000, 300); if (self.hp <= 0) { LK.showGameOver(); } }; self.gainExp = function (amount) { // Ne gelirse gelsin, doğrudan 1 seviye atla: self.levelUp(); }; self.update = function () { for (var k in self.weapons) { var inst = self.weapons[k], meta = WEAPONS[k]; if (--inst.cdCnt <= 0) { fireWeapon(k, inst, meta); inst.cdCnt = meta.cd; } } }; self.levelUp = function () { self.level++; self.exp = 0; self.expToNext = self.level * 15; self.maxHp += 10; self.hp = self.maxHp; LK.getSound('levelup').play(); showSkillSelection(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ /* ==== UNIVERSAL HELPERS ==== */ function addWeapon(key) { // <-- artık global if (player && Object.keys(player.weapons).length >= 6) { return; // Zaten 6 silah varsa yeni eklemeye izin verme } var m = WEAPONS[key]; var target = player ? player : { weapons: {} }; // sınıf kurulumunda da çalışsın target.weapons[key] = { cd: m.cd, cdCnt: m.cd, dmgMul: 1, rngMul: 1, sizeMul: 1, amount: 1, upgrade: 0, enchTaken: [] }; } function rand(min, max) { return min + Math.random() * (max - min); } function distSq(a, b) { var dx = a.x - b.x, dy = a.y - b.y; return dx * dx + dy * dy; } function unitDir(from, to) { var dx = to.x - from.x, dy = to.y - from.y, d = Math.sqrt(dx * dx + dy * dy); return { dx: dx / d, dy: dy / d, len: d }; } /* ==== WEAPON META TABLE ==== */ var WEAPONS = { sword: { cd: 120, dmg: 10, range: 90, type: 'melee', ench: ["Sword Damage+", "Sword Attack Speed+", "Sword Range+", "Sword Size+"], up: ["Sword +1", "Sword +2", "Sword +3"] }, boomerang: { cd: 180, dmg: 10, range: 900, type: 'boomerang', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Boomerang +1", "Boomerang +2", "Boomerang +3"] }, ball: { cd: 180, dmg: 12, range: 900, type: 'ball', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Ball +1", "Ball +2", "Ball +3"] }, rocket: { cd: 240, dmg: 20, range: 650, type: 'rocket', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Rocket +1", "Rocket +2", "Rocket +3"] }, brick: { cd: 180, dmg: 15, range: 800, type: 'brick', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Back 75°", "Front 45°", "Back 45°"] }, lightning: { cd: 180, dmg: 25, range: 9999, type: 'lightning', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Lightning +1", "Lightning +2", "Lightning +3"] }, aura: { cd: 60, dmg: 5, range: 150, type: 'aura', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Slow 25%", "Slow 50%", "Slow 75%"] }, molotov: { cd: 180, dmg: 12, range: 850, type: 'molotov', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Molotov +1", "Molotov +2", "Molotov +3"] }, shuriken: { cd: 180, dmg: 8, range: 250, type: 'shuriken', ench: ["+10% Damage", "+10% Atk Spd", "+10% Range", "+10% Size"], up: ["Shuriken +1", "Shuriken +2", "Shuriken +3"] } }; var player; var enemies = []; var bullets = []; var expOrbs = []; var joystick; var gameTime = 0; var waveNumber = 1; var bossSpawned = false; var selectedSkills = []; var camera = { x: 0, y: 0 }; var gameContainer; var skillSelectionActive = false; var pickups = []; var lastPickupSpawn = 0; // Initialize game world gameContainer = game.addChild(new Container()); // Create player player = gameContainer.addChild(new Player()); player.x = 1024; player.y = 1366; addWeapon('sword'); // Create joystick joystick = new Joystick(); joystick.x = 0; joystick.y = -200; LK.gui.bottom.addChild(joystick); // UI Elements var timerText = new Text2('15:00', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var levelText = new Text2('Level 1', { size: 60, fill: 0xFFFF00 }); levelText.anchor.set(0, 0); levelText.y = 100; LK.gui.top.addChild(levelText); var hpText = new Text2('HP: 100/100', { size: 60, fill: 0xFF0000 }); hpText.anchor.set(1, 0); hpText.y = 100; LK.gui.top.addChild(hpText); // Spawn functions function spawnEnemy(type, x, y) { var enemy; switch (type) { case 'fast': enemy = new FastZombie(); break; case 'tank': enemy = new TankZombie(); break; case 'boss': enemy = new Boss(); break; default: enemy = new Enemy(); } enemy.x = x; enemy.y = y; enemies.push(enemy); gameContainer.addChild(enemy); } function spawnWave() { var spawnCount = 5 + waveNumber * 2; var spawnRadius = 1500; for (var i = 0; i < spawnCount; i++) { // Check if we've reached the enemy limit if (enemies.length >= 30) { break; } var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; var type = 'normal'; if (waveNumber > 5 && Math.random() < 0.3) { type = 'fast'; } if (waveNumber > 10 && Math.random() < 0.2) { type = 'tank'; } spawnEnemy(type, x, y); } } function dropExpOrb(x, y, value) { var orb = new ExpOrb(); orb.x = x; orb.y = y; orb.value = value; expOrbs.push(orb); gameContainer.addChild(orb); } /* =============================================================== */ /* NINE-WEAPON FIRE / PROJECTILES */ /* =============================================================== */ function nearestEnemy() { var best = null, bestD = 1e9; for (var i = 0; i < enemies.length; i++) { var d = distSq(player, enemies[i]); if (d < bestD) { best = enemies[i]; bestD = d; } } return best; } function damageEnemy(e, dmg) { if (e.takeDamage(dmg)) { var idx = enemies.indexOf(e); enemies.splice(idx, 1); e.destroy(); LK.getSound('hit').play(); } } /* ---- sword (melee slash) ---- */ function swingSword(inst) { // 1) Önce düşmanları uzaklığa göre sırala var sorted = enemies.slice().sort(function (a, b) { return distSq(player, a) - distSq(player, b); }); // Eğer hiç düşman yoksa çık if (sorted.length === 0) { return; } // 2) inst.amount kadar kılıç salınımı yap for (var n = 0; n < inst.amount; n++) { // Hedef olarak ya n'inci en yakın düşman, yoksa 0. düşmanı al var idx = n < sorted.length ? n : 0; var target = sorted[idx]; var dir = unitDir(player, target); // 3) Her bir salınım için ayrı Container (arc) oluştur var arc = gameContainer.addChild(new Container()); arc.x = player.x; arc.y = player.y; arc.attachAsset('swordHit', { anchorX: 0, anchorY: 0.5, rotation: Math.atan2(dir.dy, dir.dx), scaleX: inst.sizeMul, scaleY: inst.sizeMul }); arc.life = 10; arc.dmg = WEAPONS.sword.dmg * inst.dmgMul; // 10 * inst.dmgMul olarak tanımlı arc.hitList = []; arc.update = function () { if (--this.life <= 0) { this.destroy(); return; } // Bu kılıç vurduğu her düşmana sadece bir kez hasar versin for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this.hitList.indexOf(e) === -1 && this.intersects(e)) { this.hitList.push(e); damageEnemy(e, this.dmg); } } }; } } /* ---- boomerang ---- */ function fireBoomerang(inst) { var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); for (var n = 0; n < inst.amount; n++) { var p = gameContainer.addChild(new Container()); p.attachAsset('boomerang', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.speed = 12; p.dmg = 10 * inst.dmgMul; p.life = 300; p.update = function () { this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; if (--this.life === 150) { /* dönüş */ var u = unitDir(this, player); this.dirX = u.dx; this.dirY = u.dy; } for (var i = enemies.length - 1; i >= 0; i--) { if (this.intersects(enemies[i])) { damageEnemy(enemies[i], this.dmg); } } if (this.life <= 0) { this.destroy(); } }; bullets.push(p); } } /* ---- top (rebound ball) ---- */ function fireBall(inst) { var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); for (var n = 0; n < inst.amount; n++) { var p = new Bullet(); /* var olan Bullet sınıfını kullan */ p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.damage = 12 * inst.dmgMul; p.speed = 14; bullets.push(p); gameContainer.addChild(p); } } /* ---- rocket ---- */ function fireRocket(inst) { var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); for (var n = 0; n < inst.amount; n++) { var p = gameContainer.addChild(new Container()); p.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.speed = 10; p.dmg = 20 * inst.dmgMul; p.update = function () { this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; for (var i = enemies.length - 1; i >= 0; i--) { if (this.intersects(enemies[i])) { LK.getSound('rocketBoom').play(); /* küçük AoE */ for (var k = enemies.length - 1; k >= 0; k--) { if (distSq(this, enemies[k]) < 16000) { damageEnemy(enemies[k], this.dmg); } } this.destroy(); return; } } }; bullets.push(p); } } /* ---- brick ---- */ function throwBrick(inst, angDeg) { var rad = angDeg * Math.PI / 180; var p = gameContainer.addChild(new Container()); p.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; p.vx = Math.cos(rad) * 14; p.vy = Math.sin(rad) * 14; p.g = 0.3; p.dmg = 15 * inst.dmgMul; p.update = function () { this.vy += this.g; this.x += this.vx; this.y += this.vy; for (var i = enemies.length - 1; i >= 0; i--) { if (this.intersects(enemies[i])) { damageEnemy(enemies[i], this.dmg); } } if (Math.abs(this.x - player.x) > 1200 || Math.abs(this.y - player.y) > 1600) { this.destroy(); } }; } /* ---- lightning ---- */ function castLightning(inst) { var victim = enemies[Math.random() * enemies.length | 0]; if (!victim) { return; } var l = gameContainer.addChild(new Container()); l.attachAsset('lightning', { anchorX: 0.5, anchorY: 1 }); l.x = victim.x; l.y = victim.y; l.life = 15; l.update = function () { if (--this.life === 14) { damageEnemy(victim, 25 * inst.dmgMul); } if (this.life <= 0) { this.destroy(); } }; } /* ---- aura ---- */ var auraField = null; function ensureAura(inst) { if (!auraField) { auraField = gameContainer.addChild(new Container()); auraField.attachAsset('auraField', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); } auraField.x = player.x; auraField.y = player.y; var r = WEAPONS.aura.range * inst.rngMul; for (var i = enemies.length - 1; i >= 0; i--) { if (distSq(auraField, enemies[i]) < r * r) { damageEnemy(enemies[i], inst.dmgMul * 5); } } } /* ---- molotov ---- */ function throwMolotov(inst) { var a = Math.random() * Math.PI * 2, d = rand(300, 600), tx = player.x + Math.cos(a) * d, ty = player.y + Math.sin(a) * d; var p = gameContainer.addChild(new Container()); p.attachAsset('molotov', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; var u = unitDir(p, { x: tx, y: ty }); p.dirX = u.dx; p.dirY = u.dy; p.speed = 16; p.life = 60; p.update = function () { this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; if (--this.life <= 0) { spawnFlame(tx, ty, inst); this.destroy(); } }; bullets.push(p); } function spawnFlame(x, y, inst) { var f = gameContainer.addChild(new Container()); f.attachAsset('molotovFlame', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4 }); f.x = x; f.y = y; f.life = 60; f.dmg = inst.dmgMul * 12; f.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { if (distSq(f, enemies[i]) < 4900) { damageEnemy(enemies[i], this.dmg); } } if (--this.life <= 0) { this.destroy(); } }; } /* ---- shuriken ring ---- */ var shurikenObjs = []; function maintainShurikens(inst) { if (shurikenObjs.length !== inst.amount) { shurikenObjs.forEach(function (s) { return s.destroy(); }); shurikenObjs = []; var n = inst.amount, r = WEAPONS.shuriken.range * inst.rngMul; for (var i = 0; i < n; i++) { var s = gameContainer.addChild(new Container()); s.attachAsset('shuriken', { anchorX: 0.5, anchorY: 0.5 }); s.angle = i / n * Math.PI * 2; s.update = function () { this.angle += 0.15; this.x = player.x + Math.cos(this.angle) * r; this.y = player.y + Math.sin(this.angle) * r; for (var k = enemies.length - 1; k >= 0; k--) { if (this.intersects(enemies[k])) { damageEnemy(enemies[k], 8 * inst.dmgMul); } } }; shurikenObjs.push(s); } } } /* ---- ana fireWeapon anahtarı ---- */ function fireWeapon(key, inst, meta) { switch (meta.type) { case 'melee': swingSword(inst); break; case 'boomerang': fireBoomerang(inst); break; case 'ball': fireBall(inst); break; case 'rocket': fireRocket(inst); break; case 'brick': throwBrick(inst, 75); if (inst.upgrade > 0) { throwBrick(inst, -75); } if (inst.upgrade > 1) { throwBrick(inst, 45); } if (inst.upgrade > 2) { throwBrick(inst, -45); } break; case 'lightning': for (var n = 0; n < inst.amount; n++) { castLightning(inst); } break; case 'aura': ensureAura(inst); break; case 'molotov': for (var n = 0; n < inst.amount; n++) { throwMolotov(inst); } break; case 'shuriken': maintainShurikens(inst); break; } } function showSkillSelection() { skillSelectionActive = true; // 1) Yeni bir Overlay (seçim ekranı) oluşturuyoruz var ov = game.addChild(new Container()); ov.x = 1024; ov.y = 1366; var choices = []; // 2) Eğer oyuncu seviyesi 5'in katı ise (5,10,15,...) if (player.level % 5 === 0) { var ownedCount = Object.keys(player.weapons).length; // 2.a) Hâlâ < 6 silah sahibi ise: yeni silah açma seçenekleri if (ownedCount < 6) { // Kilidi açılmamış silahlar havuzunu al var pool = Object.keys(WEAPONS).filter(function (key) { return !player.weapons[key]; }); // Havuzdan rastgele 3 silah göster while (choices.length < 3 && pool.length > 0) { var rnd = Math.floor(Math.random() * pool.length); choices.push(pool.splice(rnd, 1)[0]); } } else { // 2.b) Zaten 6 silah sahibi ise: önce silahların upgrade durumlarını kontrol et var upgradePool = []; Object.keys(player.weapons).forEach(function (key) { var inst = player.weapons[key]; if (inst.upgrade < 3) { // Eğer bu silah hâlâ < 3 aşama güçlendirilmişse, // “bu silahın bir sonraki upgrade aşaması” havuza eklenir. upgradePool.push({ w: key }); } }); if (upgradePool.length > 0) { // 2.b.i) En az bir silah yükseltmesi kalmış demektir: // Rastgele en fazla 3 tane “silah güçlendirme” seçeneği göster. while (choices.length < 3 && upgradePool.length > 0) { var rnd2 = Math.floor(Math.random() * upgradePool.length); choices.push({ w: upgradePool[rnd2].w, type: "upgrade" }); upgradePool.splice(rnd2, 1); } } else { // 2.b.ii) Tüm 6 silah zaten upgrade === 3 ise: // Bu aşamadan sonra artık sadece efsun kartı göster. var curKey = Object.keys(player.weapons)[0]; for (var i = 0; i < 3; i++) { // Sonsuz efsun hakkımız var, dilediğin kadar tekrar seçilebilir var enchList = WEAPONS[curKey].ench; var rnd3 = enchList[Math.floor(Math.random() * enchList.length)]; choices.push({ w: curKey, e: rnd3 }); } } } } else { // 3) Seviye 5'in katı değilse: doğrudan efsun kartları göster var curKey2 = Object.keys(player.weapons)[0]; for (var j = 0; j < 3; j++) { var enchList2 = WEAPONS[curKey2].ench; var rnd4 = enchList2[Math.floor(Math.random() * enchList2.length)]; choices.push({ w: curKey2, e: rnd4 }); } } // 4) choices dizisini “3 adet kart” olarak UI’da çizelim choices.forEach(function (c, idx) { var card = ov.addChild(new Container()); card.attachAsset('skillCard', { anchorX: 0.5, anchorY: 0.5 }); card.x = (idx - 1) * 450; card.y = 0; var label, fn; if (typeof c === "string") { // c, yeni kilidi açılacak silahın anahtarı (ör. "boomerang") var key = c; var own = !!player.weapons[key]; if (!own) { // Hâlâ envanterde yoksa “Unlock <silah adı>” label = "Unlock " + key; fn = function fn() { addWeapon(key); }; } else if (player.weapons[key].upgrade < 3) { // Silah zaten varsa ve upgrade < 3 ise: label = WEAPONS[key].up[player.weapons[key].upgrade]; fn = function fn() { player.weapons[key].upgrade++; player.weapons[key].amount++; }; } else { // Eğer upgrade === 3’a ulaşmışsa (bu noktada gerçekten gelmemeli): label = "No Option"; fn = function fn() {}; } } else if (c.type === "upgrade") { // c = { w: "sword", type:"upgrade" } var wkey = c.w; label = WEAPONS[wkey].up[player.weapons[wkey].upgrade]; fn = function fn() { player.weapons[wkey].upgrade++; player.weapons[wkey].amount++; }; } else { // c = { w: "sword", e: "+10% Damage" } → efsun kartı var w2 = c.w; var efsun = c.e; label = efsun; fn = function fn() { var inst = player.weapons[w2]; if (efsun === "+10% Damage") inst.dmgMul *= 1.1; if (efsun === "+10% Atk Spd") inst.cd *= 0.9; if (efsun === "+10% Range") inst.rngMul *= 1.1; if (efsun === "+10% Size") inst.sizeMul *= 1.1; }; } var txt = new Text2(label, { size: 40, fill: 0xffffff }); txt.anchor.set(0.5); card.addChild(txt); card.down = function () { fn(); ov.destroy(); skillSelectionActive = false; levelText.setText('Level ' + player.level); }; }); } // Input handling game.down = function (x, y, obj) { if (skillSelectionActive) { return; } var localPos = game.toLocal({ x: x, y: y }); if (localPos.y > 2000) { joystick.active = true; joystick.setKnobPosition(0, 0); } }; game.move = function (x, y, obj) { if (!joystick.active || skillSelectionActive) { return; } var localPos = LK.gui.bottom.toLocal({ x: x, y: y }); var dx = localPos.x - joystick.x; var dy = localPos.y - joystick.y; joystick.setKnobPosition(dx, dy); }; game.up = function (x, y, obj) { joystick.reset(); }; // Game update game.update = function () { if (skillSelectionActive) { return; } gameTime++; // Update timer var timeLeft = 900 - Math.floor(gameTime / 60); if (timeLeft <= 0) { LK.showYouWin(); return; } var minutes = Math.floor(timeLeft / 60); var seconds = timeLeft % 60; timerText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); // Update UI hpText.setText('HP: ' + player.hp + '/' + player.maxHp); // Player movement if (joystick.active) { player.x += joystick.dirX * player.moveSpeed; player.y += joystick.dirY * player.moveSpeed; } /* Fire weapons / aura etc. */ player.update(); // Camera follow player camera.x = player.x - 1024; camera.y = player.y - 1366; gameContainer.x = -camera.x; gameContainer.y = -camera.y; // Spawn waves if (gameTime % 300 === 0) { waveNumber++; spawnWave(); } // Spawn boss every 3 minutes if (gameTime % (180 * 60) === 0 && !bossSpawned && enemies.length < 30) { spawnEnemy('boss', player.x + 400, player.y); bossSpawned = true; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.intersects(player)) { player.takeDamage(enemy.damage); enemy.destroy(); enemies.splice(i, 1); } } // Update exp orbs for (var i = expOrbs.length - 1; i >= 0; i--) { var orb = expOrbs[i]; var dx = orb.x - player.x; var dy = orb.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.pickupRange) { orb.magnetSpeed = 10; } if (orb.intersects(player)) { player.gainExp(orb.value); orb.destroy(); expOrbs.splice(i, 1); LK.getSound('pickup').play(); } } // Spawn pickups randomly if (gameTime - lastPickupSpawn > 1800 && Math.random() < 0.1) { lastPickupSpawn = gameTime; var pickup; var angle = Math.random() * Math.PI * 2; var distance = 300 + Math.random() * 500; var pickupX = player.x + Math.cos(angle) * distance; var pickupY = player.y + Math.sin(angle) * distance; if (Math.random() < 0.5) { pickup = new Bomb(); } else { pickup = new Magnet(); } pickup.x = pickupX; pickup.y = pickupY; pickups.push(pickup); gameContainer.addChild(pickup); } // Update pickups for (var i = pickups.length - 1; i >= 0; i--) { var pickup = pickups[i]; if (!pickup.active) { pickups.splice(i, 1); } } }; // Initial spawn spawnWave();
===================================================================
--- original.js
+++ change.js
@@ -268,14 +268,11 @@
self.update = function () {
for (var k in self.weapons) {
var inst = self.weapons[k],
meta = WEAPONS[k];
- // Defensive: only decrement if cdCnt is defined and is a number
- if (typeof inst.cdCnt === "number") {
- if (--inst.cdCnt <= 0) {
- fireWeapon(k, inst, meta);
- inst.cdCnt = meta.cd;
- }
+ if (--inst.cdCnt <= 0) {
+ fireWeapon(k, inst, meta);
+ inst.cdCnt = meta.cd;
}
}
};
self.levelUp = function () {
@@ -302,18 +299,18 @@
****/
/* ==== UNIVERSAL HELPERS ==== */
function addWeapon(key) {
// <-- artık global
- if (player && player.weapons && player.weapons[key]) {
- return;
+ if (player && Object.keys(player.weapons).length >= 6) {
+ return; // Zaten 6 silah varsa yeni eklemeye izin verme
}
var m = WEAPONS[key];
var target = player ? player : {
weapons: {}
}; // sınıf kurulumunda da çalışsın
target.weapons[key] = {
cd: m.cd,
- cdCnt: 0,
+ cdCnt: m.cd,
dmgMul: 1,
rngMul: 1,
sizeMul: 1,
amount: 1,
@@ -543,9 +540,11 @@
var sorted = enemies.slice().sort(function (a, b) {
return distSq(player, a) - distSq(player, b);
});
// Eğer hiç düşman yoksa çık
- if (sorted.length === 0) return;
+ if (sorted.length === 0) {
+ return;
+ }
// 2) inst.amount kadar kılıç salınımı yap
for (var n = 0; n < inst.amount; n++) {
// Hedef olarak ya n'inci en yakın düşman, yoksa 0. düşmanı al
var idx = n < sorted.length ? n : 0;
@@ -881,39 +880,79 @@
}
}
function showSkillSelection() {
skillSelectionActive = true;
+ // 1) Yeni bir Overlay (seçim ekranı) oluşturuyoruz
var ov = game.addChild(new Container());
ov.x = 1024;
ov.y = 1366;
var choices = [];
+ // 2) Eğer oyuncu seviyesi 5'in katı ise (5,10,15,...)
if (player.level % 5 === 0) {
- /* ---- Silah Kartları ---- */
- var pool = Object.keys(WEAPONS);
- while (choices.length < 3) {
- choices.push(pool.splice(Math.random() * pool.length | 0, 1)[0]);
- }
- } else {
- /* ---- Efsun Kartları ---- */
- var cur = Object.keys(player.weapons)[0],
- inst = player.weapons[cur],
- available = WEAPONS[cur].ench.filter(function (e) {
- return inst.enchTaken.indexOf(e) === -1;
+ var ownedCount = Object.keys(player.weapons).length;
+ // 2.a) Hâlâ < 6 silah sahibi ise: yeni silah açma seçenekleri
+ if (ownedCount < 6) {
+ // Kilidi açılmamış silahlar havuzunu al
+ var pool = Object.keys(WEAPONS).filter(function (key) {
+ return !player.weapons[key];
});
- if (!available.length) {
- /* her şey alındıysa 30 % heal */
- player.hp = Math.min(player.maxHp, player.hp + player.maxHp * 0.3);
- skillSelectionActive = false;
- ov.destroy();
- return;
+ // Havuzdan rastgele 3 silah göster
+ while (choices.length < 3 && pool.length > 0) {
+ var rnd = Math.floor(Math.random() * pool.length);
+ choices.push(pool.splice(rnd, 1)[0]);
+ }
+ } else {
+ // 2.b) Zaten 6 silah sahibi ise: önce silahların upgrade durumlarını kontrol et
+ var upgradePool = [];
+ Object.keys(player.weapons).forEach(function (key) {
+ var inst = player.weapons[key];
+ if (inst.upgrade < 3) {
+ // Eğer bu silah hâlâ < 3 aşama güçlendirilmişse,
+ // “bu silahın bir sonraki upgrade aşaması” havuza eklenir.
+ upgradePool.push({
+ w: key
+ });
+ }
+ });
+ if (upgradePool.length > 0) {
+ // 2.b.i) En az bir silah yükseltmesi kalmış demektir:
+ // Rastgele en fazla 3 tane “silah güçlendirme” seçeneği göster.
+ while (choices.length < 3 && upgradePool.length > 0) {
+ var rnd2 = Math.floor(Math.random() * upgradePool.length);
+ choices.push({
+ w: upgradePool[rnd2].w,
+ type: "upgrade"
+ });
+ upgradePool.splice(rnd2, 1);
+ }
+ } else {
+ // 2.b.ii) Tüm 6 silah zaten upgrade === 3 ise:
+ // Bu aşamadan sonra artık sadece efsun kartı göster.
+ var curKey = Object.keys(player.weapons)[0];
+ for (var i = 0; i < 3; i++) {
+ // Sonsuz efsun hakkımız var, dilediğin kadar tekrar seçilebilir
+ var enchList = WEAPONS[curKey].ench;
+ var rnd3 = enchList[Math.floor(Math.random() * enchList.length)];
+ choices.push({
+ w: curKey,
+ e: rnd3
+ });
+ }
+ }
}
- while (choices.length < 3) {
+ } else {
+ // 3) Seviye 5'in katı değilse: doğrudan efsun kartları göster
+ var curKey2 = Object.keys(player.weapons)[0];
+ for (var j = 0; j < 3; j++) {
+ var enchList2 = WEAPONS[curKey2].ench;
+ var rnd4 = enchList2[Math.floor(Math.random() * enchList2.length)];
choices.push({
- w: cur,
- e: available.splice(Math.random() * available.length | 0, 1)[0]
+ w: curKey2,
+ e: rnd4
});
}
}
+ // 4) choices dizisini “3 adet kart” olarak UI’da çizelim
choices.forEach(function (c, idx) {
var card = ov.addChild(new Container());
card.attachAsset('skillCard', {
anchorX: 0.5,
@@ -921,46 +960,49 @@
});
card.x = (idx - 1) * 450;
card.y = 0;
var label, fn;
- if (typeof c === 'string') {
- /* Silah */
- var own = !!player.weapons[c];
+ if (typeof c === "string") {
+ // c, yeni kilidi açılacak silahın anahtarı (ör. "boomerang")
+ var key = c;
+ var own = !!player.weapons[key];
if (!own) {
- label = "Unlock " + c;
+ // Hâlâ envanterde yoksa “Unlock <silah adı>”
+ label = "Unlock " + key;
fn = function fn() {
- return player.weapons[c] = player.weapons[c] || addWeapon(c);
+ addWeapon(key);
};
- } else if (player.weapons[c].upgrade < 3) {
- label = WEAPONS[c].up[player.weapons[c].upgrade];
+ } else if (player.weapons[key].upgrade < 3) {
+ // Silah zaten varsa ve upgrade < 3 ise:
+ label = WEAPONS[key].up[player.weapons[key].upgrade];
fn = function fn() {
- player.weapons[c].upgrade++;
- player.weapons[c].amount++;
+ player.weapons[key].upgrade++;
+ player.weapons[key].amount++;
};
} else {
- label = "Heal 30%";
- fn = function fn() {
- return player.hp = Math.min(player.maxHp, player.hp + player.maxHp * 0.3);
- };
+ // Eğer upgrade === 3’a ulaşmışsa (bu noktada gerçekten gelmemeli):
+ label = "No Option";
+ fn = function fn() {};
}
+ } else if (c.type === "upgrade") {
+ // c = { w: "sword", type:"upgrade" }
+ var wkey = c.w;
+ label = WEAPONS[wkey].up[player.weapons[wkey].upgrade];
+ fn = function fn() {
+ player.weapons[wkey].upgrade++;
+ player.weapons[wkey].amount++;
+ };
} else {
- /* Efsun */
- label = c.e;
+ // c = { w: "sword", e: "+10% Damage" } → efsun kartı
+ var w2 = c.w;
+ var efsun = c.e;
+ label = efsun;
fn = function fn() {
- var inst = player.weapons[c.w];
- inst.enchTaken.push(c.e);
- if (c.e === "+10% Damage") {
- inst.dmgMul *= 1.1;
- }
- if (c.e === "+10% Atk Spd") {
- inst.cd *= 0.9;
- }
- if (c.e === "+10% Range") {
- inst.rngMul *= 1.1;
- }
- if (c.e === "+10% Size") {
- inst.sizeMul *= 1.1;
- }
+ var inst = player.weapons[w2];
+ if (efsun === "+10% Damage") inst.dmgMul *= 1.1;
+ if (efsun === "+10% Atk Spd") inst.cd *= 0.9;
+ if (efsun === "+10% Range") inst.rngMul *= 1.1;
+ if (efsun === "+10% Size") inst.sizeMul *= 1.1;
};
}
var txt = new Text2(label, {
size: 40,
Survivor.io style 2D sword swing effect made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows. It should only have a slash effect, no swords. The slash effect should also be in the shape of a half moon.
Survivor.io style 2D round soccer ball made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A 2D Survivor.io style lightning strike from a cloud in the sky to the ground, made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A red and blue Survivor.io style 2D U-shaped (with N and S) magnet made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D shuriken made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D brick made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D missile rocket made by HABBY PTE. LTD.
A 2D green radiating circular aura in the Survivor.io style made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A 2D bomb in the style of Survivor.io, made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A 2D circular burning effect in Survivor.io style made by HABBY PTE. LTD. (not only the surroundings but also the inside burns) In-Game asset. 2d. High contrast. No shadows
A 2D molotov in the Survivor.io style made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D greenish exp sphere made by HABBY PTE. LTD. No exp written on it. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D half-moon orange boomerang made by HABBY PTE. LTD. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D 1 chicken leg.. In-Game asset. 2d. High contrast. No shadows
2D survivor.io game style atomic boom effect front view. No text written on it.
2D. Ranged zombie. attacks with poisonous saliva. In-Game asset. 2d. High contrast. No shadows
2D. Child (small) zombie. He has a small saw in his hand.. In-Game asset. 2d. High contrast. No shadows
2D. Fat zombie. His hands are too big.. In-Game asset. 2d. High contrast. No shadows
Poisonous green circular saliva. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Small green claw slash effect. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Giant boss angry reddish zombie. 2D.. In-Game asset. 2d. High contrast. No shadows
Small saw slash effect. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Big red fist slash effect. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Kanlı kemik 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
2D character that looks like a prophet and holds a holy book in his hand.. In-Game asset. 2d. High contrast. No shadows
A background image (wallpaper) representing an old prophet-like man with white hair and beard, wearing a priest's robe (hooded) and holding a holy book (christianity, cross) in his hand, fighting against zombies.. In-Game asset. 2d. High contrast. No shadows
Zombie flesh and bone themed 2D cardboard hollow (without text) horizontal rectangular button.. In-Game asset. 2d. High contrast. No shadows
2D. Healer zombie. Like a female zombie in a healer costume.. In-Game asset. 2d. High contrast. No shadows
2D. Brain illustrated healing potion.. In-Game asset. 2d. High contrast. No shadows
A healing blood pool with circular zombie brain and bone particles. Green + (healing) symbols on top. 2D.. In-Game asset. 2d. High contrast. No shadows
2D. Survivor.io game style skill card. No text written on it. No symbols on it. Just the blank card. Green.. In-Game asset. 2d. High contrast. No shadows
2D. Cartoon. The rise of the zombie ghost spirit from the ground.. In-Game asset. 2d. High contrast. No shadows
levelup
Sound effect
hit
Sound effect
rocketBoom
Sound effect
pickup
Sound effect
backGroundMusic
Music
death
Sound effect
damageTaken
Sound effect
mainMenuMusic
Music
deathScreenMusic
Music
swordSoundEffect
Sound effect
bumerangSoundEffect
Sound effect
brickSoundEffect
Sound effect
lightningSoundEffect
Sound effect
ballSoundEffect
Sound effect
rocketSoundEffect
Sound effect
auraSoundEffect
Sound effect
molotovSoundEffect
Sound effect
molotovBoom
Sound effect
introSpeech
Sound effect
bombBoomSound
Sound effect