User prompt
İstediğim şekilde düzelt.ç
User prompt
Joystick knob'unun tam merkezi kontrolcümün merkezi olmalı. Yani ben o merkezin üstüne sürüklersem yukarı, altına sürüklersem aşağı, soluna sürüklersem soluna , sağına sürüklersem sağına gitmeliyim. Ama dediğim gibi merkez o knob'un tam ortası olmalı.
User prompt
molotovFlame yaratıldığı zaman (molotof patladığı zaman) molotovBoom sesi çalmıyor şu anda bir kereliğine, bunu düzelt.
User prompt
Ama şimdi bir dalgadan diğer dalgaya geçerken aradaki birkaç saniyelik bekleme süresinde bazı silahlarım vurmayı bırakıyor ama sesleri duyulmaya devam ediyor. Kılıcım ve aura hiçbir zaman vuruş yapmayı bırakmamalı. Menzilinde düşman olursa zaten hasar verir. Onun haricindeki tüm silahlar eğer menzillerinde düşman yoksa vuruş yapmamalı ve kendilerine özel sesleri de çalmamalı.
User prompt
Ama şu anda top fırlatmasam bile top fırlatma sesi duyuyorum döngü şeklinde. Ben topu her fırlattığım zaman bir kere duymak istiyorum fırlatma sesini.
User prompt
Topu yalnızca saldırı menzilimde düşman varsa fırlatmalıyım. Şu anda düşman yokken bile top fırlatıyor karakterim otomatik olarak.
User prompt
shurikenSoundEffect ve auraSoundEffect'e ihtiyacım kalmadı onları sil. Molotof patladığı zaman (molotovFlame) molotovBoom sesini çıkarmalı bir kere.
User prompt
Koduma uygula istediğimi.
User prompt
Şu anda öldüğüm zaman ölüm ekranı sesi çalmıyor. Ayrıca şu anda boss zombi saldırı yaparken hareket edebiliyor hala, saldırı yaparken hareket edemiyor olmalı menzilli zombi gibi. Şu anda menzilli zombi saldırı yaparken hareket edemiyor istediğim şekilde. Boss zombi için de aynı şekilde olmalı. Ayrıca boss zombi yakın dövüşçü modundan uzak dövüşçü moduna geçerken 2 saniye olduğu yerde hareketsiz kalmalı (bu esnada mümkünse saldırabilir, sadece 2 saniyeliğine yere sabitlenmiş gibi olacak).
Code edit (1 edits merged)
Please save this source code
User prompt
Kırmızı yükleme ekranı sadece oyunu ilk çalıştırdığımda gözükmeli, sonrasında oyunu başlat butonuna basıp oyun ekranına geçince ve zombilerle savaşırken ölüp ölüm ekranına geçince oradan da ana menüye dön butonuna basınca tekrar kırmızı ekran görmek istemiyorum, direkt ana menüye dönmek istiyorum ama kırmızı yükleniyor ekranı görüp 10 saniye beklemeden.
User prompt
bossZombieSalive ve bossZombieAttack2 assetleri karakterimin assetine çarpınca değil, karakterimin assetinin merkezinden 60 yarıçap menzilli hayali oluşturulmuş daireye çarpınca karakterime hasar verebilsin. Hatta karakterimin hitbox'u bu olsun. Yani karakterim bu hayali daireye temas eden saldırı olunca hasar alsın.
User prompt
Kırmızı ekranı görürken ekranda "Loading..." yazsın ve yazının altında dönen bir ok olsun. Kırmızı ekran gittiği zaman bu yazı ve dönen ok da gitsin.
User prompt
Kırmızı ekranı görürken ekranda "Loading... %" yazsın ve 9 saniye içinde 1%'den 100%'ye kadar çıksın (örneğin , Loading... 1%, Loading... 2%, Loading 34%, Loading 99%, Loading 100% vesaire şeklinde) ve 100% olduktan sonra 1 saniye daha beklesin ve kırmızı ekran gittiği zaman bu yazı da gitsin.
User prompt
Kırmızı ekranın süresini 10 saniye yap.
User prompt
"menu background and buttons" bunların yüklemesini yapman lazım gizlice, sadece göstermemen lazım kırmızı ekran gidene kadar. Kırmızı ekran gittikten sonra bunların çoktan yüklenmiş olduğunu görmek için böyle yapıyoruz zaten.
User prompt
Bu kırmızı ekranı görürken hala butonların ve arkaplan görselinin yüklenişini görebiliyorum. Görmek istemiyorum! Sadece kıpkırmızı bir ekran görmek istiyorum!
User prompt
Ama bu kırmızı overlay varken ben hala ana menüdeki arkaplan ekranımın ve butonlarımın yüklendiğini görebiliyorum. Onları göremiyor olmam gerekiyor yani o kırmızı ekran esnasında bunlar görünmez olmalı. Kırmızı ekran gidince görünür olmalılar.
User prompt
Ama şu anda ana menü ekranında tüm ekranı kaplayan 5 saniye duran bir kırmızı ekran görmüyorum.
User prompt
Ana menü ekranında ilk önce her şeyin üstünde (bu ekran görebildiğim tek şey olacak en üstte olduğu için) ekranda 5 saniye boyunca duran ve arkasındaki şeylere (butonlara, ekrana falan) tıklamamı engelleyen ve tüm ekranı kaplayan kırmızı bir arkaplan gelsin. 5 saniye sonra bu arkaplan kalksın (yok olsun) ve ana menü ekranımdaki tıklanabilirlik özelliğim geri gelsin.
User prompt
Please fix the bug: 'ReferenceError: currentMusic is not defined' in or related to this line: 'if (currentMusic !== "mainMenuMusic") {' Line Number: 3857
User prompt
Şu anda Loading ekranının arkaplanı siyah gözüküyor, kırmızı değil. Ayrıca Loading ekranından ana menü ekranına geçtiği zaman ana menü müziği çalmaya başlamıyor. Çalmaya başlarsa da arka arkaya 2 defa çalmaya başlıyor sesler üst üste biniyor. Düzeltmen şart!
User prompt
Loading ekranında ana menü müziği devreye girmemeli. Loading ekranının arka planında ana menü ekranının arkaplanı da olmamalı. Loading ekranı arkaplanı kırmızı kendi başına apayrı bir ekran olmalı.
User prompt
Loading ekranında ana menü müziği devreye girmemeli. Loading ekranının arka planında ana menü ekranının arkaplanı da olmamalı. Loading ekranı arkaplanı kırmızı kendi başına apayrı bir ekran olmalı.
User prompt
Şu anda 100% olduktan sonra 2 saniye daha bekleyip ana menü ekranına geçmesi gerekirken hala beklemeye devam ediyor, ana menü ekranına geçiş yapılmıyor.
/**** * 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; // Deal 20 damage to all non-boss enemies on screen for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var screenDx = Math.abs(enemy.x - player.x); var screenDy = Math.abs(enemy.y - player.y); if (screenDx < 1024 && screenDy < 1366) { // Deal 20 damage, drop exp and remove if dead if (enemy.takeDamage(20)) { dropExpOrb(enemy.x, enemy.y); enemy.destroy(); enemies.splice(i, 1); } } } LK.effects.flashScreen(0xff0000, 300); if (self.parent) { self.destroy(); } return true; } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); self.damage; self.speed; 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 () { // Seviye seçim ekranı açıkken hiçbir şey yapma if (skillSelectionActive) { return; } // Hareket this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; // Kameranın (görünen alanın) dışına çıktıysa sil var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { this.destroy(); var bi = bullets.indexOf(this); if (bi >= 0) { bullets.splice(bi, 1); } return; } // “Menzil” filtresi: bu top silahının menzili WEAPONS.ball.range var maxRange = WEAPONS.ball.range * (player.weapons && player.weapons.ball ? player.weapons.ball.rngMul : 1); // (Eğer o envanterde yoksa rngMul=1 varsaydık) // Düşmana çarpma kontrolü & menzil filtresi for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this.intersects(e) && isWithinRange(e, maxRange)) { damageEnemy(e, this.damage); this.destroy(); var bi2 = bullets.indexOf(this); if (bi2 >= 0) { bullets.splice(bi2, 1); } return; } } }; return self; }); // ChickenLeg pickup class var ChickenLeg = Container.expand(function () { var self = Container.call(this); self.active = true; var chickenLegGraphics = self.attachAsset('chickenLeg', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }); 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; // Heal player for 30% of max HP, but not above max HP var healAmount = Math.floor(player.maxHp * 0.3); var oldHp = player.hp; player.hp = Math.min(player.hp + healAmount, player.maxHp); var actualHealed = player.hp - oldHp; if (actualHealed > 0) { LK.effects.flashObject(player, 0x00ff00, 300); // Show green HP gain text with black border var healText = new Text2('+' + actualHealed.toFixed(1), { size: 48, fill: 0x00ff00, stroke: 0x000000, strokeThickness: 4 }); healText.anchor.set(0.5); healText.x = player.x; healText.y = player.y - (player.height ? player.height / 2 : 60); healText.alpha = 1; gameContainer.addChild(healText); tween(healText, { y: healText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (healText.parent) { healText.destroy(); } } }); } LK.getSound('pickup').play(); if (self.parent) { self.destroy(); } return true; } }; return self; }); // Enemy base class var Enemy = Container.expand(function () { var self = Container.call(this); self.hp = 100; self.maxHp = 100; self.damage = 1; self.speed = 4; self.expValue = 5; self.type = 'normal'; self.critChance = 0.25; // Düşmanlar da %25 kritik vuruş şansı ile başlar // Enemy does not attach a graphic directly; subclasses should do this self.takeDamage = function (amount) { self.hp -= amount; LK.effects.flashObject(self, 0xff0000, 200); if (self.hp <= 0) { return true; // Enemy died } return false; // Enemy still alive }; self.update = function () { // Kart seçim ekranı aktifken düşman hareket etmesin ve saldırmasın if (!player || skillSelectionActive) { return; } // Subclasses should implement facing logic if needed // Debuff: Stun if (self.stunBuff && self.stunBuffTime !== undefined) { var stunDuration = Math.floor(self.stunBuff * 60); // seconds to frames if (gameTime - self.stunBuffTime < stunDuration) { // Stunned: do not move or attack return; } else { self.stunBuff = 0; self.stunBuffTime = undefined; } } // 1) Oyuncuya olan vektörü bul var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); // Debuff: Slow var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; // 2 seconds if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } else { self.slowBuff = 0; self.slowBuffTime = undefined; } } // 2) Eğer düşman, oyuncuya 150 pikselden yakınsa hareket etme if (dist > 150) { // 3) Aksi halde 50px uzaktan hareket et self.x += dx / dist * self.speed * speedMul; self.y += dy / dist * self.speed * speedMul; } // Bleeding+ if (self.bleedBuff && self.bleedBuffTime !== undefined) { var bleedDuration = 240; // 4 seconds (60fps) if (gameTime - self.bleedBuffTime < bleedDuration) { // Every 30 frames (0.5s), apply bleed damage if (!self.bleedTicks) { self.bleedTicks = 0; } var ticks = Math.floor((gameTime - self.bleedBuffTime) / 30); while (self.bleedTicks < ticks) { var bleedDmg = self.maxHp * (self.bleedBuff / 100); // allow fractional self.hp -= bleedDmg; LK.effects.flashObject(self, 0xaa0000, 100); // Show damage text for bleeding (always, even if <1) var dmgText = new Text2(bleedDmg.toFixed(1), { size: 48, fill: 0x00ff00, // green for regen, but for bleed use red stroke: 0x000000, strokeThickness: 4 }); dmgText.setText('-' + bleedDmg.toFixed(1)); dmgText.fill = 0xff3333; dmgText.anchor.set(0.5); dmgText.x = self.x; dmgText.y = self.y - (self.height ? self.height / 2 : 60); dmgText.alpha = 1; gameContainer.addChild(dmgText); tween(dmgText, { y: dmgText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (dmgText.parent) { dmgText.destroy(); } } }); if (self.hp <= 0) { if (self.parent) { self.destroy(); } break; } self.bleedTicks++; } } else { self.bleedBuff = 0; self.bleedBuffTime = undefined; self.bleedTicks = 0; } } // Grit Wound+ if (self.gritWound && self.lastGritWoundTime !== undefined) { var gritDuration = 240; // 4 seconds if (gameTime - self.lastGritWoundTime < gritDuration) { // No regen logic here, but you can use self.gritWound for regen reduction elsewhere // Example: If you add enemy regen, show green text here if (self.enemyRegen && self.hp < self.maxHp) { var regenAmount = self.maxHp * (self.enemyRegen / 100); if (self.gritWound > 0) { regenAmount = regenAmount * (1 - self.gritWound / 100); } var oldHp = self.hp; self.hp = Math.min(self.hp + regenAmount, self.maxHp); var actualHealed = self.hp - oldHp; if (actualHealed > 0) { // Show green HP gain text with black border var healText = new Text2('+' + actualHealed.toFixed(1), { size: 48, fill: 0x00ff00, stroke: 0x000000, strokeThickness: 4 }); healText.anchor.set(0.5); healText.x = self.x; healText.y = self.y - (self.height ? self.height / 2 : 60); healText.alpha = 1; gameContainer.addChild(healText); tween(healText, { y: healText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (healText.parent) { healText.destroy(); } } }); } } } else { self.gritWound = 0; self.lastGritWoundTime = undefined; } } // --- Enemy HP regen after wave 5, scaling with wave --- if (self.enemyRegen && self.enemyRegen > 0 && (!self.gritWound || self.gritWound === 0)) { if (!self.lastEnemyRegenTime) { self.lastEnemyRegenTime = 0; } if (gameTime - self.lastEnemyRegenTime >= 300) { // every 5s var regenAmount = self.maxHp * (self.enemyRegen / 100); var oldHp = self.hp; self.hp = Math.min(self.hp + regenAmount, self.maxHp); var actualHealed = self.hp - oldHp; if (actualHealed > 0) { // Show green HP gain text with black border var healText = new Text2('+' + actualHealed.toFixed(1), { size: 48, fill: 0x00ff00, stroke: 0x000000, strokeThickness: 4 }); healText.anchor.set(0.5); healText.x = self.x; healText.y = self.y - (self.height ? self.height / 2 : 60); healText.alpha = 1; gameContainer.addChild(healText); tween(healText, { y: healText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (healText.parent) { healText.destroy(); } } }); } self.lastEnemyRegenTime = gameTime; } } // Burada asla destroy() yok; sadece hareketi sınırlıyoruz }; return self; }); // Tank Zombie subclass var TankZombie = Enemy.expand(function () { var self = Enemy.call(this); var tankGraphics = self.attachAsset('tankZombie', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 80; self.hp = 80; self.damage = 20; self.speed = 0.8; self.attackRange = 200; self.attackCooldown = 180; // 3 saniye (60fps) self.attackTimer = 0; self.type = 'tankZombie'; self.update = function (origUpdate) { return function () { // Kart seçim ekranı aktifken tank zombi hareket etmesin ve saldırmasın if (skillSelectionActive) { return; } if (self.x < player.x) { tankGraphics.scaleX = 1; } else if (self.x > player.x) { tankGraphics.scaleX = -1; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.attackRange) { var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } } self.x += dx / dist * self.speed * speedMul; self.y += dy / dist * self.speed * speedMul; self.attackTimer = 0; } else { self.attackTimer++; if (self.attackTimer >= self.attackCooldown) { self.attackTimer = 0; var atk = gameContainer.addChild(new Container()); atk.attachAsset('tankZombieAttack', { anchorX: 0.5, anchorY: 0.5 }); atk.x = self.x + dx / dist * 70; atk.y = self.y + dy / dist * 70; atk.life = 6; // 6 frame = 0.1 saniye atk.hasHit = false; // Hasar verildi mi, onu izlemek için atk.update = function () { this.life--; // 2) Eğer henüz hasar vermediysen, o anda intersection kontrol et: if (!this.hasHit && this.intersects(player)) { player.takeDamage(self.damage); this.hasHit = true; // NOT: Burada destroy() çağırmıyoruz, sadece hasHit flag’ini true yapıyoruz. } // 3) Süre (life) dolduğunda nesneyi sil: if (this.life <= 0) { if (this.parent) { this.destroy(); } } }; } } origUpdate.call(self); }; }(self.update); return self; }); // Ranged Zombie subclass var RangedZombie = Enemy.expand(function () { var self = Enemy.call(this); var rangedGraphics = self.attachAsset('rangedZombie', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 12; self.hp = 12; self.damage = 16; self.speed = 1.2; self.attackRange = 900; self.attackCooldown = 300; // 5 saniye (60fps) self.attackTimer = 0; self.type = 'rangedZombie'; self.update = function (origUpdate) { return function () { // Kart seçim ekranı aktifken menzilli zombi hareket etmesin ve saldırmasın if (skillSelectionActive) { return; } // Flip to face player if (self.x < player.x) { rangedGraphics.scaleX = 1; } else if (self.x > player.x) { rangedGraphics.scaleX = -1; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); // Hareket ve saldırı state'i: menzile girince hareketi bırakıp saldırıya geç, çıkınca tekrar hareket et if (typeof self.isAttacking === "undefined") { self.isAttacking = false; } if (dist > self.attackRange) { // === MENZİL DIŞI: sadece hareket et ve origUpdate’i çağır === var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } } self.x += dx / dist * self.speed * speedMul; self.y += dy / dist * self.speed * speedMul; self.attackTimer = 0; self.isAttacking = false; // YALNIZCA BURADA Enemy.update’in (origUpdate’in) hareket+debuff kısımlarını çalıştırıyoruz origUpdate.call(self); } else { // === MENZİL İÇİ: hareket etmeyi tamamen bırak, sadece saldırı yap === self.isAttacking = true; self.attackTimer++; if (self.attackTimer >= self.attackCooldown) { self.attackTimer = 0; // Fire saliva projectile towards player var saliva = gameContainer.addChild(new Container()); saliva.attachAsset('rangedZombieSaliva', { anchorX: 0.5, anchorY: 0.5 }); saliva.x = self.x; saliva.y = self.y; var dirX = dx / dist; var dirY = dy / dist; saliva.speed = 18; saliva.update = function () { this.x += dirX * this.speed; this.y += dirY * this.speed; // If hits player, deal damage if (this.intersects(player)) { player.takeDamage(self.damage); if (this.parent) { this.destroy(); } } // Remove if out of camera var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } } }; } // Burada origUpdate çağrılmıyor → Enemy.update’in “hareket et” kısmı pasif kalacak } }; }(self.update); return self; }); // Normal Zombie subclass (renamed from Zombie) var NormalZombie = Enemy.expand(function () { var self = Enemy.call(this); var zombieGraphics = self.attachAsset('normalZombie', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 16; self.hp = 16; self.damage = 8; self.speed = 1.0; self.attackRange = 150; self.attackCooldown = 90; // 1.5 saniye (60fps) self.attackTimer = 0; self.type = 'normalZombie'; self.update = function (origUpdate) { return function () { // Kart seçim ekranı aktifken normal zombi hareket etmesin ve saldırmasın if (skillSelectionActive) { return; } // Flip to face player if (self.x < player.x) { zombieGraphics.scaleX = 1; } else if (self.x > player.x) { zombieGraphics.scaleX = -1; } // Move or attack var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.attackRange) { // Move towards player var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } } self.x += dx / dist * self.speed * speedMul; self.y += dy / dist * self.speed * speedMul; self.attackTimer = 0; } else { // Attack every 1.5s self.attackTimer++; if (self.attackTimer >= self.attackCooldown) { self.attackTimer = 0; // Attack: spawn attack asset towards player var atk = gameContainer.addChild(new Container()); atk.attachAsset('normalZombieAttack', { anchorX: 0.5, anchorY: 0.5 }); atk.x = self.x + dx / dist * 60; atk.y = self.y + dy / dist * 60; atk.life = 6; // 6 frame = 0.1 saniye atk.hasHit = false; // Hasar verildi mi, onu izlemek için atk.update = function () { // 1) Önce remaining life’ı azalt: this.life--; // 2) Eğer henüz hasar vermediysen, o anda intersection kontrol et: if (!this.hasHit && this.intersects(player)) { player.takeDamage(self.damage); this.hasHit = true; // NOT: Burada destroy() çağırmıyoruz, sadece hasHit flag’ini true yapıyoruz. } // 3) Süre (life) dolduğunda nesneyi sil: if (this.life <= 0) { if (this.parent) { this.destroy(); } } }; } } origUpdate.call(self); }; }(self.update); return self; }); // Fast Zombie subclass var FastZombie = Enemy.expand(function () { var self = Enemy.call(this); var fastGraphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 8; self.hp = 8; self.damage = 10; self.speed = 2.0; self.attackRange = 100; self.attackCooldown = 30; // 0.5 saniye (60fps) self.attackTimer = 0; self.type = 'fastZombie'; self.update = function (origUpdate) { return function () { // Kart seçim ekranı aktifken hızlı zombi hareket etmesin ve saldırmasın if (skillSelectionActive) { return; } if (self.x < player.x) { fastGraphics.scaleX = 1; } else if (self.x > player.x) { fastGraphics.scaleX = -1; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.attackRange) { var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } } self.x += dx / dist * self.speed * speedMul; self.y += dy / dist * self.speed * speedMul; self.attackTimer = 0; } else { self.attackTimer++; if (self.attackTimer >= self.attackCooldown) { self.attackTimer = 0; var atk = gameContainer.addChild(new Container()); atk.attachAsset('fastZombieAttack', { anchorX: 0.5, anchorY: 0.5 }); atk.x = self.x + dx / dist * 50; atk.y = self.y + dy / dist * 50; atk.life = 6; // 6 frame = 0.1 saniye atk.hasHit = false; // Hasar verildi mi, onu izlemek için atk.update = function () { this.life--; // 2) Eğer henüz hasar vermediysen, o anda intersection kontrol et: if (!this.hasHit && this.intersects(player)) { player.takeDamage(self.damage); this.hasHit = true; // NOT: Burada destroy() çağırmıyoruz, sadece hasHit flag’ini true yapıyoruz. } // 3) Süre (life) dolduğunda nesneyi sil: if (this.life <= 0) { if (this.parent) { this.destroy(); } } }; } } origUpdate.call(self); }; }(self.update); return self; }); // Boss Zombie subclass var BossZombie = Enemy.expand(function () { var self = Enemy.call(this); var bossGraphics = self.attachAsset('bossZombie', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 400; self.hp = 400; self.type = 'bossZombie'; self.mode = 'melee'; // 'melee' or 'ranged' self.modeTimer = 0; self.modeSwitchDelay = 0; self.attackTimer = 0; self.attackCooldownMelee = 300; // 5s self.attackCooldownRanged = 24; // 0.4s self.attackRangeMelee = 200; self.attackRangeRanged = 1100; self.damageMelee = 40; self.damageRanged = 5; self.speedMelee = 0.8; self.speedRanged = 1.0; self.modeDurationMelee = 600; // 10s self.modeDurationRanged = 180; // 3s self.modeSwitchPause = 60; // 1s self.lastWarningTime = 0; self.warningCountdown = 0; self.warningActive = false; self.warningText = null; self.update = function (origUpdate) { return function () { // Kart seçim ekranı aktifken boss hareket etmesin ve saldırmasın if (skillSelectionActive) { return; } // Flip to face player if (self.x < player.x) { bossGraphics.scaleX = 1; } else if (self.x > player.x) { bossGraphics.scaleX = -1; } // Mode switching logic if (self.modeSwitchDelay > 0) { self.modeSwitchDelay--; // During pause, boss cannot move, but can attack if already in attack range // Defensive: do not move, but allow attack animation/effects if in range // For melee mode var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (self.mode === 'melee' && dist <= self.attackRangeMelee) { self.attackTimer++; self.isAttacking = true; if (self.attackTimer >= self.attackCooldownMelee) { self.attackTimer = 0; var atk = gameContainer.addChild(new Container()); atk.attachAsset('bossZombieAttack1', { anchorX: 0.5, anchorY: 0.5 }); atk.x = self.x + dx / dist * 90; atk.y = self.y + dy / dist * 90; atk.life = 6; atk.hasHit = false; atk.update = function () { this.life--; if (!this.hasHit) { if (player && typeof player.x === "number" && typeof player.y === "number") { var dx2 = this.x - player.x; var dy2 = this.y - player.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 <= 60) { player.takeDamage(self.damageMelee); this.hasHit = true; } } } if (this.life <= 0) { if (this.parent) { this.destroy(); } } }; } } else if (self.mode === 'ranged' && dist <= self.attackRangeRanged) { self.attackTimer++; self.isAttacking = true; if (self.attackTimer % self.attackCooldownRanged === 0) { var bone = gameContainer.addChild(new Container()); bone.attachAsset('bossZombieAttack2', { anchorX: 0.5, anchorY: 0.5 }); bone.x = self.x; bone.y = self.y; var dirX = dx / dist; var dirY = dy / dist; bone.speed = 28; bone.update = function () { this.x += dirX * bone.speed; this.y += dirY * bone.speed; if (player && typeof player.x === "number" && typeof player.y === "number") { var dx2 = this.x - player.x; var dy2 = this.y - player.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 <= 60) { player.takeDamage(self.damageRanged); if (this.parent) { this.destroy(); } } } var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } } }; } } else { self.isAttacking = false; self.attackTimer = 0; } // Do not move during pause return; } self.modeTimer++; if (self.mode === 'melee' && self.modeTimer >= self.modeDurationMelee) { self.mode = 'ranged'; self.modeTimer = 0; self.modeSwitchDelay = 120; // 2 seconds pause when switching to ranged self.isAttacking = false; // Defensive: reset attack state } else if (self.mode === 'ranged' && self.modeTimer >= self.modeDurationRanged) { self.mode = 'melee'; self.modeTimer = 0; self.modeSwitchDelay = self.modeSwitchPause; self.isAttacking = false; // Defensive: reset attack state } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); // Boss warning if player is too far var bossDist = Math.sqrt((self.x - player.x) * (self.x - player.x) + (self.y - player.y) * (self.y - player.y)); if (bossDist > 2000) { if (!self.warningActive) { self.warningActive = true; self.warningCountdown = 5; self.lastWarningTime = gameTime; if (!self.warningText) { self.warningText = new Text2(t("bossWarning") + "5", { size: 80, fill: 0xff0000 }); self.warningText.anchor.set(0.5, 0); self.warningText.y = 300; LK.gui.top.addChild(self.warningText); } } else { if (gameTime - self.lastWarningTime >= 60) { self.warningCountdown--; self.lastWarningTime = gameTime; if (self.warningText) { self.warningText.setText(t("bossWarning") + self.warningCountdown); } } if (self.warningCountdown <= 0) { if (self.warningText && self.warningText.parent) { self.warningText.destroy(); } LK.showGameOver(); return; } } } else if (self.warningActive) { self.warningActive = false; if (self.warningText && self.warningText.parent) { self.warningText.destroy(); } self.warningText = null; } // Movement and attack logic if (self.mode === 'melee') { // Melee mode: slow, short range, high damage if (typeof self.isAttacking === "undefined") { self.isAttacking = false; } if (dist > self.attackRangeMelee) { var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } } // Only move if not attacking if (!self.isAttacking) { self.x += dx / dist * self.speedMelee * speedMul; self.y += dy / dist * self.speedMelee * speedMul; } self.attackTimer = 0; self.isAttacking = false; } else { self.attackTimer++; self.isAttacking = true; if (self.attackTimer >= self.attackCooldownMelee) { self.attackTimer = 0; var atk = gameContainer.addChild(new Container()); atk.attachAsset('bossZombieAttack1', { anchorX: 0.5, anchorY: 0.5 }); atk.x = self.x + dx / dist * 90; atk.y = self.y + dy / dist * 90; atk.life = 6; // 6 frame = 0.1 saniye atk.hasHit = false; // Hasar verildi mi, onu izlemek için atk.update = function () { this.life--; // 2) Eğer henüz hasar vermediysen, o anda intersection kontrol et: if (!this.hasHit) { // --- Use circular hitbox for player (radius 60) --- if (player && typeof player.x === "number" && typeof player.y === "number") { var dx = this.x - player.x; var dy = this.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= 60) { player.takeDamage(self.damageMelee); this.hasHit = true; } } } // 3) Süre (life) dolduğunda nesneyi sil: if (this.life <= 0) { if (this.parent) { this.destroy(); } } }; } } } else if (self.mode === 'ranged') { // Ranged mode: normal speed, long range, low damage, fires bones if (typeof self.isAttacking === "undefined") { self.isAttacking = false; } if (dist > self.attackRangeRanged) { var speedMul = 1; if (self.slowBuff && self.slowBuffTime !== undefined) { var slowDuration = 120; if (gameTime - self.slowBuffTime < slowDuration) { speedMul = Math.max(0, 1 - self.slowBuff / 100); } } // Only move if not attacking if (!self.isAttacking) { self.x += dx / dist * self.speedRanged * speedMul; self.y += dy / dist * self.speedRanged * speedMul; } self.attackTimer = 0; self.isAttacking = false; } else { self.attackTimer++; self.isAttacking = true; if (self.attackTimer % self.attackCooldownRanged === 0) { // Fire bone projectile var bone = gameContainer.addChild(new Container()); bone.attachAsset('bossZombieAttack2', { anchorX: 0.5, anchorY: 0.5 }); bone.x = self.x; bone.y = self.y; var dirX = dx / dist; var dirY = dy / dist; bone.speed = 28; bone.update = function () { this.x += dirX * bone.speed; this.y += dirY * bone.speed; // --- Use circular hitbox for player (radius 60) --- if (player && typeof player.x === "number" && typeof player.y === "number") { var dx = this.x - player.x; var dy = this.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= 60) { player.takeDamage(self.damageRanged); if (this.parent) { this.destroy(); } } } var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } } }; } } } origUpdate.call(self); }; }(self.update); return self; }); var ExpOrb = Container.expand(function () { var self = Container.call(this); // 1) spawnTime kaydet self.spawnTime = gameTime; self.value = 1; // Each orb always gives 1 EXP self.magnetSpeed = 0; var orbGraphics = self.attachAsset('expOrb', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // ORB YAŞI (frame cinsinden) var age = gameTime - self.spawnTime; // 2) Eğer 20 saniye geçmişse (1200 frame), orb’u yok et ve listeden çıkar if (age >= 1200) { // yok et if (self.parent) { self.destroy(); } var idx = expOrbs.indexOf(self); if (idx >= 0) { expOrbs.splice(idx, 1); } return; } // 3) Son 5 saniyede (age >= 900), yanıp sönme uygulaması if (age >= 900) { // kalan süre var remaining = 1200 - age; // 300’den 0’a kadar azalır // blink periyodu: remaining / 50’ye bağlı (en hızlı 1 frame’lik periyot) var blinkInterval = Math.ceil(remaining / 50); if (blinkInterval < 1) { blinkInterval = 1; } // yaşa göre çift/tek periyoda bölerek görünürlüğü değiştir var phase = Math.floor(age / blinkInterval); self.visible = phase % 2 === 0; } else { // son 5 saniye değilse görünür olsun self.visible = true; } // 4) Normal manyetik çekim hareketi 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) { // x, y: joystick base'in merkezine göre offset (dokunulan nokta - joystick merkezi) // Knob'un merkezi joystick base'in merkeziyle tam hizalı olmalı // Hareket yönü, knob merkezinden dokunulan pozisyona doğru olmalı // dx, dy: knob'un merkezinden dokunulan noktaya vektör var dx = x; var dy = 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; // Defensive: avoid division by zero if (maxDist === 0) { self.dirX = 0; self.dirY = 0; } else { // Hareket yönü: knob'un merkezinden dokunulan noktaya doğru normalize edilmiş vektör 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; } } if (self.parent) { 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 = 10.0; self.fireRate = 30; self.bulletSpeed = 15; self.moveSpeed = 5; self.pickupRange = 100; self.lastFire = 0; self.critChance = 0.25; // Oyuncu başlangıçta %25 kritik vuruş şansı /* ===== BUFFS ===== */ self.buffs = { damageReduction: 0, // percent, e.g. 10 means 10% moveSpeed: 0, // percent, e.g. 20 means 20% hpRegen: 0, // percent per 5s damageReflection: 0, // percent gritWound: 0, // percent enemySlow: 0, // percent enemyStun: 0, // seconds bleeding: 0, // percent per tick critChance: 0 // Critical Hit Chance+ buff, percent (15 means +15%) }; self.lastRegenTime = 0; /* ===== WEAPON INVENTORY ===== */ self.weapons = {}; // key → instance var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { // Damage Reduction+ var finalAmount = amount; if (self.buffs.damageReduction > 0) { finalAmount = Math.ceil(amount * (1 - self.buffs.damageReduction / 100)); } self.hp -= finalAmount; LK.effects.flashObject(self, 0xff0000, 300); LK.getSound('damageTaken').play(); // Damage Reflection+ if (self.buffs.damageReflection > 0 && enemies.length > 0) { // Find nearest enemy in contact (or just first in range) for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var dx = e.x - self.x; var dy = e.y - self.y; var distSq = dx * dx + dy * dy; if (distSq <= 22500) { // same as contact check var reflectDmg = Math.ceil(finalAmount * self.buffs.damageReflection / 100); if (reflectDmg > 0) { damageEnemy(e, reflectDmg); // Show damage text for reflection var dmgText = new Text2(reflectDmg.toFixed(1), { size: 48, fill: 0xffffff, stroke: 0x000000, strokeThickness: 4 }); dmgText.anchor.set(0.5); dmgText.x = e.x; dmgText.y = e.y - (e.height ? e.height / 2 : 60); dmgText.alpha = 1; gameContainer.addChild(dmgText); tween(dmgText, { y: dmgText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (dmgText.parent) { dmgText.destroy(); } } }); } break; } } } if (self.hp <= 0) { // Show death screen and block game update showDeathScreen(); return; } }; self.gainExp = function (amount) { // Add exp orbs self.exp += amount; // Level up if exp orbs >= current level while (self.exp >= self.level) { self.exp -= self.level; self.levelUp(); } }; self.update = function () { // Kart seçim ekranı aktifken karakter hareket etmesin ve saldırmasın if (skillSelectionActive) { return; } // Flip player graphic based on movement direction if (self.lastX === undefined) { self.lastX = self.x; } if (self.x > self.lastX) { playerGraphics.scaleX = 1; } else if (self.x < self.lastX) { playerGraphics.scaleX = -1; } self.lastX = self.x; // Movement Speed+ if (self.buffs.moveSpeed > 0) { self.moveSpeed = 5 * (1 + self.buffs.moveSpeed / 100); } else { self.moveSpeed = 5; } // HP Regeneration+ if (self.buffs.hpRegen > 0 && gameTime - (self.lastRegenTime || 0) >= 300) { var regenAmount = self.maxHp * (self.buffs.hpRegen / 100); // allow fractional regen if (regenAmount > 0 && self.hp < self.maxHp) { var oldHp = self.hp; self.hp = Math.min(self.hp + regenAmount, self.maxHp); var actualHealed = self.hp - oldHp; if (actualHealed > 0) { LK.effects.flashObject(self, 0x00ff00, 200); // Show green HP gain text with black border var healText = new Text2('+' + actualHealed.toFixed(1), { size: 48, fill: 0x00ff00, stroke: 0x000000, strokeThickness: 4 }); healText.anchor.set(0.5); healText.x = self.x; healText.y = self.y - (self.height ? self.height / 2 : 60); healText.alpha = 1; gameContainer.addChild(healText); tween(healText, { y: healText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (healText.parent) { healText.destroy(); } } }); } } self.lastRegenTime = gameTime; } for (var k in self.weapons) { var inst = self.weapons[k], meta = WEAPONS[k]; if (--inst.cdCnt <= 0) { fireWeapon(k, inst, meta); // inst.cd muhtemelen kesirsiz olmayabilir; istersen Math.floor ile yuvarla: inst.cdCnt = Math.floor(inst.cd); } } }; self.levelUp = function () { self.level++; // self.exp is now handled in gainExp, do not reset here self.expToNext = self.level * 15; // self.maxHp += 10; // Artık seviye atlayınca max HP artmıyor // Do NOT restore full health on level up // self.hp = self.maxHp; // Increase movement speed by 4% per level up self.moveSpeed *= 1.04; LK.getSound('levelup').play(); showSkillSelection(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ /* ==== UNIVERSAL HELPERS ==== */ // Once loaded, music will play immediately on subsequent uses. // This is normal for large files or slow connections and cannot be fixed in code. // Note: If music starts late, it may be due to the time required to load the music asset on first play. // --- MENU & LANGUAGE STATE --- var GAME_STATE = { MAIN_MENU: 0, PLAYING: 1, DEATH: 2 }; var gameState = GAME_STATE.MAIN_MENU; var currentLanguage = "en"; // "en" or "tr" var mainMenuContainer = null; var languageMenuContainer = null; var deathScreenContainer = null; // --- TEXTS --- var TEXTS = { en: { start: "Start Game", languages: "Languages", returnMainMenu: "Return to Main Menu", death: "You Died!", lang_tr: "Türkçe", lang_en: "English", hp: "HP", wave: "Wave", level: "Level", exp: "EXP", expShort: "EXP", weaponSelect: "Select Your Weapon", unlock: "Unlock", noOption: "No Option", buffs: { damageReduction: "Damage Reduction+", moveSpeed: "Movement Speed Increase+", hpRegen: "HP Regeneration+", damageReflection: "Damage Reflection+", gritWound: "Grit Wound+", enemySlow: "Enemy Slow+", enemyStun: "Enemy Stun+", bleeding: "Bleeding+", critChance: "Critical Hit Chance+", maxHpPlus: "Maximum HP+", magnetPlus: "Magnet+" }, buffDescs: { damageReduction: "Take 10% less damage per level", moveSpeed: "Move 20% faster per level", hpRegen: "Regenerate 1% max HP every 5s per level", damageReflection: "Reflect 5% damage per level", gritWound: "Reduce enemy regen by 10% per level", enemySlow: "Slow enemies by 10% per level", enemyStun: "Stun enemies for 0.1s per level", bleeding: "Bleed: 4s, 0.5s tick, 5% max HP per tick per level", critChance: "Increase critical hit chance by 15% per level", maxHpPlus: "Increase max HP by 25 per level", magnetPlus: "Nearby EXP orbs (150 radius, +150 per level) are quickly pulled to you." }, upgrade: "Upgrade", desc_damage: "Increases weapon damage by 20%", desc_atkspd: "Increases weapon attack speed by 20%", desc_range: "Increases weapon range and size by 20%", bossWarning: "You are too far from the Boss! ", expGain: "+", wavePrefix: "Wave", levelPrefix: "Level", expPrefix: "EXP", hpPrefix: "HP" }, tr: { start: "Oyuna Başla", languages: "Diller", returnMainMenu: "Ana Menüye Dön", death: "Öldün!", lang_tr: "Türkçe", lang_en: "English", hp: "Can", wave: "Dalga", level: "Seviye", exp: "EXP", expShort: "EXP", weaponSelect: "Silahını Seç", unlock: "Aç", noOption: "Seçenek Yok", buffs: { damageReduction: "Hasar Azaltma+", moveSpeed: "Hareket Hızı Artışı+", hpRegen: "Can Yenileme+", damageReflection: "Hasar Yansıtma+", gritWound: "Derin Yara+", enemySlow: "Düşman Yavaşlatma+", enemyStun: "Düşman Sersemletme+", bleeding: "Kanama+", critChance: "Kritik Vuruş Şansı+", maxHpPlus: "Maksimum Can+", magnetPlus: "Mıknatıs+" }, buffDescs: { damageReduction: "Her seviyede %10 daha az hasar alırsın", moveSpeed: "Her seviyede %20 daha hızlı hareket edersin", hpRegen: "Her seviyede 5 saniyede bir maksimum canının %1'i kadar yenilenirsin", damageReflection: "Her seviyede %5 hasarı yansıtırsın", gritWound: "Her seviyede düşman yenilenmesini %10 azaltır", enemySlow: "Her seviyede düşmanları %10 yavaşlatır", enemyStun: "Her seviyede düşmanları 0.1s sersemletir", bleeding: "Her seviyede 4s boyunca, 0.5s arayla, her tikte maksimum canın %5'i kadar kanama", critChance: "Her seviyede kritik vuruş şansını %15 artırır", maxHpPlus: "Her seviyede maksimum canı 25 artırır", magnetPlus: "Yakındaki EXP küreleri (150 yarıçap, seviye başına +150) hızlıca sana çekilir." }, upgrade: "Yükselt", desc_damage: "Silah hasarını %20 artırır", desc_atkspd: "Silah saldırı hızını %20 artırır", desc_range: "Silah menzilini ve boyutunu %20 artırır", bossWarning: "Boss'tan çok uzaktasın! ", expGain: "+", wavePrefix: "Dalga", levelPrefix: "Seviye", expPrefix: "EXP", hpPrefix: "Can" } }; // --- Language helper --- function t(key) { if (TEXTS[currentLanguage] && TEXTS[currentLanguage][key]) { return TEXTS[currentLanguage][key]; } // fallback return TEXTS["en"][key] || key; } // --- Menu helpers --- function showMainMenu() { gameState = GAME_STATE.MAIN_MENU; // Hide all game UI and stop all game sounds/music setGameUIVisible(false); LK.stopMusic(); if (typeof LK.stopAllSounds === "function") { LK.stopAllSounds(); } // Remove other overlays if any if (mainMenuContainer) { mainMenuContainer.destroy(); } if (languageMenuContainer) { languageMenuContainer.destroy(); } if (deathScreenContainer) { deathScreenContainer.destroy(); } // Music is now handled in game.update based on gameState if (typeof currentMusic === "undefined") { currentMusic = null; } // Always play main menu music immediately when showing main menu if (currentMusic !== "mainMenuMusic") { LK.stopMusic(); // Defensive: ensure music is loaded and play only once if (typeof LK.playMusic === "function") { LK.playMusic('mainMenuMusic', { loop: true }); } currentMusic = "mainMenuMusic"; } // === RED OVERLAY BLOCKER === // Show the red overlay only on first app launch, not when returning to main menu after death if (typeof window._hasShownRedOverlay === "undefined") { window._hasShownRedOverlay = false; } if (!window._hasShownRedOverlay) { window._hasShownRedOverlay = true; if (typeof mainMenuRedBlocker !== "undefined" && mainMenuRedBlocker && mainMenuRedBlocker.destroy) { mainMenuRedBlocker.destroy(); } mainMenuRedBlocker = game.addChild(new Container()); // Create a solid red rectangle using a shape asset var redRect = mainMenuRedBlocker.attachAsset('hpBarRect', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, color: 0xff0000, tint: 0xff0000, alpha: 1 }); mainMenuRedBlocker.x = 0; mainMenuRedBlocker.y = 0; mainMenuRedBlocker.visible = true; mainMenuRedBlocker.interactive = true; mainMenuRedBlocker.down = function () {/* block all input */}; mainMenuRedBlocker.move = function () {/* block all input */}; mainMenuRedBlocker.up = function () {/* block all input */}; // --- Add "Loading..." text and spinner to red overlay --- var redLoadingText = new Text2("Loading...", { size: 100, fill: 0xffffff }); redLoadingText.anchor.set(0.5, 0.5); redLoadingText.x = 1024; redLoadingText.y = 1200; mainMenuRedBlocker.addChild(redLoadingText); var redSpinner = new Container(); var redSpinnerAsset = redSpinner.attachAsset('chickenLeg', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); redSpinner.x = 1024; redSpinner.y = 1350; mainMenuRedBlocker.addChild(redSpinner); redSpinner.update = function () { if (redSpinnerAsset) { redSpinnerAsset.rotation += 0.2; } }; mainMenuRedBlocker.update = function () { if (redSpinner && redSpinner.update) { redSpinner.update(); } }; // Preload main menu container and its children, but keep them hidden until red overlay is removed mainMenuContainer = game.addChild(new Container()); // Background var bg = mainMenuContainer.attachAsset('mainMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); // Start Button var startBtn = mainMenuContainer.addChild(new Container()); startBtn.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); startBtn.x = 1024; startBtn.y = 1200; var startTxt = new Text2(t("start"), { size: 72, fill: 0xffffff }); startTxt.anchor.set(0.5); startBtn.addChild(startTxt); startBtn.visible = true; startBtn.interactive = true; startBtn.down = function () { mainMenuContainer.destroy(); mainMenuContainer = null; startGame(); }; // Languages Button var langBtn = mainMenuContainer.addChild(new Container()); langBtn.attachAsset('languagesButton', { anchorX: 0.5, anchorY: 0.5 }); langBtn.x = 1024; langBtn.y = 1600; var langTxt = new Text2(t("languages"), { size: 60, fill: 0xffffff }); langTxt.anchor.set(0.5); langBtn.addChild(langTxt); langBtn.visible = true; langBtn.interactive = true; langBtn.down = function () { // Hide start and lang buttons and make them untouchable startBtn.visible = false; startBtn.interactive = false; langBtn.visible = false; langBtn.interactive = false; showLanguageMenu(function () { // After language selection, show buttons again and update texts startBtn.visible = true; startBtn.interactive = true; langBtn.visible = true; langBtn.interactive = true; // Update button texts to new language if (startTxt && startTxt.setText) { startTxt.setText(t("start")); } if (langTxt && langTxt.setText) { langTxt.setText(t("languages")); } }); }; // Hide main menu container and its children while red overlay is visible if (mainMenuContainer && mainMenuContainer.visible !== undefined) { mainMenuContainer.visible = false; for (var i = 0; i < mainMenuContainer.children.length; i++) { if (mainMenuContainer.children[i] && mainMenuContainer.children[i].visible !== undefined) { mainMenuContainer.children[i].visible = false; } } } // Remove after 10 seconds and show main menu container LK.setTimeout(function () { // Remove loading text and spinner from red overlay if (mainMenuRedBlocker) { // Defensive: remove children if not already destroyed if (typeof redLoadingText !== "undefined" && redLoadingText && redLoadingText.parent) { redLoadingText.destroy(); } if (typeof redSpinner !== "undefined" && redSpinner && redSpinner.parent) { redSpinner.destroy(); } } if (mainMenuRedBlocker && mainMenuRedBlocker.parent) { mainMenuRedBlocker.destroy(); mainMenuRedBlocker = null; } // Show main menu container and its children after red overlay is gone if (mainMenuContainer && mainMenuContainer.visible !== undefined) { mainMenuContainer.visible = true; for (var i = 0; i < mainMenuContainer.children.length; i++) { if (mainMenuContainer.children[i] && mainMenuContainer.children[i].visible !== undefined) { mainMenuContainer.children[i].visible = true; } } // Also ensure background is visible if (bg && bg.visible !== undefined) { bg.visible = true; } } }, 10000); // === END RED OVERLAY BLOCKER === return; } // If not first launch, show main menu instantly (no red overlay) mainMenuContainer = game.addChild(new Container()); // Background var bg = mainMenuContainer.attachAsset('mainMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); // Start Button var startBtn = mainMenuContainer.addChild(new Container()); startBtn.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); startBtn.x = 1024; startBtn.y = 1200; var startTxt = new Text2(t("start"), { size: 72, fill: 0xffffff }); startTxt.anchor.set(0.5); startBtn.addChild(startTxt); startBtn.visible = true; startBtn.interactive = true; startBtn.down = function () { mainMenuContainer.destroy(); mainMenuContainer = null; startGame(); }; // Languages Button var langBtn = mainMenuContainer.addChild(new Container()); langBtn.attachAsset('languagesButton', { anchorX: 0.5, anchorY: 0.5 }); langBtn.x = 1024; langBtn.y = 1600; var langTxt = new Text2(t("languages"), { size: 60, fill: 0xffffff }); langTxt.anchor.set(0.5); langBtn.addChild(langTxt); langBtn.visible = true; langBtn.interactive = true; langBtn.down = function () { // Hide start and lang buttons and make them untouchable startBtn.visible = false; startBtn.interactive = false; langBtn.visible = false; langBtn.interactive = false; showLanguageMenu(function () { // After language selection, show buttons again and update texts startBtn.visible = true; startBtn.interactive = true; langBtn.visible = true; langBtn.interactive = true; // Update button texts to new language if (startTxt && startTxt.setText) { startTxt.setText(t("start")); } if (langTxt && langTxt.setText) { langTxt.setText(t("languages")); } }); }; if (mainMenuContainer && mainMenuContainer.visible !== undefined) { mainMenuContainer.visible = true; for (var i = 0; i < mainMenuContainer.children.length; i++) { if (mainMenuContainer.children[i] && mainMenuContainer.children[i].visible !== undefined) { mainMenuContainer.children[i].visible = true; } } } if (bg && bg.visible !== undefined) { bg.visible = true; } } function showLanguageMenu(onClose) { if (languageMenuContainer) { languageMenuContainer.destroy(); } languageMenuContainer = game.addChild(new Container()); languageMenuContainer.x = 1024; languageMenuContainer.y = 1366; // Türkçe button var trBtn = languageMenuContainer.addChild(new Container()); trBtn.attachAsset('langButton', { anchorX: 0.5, anchorY: 0.5 }); trBtn.x = 0; trBtn.y = -120; var trTxt = new Text2(t("lang_tr"), { size: 56, fill: 0x222222 }); trTxt.anchor.set(0.5); trBtn.addChild(trTxt); trBtn.down = function () { currentLanguage = "tr"; languageMenuContainer.destroy(); languageMenuContainer = null; // Do not stop or restart music here; showMainMenu will handle music logic // Do not stop or restart music here; let showMainMenu handle music logic // Instead of showMainMenu, just refresh mainMenuContainer text and language if (mainMenuContainer) { // Update start and language button texts for (var i = 0; i < mainMenuContainer.children.length; i++) { var ch = mainMenuContainer.children[i]; if (ch && ch.children && ch.children.length > 0) { var txt = ch.children[0]; if (txt && txt.setText) { if (ch === mainMenuContainer.children[0]) { txt.setText(t("start")); } else if (ch === mainMenuContainer.children[1]) { txt.setText(t("languages")); } } } } } if (typeof onClose === "function") { onClose(); } }; // English button var enBtn = languageMenuContainer.addChild(new Container()); enBtn.attachAsset('langButton', { anchorX: 0.5, anchorY: 0.5 }); enBtn.x = 0; enBtn.y = 120; var enTxt = new Text2(t("lang_en"), { size: 56, fill: 0x222222 }); enTxt.anchor.set(0.5); enBtn.addChild(enTxt); enBtn.down = function () { currentLanguage = "en"; languageMenuContainer.destroy(); languageMenuContainer = null; // Do not stop or restart music here; let showMainMenu handle music logic // Instead of showMainMenu, just refresh mainMenuContainer text and language if (mainMenuContainer) { // Update start and language button texts for (var i = 0; i < mainMenuContainer.children.length; i++) { var ch = mainMenuContainer.children[i]; if (ch && ch.children && ch.children.length > 0) { var txt = ch.children[0]; if (txt && txt.setText) { if (ch === mainMenuContainer.children[0]) { txt.setText(t("start")); } else if (ch === mainMenuContainer.children[1]) { txt.setText(t("languages")); } } } } } if (typeof onClose === "function") { onClose(); } }; } function showDeathScreen() { gameState = GAME_STATE.DEATH; // Hide all game UI and stop all game sounds/music setGameUIVisible(false); LK.stopMusic(); if (typeof LK.stopAllSounds === "function") { LK.stopAllSounds(); } // Play death sound when death screen is shown if (LK.getSound && LK.getSound('death')) { LK.getSound('death').play(); } // Remove overlays if any if (mainMenuContainer) { mainMenuContainer.destroy(); } if (languageMenuContainer) { languageMenuContainer.destroy(); } if (deathScreenContainer) { deathScreenContainer.destroy(); } // Destroy all enemies and clear enemy array if (typeof enemies !== "undefined" && enemies.length > 0) { for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] && typeof enemies[i].destroy === "function") { enemies[i].destroy(); } enemies.splice(i, 1); } } // Music is now handled in game.update based on gameState if (typeof currentMusic === "undefined") { currentMusic = null; } deathScreenContainer = game.addChild(new Container()); // Background var bg = deathScreenContainer.attachAsset('deathBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); // Death text var deathTxt = new Text2(t("death"), { size: 120, fill: 0xffffff }); deathTxt.anchor.set(0.5); deathTxt.x = 1024; deathTxt.y = 1100; deathScreenContainer.addChild(deathTxt); // Return Main Menu Button var retBtn = deathScreenContainer.addChild(new Container()); retBtn.attachAsset('returnMainMenu', { anchorX: 0.5, anchorY: 0.5 }); retBtn.x = 1024; retBtn.y = 1450; var retTxt = new Text2(t("returnMainMenu"), { size: 60, fill: 0xffffff }); retTxt.anchor.set(0.5); retBtn.addChild(retTxt); retBtn.down = function () { // Reset everything and go to main menu deathScreenContainer.destroy(); deathScreenContainer = null; resetGameToMainMenu(); }; } // --- Game start/reset helpers --- function startGame() { gameState = GAME_STATE.PLAYING; // Show all game UI and resume game sounds/music setGameUIVisible(true); LK.stopMusic(); if (typeof LK.stopAllSounds === "function") { LK.stopAllSounds(); } if (typeof currentMusic === "undefined") { currentMusic = null; } // Music is now handled in game.update based on gameState // Reset all game variables and containers resetGameWorld(); } function resetGameToMainMenu() { // Destroy all overlays and containers setGameUIVisible(false); LK.stopMusic(); if (typeof LK.stopAllSounds === "function") { LK.stopAllSounds(); } // Music is now handled in game.update based on gameState // Destroy all overlays if exist if (mainMenuContainer && mainMenuContainer.destroy) { mainMenuContainer.destroy(); } if (languageMenuContainer && languageMenuContainer.destroy) { languageMenuContainer.destroy(); } if (deathScreenContainer && deathScreenContainer.destroy) { deathScreenContainer.destroy(); } mainMenuContainer = null; languageMenuContainer = null; deathScreenContainer = null; // Destroy all game world objects and arrays if (typeof enemies !== "undefined" && enemies.length > 0) { for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] && typeof enemies[i].destroy === "function") { enemies[i].destroy(); } enemies.splice(i, 1); } } if (typeof bullets !== "undefined" && bullets.length > 0) { for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] && typeof bullets[i].destroy === "function") { bullets[i].destroy(); } bullets.splice(i, 1); } } if (typeof expOrbs !== "undefined" && expOrbs.length > 0) { for (var i = expOrbs.length - 1; i >= 0; i--) { if (expOrbs[i] && typeof expOrbs[i].destroy === "function") { expOrbs[i].destroy(); } expOrbs.splice(i, 1); } } if (typeof pickups !== "undefined" && pickups.length > 0) { for (var i = pickups.length - 1; i >= 0; i--) { if (pickups[i] && typeof pickups[i].destroy === "function") { pickups[i].destroy(); } pickups.splice(i, 1); } } if (typeof shurikenObjs !== "undefined" && shurikenObjs.length > 0) { for (var i = shurikenObjs.length - 1; i >= 0; i--) { if (shurikenObjs[i] && typeof shurikenObjs[i].destroy === "function") { shurikenObjs[i].destroy(); } shurikenObjs.splice(i, 1); } } if (typeof backgroundTiles !== "undefined" && backgroundTiles.length > 0) { for (var i = backgroundTiles.length - 1; i >= 0; i--) { if (backgroundTiles[i] && typeof backgroundTiles[i].destroy === "function") { backgroundTiles[i].destroy(); } backgroundTiles.splice(i, 1); } } // Remove all children from gameContainer if (typeof gameContainer !== "undefined" && gameContainer && gameContainer.children) { for (var i = gameContainer.children.length - 1; i >= 0; i--) { var ch = gameContainer.children[i]; if (ch && ch.destroy) { ch.destroy(); } } gameContainer.children = []; } // Remove overlays if (typeof weaponSelectionOverlay !== "undefined" && weaponSelectionOverlay && weaponSelectionOverlay.destroy) { weaponSelectionOverlay.destroy(); weaponSelectionOverlay = null; } if (typeof ov !== "undefined" && ov && ov.destroy) { ov.destroy(); } // Remove joystick from GUI if (typeof joystick !== "undefined" && joystick && joystick.parent && joystick.parent.removeChild) { joystick.parent.removeChild(joystick); } joystick = null; // Reset all global variables to initial state enemies = []; bullets = []; expOrbs = []; pickups = []; shurikenObjs = []; backgroundTiles = []; player = undefined; gameTime = 0; waveNumber = 1; nextWaveTimeout = null; skillSelectionActive = false; weaponSelectionActive = false; weaponSelectionOverlay = null; auraField = null; lastPickupSpawn = 0; camera = { x: 0, y: 0 }; selectedSkills = []; // UI elements timerText = null; waveText = null; levelText = null; hpText = null; // Remove any global buff counters if (typeof window.magnetPlusBuffCount !== "undefined") { window.magnetPlusBuffCount = undefined; } // Reset game state to main menu gameState = GAME_STATE.MAIN_MENU; currentMusic = null; // Show main menu showMainMenu(); } // --- Reset game world (player, enemies, etc) --- function resetGameWorld() { // Remove all children from gameContainer (or create if not exists) if (!gameContainer) { gameContainer = game.addChild(new Container()); } else if (gameContainer.children) { for (var i = gameContainer.children.length - 1; i >= 0; i--) { var ch = gameContainer.children[i]; if (ch && ch.destroy) { ch.destroy(); } } gameContainer.children = []; } // Reset arrays and variables enemies = []; bullets = []; expOrbs = []; pickups = []; shurikenObjs = []; auraField = null; waveNumber = 1; gameTime = 0; nextWaveTimeout = null; skillSelectionActive = false; weaponSelectionActive = true; // Remove overlays if (weaponSelectionOverlay) { weaponSelectionOverlay.destroy(); weaponSelectionOverlay = null; } // Remove background tiles if (backgroundTiles && backgroundTiles.length) { for (var i = 0; i < backgroundTiles.length; i++) { if (backgroundTiles[i] && backgroundTiles[i].destroy) { backgroundTiles[i].destroy(); } } backgroundTiles = []; } // Recreate background tiles for (var i = 0; i < bgTilesX; i++) { for (var j = 0; j < bgTilesY; j++) { var tile = LK.getAsset('seamlessBackGround', { anchorX: 0, anchorY: 0 }); tile.x = i * bgTileWidth; tile.y = j * bgTileHeight; gameContainer.addChild(tile); backgroundTiles.push(tile); } } // Create player player = gameContainer.addChild(new Player()); player.x = 1024; player.y = 1366; // Health bar for player player.hpBar = new Container(); player.hpBarBg = LK.getAsset('hpBarRect', { anchorX: 0, anchorY: 0.5 }); player.hpBarBg.alpha = 0.3; player.hpBarFg = LK.getAsset('hpBarRectFg', { anchorX: -0.02, anchorY: 0.5 }); player.hpBar.addChild(player.hpBarBg); player.hpBar.addChild(player.hpBarFg); player.hpBar.y = -140; player.hpBar.x = -110; player.addChild(player.hpBar); // Create joystick if not exists if (!joystick) { joystick = new Joystick(); joystick.x = 0; joystick.y = -200; LK.gui.bottom.addChild(joystick); } else { joystick.reset(); } // UI: create if not exists, else reset text if (!timerText) { timerText = new Text2('00:00', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); } timerText.setText('00:00'); if (!waveText) { waveText = new Text2(t("wavePrefix") + " 1", { size: 80, fill: 0x00FFFF }); waveText.anchor.set(0.5, 0); waveText.y = 100; LK.gui.top.addChild(waveText); } waveText.setText(t("wavePrefix") + " 1"); if (!levelText) { levelText = new Text2(t("levelPrefix") + " 1", { size: 60, fill: 0xFFFF00 }); levelText.anchor.set(0, 0); levelText.y = 10; levelText.x = 200; LK.gui.top.addChild(levelText); } levelText.setText(t("levelPrefix") + " 1"); if (!hpText) { hpText = new Text2(t("hpPrefix") + ": 100/100", { size: 60, fill: 0xFF0000 }); hpText.anchor.set(1, 0); hpText.y = 10; hpText.x = -200; LK.gui.top.addChild(hpText); } hpText.setText(t("hpPrefix") + ": 100/100"); // Remove skill overlays if (typeof ov !== "undefined" && ov && ov.destroy) { ov.destroy(); } // Weapon selection overlay weaponSelectionActive = true; weaponSelectionOverlay = game.addChild(new Container()); weaponSelectionOverlay.x = 1024; weaponSelectionOverlay.y = 1366; var allWeaponKeys = Object.keys(WEAPONS); for (var i = 0; i < allWeaponKeys.length; i++) { (function (idx) { var key = allWeaponKeys[idx]; var card = weaponSelectionOverlay.addChild(new Container()); card.attachAsset('skillCard', { anchorX: 0.5, anchorY: 0.5 }); var col = idx % 3; var row = Math.floor(idx / 3); card.x = (col - 1) * 420; card.y = (row - 1) * 700; // Localize weapon name for selection overlay var trWeaponNames = { sword: "Kılıç", boomerang: "Bumerang", ball: "Top", rocket: "Roket", brick: "Tuğla", lightning: "Yıldırım", aura: "Aura", molotov: "Molotof", shuriken: "Ninja Yıldızı" }; var weaponLabel = currentLanguage === "tr" && trWeaponNames[key] ? trWeaponNames[key] : key.charAt(0).toUpperCase() + key.slice(1); var txt = new Text2(weaponLabel, { size: 48, fill: 0xffffff }); txt.anchor.set(0.5); card.addChild(txt); card.down = function () { player.weapons = {}; addWeapon(key); weaponSelectionActive = false; weaponSelectionOverlay.destroy(); skillSelectionActive = false; spawnWave(); }; })(i); } skillSelectionActive = true; } // --- New zombie attack/projectile assets --- function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function isWithinRange(e, maxRange) { var dx = e.x - player.x; var dy = e.y - player.y; return dx * dx + dy * dy <= maxRange * maxRange; } 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, 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: 200, type: 'melee', ench: ["Sword Damage+", "Sword Attack Speed+", "Sword Range+"], up: ["Sword +1", "Sword +2", "Sword +3"] }, boomerang: { cd: 240, dmg: 6, range: 650, type: 'boomerang', ench: ["Boomerang Damage+", "Boomerang Attack Speed+", "Boomerang Range+"], up: ["Boomerang +1", "Boomerang +2", "Boomerang +3"] }, ball: { cd: 240, dmg: 6, range: 650, type: 'ball', ench: ["Ball Damage+", "Ball Attack Speed+", "Ball Range+"], up: ["Ball +1", "Ball +2", "Ball +3"] }, rocket: { cd: 480, dmg: 16, range: 800, type: 'rocket', ench: ["Rocket Damage+", "Rocket Attack Speed+", "Rocket Range+"], up: ["Rocket +1", "Rocket +2", "Rocket +3"] }, brick: { cd: 240, dmg: 6, range: 450, type: 'brick', ench: ["Brick Damage+", "Brick Attack Speed+", "Brick Range+"], up: ["Back 75°", "Front 45°", "Back 45°"] }, lightning: { cd: 180, dmg: 10, range: 900, type: 'lightning', ench: ["Lightning Damage+", "Lightning Attack Speed+", "Lightning Range+"], up: ["Lightning +1", "Lightning +2", "Lightning +3"] }, aura: { cd: 60, dmg: 3, range: 250, type: 'aura', ench: ["Aura Damage+", "Aura Attack Speed+", "Aura Range+"], up: ["Slow 25%", "Slow 50%", "Slow 75%"] }, molotov: { cd: 180, dmg: 9, range: 550, type: 'molotov', ench: ["Molotov Damage+", "Molotov Attack Speed+", "Molotov Range+"], up: ["Molotov +1", "Molotov +2", "Molotov +3"] }, shuriken: { cd: 180, dmg: 6, range: 300, type: 'shuriken', ench: ["Shuriken Damage+", "Shuriken Attack Speed+", "Shuriken Range+"], up: ["Shuriken +1", "Shuriken +2", "Shuriken +3"] } }; var player; var enemies = []; var bullets = []; var expOrbs = []; var joystick; var gameTime = 0; var waveNumber = 1; // bossSpawned variable removed; boss is now spawned every 10th wave var selectedSkills = []; var camera = { x: 0, y: 0 }; var gameContainer; var skillSelectionActive = false; var pickups = []; var lastPickupSpawn = 0; // --- Game world variables (do not initialize world here, only declare) --- var gameContainer; var bgTileAsset = LK.getAsset('seamlessBackGround', { anchorX: 0, anchorY: 0 }); var bgTileWidth = bgTileAsset.width; var bgTileHeight = bgTileAsset.height; var bgTilesX = Math.ceil(2048 / bgTileWidth) + 2; // +2 for safe margin var bgTilesY = Math.ceil(2732 / bgTileHeight) + 2; var backgroundTiles = []; var player; var weaponSelectionActive = false; var weaponSelectionOverlay = null; var joystick = null; var timerText = null; var waveText = null; var levelText = null; var hpText = null; // Helper to show/hide all game UI elements function setGameUIVisible(visible) { if (timerText) { timerText.visible = visible; } if (waveText) { waveText.visible = visible; } if (levelText) { levelText.visible = visible; } if (hpText) { hpText.visible = visible; } // Hide joystick as well if not playing if (joystick) { joystick.visible = visible; } } // Spawn functions function spawnEnemy(type, x, y) { var enemy; if (type === 'normal' || type === 'normalZombie') { enemy = new NormalZombie(); } else if (type === 'rangedZombie') { enemy = new RangedZombie(); } else if (type === 'fastZombie') { enemy = new FastZombie(); } else if (type === 'tankZombie') { enemy = new TankZombie(); } else if (type === 'bossZombie') { enemy = new BossZombie(); } else { enemy = new NormalZombie(); } enemy.x = x; enemy.y = y; // --- Düşman can yenileme: 5. dalgadan sonra, her 5 dalgada +1% artar --- if (waveNumber > 5) { var regenPercent = 5 + Math.floor((waveNumber - 6) / 5) + 0; enemy.enemyRegen = regenPercent; } else { enemy.enemyRegen = 0; } enemies.push(enemy); gameContainer.addChild(enemy); // --- Health bar for enemy --- enemy.hpBar = new Container(); enemy.hpBarBg = LK.getAsset('enemyHpBarRect', { anchorX: 0.0, anchorY: 0.5 }); enemy.hpBarBg.alpha = 0.3; enemy.hpBarFg = LK.getAsset('enemyHpBarRectFg', { anchorX: -0.04, anchorY: 0.5 }); enemy.hpBar.addChild(enemy.hpBarBg); enemy.hpBar.addChild(enemy.hpBarFg); enemy.hpBar.y = -110; enemy.hpBar.x = -80; enemy.addChild(enemy.hpBar); } function spawnWave() { var spawnRadius = 1500; // 1. dalga: 5 normal zombi, her dalgada +1 artar var normalCount = 5 + (waveNumber - 1); // 3. dalgada menzilli zombi başlar, her dalgada +1 artar var rangedCount = waveNumber >= 3 ? waveNumber - 2 : 0; // 6. dalgada hızlı zombi başlar, her dalgada +1 artar var fastCount = waveNumber >= 6 ? waveNumber - 5 : 0; // 9. dalgada tank zombi başlar, her dalgada +1 artar var tankCount = waveNumber >= 9 ? waveNumber - 8 : 0; // 10. dalgada boss zombi başlar, her 10 dalgada bir +1 artar var bossCount = waveNumber % 10 === 0 ? Math.floor(waveNumber / 10) : 0; // Prepare all enemies to spawn in a single array var spawnList = []; for (var i = 0; i < normalCount; i++) { var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; spawnList.push({ type: 'normalZombie', x: x, y: y }); } for (var i = 0; i < rangedCount; i++) { var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; spawnList.push({ type: 'rangedZombie', x: x, y: y }); } for (var i = 0; i < fastCount; i++) { var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; spawnList.push({ type: 'fastZombie', x: x, y: y }); } for (var i = 0; i < tankCount; i++) { var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; spawnList.push({ type: 'tankZombie', x: x, y: y }); } for (var i = 0; i < bossCount; i++) { var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; spawnList.push({ type: 'bossZombie', x: x, y: y }); } // Shuffle spawnList for random order for (var i = spawnList.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = spawnList[i]; spawnList[i] = spawnList[j]; spawnList[j] = temp; } // Staggered spawn with 0.1s (6 frames) delay between each var spawnIdx = 0; function spawnNextEnemy() { if (spawnIdx < spawnList.length) { var info = spawnList[spawnIdx]; spawnEnemy(info.type, info.x, info.y); spawnIdx++; if (spawnIdx < spawnList.length) { LK.setTimeout(spawnNextEnemy, 100); // 0.1s = 100ms } } } spawnNextEnemy(); } function dropExpOrb(x, y) { var orb = new ExpOrb(); orb.x = x; orb.y = y; // orb.value is always 1 in ExpOrb class 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, attacker) { // attacker: optional, can be player or enemy // Play hit sound on every hit LK.getSound('hit').play(); // Determine crit chance and crit type var critChance = 0.25; // default var critType = null; // null, "low", "high" var isPlayerAttack = false; if (attacker === undefined) { attacker = player; } if (attacker === player) { isPlayerAttack = true; critChance = player.critChance !== undefined ? player.critChance : 0.25; } else if (attacker && attacker.type === 'normal') { critChance = attacker.critChance !== undefined ? attacker.critChance : 0.25; } var critRoll = Math.random(); var critValue = 1; if (critRoll < critChance) { // Crit! Now decide low or high if (Math.random() < 0.5) { critType = "low"; critValue = 1.2; } else { critType = "high"; critValue = 1.4; } } var finalDmg = dmg * critValue; // Apply debuffs if player has buffs if (player && player.buffs) { // Grit Wound+ if (player.buffs.gritWound > 0) { e.gritWound = player.buffs.gritWound; e.lastGritWoundTime = gameTime; } // Enemy Slow+ if (player.buffs.enemySlow > 0) { e.slowBuff = player.buffs.enemySlow; e.slowBuffTime = gameTime; } // Enemy Stun+ if (player.buffs.enemyStun > 0) { e.stunBuff = player.buffs.enemyStun; e.stunBuffTime = gameTime; } // Bleeding+ if (player.buffs.bleeding > 0) { e.bleedBuff = player.buffs.bleeding; e.bleedBuffTime = gameTime; e.bleedTicks = 0; } } // Hasar yazısı göster if (typeof finalDmg === "number") { var fillColor = 0xffffff; var strokeColor = 0x000000; if (isPlayerAttack) { if (critType === "low") { fillColor = 0xffe066; // sarı } else if (critType === "high") { fillColor = 0xff3333; // kırmızı } else { fillColor = 0xffffff; // beyaz } } else { // Enemy attack, use default fillColor = 0xff3333; } var dmgText = new Text2(finalDmg.toFixed(1), { size: 48, fill: fillColor, stroke: strokeColor, strokeThickness: 4 }); dmgText.anchor.set(0.5); dmgText.x = e.x; dmgText.y = e.y - (e.height ? e.height / 2 : 60); dmgText.alpha = 1; gameContainer.addChild(dmgText); // Yavaşça yukarı çıkıp kaybolsun tween(dmgText, { y: dmgText.y - 60, alpha: 0 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (dmgText.parent) { dmgText.destroy(); } } }); } if (e.takeDamage(finalDmg)) { // Play death sound (if you have a death sound asset, e.g. 'death') if (LK.getSound('death')) { LK.getSound('death').play(); } // Ölünce exp orb düşür: dropExpOrb(e.x, e.y); // Sonra düşmanı kaldır ve yok et: var idx = enemies.indexOf(e); enemies.splice(idx, 1); e.destroy(); } } /* ---- sword (melee slash) ---- */ function swingSword(inst) { // Kılıç ateşlendiğinde sesi çal if (LK.getSound && LK.getSound('swordSoundEffect')) { LK.getSound('swordSoundEffect').play(); } var sorted = enemies.slice().sort(function (a, b) { return distSq(player, a) - distSq(player, b); }); if (sorted.length === 0) { return; } for (var n = 0; n < inst.amount; n++) { var idx = n < sorted.length ? n : 0; var target = sorted[idx]; var dir = unitDir(player, target); 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.rngMul, scaleY: inst.rngMul }); arc.life = 10; arc.dmg = WEAPONS.sword.dmg * inst.dmgMul; arc.hitList = []; arc.update = function () { if (--this.life <= 0) { if (this.parent) { this.destroy(); } return; } var maxRange = WEAPONS.sword.range * inst.rngMul; for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // hem arc.intersects hem oyuncudan menzil kontrolü if (this.hitList.indexOf(e) === -1 && this.intersects(e) && isWithinRange(e, maxRange)) { this.hitList.push(e); damageEnemy(e, this.dmg); } } }; } } /* ---- boomerang ---- */ function fireBoomerang(inst) { // Bumerang ateşlendiğinde sesi çal if (LK.getSound && LK.getSound('bumerangSoundEffect')) { LK.getSound('bumerangSoundEffect').play(); } var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); var maxRange = WEAPONS.boomerang.range * inst.rngMul; for (var n = 0; n < inst.amount; n++) { var p = new Container(); var boomerangAsset = p.attachAsset('boomerang', { anchorX: 0.5, anchorY: 0.5, scaleX: inst.rngMul, scaleY: inst.rngMul }); p._rotationAngle = 0; p._boomerangAsset = boomerangAsset; p.x = player.x; p.y = player.y; p._startX = player.x; p._startY = player.y; p._dirX = dir.dx; p._dirY = dir.dy; p._phase = "out"; // "out" = gidiş, "back" = dönüş p._distance = 0; p._maxRange = maxRange; p._speed = 18; p.dmg = WEAPONS.boomerang.dmg * inst.dmgMul; p.hitEnemies = []; p.update = function () { if (skillSelectionActive) { return; } // Boomerang assetini döndür if (this._boomerangAsset) { this._rotationAngle = (this._rotationAngle || 0) + 0.3; this._boomerangAsset.rotation = this._rotationAngle; } // Hareket if (this._phase === "out") { this.x += this._dirX * this._speed; this.y += this._dirY * this._speed; this._distance += this._speed; if (this._distance >= this._maxRange) { this._phase = "back"; } } else if (this._phase === "back") { // Dönüşte, oyuncuya doğru hareket et var dx = player.x - this.x; var dy = player.y - this.y; var d = Math.sqrt(dx * dx + dy * dy); if (d < this._speed) { // Oyuncuya ulaştıysa yok et if (this.parent) { this.destroy(); } var idx4 = bullets.indexOf(this); if (idx4 >= 0) { bullets.splice(idx4, 1); } return; } this.x += dx / d * this._speed; this.y += dy / d * this._speed; } // Düşmanlara çarpma kontrolü, menzil bakmaksızın, yok olmadan biçip geçmeli for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this.hitEnemies.indexOf(e) === -1 && this.intersects(e)) { damageEnemy(e, this.dmg); this.hitEnemies.push(e); } // Eğer boomerang artık düşmanla temas etmiyorsa, tekrar vurabilmesi için hitEnemies'den çıkar if (this.hitEnemies.indexOf(e) !== -1 && !this.intersects(e)) { this.hitEnemies.splice(this.hitEnemies.indexOf(e), 1); } } // Kameranın (görünen alanın) dışına çıktıysa sil (fail-safe) var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } var idx = bullets.indexOf(this); if (idx >= 0) { bullets.splice(idx, 1); } return; } }; bullets.push(p); gameContainer.addChild(p); } } /* ---- top (rebound ball) ---- */ function fireBall(inst) { var maxRange = WEAPONS.ball.range * (player.weapons && player.weapons.ball ? player.weapons.ball.rngMul : 1); var target = null; for (var i = 0; i < enemies.length; i++) { if (isWithinRange(enemies[i], maxRange)) { target = enemies[i]; break; } } // Eğer menzilde hiç düşman yoksa top fırlatma if (!target) { return; } // Top ateşlendiğinde sesi çal (yalnızca gerçekten top fırlatılıyorsa) if (LK.getSound && LK.getSound('ballSoundEffect')) { LK.getSound('ballSoundEffect').play(); } var dir = unitDir(player, target); for (var n = 0; n < inst.amount; n++) { var p = new Container(); // Attach the 'ball' asset, scale by range multiplier var ballGraphics = p.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, scaleX: inst.rngMul, scaleY: inst.rngMul }); p._rotationAngle = 0; p._ballAsset = ballGraphics; p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.damage = WEAPONS.ball.dmg * inst.dmgMul; p.speed = 14; p.bounced = false; p.hitEnemies = []; p.update = function () { // Seviye seçim ekranı açıkken hiçbir şey yapma if (skillSelectionActive) { return; } // Hareket this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; // Rotate ball asset if (this._ballAsset) { this._rotationAngle = (this._rotationAngle || 0) + 0.3; this._ballAsset.rotation = this._rotationAngle; } // Kamera (görünen alan) sınırlarını belirle var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; // Kameranın dışına çıktıysa yok et if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } var bi = bullets.indexOf(this); if (bi >= 0) { bullets.splice(bi, 1); } return; } // Düşmana çarpma kontrolü (menzilsiz, ekranda nerde olursa olsun vurmalı ve sekmeli) for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this.hitEnemies.indexOf(e) === -1 && this.intersects(e)) { damageEnemy(e, this.damage); this.hitEnemies.push(e); // Sadece ilk çarpmada sekmeli if (!this.bounced) { this.dirX = -this.dirX; this.dirY = -this.dirY; this.bounced = true; } } // Eğer ball artık düşmanla temas etmiyorsa, tekrar vurabilmesi için hitEnemies'den çıkar if (this.hitEnemies.indexOf(e) !== -1 && !this.intersects(e)) { this.hitEnemies.splice(this.hitEnemies.indexOf(e), 1); } } }; bullets.push(p); gameContainer.addChild(p); } } /* ---- rocket ---- */ function fireRocket(inst) { // Roket ateşlendiğinde sesi çal if (LK.getSound && LK.getSound('rocketSoundEffect')) { LK.getSound('rocketSoundEffect').play(); } var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); // Bu silahın menzili: var maxRange = WEAPONS.rocket.range * inst.rngMul; for (var n = 0; n < inst.amount; n++) { var p = gameContainer.addChild(new Container()); p.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5, scaleX: inst.rngMul, scaleY: inst.rngMul }); p.x = player.x; p.y = player.y; p.speed = 10; p.dmg = WEAPONS.rocket.dmg * inst.dmgMul; // Track target enemy at fire time p._targetEnemy = target; p._exploded = false; p.update = function () { if (skillSelectionActive) { return; } // Defensive: if target enemy is dead, just fly straight var targetEnemy = this._targetEnemy; if (!this._exploded && targetEnemy && enemies.indexOf(targetEnemy) !== -1) { // Home in on target enemy's center var dx = targetEnemy.x - this.x; var dy = targetEnemy.y - this.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { this.x += dx / dist * this.speed; this.y += dy / dist * this.speed; } // Check if reached center (use <= speed for precision) if (dist <= this.speed) { this.x = targetEnemy.x; this.y = targetEnemy.y; this._exploded = true; LK.getSound('rocketBoom').play(); // a) Dairesel patlama efekti: rocketBoom asseti kullanılmalı var explosion = gameContainer.addChild(new Container()); var gfx = LK.getAsset('rocketBoom', { anchorX: 0.5, anchorY: 0.5, // Restore original scale (no 2x) scaleX: inst.rngMul * (80 / 70), scaleY: inst.rngMul * (80 / 70), alpha: 0.6 }); explosion.addChild(gfx); explosion.x = this.x; explosion.y = this.y; explosion.life = 30; explosion.update = function () { if (--this.life <= 0) { this.destroy(); } else { this.children[0].alpha = this.life / 30 * 0.6; } }; // b) AoE hasar: sadece menzil içindekileri vur for (var k = enemies.length - 1; k >= 0; k--) { var e2 = enemies[k]; // Restore original AoE radius (radius^2 = 16000) if (distSq(this, e2) < 16000) { // Rocket patlaması hasar versin damageEnemy(e2, this.dmg); } } // c) Bu roketi sil if (this.parent) { this.destroy(); } var bi = bullets.indexOf(this); if (bi >= 0) { bullets.splice(bi, 1); } return; } } else if (!this._exploded) { // If target is gone, fly straight in last direction if (typeof this.dirX === "undefined" || typeof this.dirY === "undefined") { // Set direction to original target var origDir = unitDir({ x: player.x, y: player.y }, { x: this.x, y: this.y }); this.dirX = origDir.dx; this.dirY = origDir.dy; } this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; } // 3) Kameranın (görünen alanın) dışına çıkarsa sil var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } var bi2 = bullets.indexOf(this); if (bi2 >= 0) { bullets.splice(bi2, 1); } return; } }; bullets.push(p); } } /* ---- brick ---- */ function throwBrick(inst, angDeg) { // Tuğla ateşlendiğinde sesi çal if (LK.getSound && LK.getSound('brickSoundEffect')) { LK.getSound('brickSoundEffect').play(); } var rad = angDeg * Math.PI / 180; var p = gameContainer.addChild(new Container()); var brickAsset = p.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5, scaleX: inst.rngMul, scaleY: inst.rngMul }); p._rotationAngle = 0; p._brickAsset = brickAsset; p.x = player.x; p.y = player.y; // Brick should be thrown upwards at 75 degrees (not downwards) p.vx = Math.cos(rad) * 14; p.vy = -Math.abs(Math.sin(rad) * 14); // always upwards p.g = 0.3; p.dmg = WEAPONS.brick.dmg * inst.dmgMul; // Bu silahın menzili: var maxRange = WEAPONS.brick.range * inst.rngMul; p._hitEnemies = []; p.update = function () { if (skillSelectionActive) { return; } // 1) Yerçekimi ve hareket this.vy += this.g; this.x += this.vx; this.y += this.vy; // Rotate brick asset if (this._brickAsset) { this._rotationAngle = (this._rotationAngle || 0) + 0.3; this._brickAsset.rotation = this._rotationAngle; } // 2) Düşmana çarpma kontrolü, brick yok olmasın, her düşmana bir kez vurabilsin, menzil bakmaksızın ekrandan çıkana kadar vurmalı for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this._hitEnemies.indexOf(e) === -1 && this.intersects(e)) { damageEnemy(e, this.dmg); this._hitEnemies.push(e); } // Eğer brick artık düşmanla temas etmiyorsa, tekrar vurabilmesi için _hitEnemies'den çıkar if (this._hitEnemies.indexOf(e) !== -1 && !this.intersects(e)) { this._hitEnemies.splice(this._hitEnemies.indexOf(e), 1); } } // 3) Kameranın (görünen alanın) dışına çıkarsa yok et var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } return; } }; } /* ---- lightning ---- */ function castLightning(inst) { // Yıldırım ateşlendiğinde sesi çal if (LK.getSound && LK.getSound('lightningSoundEffect')) { LK.getSound('lightningSoundEffect').play(); } // 1) Menzildeki düşmanları filtrele var maxRange = WEAPONS.lightning.range * inst.rngMul; var candidates = enemies.filter(function (e) { var dx = e.x - player.x; var dy = e.y - player.y; return dx * dx + dy * dy <= maxRange * maxRange; }); if (candidates.length === 0) { return; } // 2) Rastgele birini seç var victim = candidates[Math.floor(Math.random() * candidates.length)]; // 3) Efekti ekle var l = gameContainer.addChild(new Container()); l.attachAsset('lightning', { anchorX: 0.5, anchorY: 1, scaleX: inst.rngMul, scaleY: inst.rngMul }); l.x = victim.x; l.y = victim.y; l.life = 15; l.update = function () { if (skillSelectionActive) { return; } if (--this.life === 14) { damageEnemy(victim, WEAPONS.lightning.dmg * inst.dmgMul); } if (this.life <= 0) { if (this.parent) { this.destroy(); } } }; } /* ---- aura ---- */ var auraField = null; function ensureAura(inst) { // 1) Sadece ilk defa oluşturulacak: if (!auraField) { auraField = player.addChild(new Container()); auraField.attachAsset('auraField', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, scaleX: inst.rngMul, scaleY: inst.rngMul }); // Oyuncunun tam ortası (yerel koordinat): auraField.x = 0; auraField.y = 0; } // Her frame aura görselini güncelle (range buff alınırsa anında büyüsün/küçülsün) if (auraField && auraField.children && auraField.children.length > 0) { auraField.children[0].scaleX = inst.rngMul; auraField.children[0].scaleY = inst.rngMul; // Rotate aura asset if (typeof auraField._rotationAngle === "undefined") { auraField._rotationAngle = 0; } auraField._rotationAngle += 0.3; // 10 kat daha hızlı döndür auraField.children[0].rotation = auraField._rotationAngle; } // 2) Hasar uygulama kısmı (oyuncudan r uzaklıktaysa vur): var r = WEAPONS.aura.range * inst.rngMul; for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; var dx = e.x - player.x; var dy = e.y - player.y; if (dx * dx + dy * dy < r * r) { damageEnemy(e, WEAPONS.aura.dmg * inst.dmgMul); } } } /* ---- molotov ---- */ function throwMolotov(inst) { // Molotov ateşlendiğinde sesi çal if (LK.getSound && LK.getSound('molotovSoundEffect')) { LK.getSound('molotovSoundEffect').play(); } // Find nearest enemy var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); var p = gameContainer.addChild(new Container()); var molotovAsset = p.attachAsset('molotov', { anchorX: 0.5, anchorY: 0.5, scaleX: inst.rngMul, scaleY: inst.rngMul }); p._rotationAngle = 0; p._molotovAsset = molotovAsset; p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.speed = 16; p.life = 120; // Give enough life to reach enemy p._targetEnemy = target; p.update = function () { if (skillSelectionActive) { return; } this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; // Rotate molotov asset if (this._molotovAsset) { this._rotationAngle = (this._rotationAngle || 0) + 0.3; this._molotovAsset.rotation = this._rotationAngle; } // Check for collision with target enemy if (this._targetEnemy && this.intersects(this._targetEnemy)) { // Explode at enemy position spawnFlame(this._targetEnemy.x, this._targetEnemy.y, inst); if (this.parent) { this.destroy(); } return; } // If life runs out, just destroy (fail-safe) if (--this.life <= 0) { if (this.parent) { this.destroy(); } } }; bullets.push(p); } /* ---- molotov flame ---- */ function spawnFlame(x, y, inst) { // Molotov patladığında sesi çal (sadece bir kere, flame yaratılırken) if (LK.getSound && LK.getSound('molotovBoom')) { LK.getSound('molotovBoom').play(); } // 1) Alev container’ını oluşturup ekrana ekliyoruz: var f = gameContainer.addChild(new Container()); f.attachAsset('molotovFlame', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4, scaleX: inst.rngMul, scaleY: inst.rngMul }); f.x = x; f.y = y; // 2) “Kaçıncı frame’deyiz?” ve “her düşmana kaç kez vuruldu?” bilgisini tutacak: f._flameTick = 0; // Şu anda kaçıncı güncellemede olduğumuz f._hitInfo = {}; // { [enemyId]: { enteredFrame, tickCount } } // 3) Alev ömrü: 61 frame (≈1 saniye + 1 frame). Böylece 0–60. frame’lerde // update() çalışır; 60 frame sonundaki üçüncü hasar da tetiklenir. f.life = 61; // 4) Her vuruş için 3 hasar verecek (WEAPONS.molotov.dmg = 9 ise /3 → 3). // inst.dmgMul varsa onunla da çarpalım. var singleHit = WEAPONS.molotov.dmg / 3 * inst.dmgMul; // 5) Alevin etki yarıçapı (radius) ve bunun karesini hesaplıyoruz: var radius = 70 * inst.rngMul; var radiusSq = radius * radius; f.update = function () { if (skillSelectionActive) { return; // Kart seçimi açıkken hiçbir şey yapma } this._flameTick++; // 6) Her düşman için: eğer bu frame’de alev yarıçapı içindeyse, // “enteredFrame” atamasını yap, ardından 0/30/60 frame kontrollerini yap. for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; var dx = e.x - f.x; var dy = e.y - f.y; var distSq = dx * dx + dy * dy; if (distSq <= radiusSq) { // Düşman ilk kez alevin içine giriyorsa benzersiz bir ID atayalım: if (typeof e._molotovFlameId === "undefined") { e._molotovFlameId = Math.random().toString(36).substr(2, 9) + "_" + Math.floor(Math.random() * 1e6); } var id = e._molotovFlameId; // Eğer bu ID henüz kayıtlı değilse, “enteredFrame” ve “tickCount=0” set et: if (!this._hitInfo[id]) { this._hitInfo[id] = { enteredFrame: this._flameTick, tickCount: 0 }; // İlk temas anında bir kere **3 hasar** vur: damageEnemy(e, singleHit); this._hitInfo[id].tickCount = 1; } var info = this._hitInfo[id]; var framesSinceEnter = this._flameTick - info.enteredFrame; // 7) Eğer bir kez vuruldu (tickCount == 1) ve 30 frame geçtiyse → ikinci 3 hasar: if (info.tickCount === 1 && framesSinceEnter >= 30) { damageEnemy(e, singleHit); info.tickCount = 2; } // 8) Eğer iki kez vuruldu (tickCount == 2) ve 60 frame geçtiyse → üçüncü 3 hasar: else if (info.tickCount === 2 && framesSinceEnter >= 60) { damageEnemy(e, singleHit); info.tickCount = 3; } // 9) Üç vuruş da tamamlandıysa bu düşmanla ilgili kaydı silebiliriz: if (info.tickCount >= 3) { delete this._hitInfo[id]; } } // “else” bloğunda hiç silme veya sıfırlama yapmıyoruz, // böylece düşman kısa süre sonra çıksa bile sayaç devam eder. } // 10) Ömür bitti mi? Bittiğinde kendini yok et: this.life--; if (this.life <= 0) { if (this.parent) { this.destroy(); } return; } // 11) Fail-safe: Alev ekran dışına çıktıysa sil: var camMinX = camera.x; var camMaxX = camera.x + 2048; var camMinY = camera.y; var camMaxY = camera.y + 2732; if (this.x < camMinX || this.x > camMaxX || this.y < camMinY || this.y > camMaxY) { if (this.parent) { this.destroy(); } return; } }; } /* ---- shuriken ring ---- */ var shurikenObjs = []; // Shuriken now always visible, orbits player, speed = attack speed, range+ increases both orbit radius and asset size var _maintainShurikens = function maintainShurikens(inst) { // Always create shurikens if not present or if amount changed if (shurikenObjs.length !== inst.amount) { shurikenObjs.forEach(function (s) { if (s.parent) { s.destroy(); } }); shurikenObjs = []; var n = inst.amount; var r = WEAPONS.shuriken.range * inst.rngMul; var sizeMul = inst.rngMul; // Range+ increases both orbit and asset size for (var i = 0; i < n; i++) { var s = gameContainer.addChild(new Container()); s.attachAsset('shuriken', { anchorX: 0.5, anchorY: 0.5, scaleX: sizeMul, scaleY: sizeMul }); s.angle = i / n * Math.PI * 2; s.hitEnemies = []; s.update = function () { if (skillSelectionActive) { return; } var curR = WEAPONS.shuriken.range * inst.rngMul; var curSizeMul = inst.rngMul; // Orbit around player, speed = attack speed (cd) var baseCd = WEAPONS.shuriken.cd; var curCd = inst.cd || baseCd; // Higher attack speed = lower cd = faster orbit var speed = 0.15 * (baseCd / curCd); this.angle += speed; this.x = player.x + Math.cos(this.angle) * curR; this.y = player.y + Math.sin(this.angle) * curR; // Update asset size if range+ changes if (this.children && this.children.length > 0) { this.children[0].scaleX = curSizeMul; this.children[0].scaleY = curSizeMul; if (typeof this._rotationAngle === "undefined") { this._rotationAngle = 0; } this._rotationAngle += 0.4; this.children[0].rotation = this._rotationAngle; } // Damage enemies if intersecting and within range for (var k = enemies.length - 1; k >= 0; k--) { var e = enemies[k]; if (this.hitEnemies.indexOf(e) === -1 && this.intersects(e) && isWithinRange(e, curR)) { damageEnemy(e, WEAPONS.shuriken.dmg * inst.dmgMul); this.hitEnemies.push(e); } // Reset hitEnemies if not intersecting anymore (so shuriken can hit again on next contact) if (this.hitEnemies.indexOf(e) !== -1 && (!this.intersects(e) || !isWithinRange(e, curR))) { this.hitEnemies.splice(this.hitEnemies.indexOf(e), 1); } } }; shurikenObjs.push(s); } } // Always update shuriken positions even if already created for (var i = 0; i < shurikenObjs.length; i++) { if (typeof shurikenObjs[i].update === "function") { shurikenObjs[i].update(); } } }; /* ---- ana fireWeapon anahtarı ---- */ function fireWeapon(key, inst, meta) { switch (meta.type) { case 'melee': swingSword(inst); break; case 'boomerang': { // Only fire boomerang if there is an enemy in range var maxRange = WEAPONS.boomerang.range * inst.rngMul; var hasEnemy = false; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; if (dx * dx + dy * dy <= maxRange * maxRange) { hasEnemy = true; break; } } if (hasEnemy && player.weapons && player.weapons.boomerang) { fireBoomerang(inst); } } break; case 'ball': { // fireBall already checks for enemy in range and does not play sound if not fireBall(inst); } break; case 'rocket': { // Only fire rocket if there is an enemy in range var maxRange = WEAPONS.rocket.range * inst.rngMul; var hasEnemy = false; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; if (dx * dx + dy * dy <= maxRange * maxRange) { hasEnemy = true; break; } } if (hasEnemy) { fireRocket(inst); } } break; case 'brick': { // Only fire brick if there is an enemy in range var maxRange = WEAPONS.brick.range * inst.rngMul; var hasEnemy = false; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; if (dx * dx + dy * dy <= maxRange * maxRange) { hasEnemy = true; break; } } if (hasEnemy) { // Brick en yakındaki düşman ekranın sağında mı solunda mı ona göre fırlatılmalı var nearest = nearestEnemy(); var throwRight = true; if (nearest) { if (nearest.x < player.x) { throwRight = false; } else { throwRight = true; } } else { throwRight = true; } if (throwRight) { throwBrick(inst, 75); if (inst.upgrade > 0) { throwBrick(inst, 105); } if (inst.upgrade > 1) { throwBrick(inst, 45); } if (inst.upgrade > 2) { throwBrick(inst, 135); } } else { throwBrick(inst, 255); if (inst.upgrade > 0) { throwBrick(inst, 225); } if (inst.upgrade > 1) { throwBrick(inst, 285); } if (inst.upgrade > 2) { throwBrick(inst, 195); } } } } break; case 'lightning': { // Only fire lightning if there is an enemy in range var maxRange = WEAPONS.lightning.range * inst.rngMul; var hasEnemy = false; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; if (dx * dx + dy * dy <= maxRange * maxRange) { hasEnemy = true; break; } } if (hasEnemy) { for (var n = 0; n < inst.amount; n++) { castLightning(inst); } } } break; case 'aura': ensureAura(inst); break; case 'molotov': { // Only fire molotov if there is an enemy in range var maxRange = WEAPONS.molotov.range * inst.rngMul; var hasEnemy = false; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; if (dx * dx + dy * dy <= maxRange * maxRange) { hasEnemy = true; break; } } if (hasEnemy) { 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; // Add title text for skill selection var titleTxt = new Text2(t("weaponSelect"), { size: 64, fill: 0xffffff }); titleTxt.anchor.set(0.5, 0); titleTxt.y = -420; ov.addChild(titleTxt); 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, her biri benzersiz 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, her biri benzersiz 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. // Her kart benzersiz olmalı (hem silah hem efsun kombinasyonu) var ownedKeys2 = Object.keys(player.weapons); var usedPairs = []; var attempts = 0; while (choices.length < 3 && attempts < 20) { var randomKey2 = ownedKeys2[Math.floor(Math.random() * ownedKeys2.length)]; var enchList = WEAPONS[randomKey2].ench; var rnd3 = enchList[Math.floor(Math.random() * enchList.length)]; var pairKey = randomKey2 + "|" + rnd3; if (usedPairs.indexOf(pairKey) === -1) { choices.push({ w: randomKey2, e: rnd3 }); usedPairs.push(pairKey); } attempts++; } } } } else { // 3) Seviye 5'in katı değilse: doğrudan efsun kartları göster // Her kart benzersiz olmalı (hem silah hem efsun kombinasyonu) var ownedKeys = Object.keys(player.weapons); var usedPairs2 = []; var attempts2 = 0; while (choices.length < 3 && attempts2 < 20) { var randomKey = ownedKeys[Math.floor(Math.random() * ownedKeys.length)]; var enchList = WEAPONS[randomKey].ench; var rnd4 = enchList[Math.floor(Math.random() * enchList.length)]; var pairKey2 = randomKey + "|" + rnd4; if (usedPairs2.indexOf(pairKey2) === -1) { choices.push({ w: randomKey, e: rnd4 }); usedPairs2.push(pairKey2); } attempts2++; } } // 4) choices dizisini “3 adet kart” olarak UI’da çizelim // --- BUFF havuzu --- // --- Buff/efsun/buff limit tracking --- if (!player.buffCounts) { player.buffCounts = {}; } if (!player.efsunCounts) { player.efsunCounts = {}; } // --- BUFF havuzu --- var buffPool = [{ key: "damageReduction", label: "Damage Reduction+", desc: "Take 10% less damage per level" }, { key: "moveSpeed", label: "Movement Speed Increase+", desc: "Move 20% faster per level" }, { key: "hpRegen", label: "HP Regeneration+", desc: "Regenerate 1% max HP every 5s per level" }, { key: "damageReflection", label: "Damage Reflection+", desc: "Reflect 5% damage per level" }, { key: "gritWound", label: "Grit Wound+", desc: "Reduce enemy regen by 10% per level" }, { key: "enemySlow", label: "Enemy Slow+", desc: "Slow enemies by 10% per level" }, { key: "enemyStun", label: "Enemy Stun+", desc: "Stun enemies for 0.1s per level" }, { key: "bleeding", label: "Bleeding+", desc: "Bleed: 4s, 0.5s tick, 5% max HP per tick per level" }, { key: "critChance", label: "Critical Hit Chance+", desc: "Increase critical hit chance by 15% per level" }, { key: "maxHpPlus", label: "Maximum HP+", desc: "Increase max HP by 25 per level" }, { key: "magnetPlus", label: "Magnet+", desc: "Nearby EXP orbs (150 radius, +150 per level) are quickly pulled to you." }]; // Remove buffs that have been taken 5 times buffPool = buffPool.filter(function (buff) { var k = buff.key; return (player.buffCounts[k] || 0) < 5; }); // Rastgele bir buff seç (her zaman 4. seçenek) var buffIdx = Math.floor(Math.random() * buffPool.length); var buffChoice = buffPool[buffIdx]; choices = choices.slice(0, 3); // Sadece ilk 3'ü tut choices.push({ type: "buff", buff: buffChoice }); // 4. seçenek buff // Remove efsun options that have been taken 5 times choices = choices.filter(function (c) { if (_typeof(c) === "object" && c.e) { var key = c.w + "|" + c.e; return (player.efsunCounts[key] || 0) < 5; } return true; }); choices.forEach(function (c, idx) { var card = ov.addChild(new Container()); // 4. kartı mavi yap if (idx === 3) { card.attachAsset('skillCard', { anchorX: 0.5, anchorY: 0.5, tint: 0x3399ff // mavi renk }); } else { card.attachAsset('skillCard', { anchorX: 0.5, anchorY: 0.5 }); } // Kartlar arası mesafeyi azalt (ör: 440px), dikey mesafeyi azalt (ör: 0) card.x = (idx - 1.5) * 440; card.y = 0; var label, fn, desc = ""; 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 = t("unlock") + " " + key.charAt(0).toUpperCase() + key.slice(1); fn = function fn() { addWeapon(key); }; } else if (player.weapons[key].upgrade < 3) { // Silah zaten varsa ve upgrade < 3 ise: label = WEAPONS[key].up && WEAPONS[key].up[player.weapons[key].upgrade] ? WEAPONS[key].up[player.weapons[key].upgrade] : t("upgrade"); fn = function fn() { player.weapons[key].upgrade++; player.weapons[key].amount++; }; } else { // Eğer upgrade === 3’e ulaşmışsa: label = t("noOption"); fn = function fn() {}; } } else if (c.type === "upgrade") { // c = { w: "sword", type:"upgrade" } var wkey = c.w; label = WEAPONS[wkey].up && WEAPONS[wkey].up[player.weapons[wkey].upgrade] ? WEAPONS[wkey].up[player.weapons[wkey].upgrade] : t("upgrade"); fn = function fn() { player.weapons[wkey].upgrade++; player.weapons[wkey].amount++; }; } else if (c.type === "buff") { label = t("buffs")[c.buff.key] || c.buff.label; desc = t("buffDescs")[c.buff.key] || c.buff.desc; fn = function fn() { // Buff mantığı var k = c.buff.key; if (!player.buffCounts[k]) { player.buffCounts[k] = 0; } if (player.buffCounts[k] >= 5) { return; } // Defensive: do not allow more than 5 switch (k) { case "damageReduction": player.buffs.damageReduction += 10; break; case "moveSpeed": player.buffs.moveSpeed += 20; break; case "hpRegen": player.buffs.hpRegen += 1; break; case "damageReflection": player.buffs.damageReflection += 5; break; case "gritWound": player.buffs.gritWound += 10; break; case "enemySlow": player.buffs.enemySlow += 10; break; case "enemyStun": player.buffs.enemyStun += 0.1; break; case "bleeding": player.buffs.bleeding += 1; break; case "critChance": player.buffs.critChance += 15; player.critChance = 0.25 + player.buffs.critChance / 100; if (player.critChance > 1) { player.critChance = 1; } break; case "maxHpPlus": player.maxHp += 25; break; case "magnetPlus": // Magnet+ buff: increase magnet+ level, only affects EXP orb attraction if (!player.buffs.magnetPlus) { player.buffs.magnetPlus = 1; } else { player.buffs.magnetPlus++; } // No longer affects spawn rates of pickups break; } player.buffCounts[k]++; }; } else { // c = { w: "<silahAnahtarı>", e: "<SilahName> Damage+" veya "<SilahName> Attack Speed+" vb. } var w2 = c.w; var efsun = c.e; label = efsun; // Efsun açıklaması if (efsun.endsWith(" Damage+")) { desc = t("desc_damage"); } else if (efsun.endsWith(" Attack Speed+")) { desc = t("desc_atkspd"); } else if (efsun.endsWith(" Range+")) { desc = t("desc_range"); } else { desc = ""; } fn = function fn() { var key = w2 + "|" + efsun; if (!player.efsunCounts[key]) { player.efsunCounts[key] = 0; } if (player.efsunCounts[key] >= 5) { return; } // Defensive: do not allow more than 5 var inst = player.weapons[w2]; // Efsun metni "<SilahName> Damage+" ile bitiyorsa hasar çarpanını %20 artır: if (efsun.endsWith(" Damage+")) { inst.dmgMul *= 1.2; } // Efsun metni "<SilahName> Attack Speed+" ile bitiyorsa cd süresini %20 azalt: if (efsun.endsWith(" Attack Speed+")) { var meta = WEAPONS[w2]; if (meta && typeof meta.cd === "number") { if (!inst._baseCd) { inst._baseCd = meta.cd; inst._atkSpdMul = 1; } inst._atkSpdMul *= 0.8; inst.cd = inst._baseCd * inst._atkSpdMul; } else { inst.cd *= 0.8; } // cdCnt’yi de yeni cd’ye çekiyoruz if (typeof inst.cdCnt === "number") { if (inst.cdCnt > inst.cd) { inst.cdCnt = inst.cd; } } else { inst.cdCnt = Math.floor(inst.cd); } } // Efsun metni "<SilahName> Range+" ile bitiyorsa hem menzil hem boyut çarpanını %20 artır: if (efsun.endsWith(" Range+")) { inst.rngMul *= 3.2; inst.sizeMul *= 3.2; } // "Size+" efsunu artık yok, hiçbir şey yapma player.efsunCounts[key]++; }; } // --- Weapon and efsun name localization --- function localizeWeaponName(key) { // Turkish weapon names var trNames = { sword: "Kılıç", boomerang: "Bumerang", ball: "Top", rocket: "Roket", brick: "Tuğla", lightning: "Yıldırım", aura: "Aura", molotov: "Molotof", shuriken: "Ninja Yıldızı" }; if (currentLanguage === "tr" && trNames[key]) { return trNames[key]; } // Default: Capitalize first letter return key.charAt(0).toUpperCase() + key.slice(1); } function localizeEfsunName(efsun, wkey) { // efsun: e.g. "Boomerang Damage+", "Boomerang Range+", "Boomerang Attack Speed+" // wkey: e.g. "boomerang" var trNames = { sword: "Kılıç", boomerang: "Bumerang", ball: "Top", rocket: "Roket", brick: "Tuğla", lightning: "Yıldırım", aura: "Aura", molotov: "Molotof", shuriken: "Ninja Yıldızı" }; if (currentLanguage === "tr") { var base = wkey && trNames[wkey] ? trNames[wkey] : wkey.charAt(0).toUpperCase() + wkey.slice(1); if (efsun.endsWith(" Damage+")) { return base + " Hasar+"; } if (efsun.endsWith(" Range+")) { return base + " Menzil+"; } if (efsun.endsWith(" Attack Speed+")) { return base + " Saldırı Hızı+"; } // fallback return efsun; } return efsun; } var txtLabel = label; if (typeof c === "string") { // Weapon selection overlay: localize weapon name txtLabel = localizeWeaponName(c); } else if (c && c.type === "upgrade") { // Upgrade overlay: localize weapon name in upgrade label var wkey = c.w; if (WEAPONS[wkey] && WEAPONS[wkey].up && player.weapons[wkey]) { var upLabel = WEAPONS[wkey].up[player.weapons[wkey].upgrade]; if (currentLanguage === "tr") { // Try to localize upgrade label for Turkish // For +1, +2, +3 upgrades, just append to Turkish weapon name if (upLabel && upLabel.match(/^\w+ \+(\d)$/)) { var base = localizeWeaponName(wkey); var num = upLabel.match(/\+(\d)/)[1]; txtLabel = base + " +" + num; } else { txtLabel = upLabel; } } else { txtLabel = upLabel; } } } else if (c && !c.type && c.e && c.w) { // Efsun card: localize efsun name txtLabel = localizeEfsunName(c.e, c.w); } var txt = new Text2(txtLabel, { size: 40, fill: 0xffffff }); txt.anchor.set(0.5); card.addChild(txt); if (desc) { // Card width is 400, so max text width should be less (e.g. 340) var descTxt = new Text2(desc, { size: 28, fill: 0xcccccc, wordWrap: true, wordWrapWidth: 340, align: "center" }); descTxt.anchor.set(0.5, 0); descTxt.y = 60; card.addChild(descTxt); } card.down = function () { fn(); ov.destroy(); skillSelectionActive = false; levelText.setText('Level ' + player.level); }; }); } // Input handling game.down = function (x, y, obj) { // If menu or language or death overlay is active, only allow their buttons if (gameState === GAME_STATE.MAIN_MENU && mainMenuContainer) { // Let mainMenuContainer children handle .down var local = mainMenuContainer.toLocal({ x: x, y: y }); for (var i = 0; i < mainMenuContainer.children.length; i++) { var ch = mainMenuContainer.children[i]; if (ch.down && ch.getBounds && ch.getBounds().contains(local.x, local.y)) { ch.down(); return; } } return; } if (gameState === GAME_STATE.MAIN_MENU && languageMenuContainer) { var local = languageMenuContainer.toLocal({ x: x, y: y }); for (var i = 0; i < languageMenuContainer.children.length; i++) { var ch = languageMenuContainer.children[i]; if (ch.down && ch.getBounds && ch.getBounds().contains(local.x, local.y)) { ch.down(); return; } } return; } if (gameState === GAME_STATE.DEATH && deathScreenContainer) { var local = deathScreenContainer.toLocal({ x: x, y: y }); for (var i = 0; i < deathScreenContainer.children.length; i++) { var ch = deathScreenContainer.children[i]; if (ch.down && ch.getBounds && ch.getBounds().contains(local.x, local.y)) { ch.down(); return; } } return; } // If not playing, block all input if (gameState !== GAME_STATE.PLAYING) { return; } if (skillSelectionActive) { return; } var localPos = game.toLocal({ x: x, y: y }); if (localPos.y > 2000) { joystick.active = true; // Knob'u tam merkezde başlat joystick.setKnobPosition(0, 0); } }; game.move = function (x, y, obj) { if (gameState !== GAME_STATE.PLAYING) { return; } if (!joystick.active || skillSelectionActive) { return; } var localPos = LK.gui.bottom.toLocal({ x: x, y: y }); // Joystick.x, Joystick'in LK.gui.bottom içindeki merkezidir // localPos.x, localPos.y: LK.gui.bottom koordinatında dokunulan nokta // dx, dy: joystick base merkezine göre offset var dx = localPos.x - joystick.x; var dy = localPos.y - joystick.y; // dx, dy: joystick base'in merkezinden dokunulan noktaya vektör joystick.setKnobPosition(dx, dy); }; game.up = function (x, y, obj) { if (gameState !== GAME_STATE.PLAYING) { return; } joystick.reset(); }; // --- LOADING SCREEN & ASSET PRELOAD --- // Show a loading screen before main menu, preload all assets, then show main menu var loadingContainer = null; function showLoadingScreen() { if (loadingContainer) { loadingContainer.destroy(); } loadingContainer = game.addChild(new Container()); // Simple black background var bg = loadingContainer.attachAsset('mainMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); // Loading text var loadingTxt = new Text2("Loading...", { size: 80, fill: 0xffffff }); loadingTxt.anchor.set(0.5, 0.5); loadingTxt.x = 1024; loadingTxt.y = 1366; loadingContainer.addChild(loadingTxt); // Optional: add a simple spinner effect var spinner = new Container(); var spinnerAsset = spinner.attachAsset('chickenLeg', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); spinner.x = 1024; spinner.y = 1566; loadingContainer.addChild(spinner); spinner.update = function () { if (spinnerAsset) { spinnerAsset.rotation += 0.2; } }; loadingContainer.update = function () { if (spinner && spinner.update) { spinner.update(); } }; } // Preload all assets (images, sounds, music) before showing main menu function preloadAllAssets(onComplete) { // List of all asset keys to preload var assetKeys = [ // Images 'mainMenuBackground', 'startButton', 'languagesButton', 'langButton', 'returnMainMenu', 'deathBackground', 'player', 'hpBarRect', 'hpBarRectFg', 'enemyHpBarRect', 'enemyHpBarRectFg', 'seamlessBackGround', 'zombie', 'normalZombie', 'normalZombieAttack', 'rangedZombie', 'rangedZombieSaliva', 'fastZombie', 'fastZombieAttack', 'tankZombie', 'tankZombieAttack', 'bossZombie', 'bossZombieAttack1', 'bossZombieAttack2', 'auraField', 'ball', 'bomb', 'boomerang', 'brick', 'lightning', 'magnet', 'molotov', 'molotovFlame', 'rocket', 'rocketBoom', 'shuriken', 'skillCard', 'chickenLeg', // Sounds 'damageTaken', 'death', 'hit', 'levelup', 'pickup', 'rocketBoom', // Music 'backGroundMusic', 'deathScreenMusic', 'mainMenuMusic']; var loadedCount = 0; var totalCount = assetKeys.length; function assetLoaded() { loadedCount++; // Optionally update loading text if (loadingContainer && loadingContainer.children && loadingContainer.children.length > 1) { var txt = loadingContainer.children[1]; if (txt && txt.setText) { txt.setText("Loading... " + loadedCount + "/" + totalCount); } } if (loadedCount >= totalCount) { if (typeof onComplete === "function") { onComplete(); } } } // Defensive: if LK.getAsset returns synchronously, call assetLoaded immediately for (var i = 0; i < assetKeys.length; i++) { (function (key) { var asset = LK.getAsset(key, { anchorX: 0.5, anchorY: 0.5 }); // If asset is already loaded, call assetLoaded immediately if (asset && (asset.texture || asset.width)) { assetLoaded(); } else if (asset && typeof asset.once === "function") { // Listen for 'loaded' event if available asset.once('loaded', assetLoaded); } else { // Fallback: call assetLoaded after short delay LK.setTimeout(assetLoaded, 10); } })(assetKeys[i]); } } // At game start, show loading screen, preload all assets, then show main menu showLoadingScreen(); preloadAllAssets(function () { if (loadingContainer) { loadingContainer.destroy(); loadingContainer = null; } showMainMenu(); }); // Game update game.update = function () { // Block all game logic, UI, and sounds if not in PLAYING state if (gameState !== GAME_STATE.PLAYING) { setGameUIVisible(false); // Defensive: stop all music and sounds if not already stopped // Play correct music for each state if (gameState === GAME_STATE.MAIN_MENU) { // Defensive: always ensure main menu music is started immediately and not stopped on language change if (currentMusic !== "mainMenuMusic") { LK.stopMusic(); if (typeof LK.playMusic === "function") { LK.playMusic('mainMenuMusic', { loop: true }); } currentMusic = "mainMenuMusic"; } } else if (gameState === GAME_STATE.DEATH) { if (currentMusic !== "deathScreenMusic") { LK.stopMusic(); LK.playMusic('deathScreenMusic', { loop: true }); currentMusic = "deathScreenMusic"; } } else { LK.stopMusic(); currentMusic = null; } if (typeof LK.stopAllSounds === "function") { LK.stopAllSounds(); } return; } setGameUIVisible(true); // Ensure correct music is playing in PLAYING state if (currentMusic !== "backGroundMusic") { LK.stopMusic(); LK.playMusic('backGroundMusic', { loop: true }); currentMusic = "backGroundMusic"; } if (skillSelectionActive) { return; } gameTime++; // Update timer → geçen süreyi göster var elapsedSeconds = Math.floor(gameTime / 60); var minutes = Math.floor(elapsedSeconds / 60); var seconds = elapsedSeconds % 60; timerText.setText((minutes < 10 ? '0' + minutes : minutes) + ':' + (seconds < 10 ? '0' + seconds : seconds)); // Update UI hpText.setText(t("hpPrefix") + ": " + player.hp.toFixed(1) + '/' + player.maxHp.toFixed(1)); // Show exp orbs and required exp for next level levelText.setText(t("levelPrefix") + " " + player.level + " " + t("expPrefix") + ": " + player.exp + "/" + player.level); // Show current wave waveText.setText(t("wavePrefix") + " " + waveNumber); // Player movement if (joystick.active) { player.x += joystick.dirX * player.moveSpeed; player.y += joystick.dirY * player.moveSpeed; } /* Fire weapons / aura etc. */ player.update(); // --- Update player health bar --- if (player.hpBar && player.hpBarFg) { var hpRatio = Math.max(0, Math.min(1, player.hp / player.maxHp)); player.hpBarFg.width = 212 * hpRatio; // Move foreground bar's x so it depletes from right to left player.hpBarFg.x = 0; // Player HP bar color: green >80%, yellow 50-80%, orange 20-50%, red+blink <20% if (hpRatio > 0.8) { player.hpBarFg.tint = 0x00ff44; // green player.hpBarFg.alpha = 1; } else if (hpRatio > 0.5) { player.hpBarFg.tint = 0xffe066; // yellow player.hpBarFg.alpha = 1; } else if (hpRatio > 0.2) { player.hpBarFg.tint = 0xff9900; // orange player.hpBarFg.alpha = 1; } else { // <20%: red and blinking // Blink: alternate between red and transparent every 6 frames (~10Hz) player.hpBarFg.tint = 0xff0000; // pure red for critical if (gameTime % 12 < 6) { player.hpBarFg.alpha = 1; } else { player.hpBarFg.alpha = 0.3; } } } // --- Update enemy health bars --- for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.hpBar && enemy.hpBarFg) { var ehpRatio = Math.max(0, Math.min(1, enemy.hp / enemy.maxHp)); enemy.hpBarFg.width = 152 * ehpRatio; enemy.hpBarFg.x = 0; // Enemy HP bar color: always red, regardless of HP enemy.hpBarFg.tint = 0xff4444; enemy.hpBarFg.alpha = 1; } } // Camera follow player camera.x = player.x - 1024; camera.y = player.y - 1366; gameContainer.x = -camera.x; gameContainer.y = -camera.y; // Update background tiles to always cover the visible area if (backgroundTiles && backgroundTiles.length) { var startX = Math.floor(camera.x / bgTileWidth) * bgTileWidth; var startY = Math.floor(camera.y / bgTileHeight) * bgTileHeight; var idx = 0; for (var i = 0; i < bgTilesX; i++) { for (var j = 0; j < bgTilesY; j++) { var tile = backgroundTiles[idx++]; tile.x = startX + i * bgTileWidth; tile.y = startY + j * bgTileHeight; } } } // Progress to next wave only when all enemies are cleared if (typeof nextWaveTimeout === "undefined") { nextWaveTimeout = null; } if (enemies.length === 0 && !nextWaveTimeout) { nextWaveTimeout = LK.setTimeout(function () { waveNumber++; spawnWave(); nextWaveTimeout = null; }, 3000); } if (enemies.length > 0 && nextWaveTimeout) { LK.clearTimeout(nextWaveTimeout); nextWaveTimeout = null; } // Update enemies (her düşman kendi update() metodunda saldırı efektini ve hasarı hallediyor) for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } // 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); // Magnet+ effect: pull orbs within magnetPlus radius quickly to player (no effect on pickup spawn rates) if (player.buffs && player.buffs.magnetPlus && player.buffs.magnetPlus > 0) { var levels = player.buffs.magnetPlus; var magnetRadius = 300 + (levels - 1) * 150; if (dist <= magnetRadius) { // Pull orbs much faster for Magnet+ (e.g. 12) if (orb.magnetSpeed < 12) { orb.magnetSpeed = 12; } } } // pickupRange artık aura ile büyümeyecek, sadece manyetik çekim için kullanılacak if (dist < player.pickupRange) { orb.magnetSpeed = 10; } // Sadece karakterin merkezinde 30 yarıçaplı daireye girerse alınabilir if (dist <= 30) { player.gainExp(orb.value); orb.destroy(); expOrbs.splice(i, 1); LK.getSound('pickup').play(); } } // Spawn pickups randomly if (gameTime - lastPickupSpawn > 1200) { // Increased spawn frequency (was 1800 frames, now 1200) // Calculate spawn chance and weights (increased overall rates) var baseChance = 0.25; // was 0.1, now 0.25 for more frequent spawns var bombMagnetWeight = 0.45; // was 0.4, now 0.45 var magnetWeight = 0.45; // was 0.4, now 0.45 var chickenWeight = 0.25; // was 0.2, now 0.25 // No longer affected by Magnet+ buff var totalWeight = bombMagnetWeight + magnetWeight + chickenWeight; var bombMagnetProb = bombMagnetWeight / totalWeight; var magnetProb = magnetWeight / totalWeight; var chickenProb = chickenWeight / totalWeight; if (Math.random() < baseChance) { 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; var randVal = Math.random(); if (randVal < bombMagnetProb) { pickup = new Bomb(); } else if (randVal < bombMagnetProb + magnetProb) { pickup = new Magnet(); } else { pickup = new ChickenLeg(); } 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();//{jb} // Delay first wave spawn until after weapon selection // Music is now handled in game.update based on gameState // Tank Zombie asset (bigger, armored) // Fast Zombie asset (slimmer, agile) // Poison Zombie asset (greenish, toxic) // Boss Zombie asset (huge, menacing)
===================================================================
--- original.js
+++ change.js
@@ -1068,14 +1068,12 @@
anchorY: 0.5
});
knob.alpha = 0.7;
self.setKnobPosition = function (x, y) {
- // x, y: global koordinatları değil, joystick base'in merkezine göre offset olmalı
- // Joystick base'in merkezini bul
- // base.x ve base.y, Joystick container'ında (self) 0,0'dır, knob da aynı şekilde
- // Yani, Joystick.x ve Joystick.y, LK.gui.bottom'da joystick'in merkezi
- // setKnobPosition'a verilen x, y, joystick'in merkezine göre offset olmalı
- // dx, dy: knob'un base merkezine göre offset'i
+ // x, y: joystick base'in merkezine göre offset (dokunulan nokta - joystick merkezi)
+ // Knob'un merkezi joystick base'in merkeziyle tam hizalı olmalı
+ // Hareket yönü, knob merkezinden dokunulan pozisyona doğru olmalı
+ // dx, dy: knob'un merkezinden dokunulan noktaya vektör
var dx = x;
var dy = y;
var dist = Math.sqrt(dx * dx + dy * dy);
var maxDist = 60;
@@ -1089,8 +1087,9 @@
if (maxDist === 0) {
self.dirX = 0;
self.dirY = 0;
} else {
+ // Hareket yönü: knob'un merkezinden dokunulan noktaya doğru normalize edilmiş vektör
self.dirX = dx / maxDist;
self.dirY = dy / maxDist;
}
};
@@ -4065,9 +4064,9 @@
y: y
});
if (localPos.y > 2000) {
joystick.active = true;
- // Knob'u tam merkeze koy
+ // Knob'u tam merkezde başlat
joystick.setKnobPosition(0, 0);
}
};
game.move = function (x, y, obj) {
@@ -4085,8 +4084,9 @@
// localPos.x, localPos.y: LK.gui.bottom koordinatında dokunulan nokta
// dx, dy: joystick base merkezine göre offset
var dx = localPos.x - joystick.x;
var dy = localPos.y - joystick.y;
+ // dx, dy: joystick base'in merkezinden dokunulan noktaya vektör
joystick.setKnobPosition(dx, dy);
};
game.up = function (x, y, obj) {
if (gameState !== GAME_STATE.PLAYING) {
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