User prompt
Nereye ateş edersek cöp adam oraya baksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Adamlar gelmesin bı yerde rasgele doğsun ama ölünce başkası doğsun teker teker sonra hızlı canımız olsun 10 ok deyerse ölelim adamlarda bize ok atsın
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal({' Line Number: 116
User prompt
Ekrana basıyorum ama ok gelmiyor
User prompt
Hata var
User prompt
Assagida tuş oosun ona basınca otomatik savaş olsun
User prompt
Otomatik savaş olsun
User prompt
Ok atarken enerji artmasin durunca artsin
User prompt
Enerji her saniye artsın ve her okta 2 enerji harcasin
User prompt
Enerji olsun enerji 100 olsun her ok firlattiginda azalsın
Code edit (1 edits merged)
Please save this source code
User prompt
Arrow Defense
Initial prompt
Bana oyun yap sol da duran önüne çöp adamlar çıkan onlara oklarla vururup gelisien
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Archer = Container.expand(function () { var self = Container.call(this); var archerGraphics = self.attachAsset('archer', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.update = function () { self.x += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var archer = game.addChild(new Archer()); archer.x = 150; archer.y = 2732 / 2; var arrows = []; var enemies = []; var enemySpawnTimer = 0; var enemySpawnRate = 120; // frames between spawns var energy = 100; var energyRegenTimer = 0; var isShooting = false; var shootingTimer = 0; var scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.setText(LK.getScore()); var energyTxt = new Text2('Energy: 100', { size: 80, fill: 0x00ff00 }); energyTxt.anchor.set(1, 0); LK.gui.topRight.addChild(energyTxt); energyTxt.x = -20; energyTxt.y = 20; var autoShootTimer = 0; function shootArrowAtTarget(targetX, targetY) { // Check if player has enough energy if (energy <= 0) { return; } // Calculate direction from archer to target point var dirX = targetX - archer.x; var dirY = targetY - archer.y; var distance = Math.sqrt(dirX * dirX + dirY * dirY); // Normalize direction var normalX = dirX / distance; var normalY = dirY / distance; // Create arrow var newArrow = new Arrow(); newArrow.x = archer.x; newArrow.y = archer.y; newArrow.speedX = normalX * 15; newArrow.speedY = normalY * 15; // Rotate arrow to face direction newArrow.rotation = Math.atan2(normalY, normalX); arrows.push(newArrow); game.addChild(newArrow); LK.getSound('shoot').play(); // Decrease energy energy -= 2; // Set shooting state isShooting = true; shootingTimer = 0; // Update energy display energyTxt.setText('Energy: ' + energy); // Change color based on energy level if (energy <= 20) { energyTxt.tint = 0xff0000; // Red when low } else if (energy <= 50) { energyTxt.tint = 0xffff00; // Yellow when medium } else { energyTxt.tint = 0x00ff00; // Green when high } } game.update = function () { // Automatic shooting logic autoShootTimer++; if (autoShootTimer >= 45 && energy > 0) { // Shoot every 0.75 seconds if energy available autoShootTimer = 0; // Find nearest enemy var nearestEnemy = null; var nearestDistance = Infinity; for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; var distanceToEnemy = Math.sqrt(Math.pow(enemy.x - archer.x, 2) + Math.pow(enemy.y - archer.y, 2)); if (distanceToEnemy < nearestDistance) { nearestDistance = distanceToEnemy; nearestEnemy = enemy; } } // Shoot at nearest enemy if found if (nearestEnemy) { shootArrowAtTarget(nearestEnemy.x, nearestEnemy.y); } } // Update shooting timer if (isShooting) { shootingTimer++; if (shootingTimer >= 30) { // Stop shooting state after 0.5 seconds isShooting = false; } } // Update energy regeneration only when not shooting (every 60 frames = 1 second at 60 FPS) if (!isShooting) { energyRegenTimer++; if (energyRegenTimer >= 60) { energyRegenTimer = 0; if (energy < 100) { energy += 1; // Update energy display energyTxt.setText('Energy: ' + energy); // Change color based on energy level if (energy <= 20) { energyTxt.tint = 0xff0000; // Red when low } else if (energy <= 50) { energyTxt.tint = 0xffff00; // Yellow when medium } else { energyTxt.tint = 0x00ff00; // Green when high } } } } else { energyRegenTimer = 0; // Reset regen timer when shooting } // Update enemy spawn timer enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; // Spawn new enemy var newEnemy = new Enemy(); newEnemy.x = 2048 + 50; newEnemy.y = Math.random() * (2732 - 200) + 100; enemies.push(newEnemy); game.addChild(newEnemy); // Increase difficulty over time if (enemySpawnRate > 30) { enemySpawnRate -= 0.5; } } // Update arrows for (var i = arrows.length - 1; i >= 0; i--) { var arrow = arrows[i]; // Remove arrows that go off screen if (arrow.x > 2100 || arrow.x < -50 || arrow.y > 2800 || arrow.y < -50) { arrow.destroy(); arrows.splice(i, 1); continue; } // Check arrow-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (arrow.intersects(enemy)) { // Hit enemy LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); LK.getSound('hit').play(); LK.effects.flashObject(enemy, 0xff0000, 200); // Remove arrow and enemy arrow.destroy(); arrows.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); break; } } } // Update enemies and check if they reached the archer for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; // Check if enemy reached archer if (enemy.x <= archer.x + 50) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } };
===================================================================
--- original.js
+++ change.js
@@ -76,16 +76,17 @@
energyTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(energyTxt);
energyTxt.x = -20;
energyTxt.y = 20;
-game.down = function (x, y, obj) {
+var autoShootTimer = 0;
+function shootArrowAtTarget(targetX, targetY) {
// Check if player has enough energy
if (energy <= 0) {
return;
}
- // Calculate direction from archer to tap point
- var dirX = x - archer.x;
- var dirY = y - archer.y;
+ // Calculate direction from archer to target point
+ var dirX = targetX - archer.x;
+ var dirY = targetY - archer.y;
var distance = Math.sqrt(dirX * dirX + dirY * dirY);
// Normalize direction
var normalX = dirX / distance;
var normalY = dirY / distance;
@@ -114,10 +115,31 @@
energyTxt.tint = 0xffff00; // Yellow when medium
} else {
energyTxt.tint = 0x00ff00; // Green when high
}
-};
+}
game.update = function () {
+ // Automatic shooting logic
+ autoShootTimer++;
+ if (autoShootTimer >= 45 && energy > 0) {
+ // Shoot every 0.75 seconds if energy available
+ autoShootTimer = 0;
+ // Find nearest enemy
+ var nearestEnemy = null;
+ var nearestDistance = Infinity;
+ for (var e = 0; e < enemies.length; e++) {
+ var enemy = enemies[e];
+ var distanceToEnemy = Math.sqrt(Math.pow(enemy.x - archer.x, 2) + Math.pow(enemy.y - archer.y, 2));
+ if (distanceToEnemy < nearestDistance) {
+ nearestDistance = distanceToEnemy;
+ nearestEnemy = enemy;
+ }
+ }
+ // Shoot at nearest enemy if found
+ if (nearestEnemy) {
+ shootArrowAtTarget(nearestEnemy.x, nearestEnemy.y);
+ }
+ }
// Update shooting timer
if (isShooting) {
shootingTimer++;
if (shootingTimer >= 30) {