User prompt
oyuncu oyunu kaybedince gameover ses efekti çalsın
User prompt
oyun başlayınca assete'e eklediğim game_music de çalmaya başlasın
User prompt
yukarıdaki uzay gemileri ara sıra kamikaze dalışı yapsın playerShip üzerine
User prompt
kullanıcı mouse'u sağa sola hareket ettirerekmavi uzay aracını yönlendirsin
User prompt
otomatik değil, kullanıcı hareket ettirsin
User prompt
mavi uzay aracı mouse tuşuna basmadan hareket ettirilebilsin
User prompt
son düzenlemeyi geri al
User prompt
mavi uzay aracı mouse tuşuna basmadan otomatik ghareket etsin
User prompt
mavi uzay aracı mouse ile hareket etsin
User prompt
mavi uzay aracı ateş etmiyor
User prompt
yine olmadı,
User prompt
mavi uzay aracı mouse ile hareket ettirilebilmeli
User prompt
olmadı
User prompt
olmadı
User prompt
olmadı
User prompt
benim uzay aracım mouse kullanılarak ile sağa sola hareket etmeli
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'data')' in or related to this line: 'var pos = game.toLocal(obj.event.data.global);' Line Number: 212
User prompt
hala sağa sola mouse ile uzay aracını hareket ettiremiyorum, mouse ile hareket ettirmekk istiyorum
User prompt
mouse ile sağa sola hareket edemiyorum
User prompt
benim uzay gemim mouse ile sağa sola hareket ettirilebilsin
User prompt
yukarıdaki uzay gemileri bombaları daha seyrek ve yavaş bıraksın
User prompt
yukarıdaki uzay araçları aşağıya sorti yapmasın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy var Enemy = Container.expand(function () { var self = Container.call(this); // type: 1,2,3 self.type = 1; self.row = 0; self.col = 0; self.isDiving = false; self.diveTargetX = 0; self.diveTargetY = 0; self.diveStep = 0; self.diveSpeed = 0; self.baseX = 0; self.baseY = 0; self.direction = 1; // 1: right, -1: left self.bulletCooldown = 0; self.alive = true; self.asset = null; self.init = function (type) { self.type = type; var assetId = 'enemy' + type; self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.width = self.asset.width; self.height = self.asset.height; }; self.startDive = function (targetX, targetY, speed) { self.isDiving = true; self.diveTargetX = targetX; self.diveTargetY = targetY; self.diveStep = 0; self.diveSpeed = speed; }; self.update = function () { if (!self.alive) return; // Kamikaze dive logic if (self.isDiving) { // Move toward target (playerShip) var dx = self.diveTargetX - self.x; var dy = self.diveTargetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.diveSpeed || dist === 0) { self.x = self.diveTargetX; self.y = self.diveTargetY; self.isDiving = false; } else { self.x += dx / dist * self.diveSpeed; self.y += dy / dist * self.diveSpeed; } } else { // Not diving: reset to base position (formation) self.x = self.baseX; self.y = self.baseY; } // Bullet cooldown if (self.bulletCooldown > 0) self.bulletCooldown--; }; return self; }); // Enemy Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; // slower enemy bullet speed self.update = function () { self.y += self.speed; }; return self; }); // Player Bullet var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -38; self.update = function () { self.y += self.speed; }; return self; }); // Player Ship var PlayerShip = Container.expand(function () { var self = Container.call(this); var ship = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.width = ship.width; self.height = ship.height; self.speed = 22; self.canShoot = true; self.shootCooldown = 0; self.update = function () { // Cooldown for shooting if (self.shootCooldown > 0) { self.shootCooldown--; if (self.shootCooldown === 0) self.canShoot = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Game constants // Spaceship (player) // Enemy types // Bullets // Sounds var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var ENEMY_ROWS = 5; var ENEMY_COLS = 8; var ENEMY_SPACING_X = 180; var ENEMY_SPACING_Y = 160; var ENEMY_START_Y = 320; var ENEMY_START_X = (GAME_WIDTH - (ENEMY_COLS - 1) * ENEMY_SPACING_X) / 2 + ENEMY_SPACING_X / 2; var ENEMY_MOVE_STEP = 32; var ENEMY_MOVE_DOWN = 60; var ENEMY_MOVE_INTERVAL = 32; // ticks var ENEMY_DIVE_INTERVAL = 120; // ticks var ENEMY_BULLET_CHANCE = 0.004; // per update per enemy (reduced for less frequent shooting) var PLAYER_Y = GAME_HEIGHT - 220; var PLAYER_SHOOT_COOLDOWN = 18; // ticks // Game state var playerShip = null; var playerBullets = []; var enemyBullets = []; var enemies = []; var enemyDirection = 1; // 1: right, -1: left var enemyMoveTick = 0; var enemyDiveTick = 0; var dragNode = null; var scoreTxt = null; var lastIntersecting = false; var gameOver = false; var wave = 1; // Score display scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Wave display var waveTxt = new Text2('Wave 1', { size: 80, fill: "#fff" }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 120; // Initialize player playerShip = new PlayerShip(); game.addChild(playerShip); playerShip.x = GAME_WIDTH / 2; playerShip.y = PLAYER_Y; // Initialize enemies function spawnEnemies() { for (var row = 0; row < ENEMY_ROWS; row++) { for (var col = 0; col < ENEMY_COLS; col++) { var type = row === 0 ? 3 : row < 3 ? 2 : 1; var enemy = new Enemy(); enemy.init(type); enemy.row = row; enemy.col = col; enemy.baseX = ENEMY_START_X + col * ENEMY_SPACING_X; enemy.baseY = ENEMY_START_Y + row * ENEMY_SPACING_Y; enemy.x = enemy.baseX; enemy.y = enemy.baseY; enemy.direction = 1; enemy.isDiving = false; enemy.alive = true; enemies.push(enemy); game.addChild(enemy); } } } spawnEnemies(); // Handle player movement (dragging) function handleMove(x, y, obj) { if (gameOver) return; // Move player ship horizontally to follow mouse/touch X, clamp to game area var minX = playerShip.width / 2 + 100; var maxX = GAME_WIDTH - playerShip.width / 2; var newX = Math.max(minX, Math.min(maxX, x)); playerShip.x = newX; playerShip.y = PLAYER_Y; // Always keep Y fixed } game.move = handleMove; game.down = function (x, y, obj) { if (gameOver) return; // Only allow drag if touch is on player ship var local = playerShip.toLocal(game.toGlobal({ x: x, y: y })); if (local.x >= -playerShip.width / 2 && local.x <= playerShip.width / 2 && local.y >= -playerShip.height / 2 && local.y <= playerShip.height / 2) { dragNode = playerShip; } else { // If not dragging, treat as shoot shootPlayerBullet(); } }; game.up = function (x, y, obj) { dragNode = null; }; // Handle shooting (tap anywhere) game.tap = function (x, y, obj) { if (gameOver) return; shootPlayerBullet(); }; // For mobile, also allow shooting on down if not dragging // (Handled by drag logic above: only set dragNode if on ship, otherwise do nothing) // Player shooting function shootPlayerBullet() { if (!playerShip.canShoot || gameOver) return; var bullet = new PlayerBullet(); bullet.x = playerShip.x; bullet.y = playerShip.y - playerShip.height / 2 - 20; playerBullets.push(bullet); game.addChild(bullet); playerShip.canShoot = false; playerShip.shootCooldown = PLAYER_SHOOT_COOLDOWN; LK.getSound('shoot').play(); } // Enemy shooting function shootEnemyBullet(enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y + enemy.height / 2 + 20; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('enemyShoot').play(); } // Enemy movement and dive logic function updateEnemies() { // Move formation if (enemyMoveTick <= 0) { // Find leftmost and rightmost alive enemy var minX = GAME_WIDTH, maxX = 0; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (!e.alive || e.isDiving) continue; if (e.x < minX) minX = e.x; if (e.x > maxX) maxX = e.x; } var moveEdge = false; if (enemyDirection === 1 && maxX + ENEMY_MOVE_STEP > GAME_WIDTH - 40) moveEdge = true; if (enemyDirection === -1 && minX - ENEMY_MOVE_STEP < 140) moveEdge = true; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (!e.alive || e.isDiving) continue; if (moveEdge) { e.y += ENEMY_MOVE_DOWN; } else { e.x += ENEMY_MOVE_STEP * enemyDirection; e.baseX = e.x; } } if (moveEdge) enemyDirection *= -1; enemyMoveTick = Math.max(ENEMY_MOVE_INTERVAL - wave * 2, 10); } else { enemyMoveTick--; } // Kamikaze dive logic: occasionally pick a random alive, non-diving enemy to dive at player if (enemyDiveTick <= 0) { // 20% chance to trigger a dive every ENEMY_DIVE_INTERVAL ticks if (Math.random() < 0.2) { // Find all eligible enemies var eligible = []; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (e.alive && !e.isDiving) eligible.push(e); } if (eligible.length > 0) { // Pick one at random var idx = Math.floor(Math.random() * eligible.length); var diver = eligible[idx]; // Target playerShip's current position, dive speed increases with wave var diveSpeed = 18 + wave * 2; diver.startDive(playerShip.x, playerShip.y, diveSpeed); } } enemyDiveTick = ENEMY_DIVE_INTERVAL; } else { enemyDiveTick--; } // Enemy shooting for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (!e.alive) continue; if (!e.isDiving && e.bulletCooldown <= 0 && Math.random() < ENEMY_BULLET_CHANCE) { shootEnemyBullet(e); e.bulletCooldown = 64 + Math.floor(Math.random() * 32); } } } // Collision detection function checkCollision(a, b) { // Simple AABB return a.x - a.width / 2 < b.x + b.width / 2 && a.x + a.width / 2 > b.x - b.width / 2 && a.y - a.height / 2 < b.y + b.height / 2 && a.y + a.height / 2 > b.y - b.height / 2; } // Game update game.update = function () { if (gameOver) return; // Player update playerShip.y = PLAYER_Y; // Always keep Y fixed playerShip.update(); // Enemies update for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } updateEnemies(); // Player bullets update for (var i = playerBullets.length - 1; i >= 0; i--) { var b = playerBullets[i]; b.update(); // Remove if off screen if (b.y < -80) { b.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = 0; j < enemies.length; j++) { var e = enemies[j]; if (!e.alive) continue; if (checkCollision(b, e)) { // Enemy hit e.alive = false; e.visible = false; b.destroy(); playerBullets.splice(i, 1); LK.setScore(LK.getScore() + 10 * e.type); scoreTxt.setText(LK.getScore()); LK.getSound('explosion').play(); break; } } } // Enemy bullets update for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); if (b.y > GAME_HEIGHT + 80) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (checkCollision(b, playerShip)) { // Player hit b.destroy(); enemyBullets.splice(i, 1); playerDeath(); return; } } // Kamikaze enemy collision with player for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (e.alive && e.isDiving && checkCollision(e, playerShip)) { // Player hit by kamikaze e.alive = false; e.visible = false; LK.getSound('explosion').play(); playerDeath(); return; } } // Check win condition var anyAlive = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].alive) { anyAlive = true; break; } } if (!anyAlive) { // Next wave wave++; waveTxt.setText('Wave ' + wave); // Remove old enemies for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; enemyMoveTick = 0; enemyDiveTick = 0; spawnEnemies(); } }; // Player death function playerDeath() { if (gameOver) return; gameOver = true; LK.effects.flashScreen(0xff0000, 1000); tween(playerShip, { alpha: 0 }, { duration: 600, easing: tween.cubicOut }); LK.setTimeout(function () { LK.showGameOver(); }, 900); } // Score LK.setScore(0); scoreTxt.setText(LK.getScore()); /* End of file */
===================================================================
--- original.js
+++ change.js
@@ -42,10 +42,27 @@
self.diveSpeed = speed;
};
self.update = function () {
if (!self.alive) return;
- // Remove dive logic: enemies never enter isDiving state
- self.isDiving = false;
+ // Kamikaze dive logic
+ if (self.isDiving) {
+ // Move toward target (playerShip)
+ var dx = self.diveTargetX - self.x;
+ var dy = self.diveTargetY - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < self.diveSpeed || dist === 0) {
+ self.x = self.diveTargetX;
+ self.y = self.diveTargetY;
+ self.isDiving = false;
+ } else {
+ self.x += dx / dist * self.diveSpeed;
+ self.y += dy / dist * self.diveSpeed;
+ }
+ } else {
+ // Not diving: reset to base position (formation)
+ self.x = self.baseX;
+ self.y = self.baseY;
+ }
// Bullet cooldown
if (self.bulletCooldown > 0) self.bulletCooldown--;
};
return self;
@@ -269,10 +286,31 @@
enemyMoveTick = Math.max(ENEMY_MOVE_INTERVAL - wave * 2, 10);
} else {
enemyMoveTick--;
}
- // Dive logic removed: enemies never sortie downward
- enemyDiveTick = 0;
+ // Kamikaze dive logic: occasionally pick a random alive, non-diving enemy to dive at player
+ if (enemyDiveTick <= 0) {
+ // 20% chance to trigger a dive every ENEMY_DIVE_INTERVAL ticks
+ if (Math.random() < 0.2) {
+ // Find all eligible enemies
+ var eligible = [];
+ for (var i = 0; i < enemies.length; i++) {
+ var e = enemies[i];
+ if (e.alive && !e.isDiving) eligible.push(e);
+ }
+ if (eligible.length > 0) {
+ // Pick one at random
+ var idx = Math.floor(Math.random() * eligible.length);
+ var diver = eligible[idx];
+ // Target playerShip's current position, dive speed increases with wave
+ var diveSpeed = 18 + wave * 2;
+ diver.startDive(playerShip.x, playerShip.y, diveSpeed);
+ }
+ }
+ enemyDiveTick = ENEMY_DIVE_INTERVAL;
+ } else {
+ enemyDiveTick--;
+ }
// Enemy shooting
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
if (!e.alive) continue;
@@ -342,9 +380,20 @@
playerDeath();
return;
}
}
- // Enemy dive collision with player removed (no diving enemies)
+ // Kamikaze enemy collision with player
+ for (var i = 0; i < enemies.length; i++) {
+ var e = enemies[i];
+ if (e.alive && e.isDiving && checkCollision(e, playerShip)) {
+ // Player hit by kamikaze
+ e.alive = false;
+ e.visible = false;
+ LK.getSound('explosion').play();
+ playerDeath();
+ return;
+ }
+ }
// Check win condition
var anyAlive = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].alive) {