User prompt
tamam enemy'ler öldüklerinde efektleri parçalanma efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player düz hizada ateş etsin ayrıca enemyler öldüklerinde patlama efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
POWERUP dönerek gelmesin
Code edit (1 edits merged)
Please save this source code
User prompt
Isometric Neon Blaster
Initial prompt
izometrik endless shooter game yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 2;
self.health = 1;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Apply isometric movement effect
self.x += self.speedY * 0.5;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.maxHealth = 3;
self.shootCooldown = 0;
self.invulnerable = 0;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
if (self.invulnerable > 0) {
self.invulnerable--;
graphics.alpha = self.invulnerable % 10 < 5 ? 0.5 : 1.0;
} else {
graphics.alpha = 1.0;
}
};
self.shoot = function () {
if (self.shootCooldown <= 0) {
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 40;
bullets.push(bullet);
game.addChild(bullet);
self.shootCooldown = 15;
LK.getSound('shoot').play();
}
};
self.takeDamage = function () {
if (self.invulnerable <= 0) {
self.health--;
self.invulnerable = 120;
LK.effects.flashObject(self, 0xff0000, 500);
if (self.health <= 0) {
LK.showGameOver();
}
}
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.update = function () {
self.y += self.speed;
// Apply isometric movement effect
self.x += self.speed * -0.2;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 3;
self.bobOffset = Math.random() * Math.PI * 2;
self.startY = 0;
self.update = function () {
self.y += self.speedY;
// Apply isometric movement effect
self.x += self.speedY * 0.5;
// Bobbing animation
graphics.y = Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var bullets = [];
var powerups = [];
var enemySpawnTimer = 0;
var powerupSpawnTimer = 0;
var gameSpeed = 1;
var waveLevel = 1;
var lastHealthDisplay = 3;
// Movement variables
var moveLeft = false;
var moveRight = false;
var moveUp = false;
var moveDown = false;
var dragNode = null;
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2200;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0x00FFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 120;
scoreTxt.y = 50;
LK.gui.topLeft.addChild(scoreTxt);
// Health display
var healthTxt = new Text2('Health: 3', {
size: 60,
fill: 0xFF0000
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 120;
healthTxt.y = 120;
LK.gui.topLeft.addChild(healthTxt);
// Wave display
var waveTxt = new Text2('Wave: 1', {
size: 60,
fill: 0xFFFF00
});
waveTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(waveTxt);
// Touch controls
game.down = function (x, y, obj) {
dragNode = true;
player.shoot();
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
function handleMove(x, y, obj) {
if (dragNode) {
// Convert screen coordinates to game coordinates
var gamePos = game.toLocal({
x: x,
y: y
});
// Smooth movement towards touch position
var targetX = Math.max(100, Math.min(1948, gamePos.x));
var targetY = Math.max(200, Math.min(2600, gamePos.y));
var dx = targetX - player.x;
var dy = targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 20) {
var speed = 8;
player.x += dx / distance * speed;
player.y += dy / distance * speed;
}
}
}
game.move = handleMove;
// Spawn enemy function
function spawnEnemy() {
var enemy = new Enemy();
// Random spawn position from edges with isometric consideration
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemy.speedY = 2 + Math.random() * 2;
break;
case 1:
// Right
enemy.x = 2098;
enemy.y = Math.random() * 1000;
enemy.speedX = -2 - Math.random() * 2;
enemy.speedY = 1 + Math.random();
break;
case 2:
// Left
enemy.x = -50;
enemy.y = Math.random() * 1000;
enemy.speedX = 2 + Math.random() * 2;
enemy.speedY = 1 + Math.random();
break;
case 3:
// Top-left diagonal (isometric style)
enemy.x = -50;
enemy.y = -50;
enemy.speedX = 3 + Math.random() * 2;
enemy.speedY = 3 + Math.random() * 2;
break;
}
// Apply game speed multiplier
enemy.speedX *= gameSpeed;
enemy.speedY *= gameSpeed;
enemies.push(enemy);
game.addChild(enemy);
}
// Spawn powerup function
function spawnPowerup() {
var powerup = new PowerUp();
powerup.x = Math.random() * 1800 + 124;
powerup.y = -50;
powerup.startY = powerup.y;
powerups.push(powerup);
game.addChild(powerup);
}
// Main game update
game.update = function () {
// Auto-shoot
if (LK.ticks % 20 === 0) {
player.shoot();
}
// Enemy spawning
enemySpawnTimer++;
var spawnRate = Math.max(30 - Math.floor(waveLevel * 2), 10);
if (enemySpawnTimer >= spawnRate) {
spawnEnemy();
enemySpawnTimer = 0;
}
// Powerup spawning
powerupSpawnTimer++;
if (powerupSpawnTimer >= 600) {
// Every 10 seconds
spawnPowerup();
powerupSpawnTimer = 0;
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -30 && bullet.y < -30) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check bullet-enemy collisions
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
// Enemy hit
LK.setScore(LK.getScore() + 10);
scoreTxt.setText('Score: ' + LK.getScore());
// Destroy enemy
enemies[j].destroy();
enemies.splice(j, 1);
// Destroy bullet
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
hitEnemy = true;
break;
}
}
if (!hitEnemy) {
bullet.lastY = bullet.y;
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Remove enemies that go off screen
if (enemy.y > 2800 || enemy.x < -100 || enemy.x > 2148) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check player-enemy collision
if (enemy.intersects(player)) {
player.takeDamage();
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
// Remove powerups that go off screen
if (powerup.y > 2800) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check player-powerup collision
if (powerup.intersects(player)) {
player.health = Math.min(player.health + 1, player.maxHealth);
LK.getSound('powerup').play();
LK.effects.flashObject(player, 0x00ff00, 300);
powerup.destroy();
powerups.splice(i, 1);
}
}
// Update health display
if (player.health !== lastHealthDisplay) {
healthTxt.setText('Health: ' + player.health);
lastHealthDisplay = player.health;
}
// Increase difficulty over time
if (LK.ticks % 1800 === 0) {
// Every 30 seconds
waveLevel++;
gameSpeed += 0.1;
waveTxt.setText('Wave: ' + waveLevel);
LK.effects.flashScreen(0x0000ff, 500);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -95,9 +95,8 @@
// Apply isometric movement effect
self.x += self.speedY * 0.5;
// Bobbing animation
graphics.y = Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10;
- graphics.rotation += 0.05;
};
return self;
});
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