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)
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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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