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boss'un canını can bar olarak göster ve tam ortasında sayı olarak belirt 100/70 gibi ama tam ekran genişliğinde göster can barını ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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boss'a missile atılmıyor ben atılmasını istiyorum bu durumu çöz ayrıca missile 5 değil 3 tane atılsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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thruster'lar boss2un üstünde olacak ve can barı geniş ve biraz daha ortada olsun
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boss'a trushter koy ve boss'a missile atabilelim ayrıca boss geldiğinde can barı göster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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boss'u test etmek için bir buton koy basınca boss doğusun ve enemy'ler powerupslar yok olsun
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wave 3-4 arasında oyunda inanilmaz bir performans düşüsü var bunu düzelt
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her 5'in katsayısında yani 5,10,15... tüm enemy'leri öldür ve wave zorluğuna göre boss çıkart bu boss rast gele sağsola hareket edip ateş edeccek oyuncuda bundan kaçmaya çalışacak boss öldükten sonra diğer enemyler gelebilir powerup'larda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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wave yükselince mavi efekt yerine WAVE COMPLETED yazısı göster şatafatlı ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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thruster'lar rotaionları falan çok iyi çalışıyor ancak roketin pozisyonuna göre başlangıçta yanlış yerleştirilmiş eğer resim 20 genişliğe sahipse tam ortasıbunu bul y konumunda en aşağı seç
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missile hedefe vurunca patlama efekti yap aynı hedefe vuramadığında patladı gibi patlasın
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süper oldu bir şey daha thruster'lar missile içerisinde ki çok tutarsızlar kesin ve her zaman altında düzgün gözükecek bir şey ayarlar missile asset'i açısı değiştiğinde her zaman altında olacak şekilde ayarla ve missile hedefi vurduğunda sadece patlama efektini göster ekranı yanıp söndürme ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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eğer missile ateşlendikten sonra hedefe gidemez ve silinirse boşlukta patlama efekti koy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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missile dönünce thruster'larda beraber dönsün çünkü bazen altında sabit kalıyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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roketler aynı düşmana kitlenmesin eğer birden fazla düşman varsa hepsi ayrı ayrı gitsin eğer ki bir tane düşman varsa hepsi aynı hedefe vurabilir bir koşul daha var roketler hedeflere random pattern ile ulaşacaklar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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roketler arka arkaya gitsin ve tam alt kısmından thruster efekti olsun roketler ateşlenirken birbirlerinden ayrı gitsinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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tamamdır player'a özel bir skill ekle 6-7 saniyede kitlenebilir füze atsın 4-5 tane random olarak hedeflere kitlenip vursun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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bir süre sonra fazla düşman ya da fazla mermiden dolayı oyun donmaya ve kasmaya başlıyor performans sorunlarını düzelt
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## Rocket Thruster Effect Implementation I would create a **rocket thruster visual effect** that appears beneath the player's ship to give it that authentic spaceship feel. Here's what I would add: ### Visual Design - Create a **flame/thruster asset** using a bright orange-to-yellow gradient effect - Position it directly below the player ship - Make it **animated** with flickering intensity to simulate real rocket thrust - The effect would be **elongated vertically** to look like flames shooting downward ### Animation Effects - **Flickering animation**: The thruster would constantly change in intensity and size to create a realistic flame effect - **Scale variation**: Random scaling between 80%-120% of base size every few frames - **Alpha variation**: Opacity would fluctuate to create the flame flicker effect - **Slight horizontal wobble**: Very subtle left-right movement to make it feel more organic ### Technical Implementation - Add the thruster as a **child element** of the player so it moves with the ship - Use the **tween library** for smooth animations - Position it at `player.y + player.height/2` to place it right below the ship - Update the effect in the player's `update()` function ### Dynamic Behavior - The thruster effect could **intensify when moving** (larger flames when the player is actively moving) - **Reduce intensity when stationary** for a more realistic feel - Could even add a subtle **particle trail effect** for extra visual appeal This would really enhance the space shooter atmosphere and make the player feel like they're piloting an actual rocket-powered spacecraft! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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bullet tam player'in ucundan ateşlensin
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tamam enemy'ler öldüklerinde efektleri parçalanma efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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player düz hizada ateş etsin ayrıca enemyler öldüklerinde patlama efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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POWERUP dönerek gelmesin
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); // Add thrusters to boss var thruster1 = self.attachAsset('bossThruster', { anchorX: 0.5, anchorY: 0.0 }); var thruster2 = self.attachAsset('bossThruster', { anchorX: 0.5, anchorY: 0.0 }); // Position thrusters at boss top corners thruster1.x = -graphics.width / 4; thruster1.y = -graphics.height / 2; thruster2.x = graphics.width / 4; thruster2.y = -graphics.height / 2; self.health = 20 + waveLevel * 5; // Scales with wave level self.maxHealth = self.health; self.speedX = 2; self.speedY = 1; self.shootCooldown = 0; self.directionChangeTimer = 0; self.invulnerable = 0; self.canBeTargeted = true; // Allow missiles to target boss self.update = function () { // Direction change logic self.directionChangeTimer--; if (self.directionChangeTimer <= 0) { self.speedX = (Math.random() - 0.5) * 4; // Random horizontal movement self.speedY = Math.random() * 2 + 0.5; // Slow downward movement self.directionChangeTimer = 60 + Math.random() * 120; // 1-3 seconds } // Movement with screen bounds checking self.x += self.speedX; self.y += self.speedY; // Keep boss on screen horizontally if (self.x < 100) { self.x = 100; self.speedX = Math.abs(self.speedX); } if (self.x > 1948) { self.x = 1948; self.speedX = -Math.abs(self.speedX); } // Keep boss in upper portion of screen if (self.y < 100) { self.y = 100; self.speedY = Math.abs(self.speedY); } if (self.y > 800) { self.y = 800; self.speedY = -Math.abs(self.speedY); } // Shooting behavior self.shootCooldown--; if (self.shootCooldown <= 0) { self.shoot(); self.shootCooldown = 90 + Math.random() * 60; // 1.5-2.5 seconds } // Thruster flickering effects thruster1.scaleX = 0.6 + Math.random() * 0.8; thruster1.scaleY = 0.6 + Math.random() * 0.8; thruster1.alpha = 0.6 + Math.random() * 0.4; thruster1.x = -graphics.width / 4 + (Math.random() - 0.5) * 8; thruster2.scaleX = 0.6 + Math.random() * 0.8; thruster2.scaleY = 0.6 + Math.random() * 0.8; thruster2.alpha = 0.6 + Math.random() * 0.4; thruster2.x = graphics.width / 4 + (Math.random() - 0.5) * 8; // Invulnerability flashing if (self.invulnerable > 0) { self.invulnerable--; graphics.alpha = self.invulnerable % 8 < 4 ? 0.3 : 1.0; } else { graphics.alpha = 1.0; } // Health-based tint var healthRatio = self.health / self.maxHealth; if (healthRatio < 0.3) { graphics.tint = 0xff4444; // Red when low health } else if (healthRatio < 0.6) { graphics.tint = 0xffaa44; // Orange when medium health } else { graphics.tint = 0xffffff; // White when healthy } }; self.shoot = function () { // Create multiple bullets in a spread pattern var bulletCount = 3 + Math.floor(waveLevel / 5); // More bullets at higher waves for (var i = 0; i < bulletCount; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + (Math.random() - 0.5) * 40; bullet.y = self.y + graphics.height / 2; // Aim towards player with some spread var dx = player.x - bullet.x; var dy = player.y - bullet.y; var distance = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); angle += (Math.random() - 0.5) * 0.6; // Add spread bullet.speedX = Math.cos(angle) * 4; bullet.speedY = Math.sin(angle) * 4; enemyBullets.push(bullet); game.addChild(bullet); } LK.getSound('boss_shoot').play(); }; self.takeDamage = function () { if (self.invulnerable <= 0) { self.health--; self.invulnerable = 30; LK.effects.flashObject(self, 0xff0000, 200); } }; return self; }); 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 EnemyBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0xff4444; // Red tint for enemy bullets self.speedX = 0; self.speedY = 4; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; return self; }); var HomingMissile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5 }); var thruster = self.attachAsset('missileThrust', { anchorX: 0.5, anchorY: 0.0 }); thruster.x = 0; // Center horizontally on missile thruster.y = graphics.height / 2; // Position at missile bottom self.target = null; self.speed = 6; self.turnSpeed = 0.1; self.life = 300; // 5 seconds at 60fps self.update = function () { self.life--; if (self.life <= 0) { return; } // Thruster flickering effect thruster.scaleX = 0.6 + Math.random() * 0.8; thruster.scaleY = 0.6 + Math.random() * 0.8; thruster.alpha = 0.6 + Math.random() * 0.4; thruster.x = (Math.random() - 0.5) * 4; // Find target if we don't have one if (!self.target || !self.target.parent) { var availableTargets = []; // Prioritize boss if active if (bossActive && boss && boss.parent) { availableTargets.push(boss); } else { // Collect enemies that are not already targeted by other missiles for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var alreadyTargeted = false; // Check if this enemy is already targeted by another missile for (var m = 0; m < missiles.length; m++) { if (missiles[m] !== self && missiles[m].target === enemy) { alreadyTargeted = true; break; } } if (!alreadyTargeted) { availableTargets.push(enemy); } } // If no untargeted enemies available, allow targeting any enemy if (availableTargets.length === 0) { availableTargets = enemies.slice(); // Copy all enemies } } // Select target if (availableTargets.length > 0) { var randomIndex = Math.floor(Math.random() * availableTargets.length); self.target = availableTargets[randomIndex]; // Add random pattern properties for approach self.patternTime = 0; self.patternAmplitude = 50 + Math.random() * 100; // Random curve amplitude self.patternFrequency = 0.05 + Math.random() * 0.1; // Random curve frequency self.patternOffset = Math.random() * Math.PI * 2; // Random phase offset } } // Move towards target if (self.target && self.target.parent) { self.patternTime = (self.patternTime || 0) + 1; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { var targetAngle = Math.atan2(dy, dx); var currentAngle = Math.atan2(self.speedY || 0, self.speedX || -self.speed); // Add random pattern curve to the approach var patternCurve = Math.sin(self.patternTime * self.patternFrequency + self.patternOffset) * self.patternAmplitude; var perpAngle = targetAngle + Math.PI / 2; // Perpendicular to target direction var curveX = Math.cos(perpAngle) * patternCurve / distance; var curveY = Math.sin(perpAngle) * patternCurve / distance; // Apply curve offset to target direction var adjustedTargetX = self.target.x + curveX; var adjustedTargetY = self.target.y + curveY; var adjustedDx = adjustedTargetX - self.x; var adjustedDy = adjustedTargetY - self.y; var adjustedTargetAngle = Math.atan2(adjustedDy, adjustedDx); // Smooth turning towards adjusted target var angleDiff = adjustedTargetAngle - currentAngle; if (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } if (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } currentAngle += angleDiff * self.turnSpeed; self.speedX = Math.cos(currentAngle) * self.speed; self.speedY = Math.sin(currentAngle) * self.speed; graphics.rotation = currentAngle + Math.PI / 2; // Position thruster at missile bottom with correct rotation thruster.rotation = graphics.rotation; var thrusterDistance = graphics.height / 2; thruster.x = Math.cos(graphics.rotation) * thrusterDistance; thruster.y = Math.sin(graphics.rotation) * thrusterDistance; } else { // Close to target, move directly self.speedX = dx / distance * self.speed; self.speedY = dy / distance * self.speed; } } else { // No target, move up if (!self.speedX) { self.speedX = 0; } if (!self.speedY) { self.speedY = -self.speed; } } self.x += self.speedX; self.y += self.speedY; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); var thruster = self.attachAsset('thruster', { anchorX: 0.5, anchorY: 0.0 }); thruster.y = graphics.height / 2; self.health = 3; self.maxHealth = 3; self.shootCooldown = 0; self.invulnerable = 0; self.skillCooldown = 0; self.skillMaxCooldown = 420; // 7 seconds at 60fps self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.skillCooldown > 0) { self.skillCooldown--; } if (self.invulnerable > 0) { self.invulnerable--; graphics.alpha = self.invulnerable % 10 < 5 ? 0.5 : 1.0; } else { graphics.alpha = 1.0; } // Thruster flickering effect thruster.scaleX = 0.8 + Math.random() * 0.4; thruster.scaleY = 0.8 + Math.random() * 0.4; thruster.alpha = 0.7 + Math.random() * 0.3; thruster.x = (Math.random() - 0.5) * 8; }; self.shoot = function () { if (self.shootCooldown <= 0 && bullets.length < 20) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - graphics.height / 2; bullets.push(bullet); game.addChild(bullet); self.shootCooldown = 15; LK.getSound('shoot').play(); } }; self.useSpecialSkill = function () { if (self.skillCooldown <= 0 && enemies.length > 0) { var missileCount = 4 + Math.floor(Math.random() * 2); // 4-5 missiles var baseDelay = 0; for (var i = 0; i < missileCount; i++) { // Create missile with delay for sequence effect LK.setTimeout(function (index) { return function () { var missile = new HomingMissile(); // Spread missiles horizontally var spreadWidth = 200; var xOffset = (index - (missileCount - 1) / 2) * (spreadWidth / (missileCount - 1)); missile.x = self.x + xOffset; missile.y = self.y - graphics.height / 2; missiles.push(missile); game.addChild(missile); }; }(i), baseDelay + i * 150); // 150ms delay between each missile } self.skillCooldown = self.skillMaxCooldown; LK.effects.flashObject(self, 0x00ffff, 300); } }; 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; }; 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 missiles = []; var powerups = []; var enemyBullets = []; var boss = null; var bossActive = false; var enemiesKilledInWave = 0; var enemySpawnTimer = 0; var powerupSpawnTimer = 0; var gameSpeed = 1; var waveLevel = 1; var lastHealthDisplay = 3; var bossHealthBar = null; var bossHealthBarBg = null; // Movement variables var moveLeft = false; var moveRight = false; var moveUp = false; var moveDown = false; var dragNode = null; // Performance optimization - object pools var explosionPool = []; var fragmentPool = []; var maxPoolSize = 50; // 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); // Skill display var skillTxt = new Text2('Skill: Ready', { size: 60, fill: 0x00FFFF }); skillTxt.anchor.set(0.5, 0); skillTxt.y = 50; LK.gui.top.addChild(skillTxt); // Boss test button var bossTestBtn = new Text2('BOSS TEST', { size: 50, fill: 0xFF0000 }); bossTestBtn.anchor.set(1, 0); bossTestBtn.x = -20; bossTestBtn.y = 200; LK.gui.topRight.addChild(bossTestBtn); // Touch controls game.down = function (x, y, obj) { // Check if boss test button was clicked var buttonBounds = LK.gui.topRight.toLocal({ x: x, y: y }); if (buttonBounds.x >= bossTestBtn.x - 150 && buttonBounds.x <= bossTestBtn.x + 150 && buttonBounds.y >= bossTestBtn.y && buttonBounds.y <= bossTestBtn.y + 60) { // Boss test button clicked - spawn boss and clear everything // Clear all enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } // Clear all powerups for (var i = powerups.length - 1; i >= 0; i--) { powerups[i].destroy(); powerups.splice(i, 1); } // Clear all enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } // Spawn boss if not already active if (!bossActive) { boss = new Boss(); boss.x = 1024; boss.y = 200; game.addChild(boss); bossActive = true; // Create boss health bar bossHealthBarBg = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 12, scaleY: 0.5 }); bossHealthBarBg.tint = 0x333333; bossHealthBarBg.x = 1024; bossHealthBarBg.y = 120; game.addChild(bossHealthBarBg); bossHealthBar = LK.getAsset('bullet', { anchorX: 0.0, anchorY: 0.5, scaleX: 12, scaleY: 0.4 }); bossHealthBar.tint = 0xff0000; bossHealthBar.x = 1024 - 750; bossHealthBar.y = 120; game.addChild(bossHealthBar); // Boss intro effect LK.effects.flashScreen(0x8800ff, 1000); var bossTxt = new Text2('BOSS TEST!', { size: 150, fill: 0xFF0000 }); bossTxt.anchor.set(0.5, 0.5); bossTxt.x = 1024; bossTxt.y = 1366; bossTxt.alpha = 0; bossTxt.scaleX = 0.1; bossTxt.scaleY = 0.1; game.addChild(bossTxt); tween(bossTxt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut, onFinish: function onFinish() { tween(bossTxt, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { if (bossTxt.parent) { bossTxt.destroy(); } } }); } }); } return; } 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); } // Optimized explosion function with pooling function createExplosion(x, y, count, scale, duration) { count = Math.min(count || 5, 8); // Limit explosion count for (var i = 0; i < count; i++) { var explosion; if (explosionPool.length > 0) { explosion = explosionPool.pop(); explosion.alpha = 1; explosion.scaleX = scale || 0.4; explosion.scaleY = scale || 0.4; explosion.rotation = 0; } else { explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: scale || 0.4, scaleY: scale || 0.4 }); } explosion.x = x + (Math.random() - 0.5) * 40; explosion.y = y + (Math.random() - 0.5) * 40; game.addChild(explosion); var angle = i / count * Math.PI * 2; var distance = 30 + Math.random() * 20; var targetX = explosion.x + Math.cos(angle) * distance; var targetY = explosion.y + Math.sin(angle) * distance; tween(explosion, { x: targetX, y: targetY, alpha: 0, scaleX: (scale || 0.4) * 1.5, scaleY: (scale || 0.4) * 1.5, rotation: Math.random() * Math.PI * 2 }, { duration: duration || 400, easing: tween.easeOut, onFinish: function (exp) { return function () { if (exp.parent) { exp.parent.removeChild(exp); if (explosionPool.length < maxPoolSize) { explosionPool.push(exp); } } }; }(explosion) }); } } // Optimized fragment function with pooling function createFragments(x, y, count, assetId, scale) { count = Math.min(count || 4, 6); // Limit fragment count for (var i = 0; i < count; i++) { var fragment; if (fragmentPool.length > 0) { fragment = fragmentPool.pop(); fragment.alpha = 1; fragment.scaleX = scale || 0.2; fragment.scaleY = scale || 0.2; fragment.rotation = 0; } else { fragment = LK.getAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: scale || 0.2, scaleY: scale || 0.2 }); } fragment.x = x + (Math.random() - 0.5) * 20; fragment.y = y + (Math.random() - 0.5) * 20; game.addChild(fragment); var angle = i / count * Math.PI * 2; var distance = 40 + Math.random() * 30; var targetX = fragment.x + Math.cos(angle) * distance; var targetY = fragment.y + Math.sin(angle) * distance; tween(fragment, { x: targetX, y: targetY, alpha: 0, rotation: Math.random() * Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function (frag) { return function () { if (frag.parent) { frag.parent.removeChild(frag); if (fragmentPool.length < maxPoolSize) { fragmentPool.push(frag); } } }; }(fragment) }); } } // Main game update game.update = function () { // Auto-shoot if (LK.ticks % 20 === 0) { player.shoot(); } // Auto-use special skill if (player.skillCooldown <= 0 && enemies.length > 0) { player.useSpecialSkill(); } // Update skill display if (player.skillCooldown > 0) { skillTxt.setText('Skill: ' + Math.ceil(player.skillCooldown / 60) + 's'); skillTxt.fill = 0x888888; } else { skillTxt.setText('Skill: Ready'); skillTxt.fill = 0x00FFFF; } // Boss spawning logic for waves divisible by 5 if (waveLevel % 2 === 0 && !bossActive && enemies.length === 0) { // Kill all remaining enemies and spawn boss for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } // Spawn boss boss = new Boss(); boss.x = 1024; boss.y = 200; game.addChild(boss); bossActive = true; enemiesKilledInWave = 0; // Create boss health bar bossHealthBarBg = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 12, scaleY: 0.5 }); bossHealthBarBg.tint = 0x333333; bossHealthBarBg.x = 1024; bossHealthBarBg.y = 120; game.addChild(bossHealthBarBg); bossHealthBar = LK.getAsset('bullet', { anchorX: 0.0, anchorY: 0.5, scaleX: 12, scaleY: 0.4 }); bossHealthBar.tint = 0xff0000; bossHealthBar.x = 1024 - 750; bossHealthBar.y = 120; game.addChild(bossHealthBar); // Boss intro effect LK.effects.flashScreen(0x8800ff, 1000); var bossTxt = new Text2('BOSS WAVE!', { size: 150, fill: 0xFF0000 }); bossTxt.anchor.set(0.5, 0.5); bossTxt.x = 1024; bossTxt.y = 1366; bossTxt.alpha = 0; bossTxt.scaleX = 0.1; bossTxt.scaleY = 0.1; game.addChild(bossTxt); tween(bossTxt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut, onFinish: function onFinish() { tween(bossTxt, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { if (bossTxt.parent) { bossTxt.destroy(); } } }); } }); } else if (!bossActive) { // Normal enemy spawning enemySpawnTimer++; var spawnRate = Math.max(30 - Math.floor(waveLevel * 2), 10); if (enemySpawnTimer >= spawnRate && enemies.length < 15) { 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 (expanded bounds check) if (bullet.y < -100 || bullet.y > 2800 || bullet.x < -100 || bullet.x > 2148) { 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()); enemiesKilledInWave++; // Create optimized effects var enemy = enemies[j]; createFragments(enemy.x, enemy.y, 4, 'enemy', 0.2); enemy.destroy(); enemies.splice(j, 1); // Destroy bullet bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); hitEnemy = true; break; } } // Check bullet-boss collision if (bossActive && boss && bullet.intersects(boss)) { boss.takeDamage(); LK.setScore(LK.getScore() + 5); scoreTxt.setText('Score: ' + LK.getScore()); bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); hitEnemy = true; // Check if boss is dead if (boss.health <= 0) { // Boss death effect createExplosion(boss.x, boss.y, 8, 0.6, 600); LK.setScore(LK.getScore() + 500); scoreTxt.setText('Score: ' + LK.getScore()); // Remove boss health bar if (bossHealthBar) { bossHealthBar.destroy(); bossHealthBar = null; } if (bossHealthBarBg) { bossHealthBarBg.destroy(); bossHealthBarBg = null; } boss.destroy(); boss = null; bossActive = false; // Spawn powerups after boss defeat for (var p = 0; p < 3; p++) { var powerup = new PowerUp(); powerup.x = 1024 + (Math.random() - 0.5) * 400; powerup.y = 400 + p * 100; powerups.push(powerup); game.addChild(powerup); } } } if (!hitEnemy) { bullet.lastY = bullet.y; } } // Update missiles for (var i = missiles.length - 1; i >= 0; i--) { var missile = missiles[i]; // Remove missiles that expire or go off screen if (missile.life <= 0 || missile.y < -100 || missile.y > 2800 || missile.x < -100 || missile.x > 2148) { // Create optimized explosion effect createExplosion(missile.x, missile.y, 4, 0.3, 300); missile.destroy(); missiles.splice(i, 1); continue; } // Check missile-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { if (missile.intersects(enemies[j])) { // Enemy hit by missile LK.setScore(LK.getScore() + 15); scoreTxt.setText('Score: ' + LK.getScore()); enemiesKilledInWave++; // Create optimized explosion and fragment effects var enemy = enemies[j]; createExplosion(missile.x, missile.y, 5, 0.4, 400); createFragments(enemy.x, enemy.y, 4, 'enemy', 0.15); enemy.destroy(); enemies.splice(j, 1); missile.destroy(); missiles.splice(i, 1); LK.getSound('hit').play(); break; } } // Check missile-boss collision if (bossActive && boss && missile.intersects(boss)) { boss.takeDamage(); LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); // Create explosion effect var explosionCount = 8; for (var e = 0; e < explosionCount; e++) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); explosion.x = missile.x + (Math.random() - 0.5) * 50; explosion.y = missile.y + (Math.random() - 0.5) * 50; game.addChild(explosion); var angle = e / explosionCount * Math.PI * 2; var distance = 60 + Math.random() * 50; var targetX = explosion.x + Math.cos(angle) * distance; var targetY = explosion.y + Math.sin(angle) * distance; tween(explosion, { x: targetX, y: targetY, alpha: 0, scaleX: 1.0, scaleY: 1.0, rotation: Math.random() * Math.PI * 2 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { if (explosion.parent) { explosion.destroy(); } } }); } missile.destroy(); missiles.splice(i, 1); LK.getSound('hit').play(); // Check if boss is dead if (boss.health <= 0) { // Boss death effect var explosionCount = 12; for (var e = 0; e < explosionCount; e++) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); explosion.x = boss.x + (Math.random() - 0.5) * 100; explosion.y = boss.y + (Math.random() - 0.5) * 100; game.addChild(explosion); var angle = e / explosionCount * Math.PI * 2; var distance = 80 + Math.random() * 60; var targetX = explosion.x + Math.cos(angle) * distance; var targetY = explosion.y + Math.sin(angle) * distance; tween(explosion, { x: targetX, y: targetY, alpha: 0, scaleX: 1.2, scaleY: 1.2, rotation: Math.random() * Math.PI * 2 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (explosion.parent) { explosion.destroy(); } } }); } LK.setScore(LK.getScore() + 500); scoreTxt.setText('Score: ' + LK.getScore()); // Remove boss health bar if (bossHealthBar) { bossHealthBar.destroy(); bossHealthBar = null; } if (bossHealthBarBg) { bossHealthBarBg.destroy(); bossHealthBarBg = null; } boss.destroy(); boss = null; bossActive = false; // Spawn powerups after boss defeat for (var p = 0; p < 3; p++) { var powerup = new PowerUp(); powerup.x = 1024 + (Math.random() - 0.5) * 400; powerup.y = 400 + p * 100; powerups.push(powerup); game.addChild(powerup); } } break; } } // Update enemies (reduce collision check frequency) 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 (only every 3rd frame for performance) if (LK.ticks % 3 === 0 && enemy.intersects(player)) { player.takeDamage(); // Create optimized fragmentation effect createFragments(enemy.x, enemy.y, 4, 'enemy', 0.2); enemy.destroy(); enemies.splice(i, 1); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var enemyBullet = enemyBullets[i]; // Remove bullets that go off screen if (enemyBullet.y > 2800 || enemyBullet.x < -100 || enemyBullet.x > 2148 || enemyBullet.y < -100) { enemyBullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check enemy bullet-player collision if (enemyBullet.intersects(player)) { player.takeDamage(); enemyBullet.destroy(); enemyBullets.splice(i, 1); } } // Update boss if active if (bossActive && boss) { // Update boss health bar if (bossHealthBar && bossHealthBarBg) { var healthRatio = boss.health / boss.maxHealth; bossHealthBar.scaleX = healthRatio * 12; // Change color based on health if (healthRatio > 0.6) { bossHealthBar.tint = 0x00ff00; // Green } else if (healthRatio > 0.3) { bossHealthBar.tint = 0xffff00; // Yellow } else { bossHealthBar.tint = 0xff0000; // Red } } // Check boss-player collision if (boss.intersects(player)) { player.takeDamage(); } } // 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); // Create stylish "WAVE COMPLETED" text var waveCompletedTxt = new Text2('WAVE COMPLETED', { size: 120, fill: 0xFFD700 }); waveCompletedTxt.anchor.set(0.5, 0.5); waveCompletedTxt.x = 1024; waveCompletedTxt.y = 1366; waveCompletedTxt.alpha = 0; waveCompletedTxt.scaleX = 0.1; waveCompletedTxt.scaleY = 0.1; game.addChild(waveCompletedTxt); // Animate the text with a stylish effect tween(waveCompletedTxt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut, onFinish: function onFinish() { // Hold for a moment then fade out tween(waveCompletedTxt, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { if (waveCompletedTxt.parent) { waveCompletedTxt.destroy(); } } }); } }); } };
===================================================================
--- original.js
+++ change.js
@@ -20,13 +20,13 @@
var thruster2 = self.attachAsset('bossThruster', {
anchorX: 0.5,
anchorY: 0.0
});
- // Position thrusters at boss bottom corners
+ // Position thrusters at boss top corners
thruster1.x = -graphics.width / 4;
- thruster1.y = graphics.height / 2;
+ thruster1.y = -graphics.height / 2;
thruster2.x = graphics.width / 4;
- thruster2.y = graphics.height / 2;
+ thruster2.y = -graphics.height / 2;
self.health = 20 + waveLevel * 5; // Scales with wave level
self.maxHealth = self.health;
self.speedX = 2;
self.speedY = 1;
@@ -506,24 +506,24 @@
// Create boss health bar
bossHealthBarBg = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 8,
+ scaleX: 12,
scaleY: 0.5
});
bossHealthBarBg.tint = 0x333333;
bossHealthBarBg.x = 1024;
- bossHealthBarBg.y = 150;
+ bossHealthBarBg.y = 120;
game.addChild(bossHealthBarBg);
bossHealthBar = LK.getAsset('bullet', {
anchorX: 0.0,
anchorY: 0.5,
- scaleX: 8,
+ scaleX: 12,
scaleY: 0.4
});
bossHealthBar.tint = 0xff0000;
- bossHealthBar.x = 1024 - 500;
- bossHealthBar.y = 150;
+ bossHealthBar.x = 1024 - 750;
+ bossHealthBar.y = 120;
game.addChild(bossHealthBar);
// Boss intro effect
LK.effects.flashScreen(0x8800ff, 1000);
var bossTxt = new Text2('BOSS TEST!', {
@@ -771,24 +771,24 @@
// Create boss health bar
bossHealthBarBg = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 8,
+ scaleX: 12,
scaleY: 0.5
});
bossHealthBarBg.tint = 0x333333;
bossHealthBarBg.x = 1024;
- bossHealthBarBg.y = 150;
+ bossHealthBarBg.y = 120;
game.addChild(bossHealthBarBg);
bossHealthBar = LK.getAsset('bullet', {
anchorX: 0.0,
anchorY: 0.5,
- scaleX: 8,
+ scaleX: 12,
scaleY: 0.4
});
bossHealthBar.tint = 0xff0000;
- bossHealthBar.x = 1024 - 500;
- bossHealthBar.y = 150;
+ bossHealthBar.x = 1024 - 750;
+ bossHealthBar.y = 120;
game.addChild(bossHealthBar);
// Boss intro effect
LK.effects.flashScreen(0x8800ff, 1000);
var bossTxt = new Text2('BOSS WAVE!', {
@@ -1085,9 +1085,9 @@
if (bossActive && boss) {
// Update boss health bar
if (bossHealthBar && bossHealthBarBg) {
var healthRatio = boss.health / boss.maxHealth;
- bossHealthBar.scaleX = healthRatio * 8;
+ bossHealthBar.scaleX = healthRatio * 12;
// Change color based on health
if (healthRatio > 0.6) {
bossHealthBar.tint = 0x00ff00; // Green
} else if (healthRatio > 0.3) {
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ProjectileSpace shooter oyununda, uzay gemisinin ucundan çıkan, ileriye doğru düz bir hat üzerinde giden ışıklı mermi (projectile) çizer misin? Görsel olarak enerjik, fütüristik ve renkli olabilir. Arka planda uzay boşluğu olabilir. transparent. In-Game asset. 2d. High contrast. No shadows