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boss wave'den sonra özel bir bölüm olacak rastgele bir konumdan boydan boya laser atılacak eğer player onu dodgeleyemezse game over. laser için ses efekti eklemeyi unutma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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player'in hitbox'unu biraz daha küçük yap ve thruster'a çarpınca canından götürme
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FİX THURSTER POSITION IN THE MISSILES
Code edit (1 edits merged)
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remove the subtitle in the game
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Ekranda survive endless waves yazısı play bastıktan sonra gitmiyor çöz
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add missiles sound effect and missile hit sound effect
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add game UI for first opening add buttons and logo b uttons; PLAY
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powerup alınca kırmızı yayılma efekti ver ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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User prompt
oyun başlangıç ekranı ekle PLAY with mouse bir tane daha seçenek ekle PLAY with joystick şeklinde
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dokunmatik ve mouse'da şöyle bir sorun var mouse neredeyse onu takip etsin eş zamanlı
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mouse ve dokunmatik kontroller çok zor biraz daha kolay olması gerekiyor
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after terminate the boss ask player +1 fire rate or +1 missile and player must choose one if cant cannot play the game after the select special skill then game resume
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remove the nebula
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use nebula in background do not remove the starts
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oyuna arka plan ekle
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powerups hariç enemy'ler player'in üzerine daha çok gelsin ve biraz daha hızlı olabilsinler
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boss seviyesi için bullet değil bossbullet diyebir asset var bunu kullan
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wave sistemini puan ile değilde içerisine koyduğumuz enemy sayısı ile yapalım şöyle olacak wave 1 = 5 enemy * wave wave 2 = 5 enemy * wave wave 3 = 5 enemy * wave wave 4 = 5 enemy * wave wave 5 = boss ...... wave 6 = 5+ lastbosswave * wave wave 10 = boss
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tamam sorun var wave deyken her 2 wave de bir yani 2-4-6-8-10'da boss gelmiyor oyun neden wave 2 den başlıyor?
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boss'un can barını daha fazla aşağı al ve boyutunu büyült, wave'de sorun var 2.seviyeden başlıyor 1. seviyeden başlat
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her 2 wave'de bir boss doğacak boss fightlerda boss'a vurunca puan kazanamaz sadece enemy'lerden puan kazanabilir
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bosstest butonunu kaldır konum olarak boss'un health bar'ını oraya al
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healthbar diye bir asset ekledim onu kullan
/**** * 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 BossBullet(); 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; bossBullets.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 BossBullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bossbullet', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0xff4444; // Red tint for boss bullets self.speedX = 0; self.speedY = 4; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; 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 () { // Calculate direction toward player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize direction and apply stronger homing behavior if (distance > 0) { var homingStrength = 0.3; // How much enemies home toward player var targetSpeedX = dx / distance * 3; // Target speed toward player var targetSpeedY = dy / distance * 3; // Blend current speed with homing direction self.speedX = self.speedX * (1 - homingStrength) + targetSpeedX * homingStrength; self.speedY = self.speedY * (1 - homingStrength) + targetSpeedY * homingStrength; } 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 && boss.canBeTargeted) { availableTargets.push(boss); } // Also add enemies as potential targets 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 // Also add boss if no enemies available if (bossActive && boss && boss.parent && boss.canBeTargeted) { availableTargets.push(boss); } } // Select target - prioritize boss if available if (availableTargets.length > 0) { // Check if boss is in available targets and prioritize it var bossInTargets = false; for (var t = 0; t < availableTargets.length; t++) { if (availableTargets[t] === boss) { self.target = boss; bossInTargets = true; break; } } // If boss not available, select random target if (!bossInTargets) { 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 = playerFireRate; LK.getSound('shoot').play(); } }; self.useSpecialSkill = function () { if (self.skillCooldown <= 0 && (enemies.length > 0 || bossActive)) { var missileCount = playerMissileCount; 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); LK.getSound('missile_launch').play(); }; }(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; }); var Star = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 1 + Math.random() * 3; self.twinkleSpeed = 0.02 + Math.random() * 0.08; self.twinkleOffset = Math.random() * Math.PI * 2; self.update = function () { self.y += self.speedY; // Twinkling effect graphics.alpha = 0.3 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.7; graphics.scaleX = graphics.scaleY = 0.5 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.5; // Reset position when off screen if (self.y > 2800) { self.y = -50; self.x = Math.random() * 2048; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Menu system variables var gameStarted = false; var mainMenu = null; var logoDisplay = null; var playButton = null; var subtitle = null; var menuBackground = null; // Game variables var player; var enemies = []; var bullets = []; var missiles = []; var powerups = []; var enemyBullets = []; var bossBullets = []; 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; var bossHealthText = null; // Upgrade system variables var upgradeMenuActive = false; var upgradeOption1 = null; var upgradeOption2 = null; var upgradeBackground = null; var upgradeTitle = null; var playerFireRate = 15; // Current fire rate cooldown var playerMissileCount = 3; // Current missile count // Wave system variables var enemiesInCurrentWave = 0; var enemiesSpawnedInWave = 0; var maxEnemiesForWave = 5; var lastBossWaveEnemies = 5; var waveComplete = false; // 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; // Background elements var stars = []; // Create main menu function function createMainMenu() { // Create semi-transparent background menuBackground = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 13.6 }); menuBackground.tint = 0x000000; menuBackground.alpha = 0.8; menuBackground.x = 1024; menuBackground.y = 1366; game.addChild(menuBackground); // Create game logo logoDisplay = new Text2('SHOT SHOT IN SPACE', { size: 150, fill: 0x00FFFF }); logoDisplay.anchor.set(0.5, 0.5); logoDisplay.x = 1024; logoDisplay.y = 800; game.addChild(logoDisplay); // Create subtitle subtitle = new Text2('Survive endless waves!', { size: 80, fill: 0xFFFFFF }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 1024; subtitle.y = 950; game.addChild(subtitle); // Create play button playButton = new Text2('PLAY', { size: 120, fill: 0xFFD700 }); playButton.anchor.set(0.5, 0.5); playButton.x = 1024; playButton.y = 1400; playButton.interactive = true; playButton.down = function () { startGame(); }; game.addChild(playButton); // Add pulsing effect to logo tween(logoDisplay, { scaleX: 1.1, scaleY: 1.1 }, { duration: 2000, easing: tween.easeInOut, loop: true, reverse: true }); // Add pulsing effect to play button tween(playButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 1500, easing: tween.easeInOut, loop: true, reverse: true }); mainMenu = true; } // Start game function function startGame() { if (!mainMenu) { return; } // Remove menu elements if (menuBackground) { menuBackground.destroy(); menuBackground = null; } if (logoDisplay) { logoDisplay.destroy(); logoDisplay = null; } if (playButton) { playButton.destroy(); playButton = null; } if (subtitle) { subtitle.destroy(); subtitle = null; } mainMenu = false; gameStarted = true; // Flash effect when starting LK.effects.flashScreen(0x00FFFF, 500); } // Create initial background stars for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; stars.push(star); game.addChild(star); } // Show main menu first createMainMenu(); // Initialize player (but don't show until game starts) player = 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); // Touch controls game.down = function (x, y, obj) { if (!gameStarted || mainMenu) { return; } dragNode = true; player.shoot(); // Immediate response - move player closer to touch point instantly var gamePos = game.toLocal({ x: x, y: y }); var targetX = Math.max(50, Math.min(1998, gamePos.x)); var targetY = Math.max(100, Math.min(2650, gamePos.y)); var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); // Instant partial movement for immediate feedback if (distance > 30) { var instantSpeed = 25; player.x += dx / distance * instantSpeed; player.y += dy / distance * instantSpeed; } handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; function handleMove(x, y, obj) { if (!gameStarted || mainMenu) { return; } if (dragNode) { // Convert screen coordinates to game coordinates var gamePos = game.toLocal({ x: x, y: y }); // Smooth movement towards touch position with larger movement area var targetX = Math.max(50, Math.min(1998, gamePos.x)); var targetY = Math.max(100, Math.min(2650, gamePos.y)); var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 10) { var speed = 12; player.x += dx / distance * speed; player.y += dy / distance * speed; } else { // When very close to target, snap to position for precise control player.x = targetX; player.y = targetY; } } } 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 = 3 + Math.random() * 3; break; case 1: // Right enemy.x = 2098; enemy.y = Math.random() * 1000; enemy.speedX = -3 - Math.random() * 3; enemy.speedY = 2 + Math.random() * 2; break; case 2: // Left enemy.x = -50; enemy.y = Math.random() * 1000; enemy.speedX = 3 + Math.random() * 3; enemy.speedY = 2 + Math.random() * 2; break; case 3: // Top-left diagonal (isometric style) enemy.x = -50; enemy.y = -50; enemy.speedX = 4 + Math.random() * 3; enemy.speedY = 4 + Math.random() * 3; 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) }); } } // Create upgrade selection menu function createUpgradeMenu() { upgradeMenuActive = true; // Create semi-transparent background upgradeBackground = LK.getAsset('healthbar', { anchorX: 0.5, anchorY: 0.5, scaleX: 25, scaleY: 35 }); upgradeBackground.tint = 0x000000; upgradeBackground.alpha = 0.8; upgradeBackground.x = 1024; upgradeBackground.y = 1366; game.addChild(upgradeBackground); // Create title upgradeTitle = new Text2('CHOOSE UPGRADE', { size: 120, fill: 0xFFD700 }); upgradeTitle.anchor.set(0.5, 0.5); upgradeTitle.x = 1024; upgradeTitle.y = 800; game.addChild(upgradeTitle); // Create option 1: Fire Rate upgradeOption1 = new Text2('+1 FIRE RATE', { size: 80, fill: 0x00FFFF }); upgradeOption1.anchor.set(0.5, 0.5); upgradeOption1.x = 700; upgradeOption1.y = 1200; upgradeOption1.interactive = true; upgradeOption1.down = function () { selectFireRateUpgrade(); }; game.addChild(upgradeOption1); // Create option 2: Missile Count upgradeOption2 = new Text2('+1 MISSILE', { size: 80, fill: 0x00FFFF }); upgradeOption2.anchor.set(0.5, 0.5); upgradeOption2.x = 1348; upgradeOption2.y = 1200; upgradeOption2.interactive = true; upgradeOption2.down = function () { selectMissileUpgrade(); }; game.addChild(upgradeOption2); // Add visual effects tween(upgradeTitle, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, loop: true, reverse: true }); tween(upgradeOption1, { scaleX: 1.05, scaleY: 1.05 }, { duration: 800, easing: tween.easeInOut, loop: true, reverse: true }); tween(upgradeOption2, { scaleX: 1.05, scaleY: 1.05 }, { duration: 800, easing: tween.easeInOut, loop: true, reverse: true, delay: 400 }); } // Select fire rate upgrade function selectFireRateUpgrade() { if (!upgradeMenuActive) { return; } playerFireRate = Math.max(5, playerFireRate - 3); // Increase fire rate (decrease cooldown) closeUpgradeMenu(); // Show confirmation effect LK.effects.flashScreen(0x00FFFF, 500); } // Select missile upgrade function selectMissileUpgrade() { if (!upgradeMenuActive) { return; } playerMissileCount = Math.min(7, playerMissileCount + 1); // Increase missile count (max 7) closeUpgradeMenu(); // Show confirmation effect LK.effects.flashScreen(0xFF6600, 500); } // Close upgrade menu and resume game function closeUpgradeMenu() { upgradeMenuActive = false; if (upgradeBackground) { upgradeBackground.destroy(); upgradeBackground = null; } if (upgradeTitle) { upgradeTitle.destroy(); upgradeTitle = null; } if (upgradeOption1) { upgradeOption1.destroy(); upgradeOption1 = null; } if (upgradeOption2) { upgradeOption2.destroy(); upgradeOption2 = null; } } // Main game update game.update = function () { // Skip game updates when in menu or upgrade menu is active if (mainMenu || upgradeMenuActive) { return; } // Add player to game when first started if (gameStarted && !player.parent) { game.addChild(player); } // Update background elements for (var i = 0; i < stars.length; i++) { // Stars update automatically through their update method } // Auto-shoot if (LK.ticks % 20 === 0) { player.shoot(); } // Auto-use special skill if (player.skillCooldown <= 0 && (enemies.length > 0 || bossActive)) { 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; } // Calculate max enemies for current wave if (waveLevel % 5 === 0) { // Boss wave (every 5th wave) maxEnemiesForWave = 0; } else { // Regular wave: 5 * wave number, but after boss waves add bonus var waveInCycle = waveLevel % 5; if (waveLevel > 5) { // After first boss, add bonus based on last boss wave maxEnemiesForWave = (5 + lastBossWaveEnemies) * waveInCycle; } else { // First 4 waves: simple 5 * wave maxEnemiesForWave = 5 * waveLevel; } } // Boss spawning logic for waves 5, 10, 15, etc. if (waveLevel % 5 === 0 && !bossActive && enemies.length === 0 && enemiesSpawnedInWave >= maxEnemiesForWave) { // Kill all remaining enemies and spawn boss for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } // Remember enemy count from this boss wave for next cycle lastBossWaveEnemies = enemiesKilledInWave; // Spawn boss boss = new Boss(); boss.x = 1024; boss.y = 200; game.addChild(boss); bossActive = true; enemiesKilledInWave = 0; // Create boss health bar (full screen width) bossHealthBarBg = LK.getAsset('healthbar', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 0.8 }); bossHealthBarBg.tint = 0x333333; bossHealthBarBg.x = 1024; bossHealthBarBg.y = 350; game.addChild(bossHealthBarBg); bossHealthBar = LK.getAsset('healthbar', { anchorX: 0.0, anchorY: 0.5, scaleX: 20, scaleY: 0.6 }); bossHealthBar.tint = 0xff0000; bossHealthBar.x = 24; bossHealthBar.y = 350; game.addChild(bossHealthBar); // Create boss health text display bossHealthText = new Text2(boss.health + '/' + boss.maxHealth, { size: 80, fill: 0xFFFFFF }); bossHealthText.anchor.set(0.5, 0.5); bossHealthText.x = 1024; bossHealthText.y = 350; game.addChild(bossHealthText); // 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 && enemiesSpawnedInWave < maxEnemiesForWave) { // Normal enemy spawning - only spawn if we haven't reached the wave limit enemySpawnTimer++; var spawnRate = Math.max(30 - Math.floor(waveLevel * 2), 10); if (enemySpawnTimer >= spawnRate && enemies.length < 15) { spawnEnemy(); enemiesSpawnedInWave++; 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(); // No score gain from hitting boss with bullets 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; } if (bossHealthText) { bossHealthText.destroy(); bossHealthText = null; } boss.destroy(); boss = null; bossActive = false; // Show upgrade selection menu createUpgradeMenu(); } } 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('missile_hit').play(); break; } } // Check missile-boss collision if (bossActive && boss && missile.intersects(boss)) { boss.takeDamage(); // No score gain from hitting boss with missiles // 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('missile_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; } if (bossHealthText) { bossHealthText.destroy(); bossHealthText = null; } boss.destroy(); boss = null; bossActive = false; // Show upgrade selection menu createUpgradeMenu(); } 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 bullets for (var i = bossBullets.length - 1; i >= 0; i--) { var bossBullet = bossBullets[i]; // Remove bullets that go off screen if (bossBullet.y > 2800 || bossBullet.x < -100 || bossBullet.x > 2148 || bossBullet.y < -100) { bossBullet.destroy(); bossBullets.splice(i, 1); continue; } // Check boss bullet-player collision if (bossBullet.intersects(player)) { player.takeDamage(); bossBullet.destroy(); bossBullets.splice(i, 1); } } // Update boss if active if (bossActive && boss) { // Update boss health bar if (bossHealthBar && bossHealthBarBg && bossHealthText) { var healthRatio = boss.health / boss.maxHealth; bossHealthBar.scaleX = healthRatio * 20; // Update health text bossHealthText.setText(boss.health + '/' + boss.maxHealth); // 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); // Create red spread effect var spreadEffectCount = 8; for (var s = 0; s < spreadEffectCount; s++) { var redSpread = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); redSpread.tint = 0xff0000; // Red color redSpread.x = powerup.x; redSpread.y = powerup.y; redSpread.alpha = 0.8; game.addChild(redSpread); var angle = s / spreadEffectCount * Math.PI * 2; var distance = 150 + Math.random() * 100; var targetX = redSpread.x + Math.cos(angle) * distance; var targetY = redSpread.y + Math.sin(angle) * distance; tween(redSpread, { 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 (spread) { return function () { if (spread.parent) { spread.destroy(); } }; }(redSpread) }); } powerup.destroy(); powerups.splice(i, 1); } } // Update health display if (player.health !== lastHealthDisplay) { healthTxt.setText('Health: ' + player.health); lastHealthDisplay = player.health; } // Check wave completion based on enemy count if (!bossActive && enemies.length === 0 && enemiesSpawnedInWave >= maxEnemiesForWave && !waveComplete) { // Wave completed - all enemies spawned and killed waveComplete = true; // Advance to next wave waveLevel++; gameSpeed += 0.1; waveTxt.setText('Wave: ' + waveLevel); // Reset wave tracking variables enemiesSpawnedInWave = 0; enemiesKilledInWave = 0; // 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(); } // Allow next wave to start waveComplete = false; } }); } }); } // Boss wave completion if (bossActive && !boss) { // Boss defeated, advance to next wave waveLevel++; gameSpeed += 0.1; waveTxt.setText('Wave: ' + waveLevel); // Reset wave tracking variables enemiesSpawnedInWave = 0; enemiesKilledInWave = 0; waveComplete = false; } };
===================================================================
--- original.js
+++ change.js
@@ -531,9 +531,9 @@
menuBackground.x = 1024;
menuBackground.y = 1366;
game.addChild(menuBackground);
// Create game logo
- logoDisplay = new Text2('SPACE DEFENDER', {
+ logoDisplay = new Text2('SHOT SHOT IN SPACE', {
size: 150,
fill: 0x00FFFF
});
logoDisplay.anchor.set(0.5, 0.5);
@@ -585,9 +585,11 @@
mainMenu = true;
}
// Start game function
function startGame() {
- if (!mainMenu) return;
+ if (!mainMenu) {
+ return;
+ }
// Remove menu elements
if (menuBackground) {
menuBackground.destroy();
menuBackground = null;
@@ -657,9 +659,11 @@
skillTxt.y = 50;
LK.gui.top.addChild(skillTxt);
// Touch controls
game.down = function (x, y, obj) {
- if (!gameStarted || mainMenu) return;
+ if (!gameStarted || mainMenu) {
+ return;
+ }
dragNode = true;
player.shoot();
// Immediate response - move player closer to touch point instantly
var gamePos = game.toLocal({
@@ -682,9 +686,11 @@
game.up = function (x, y, obj) {
dragNode = null;
};
function handleMove(x, y, obj) {
- if (!gameStarted || mainMenu) return;
+ if (!gameStarted || mainMenu) {
+ return;
+ }
if (dragNode) {
// Convert screen coordinates to game coordinates
var gamePos = game.toLocal({
x: x,
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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