User prompt
uzaylılar ateş etmiyor
User prompt
aynı hizadaki bütün uzaylılar sürekli ateş etsin
User prompt
roketle aynı hizaya gelen uzaylılar ateş etmeye başlasınlar
User prompt
roketi takip etmesinler
User prompt
uzaylılar bize sadece ateş etsin saldırmalarına gerek yok
User prompt
uzaylılar bize saldırsınlar ve bizim canımız azalsın
User prompt
uzaylılar bize ateş etsin
User prompt
uzaylılar ateş etsinler
User prompt
As the level increases in the game, the health of the enemies increases and they start shooting at us.
User prompt
seviye arttıkça düşmanların canı da artsın
User prompt
oyunda bir level bar olsun
User prompt
skor sayacı ekranda görünsün
User prompt
Keep the score counter aligned with the rocket
User prompt
skor sayacı roketin olduğu hizada yukarda olsun
User prompt
skor sayacı koy
User prompt
skor sayacı ekranın orta üstünde olsun
User prompt
yıldızlar daha belirgin olsun
User prompt
Arka planda yıldızlar olsun
User prompt
her level atlandıgında mermiler güçlensin
User prompt
düşmanların sayısı level geçişlerinde artsın
User prompt
daha güçlü düşmanlar olsun
User prompt
skor sayacı daha solda olsun
User prompt
skor biraz daha solda olsun
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'y')' in or related to this line: 'levelBarContainer.y = rocket.y - rocket.height / 2 - 80; // 80px above the rocket' Line Number: 222
User prompt
seviye çubugu roketin üzerine gelsin ama hareket etmesin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Alien class var Alien = Container.expand(function () { var self = Container.call(this); var alienAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.width = alienAsset.width; self.height = alienAsset.height; self.hp = 2; // Each alien takes 2 hits self.isHit = false; self.hitTween = null; // For hit flash self.flash = function () { if (self.hitTween) { tween.stop(alienAsset, { tint: true }); } alienAsset.tint = 0xff5252; self.hitTween = tween(alienAsset, { tint: 0x8d3abf }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; // For movement self.speed = 8 + Math.random() * 4; // Slightly random speed self.update = function () { self.y += self.speed; }; return self; }); // Boss Alien class (for level 7) var BossAlien = Container.expand(function () { var self = Container.call(this); var bossAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.7, scaleY: 1.7 }); self.width = bossAsset.width * 1.7; self.height = bossAsset.height * 1.7; self.hp = 6; // Boss takes 6 hits self.isHit = false; self.hitTween = null; self.flash = function () { if (self.hitTween) { tween.stop(bossAsset, { tint: true }); } bossAsset.tint = 0xff5252; self.hitTween = tween(bossAsset, { tint: 0x8d3abf }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; self.speed = 10; // Boss is faster self.update = function () { self.y += self.speed; }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; // Upwards self.power = bulletPower; // Set bullet power at creation self.update = function () { self.y += self.speed; }; return self; }); // Rocket (player) class var Rocket = Container.expand(function () { var self = Container.call(this); var rocketAsset = self.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5 }); self.width = rocketAsset.width; self.height = rocketAsset.height; // For hit flash self.flashTween = null; // Show hit flash self.flash = function () { if (self.flashTween) { tween.stop(rocketAsset, { tint: true }); } rocketAsset.tint = 0xff5252; self.flashTween = tween(rocketAsset, { tint: 0x4fc3f7 }, { duration: 400, easing: tween.linear, onFinish: function onFinish() { self.flashTween = null; } }); }; return self; }); // Star class for animated background stars var Star = Container.expand(function () { var self = Container.call(this); // Use a larger ellipse for the star to make it more visible var size = 6 + Math.random() * 8; // Increased min and max size var starAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: size / 160, scaleY: size / 160 }); // Brighter color choices for more visibility var colorChoices = [0xffffff, 0xe3f2fd, 0xfffde7, 0xb3e5fc, 0xfff9c4]; starAsset.tint = colorChoices[Math.floor(Math.random() * colorChoices.length)]; self.width = size; self.height = size; self.speed = 2.5 + Math.random() * 4.5; // Higher minimum alpha for more visible stars self.alpha = 0.7 + Math.random() * 0.3; self.update = function () { self.y += self.speed; if (self.y > GAME_HEIGHT + 10) { // Respawn at top self.y = -10; self.x = 10 + Math.random() * (GAME_WIDTH - 20); self.speed = 2.5 + Math.random() * 4.5; self.alpha = 0.7 + Math.random() * 0.3; } }; return self; }); // Strong Alien class (tougher, faster) var StrongAlien = Container.expand(function () { var self = Container.call(this); var alienAsset = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); self.width = alienAsset.width * 1.2; self.height = alienAsset.height * 1.2; self.hp = 4; // Strong alien takes 4 hits self.isHit = false; self.hitTween = null; self.flash = function () { if (self.hitTween) { tween.stop(alienAsset, { tint: true }); } alienAsset.tint = 0xff5252; self.hitTween = tween(alienAsset, { tint: 0x8d3abf }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { self.hitTween = null; } }); }; // For movement self.speed = 12 + Math.random() * 3; // Stronger and faster self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Life bar background // Life bar // Alien hit flash // Bullet // Alien (enemy) // Rocket (player) // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // --- Starfield background --- var stars = []; var STAR_COUNT = 60; for (var i = 0; i < STAR_COUNT; ++i) { var star = new Star(); star.x = 10 + Math.random() * (GAME_WIDTH - 20); star.y = Math.random() * GAME_HEIGHT; stars.push(star); game.addChildAt(star, 0); // Add behind all other objects } var ROCKET_START_LIFE = 3; var LEVEL_TO_BOSS = 7; // Game state var rocket = null; var bullets = []; var aliens = []; var level = 1; var rocketLife = ROCKET_START_LIFE; var bulletPower = 1; // Bullet power, increases every level var canShoot = true; var shootCooldown = 0; var dragNode = null; var lastMoveX = 0; var lastMoveY = 0; var score = 0; var bossSpawned = false; // GUI elements var scoreTxt = new Text2('0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 1); // Ensure score is always visible scoreTxt.alpha = 1; scoreTxt.visible = true; // Position the score text horizontally aligned with the rocket, above it scoreTxt.x = GAME_WIDTH / 2; scoreTxt.y = GAME_HEIGHT - 400 - (rocket ? rocket.height / 2 : 110) - 40; // 40px above rocket top, fallback if rocket not yet created LK.gui.top.addChild(scoreTxt); if (LK.gui.top.children && LK.gui.top.children.length > 1) { LK.gui.top.setChildIndex(scoreTxt, LK.gui.top.children.length - 1); } var lifeBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var lifeBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, x: -200, y: 0 }); var lifeBarContainer = new Container(); lifeBarContainer.addChild(lifeBarBg); lifeBarContainer.addChild(lifeBar); lifeBarContainer.x = GAME_WIDTH / 2; lifeBarContainer.y = 180; LK.gui.top.addChild(lifeBarContainer); // Level bar background and bar // Centered level bar (not full width) var LEVEL_BAR_WIDTH = 900; var levelBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: LEVEL_BAR_WIDTH }); var levelBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, x: -LEVEL_BAR_WIDTH / 2, y: 0, width: 0 // Start empty, will be set by updateLevelBar }); levelBar.tint = 0x1976d2; // blue for level bar var levelBarContainer = new Container(); levelBarContainer.addChild(levelBarBg); levelBarContainer.addChild(levelBar); // Place the level bar container above the rocket, centered horizontally levelBarContainer.x = GAME_WIDTH / 2; // Delay setting y until after rocket is initialized // LK.gui.top.addChild(levelBarContainer); // Move this after rocket is created // Helper to update life bar function updateLifeBar() { var percent = rocketLife / ROCKET_START_LIFE; if (percent < 0) percent = 0; lifeBar.width = 400 * percent; if (percent > 0.5) { lifeBar.tint = 0x43a047; } else if (percent > 0.2) { lifeBar.tint = 0xffc107; } else { lifeBar.tint = 0xd32f2f; } } // Helper to update level bar function updateLevelBar() { // Level progress: 0 to 1, based on kills in this level var killsThisLevel = score % 10; var percent = killsThisLevel / 10; if (percent < 0) percent = 0; if (percent > 1) percent = 1; levelBar.width = LEVEL_BAR_WIDTH * percent; // Color: blue if not full, green if full if (percent >= 1) { levelBar.tint = 0x43a047; } else { levelBar.tint = 0x1976d2; } } // Helper to update level text (removed levelTxt, now only bar) function updateLevelText() { // No text, only bar } // Helper to update score text function updateScoreText() { scoreTxt.setText(score); updateLevelBar(); } // Spawn a new alien function spawnAlien() { var alien; if (level === LEVEL_TO_BOSS && !bossSpawned) { alien = new BossAlien(); bossSpawned = true; } else { // 30% chance to spawn a StrongAlien, 70% normal Alien if (Math.random() < 0.3 && level > 2) { alien = new StrongAlien(); } else { alien = new Alien(); } } // Random x, but keep inside screen var margin = 120; alien.x = margin + Math.random() * (GAME_WIDTH - margin * 2); alien.y = -alien.height / 2; aliens.push(alien); game.addChild(alien); } // Reset game state function resetGame() { // Remove all bullets and aliens for (var i = 0; i < bullets.length; ++i) { bullets[i].destroy(); } for (var j = 0; j < aliens.length; ++j) { aliens[j].destroy(); } bullets = []; aliens = []; level = 1; rocketLife = ROCKET_START_LIFE; canShoot = true; shootCooldown = 0; dragNode = null; lastMoveX = 0; lastMoveY = 0; score = 0; bossSpawned = false; updateLevelText(); updateScoreText(); updateLifeBar(); updateLevelBar(); } // Initialize rocket rocket = new Rocket(); rocket.x = GAME_WIDTH / 2; rocket.y = GAME_HEIGHT - 400; game.addChild(rocket); // Now that rocket is initialized, set levelBarContainer.y and add to GUI levelBarContainer.y = rocket.y - rocket.height / 2 - 80; // 80px above the rocket LK.gui.top.addChild(levelBarContainer); // Move scoreTxt to be above the rocket, horizontally aligned scoreTxt.x = rocket.x; scoreTxt.y = rocket.y - rocket.height / 2 - 40; // 40px above rocket top // Initial GUI updateLevelText(); updateScoreText(); updateLifeBar(); updateLevelBar(); // Touch/move controls game.down = function (x, y, obj) { // Only start drag if touch is on rocket var local = rocket.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) { dragNode = rocket; lastMoveX = x; lastMoveY = y; } }; game.move = function (x, y, obj) { // Always move the rocket to the mouse/touch position, clamped to screen var newX = x; var halfW = rocket.width / 2; if (newX < halfW) newX = halfW; if (newX > GAME_WIDTH - halfW) newX = GAME_WIDTH - halfW; rocket.x = newX; // Y position stays fixed at the starting Y rocket.y = GAME_HEIGHT - 400; lastMoveX = x; lastMoveY = y; }; game.up = function (x, y, obj) { dragNode = null; }; // Tap to shoot (left mouse button or tap) game.down = function (x, y, obj) { // Only start drag if touch is on rocket var local = rocket.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -rocket.width / 2 && local.x < rocket.width / 2 && local.y > -rocket.height / 2 && local.y < rocket.height / 2) { dragNode = rocket; lastMoveX = x; lastMoveY = y; } // Always allow shooting with left mouse button/tap, regardless of drag state if (canShoot) { shootBullet(); } }; // Shoot bullet function shootBullet() { if (!canShoot) return; var bullet = new Bullet(); bullet.x = rocket.x; bullet.y = rocket.y - rocket.height / 2 - 20; bullets.push(bullet); game.addChild(bullet); canShoot = false; shootCooldown = 10; // 10 ticks cooldown } // Main update loop game.update = function () { // Shooting cooldown if (!canShoot) { shootCooldown--; if (shootCooldown <= 0) { canShoot = true; } } // Update stars for (var si = 0; si < stars.length; ++si) { stars[si].update(); } // Keep score counter aligned with rocket scoreTxt.x = rocket.x; scoreTxt.y = rocket.y - rocket.height / 2 - 40; // 40px above rocket top // Level bar container stays fixed next to the stop button, do not move it // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if off screen if (b.y < -100) { b.destroy(); bullets.splice(i, 1); continue; } } // Update aliens for (var j = aliens.length - 1; j >= 0; --j) { var a = aliens[j]; a.update(); // Remove if off screen if (a.y > GAME_HEIGHT + 200) { a.destroy(); aliens.splice(j, 1); continue; } // Check collision with rocket if (a.intersects(rocket)) { // Rocket hit! rocketLife--; updateLifeBar(); rocket.flash(); a.flash(); if (a.hp > 1) { a.hp--; // Alien stays, but flashes } else { a.destroy(); aliens.splice(j, 1); score++; updateScoreText(); // Increase level every 10 kills if (level < LEVEL_TO_BOSS && score % 10 === 0) { level++; bulletPower++; // Increase bullet power each level updateLevelText(); } } // Check for game over if (rocketLife <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Bullet-alien collisions for (var i2 = bullets.length - 1; i2 >= 0; --i2) { var b2 = bullets[i2]; for (var j2 = aliens.length - 1; j2 >= 0; --j2) { var a2 = aliens[j2]; if (b2.intersects(a2)) { a2.hp -= b2.power !== undefined ? b2.power : 1; // Use bullet power, fallback to 1 a2.flash(); b2.destroy(); bullets.splice(i2, 1); if (a2.hp <= 0) { a2.destroy(); aliens.splice(j2, 1); score++; updateScoreText(); // Increase level every 10 kills if (level < LEVEL_TO_BOSS && score % 10 === 0) { level++; bulletPower++; // Increase bullet power each level updateLevelText(); } // If boss defeated, win if (level === LEVEL_TO_BOSS && bossSpawned && aliens.length === 0) { LK.effects.flashScreen(0x00e676, 1000); LK.showYouWin(); return; } } break; } } } // Alien spawn logic if (level < LEVEL_TO_BOSS) { // Increase max aliens on screen as level increases var maxAliens = 2 + Math.floor((level - 1) / 2); // +1 every 2 levels (2,3,4,5...) if (aliens.length < maxAliens && LK.ticks % (60 - level * 4) === 0) { spawnAlien(); } } else if (level === LEVEL_TO_BOSS && !bossSpawned) { // Spawn boss spawnAlien(); } }; // Initial spawn spawnAlien();
===================================================================
--- original.js
+++ change.js