User prompt
roket 5 hasar aldıgında yok olsun
User prompt
sağlık barını baştan yap
User prompt
level sayacı kalksın
User prompt
oyun bittiğinde gamer over yazısı yerine BİTTİNİZ yazsın
User prompt
hasar aldığımızda roket bir anlığına kırmızımsı olsun sonra eski haline dönsün
User prompt
hasar aldığımızda roketin rengi değişmesin
User prompt
sağlığımız azaldığında roketin rengi solmasın
User prompt
sağlık barı roketin hemen altında bulunsun
User prompt
sağlık barı biraz daha küçük olsun
User prompt
roketin hemen üstünde roketle beraber hareket eden bir sağlık barı olsun
User prompt
her level geçtiğimizde canımız fullensin
User prompt
her level atlandıgında arka planadaki yıldız sayısı artsın
User prompt
her level atlandığında arka planın rengi değişmesin, sadece arka planadki yıldızların rengi değişsin
User prompt
arka plan hep siyah ve gri tonlarında değişsin
User prompt
her level değiştiğinde arka planın rengi değişsin
User prompt
her level atlandığında arka plandaki yıldızların renkleri değişsin
User prompt
her level atlandıgında ekranda bir yıldız patlasın
User prompt
gittikçe dolan seviye barı ve seviye sayısı pause tuşunun hemen sağında dursun.
User prompt
uzaylıların hepsi ateş etsin
User prompt
the level bar should be just above the rocket in a small way
User prompt
When aliens touch the rocket, they deal damage,
User prompt
Let the enemies fire at the rocket and shoot bullets
User prompt
Let the aliens shoot lasers at the rocket and this laser damages the rocket
User prompt
uzaylılar rokete hasar versinler
User prompt
uzaylılar rokete ateş etsinler
/**** * 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 () { // Only move downwards, do not follow rocket's x position 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 () { // Only move downwards, do not follow rocket's x position 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; }); // Enemy bullet class (alien shoots at player) var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletAsset.tint = 0xff5252; // Red tint for enemy bullets self.speed = 18; // Downwards, slower than player bullet 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 a previous flashTween is running, stop it if (self.flashTween) { tween.stop(rocketAsset, { tint: true }); } // Set rocket to reddish tint rocketAsset.tint = 0xff5252; // Tween back to normal color (white) over 200ms self.flashTween = tween(rocketAsset, { tint: 0xffffff }, { duration: 200, 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 () { // Only move downwards, do not follow rocket's x position self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game constants // Rocket (player) // Alien (enemy) // Bullet // Alien hit flash // Life bar // Life bar background 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; var enemyBullets = []; // Track enemy bullets // 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); } // New health bar will be created below // updateLevelBar and updateLevelText helpers removed as level bar is no longer shown // Helper to update score text function updateScoreText() { scoreTxt.setText(score); // updateLevelBar removed } // Spawn a new alien function spawnAlien() { var alien; if (level === LEVEL_TO_BOSS && !bossSpawned) { alien = new BossAlien(); // Boss hp scales with level (optional, can be made harder) alien.hp = 6 + Math.floor((level - 1) * 1.5); bossSpawned = true; } else { // 30% chance to spawn a StrongAlien, 70% normal Alien if (Math.random() < 0.3 && level > 2) { alien = new StrongAlien(); // StrongAlien hp increases with level alien.hp = 4 + Math.floor((level - 1) * 0.7); } else { alien = new Alien(); // Alien hp increases with level alien.hp = 2 + Math.floor((level - 1) * 0.5); } } // 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(); } for (var k = 0; k < enemyBullets.length; ++k) { enemyBullets[k].destroy(); } bullets = []; aliens = []; enemyBullets = []; level = 1; rocketLife = ROCKET_START_LIFE; canShoot = true; shootCooldown = 0; dragNode = null; lastMoveX = 0; lastMoveY = 0; score = 0; bossSpawned = false; // updateLevelText and updateLevelBar removed updateScoreText(); updateHealthBar(); } // Initialize rocket rocket = new Rocket(); rocket.x = GAME_WIDTH / 2; rocket.y = GAME_HEIGHT - 400; game.addChild(rocket); // --- Rocket health bar that follows rocket --- var rocketLifeBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0, x: 0, y: 0, width: 220, height: 18 }); var rocketLifeBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0, x: -110, y: 0, width: 220, height: 18 }); var rocketLifeBarContainer = new Container(); rocketLifeBarContainer.addChild(rocketLifeBarBg); rocketLifeBarContainer.addChild(rocketLifeBar); rocketLifeBarContainer.x = rocket.x; rocketLifeBarContainer.y = rocket.y + rocket.height / 2 + 12; // 12px below rocket game.addChild(rocketLifeBarContainer); // 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 // --- New Health Bar (top center) --- var healthBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 440, height: 44, x: 0, y: 0 }); var healthBar = LK.getAsset('lifeBar', { anchorX: 0, anchorY: 0.5, width: 400, height: 36, x: -200, y: 0 }); var healthBarContainer = new Container(); healthBarContainer.addChild(healthBarBg); healthBarContainer.addChild(healthBar); healthBarContainer.x = GAME_WIDTH / 2; healthBarContainer.y = 110; LK.gui.top.addChild(healthBarContainer); // Helper to update health bar function updateHealthBar() { var percent = rocketLife / ROCKET_START_LIFE; if (percent < 0) percent = 0; if (percent > 1) percent = 1; healthBar.width = 400 * percent; if (percent > 0.5) { healthBar.tint = 0x43a047; } else if (percent > 0.2) { healthBar.tint = 0xffc107; } else { healthBar.tint = 0xd32f2f; } } // Initial GUI // updateLevelText and updateLevelBar removed updateScoreText(); updateHealthBar(); // 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 // Move rocket health bar with rocket if (typeof rocketLifeBarContainer !== "undefined") { rocketLifeBarContainer.x = rocket.x; rocketLifeBarContainer.y = rocket.y + rocket.height / 2 + 12; // 12px below rocket // Update width and color var percent = rocketLife / ROCKET_START_LIFE; if (percent < 0) percent = 0; rocketLifeBar.width = 220 * percent; if (percent > 0.5) { rocketLifeBar.tint = 0x43a047; } else if (percent > 0.2) { rocketLifeBar.tint = 0xffc107; } else { rocketLifeBar.tint = 0xd32f2f; } // Do NOT change rocket color based on health } // (level bar stays fixed in GUI, do not move with rocket) // 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; } // Alien shooting logic: all aliens shoot every eligible tick (no randomness, no alignment check) if (level > 1 && a.y > 0 && a.y < GAME_HEIGHT - 400) { if (LK.ticks % Math.max(60 - level * 4, 18) === 0) { var enemyBullet = new EnemyBullet(); enemyBullet.x = a.x; enemyBullet.y = a.y + a.height / 2 + 10; enemyBullets.push(enemyBullet); game.addChild(enemyBullet); } } // Check collision with rocket (alien-rocket contact) if (a.intersects(rocket)) { if (rocketLife > 0) { rocketLife--; updateHealthBar(); rocket.flash(); // Destroy rocket if it has taken 5 damage if (rocketLife <= 0) { if (rocket && typeof rocket.destroy === "function") { rocket.destroy(); rocket = null; } } } // Remove alien on contact a.destroy(); aliens.splice(j, 1); // Check for game over if (rocketLife <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // No alien-rocket collision: aliens do not damage rocket by contact } // Update enemy bullets for (var eb = enemyBullets.length - 1; eb >= 0; --eb) { var ebull = enemyBullets[eb]; ebull.update(); // Remove if off screen if (ebull.y > GAME_HEIGHT + 100) { ebull.destroy(); enemyBullets.splice(eb, 1); continue; } // Check collision with rocket if (ebull.intersects(rocket)) { if (rocketLife > 0) { rocketLife--; updateHealthBar(); rocket.flash(); // Destroy rocket if it has taken 5 damage if (rocketLife <= 0) { if (rocket && typeof rocket.destroy === "function") { rocket.destroy(); rocket = null; } } } ebull.destroy(); enemyBullets.splice(eb, 1); // 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 rocketLife = ROCKET_START_LIFE; // Full heal on level up updateHealthBar(); updateLevelText(); // Star explosion effect at center of screen for (var sx = 0; sx < 18; ++sx) { (function (sx) { var star = new Star(); star.x = GAME_WIDTH / 2; star.y = GAME_HEIGHT / 2; // Give each star a random direction and speed var angle = Math.PI * 2 * (sx / 18); var speed = 18 + Math.random() * 12; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; var life = 32 + Math.floor(Math.random() * 16); var tick = 0; // Animate star outward and fade out star.update = function () { star.x += vx; star.y += vy; star.alpha -= 0.025; tick++; if (tick > life || star.alpha <= 0) { star.destroy(); } }; game.addChild(star); })(sx); } // Change all background star colors var colorChoices = [0xffffff, 0xe3f2fd, 0xfffde7, 0xb3e5fc, 0xfff9c4, 0xffb3c6, 0xc5e1a5, 0xffcc80, 0x90caf9, 0xf8bbd0]; for (var sc = 0; sc < stars.length; ++sc) { var starObj = stars[sc]; // Only change tint if starObj has children and a valid asset if (starObj.children && starObj.children.length > 0 && starObj.children[0]) { var newColor = colorChoices[Math.floor(Math.random() * colorChoices.length)]; starObj.children[0].tint = newColor; } } // Add more stars to the background on each level up var additionalStars = 8; // Number of stars to add per level up for (var addStar = 0; addStar < additionalStars; ++addStar) { var newStar = new Star(); newStar.x = 10 + Math.random() * (GAME_WIDTH - 20); newStar.y = Math.random() * GAME_HEIGHT; stars.push(newStar); game.addChildAt(newStar, 0); // Add behind all other objects } } // 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
@@ -537,8 +537,15 @@
if (rocketLife > 0) {
rocketLife--;
updateHealthBar();
rocket.flash();
+ // Destroy rocket if it has taken 5 damage
+ if (rocketLife <= 0) {
+ if (rocket && typeof rocket.destroy === "function") {
+ rocket.destroy();
+ rocket = null;
+ }
+ }
}
// Remove alien on contact
a.destroy();
aliens.splice(j, 1);
@@ -566,8 +573,15 @@
if (rocketLife > 0) {
rocketLife--;
updateHealthBar();
rocket.flash();
+ // Destroy rocket if it has taken 5 damage
+ if (rocketLife <= 0) {
+ if (rocket && typeof rocket.destroy === "function") {
+ rocket.destroy();
+ rocket = null;
+ }
+ }
}
ebull.destroy();
enemyBullets.splice(eb, 1);
// Check for game over