User prompt
Please add automatic bullet firing to the player character with a simple default bullet that deals basic damage.
User prompt
KARAKTER OYUNCUNUN YÖNLENDİRMESİNE GÖRE DEĞİL NERYEE BAKIYORSA ORAYA ATEŞ ETSİN
User prompt
Karekter hangi yöne doğru bakıyorsa o yöne doğru ateş etsin
User prompt
Otomatik ateş etmeyi kaldır oyuncu sadece baktığı yöne ateş etsin
User prompt
Please modify the character shooting system as follows: - The character should always fire bullets in the same direction it is currently moving or being controlled toward. - Add a directional arrow indicator in front of the character to show the current aiming direction, similar to how it is displayed in games like snake.io. - The arrow should smoothly rotate to match the player's facing direction and move with the player, providing a clear visual indicator of the current firing direction. - Ensure that while the player moves in one direction, the bullets are continuously fired in that same direction, matching the direction shown by the arrow. - Test to confirm the arrow and bullet direction stay consistent with the player's movement input. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mermilerimiz hepsi tutmasın rakiplerimiz mermilerden kaçınabilsğn
User prompt
Please upgrade the survivor battle arena game with the following advanced features: 1. Add a skill upgrade system where players can choose from random skills after each wave, such as attack speed, health regeneration, or area damage. 2. Include multiple unique characters with different starting weapons and stats, giving players strategic variety. 3. Introduce elite enemies and boss fights every 5 waves, with special attack patterns. 4. Create a combo multiplier mechanic that rewards players for quickly defeating enemies without getting hit. 5. Add a dynamic soundtrack that intensifies as waves progress, increasing the adrenaline and sense of urgency. 6. Include visual particle effects for explosions, skills, and critical hits to make combat feel more impactful. 7. Make sure the game supports smooth performance on mobile devices by optimizing all assets and keeping frame rates stable. 8. Test the entire gameplay loop after these additions to confirm no bugs and enjoyable flow. Implement these advanced features to create a highly engaging, replayable, and polished survivor battle arena experience. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Hayır sadece başta gelen yazıyı rengarenk yap geri kalan herşey geri kendi haline gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it rainbow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun başlarken "Move by dragging" yazısı gözüksün yazı 2sn durup fade efekti ile yok olsun sonra rakipler gelemue başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Karalterimiz dokunduğumuz yere ışınlanmasın dokunduğumuz yerden sürükleyelim neryee sürüklüyorsak oraya yönlensin karakter
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthText.style.fill = "#4CAF50";' Line Number: 399
Code edit (1 edits merged)
Please save this source code
User prompt
Survivor Arena
Initial prompt
Create a 2D top-down survivor arena game where the player fights endless waves of enemies, collects powerups, and upgrades weapons to survive as long as possible.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.damage = 25; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Check collision with enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.takeDamage(self.damage); self.destroy(); // Remove from bullets array for (var j = 0; j < bullets.length; j++) { if (bullets[j] === self) { bullets.splice(j, 1); break; } } return; } } // Remove if out of bounds if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); for (var k = 0; k < bullets.length; k++) { if (bullets[k] === self) { bullets.splice(k, 1); break; } } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Start rainbow cycling for enemy self.rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; self.colorIndex = Math.floor(Math.random() * self.rainbowColors.length); self.cycleRainbow = function () { var nextColor = self.rainbowColors[(self.colorIndex + 1) % self.rainbowColors.length]; tween(enemyGraphics, { tint: nextColor }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (self.health > 0) { self.colorIndex = (self.colorIndex + 1) % self.rainbowColors.length; self.cycleRainbow(); } } }); }; self.cycleRainbow(); self.health = 50; self.speed = 2; self.damage = 10; self.lastPlayerDistance = 0; self.update = function () { // Move towards player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Check collision with player var currentPlayerDistance = distance; if (self.lastPlayerDistance > 50 && currentPlayerDistance <= 50) { player.takeDamage(self.damage); } self.lastPlayerDistance = currentPlayerDistance; }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } else { LK.effects.flashObject(self, 0xFFFFFF, 100); } }; self.die = function () { LK.getSound('enemyHit').play(); LK.setScore(LK.getScore() + 10); // Chance to drop power-up if (Math.random() < 0.3) { var powerup = new PowerUp(); powerup.x = self.x; powerup.y = self.y; powerups.push(powerup); game.addChild(powerup); } // Remove from enemies array for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Start rainbow cycling for player self.rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; self.colorIndex = 0; self.cycleRainbow = function () { var nextColor = self.rainbowColors[(self.colorIndex + 1) % self.rainbowColors.length]; tween(playerGraphics, { tint: nextColor }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { self.colorIndex = (self.colorIndex + 1) % self.rainbowColors.length; self.cycleRainbow(); } }); }; self.cycleRainbow(); self.health = 100; self.maxHealth = 100; self.speed = 8; self.fireRate = 15; self.fireCooldown = 0; self.damage = 25; self.update = function () { if (self.fireCooldown > 0) { self.fireCooldown--; } // Auto-fire at nearest enemy if (self.fireCooldown <= 0 && enemies.length > 0) { var nearestEnemy = self.findNearestEnemy(); if (nearestEnemy) { self.fireAt(nearestEnemy); self.fireCooldown = self.fireRate; } } // Keep player within arena bounds var arenaLeft = arena.x - arena.width / 2; var arenaRight = arena.x + arena.width / 2; var arenaTop = arena.y - arena.height / 2; var arenaBottom = arena.y + arena.height / 2; if (self.x < arenaLeft + 40) self.x = arenaLeft + 40; if (self.x > arenaRight - 40) self.x = arenaRight - 40; if (self.y < arenaTop + 40) self.y = arenaTop + 40; if (self.y > arenaBottom - 40) self.y = arenaBottom - 40; }; self.findNearestEnemy = function () { var nearest = null; var nearestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearest = enemy; } } return nearest; }; self.fireAt = function (target) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * 15; bullet.velocityY = dy / distance * 15; bullet.damage = self.damage; bullets.push(bullet); game.addChild(bullet); // Add rainbow effect to bullet var rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; var randomColor = rainbowColors[Math.floor(Math.random() * rainbowColors.length)]; bullet.children[0].tint = randomColor; LK.getSound('shoot').play(); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; LK.showGameOver(); } // Flash red when taking damage LK.effects.flashObject(self, 0xFF0000, 200); }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.floor(Math.random() * 4); // 0: health, 1: damage, 2: fire rate, 3: speed self.lifetime = 600; // 10 seconds at 60fps // Color based on type var colors = [0x4CAF50, 0xFF5722, 0x2196F3, 0xFFEB3B]; powerupGraphics.tint = colors[self.type]; self.update = function () { self.lifetime--; // Fade out near end of lifetime if (self.lifetime < 120) { powerupGraphics.alpha = self.lifetime / 120; } // Remove if expired if (self.lifetime <= 0) { self.destroy(); for (var i = 0; i < powerups.length; i++) { if (powerups[i] === self) { powerups.splice(i, 1); break; } } return; } // Check collision with player if (self.intersects(player)) { self.applyEffect(); LK.getSound('powerupCollect').play(); self.destroy(); for (var j = 0; j < powerups.length; j++) { if (powerups[j] === self) { powerups.splice(j, 1); break; } } } }; self.applyEffect = function () { switch (self.type) { case 0: // Health player.health = Math.min(player.health + 30, player.maxHealth); break; case 1: // Damage player.damage += 5; break; case 2: // Fire rate player.fireRate = Math.max(player.fireRate - 2, 5); break; case 3: // Speed player.speed = Math.min(player.speed + 1, 15); break; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C2C2C }); /**** * Game Code ****/ // Game variables var player; var enemies = []; var bullets = []; var powerups = []; var arena; var waveNumber = 1; var enemySpawnTimer = 0; var enemySpawnRate = 120; // 2 seconds at 60fps var gameTime = 0; // Create arena arena = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Add rainbow cycling to arena var arenaColors = [0x330000, 0x331A00, 0x333300, 0x003300, 0x000033, 0x190033, 0x330033]; var arenaColorIndex = 0; function cycleArenaRainbow() { var nextColor = arenaColors[(arenaColorIndex + 1) % arenaColors.length]; tween(arena, { tint: nextColor }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { arenaColorIndex = (arenaColorIndex + 1) % arenaColors.length; cycleArenaRainbow(); } }); } cycleArenaRainbow(); // Create player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // UI Elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -300; scoreText.y = 50; var healthText = new Text2('Health: 100', { size: 60, fill: 0x4CAF50 }); healthText.anchor.set(0, 0); LK.gui.topRight.addChild(healthText); healthText.x = -300; healthText.y = 120; var waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.topRight.addChild(waveText); waveText.x = -300; waveText.y = 190; // Add rainbow cycling to UI text var uiColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3]; var uiColorIndex = 0; function cycleUIRainbow() { var nextColor = uiColors[(uiColorIndex + 1) % uiColors.length]; tween(scoreText, { tint: nextColor }, { duration: 1000, easing: tween.easeInOut }); tween(waveText, { tint: nextColor }, { duration: 1000, easing: tween.easeInOut }); tween(healthText, { tint: nextColor }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { uiColorIndex = (uiColorIndex + 1) % uiColors.length; cycleUIRainbow(); } }); } cycleUIRainbow(); // Tutorial text var tutorialText = new Text2('Move by dragging', { size: 80, fill: 0xFFFFFF }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = 1024; tutorialText.y = 1366; game.addChild(tutorialText); // Fade out tutorial text after 2 seconds LK.setTimeout(function () { tween(tutorialText, { alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { tutorialText.destroy(); } }); }, 2000); // Touch controls var isDragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var gameStarted = false; game.down = function (x, y, obj) { isDragging = true; // Calculate offset from touch point to player center dragOffsetX = player.x - x; dragOffsetY = player.y - y; }; game.move = function (x, y, obj) { if (isDragging) { // Move player by maintaining the offset from touch point player.x = x + dragOffsetX; player.y = y + dragOffsetY; } }; game.up = function (x, y, obj) { isDragging = false; }; // Spawn enemy function function spawnEnemy() { var enemy = new Enemy(); // Spawn from arena edges var side = Math.floor(Math.random() * 4); var arenaLeft = arena.x - arena.width / 2; var arenaRight = arena.x + arena.width / 2; var arenaTop = arena.y - arena.height / 2; var arenaBottom = arena.y + arena.height / 2; switch (side) { case 0: // Top enemy.x = arenaLeft + Math.random() * arena.width; enemy.y = arenaTop; break; case 1: // Right enemy.x = arenaRight; enemy.y = arenaTop + Math.random() * arena.height; break; case 2: // Bottom enemy.x = arenaLeft + Math.random() * arena.width; enemy.y = arenaBottom; break; case 3: // Left enemy.x = arenaLeft; enemy.y = arenaTop + Math.random() * arena.height; break; } // Scale enemy stats with wave number enemy.health += Math.floor(waveNumber * 5); enemy.speed += Math.floor(waveNumber * 0.2); enemy.damage += Math.floor(waveNumber * 2); enemies.push(enemy); game.addChild(enemy); } // Main game loop game.update = function () { // Start game logic after 3 seconds (tutorial display time) if (gameTime < 180) { // 3 seconds at 60fps gameTime++; return; } if (!gameStarted) { gameStarted = true; } gameTime++; // Update wave number based on time var newWave = Math.floor(gameTime / 1800) + 1; // New wave every 30 seconds if (newWave > waveNumber) { waveNumber = newWave; enemySpawnRate = Math.max(enemySpawnRate - 10, 30); // Increase spawn rate } // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { var enemiesToSpawn = Math.min(waveNumber, 8); for (var i = 0; i < enemiesToSpawn; i++) { spawnEnemy(); } enemySpawnTimer = 0; } // Update UI scoreText.setText('Score: ' + LK.getScore()); healthText.setText('Health: ' + player.health); waveText.setText('Wave: ' + waveNumber); // Update health text color based on health percentage var healthPercent = player.health / player.maxHealth; if (healthPercent > 0.6) { healthText.tint = 0x4CAF50; } else if (healthPercent > 0.3) { healthText.tint = 0xFF9800; } else { healthText.tint = 0xF44336; } };
===================================================================
--- original.js
+++ change.js
@@ -52,8 +52,27 @@
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Start rainbow cycling for enemy
+ self.rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3];
+ self.colorIndex = Math.floor(Math.random() * self.rainbowColors.length);
+ self.cycleRainbow = function () {
+ var nextColor = self.rainbowColors[(self.colorIndex + 1) % self.rainbowColors.length];
+ tween(enemyGraphics, {
+ tint: nextColor
+ }, {
+ duration: 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (self.health > 0) {
+ self.colorIndex = (self.colorIndex + 1) % self.rainbowColors.length;
+ self.cycleRainbow();
+ }
+ }
+ });
+ };
+ self.cycleRainbow();
self.health = 50;
self.speed = 2;
self.damage = 10;
self.lastPlayerDistance = 0;
@@ -108,8 +127,25 @@
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Start rainbow cycling for player
+ self.rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3];
+ self.colorIndex = 0;
+ self.cycleRainbow = function () {
+ var nextColor = self.rainbowColors[(self.colorIndex + 1) % self.rainbowColors.length];
+ tween(playerGraphics, {
+ tint: nextColor
+ }, {
+ duration: 500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ self.colorIndex = (self.colorIndex + 1) % self.rainbowColors.length;
+ self.cycleRainbow();
+ }
+ });
+ };
+ self.cycleRainbow();
self.health = 100;
self.maxHealth = 100;
self.speed = 8;
self.fireRate = 15;
@@ -163,8 +199,12 @@
bullet.velocityY = dy / distance * 15;
bullet.damage = self.damage;
bullets.push(bullet);
game.addChild(bullet);
+ // Add rainbow effect to bullet
+ var rainbowColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3];
+ var randomColor = rainbowColors[Math.floor(Math.random() * rainbowColors.length)];
+ bullet.children[0].tint = randomColor;
LK.getSound('shoot').play();
};
self.takeDamage = function (damage) {
self.health -= damage;
@@ -267,8 +307,25 @@
anchorY: 0.5,
x: 1024,
y: 1366
}));
+// Add rainbow cycling to arena
+var arenaColors = [0x330000, 0x331A00, 0x333300, 0x003300, 0x000033, 0x190033, 0x330033];
+var arenaColorIndex = 0;
+function cycleArenaRainbow() {
+ var nextColor = arenaColors[(arenaColorIndex + 1) % arenaColors.length];
+ tween(arena, {
+ tint: nextColor
+ }, {
+ duration: 2000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ arenaColorIndex = (arenaColorIndex + 1) % arenaColors.length;
+ cycleArenaRainbow();
+ }
+ });
+}
+cycleArenaRainbow();
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
@@ -296,8 +353,37 @@
waveText.anchor.set(0, 0);
LK.gui.topRight.addChild(waveText);
waveText.x = -300;
waveText.y = 190;
+// Add rainbow cycling to UI text
+var uiColors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x9400D3];
+var uiColorIndex = 0;
+function cycleUIRainbow() {
+ var nextColor = uiColors[(uiColorIndex + 1) % uiColors.length];
+ tween(scoreText, {
+ tint: nextColor
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ tween(waveText, {
+ tint: nextColor
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ tween(healthText, {
+ tint: nextColor
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ uiColorIndex = (uiColorIndex + 1) % uiColors.length;
+ cycleUIRainbow();
+ }
+ });
+}
+cycleUIRainbow();
// Tutorial text
var tutorialText = new Text2('Move by dragging', {
size: 80,
fill: 0xFFFFFF
An arow white. In-Game asset. 2d. High contrast. No shadows
Post apocalyptic man pixel art less pixel. In-Game asset. 2d. High contrast. No shadows. Pixel art
Kamp ateşi ve etrafındaki taşlar daha küçük olsun ve harita daha büyük olsun(daha da yukarıdan bakıyormuş gibi)
Post apocalyptic zombie pixel art less pixel. In-Game asset. 2d. High contrast. No shadows
Post Apocalyptic boss zombie pixel art less pixel. In-Game asset. 2d. High contrast. No shadows
Pixel art shotgun less pixel. In-Game asset. 2d. High contrast. No shadows. Pixel art
Particles are scattered around scattered particles pixel art less pixel. In-Game asset. 2d. High contrast. No shadows
Pistol post apocalyptic world pixel art less pixel. In-Game asset. 2d. High contrast. No shadows