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The trail should disappear after 700 ms BUT the tail should stop spawning 2.25 seconds after the star spawned
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The trail shoul disappear after 2 second
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The trail should come when Shurikens be faster
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Shurikenlere yavaşça yok olan (fade) bir tail ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The game should start after the text goes out ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The text should disappear 3 sec after the game start ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make a text that says "Shurikens Will Increase Every 10 Seconds Be Careful!"
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Enemy3 comes at 20 second
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Do it
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Please fix the bug: 'ReferenceError: Powerup is not defined' in or related to this line: 'var powerup = new Powerup();' Line Number: 184
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Please fix the bug: 'ReferenceError: Enemy is not defined' in or related to this line: 'enemy = new Enemy();' Line Number: 118
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Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 63
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Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 63
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Her on sanıyede hızlansın demiştim ya o hızlanmayı biraz değiştirelim 10 sn sonra farklı rakipler gelsin onun için yeni 2 asset oluştur
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Oluştur artık
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Sarı puan veren toplar daha çok spawn lansın
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Dokunduğumuz yere ışınlanmasın dokunup sürüklediğimizde ilerlesim
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Karakterimizin kontrolünü bütün ekrana taşı yani karakterin üzerine dokunduğumuzda değil ekranın herhangi bir yerine dokunduğumuzda hareket edebilsin
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Karakterimize gelen engeller her 10 sn de bir artsın ve daha hızlı gelsinler
Code edit (1 edits merged)
Please save this source code
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Survival IO
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Made a game named survival io
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAsset = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.radius = enemyAsset.width / 2; self.speed = 3 + Math.random() * 2; // Will be set on spawn self.angle = 0; // Will be set on spawn self.update = function () { self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerAsset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = playerAsset.width / 2; // For hit flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupAsset = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.radius = powerupAsset.width / 2; self.type = 'score'; // Only one type for MVP return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c24 }); /**** * Game Code ****/ // --- Game Variables --- // --- Asset Initialization --- var player; var enemies = []; var powerups = []; var dragNode = null; var lastPlayerPos = { x: 0, y: 0 }; var lastHit = false; var score = 0; var scoreTxt; var survivalTime = 0; var timeTxt; var spawnTimer = 0; var spawnInterval = 90; // frames var powerupTimer = 0; var powerupInterval = 600; // frames var difficultyTimer = 0; var minSpawnInterval = 30; // --- UI --- scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); timeTxt = new Text2('Time: 0.0', { size: 70, fill: 0xB0EAFF }); timeTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timeTxt); timeTxt.y = 110; // --- Player --- player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // --- Helper Functions --- function resetGameVars() { enemies = []; powerups = []; score = 0; survivalTime = 0; spawnTimer = 0; spawnInterval = 90; powerupTimer = 0; difficultyTimer = 0; lastHit = false; scoreTxt.setText('Score: 0'); timeTxt.setText('Time: 0.0'); player.x = 2048 / 2; player.y = 2732 / 2; } // --- Spawning --- function spawnEnemy() { // Spawn at random edge, move toward player var enemy = new Enemy(); var edge = Math.floor(Math.random() * 4); var x, y; if (edge === 0) { // Top x = 200 + Math.random() * (2048 - 400); y = -80; } else if (edge === 1) { // Bottom x = 200 + Math.random() * (2048 - 400); y = 2732 + 80; } else if (edge === 2) { // Left x = -80; y = 200 + Math.random() * (2732 - 400); } else { // Right x = 2048 + 80; y = 200 + Math.random() * (2732 - 400); } enemy.x = x; enemy.y = y; // Aim at player var dx = player.x - x; var dy = player.y - y; enemy.angle = Math.atan2(dy, dx); if (typeof baseEnemySpeed === "undefined") { baseEnemySpeed = 3; } enemy.speed = baseEnemySpeed + Math.random() * 2 + survivalTime / 20; // Increase speed over time and with difficulty enemies.push(enemy); game.addChild(enemy); } function spawnPowerup() { var powerup = new Powerup(); powerup.x = 200 + Math.random() * (2048 - 400); powerup.y = 200 + Math.random() * (2732 - 400); powerups.push(powerup); game.addChild(powerup); } // --- Collision --- function circleIntersect(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); return dist < (a.radius + b.radius) * 0.85; } // --- Drag Controls --- function handleMove(x, y, obj) { if (dragNode) { // Clamp to game area (avoid top left 100x100) var px = Math.max(100 + player.radius, Math.min(2048 - player.radius, x)); var py = Math.max(100 + player.radius, Math.min(2732 - player.radius, y)); dragNode.x = px; dragNode.y = py; } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch is on player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < player.radius * player.radius * 1.2) { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // --- Main Update Loop --- game.update = function () { // Survival time survivalTime += 1 / 60; timeTxt.setText('Time: ' + survivalTime.toFixed(1)); // Difficulty scaling difficultyTimer++; if (difficultyTimer % 600 === 0) { // Every 10 seconds, increase difficulty // Decrease spawn interval (more frequent spawns) if (spawnInterval > minSpawnInterval) { spawnInterval -= 8; if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval; } // Increase number of enemies spawned per interval if (typeof enemiesPerSpawn === "undefined") { enemiesPerSpawn = 1; } enemiesPerSpawn++; // Increase base enemy speed if (typeof baseEnemySpeed === "undefined") { baseEnemySpeed = 3; } baseEnemySpeed += 0.5; } // Enemy spawn spawnTimer++; if (spawnTimer >= spawnInterval) { // Spawn multiple enemies per interval as difficulty increases if (typeof enemiesPerSpawn === "undefined") { enemiesPerSpawn = 1; } for (var s = 0; s < enemiesPerSpawn; s++) { spawnEnemy(); } spawnTimer = 0; } // Powerup spawn powerupTimer++; if (powerupTimer >= powerupInterval) { spawnPowerup(); powerupTimer = 0; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Remove if off screen if (e.x < -200 || e.x > 2248 || e.y < -200 || e.y > 2932) { e.destroy(); enemies.splice(i, 1); continue; } // Collision with player if (circleIntersect(e, player)) { if (!lastHit) { player.flash(); LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); lastHit = true; return; } } } // Remove dead enemies if game over if (lastHit) { for (var j = 0; j < enemies.length; j++) { enemies[j].destroy(); } enemies = []; for (var k = 0; k < powerups.length; k++) { powerups[k].destroy(); } powerups = []; return; } // Update powerups for (var p = powerups.length - 1; p >= 0; p--) { var pu = powerups[p]; // Collision with player if (circleIntersect(pu, player)) { score += 10; scoreTxt.setText('Score: ' + score); pu.destroy(); powerups.splice(p, 1); continue; } } // Score increases with time if (Math.floor(survivalTime * 10) % 10 === 0) { var newScore = Math.floor(survivalTime); if (newScore > score) { score = newScore; scoreTxt.setText('Score: ' + score); } } }; // --- Game Over Reset --- LK.on('gameover', function () { resetGameVars(); }); // --- You Win (not used in endless, but for completeness) --- LK.on('youwin', function () { resetGameVars(); });
===================================================================
--- original.js
+++ change.js
@@ -153,9 +153,12 @@
// Aim at player
var dx = player.x - x;
var dy = player.y - y;
enemy.angle = Math.atan2(dy, dx);
- enemy.speed = 3 + Math.random() * 2 + survivalTime / 20; // Increase speed over time
+ if (typeof baseEnemySpeed === "undefined") {
+ baseEnemySpeed = 3;
+ }
+ enemy.speed = baseEnemySpeed + Math.random() * 2 + survivalTime / 20; // Increase speed over time and with difficulty
enemies.push(enemy);
game.addChild(enemy);
}
function spawnPowerup() {
@@ -201,16 +204,36 @@
survivalTime += 1 / 60;
timeTxt.setText('Time: ' + survivalTime.toFixed(1));
// Difficulty scaling
difficultyTimer++;
- if (difficultyTimer % 600 === 0 && spawnInterval > minSpawnInterval) {
- spawnInterval -= 8;
- if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval;
+ if (difficultyTimer % 600 === 0) {
+ // Every 10 seconds, increase difficulty
+ // Decrease spawn interval (more frequent spawns)
+ if (spawnInterval > minSpawnInterval) {
+ spawnInterval -= 8;
+ if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval;
+ }
+ // Increase number of enemies spawned per interval
+ if (typeof enemiesPerSpawn === "undefined") {
+ enemiesPerSpawn = 1;
+ }
+ enemiesPerSpawn++;
+ // Increase base enemy speed
+ if (typeof baseEnemySpeed === "undefined") {
+ baseEnemySpeed = 3;
+ }
+ baseEnemySpeed += 0.5;
}
// Enemy spawn
spawnTimer++;
if (spawnTimer >= spawnInterval) {
- spawnEnemy();
+ // Spawn multiple enemies per interval as difficulty increases
+ if (typeof enemiesPerSpawn === "undefined") {
+ enemiesPerSpawn = 1;
+ }
+ for (var s = 0; s < enemiesPerSpawn; s++) {
+ spawnEnemy();
+ }
spawnTimer = 0;
}
// Powerup spawn
powerupTimer++;