User prompt
The trail should disappear after 700 ms BUT the tail should stop spawning 2.25 seconds after the star spawned
User prompt
The trail shoul disappear after 2 second
User prompt
The trail should come when Shurikens be faster
User prompt
Shurikenlere yavaşça yok olan (fade) bir tail ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The game should start after the text goes out ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The text should disappear 3 sec after the game start ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make a text that says "Shurikens Will Increase Every 10 Seconds Be Careful!"
User prompt
Enemy3 comes at 20 second
User prompt
Do it
User prompt
Please fix the bug: 'ReferenceError: Powerup is not defined' in or related to this line: 'var powerup = new Powerup();' Line Number: 184
User prompt
Please fix the bug: 'ReferenceError: Enemy is not defined' in or related to this line: 'enemy = new Enemy();' Line Number: 118
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 63
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'player = new Player();' Line Number: 63
User prompt
Her on sanıyede hızlansın demiştim ya o hızlanmayı biraz değiştirelim 10 sn sonra farklı rakipler gelsin onun için yeni 2 asset oluştur
User prompt
Oluştur artık
User prompt
Sarı puan veren toplar daha çok spawn lansın
User prompt
Dokunduğumuz yere ışınlanmasın dokunup sürüklediğimizde ilerlesim
User prompt
Karakterimizin kontrolünü bütün ekrana taşı yani karakterin üzerine dokunduğumuzda değil ekranın herhangi bir yerine dokunduğumuzda hareket edebilsin
User prompt
Karakterimize gelen engeller her 10 sn de bir artsın ve daha hızlı gelsinler
Code edit (1 edits merged)
Please save this source code
User prompt
Survival IO
Initial prompt
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 = 300; // frames (was 600, now twice as frequent)
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) {
// Only move player if dragging (i.e., finger/mouse is moving after down)
// Calculate movement delta from lastPlayerPos
if (lastPlayerPos.active) {
var dx = x - lastPlayerPos.x;
var dy = y - lastPlayerPos.y;
// Only move if there is a delta (prevents teleport on first touch)
if (dx !== 0 || dy !== 0) {
var newX = dragNode.x + dx;
var newY = dragNode.y + dy;
// Clamp to game area (avoid top left 100x100)
var px = Math.max(100 + player.radius, Math.min(2048 - player.radius, newX));
var py = Math.max(100 + player.radius, Math.min(2732 - player.radius, newY));
dragNode.x = px;
dragNode.y = py;
}
}
// Update lastPlayerPos for next move
lastPlayerPos.x = x;
lastPlayerPos.y = y;
lastPlayerPos.active = true;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
// Record initial drag position, but do not move player yet
lastPlayerPos.x = x;
lastPlayerPos.y = y;
lastPlayerPos.active = false; // Prevents teleport on first move
};
game.up = function (x, y, obj) {
dragNode = null;
lastPlayerPos.active = false;
};
// --- 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) {
// Spawn 2 powerups per interval for more frequent yellow balls
for (var i = 0; i < 2; i++) {
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
@@ -86,9 +86,9 @@
var timeTxt;
var spawnTimer = 0;
var spawnInterval = 90; // frames
var powerupTimer = 0;
-var powerupInterval = 600; // frames
+var powerupInterval = 300; // frames (was 600, now twice as frequent)
var difficultyTimer = 0;
var minSpawnInterval = 30;
// --- UI ---
scoreTxt = new Text2('Score: 0', {
@@ -251,9 +251,12 @@
}
// Powerup spawn
powerupTimer++;
if (powerupTimer >= powerupInterval) {
- spawnPowerup();
+ // Spawn 2 powerups per interval for more frequent yellow balls
+ for (var i = 0; i < 2; i++) {
+ spawnPowerup();
+ }
powerupTimer = 0;
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {