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There is no reload bar make a asset
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Devam et
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Hala gözükmüyor (zaten mermş değiştirmeden kastım bu değildi) 7 defa ateş ettikten sonra 1,5 sn cooldown girecek ve mermi yeniliyeceğiz
User prompt
Gözden geçir mermi değiştirme tuşu gözükmüyor
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'if (storage.get("currentBulletType") !== undefined && storage.get("currentBulletType") !== null) {' Line Number: 328
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Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'if (storage.getItem("currentBulletType") !== undefined && storage.getItem("currentBulletType") !== null) {' Line Number: 328
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'if (storage.get("currentBulletType") !== undefined) {' Line Number: 328
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Devam et
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Mermi değiştirme mekaniği ekle
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Çok yavaşlatmışsın biraz arttır
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Karakterim yürüme hızını azalt
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Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(zoneGraphics, {' Line Number: 208 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bölge resimlerinin parlaklığını arttır
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Ekle
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Her bölge farklı bir assete sahip olsun örn bölge 1 bölge 2 şeklinde
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Karakterimiz tıkladığımız yere doğru gitmesin nereye doğru kaydırıyorsak orayq gitsin
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Rakipler benim ele geçirdiğim bölgelerde doğamasın
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Rakipler sadece bölge başında doğsun
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Rakipler belli bir yakınlıkta iken bize saldırsın
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Can barı oluştur karakterimiz hasar yediğinde üzerinde belirsin (can değerimiz 10 mermi olsun)
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Oyuna rakip ekle
Code edit (1 edits merged)
Please save this source code
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Territory Takeover
Initial prompt
Bana gta1 isimli bir oyun yap oyun şöyle olacak:karakterimiz mermi atabilecek yakınımızda aynı gta san andreas daki gibi bölge ele geçirbileceğiz bunun için bölgede bir süre durmamız gerekecek
/**** * 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.speed = 15; self.vx = 0; self.vy = 0; self.lifetime = 120; self.update = function () { self.x += self.vx; self.y += self.vy; self.lifetime--; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.shootCooldown = 0; self.moveTimer = 0; // Start at a random non-captured zone position var availableZones = []; for (var k = 0; k < zones.length; k++) { if (!zones[k].captured) { availableZones.push(k); } } if (availableZones.length > 0) { var randomIndex = Math.floor(Math.random() * availableZones.length); var zoneIndex = availableZones[randomIndex]; self.targetX = [512, 1536, 512, 1536][zoneIndex]; self.targetY = [683, 683, 2049, 2049][zoneIndex]; } else { // If all zones are captured, default to center self.targetX = 1024; self.targetY = 1366; } self.update = function () { // Move towards target position var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 20) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Change target position periodically self.moveTimer++; if (self.moveTimer > 180 || dist < 20) { self.moveTimer = 0; // Move to a random non-captured zone position var availableZones = []; for (var k = 0; k < zones.length; k++) { if (!zones[k].captured) { availableZones.push(k); } } if (availableZones.length > 0) { var randomIndex = Math.floor(Math.random() * availableZones.length); var zoneIndex = availableZones[randomIndex]; self.targetX = [512, 1536, 512, 1536][zoneIndex]; self.targetY = [683, 683, 2049, 2049][zoneIndex]; } } // Shoot at player if (self.shootCooldown > 0) { self.shootCooldown--; } else if (player) { var pdx = player.x - self.x; var pdy = player.y - self.y; var pdist = Math.sqrt(pdx * pdx + pdy * pdy); // Only attack when within 500 pixel proximity if (pdist < 500) { self.shoot(player.x, player.y); } } }; self.shoot = function (targetX, targetY) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var dx = targetX - self.x; var dy = targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); bullet.vx = dx / dist * bullet.speed; bullet.vy = dy / dist * bullet.speed; bullet.isEnemyBullet = true; enemyBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 60; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.shootCooldown = 0; self.health = 10; self.maxHealth = 10; // Create health bar container var healthBar = self.addChild(new Container()); healthBar.y = -playerGraphics.height / 2 - 20; healthBar.visible = false; // Health bar background var healthBg = healthBar.attachAsset('zone', { width: 80, height: 12, tint: 0x333333, anchorX: 0.5, anchorY: 0.5 }); // Health bar fill var healthFill = healthBar.attachAsset('zone', { width: 76, height: 8, tint: 0x00ff00, anchorX: 0, anchorY: 0.5 }); healthFill.x = -38; self.healthBar = healthBar; self.healthFill = healthFill; self.healthBg = healthBg; self.takeDamage = function () { self.health--; self.healthBar.visible = true; // Update health bar width self.healthFill.width = self.health / self.maxHealth * 76; // Update health bar color based on health if (self.health <= 3) { self.healthFill.tint = 0xff0000; } else if (self.health <= 6) { self.healthFill.tint = 0xffaa00; } else { self.healthFill.tint = 0x00ff00; } // Flash effect LK.effects.flashObject(self, 0xff0000, 300); if (self.health <= 0) { LK.showGameOver(); } }; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } }; self.shoot = function (targetX, targetY) { if (self.shootCooldown <= 0) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var dx = targetX - self.x; var dy = targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); bullet.vx = dx / dist * bullet.speed; bullet.vy = dy / dist * bullet.speed; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 15; } }; return self; }); var Zone = Container.expand(function (zoneIndex) { var self = Container.call(this); var zoneAssetId = 'zone' + (zoneIndex + 1); var zoneGraphics = self.attachAsset(zoneAssetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.graphics = zoneGraphics; self.captureProgress = 0; self.captureTime = 180; self.captured = false; self.playerInside = false; var progressBar = self.addChild(new Container()); progressBar.y = -zoneGraphics.height / 2 - 30; var progressBg = progressBar.attachAsset('zone', { width: 300, height: 20, tint: 0x333333, anchorX: 0.5, anchorY: 0.5 }); var progressFill = progressBar.attachAsset('zone', { width: 0, height: 16, tint: 0x00ff00, anchorX: 0, anchorY: 0.5 }); progressFill.x = -148; self.progressFill = progressFill; progressBar.visible = false; self.progressBar = progressBar; self.update = function () { if (self.playerInside && !self.captured) { self.captureProgress++; self.progressBar.visible = true; self.progressFill.width = self.captureProgress / self.captureTime * 296; if (self.captureProgress >= self.captureTime) { self.captured = true; self.graphics.tint = 0x00ff00; self.graphics.alpha = 0.5; self.progressBar.visible = false; LK.getSound('capture').play(); capturedZones++; updateScore(); } } else if (!self.playerInside && self.captureProgress > 0 && !self.captured) { self.captureProgress = Math.max(0, self.captureProgress - 2); if (self.captureProgress === 0) { self.progressBar.visible = false; } else { self.progressFill.width = self.captureProgress / self.captureTime * 296; } } }; self.checkPlayerInside = function (player) { var halfWidth = self.graphics.width / 2; var halfHeight = self.graphics.height / 2; var dx = Math.abs(player.x - self.x); var dy = Math.abs(player.y - self.y); self.playerInside = dx < halfWidth && dy < halfHeight; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ var player; var bullets = []; var enemyBullets = []; var enemies = []; var zones = []; var capturedZones = 0; var totalZones = 4; var isDragging = false; var lastShootX = 0; var lastShootY = 0; var scoreTxt = new Text2('Zones: 0/4', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); function updateScore() { scoreTxt.setText('Zones: ' + capturedZones + '/' + totalZones); if (capturedZones >= totalZones) { LK.showYouWin(); } } player = game.addChild(new Player()); player.x = 1024; player.y = 1366; var zonePositions = [{ x: 512, y: 683 }, { x: 1536, y: 683 }, { x: 512, y: 2049 }, { x: 1536, y: 2049 }]; for (var i = 0; i < zonePositions.length; i++) { var zone = new Zone(i); zone.x = zonePositions[i].x; zone.y = zonePositions[i].y; zones.push(zone); game.addChild(zone); } // Spawn enemies at zone positions for (var i = 0; i < 3; i++) { var enemy = new Enemy(); var zoneIndex = i % zonePositions.length; enemy.x = zonePositions[zoneIndex].x; enemy.y = zonePositions[zoneIndex].y; enemies.push(enemy); game.addChild(enemy); } game.down = function (x, y, obj) { isDragging = true; lastShootX = x; lastShootY = y; }; game.move = function (x, y, obj) { if (isDragging) { // Calculate drag direction from last position var dx = x - lastShootX; var dy = y - lastShootY; var dist = Math.sqrt(dx * dx + dy * dy); // Move player in the direction of the drag if (dist > 0) { player.x += dx; player.y += dy; player.x = Math.max(30, Math.min(2018, player.x)); player.y = Math.max(30, Math.min(2702, player.y)); } lastShootX = x; lastShootY = y; } }; game.up = function (x, y, obj) { if (isDragging) { player.shoot(x, y); isDragging = false; } }; game.update = function () { // Update zones for (var i = zones.length - 1; i >= 0; i--) { zones[i].checkPlayerInside(player); } // Update player bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.lifetime <= 0 || bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { if (bullet.intersects(enemies[j])) { bullet.destroy(); bullets.splice(i, 1); enemies[j].destroy(); enemies.splice(j, 1); // Spawn new enemy at a random non-captured zone position var availableZones = []; for (var k = 0; k < zones.length; k++) { if (!zones[k].captured) { availableZones.push(k); } } if (availableZones.length > 0) { var newEnemy = new Enemy(); var randomIndex = Math.floor(Math.random() * availableZones.length); var zoneIndex = availableZones[randomIndex]; newEnemy.x = zonePositions[zoneIndex].x; newEnemy.y = zonePositions[zoneIndex].y; enemies.push(newEnemy); game.addChild(newEnemy); } break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.lifetime <= 0 || bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { bullet.destroy(); enemyBullets.splice(i, 1); player.takeDamage(); } } };
===================================================================
--- original.js
+++ change.js
@@ -181,11 +181,12 @@
}
};
return self;
});
-var Zone = Container.expand(function () {
+var Zone = Container.expand(function (zoneIndex) {
var self = Container.call(this);
- var zoneGraphics = self.attachAsset('zone', {
+ var zoneAssetId = 'zone' + (zoneIndex + 1);
+ var zoneGraphics = self.attachAsset(zoneAssetId, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
@@ -295,9 +296,9 @@
x: 1536,
y: 2049
}];
for (var i = 0; i < zonePositions.length; i++) {
- var zone = new Zone();
+ var zone = new Zone(i);
zone.x = zonePositions[i].x;
zone.y = zonePositions[i].y;
zones.push(zone);
game.addChild(zone);
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