User prompt
Please fix the bug: 'TypeError: LK.effects.explosion is not a function' in or related to this line: 'var explosion = LK.effects.explosion(enemies[j].x, enemies[j].y, 1);' Line Number: 208
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düşmanları ateş edip yok ettigim bir patlama efekti olsun
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interaktif arka planı kaldır
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her level de düşman güçünü %15 arttır
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interaktif bir arka plan yapalım yukarıdan aşağı kayan objeler olsun
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düşmalar farklı dönüşş hızlarıyla gelsinler
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düşmanlar dönerek gelsinler
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düşmanlar yavaşca gönerek gelsinler
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düşmanlar arklı ölçülerde gelsin ala kare olsunlar en az 100 x 100 en fazla 200 x 200
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standart firerate i 0.5 yap
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kendi ateş etsin
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firerate ekleyelim standar fire rate 1 olsun .
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sürekli ateş edeyim ama aralıklarla
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devamlı ateş etmeliyim
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karakterim sürekli ateş etsin
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level level değişimleri şu şekilde olsun level 1 2500 sonrasında her level bir öncekinin 2.5 katı olarak olsun . örnekl olarak level 1 2500 level 2 6250 level 3 15625
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her level de hız ve sıklıkta %10 artsın
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Starshipwars
/**** * Classes ****/ // Define the Bullet class 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.update = function () { self.y += self.speed; }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player movement logic will be handled in game.down and game.move }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize variables var player; var enemies = []; var bullets = []; var score = 0; var lives = 10; var level = 1; var levelText; var scoreText; var livesText; var enemySpeedMultiplier = 1; var enemySpawnRate = 1000; var enemySpawnTimer; // Function to start a new level function startLevel() { levelText.setText('LEVEL ' + level); levelText.visible = true; LK.setTimeout(function () { levelText.visible = false; spawnEnemies(); }, 4000); } // Function to spawn enemies function spawnEnemies() { enemySpawnTimer = LK.setInterval(function () { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -50; enemy.speed *= enemySpeedMultiplier; enemies.push(enemy); game.addChild(enemy); }, enemySpawnRate); } // Function to update score and level function updateScore(points) { score += points; scoreText.setText('Score: ' + score); if (score >= 2500 * level) { level++; enemySpeedMultiplier *= 1.2; enemySpawnRate *= 0.7; clearEnemies(); startLevel(); } } // Function to clear enemies function clearEnemies() { for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; LK.clearInterval(enemySpawnTimer); } // Initialize player player = new Player(); player.x = 1024; player.y = 2500; game.addChild(player); // Initialize texts levelText = new Text2('LEVEL 1', { size: 150, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelText); scoreText = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); livesText = new Text2('Lives: 10', { size: 100, fill: 0xFFFFFF }); livesText.anchor.set(1, 0); LK.gui.topRight.addChild(livesText); // Start the first level startLevel(); // Handle player movement game.down = function (x, y, obj) { player.x = x; }; game.move = function (x, y, obj) { player.x = x; }; // Handle shooting game.up = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; // Game update loop game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); lives--; livesText.setText('Lives: ' + lives); if (lives <= 0) { LK.showGameOver(); } } } // Check for collisions for (var i = bullets.length - 1; i >= 0; i--) { for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { bullets[i].destroy(); bullets.splice(i, 1); enemies[j].destroy(); enemies.splice(j, 1); updateScore(50); break; } } } };
/****
* Classes
****/
// Define the Bullet class
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.update = function () {
self.y += self.speed;
};
});
// Define the Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Player movement logic will be handled in game.down and game.move
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var player;
var enemies = [];
var bullets = [];
var score = 0;
var lives = 10;
var level = 1;
var levelText;
var scoreText;
var livesText;
var enemySpeedMultiplier = 1;
var enemySpawnRate = 1000;
var enemySpawnTimer;
// Function to start a new level
function startLevel() {
levelText.setText('LEVEL ' + level);
levelText.visible = true;
LK.setTimeout(function () {
levelText.visible = false;
spawnEnemies();
}, 4000);
}
// Function to spawn enemies
function spawnEnemies() {
enemySpawnTimer = LK.setInterval(function () {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemy.speed *= enemySpeedMultiplier;
enemies.push(enemy);
game.addChild(enemy);
}, enemySpawnRate);
}
// Function to update score and level
function updateScore(points) {
score += points;
scoreText.setText('Score: ' + score);
if (score >= 2500 * level) {
level++;
enemySpeedMultiplier *= 1.2;
enemySpawnRate *= 0.7;
clearEnemies();
startLevel();
}
}
// Function to clear enemies
function clearEnemies() {
for (var i = 0; i < enemies.length; i++) {
enemies[i].destroy();
}
enemies = [];
LK.clearInterval(enemySpawnTimer);
}
// Initialize player
player = new Player();
player.x = 1024;
player.y = 2500;
game.addChild(player);
// Initialize texts
levelText = new Text2('LEVEL 1', {
size: 150,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(levelText);
scoreText = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreText);
livesText = new Text2('Lives: 10', {
size: 100,
fill: 0xFFFFFF
});
livesText.anchor.set(1, 0);
LK.gui.topRight.addChild(livesText);
// Start the first level
startLevel();
// Handle player movement
game.down = function (x, y, obj) {
player.x = x;
};
game.move = function (x, y, obj) {
player.x = x;
};
// Handle shooting
game.up = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
};
// Game update loop
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
lives--;
livesText.setText('Lives: ' + lives);
if (lives <= 0) {
LK.showGameOver();
}
}
}
// Check for collisions
for (var i = bullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullets[i].intersects(enemies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
enemies[j].destroy();
enemies.splice(j, 1);
updateScore(50);
break;
}
}
}
};
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