User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'size')' in or related to this line: 'levelText.style.size = 100; // Reduce font size for gained features text' Line Number: 169
User prompt
kazalılan özellik yazısı daha küçük yazılsın ve yazılar birbirine ve ekrana ortalansın
User prompt
her level atlandığında kazanılan hızlanan özellikler geçilen level yazısının yukarısında yazsın örnek olarak %1 firerate gibi
User prompt
interaktif arka plan objeleri 2 katına cıkart
User prompt
her level attırğında standart firerate %1 artsın
User prompt
enemy4 daha az gelsin ve firerate i %2 arttırsın .
User prompt
enemy 4 vuruldunda firerate %8 artsın
User prompt
enemy 4 vurulduğunda firerate %50 artsın
User prompt
farklı bir düşma asset i daha ekleyelim bu düşman vuruduğu zaman player firerate i %5 artsın ve level sonuna kadar oş şekilde devam etsin level bitince eski haline geri dönsün
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bullet1.x = bullets[i].x + 10; // Slight offset for visual separation' Line Number: 332
User prompt
enemy 2 ye vurduğumda kurşunlarım enemy2 üzerinde 2 ye ayrılarak başka yönlere gidebilsin
User prompt
oyun başladığı zaman bizi bir ana menü karşılasın ve oyunu başlamak için bir buton olsun buto bastıktan sonra oyun başlasın
User prompt
enemy 2 3 kere vurulunda yok olsun her vurulduğunda geldiğin sönün tersine doğru capraz olarak yön değiştirsin. ve diger düşmanlara çaptığında onlarıda yok etsin
User prompt
enemy 2 3 kere vurulunda yok olsun her vurulduğunda geldiğin sönün tersine doğru sağ yada sola doğru rastgele yön değiştirsin
User prompt
enemy 2 3 kere vurulunda yok olsun ama her vurdumda yukarı herhangi bir yere doğru yön değiştirsin
User prompt
interaktif arka plan player kareketine göre hareket etsin sağ giderse sola , sola giderse sağa gibi
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var hitEffect = LK.getAsset('explosion', {' Line Number: 331
User prompt
enemy 3 vuruldulduğunda ekran 1 asset gözüksün 0.5 saniye gözüksün kayıp olsun
User prompt
enemy 3 geldiğinde %50 daha hızlı gelsin
User prompt
yeni bir düşma daha asset ile ekle ve bu düşman az oranda gelsin ve diğer düşmanlardan %30 daha hızlı olsun ama bu düşman yok edildiği zaman diğer düşmanlar level boyunca %30 yavaşlasınlar. ama diğer level başlangıcında eski o levelde olmaları gereken hıza geri dönsünler
User prompt
her level arttığında interaktif arka planda %10 daha hızlansın
User prompt
başka bir düşman daha eklemek istiyorum ve bu duşman başka bir asset kullansın ve rastege az miktarda gelsin. ama bu duşman 2 vuruşta yok olsun .
User prompt
interaktif arka planı %50 hızlandır
User prompt
bir interaktif arka plan yap bu araka plan da objeler yukarıdan aşağıya doğru hızlı şekilde aksın
User prompt
güclendirmeleri level 2 den sonra göster ve 1 kere vurulduktan sonra kaldır. bunu her level başlangıcında yap
/**** * 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 size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); //<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 // Shooting logic if (LK.ticks - lastShot >= fireRate * 60) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); lastShot = LK.ticks; } }; }); // Define the PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUpGreen', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // PowerUp 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; var powerUp1; var powerUp2; var powerUp3; // Function to start a new level function startLevel() { levelText.setText('LEVEL ' + level); levelText.visible = true; // Increase enemy speed and spawn rate by 5% each level enemySpeedMultiplier *= 1.05; enemySpawnRate *= 0.95; LK.setTimeout(function () { levelText.visible = false; // Initialize powerUps only if level is 2 or higher if (level >= 2) { powerUp1 = new PowerUp(); powerUp1.x = 1024 - 200; powerUp1.y = 1366; game.addChild(powerUp1); powerUp2 = new PowerUp(); powerUp2.x = 1024; powerUp2.y = 1366; game.addChild(powerUp2); powerUp3 = new PowerUp(); powerUp3.x = 1024 + 200; powerUp3.y = 1366; game.addChild(powerUp3); powerUp1.visible = true; powerUp2.visible = true; powerUp3.visible = true; } 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 * Math.pow(2.5, level - 1)) { level++; // Increase enemy speed and spawn rate by 10% each level enemySpeedMultiplier *= 1.1; enemySpawnRate *= 0.9; 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 var lastShot = 0; var fireRate = 0.5; game.up = function (x, y, obj) { if (LK.ticks - lastShot >= fireRate * 60) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); lastShot = LK.ticks; } }; // 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) { powerUp1.visible = false; powerUp2.visible = false; powerUp3.visible = false; 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(powerUp1)) { fireRate *= 1.05; bullets[i].destroy(); bullets.splice(i, 1); powerUp1.destroy(); } else if (bullets[i].intersects(powerUp2)) { enemySpeedMultiplier *= 0.95; bullets[i].destroy(); bullets.splice(i, 1); powerUp2.destroy(); } else if (bullets[i].intersects(powerUp3)) { fireRate /= 2; bullets[i].destroy(); bullets.splice(i, 1); powerUp3.destroy(); } else if (bullets[i].intersects(enemies[j])) { bullets[i].destroy(); bullets.splice(i, 1); // Add explosion effect // Placeholder function as LK.effects.explosion does not exist var explosion = function explosion(x, y, scale, speed, rotationSpeed) { var explosionAsset = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: scale, scaleY: scale }); explosionAsset.speed = speed; explosionAsset.rotationSpeed = rotationSpeed; explosionAsset.update = function () { this.y += this.speed; this.rotation += this.rotationSpeed; // Gradually shrink the explosion effect this.scaleX *= 0.95; this.scaleY *= 0.95; // If the explosion effect has shrunk to less than 5% of its original size, destroy it if (this.scaleX < 0.05 || this.scaleY < 0.05) { this.destroy(); } }; game.addChild(explosionAsset); }; explosion(enemies[j].x, enemies[j].y, 1, enemies[j].speed, enemies[j].rotationSpeed); 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 size = Math.random() * 100 + 100;
var enemyGraphics = self.attachAsset('enemy', {
width: size,
height: size,
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.rotationSpeed = Math.random() * 0.1 - 0.05;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
};
});
//<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
// Shooting logic
if (LK.ticks - lastShot >= fireRate * 60) {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullets.push(bullet);
game.addChild(bullet);
lastShot = LK.ticks;
}
};
});
// Define the PowerUp class
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUpGreen', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// PowerUp 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;
var powerUp1;
var powerUp2;
var powerUp3;
// Function to start a new level
function startLevel() {
levelText.setText('LEVEL ' + level);
levelText.visible = true;
// Increase enemy speed and spawn rate by 5% each level
enemySpeedMultiplier *= 1.05;
enemySpawnRate *= 0.95;
LK.setTimeout(function () {
levelText.visible = false;
// Initialize powerUps only if level is 2 or higher
if (level >= 2) {
powerUp1 = new PowerUp();
powerUp1.x = 1024 - 200;
powerUp1.y = 1366;
game.addChild(powerUp1);
powerUp2 = new PowerUp();
powerUp2.x = 1024;
powerUp2.y = 1366;
game.addChild(powerUp2);
powerUp3 = new PowerUp();
powerUp3.x = 1024 + 200;
powerUp3.y = 1366;
game.addChild(powerUp3);
powerUp1.visible = true;
powerUp2.visible = true;
powerUp3.visible = true;
}
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 * Math.pow(2.5, level - 1)) {
level++;
// Increase enemy speed and spawn rate by 10% each level
enemySpeedMultiplier *= 1.1;
enemySpawnRate *= 0.9;
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
var lastShot = 0;
var fireRate = 0.5;
game.up = function (x, y, obj) {
if (LK.ticks - lastShot >= fireRate * 60) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
lastShot = LK.ticks;
}
};
// 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) {
powerUp1.visible = false;
powerUp2.visible = false;
powerUp3.visible = false;
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(powerUp1)) {
fireRate *= 1.05;
bullets[i].destroy();
bullets.splice(i, 1);
powerUp1.destroy();
} else if (bullets[i].intersects(powerUp2)) {
enemySpeedMultiplier *= 0.95;
bullets[i].destroy();
bullets.splice(i, 1);
powerUp2.destroy();
} else if (bullets[i].intersects(powerUp3)) {
fireRate /= 2;
bullets[i].destroy();
bullets.splice(i, 1);
powerUp3.destroy();
} else if (bullets[i].intersects(enemies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
// Add explosion effect
// Placeholder function as LK.effects.explosion does not exist
var explosion = function explosion(x, y, scale, speed, rotationSpeed) {
var explosionAsset = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: scale,
scaleY: scale
});
explosionAsset.speed = speed;
explosionAsset.rotationSpeed = rotationSpeed;
explosionAsset.update = function () {
this.y += this.speed;
this.rotation += this.rotationSpeed;
// Gradually shrink the explosion effect
this.scaleX *= 0.95;
this.scaleY *= 0.95;
// If the explosion effect has shrunk to less than 5% of its original size, destroy it
if (this.scaleX < 0.05 || this.scaleY < 0.05) {
this.destroy();
}
};
game.addChild(explosionAsset);
};
explosion(enemies[j].x, enemies[j].y, 1, enemies[j].speed, enemies[j].rotationSpeed);
enemies[j].destroy();
enemies.splice(j, 1);
updateScore(50);
break;
}
}
}
};
daire şeklinde kraterler bulunan gir gezegen. Single Game Texture. In-Game asset. 2d. no background. High contrast. No shadows.
kırmızı gezegen. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
yuvarlak bir fire yazısı yeşil. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
uzay uydusu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
elevler içinde 2X yazısı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
+2 yazan bir kalp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
iceball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.