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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'heartAsset.destroy();' Line Number: 242
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'heartAsset.destroy();' Line Number: 240
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powerupred asset i level 1 den sonra aktif olsun
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powerupred asset i biraz daha yukarıda gözüksün
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powerupred asset i oranın birz yukarında gözüksün
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powerupred asset i ekranın ortasında gözüksün
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powerupred asset i daha da aşağıda gözüksün
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powerupred asset i daha da aşağıda gözüksün
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powerupred asset i daha da aşağıda gözüksün
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powerupred asset i daha aşağıda gözüksün
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powerupred asset i Level yazısının üzerinde gözüküp kayıp olsun
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her level atladığında ekrana orta üst kısmında 1 asset kalp belirsin ve mevcut cana +2 eklesin
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enemy6 patlatıldığı zaman mevcut firerate 2 katına çıksın. ama bu 3 saniye sürsün sonra enemy6 patlatılmadan önceki firerate e geri dönsün.
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enemy6 patlatıldığı zaman firerate 3 saniye iki katına çıksın ve sonra eski haline geri dönsün
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enemy6 her levelde gelsin ve biraz daha sık gelsin.
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enemy6 her levelde gelsin ve biraz daha sık gelsin. o patladığı zaman 3 saniyeliğine firerate emvcut firerateden %100 artsın
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level geçişlerinde ekrana çıkan firerate artıtırımı yazısını kaldır
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enemy4 eğer patlamadan aşağı inerse player canından eksiltmesin
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enemy3 eğer patlamadan aşağı inerse player canından eksiltmesin
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enemy4 ve enemy3 kacırdığım zaman canlarım azalmasın
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tüm oyun boyunca mevcut firerate oranı score altında ufak olarak yazsın
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enemy4 un verdiği firerate attırmı tüm leveller boyunca devam etsin. ama levelde toplanan firerate diger levele geçerken %0.3 düşşün
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enemy6 enemy4 ile aynı özellikleri taşısın ama ondan %90 daha az gelsin
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yeni bir enemy ekle assets i olsun
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yeni düşman ve bu düşmana bağlı bir asset ekle bu düşman yok edildiği zaman 4 saniyeliğine firerate %100 artsın
/**** * Classes ****/ // Define the BackgroundObject class var BackgroundObject = Container.expand(function () { var self = Container.call(this); var bgObjectGraphics = self.attachAsset('bgObject', { anchorX: 0.5, anchorY: 0.5 }); self.speed = (Math.random() * 5 + 2) * 1.5; // Increase speed by 50% self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -50; // Reset position to top once it goes off screen self.x = Math.random() * 2048; // Randomize x position } }; }); // 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; }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy2', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.rotationSpeed = Math.random() * 0.1 - 0.05; self.hits = 0; // Track the number of hits self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); // Define the FastEnemy class var FastEnemy = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy3', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 6.5; // 30% faster than regular enemies self.rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); var FireRateEnemy = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy4', { 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; }; }); var NewEnemy = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy5', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.rotationSpeed = Math.random() * 0.1 - 0.05; self.hits = 0; // Track the number of hits self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); var NewEnemy6 = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy6', { 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 Wall class var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('levelBar', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Walls are static, no update logic needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // New enemy asset // Play background music and loop it continuously LK.playMusic('backmusic', { loop: true }); // New enemy asset // 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() { var gainedFeaturesText = 'LEVEL ' + level; // Initialize the text with the level number levelText.setText(gainedFeaturesText); // Set the level text levelText.setStyle({ fontSize: 100 }); // Reduce font size for gained features text levelText.anchor.set(0.5, 0.5); // Center the text on the screen levelText.visible = true; fireRate *= 0.997; // Reduce fire rate by 0.3% when transitioning to a new level // Declare heartAsset in the correct scope var heartAsset; // Display a heart asset at the top center and add 2 lives if (level > 1) { heartAsset = LK.getAsset('powerUpRed', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1100 }); game.addChild(heartAsset); } // Add 2 lives lives += 2; livesText.setText('Lives: ' + lives); // Remove the heart asset after a short duration LK.setTimeout(function () { if (heartAsset) { heartAsset.destroy(); } }, 2000); // Increase enemy speed and spawn rate by 5% each level enemySpeedMultiplier = 1.04 * Math.pow(1.04, level - 1); enemySpawnRate *= 0.95; // Increase background object speed by 10% each level backgroundObjects.forEach(function (bgObject) { bgObject.speed *= 1.10; }); LK.setTimeout(function () { levelText.visible = false; spawnEnemies(); }, 4000); } // Function to spawn enemies function spawnEnemies() { enemySpawnTimer = LK.setInterval(function () { var enemy; if (Math.random() < 0.1) { enemy = new FastEnemy(); enemy.speed *= 1.5; // Increase speed by 50% } else if (Math.random() < 0.05) { // 5% chance to spawn the new FireRateEnemy enemy = new FireRateEnemy(); } else if (Math.random() < 0.05) { // 5% chance to spawn NewEnemy6 enemy = new NewEnemy6(); } else if (level > 1 && Math.random() < 0.2) { // 20% chance to spawn the new enemy type after level 1 // 20% chance to spawn the new enemy type after level 1 enemy = new Enemy2(); } else if (Math.random() < 0.15) { // 15% chance to spawn the new enemy type in all levels enemy = new NewEnemy(); } else { 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 background objects var backgroundObjects = []; for (var i = 0; i < 40; i++) { // Create 40 background objects // Create 20 background objects var bgObject = new BackgroundObject(); bgObject.x = Math.random() * 2048; bgObject.y = Math.random() * 2732; backgroundObjects.push(bgObject); game.addChild(bgObject); } // 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); // Display current fire rate below the score var fireRateText = new Text2('Fire Rate: ' + (1 / fireRate).toFixed(2), { size: 80, fill: 0xFFFFFF }); fireRateText.anchor.set(0, 0); fireRateText.y = scoreText.height + 10; // Position below the score LK.gui.topLeft.addChild(fireRateText); 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) { var deltaX = x - player.x; // Prevent player from moving through walls if (x > 100 && x < 1948) { player.x = x; } backgroundObjects.forEach(function (bgObject) { bgObject.x -= deltaX * 0.1; // Move background objects in the opposite direction }); }; // 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 background objects for (var i = 0; i < backgroundObjects.length; i++) { backgroundObjects[i].update(); } // 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(); // Prevent enemies from moving through walls if (enemies[i].x < 100) { enemies[i].x = 100; } else if (enemies[i].x > 1948) { enemies[i].x = 1948; } if (enemies[i].y > 2732) { if (!(enemies[i] instanceof FastEnemy) && !(enemies[i] instanceof FireRateEnemy)) { lives--; livesText.setText('Lives: ' + lives); if (lives <= 0) { LK.showGameOver(); } } enemies[i].destroy(); enemies.splice(i, 1); } } // 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); // 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); if (enemies[j] instanceof Enemy2) { enemies[j].hits++; if (enemies[j].hits >= 2) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(100); // Higher score for the tougher enemy } } else if (enemies[j] instanceof NewEnemy) { enemies[j].hits++; if (enemies[j].hits >= 2) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(200); // Score for NewEnemy } } else if (enemies[j] instanceof FastEnemy) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(150); // Higher score for the faster enemy // Slow down other enemies by 30% enemies.forEach(function (enemy) { enemy.speed *= 0.7; }); } else if (enemies[j] instanceof FireRateEnemy) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(75); // Score for the FireRateEnemy fireRate *= 0.98; // Increase fire rate by 2% } else if (enemies[j] instanceof NewEnemy6) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(100); // Score for NewEnemy6 var originalFireRate = fireRate; fireRate /= 2; // Double the fire rate LK.setTimeout(function () { fireRate = originalFireRate; // Revert to original fire rate after 3 seconds }, 3000); } else { enemies[j].destroy(); enemies.splice(j, 1); updateScore(50); } break; } } } // Update fire rate text fireRateText.setText('Fire Rate: ' + (1 / fireRate).toFixed(2)); };
===================================================================
--- original.js
+++ change.js
@@ -219,9 +219,11 @@
lives += 2;
livesText.setText('Lives: ' + lives);
// Remove the heart asset after a short duration
LK.setTimeout(function () {
- heartAsset.destroy();
+ if (heartAsset) {
+ heartAsset.destroy();
+ }
}, 2000);
// Increase enemy speed and spawn rate by 5% each level
enemySpeedMultiplier = 1.04 * Math.pow(1.04, level - 1);
enemySpawnRate *= 0.95;
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.