User prompt
bullet yerine sağ ve sol koks yumruklari atsin ama kırmızı daire içinde
User prompt
marketi sil
User prompt
oyunu durdurunca market menüsü gelsin coin ile silah alabileyim ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
zombie 4 farkli olsun resmini degistircem
User prompt
3.zombie farkli olsun resmini deistircem
User prompt
2. zombi farkli olsun resmini degistircem ona göre
User prompt
2. bir bomzie ekle
User prompt
her 10 mermiden 3 tanesi zombie direk öldürsün
User prompt
her 10 mermiden rast gele 2 tanesi zombie direk öldürsün
User prompt
her dalgada kaç tane zombie gelecegi gösterilsin
User prompt
zombi haraketleri kırmızı alanda ve dışındaki haraketleri yer değiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kırmızı alana girince zombiler direk saldınsınlar
User prompt
son mermi zombileri direk öldürmesin.
User prompt
zombiler playere düz bir şekilde gelmesin yapay zekalı şekilse gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zombie kirmizi alansa 3 saniye dolaşsin tekrar öyle saldirsin playere ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zombiler playerin canını azaltınca kırmızı alanın sınıra gitsin ve tam kırmızı alanın etrafında 1 ile 5 saniye aralıklarla rast gele dolaşsın sonra tekrar saldırsın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zombiler ama kirmizi alandan uzaklaşmasin
User prompt
zombiler player canini azaltip kirmizi alandan cikinca farkli bir yerden kirmizi alana girip tekrar canini azaltsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zombiler player canını azaltinca kırmızı alandan çıkıp tekrar saldırsın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zombilerin cani gozuksun
User prompt
health sadec player üstünde yazsin
User prompt
healht sadece player üstünde gözüksün
User prompt
zombie düşen kalp rengi kırmızı
User prompt
eğer canım 100 değilse %75 ihtimalle zombie can düşsün.
User prompt
%3 ihtimalle zombilerden coin yerine can düşsün ve alınca canım %10 yükselsin.
/****
* 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.velocityX = 0;
self.velocityY = 0;
self.damage = 25;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
var index = bullets.indexOf(self);
if (index !== -1) {
bullets.splice(index, 1);
}
self.destroy();
}
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.lastPlayerDistance = Infinity;
// Start small and grow when spawned
self.scaleX = 0.1;
self.scaleY = 0.1;
tween(self, {
scaleX: 1.75,
scaleY: 1.75
}, {
duration: 800,
easing: tween.bounceOut
});
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Collect coin if player is close
if (self.lastPlayerDistance > 40 && distance <= 40) {
player.coins += self.value;
LK.getSound('coin').play();
// Animate coin growing before collection
tween(self, {
scaleX: 2.8,
scaleY: 2.8,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
var index = coins.indexOf(self);
if (index !== -1) {
coins.splice(index, 1);
}
self.destroy();
}
});
}
self.lastPlayerDistance = distance;
};
return self;
});
var HealthDrop = Container.expand(function () {
var self = Container.call(this);
var healthDropGraphics = self.attachAsset('healthDrop', {
anchorX: 0.5,
anchorY: 0.5
});
// Tint the health drop red to look like a heart
healthDropGraphics.tint = 0xFF0000;
self.healAmount = 10; // 10% heal
self.lastPlayerDistance = Infinity;
// Start small and grow when spawned
self.scaleX = 0.1;
self.scaleY = 0.1;
tween(self, {
scaleX: 1.75,
scaleY: 1.75
}, {
duration: 800,
easing: tween.bounceOut
});
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Collect health drop if player is close
if (self.lastPlayerDistance > 40 && distance <= 40) {
// Heal player by 10% of max health
var healAmount = Math.floor(player.maxHealth * 0.1);
player.health = Math.min(player.maxHealth, player.health + healAmount);
if (player.healthText) {
player.healthText.setText(player.health.toString());
}
LK.getSound('coin').play();
// Animate health drop growing before collection
tween(self, {
scaleX: 2.8,
scaleY: 2.8,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
var index = healthDrops.indexOf(self);
if (index !== -1) {
healthDrops.splice(index, 1);
}
self.destroy();
}
});
}
self.lastPlayerDistance = distance;
};
return self;
});
// Game arrays
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 5;
self.damage = 25;
self.armor = 0;
self.coins = 0;
self.shootCooldown = 0;
self.range = 375;
// Create range circle
var rangeCircle = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2
});
rangeCircle.width = self.range * 2;
rangeCircle.height = self.range * 2;
// Create health text above player
var healthText = new Text2(self.health.toString(), {
size: 60,
fill: 0x00FF00
});
healthText.anchor.set(0.5, 1);
healthText.x = 0;
healthText.y = -100;
self.addChild(healthText);
self.healthText = healthText;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.takeDamage = function (damage) {
var actualDamage = Math.max(1, damage - self.armor);
self.health -= actualDamage;
if (self.healthText) {
self.healthText.setText(Math.max(0, self.health).toString());
}
if (self.health <= 0) {
self.health = 0;
LK.showGameOver();
}
};
self.shoot = function (targetX, targetY) {
if (self.shootCooldown > 0 || bulletCount <= 0 || isReloading) return;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if target is within range
if (distance > self.range) return;
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.velocityX = dx / distance * 15;
bullet.velocityY = dy / distance * 15;
bullet.damage = self.damage;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
self.shootCooldown = 10;
bulletCount--;
// Start reloading if out of bullets
if (bulletCount <= 0) {
isReloading = true;
reloadTimer = 180; // 3 seconds at 60fps
}
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 2;
self.damage = 20;
self.coinValue = 10;
self.lastPlayerDistance = Infinity;
self.isRetreating = false;
// Create health text above zombie
var healthText = new Text2(self.health.toString(), {
size: 40,
fill: 0xFF0000
});
healthText.anchor.set(0.5, 1);
healthText.x = 0;
healthText.y = -80;
self.addChild(healthText);
self.healthText = healthText;
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If zombie is in retreat mode, move away from player
if (self.isRetreating) {
if (distance < player.range) {
// Move away from player
self.x -= dx / distance * self.speed * 1.5;
self.y -= dy / distance * self.speed * 1.5;
} else {
// Exit red area, stop retreating and start attacking again
self.isRetreating = false;
}
} else {
// Normal attack behavior
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
// Check collision with player
if (self.lastPlayerDistance > 30 && distance <= 30 && !self.isRetreating) {
player.takeDamage(self.damage);
LK.getSound('hit').play();
// Start retreating after dealing damage
self.isRetreating = true;
// Add visual feedback with tween
tween(self, {
alpha: 0.5
}, {
duration: 200
});
tween(self, {
alpha: 1
}, {
duration: 200,
onFinish: function onFinish() {}
});
}
self.lastPlayerDistance = distance;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.healthText) {
self.healthText.setText(Math.max(0, self.health).toString());
}
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// If player health is not 100, 75% chance to drop health, otherwise drop coin
// If player health is 100, 3% chance to drop health, otherwise drop coin
var healthDropChance = player.health < 100 ? 0.75 : 0.03;
if (Math.random() < healthDropChance) {
var healthDrop = new HealthDrop();
healthDrop.x = self.x;
healthDrop.y = self.y;
healthDrops.push(healthDrop);
game.addChild(healthDrop);
} else {
var coin = new Coin();
coin.x = self.x;
coin.y = self.y;
coin.value = self.coinValue;
coins.push(coin);
game.addChild(coin);
}
var index = zombies.indexOf(self);
if (index !== -1) {
zombies.splice(index, 1);
}
self.destroy();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2a2a2a
});
/****
* Game Code
****/
// Game state
var gameStarted = false;
var bulletCount = 10;
var maxBullets = 10;
var isReloading = false;
var reloadTimer = 0;
var fireButtonActive = false;
// Start menu elements
var titleText = new Text2('ZOMBIE SURVIVAL', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(titleText);
titleText.y = -200;
var playButton = new Text2('TAP TO START', {
size: 60,
fill: 0x00FF00
});
playButton.anchor.set(0.5, 0.5);
LK.gui.center.addChild(playButton);
playButton.y = 100;
// Game arrays
var zombies = [];
var bullets = [];
var coins = [];
var healthDrops = [];
// Game variables
var waveNumber = 1;
var zombiesPerWave = 5;
var spawnTimer = 0;
var zombiesSpawned = 0;
// Player variable (will be created when game starts)
var player = null;
// UI Elements (will be created when game starts)
var healthText = null;
var coinsText = null;
var waveText = null;
var bulletText = null;
function startGame() {
gameStarted = true;
// Hide start menu
titleText.visible = false;
playButton.visible = false;
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
// Create UI Elements
healthText = new Text2('Health: 100/100', {
size: 40,
fill: 0xFF0000
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = 120;
healthText.y = 20;
coinsText = new Text2('Coins: 0', {
size: 40,
fill: 0xFFD700
});
coinsText.anchor.set(0, 0);
LK.gui.topRight.addChild(coinsText);
coinsText.x = -200;
coinsText.y = 20;
waveText = new Text2('Wave: 1', {
size: 40,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
waveText.y = 20;
bulletText = new Text2('', {
size: 40,
fill: 0x00FFFF
});
bulletText.anchor.set(0.5, 0);
player.addChild(bulletText);
bulletText.x = 0;
bulletText.y = 120;
}
// Touch controls
var touchStartX = 0;
var touchStartY = 0;
var isMoving = false;
game.down = function (x, y, obj) {
if (!gameStarted) {
startGame();
return;
}
touchStartX = x;
touchStartY = y;
isMoving = true;
// Shoot at nearest zombie or forward if no zombies
if (player && bulletCount > 0 && !isReloading) {
// Find nearest zombie within range as target
var nearestZombie = null;
var minDistance = Infinity;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var dx = zombie.x - player.x;
var dy = zombie.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= player.range && distance < minDistance) {
minDistance = distance;
nearestZombie = zombie;
}
}
// Shoot at nearest zombie within range only
if (nearestZombie) {
player.shoot(nearestZombie.x, nearestZombie.y);
}
}
};
game.move = function (x, y, obj) {
if (!gameStarted || !player) return;
if (isMoving) {
var dx = x - touchStartX;
var dy = y - touchStartY;
var newX = player.x + dx * 0.5;
var newY = player.y + dy * 0.5;
// Keep player within bounds
player.x = Math.max(30, Math.min(2018, newX));
player.y = Math.max(30, Math.min(2702, newY));
touchStartX = x;
touchStartY = y;
}
};
game.up = function (x, y, obj) {
if (!gameStarted) return;
isMoving = false;
};
// Game update loop
game.update = function () {
if (!gameStarted || !player) return;
// Handle reloading
if (isReloading) {
reloadTimer--;
if (reloadTimer <= 0) {
bulletCount = maxBullets;
isReloading = false;
}
}
// Update UI
if (healthText && coinsText && waveText && bulletText) {
healthText.setText('Health: ' + player.health + '/' + player.maxHealth);
coinsText.setText('Coins: ' + player.coins);
waveText.setText('Wave: ' + waveNumber);
if (isReloading) {
var reloadTimeLeft = Math.ceil(reloadTimer / 60);
bulletText.setText('Reloading... ' + reloadTimeLeft + 's');
} else {
bulletText.setText('Bullets: ' + bulletCount + '/' + maxBullets);
}
}
// Spawn zombies
if (zombiesSpawned < zombiesPerWave) {
spawnTimer++;
if (spawnTimer >= 60) {
// Spawn every second
spawnTimer = 0;
spawnZombie();
zombiesSpawned++;
}
} else if (zombies.length === 0) {
// Start next wave
waveNumber++;
zombiesPerWave += 2;
zombiesSpawned = 0;
}
// Check bullet-zombie collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
var bulletHit = false;
for (var j = zombies.length - 1; j >= 0; j--) {
var zombie = zombies[j];
if (bullet.intersects(zombie)) {
var randomDamage;
// If this is the last bullet (bulletCount is 0), deal maximum damage
if (bulletCount === 0) {
randomDamage = zombie.health; // Guaranteed kill
} else {
// Random damage between 1 and zombie's current health (can kill in one shot)
randomDamage = Math.floor(Math.random() * zombie.health) + 1;
}
zombie.takeDamage(randomDamage);
bullets.splice(i, 1);
bullet.destroy();
bulletHit = true;
break;
}
}
}
};
function spawnZombie() {
var zombie = new Zombie();
// Spawn at random edge of screen
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
zombie.x = Math.random() * 2048;
zombie.y = -50;
break;
case 1:
// Right
zombie.x = 2098;
zombie.y = Math.random() * 2732;
break;
case 2:
// Bottom
zombie.x = Math.random() * 2048;
zombie.y = 2782;
break;
case 3:
// Left
zombie.x = -50;
zombie.y = Math.random() * 2732;
break;
}
zombie.health += (waveNumber - 1) * 10; // Increase health with waves
zombie.maxHealth = zombie.health;
zombie.coinValue += Math.floor((waveNumber - 1) * 2);
// Update health text to show new health value
if (zombie.healthText) {
zombie.healthText.setText(zombie.health.toString());
}
zombies.push(zombie);
game.addChild(zombie);
} ===================================================================
--- original.js
+++ change.js
@@ -216,8 +216,9 @@
self.speed = 2;
self.damage = 20;
self.coinValue = 10;
self.lastPlayerDistance = Infinity;
+ self.isRetreating = false;
// Create health text above zombie
var healthText = new Text2(self.health.toString(), {
size: 40,
fill: 0xFF0000
@@ -230,16 +231,43 @@
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 5) {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
+ // If zombie is in retreat mode, move away from player
+ if (self.isRetreating) {
+ if (distance < player.range) {
+ // Move away from player
+ self.x -= dx / distance * self.speed * 1.5;
+ self.y -= dy / distance * self.speed * 1.5;
+ } else {
+ // Exit red area, stop retreating and start attacking again
+ self.isRetreating = false;
+ }
+ } else {
+ // Normal attack behavior
+ if (distance > 5) {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
}
// Check collision with player
- if (self.lastPlayerDistance > 30 && distance <= 30) {
+ if (self.lastPlayerDistance > 30 && distance <= 30 && !self.isRetreating) {
player.takeDamage(self.damage);
LK.getSound('hit').play();
+ // Start retreating after dealing damage
+ self.isRetreating = true;
+ // Add visual feedback with tween
+ tween(self, {
+ alpha: 0.5
+ }, {
+ duration: 200
+ });
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {}
+ });
}
self.lastPlayerDistance = distance;
};
self.takeDamage = function (damage) {
bitcoin sembollü sarı eski madeni para. In-Game asset. 2d. High contrast. No shadows
kırmızı kalp. In-Game asset. 2d. High contrast. No shadows
kadın zombi. In-Game asset. 2d. High contrast. No shadows
daire kırmıza alan. In-Game asset. 2d. High contrast. No shadows
boss zombie şişko. In-Game asset. 2d. High contrast. No shadows
boss zombie şişko kadın makyajlı. In-Game asset. 2d. High contrast. No shadows
tek yumruk boks eldiveni. In-Game asset. 2d. High contrast. No shadows
şakaci komik yüzlü salak gözüken ama cesur bir karakter pistol tutuyor.
boss zombi çok kaslı akıllı ve silahlı sinirli kızgın ve ten rengi kırmızı. In-Game asset. 2d. High contrast. No shadows