User prompt
add ammo system
User prompt
add cheats tab
User prompt
deleate asste from classic menu
User prompt
add new asset to main menu
User prompt
add clasic menu
User prompt
remove main menu and add clasic menu
User prompt
add main menu
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText(score);' Line Number: 320
User prompt
remove character sellenct menu
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var local = menuOverlay.toLocal(obj.parent.toGlobal({' Line Number: 384
User prompt
add character sellect menu
User prompt
Please fix the bug: 'Uncaught ReferenceError: menuActive is not defined' in or related to this line: 'if (menuActive) {' Line Number: 406
User prompt
remove menu
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'skinLabelNodes[i].style.fill = i === selectedHeroSkin ? "#F7E733" : "#fff";' Line Number: 415
User prompt
add sellect character menu
User prompt
add healt bar
User prompt
add healt system
User prompt
add more zombies and assets
User prompt
add healt bar
User prompt
make wanes and stronger zombies
User prompt
add new asset to gun
User prompt
give a gun to characters hand
User prompt
add a menu
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletSprite.width / 2; self.vx = 0; self.vy = 0; self.lifetime = 60; // frames self.update = function () { self.x += self.vx; self.y += self.vy; self.lifetime--; }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroSprite = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add gun sprite to hero's hand var gunSprite = self.attachAsset('gun', { anchorX: 0.2, // grip of gun anchorY: 0.5, width: heroSprite.width * 0.45, height: heroSprite.height * 0.22 }); gunSprite.x = heroSprite.width * 0.32; // offset to right hand gunSprite.y = 0; self.radius = heroSprite.width / 2; self.speed = 18; // pixels per move self.lastShotTick = 0; self.shootCooldown = 18; // frames between shots self.update = function () {}; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupSprite = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.radius = powerupSprite.width / 2; self.type = 'rapid'; // only one type for MVP self.update = function () {}; return self; }); // Zombie class var Zombie = Container.expand(function () { var self = Container.call(this); // Default to normal zombie asset var zombieSprite = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.zombieSprite = zombieSprite; self.radius = zombieSprite.width / 2; self.baseSpeed = 3 + Math.random() * 2; // base speed, will be increased by wave self.speed = self.baseSpeed; self.target = null; // set to hero self.maxHp = 1; self.hp = 1; self.wave = 1; self.type = "normal"; // can be "normal", "fast", "tank", "crawler" self.setWave = function (wave) { self.wave = wave; // Remove old sprite if present if (self.zombieSprite && self.zombieSprite.parent) { self.removeChild(self.zombieSprite); } // Decide type var r = Math.random(); if (wave >= 7 && r < 0.18) { // Crawler: slow, small, hard to hit self.type = "crawler"; self.speed = 1.7 + 0.12 * wave; self.maxHp = 2 + Math.floor(wave / 3); self.hp = self.maxHp; self.zombieSprite = self.attachAsset('zombie_crawler', { anchorX: 0.5, anchorY: 0.5 }); self.radius = self.zombieSprite.width / 2; self.zombieSprite.tint = 0x8e8e8e; // grayish } else if (wave >= 6 && r < 0.38) { // Tank zombie: slow but high HP self.type = "tank"; self.speed = 2 + 0.15 * wave; self.maxHp = 3 + Math.floor(wave / 2); self.hp = self.maxHp; self.zombieSprite = self.attachAsset('zombie_tank', { anchorX: 0.5, anchorY: 0.5 }); self.radius = self.zombieSprite.width / 2; self.zombieSprite.tint = 0x6e4e2e; // brownish } else if (wave >= 3 && r < 0.63) { // Fast zombie: high speed, low HP self.type = "fast"; self.speed = 5 + 0.4 * wave; self.maxHp = 1; self.hp = 1; self.zombieSprite = self.attachAsset('zombie_fast', { anchorX: 0.5, anchorY: 0.5 }); self.radius = self.zombieSprite.width / 2; self.zombieSprite.tint = 0x7cf442; // bright green } else { // Normal zombie self.type = "normal"; self.speed = self.baseSpeed + (wave - 1) * 0.5; self.maxHp = 1 + Math.floor(wave / 4); self.hp = self.maxHp; self.zombieSprite = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.radius = self.zombieSprite.width / 2; self.zombieSprite.tint = 0x7bbf3f; // normal green } }; self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // new gun asset // Music // Sound effects // Powerup: blue ellipse // Bullet: yellow box // Zombie: green ellipse // Hero: red box // Game area var GAME_W = 2048; var GAME_H = 2732; // State var hero = null; var zombies = []; var bullets = []; var powerups = []; var dragNode = null; var lastIntersecting = false; var score = 0; var highScore = storage.highScore || 0; var wave = 1; var ticksSinceStart = 0; var zombieSpawnTick = 0; var zombieSpawnInterval = 90; // frames var rapidFireTicks = 0; // --- MENU STATE --- var menuActive = true; var menuOverlay = new Container(); var menuBg = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5, width: 900, height: 900, color: 0x222222 }); menuBg.alpha = 0.92; menuBg.x = GAME_W / 2; menuBg.y = GAME_H / 2; menuOverlay.addChild(menuBg); var menuTitle = new Text2('Zombie Swarm Survival', { size: 120, fill: "#fff" }); menuTitle.anchor.set(0.5, 0.5); menuTitle.x = GAME_W / 2; menuTitle.y = GAME_H / 2 - 250; menuOverlay.addChild(menuTitle); var menuDesc = new Text2('Survive as long as you can!\nDrag to move. Tap to shoot.', { size: 60, fill: "#fff" }); menuDesc.anchor.set(0.5, 0.5); menuDesc.x = GAME_W / 2; menuDesc.y = GAME_H / 2 - 80; menuOverlay.addChild(menuDesc); var menuBest = new Text2('Best: ' + highScore, { size: 70, fill: 0xF7E733 }); menuBest.anchor.set(0.5, 0.5); menuBest.x = GAME_W / 2; menuBest.y = GAME_H / 2 + 80; menuOverlay.addChild(menuBest); var menuBtn = new Text2('START', { size: 110, fill: 0x3FA34D }); menuBtn.anchor.set(0.5, 0.5); menuBtn.x = GAME_W / 2; menuBtn.y = GAME_H / 2 + 250; menuOverlay.addChild(menuBtn); game.addChild(menuOverlay); // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High score text var highScoreTxt = new Text2('Best: ' + highScore, { size: 60, fill: "#fff" }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 120; LK.gui.top.addChild(highScoreTxt); // Powerup text var powerupTxt = new Text2('', { size: 70, fill: 0x3B7DD8 }); powerupTxt.anchor.set(0.5, 0); powerupTxt.y = 200; LK.gui.top.addChild(powerupTxt); // Only spawn hero after menu function startGame() { menuActive = false; menuOverlay.visible = false; // Reset state score = 0; wave = 1; ticksSinceStart = 0; zombieSpawnTick = 0; zombieSpawnInterval = 90; rapidFireTicks = 0; scoreTxt.setText('0'); highScoreTxt.setText('Best: ' + highScore); powerupTxt.setText(''); // Remove all zombies, bullets, powerups for (var i = 0; i < zombies.length; i++) zombies[i].destroy(); for (var i = 0; i < bullets.length; i++) bullets[i].destroy(); for (var i = 0; i < powerups.length; i++) powerups[i].destroy(); zombies = []; bullets = []; powerups = []; // Spawn hero in center if (hero) hero.destroy(); hero = new Hero(); hero.x = GAME_W / 2; hero.y = GAME_H / 2; game.addChild(hero); } // Menu tap handler menuOverlay.down = function (x, y, obj) { // Only start if tap is on START button area var dx = x - menuBtn.x; var dy = y - menuBtn.y; if (dx * dx + dy * dy < 40000) { // radius ~200px startGame(); } }; // Helper: spawn zombie at random edge function spawnZombie() { var z = new Zombie(); // Pick edge: 0=top,1=bottom,2=left,3=right var edge = Math.floor(Math.random() * 4); var margin = 80; if (edge === 0) { // top z.x = margin + Math.random() * (GAME_W - 2 * margin); z.y = -z.radius; } else if (edge === 1) { // bottom z.x = margin + Math.random() * (GAME_W - 2 * margin); z.y = GAME_H + z.radius; } else if (edge === 2) { // left z.x = -z.radius; z.y = margin + Math.random() * (GAME_H - 2 * margin); } else { // right z.x = GAME_W + z.radius; z.y = margin + Math.random() * (GAME_H - 2 * margin); } // Set wave and type if (typeof z.setWave === "function") { z.setWave(wave); } z.target = hero; zombies.push(z); game.addChild(z); } // Helper: spawn powerup function spawnPowerup() { var p = new Powerup(); p.x = 200 + Math.random() * (GAME_W - 400); p.y = 300 + Math.random() * (GAME_H - 600); powerups.push(p); game.addChild(p); } // Helper: shoot bullet towards (tx,ty) function shootBullet(tx, ty) { if (LK.ticks - hero.lastShotTick < (rapidFireTicks > 0 ? 6 : hero.shootCooldown)) return; var b = new Bullet(); b.x = hero.x; b.y = hero.y; var dx = tx - hero.x; var dy = ty - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 38; b.vx = speed * dx / dist; b.vy = speed * dy / dist; bullets.push(b); game.addChild(b); hero.lastShotTick = LK.ticks; LK.getSound('shoot').play(); } // Helper: distance between two objects function dist2(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; return Math.sqrt(dx * dx + dy * dy); } // Dragging function handleMove(x, y, obj) { if (menuActive) return; if (dragNode) { // Clamp hero inside game area var r = hero.radius; dragNode.x = Math.max(r, Math.min(GAME_W - r, x)); dragNode.y = Math.max(r, Math.min(GAME_H - r, y)); } } game.move = handleMove; game.down = function (x, y, obj) { if (menuActive) return; // Only drag if touch is on hero if (dist2({ x: x, y: y }, hero) <= hero.radius * 1.2) { dragNode = hero; } }; game.up = function (x, y, obj) { if (menuActive) return; dragNode = null; // Shoot bullet towards release point if not dragging if (dist2({ x: x, y: y }, hero) > hero.radius * 1.2) { shootBullet(x, y); } }; // Main update loop game.update = function () { if (menuActive) { // Block all gameplay updates while menu is active return; } ticksSinceStart++; // Increase wave every 900 ticks (~15s) if (ticksSinceStart % 900 === 0) { wave++; if (zombieSpawnInterval > 30) zombieSpawnInterval -= 8; } // Spawn zombies if (LK.ticks - zombieSpawnTick > zombieSpawnInterval) { // More zombies per spawn as wave increases var zombiesToSpawn = 1 + Math.floor(wave / 4); for (var n = 0; n < zombiesToSpawn; n++) { spawnZombie(); } zombieSpawnTick = LK.ticks; } // Maybe spawn powerup if (powerups.length === 0 && Math.random() < 0.002) { spawnPowerup(); } // Update hero (nothing for now) hero.update(); // Update zombies for (var i = zombies.length - 1; i >= 0; i--) { var z = zombies[i]; z.update(); // Check collision with hero if (dist2(z, hero) < z.radius + hero.radius - 10) { LK.effects.flashScreen(0xff0000, 1000); if (score > highScore) { storage.highScore = score; } LK.showGameOver(); // Show menu again after game over menuActive = true; menuOverlay.visible = true; menuBest.setText('Best: ' + (score > highScore ? score : highScore)); return; } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if out of bounds or expired if (b.x < -100 || b.x > GAME_W + 100 || b.y < -100 || b.y > GAME_H + 100 || b.lifetime <= 0) { b.destroy(); bullets.splice(i, 1); continue; } // Check collision with zombies for (var j = zombies.length - 1; j >= 0; j--) { var z = zombies[j]; if (dist2(b, z) < b.radius + z.radius - 10) { // Damage zombie if (typeof z.hp === "number") { z.hp--; LK.effects.flashObject(z, 0xffffff, 120); if (z.hp <= 0) { LK.getSound('zombie_die').play(); score++; scoreTxt.setText(score); if (score > highScore) { highScore = score; highScoreTxt.setText('Best: ' + highScore); storage.highScore = highScore; } z.destroy(); zombies.splice(j, 1); } } else { // fallback: destroy if no hp LK.getSound('zombie_die').play(); score++; scoreTxt.setText(score); if (score > highScore) { highScore = score; highScoreTxt.setText('Best: ' + highScore); storage.highScore = highScore; } z.destroy(); zombies.splice(j, 1); } b.destroy(); bullets.splice(i, 1); break; } } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; // Check collision with hero if (dist2(p, hero) < p.radius + hero.radius - 10) { LK.getSound('powerup').play(); rapidFireTicks = 360; // 6 seconds powerupTxt.setText('Rapid Fire!'); LK.effects.flashObject(hero, 0x3b7dd8, 400); p.destroy(); powerups.splice(i, 1); } } // Powerup timer if (rapidFireTicks > 0) { rapidFireTicks--; if (rapidFireTicks === 0) { powerupTxt.setText(''); } } // Update powerup text alpha for effect if (rapidFireTicks > 0) { powerupTxt.alpha = 0.7 + 0.3 * Math.sin(LK.ticks / 6); } else { powerupTxt.alpha = 1; } }; // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.7, duration: 1200 } });
===================================================================
--- original.js
+++ change.js
@@ -63,44 +63,78 @@
});
// Zombie class
var Zombie = Container.expand(function () {
var self = Container.call(this);
+ // Default to normal zombie asset
var zombieSprite = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.zombieSprite = zombieSprite;
self.radius = zombieSprite.width / 2;
self.baseSpeed = 3 + Math.random() * 2; // base speed, will be increased by wave
self.speed = self.baseSpeed;
self.target = null; // set to hero
self.maxHp = 1;
self.hp = 1;
self.wave = 1;
- self.type = "normal"; // can be "normal", "fast", "tank"
+ self.type = "normal"; // can be "normal", "fast", "tank", "crawler"
self.setWave = function (wave) {
self.wave = wave;
- // Increase speed and HP based on wave and type
- if (wave >= 6 && Math.random() < 0.25) {
+ // Remove old sprite if present
+ if (self.zombieSprite && self.zombieSprite.parent) {
+ self.removeChild(self.zombieSprite);
+ }
+ // Decide type
+ var r = Math.random();
+ if (wave >= 7 && r < 0.18) {
+ // Crawler: slow, small, hard to hit
+ self.type = "crawler";
+ self.speed = 1.7 + 0.12 * wave;
+ self.maxHp = 2 + Math.floor(wave / 3);
+ self.hp = self.maxHp;
+ self.zombieSprite = self.attachAsset('zombie_crawler', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = self.zombieSprite.width / 2;
+ self.zombieSprite.tint = 0x8e8e8e; // grayish
+ } else if (wave >= 6 && r < 0.38) {
// Tank zombie: slow but high HP
self.type = "tank";
self.speed = 2 + 0.15 * wave;
self.maxHp = 3 + Math.floor(wave / 2);
self.hp = self.maxHp;
- zombieSprite.tint = 0x6e4e2e; // brownish
- } else if (wave >= 3 && Math.random() < 0.25) {
+ self.zombieSprite = self.attachAsset('zombie_tank', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = self.zombieSprite.width / 2;
+ self.zombieSprite.tint = 0x6e4e2e; // brownish
+ } else if (wave >= 3 && r < 0.63) {
// Fast zombie: high speed, low HP
self.type = "fast";
self.speed = 5 + 0.4 * wave;
self.maxHp = 1;
self.hp = 1;
- zombieSprite.tint = 0x7cf442; // bright green
+ self.zombieSprite = self.attachAsset('zombie_fast', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = self.zombieSprite.width / 2;
+ self.zombieSprite.tint = 0x7cf442; // bright green
} else {
// Normal zombie
self.type = "normal";
self.speed = self.baseSpeed + (wave - 1) * 0.5;
self.maxHp = 1 + Math.floor(wave / 4);
self.hp = self.maxHp;
- zombieSprite.tint = 0x7bbf3f; // normal green
+ self.zombieSprite = self.attachAsset('zombie', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = self.zombieSprite.width / 2;
+ self.zombieSprite.tint = 0x7bbf3f; // normal green
}
};
self.update = function () {
if (!self.target) return;
@@ -364,9 +398,13 @@
if (zombieSpawnInterval > 30) zombieSpawnInterval -= 8;
}
// Spawn zombies
if (LK.ticks - zombieSpawnTick > zombieSpawnInterval) {
- spawnZombie();
+ // More zombies per spawn as wave increases
+ var zombiesToSpawn = 1 + Math.floor(wave / 4);
+ for (var n = 0; n < zombiesToSpawn; n++) {
+ spawnZombie();
+ }
zombieSpawnTick = LK.ticks;
}
// Maybe spawn powerup
if (powerups.length === 0 && Math.random() < 0.002) {
zombie. In-Game asset. 2d. High contrast. No shadows
bullet. In-Game asset. 2d. High contrast. No shadows
power up. In-Game asset. 2d. High contrast. No shadows
pistol. In-Game asset. 2d. High contrast. No shadows
crawler zombie. In-Game asset. 2d. High contrast. No shadows
runner zombie. In-Game asset. 2d. High contrast. No shadows
tank zombie. In-Game asset. 2d. High contrast. No shadows
man. In-Game asset. 2d. High contrast. No shadows