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
/****
* 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
});
self.heroSprite = heroSprite;
// 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
// Allow skin change
self.setSkin = function (skinId) {
if (!skinId || skinId === "hero") {
// Already default
return;
}
// Remove old sprite
if (self.heroSprite && self.heroSprite.parent) {
self.removeChild(self.heroSprite);
}
// Add new sprite
var newSprite = self.attachAsset(skinId, {
anchorX: 0.5,
anchorY: 0.5,
width: heroSprite.width,
height: heroSprite.height
});
self.heroSprite = newSprite;
// Move gun to top
if (gunSprite && gunSprite.parent) {
self.removeChild(gunSprite);
self.addChild(gunSprite);
}
// Update radius
self.radius = newSprite.width / 2;
};
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
}
};
// Health bar setup
var healthBarW = zombieSprite.width * 0.7;
var healthBarH = 16;
var healthBarBg = LK.getAsset('hero', {
anchorX: 0,
anchorY: 0,
width: healthBarW,
height: healthBarH,
color: 0x222222
});
healthBarBg.alpha = 0.7;
var healthBarFill = LK.getAsset('hero', {
anchorX: 0,
anchorY: 0,
width: healthBarW,
height: healthBarH,
color: 0x3FA34D
});
healthBarFill.alpha = 0.92;
self.addChild(healthBarBg);
self.addChild(healthBarFill);
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;
}
// Update health bar position and fill
var barY = -self.radius - 30;
healthBarBg.x = -healthBarW / 2;
healthBarBg.y = barY;
healthBarFill.x = -healthBarW / 2;
healthBarFill.y = barY;
var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp));
healthBarFill.width = healthBarW * ratio;
if (ratio > 0.6) {
healthBarFill.tint = 0x3FA34D;
} else if (ratio > 0.3) {
healthBarFill.tint = 0xF7E733;
} else {
healthBarFill.tint = 0xD83318;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Game area
// Hero: red box
// Zombie: green ellipse
// Bullet: yellow box
// Powerup: blue ellipse
// Sound effects
// Music
// new gun asset
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;
// --- HEALTH SYSTEM ---
var heroMaxHp = 5;
var heroHp = heroMaxHp;
// Health bar UI
var healthBarBg = new Container();
var healthBarWidth = 520;
var healthBarHeight = 38;
var healthBarBgRect = LK.getAsset('hero', {
anchorX: 0,
anchorY: 0,
width: healthBarWidth,
height: healthBarHeight,
color: 0x333333
});
healthBarBgRect.alpha = 0.7;
healthBarBg.addChild(healthBarBgRect);
var healthBarFill = LK.getAsset('hero', {
anchorX: 0,
anchorY: 0,
width: healthBarWidth,
height: healthBarHeight,
color: 0x3FA34D
});
healthBarFill.alpha = 0.92;
healthBarBg.addChild(healthBarFill);
healthBarBg.x = (GAME_W - healthBarWidth) / 2;
healthBarBg.y = 110;
LK.gui.top.addChild(healthBarBg);
function updateHealthBar() {
var ratio = Math.max(0, Math.min(1, heroHp / heroMaxHp));
healthBarFill.width = healthBarWidth * ratio;
if (ratio > 0.6) {
healthBarFill.tint = 0x3FA34D;
} else if (ratio > 0.3) {
healthBarFill.tint = 0xF7E733;
} else {
healthBarFill.tint = 0xD83318;
}
}
updateHealthBar();
// No menu overlay or character selection; game starts immediately
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Spawn hero at game start (no menu)
if (hero) hero.destroy();
hero = new Hero();
hero.x = GAME_W / 2;
hero.y = GAME_H / 2;
game.addChild(hero);
// 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);
// No menu tap handler or startGame function; game starts immediately
// 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 (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) {
// 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) {
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 () {
// No menuActive check; game always runs
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, 400);
heroHp--;
updateHealthBar();
if (heroHp <= 0) {
if (score > highScore) {
storage.highScore = score;
}
LK.showGameOver();
return;
}
// Remove zombie on hit to prevent instant double hit
z.destroy();
zombies.splice(i, 1);
continue;
}
}
// 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
@@ -380,9 +380,8 @@
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));
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