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zombies should get harvested if they have been in the radius for 4 seconds. currectly i know it's set to 5 seconds. but even after keeping the zombie in the radius for 5 seconds, he was not harvested.
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no it should be initialized with a maximum of 5. so it start with 5/5. Also we want some text above our global health bar that says health
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Declare healthBar in a higher scope please so it is accessible globally.
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trye this: var Zombie = Container.expand(function (healthBar) { var self = Container.call(this); // Add Zombie-specific properties here // Attack Mishnu and update the health bar self.update = function () { if (distance < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) { healthBar.setHealth(healthBar.currentHealth - 1); // Ensure health is updated self.lastAttackTime = Date.now(); } }; return self; });
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i do not see damage reflected in the health bar when zombie makes contact with mishnu. It seems the zombie class is unable to change the global health bar to reflect damage.
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Please fix the bug: 'ReferenceError: globalHealthBar is not defined' in or related to this line: 'globalHealthBar.setHealth(globalHealthBar.currentHealth - 1); // Update global health bar' Line Number: 448
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The healthBar is created globally and added to the UI layer. However, the zombie class might not be accessing the same instance or is failing to interact with it correctly. Double-check that the healthBar used within the Zombie class is the same instance created globally. Fix: Ensure healthBar is accessible from the Zombie class. Because zombie is not giving damage to mishnu
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Zombie attack cool down needs to be longer. Also when zombie makes contact with mishnu, she effectively takes damage, and that damage should be reflected in our global healthbar as we indicated in our healthbar logic. not sure why she isnt losing hit points when the zombie makes contact
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To fix the error, the damage is done to global healthbar. global healthbar maanages the health of mishnu.
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no we dont want mishnu to have the health bar. our health bar is already there. it needs to be global health bar
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Please fix the bug: 'TypeError: mishnu.healthBar is undefined' in or related to this line: 'mishnu.healthBar.setHealth(mishnu.healthBar.currentHealth - 1);' Line Number: 443
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our zombies are not spawning
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we're going in a circle here you keep trying to fix that error and it keep happening over and over again. break out of the loop and fix the error for good
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please fix zombies not spawning
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/**** * Zombie Spawning ****/ function spawnZombies(count, maxZombiesOnScreen) { console.log(`Spawning zombies: ${count}, Max zombies: ${maxZombiesOnScreen}`); for (var i = 0; i < count; i++) { if (zombies.length >= maxZombiesOnScreen) { break; } var spawnEdge = Math.floor(Math.random() * 3); var spawnX, spawnY; switch (spawnEdge) { case 0: spawnX = Math.random() * 2048; spawnY = -50; break; case 1: spawnX = -50; spawnY = Math.random() * (2432 - 300); break; case 2: spawnX = 2048 + 50; spawnY = Math.random() * (2432 - 300); break; } var newZombie = new Zombie(); newZombie.x = spawnX; newZombie.y = spawnY; zombies.push(newZombie); game.addChild(newZombie); } } /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); var maxZombiesOnScreen = 10; var zombies = []; var factory = new Factory(); factory.x = 950; factory.y = 2332; var radius = game.addChild(new HarvestRadius()); var mishnu = game.addChild(new Mishnu()); mishnu.x = 2048 / 2; mishnu.y = 2432 - 200; radius.x = mishnu.x; radius.y = mishnu.y; var factoryText = new Text2('Meat: 0\nDog Food: 0\nNext level at: 5', { size: 50, fill: 0xFFFFFF }); factoryText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(factoryText); function updateFactoryText() { factoryText.setText(`Level: ${factory.level}\nMeat: ${factory.meat}\nDog Food: ${factory.dogFood}\nNext level at: ${factory.nextLevelRequirement}`); } /**** * Game Update Loop ****/ game.update = function () { factory.update(); zombies.forEach(function (zombie) { zombie.update(); }); }; add this code in there
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well i produced 1 dog food, and i don't see any zombies.. so i dont think they are spawning properly
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we need to make sure that 2*dog food # of zombies spawn for every increment of dog food.
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Code edit (2 edits merged)
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its even worst now, lets go the other way
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the inner health bar is offset from the outer healthbar. please fix this
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var frame = new Sprite('LK_Health_Bar');' Line Number: 192
/****
* Classes
****/
// Blood Splash Class
var BloodSplash = Container.expand(function (x, y, isFinal) {
var self = Container.call(this);
var bloodGraphics = self.attachAsset('Blood_Splash_1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
rotation: Math.random() * Math.PI * 2,
scaleX: 0,
scaleY: 0
});
self.x = x;
self.y = y;
var growSpeed = isFinal ? 0.1 : 0.05;
self.update = function () {
bloodGraphics.alpha += 0.05;
bloodGraphics.scaleX += growSpeed;
bloodGraphics.scaleY += growSpeed;
if (bloodGraphics.alpha >= 1) {
game.removeChild(self);
}
};
return self;
});
// Factory Class
var Factory = Container.expand(function () {
var self = Container.call(this);
var factoryGraphics = self.attachAsset('Factory', {
anchorX: 0.5,
anchorY: 0.5,
zIndex: 3
});
self.x = 950;
self.y = 2432 - 100; // Position factory in the text box area
self.meat = 0;
self.dogFood = 0;
self.processing = false;
self.processInterval = null;
self.rumbleTimer = 0; // Timer for rumble effect
self.level = 1; // Current level
self.nextLevelRequirement = 5; // Starting requirement for level 2
// Start processing meat into dog food
self.startProcessing = function () {
if (!self.processing && self.meat >= 5) {
self.processing = true;
LK.getSound('Factory_Operation').play({
loop: true
});
self.processInterval = LK.setInterval(function () {
if (self.meat >= 5) {
self.meat -= 5;
self.dogFood++;
updateFactoryText();
checkLevelProgression(); // Check if the next level is reached
} else {
self.stopProcessing();
}
}, 5000);
}
};
// Stop processing
self.stopProcessing = function () {
if (self.processing) {
self.processing = false;
LK.clearInterval(self.processInterval);
LK.getSound('Factory_Operation').stop();
}
};
// Update the factory
self.update = function () {
// Check for Mishnu depositing cargo
if (mishnu.humansHarvested > 0 && self.intersects(mishnu)) {
// Mishnu deposits cargo
self.meat += mishnu.humansHarvested;
mishnu.humansHarvested = 0;
LK.getSound('Factory_Deposit').play(); // Play deposit sound
updateFactoryText();
self.startProcessing();
}
// Add rumble effect when processing
if (self.processing) {
self.rumbleTimer += 16; // Assume 16ms per frame
if (self.rumbleTimer >= 100) {
// Rumble every 100ms
factoryGraphics.x = Math.random() * 6 - 3; // Horizontal rumble
factoryGraphics.y = Math.random() * 6 - 3; // Vertical rumble
self.rumbleTimer = 0;
}
} else {
// Reset position when not processing
factoryGraphics.x = 0;
factoryGraphics.y = 0;
}
// Stop processing if out of meat
if (self.meat < 5 && self.processing) {
self.stopProcessing();
}
};
function triggerLevelTextShake() {
var shakeIntensity = 5; // Maximum shake offset in pixels
var shakeDuration = 500; // Duration of the shake in milliseconds
var elapsedTime = 0; // Tracks elapsed time
var originalX = factoryText.x; // Save the original x position
var originalY = factoryText.y; // Save the original y position
// Function to perform shaking
var shakeInterval = LK.setInterval(function () {
if (elapsedTime >= shakeDuration) {
LK.clearInterval(shakeInterval);
factoryText.x = originalX; // Reset to original position
factoryText.y = originalY;
return;
}
// Apply random offset for shaking
factoryText.x = originalX + (Math.random() * shakeIntensity * 2 - shakeIntensity);
factoryText.y = originalY + (Math.random() * shakeIntensity * 2 - shakeIntensity);
elapsedTime += 16; // Assume 16ms per frame (60 FPS)
}, 16);
}
function checkLevelProgression() {
if (self.dogFood >= self.nextLevelRequirement) {
self.level++;
LK.getSound('Level_Up').play(); // Play level-up sound
self.nextLevelRequirement += Math.round(self.nextLevelRequirement * 0.75); // Increase requirement by 75%
// Reset spawn counter and calculate new spawn limit
humansSpawnedThisLevel = 0;
humanSpawnLimit = self.nextLevelRequirement * 5;
// Trigger level-up animation
triggerLevelTextShake();
updateFactoryText();
}
}
});
// GlobalHealthBar Class
var GlobalHealthBar = Container.expand(function (initialHealth, maxHealth) {
var self = Container.call(this);
self.currentHealth = initialHealth;
self.maxHealth = maxHealth;
// Define frame dimensions (hardcoded or retrieved dynamically if available)
var frameWidth = 200; // Example width of the frame
var frameHeight = 50; // Example height of the frame
// Create filler (health bar inner part)
var filler = self.attachAsset('LK_Inner_Health_Bar', {
anchorX: 0,
anchorY: 0.5
});
filler.anchorX = 0; // Anchor to the left
filler.anchorY = 0.5; // Center vertically
filler.x = -frameWidth / 2 + 4; // Align with the inner left edge of the frame (adjusted for padding)
filler.y = 0; // Center vertically
filler.scaleX = 1; // Fully filled initially
self.addChild(filler);
// Create frame (health bar outer part)
var frame = self.attachAsset('LK_Health_Bar', {
anchorX: 0.5,
// Center horizontally
anchorY: 0.5 // Center vertically
});
frame.anchorX = 0.5; // Center horizontally
frame.anchorY = 0.5; // Center vertically
frame.x = 0; // Centered relative to the container
frame.y = 0; // Center vertically
self.addChild(frame); // Frame is added after the filler to appear on top
// Update the visual representation of the health bar
self.updateHealth = function () {
filler.scaleX = Math.max(0, self.currentHealth / self.maxHealth); // Scale proportionally
};
// Change health value
self.setHealth = function (newHealth) {
self.currentHealth = Math.max(0, Math.min(newHealth, self.maxHealth)); // Clamp between 0 and maxHealth
self.updateHealth();
};
// Change maximum health and adjust health proportionally
self.setMaxHealth = function (newMaxHealth) {
var healthRatio = self.currentHealth / self.maxHealth;
self.maxHealth = Math.max(1, newMaxHealth); // Ensure at least 1 max health
self.currentHealth = Math.min(self.currentHealth, self.maxHealth);
self.updateHealth();
};
// Initialize the health bar
self.setHealth(initialHealth);
return self;
});
// Class for Mishnu's harvest radius
var HarvestRadius = Container.expand(function () {
var self = Container.call(this);
var radiusGraphics = self.attachAsset('radius', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 10,
scaleY: 10
});
self.radiusSize = 300; // Effective radius size
var rotationSpeed = 0.001; // Extremely slow rotation speed
self.update = function () {
self.x = mishnu.x;
self.y = mishnu.y;
// Apply slow rotation to the radius
radiusGraphics.rotation += rotationSpeed;
};
return self;
});
// Class for Humans
var Human = Container.expand(function () {
var self = Container.call(this);
var humanGraphics = self.attachAsset('human', {
anchorX: 0.5,
anchorY: 0.5
});
var bloodSplashes = [];
self.speedX = (Math.random() * 2 - 1) * 2;
self.speedY = (Math.random() * 2 - 1) * 2;
self.isBeingHarvested = false;
self.inRadiusStartTime = null;
self.currentAgonySound = null;
self.currentCrunchSound = null;
self.yellStarted = false; // Tracks if the yell has started
self.yellShouldPlay = Math.random() < 1 / 3; // 1-in-3 chance for yelling
self.crunchShouldPlay = Math.random() < 1 / 6; // 1-in-3 chance for crunch sound
self.flashTimer = 0; // Timer for red flashing
self.flashInterval = 500; // Initial interval for flashing
self.update = function () {
// Escape logic
self.x += self.speedX;
self.y += self.speedY;
// Keep humans within the viewport margins
var margin = 50;
var bottomMargin = 300; // Extra margin for bottom text box
if (self.x <= margin) {
self.x = margin;
self.speedX *= -1;
} else if (self.x >= 2048 - margin) {
self.x = 2048 - margin;
self.speedX *= -1;
}
if (self.y <= margin) {
self.y = margin;
self.speedY *= -1;
} else if (self.y >= 2432 - margin) {
// Ensure humans respect new boundary height
self.y = 2432 - margin;
self.speedY *= -1;
}
// Check distance to Mishnu
var dx = self.x - mishnu.x;
var dy = self.y - mishnu.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (mishnu.humansHarvested >= mishnu.cargoMax * 1.5) {
// Stop all sounds when cargo exceeds 150% capacity
if (self.currentAgonySound) {
fadeOutSound(self.currentAgonySound, 500);
}
if (self.currentCrunchSound) {
self.currentCrunchSound.stop();
}
self.isBeingHarvested = false;
humanGraphics.tint = 0xFFFFFF; // Reset flashing
return;
}
if (distance < radius.radiusSize - 2) {
if (!self.isBeingHarvested) {
self.isBeingHarvested = true;
self.inRadiusStartTime = Date.now();
self.flashTimer = 0;
bloodSplashes = [];
self.yellStarted = false;
// Play crunch sound if applicable
if (self.crunchShouldPlay) {
self.currentCrunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']);
self.currentCrunchSound.volume = 0.3;
self.currentCrunchSound.play();
}
} else {
// Calculate vibration intensity based on time in the radius
var elapsedTime = Date.now() - self.inRadiusStartTime;
var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds
// Add vibration effect
humanGraphics.x = Math.random() * intensity * 10 - intensity * 5;
humanGraphics.y = Math.random() * intensity * 10 - intensity * 5;
// Escape logic during vibration
var runSpeed = 2; // Speed humans try to escape the radius
self.x += dx / distance * runSpeed;
self.y += dy / distance * runSpeed;
// Flash red effect
self.flashTimer += 16; // Assume a fixed delta of 16ms per frame
if (self.flashTimer >= self.flashInterval) {
self.flashTimer = 0;
humanGraphics.tint = humanGraphics.tint === 0xFFFFFF ? 0xFF0000 : 0xFFFFFF;
// Emit blood splash
var bloodSplash = game.addChild(new BloodSplash(self.x, self.y));
bloodSplashes.push(bloodSplash);
}
// Increase flash frequency closer to harvest
self.flashInterval = Math.max(100, 500 - elapsedTime / 3000 * 400);
// Start agony yell after 1 second of harvesting
if (elapsedTime > 1000 && !self.yellStarted && self.yellShouldPlay) {
self.yellStarted = true;
self.currentAgonySound = getRandomSound(['Agony_Yell_1', 'Agony_Yell_2', 'Agony_Yell_3', 'Agony_Yell_4', 'Agony_Yell_5', 'Agony_Yell_6', 'Agony_Yell_7']);
self.currentAgonySound.volume = 0.3;
self.currentAgonySound.play();
}
if (elapsedTime >= 3000) {
// Harvest after 3 seconds
if (mishnu.humansHarvested < mishnu.cargoMax * 1.5) {
game.removeChild(self); // Remove human from the game
humans.splice(humans.indexOf(self), 1); // Remove from array
mishnu.humansHarvested++;
// Stop yelling abruptly
if (self.currentAgonySound) {
self.currentAgonySound.stop();
}
// Play ding and squish sounds on harvest
LK.getSound('Ding_1').play();
getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
// Final blood splashes
for (var i = 0; i < 10; i++) {
var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true));
bloodSplashes.push(bloodSplash);
}
}
}
}
} else {
// Reset harvesting state if outside the radius
if (self.isBeingHarvested) {
if (self.currentAgonySound && self.yellStarted) {
self.currentAgonySound.loop = false;
}
if (self.currentCrunchSound) {
self.currentCrunchSound.stop();
}
}
self.isBeingHarvested = false;
self.inRadiusStartTime = null;
self.flashTimer = 0;
humanGraphics.tint = 0xFFFFFF; // Reset flashing
bloodSplashes.forEach(function (splash) {
game.removeChild(splash);
});
}
};
return self;
});
// Class for Mishnu
var Mishnu = Container.expand(function () {
var self = Container.call(this);
var mishnuGraphics = self.attachAsset('mishnu', {
anchorX: 0.5,
anchorY: 0.5,
zIndex: 1
});
self.speed = 4;
self.humansHarvested = 0;
self.cargoMax = 10;
self.targetX = 2048 / 2;
self.targetY = 2432 - 200;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Adjust speed based on cargo
if (self.humansHarvested > self.cargoMax) {
var overCapacityFactor = (self.humansHarvested - self.cargoMax) / (self.cargoMax * 0.5);
self.speed = Math.max(1, 4 - 3 * overCapacityFactor); // Minimum speed of 1
} else {
self.speed = 4; // Full speed
}
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Keep Mishnu within viewport margins
var margin = 50;
var bottomMargin = 300; // Extra margin for bottom text box
self.x = Math.max(margin, Math.min(2048 - margin, self.x));
self.y = Math.max(margin, Math.min(2432 - bottomMargin, self.y));
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var isMusicPlaying = {
'Music_Level_1_4': false,
'Music_Level_1_5': false
};
// Update factory text
function updateFactoryText() {
factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nDog Food: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement);
}
// Function to randomly select a sound from a list
;
// Add a UI layer to ensure factory is rendered above the background and mask
var uiLayer = new Container();
uiLayer.zIndex = 10; // Ensure it's above the background and mask
game.addChild(uiLayer);
// Create and position the health bar at the top center of the viewport
var healthBar = new GlobalHealthBar(100, 100); // Assuming initial and max health are both 100
healthBar.x = 2048 / 2; // Center horizontally
healthBar.y = 50; // Position at the top center
uiLayer.addChild(healthBar); // Add to the UI layer to ensure visibility
// Add the factory to the UI layer
var factory = uiLayer.addChild(new Factory());
// Initialize factory text
var factoryText = new Text2('Meat: 0\nDog Food: 0\nNext level at: 100', {
size: 50,
fill: 0xFFFFFF,
align: 'left'
});
factoryText.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(factoryText);
var nextLevel = 100; // Placeholder for next level goal
// Function to randomly spawn a human at the edges of the viewport
function spawnHumans(count, maxHumansOnScreen) {
for (var i = 0; i < count; i++) {
// Ensure we don't exceed maxHumansOnScreen
if (humans.length >= maxHumansOnScreen) {
break;
}
// Randomly select a spawn edge (excluding the bottom)
var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
var spawnX, spawnY;
switch (spawnEdge) {
case 0:
// Top
spawnX = Math.random() * 2048;
spawnY = -50; // Just outside the top boundary
break;
case 1:
// Left
spawnX = -50; // Just outside the left boundary
spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
break;
case 2:
// Right
spawnX = 2048 + 50; // Just outside the right boundary
spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
break;
}
// Create a new human and add it to the game
var newHuman = new Human();
newHuman.x = spawnX;
newHuman.y = spawnY;
humans.push(newHuman);
game.addChild(newHuman);
}
}
// Update game loop
var originalUpdate = game.update;
game.update = function () {
originalUpdate.call(this);
// Update factory
factory.update();
// Check for level progression
if (factory.dogFood >= nextLevel) {
// Handle level progression logic here
nextLevel += 100; // Example: increase next level goal
updateFactoryText();
}
};
function getRandomSound(soundList) {
return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]);
}
// Function to fade out a sound
function fadeOutSound(sound, duration) {
var initialVolume = sound.volume;
var fadeStep = initialVolume / (duration / 100);
var fadeInterval = LK.setInterval(function () {
if (sound.volume > 0) {
sound.volume = Math.max(0, sound.volume - fadeStep);
} else {
LK.clearInterval(fadeInterval);
sound.stop();
}
}, 100);
}
var radius = game.addChild(new HarvestRadius());
var mishnu = game.addChild(new Mishnu());
mishnu.x = 2048 / 2;
mishnu.y = 2432 - 200;
radius.x = mishnu.x;
radius.y = mishnu.y;
// Initialize humans
var humans = [];
for (var i = 0; i < 50; i++) {
var human = new Human();
human.x = Math.random() * 2048;
human.y = Math.random() * (2432 - 100);
humans.push(human);
game.addChild(human);
var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level
var humanSpawnLimit = factory.nextLevelRequirement * 7; // Set minimum spawn limit to nextLevelRequirement * 7
}
var spawnCooldown = 20; // Reduced time (in ms) between spawn attempts for faster spawning
var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt
// Play looping Dog Panting sound
LK.getSound('Dog_panting').play({
loop: true
});
// Handle mouse movement
game.move = function (x, y, obj) {
mishnu.targetX = x;
mishnu.targetY = y;
};
// Display cargo count
var cargoText = new Text2('Cargo: 0 / 10', {
size: 50,
fill: 0xFFFFFF
});
cargoText.anchor.set(1, 1);
LK.gui.bottomRight.addChild(cargoText);
// Music alternation logic
var currentMusic = 'Music_Level_1_5';
game.update = function () {
humans.forEach(function (human) {
human.update();
});
mishnu.update();
radius.update();
// Calculate dynamic minimum and maximum humans on screen
var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 7, 20); // Ensure a minimum of 20
var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.5); // Scale max to 150% of min
// Ensure minimum number of humans on screen
if (humans.length < minHumansOnScreen) {
spawnElapsedTime += 16; // Assume 16ms per frame
if (spawnElapsedTime >= spawnCooldown) {
spawnHumans(minHumansOnScreen - humans.length, maxHumansOnScreen); // Pass the maxHumansOnScreen value
spawnElapsedTime = 0; // Reset spawn elapsed time
}
}
// Cap the number of humans to maxHumansOnScreen
if (humans.length > maxHumansOnScreen) {
// Remove excess humans from the game
while (humans.length > maxHumansOnScreen) {
var humanToRemove = humans.pop();
game.removeChild(humanToRemove);
}
}
// Update cargo text
var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF;
if (cargoText.fill !== textColor) {
LK.gui.bottomRight.removeChild(cargoText);
cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, {
size: 50,
fill: textColor
});
cargoText.anchor.set(1, 1);
LK.gui.bottomRight.addChild(cargoText);
} else {
cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax);
}
// Play Music_Level_1_4 in a loop
if (!isMusicPlaying['Music_Level_1_4']) {
LK.playMusic('Music_Level_1_4', {
loop: true
});
isMusicPlaying['Music_Level_1_4'] = true; // Track music state
}
// Play Music_Level_1_5 in a loop
if (!isMusicPlaying['Music_Level_1_5']) {
LK.playMusic('Music_Level_1_5', {
loop: true
});
isMusicPlaying['Music_Level_1_5'] = true; // Track music state
}
// Update factory
factory.update();
};
blurry texture background 4k black and white
can of Dog Food. Game asset. 3d clipart. Blank background. High contrast. No shadows..
black capsule. Game asset. 3d clipart. Blank background. High contrast. No shadows..
woman in short shorts. mobile game art. pixel art. full body. front facing. Blank background. High contrast. No shadows.
laser beam cartoon game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bone. clipart. cartoon. Blank background. High contrast. No shadows..
Game Over. Red game letters, dripping. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog_panting
Sound effect
Agony_Yell_1
Sound effect
Music_Level_1_5
Music
Music_Level_1_4
Music
Agony_Yell_2
Sound effect
Agony_Yell_3
Sound effect
Agony_Yell_4
Sound effect
Agony_Yell_5
Sound effect
Agony_Yell_6
Sound effect
Agony_Yell_7
Sound effect
Dog_Crunch
Sound effect
Dog_Crunch_2
Sound effect
Dog_Crunch_3
Sound effect
Ding_1
Sound effect
Squish_1
Sound effect
Squish_2
Sound effect
Squish_4
Sound effect
Squish_3
Sound effect
Factory_Deposit
Sound effect
Factory_Operation
Sound effect
Level_Up
Sound effect
Bark
Sound effect
Hit
Sound effect
Agony_Yell_8
Sound effect
Agony_Yell_9
Sound effect
GiggleMan_1
Sound effect
GiggleMan_2
Sound effect
GiggleMan_3
Sound effect
GiggleMan_4
Sound effect
Booster_Sound
Sound effect
Can
Sound effect
woosh
Sound effect
Agony_Yell_10
Sound effect
Bark_2
Sound effect
Bark_3
Sound effect
laser
Sound effect
searing
Sound effect
laser_2
Sound effect
Laser_3
Sound effect
Laser_4
Sound effect
Boss_Hit
Sound effect
Boss_Hit_2
Sound effect
Boss_Hit_3
Sound effect
GiggleMan_5
Sound effect
GiggleMan_6
Sound effect
hip_hop_loop
Sound effect