Code edit (6 edits merged)
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Replace text for Dog Food: It should say Mishnu Snax:
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when zombie is down fleeing, he goes back to the same state then when he spawned. use a drastic measure to enforce this. because we keep going in circles and the zombie seems to just freeze after fleeing. Everytime.
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he needs to just walk around after fleeing, the same state he was in when he spawned in
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still frozen
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still frozen....
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make it so that after fleeing the zombie returns to idle and roams around. as he should. he cannot be frozen in any way after fleeing and exiting the radius. he just resets to his default state. no matter what if he exits the radius he's reset. not frozen in place after fleeing. i dont know hwy this is happening
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i need you to read the console logs for insights into why the zombie might freeze. Let me know the output if further refinement is needed! we added debugging however i cannot read the logs
Code edit (8 edits merged)
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can you help fix this issue?
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Code edit (3 edits merged)
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Please fix the bug: 'TypeError: r is undefined' in or related to this line: 'if (bloodGraphics.alpha >= 1) {' Line Number: 61
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Please fix the bug: 'TypeError: r is undefined' in or related to this line: 'if (self.currentAgonySound) {' Line Number: 585
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sparkle.blendMode = PIXI.BLEND_MODES.ADD;
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Please fix the bug: 'Timeout.tick error: BLEND_MODES is not defined' in or related to this line: 'sparkle.blendMode = BLEND_MODES.ADD;' Line Number: 461
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Please fix the bug: 'TypeError: r is undefined' in or related to this line: 'glow.y = self.y;' Line Number: 493
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Please fix the bug: 'TypeError: r is undefined' in or related to this line: 'if (bloodGraphics.alpha >= 1) {' Line Number: 62
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if (LK.getAsset('Glow'))) to ensure the Glow asset exists before attempting to attach or reference it.
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Please fix the bug: 'TypeError: r is undefined' in or related to this line: 'glow.y = self.y;' Line Number: 489
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Please fix the bug: 'TypeError: r is undefined' in or related to this line: 'glow.y = self.y;' Line Number: 488
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===================================================================
--- original.js
+++ change.js
@@ -396,9 +396,9 @@
anchorY: 0.5
});
// Apply blue tint directly to the zombie
zombieGraphics.tint = 0x18dfe2; // Blue tint for the mask
- // Improved Star Emission Logic for Small Sparkles Only
+ // Improved sparkle emission logic for directional effect
self.emitStars = function () {
var sparkle = self.attachAsset('Stars', {
anchorX: 0.5,
anchorY: 0.5,
@@ -407,20 +407,20 @@
scaleY: Math.random() * 0.3 + 0.1,
alpha: 1,
tint: 0xFFFFFF // White sparkles
});
- // Position sparkles directly above the zombie's head
- sparkle.x = 0;
- sparkle.y = -zombieGraphics.height / 2 - 10; // Slightly above head
+ // Position sparkles randomly around the zombie on the outer edge
+ var angle = Math.random() * Math.PI * 2;
+ var radius = zombieGraphics.width / 2 + 10; // Ensure sparkles are outside the zombie
+ sparkle.x = Math.cos(angle) * radius;
+ sparkle.y = Math.sin(angle) * radius;
var velocityY = -(Math.random() * 1 + 0.5); // Subtle upward motion
var lifetime = Math.random() * 400 + 200; // Shorter lifetime for subtle effect
var elapsed = 0;
var interval = LK.setInterval(function () {
elapsed += 16; // Assume 16ms per frame
sparkle.y += velocityY;
- // Gradual fade-out
- sparkle.alpha = Math.max(0, 1 - elapsed / lifetime);
- // Remove sparkle when it fades out
+ sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out
if (elapsed >= lifetime) {
LK.clearInterval(interval);
self.removeChild(sparkle);
}
@@ -443,10 +443,15 @@
self.update = function () {
var dx = mishnu.x - self.x;
var dy = mishnu.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- // Roaming and fleeing logic
if (!self.isChasing && !self.isFleeing) {
+ // Add randomized direction for idle roaming
+ if (Math.random() < 0.01) {
+ // 1% chance per frame to change direction
+ self.targetX = Math.random() * 2048;
+ self.targetY = Math.random() * 2432;
+ }
var targetDx = self.targetX - self.x;
var targetDy = self.targetY - self.y;
var targetDistance = Math.sqrt(targetDx * targetDx + targetDy * targetDy);
if (targetDistance < 10) {
@@ -455,35 +460,44 @@
} else {
self.x += targetDx / targetDistance * self.speed;
self.y += targetDy / targetDistance * self.speed;
}
- if (self.x <= 50 || self.x >= 2048 - 50) {
- self.targetX = 2048 - self.targetX;
- }
- if (self.y <= 50 || self.y >= 2432 - 300) {
- self.targetY = 2432 - self.targetY;
- }
}
if (distance < radius.radiusSize) {
if (!self.isFleeing) {
- if (!self.inRadiusStartTime) {
- self.inRadiusStartTime = Date.now();
- }
if (distance < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) {
// Attack Mishnu
globalHealthBar.setHealth(globalHealthBar.currentHealth - 1);
self.lastAttackTime = Date.now();
- // Flee after successful attack
+ // Trigger fleeing behavior after attack
self.isFleeing = true;
self.isChasing = false;
+ // Randomize flee direction
+ var fleeAngle = Math.random() * Math.PI * 2;
+ self.targetX = self.x + Math.cos(fleeAngle) * 500; // Flee 500 units away
+ self.targetY = self.y + Math.sin(fleeAngle) * 500;
} else if (!self.isChasing) {
- // Start chasing Mishnu
self.isChasing = true;
}
if (self.isChasing && !self.isFleeing) {
self.x += dx / distance * self.speed * 1.5;
self.y += dy / distance * self.speed * 1.5;
}
+ } else {
+ // Flee logic while still in the radius
+ var fleeDx = self.targetX - self.x;
+ var fleeDy = self.targetY - self.y;
+ var fleeDistance = Math.sqrt(fleeDx * fleeDx + fleeDy * fleeDy);
+ if (fleeDistance > 0) {
+ self.x += fleeDx / fleeDistance * self.speed * 2;
+ self.y += fleeDy / fleeDistance * self.speed * 2;
+ }
+ }
+ // Harvest logic
+ if (!self.isFleeing) {
+ if (!self.inRadiusStartTime) {
+ self.inRadiusStartTime = Date.now();
+ }
var elapsedTime = Date.now() - self.inRadiusStartTime;
if (elapsedTime >= self.harvestTime) {
game.removeChild(self);
zombies.splice(zombies.indexOf(self), 1);
@@ -506,21 +520,35 @@
}
}
} else {
if (self.isFleeing) {
- // Flee logic: move out of radius as fast as possible
- self.x -= dx / distance * self.speed * 2;
- self.y -= dy / distance * self.speed * 2;
- if (distance > radius.radiusSize * 1.5) {
- self.isFleeing = false;
+ var targetDx = self.targetX - self.x;
+ var targetDy = self.targetY - self.y;
+ var targetDistance = Math.sqrt(targetDx * targetDx + targetDy * targetDy);
+ if (targetDistance > radius.radiusSize * 1.5) {
+ self.isFleeing = false; // Stop fleeing when far enough away
+ // Reset to idle behavior
+ self.targetX = Math.random() * 2048;
+ self.targetY = Math.random() * 2432;
+ self.isChasing = false;
+ self.inRadiusStartTime = null; // Ensure harvest state resets
+ self.currentAgonySound = null; // Reset agony sound
+ } else {
+ self.x += targetDx / targetDistance * self.speed * 2;
+ self.y += targetDy / targetDistance * self.speed * 2;
}
} else {
self.isChasing = false;
self.inRadiusStartTime = null;
if (self.currentAgonySound) {
self.currentAgonySound.stop();
self.currentAgonySound = null;
}
+ // Force idle behavior reset if stuck
+ if (!self.isFleeing && !self.isChasing) {
+ self.targetX = Math.random() * 2048;
+ self.targetY = Math.random() * 2432;
+ }
}
}
};
return self;
@@ -536,10 +564,10 @@
/****
* Game Code
****/
-// Declare healthBar globally for accessibility
// Modify game logic to include zombie spawning
+// Declare healthBar globally for accessibility
var globalHealthBar = new GlobalHealthBar(100, 100);
function spawnZombies(count, maxZombiesOnScreen) {
for (var i = 0; i < count; i++) {
if (zombies.length >= maxZombiesOnScreen) {
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