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Please fix the bug: 'factory is undefined' in or related to this line: 'var originalIncreaseDogFood = factory.startProcessing;' Line Number: 724
Code edit (1 edits merged)
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Instead of saying dog food: in our game in the ui, it will say Mishnu Snax: We can keep dog food internally but the display will say Mishnu Snax: for the player
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for some reason the innerhealthbar is not receiving the grey tint flash on zombie hit. can you solve this
User prompt
Please fix the bug: 'Timeout.tick error: target is undefined' in or related to this line: 'return target.tint = 0xFFFFFF;' Line Number: 779
User prompt
Validate targets in flashGreyMask Function: Modify the function to ensure only valid objects with a tint property are processed. I need the grey mask to flash when mishnu gets hit over mishnu, the harvest radius, and the innerHealthbar. I tried to create a helper function for this as you can see. I suggested above maybe a way to fix this, maybe you have a better way.
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Please fix the bug: 'Timeout.tick error: target is undefined' in or related to this line: 'return target.tint = tintColor;' Line Number: 786
Code edit (2 edits merged)
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a delay of.2 seconds on the bark sound
Code edit (1 edits merged)
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Please fix the bug: 'Timeout.tick error: self is undefined' in or related to this line: 'self.removeChild(hitSpark);' Line Number: 684
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'hitSpark.x = self.x + Math.cos(angle) * radius;' Line Number: 672
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var hitSpark = self.attachAsset('HitSpark', {' Line Number: 660
Code edit (5 edits merged)
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Please fix the bug: 'TypeError: LK.init is undefined' in or related to this line: 'LK.init.sound('Bark').play(); // Play "Bark" sound' Line Number: 558
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Please fix the bug: 'TypeError: LK.init is undefined' in or related to this line: 'LK.init.sound('Hit').play(); // Play "Hit" sound' Line Number: 557
Code edit (1 edits merged)
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Code edit (6 edits merged)
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Replace text for Dog Food: It should say Mishnu Snax:
Code edit (1 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -628,12 +628,264 @@
zombieSpawnElapsedTime = 0;
}
// Ensure zombie count does not exceed maximum
if (zombies.length > maxZombiesOnScreen) {
+ var _spawnZombies = function _spawnZombies(count, maxZombiesOnScreen) {
+ for (var i = 0; i < count; i++) {
+ if (zombies.length >= maxZombiesOnScreen) {
+ break;
+ }
+ var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
+ 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 zombies
+ var _updateFactoryText = 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
+ var _spawnHumans = 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 _getRandomSound = function _getRandomSound(soundList) {
+ return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]);
+ }; // Function to fade out a sound
+ var _fadeOutSound = 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);
+ };
while (zombies.length > maxZombiesOnScreen) {
var zombieToRemove = zombies.pop();
game.removeChild(zombieToRemove);
}
+ // Declare healthBar globally for accessibility
+ // Modify game logic to include zombie spawning
+ var globalHealthBar = new GlobalHealthBar(100, 100);
+ var zombies = [];
+ var zombieSpawnCooldown = 3000; // Time (ms) between zombie spawn attempts
+ var zombieSpawnElapsedTime = 0;
+ var maxZombiesOnScreen = 10;
+ // Update game loop to handle zombies
+ var originalGameUpdate = game.update;
+ game.update = function () {
+ originalGameUpdate.call(this);
+ // Update zombies
+ zombies.forEach(function (zombie) {
+ zombie.update();
+ });
+ // Spawn zombies if needed
+ zombieSpawnElapsedTime += 16; // Assume 16ms per frame
+ if (zombieSpawnElapsedTime >= zombieSpawnCooldown && zombies.length < maxZombiesOnScreen) {
+ _spawnZombies(1, maxZombiesOnScreen); // Spawn one zombie at a time
+ zombieSpawnElapsedTime = 0;
+ }
+ // Ensure zombie count does not exceed maximum
+ if (zombies.length > maxZombiesOnScreen) {
+ while (zombies.length > maxZombiesOnScreen) {
+ var zombieToRemove = zombies.pop();
+ game.removeChild(zombieToRemove);
+ }
+ }
+ };
+ var isMusicPlaying = {
+ 'Music_Level_1_4': false,
+ 'Music_Level_1_5': false
+ };
+ // Update factory text
+ ;
+ // 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 globalHealthBar = new GlobalHealthBar(5, 5); // Initialize with initial and max health of 5
+ globalHealthBar.x = 1820; // Center horizontally
+ globalHealthBar.y = 2560; // Position at the top center
+ // Add text label 'Health' above the global health bar
+ var healthLabel = new Text2('Health', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ healthLabel.anchor.set(0.5, 1);
+ healthLabel.x = globalHealthBar.x;
+ healthLabel.y = globalHealthBar.y - 60; // Position above the health bar
+ uiLayer.addChild(healthLabel);
+ uiLayer.addChild(globalHealthBar); // 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
+ 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();
+ }
+ };
+ 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();
+ zombies.forEach(function (zombie) {
+ zombie.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();
+ };
}
};
var isMusicPlaying = {
'Music_Level_1_4': false,
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