Code edit (3 edits merged)
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it's still not working. please remove the admin tools for now
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it's still not working. make sure the admin tool is crafted properly so it works. make sure its in the correct section. it should proabbly be in var factory
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our admin tool doesn't work, when i click mishnu snacks don't increase. lets remove what we just did and instead make an admin tool to increase meat by 10 when clicking. meat on the backend, not the display text
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add an easy to remove function that increase "dog food" (the backend in our factory) as I click as an admin tool. Label thos lines //admin tool so they can be removed easily later
Code edit (1 edits merged)
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please fix this
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Please fix the bug: 'Timeout.tick error: UpgradedZombie is not defined' in or related to this line: 'newZombie = new UpgradedZombie(); // Upgraded zombie for higher levels' Line Number: 955
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we probably need the human and zomb variable to know what level we are on so we can spawn the correct zombies no? because here at level 5 we get our upgraded humans and zombies, however after that batch they go back to the default zombies and humans. not sure why
Code edit (1 edits merged)
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so it seems our upgradeStatsAtMilestone function updated one batch of zombies at level 5, however i didn't notice humans being different. Also after i got rid of the zombies on that level, level 6 started spawning base zombies again. We need it to be incremental in this fashion. level 1 -4 (base human, base zombie) then 5-9 (upgraded zombie and humans, new color masl), then 10-14 (new upgraded zombie and humans new color mask) and so forth...
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well no here you are increasing the text but not the actual meat in the backend, my factory should be making dog food if i had actually increased the meat
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make a separate function that when i click, the "meat" in the factory increases. Make it so we can remove it easily later
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ok undo that, we're going to do it a different way
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give me an admin/temporary cheat button we will disable later: when i click it increases mishnu snax inside factory
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function upgradeStatsAtMilestone: take a look at this function critical for the game progression. Make sure it is implemented correctly, and that our zombies and humans will have their stats and masks implemented without fail every invrement of 5 levels. If you see problems please fix them.
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Please fix the bug: 'Timeout.tick error: zombieGraphics is not defined' in or related to this line: 'var radius = zombieGraphics.width / 2 + 10;' Line Number: 696
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The error zombie.zombieGraphics is undefined indicates that the zombieGraphics property was not correctly assigned to the zombie object in the Zombie class. To fix this, you need to ensure zombieGraphics is assigned as a property of the zombie object (self) so that it can be accessed later.
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Please fix the bug: 'Timeout.tick error: zombie.zombieGraphics is undefined' in or related to this line: 'zombie.zombieGraphics.tint = newZombieColor;' Line Number: 874
Code edit (1 edits merged)
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds' Line Number: 536
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The error indicates that humanGraphics is not correctly referenced in your Human class. The issue arises because the humanGraphics variable is declared inside the Human constructor but is being accessed using self.humanGraphics in the update function. To fix this: Assign humanGraphics as a property of self (e.g., self.humanGraphics). Update all references to humanGraphics to use self.humanGraphics.
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
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Please fix the bug: 'Timeout.tick error: human.humanGraphics is undefined' in or related to this line: 'human.humanGraphics.tint = newHumanColor;' Line Number: 863
/****
* 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 && bloodGraphics.alpha >= 1) {
game.removeChild(self);
}
};
return self;
});
var Booster = Container.expand(function (type) {
var self = Container.call(this);
// Define boosters with adjusted colors and rarity levels
var colors = [{
color: 0x30a330,
// Adjusted green
effect: 'increaseHealth',
text: '+1 Health',
rarity: 0.3 // Relatively common
}, {
color: 0xd93838,
// Adjusted red
effect: 'increaseHarvestSpeed',
text: '+10% Harvest Speed',
rarity: 0.6 // Relatively common
}, {
color: 0x2f53b4,
// Adjusted blue
effect: 'increaseMaxCargo',
text: '+5 Max Cargo',
rarity: 0.15 // Neutral rarity
}, {
color: 0xe9d735,
// Adjusted yellow
effect: 'increaseMovementSpeed',
text: '+10% Movement Speed',
rarity: 0.15 // Neutral rarity
}, {
color: 0xb733b7,
// Adjusted purple
effect: 'increaseProductionSpeed',
text: '+10% Production Speed',
rarity: 0.15 // Neutral rarity
}, {
color: 0x676767,
// Adjusted grey
effect: 'fillCargo',
text: 'Cargo Filled!',
rarity: 0.05 // Extremely rare
}];
// Weighted random selection based on rarity
function selectBooster() {
var totalWeight = colors.reduce(function (sum, booster) {
return sum + booster.rarity;
}, 0);
var randomWeight = Math.random() * totalWeight;
var cumulativeWeight = 0;
for (var i = 0; i < colors.length; i++) {
cumulativeWeight += colors[i].rarity;
if (randomWeight <= cumulativeWeight) {
return colors[i];
}
}
}
var selected = selectBooster();
// Sparkle effect container
var sparkleContainer = new Container();
self.addChild(sparkleContainer); // Add sparkles first
// Attach booster graphics
var boosterGraphics = self.attachAsset('Booster', {
anchorX: 0.5,
anchorY: 0.5,
tint: selected.color,
scaleX: 1.5,
scaleY: 1.5
});
// Start position (bottom-middle of the screen)
self.x = 2048 / 2;
self.y = 2432 - 200;
// Target position (random on the screen with boundaries)
var margin = 150;
var targetX = margin + Math.random() * (2048 - 2 * margin);
var targetY = margin + Math.random() * (2432 - 300 - 2 * margin);
// Rotation and sparkle effects
var rotationSpeed = 0.01;
function emitSparkles() {
var angle = Math.random() * Math.PI * 2;
var distance = boosterGraphics.width / 2 + 10;
var sparkle = sparkleContainer.attachAsset('Stars', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 2 + 0.3,
scaleY: Math.random() * 2 + 0.3,
alpha: 0.2,
tint: 0xFFFFFF,
x: Math.cos(angle) * distance,
y: Math.sin(angle) * distance
});
var lifetime = Math.random() * 400 + 200;
var elapsed = 0;
var interval = LK.setInterval(function () {
elapsed += 16;
sparkle.y -= 0.5;
sparkle.alpha = Math.max(0, 1 - elapsed / lifetime);
if (elapsed >= lifetime) {
LK.clearInterval(interval);
sparkleContainer.removeChild(sparkle);
}
}, 16);
}
// Propulsion animation
var elapsedTime = 0;
var duration = 1000;
LK.getSound('woosh').play();
self.update = function () {
elapsedTime += 16;
var t = Math.min(1, elapsedTime / duration);
self.x = (1 - t) * (2048 / 2) + t * targetX;
self.y = (1 - t) * (2432 - 200) + t * targetY - 100 * Math.sin(t * Math.PI);
if (t >= 1) {
LK.getSound('can').play();
self.update = function () {
boosterGraphics.rotation += rotationSpeed;
emitSparkles();
};
}
};
// Handle pickup and apply effect
self.pickUp = function () {
LK.getSound('Booster_Sound').play();
// Floating text with canvas
var canvas = self.attachAsset('Booster_Text_Canvas', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1,
alpha: 1
});
var floatingText = new Text2(selected.text, {
size: 80,
fill: 0xFFFFFF,
align: 'center'
});
floatingText.anchor.set(0.5, 0.5);
var textYOffset = 150;
canvas.x = 2048 / 2;
canvas.y = 2732 / 2;
floatingText.x = canvas.x;
floatingText.y = canvas.y;
game.addChild(canvas);
game.addChild(floatingText);
var elapsed = 0;
var textDuration = 1000;
var fadeInterval = LK.setInterval(function () {
elapsed += 16;
canvas.y -= 1.5;
floatingText.y -= 1.5;
canvas.alpha = Math.max(0, 1 - elapsed / textDuration);
floatingText.alpha = Math.max(0, 1 - elapsed / textDuration);
if (elapsed >= textDuration) {
LK.clearInterval(fadeInterval);
game.removeChild(canvas);
game.removeChild(floatingText);
}
}, 16);
// Apply effect based on booster type
switch (selected.effect) {
case 'increaseHealth':
if (globalHealthBar.currentHealth < globalHealthBar.maxHealth) {
globalHealthBar.setHealth(globalHealthBar.currentHealth + 1);
}
break;
case 'increaseHarvestSpeed':
mishnu.harvestSpeed *= 1.1;
break;
case 'increaseMaxCargo':
mishnu.cargoMax = Math.round(mishnu.cargoMax + 5);
break;
case 'increaseMovementSpeed':
mishnu.speed *= 1.1;
break;
case 'increaseProductionSpeed':
factory.processInterval = Math.max(1000, factory.processInterval * 0.9);
break;
case 'fillCargo':
mishnu.humansHarvested = mishnu.cargoMax;
break;
default:
console.error('Unknown booster effect:', selected.effect);
}
// Quick removal effect for booster
var fadeOutInterval = LK.setInterval(function () {
boosterGraphics.alpha -= 0.1;
if (boosterGraphics.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
game.removeChild(self);
}
}, 16);
};
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();
spawnZombies(1, maxZombiesOnScreen);
if (Math.random() < 1 / (1 + factory.level * 0.2)) {
spawnBooster(); // Reduce booster frequency
}
} else {
self.stopProcessing();
}
}, Math.max(3000, 5000 + factory.level * 200)); // Increase processing time with level
}
};
// 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();
spawnZombies(1, maxZombiesOnScreen); // Spawn a zombie when leveling up
// Trigger upgrades every 5 levels
upgradeStatsAtMilestone();
}
}
});
// GlobalHealthBar Class
var GlobalHealthBar = Container.expand(function (initialHealth, maxHealth) {
var self = Container.call(this);
self.currentHealth = initialHealth;
self.maxHealth = maxHealth;
// Define frame dimensions if dynamic retrieval isn't available
var frameWidth = LK.getAsset('LK_Health_Bar', {}).width;
// Create filler (health bar inner part)
var filler = self.attachAsset('LK_Inner_Health_Bar', {
anchorX: 0,
// Anchor to the left
anchorY: 0.5,
// Center vertically
x: -frameWidth / 2,
// Align with the outer frame
// Start from the left edge of the frame
y: 0,
// Center vertically
scaleX: 1 // Fully filled initially
});
// Create frame (health bar outer part)
var frame = self.attachAsset('LK_Health_Bar', {
anchorX: 0.5,
// Center horizontally
anchorY: 0.5,
// Center vertically
x: 0,
// Centered relative to the container
y: 0 // Center vertically
});
// Update the visual representation of the health bar
self.updateHealth = function () {
// Ensure filler width matches current health
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;
});
// Declare healthBar globally for accessibility
// Assuming initial and max health are both 100
// 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);
self.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 !== null) {
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', 'Agony_Yell_8', 'Agony_Yell_9']);
self.currentAgonySound.volume = 0.3;
self.currentAgonySound.play();
}
if (elapsedTime >= 3000 / mishnu.harvestSpeed) {
// 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));
};
// Create and position the health bar at the top center of the viewport
globalHealthBar.x = 1820; // Center horizontally
globalHealthBar.y = 2560; // Position at the top center
uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
// Add the zombie graphics
var zombieGraphics = self.attachAsset('Zombie', {
anchorX: 0.5,
anchorY: 0.5
});
zombieGraphics.tint = 0x007e94; // Blue tint for the mask
// Attributes
self.speed = 2;
self.harvestTime = 4000; // Time (ms) in radius to get harvested
self.attackCooldown = 3000; // Cooldown (ms) between attacks
self.lastAttackTime = 0; // Tracks the last attack time
self.state = 'roaming'; // Initial state
self.targetX = Math.random() * 2048; // Random initial roaming target
self.targetY = Math.random() * 2432;
self.inRadiusStartTime = null; // Time zombie entered Mishnu's radius
var agonySound = null;
var harvestSoundPlayed = false;
// Helper function: Generate a random roaming target
function setRandomTarget() {
self.targetX = Math.random() * 2048;
self.targetY = Math.random() * 2432;
}
// Helper function: Move to a target
function moveToTarget(targetX, targetY) {
var speedMultiplier = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
self.x += dx / distance * self.speed * speedMultiplier;
self.y += dy / distance * self.speed * speedMultiplier;
} else {
setRandomTarget();
}
}
// Add sparkles
function emitStars() {
var sparkle = self.attachAsset('Stars', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.3 + 0.1,
scaleY: Math.random() * 0.3 + 0.1,
alpha: 1,
tint: 0xFFFFFF // White sparkles
});
// Position sparkles randomly around the zombie
var angle = Math.random() * Math.PI * 2;
var radius = zombieGraphics.width / 2 + 10;
sparkle.x = Math.cos(angle) * radius;
sparkle.y = Math.sin(angle) * radius;
var lifetime = Math.random() * 400 + 200;
var elapsed = 0;
var interval = LK.setInterval(function () {
elapsed += 16; // Assume 16ms per frame
sparkle.y -= 0.5; // Subtle upward motion
sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out
if (elapsed >= lifetime) {
LK.clearInterval(interval);
self.removeChild(sparkle);
}
}, 16);
}
// Periodically emit sparkles
LK.setInterval(emitStars, 300);
// Add blood splashes
function addBloodSplashes() {
var isFinal = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
var count = isFinal ? 10 : 1;
for (var i = 0; i < count; i++) {
var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, isFinal));
}
}
// Update behavior
self.update = function () {
var dx = mishnu.x - self.x;
var dy = mishnu.y - self.y;
var distanceToMishnu = Math.sqrt(dx * dx + dy * dy);
switch (self.state) {
case 'roaming':
// Wandering logic
moveToTarget(self.targetX, self.targetY);
// Enter Mishnu's radius
if (distanceToMishnu < radius.radiusSize) {
self.state = 'attacking';
self.inRadiusStartTime = Date.now();
// Play agony sound (1-in-3 chance)
if (Math.random() < 1 / 2) {
agonySound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']);
agonySound.volume = 0.3;
agonySound.play();
}
}
break;
case 'attacking':
// Attack logic
moveToTarget(mishnu.x, mishnu.y, 1.5);
if (distanceToMishnu < radius.radiusSize) {
var elapsedTime = Date.now() - self.inRadiusStartTime;
// Harvest if in radius for the required time
if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) {
self.state = 'harvested';
game.removeChild(self);
zombies.splice(zombies.indexOf(self), 1);
mishnu.humansHarvested += 2;
// Play harvest sounds
if (!harvestSoundPlayed) {
LK.getSound('Ding_1').play();
getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
harvestSoundPlayed = true;
}
addBloodSplashes(true);
return;
}
// Attack Mishnu if close
if (distanceToMishnu < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) {
globalHealthBar.setHealth(globalHealthBar.currentHealth - 1);
self.lastAttackTime = Date.now();
self.state = 'fleeing';
// Set flee target
var fleeAngle = Math.random() * Math.PI * 2;
self.targetX = mishnu.x + Math.cos(fleeAngle) * (radius.radiusSize + 50);
self.targetY = mishnu.y + Math.sin(fleeAngle) * (radius.radiusSize + 50);
addBloodSplashes();
// Flash grey mask on Mishnu, radius, and health bar
flashGreyMask([mishnu, radius, globalHealthBar], 400, 3);
LK.getSound('Hit').play(); // Play "Hit" sound
LK.setTimeout(function () {
LK.getSound('Bark').play(); // Play "Bark" sound
}, 200); // Delay of 0.2 seconds
}
} else {
// Outside radius, return to roaming
self.state = 'roaming';
setRandomTarget();
}
break;
case 'fleeing':
// Flee logic
moveToTarget(self.targetX, self.targetY, 2);
if (distanceToMishnu > radius.radiusSize + 50) {
// Successfully fled, return to roaming
self.state = 'roaming';
setRandomTarget();
} else if (distanceToMishnu < radius.radiusSize) {
// If Mishnu keeps the zombie in the radius, reset harvest timer
if (!self.inRadiusStartTime) {
self.inRadiusStartTime = Date.now();
}
var elapsedTime = Date.now() - self.inRadiusStartTime;
if (elapsedTime >= self.harvestTime) {
self.state = 'harvested';
game.removeChild(self);
zombies.splice(zombies.indexOf(self), 1);
mishnu.humansHarvested += 2;
// Play harvest sounds
if (!harvestSoundPlayed) {
LK.getSound('Ding_1').play();
getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
harvestSoundPlayed = true;
}
addBloodSplashes(true);
return;
}
}
break;
case 'harvested':
// Zombie is removed after harvesting
break;
default:
console.error("Zombie in unknown state: ".concat(self.state));
self.state = 'roaming';
setRandomTarget();
break;
}
};
// Set initial target
setRandomTarget();
return self;
});
/****
* Initialize Game
****/
// Modify game logic to include zombie spawning
// Declare healthBar globally for accessibility
var game = new LK.Game({
backgroundColor: 0x1d1d1d
});
/****
* Game Code
****/
function upgradeStatsAtMilestone() {
// Check if factory.level is a multiple of 5
if (factory.level % 5 === 0) {
console.log("Level ".concat(factory.level, " reached! Upgrading stats for humans and zombies."));
// Upgrade stats for humans
humans.forEach(function (human) {
human.speedX *= 1.1; // Increase speed by 10%
human.speedY *= 1.1;
human.harvestTime = (human.harvestTime || 3000) * 1.2; // Increase harvest time by 20%
});
// Upgrade stats for zombies
zombies.forEach(function (zombie) {
zombie.speed *= 1.1; // Increase speed by 10%
zombie.harvestTime = (zombie.harvestTime || 4000) * 1.2; // Increase harvest time by 20%
});
// Apply visual changes (tint) for differentiation
applyLevelColors();
}
}
function applyLevelColors() {
var levelGroup = Math.floor(factory.level / 5);
// Pale colors for humans
var humanColors = [0xFFE4E1, 0xFFFACD, 0xE0FFFF, 0xF0E68C, 0xFFDAB9]; // Light pink, pale yellow, light cyan, khaki, peach
var newHumanColor = humanColors[levelGroup % humanColors.length];
// Booster-like colors for zombies
var zombieColors = [0x30a330, 0xd93838, 0x2f53b4, 0xe9d735, 0xb733b7]; // Match booster colors
var newZombieColor = zombieColors[levelGroup % zombieColors.length];
// Apply pale color to humans
humans.forEach(function (human) {
human.humanGraphics.tint = newHumanColor;
});
// Apply booster-like color to zombies
zombies.forEach(function (zombie) {
zombie.zombieGraphics.tint = newZombieColor;
});
console.log("Applied colors: Humans (".concat(newHumanColor, "), Zombies (").concat(newZombieColor, ")"));
}
// Booster spawning logic
var boosters = [];
function spawnBooster() {
var booster = new Booster();
boosters.push(booster);
game.addChild(booster);
}
// Integrate boosters with Mishnu Snax increase
var uiLayer = new Container();
uiLayer.zIndex = 10; // Ensure it's above the background and mask
game.addChild(uiLayer);
var factory = uiLayer.addChild(new Factory());
var originalIncreaseDogFood = factory.startProcessing;
factory.startProcessing = function () {
originalIncreaseDogFood.call(factory);
// Reduce booster spawn rate as levels increase
if (factory.level % Math.max(1, Math.floor(factory.level / 3)) === 0) {
spawnBooster(); // Spawn boosters less frequently as level increases
}
};
// Mishnu pickup logic
function checkBoosterPickup() {
boosters.forEach(function (booster) {
var dx = booster.x - mishnu.x;
var dy = booster.y - mishnu.y;
if (Math.sqrt(dx * dx + dy * dy) < 50) {
booster.pickUp();
boosters.splice(boosters.indexOf(booster), 1);
}
});
}
// Add to game update loop
var originalGameUpdate = game.update;
game.update = function () {
originalGameUpdate.call(this);
boosters.forEach(function (booster) {
booster.update();
});
checkBoosterPickup();
};
var globalHealthBar = new GlobalHealthBar(100, 100);
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 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
function updateFactoryText() {
factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + 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 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\nMishnu Snax: 0\nNext level at: ', {
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) {
var hardCap = 100; // Maximum number of humans allowed
for (var i = 0; i < count; i++) {
if (humans.length >= maxHumansOnScreen || humans.length >= hardCap) {
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 flashGreyMask(targets, duration, flashes) {
var flashInterval = duration / (flashes * 2); // Time for each flash on/off
var flashCount = 0;
var interval = LK.setInterval(function () {
if (flashCount >= flashes * 2) {
// End the flashing effect
targets.forEach(function (target) {
if (target && typeof target.tint !== 'undefined') {
target.tint = 0xFFFFFF;
}
}); // Reset tint
LK.clearInterval(interval);
} else {
var isOn = flashCount % 2 === 0; // Toggle between grey and normal
var tintColor = isOn ? 0x808080 : 0xFFFFFF; // Grey tint or original
targets.forEach(function (target) {
if (target && typeof target.tint !== 'undefined') {
target.tint = tintColor;
}
}); // Apply tint
flashCount++;
}
}, flashInterval);
}
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.harvestSpeed = 1; // Initialize harvest speed
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();
boosters.forEach(function (booster) {
booster.update();
});
checkBoosterPickup();
// 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