Code edit (5 edits merged)
Please save this source code
User prompt
Lets go ahead and standardize all human image assets that start with human_ to dimensions 48x146
User prompt
Please fix the bug: 'ReferenceError: greyscaleFilter is not defined' in or related to this line: 'humanGraphics.filters = [greyscaleFilter]; // Reset to greyscale filter' Line Number: 618
User prompt
Please fix the bug: 'ReferenceError: greyscaleFilter is not defined' in or related to this line: 'humanGraphics.filters = [greyscaleFilter]; // Reset to greyscale filter' Line Number: 618
User prompt
Please fix the bug: 'filters is not defined' in or related to this line: 'var greyscaleFilter = new filters.ColorMatrixFilter();' Line Number: 487
Code edit (3 edits merged)
Please save this source code
User prompt
atm the humans are not spawning in greyscale. this is a reminder of how we did it for zombies: zombieGraphics.tint = 0x007e94; // Blue tint for the mask YOu can use grey for a grey mask
User prompt
fix
User prompt
instead of doing this so complicated, do it similarly to how we apply masks on zombies. Apply a grey mask over our humans the same way we color our zombie
User prompt
Please fix the bug: 'filters is not defined' in or related to this line: 'humanGraphics.filters = [new filters.ColorMatrixFilter()];' Line Number: 484
User prompt
humans are not loading in greyscale
User prompt
now to normalize humans even further, make sure they load in greyscale
User prompt
one of the humans appear as purple rectangle why is this
Code edit (2 edits merged)
Please save this source code
User prompt
normalize all the human images (Human_#) asset to dimension 80x220. iterate through all of them
User prompt
We need to redo the appearance for humans. When it loads the Human image assets it can choose randomly between Human_1 all the way to Human_16 (That's right any of the 16 human images at random) so list them out and make them random
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
it's still not working. please remove the admin tools for now
User prompt
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
User prompt
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
User prompt
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)
Please save this source code
User prompt
please fix this
User prompt
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
/**** * 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 }); 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; self.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 self.humanGraphics.x = Math.random() * intensity * 10 - intensity * 5; self.humanGraphics.y = Math.random() * intensity * 10 - intensity * 5; // Add vibration effect self.humanGraphics.x = Math.random() * intensity * 10 - intensity * 5; self.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; self.humanGraphics.tint = self.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; self.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 UpgradedZombie = Container.expand(function () { var self = Container.call(this); // Add the upgraded zombie graphics self.zombieGraphics = self.attachAsset('Zombie', { anchorX: 0.5, anchorY: 0.5 }); self.zombieGraphics.tint = 0xff0000; // Red tint for upgraded zombies // Attributes self.speed = 3; // Faster speed for upgraded zombies self.harvestTime = 3000; // Faster harvest time self.attackCooldown = 2000; // Faster attack cooldown self.lastAttackTime = 0; self.state = 'roaming'; self.targetX = Math.random() * 2048; self.targetY = Math.random() * 2432; self.inRadiusStartTime = null; 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(); } } // 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': moveToTarget(self.targetX, self.targetY); if (distanceToMishnu < radius.radiusSize) { self.state = 'attacking'; self.inRadiusStartTime = Date.now(); if (Math.random() < 1 / 2) { agonySound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']); agonySound.volume = 0.3; agonySound.play(); } } break; case 'attacking': moveToTarget(mishnu.x, mishnu.y, 1.5); if (distanceToMishnu < radius.radiusSize) { var elapsedTime = Date.now() - self.inRadiusStartTime; if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) { self.state = 'harvested'; game.removeChild(self); zombies.splice(zombies.indexOf(self), 1); mishnu.humansHarvested += 2; if (!harvestSoundPlayed) { LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); harvestSoundPlayed = true; } addBloodSplashes(true); return; } if (distanceToMishnu < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) { globalHealthBar.setHealth(globalHealthBar.currentHealth - 1); self.lastAttackTime = Date.now(); self.state = 'fleeing'; 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(); flashGreyMask([mishnu, radius, globalHealthBar], 400, 3); LK.getSound('Hit').play(); LK.setTimeout(function () { LK.getSound('Bark').play(); }, 200); } } else { self.state = 'roaming'; setRandomTarget(); } break; case 'fleeing': moveToTarget(self.targetX, self.targetY, 2); if (distanceToMishnu > radius.radiusSize + 50) { self.state = 'roaming'; setRandomTarget(); } else if (distanceToMishnu < radius.radiusSize) { 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; 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': break; default: console.error("Zombie in unknown state: ".concat(self.state)); self.state = 'roaming'; setRandomTarget(); break; } }; // Set initial target setRandomTarget(); return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); // Add the zombie graphics self.zombieGraphics = self.attachAsset('Zombie', { anchorX: 0.5, anchorY: 0.5 }); self.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 = self.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 ****/ // Temporary function to increase meat in the factory function increaseMeatOnClick() { factory.meat += 10; // Increase meat by 10 units factory.startProcessing(); // Start processing to convert meat to dog food updateFactoryText(); // Update the factory text to reflect the change } // Add event listener for click to trigger the increaseMeatOnClick function game.down = function (x, y, obj) { increaseMeatOnClick(); }; 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.")); currentLevelGroup = Math.floor(factory.level / 5); // Update current level group // 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) * 2; // Increase harvest time by 100% }); // Upgrade stats for zombies zombies.forEach(function (zombie) { zombie.speed *= 1.1; // Increase speed by 10% zombie.harvestTime = (zombie.harvestTime || 4000) * 2; // Increase harvest time by 100% }); // 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; if (currentLevelGroup === 0) { newZombie = new Zombie(); // Base zombie } else { newZombie = new UpgradedZombie(); // Upgraded zombie for higher levels } 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; if (currentLevelGroup === 0) { newHuman = new Human(); // Base human } else { newHuman = new UpgradedHuman(); // Upgraded human for higher levels } 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 currentLevelGroup = Math.floor(factory.level / 5); // Determine the current level group } 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(); };
/****
* 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
});
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;
self.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
self.humanGraphics.x = Math.random() * intensity * 10 - intensity * 5;
self.humanGraphics.y = Math.random() * intensity * 10 - intensity * 5;
// Add vibration effect
self.humanGraphics.x = Math.random() * intensity * 10 - intensity * 5;
self.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;
self.humanGraphics.tint = self.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;
self.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 UpgradedZombie = Container.expand(function () {
var self = Container.call(this);
// Add the upgraded zombie graphics
self.zombieGraphics = self.attachAsset('Zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.zombieGraphics.tint = 0xff0000; // Red tint for upgraded zombies
// Attributes
self.speed = 3; // Faster speed for upgraded zombies
self.harvestTime = 3000; // Faster harvest time
self.attackCooldown = 2000; // Faster attack cooldown
self.lastAttackTime = 0;
self.state = 'roaming';
self.targetX = Math.random() * 2048;
self.targetY = Math.random() * 2432;
self.inRadiusStartTime = null;
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();
}
}
// 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':
moveToTarget(self.targetX, self.targetY);
if (distanceToMishnu < radius.radiusSize) {
self.state = 'attacking';
self.inRadiusStartTime = Date.now();
if (Math.random() < 1 / 2) {
agonySound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']);
agonySound.volume = 0.3;
agonySound.play();
}
}
break;
case 'attacking':
moveToTarget(mishnu.x, mishnu.y, 1.5);
if (distanceToMishnu < radius.radiusSize) {
var elapsedTime = Date.now() - self.inRadiusStartTime;
if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) {
self.state = 'harvested';
game.removeChild(self);
zombies.splice(zombies.indexOf(self), 1);
mishnu.humansHarvested += 2;
if (!harvestSoundPlayed) {
LK.getSound('Ding_1').play();
getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
harvestSoundPlayed = true;
}
addBloodSplashes(true);
return;
}
if (distanceToMishnu < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) {
globalHealthBar.setHealth(globalHealthBar.currentHealth - 1);
self.lastAttackTime = Date.now();
self.state = 'fleeing';
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();
flashGreyMask([mishnu, radius, globalHealthBar], 400, 3);
LK.getSound('Hit').play();
LK.setTimeout(function () {
LK.getSound('Bark').play();
}, 200);
}
} else {
self.state = 'roaming';
setRandomTarget();
}
break;
case 'fleeing':
moveToTarget(self.targetX, self.targetY, 2);
if (distanceToMishnu > radius.radiusSize + 50) {
self.state = 'roaming';
setRandomTarget();
} else if (distanceToMishnu < radius.radiusSize) {
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;
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':
break;
default:
console.error("Zombie in unknown state: ".concat(self.state));
self.state = 'roaming';
setRandomTarget();
break;
}
};
// Set initial target
setRandomTarget();
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
// Add the zombie graphics
self.zombieGraphics = self.attachAsset('Zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.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 = self.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
****/
// Temporary function to increase meat in the factory
function increaseMeatOnClick() {
factory.meat += 10; // Increase meat by 10 units
factory.startProcessing(); // Start processing to convert meat to dog food
updateFactoryText(); // Update the factory text to reflect the change
}
// Add event listener for click to trigger the increaseMeatOnClick function
game.down = function (x, y, obj) {
increaseMeatOnClick();
};
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."));
currentLevelGroup = Math.floor(factory.level / 5); // Update current level group
// 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) * 2; // Increase harvest time by 100%
});
// Upgrade stats for zombies
zombies.forEach(function (zombie) {
zombie.speed *= 1.1; // Increase speed by 10%
zombie.harvestTime = (zombie.harvestTime || 4000) * 2; // Increase harvest time by 100%
});
// 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;
if (currentLevelGroup === 0) {
newZombie = new Zombie(); // Base zombie
} else {
newZombie = new UpgradedZombie(); // Upgraded zombie for higher levels
}
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;
if (currentLevelGroup === 0) {
newHuman = new Human(); // Base human
} else {
newHuman = new UpgradedHuman(); // Upgraded human for higher levels
}
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 currentLevelGroup = Math.floor(factory.level / 5); // Determine the current level group
}
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