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Please fix the bug: 'ReferenceError: lasers is not defined' in or related to this line: 'lasers.splice(lasers.indexOf(self), 1);' Line Number: 749
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var Boss is not spawning at level 2 as it should. make boss spawning at level 2 and game loop update for boss is placed in the correct place of our script to make him spawn
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Please fix the bug: 'ReferenceError: addBloodSplashes is not defined' in or related to this line: 'addBloodSplashes(true);' Line Number: 790
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we cannot have more than one dog munching sound playing at a time.
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Lets go ahead and standardize all human image assets that start with human_ to dimensions 48x146
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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
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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
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Please fix the bug: 'filters is not defined' in or related to this line: 'var greyscaleFilter = new filters.ColorMatrixFilter();' Line Number: 487
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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
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fix
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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
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Please fix the bug: 'filters is not defined' in or related to this line: 'humanGraphics.filters = [new filters.ColorMatrixFilter()];' Line Number: 484
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humans are not loading in greyscale
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now to normalize humans even further, make sure they load in greyscale
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one of the humans appear as purple rectangle why is this
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normalize all the human images (Human_#) asset to dimension 80x220. iterate through all of them
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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
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===================================================================
--- original.js
+++ change.js
@@ -406,9 +406,9 @@
// Class for Humans
// Class for Humans
var Human = Container.expand(function () {
var self = Container.call(this);
- var humanImages = ['Human_1', 'Human_2', 'Human_3', 'Human_4', 'Human_5', 'Human_6', 'Human_7', 'Human_8', 'human_9', 'Human_10', 'Human_11', 'Human_12', 'Human_13', 'Human_14', 'Human_15', 'Human_16'];
+ var humanImages = ['Human_1', 'Human_2', 'Human_3', 'Human_4', 'Human_5', 'Human_6', 'Human_7', 'Human_8', 'human_9', 'Human_10', 'Human_11', 'Human_12', 'Human_13', 'Human_14', 'Human_15', 'Human_16', 'Human_17'];
var randomHumanImage = humanImages[Math.floor(Math.random() * humanImages.length)];
// Attach asset for the human graphic
var humanGraphics = self.attachAsset(randomHumanImage, {
anchorX: 0.5,
@@ -476,15 +476,19 @@
return;
}
if (distance < radius.radiusSize - 2) {
if (!self.isBeingHarvested) {
+ var _self$currentCrunchSo;
self.isBeingHarvested = true;
self.inRadiusStartTime = Date.now();
self.flashTimer = 0;
bloodSplashes = [];
self.yellStarted = false;
// Play crunch sound if applicable
if (self.crunchShouldPlay) {
+ if (self.currentCrunchSound) {
+ self.currentCrunchSound.stop(); // Stop any currently playing crunch sound
+ }
self.currentCrunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']);
self.currentCrunchSound.volume = 0.3;
self.currentCrunchSound.play();
}
@@ -518,9 +522,9 @@
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 = 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', 'Agony_Yell_10']);
self.currentAgonySound.volume = 0.3;
self.currentAgonySound.play();
}
if (elapsedTime >= 3000 / mishnu.harvestSpeed) {
@@ -643,35 +647,39 @@
}
}
// Add sparkles
function emitStars() {
+ // Emit a single sparkle per call
var sparkle = self.attachAsset('Stars', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.3 + 0.1,
+ // Keep sparkles relatively small
scaleY: Math.random() * 0.3 + 0.1,
alpha: 1,
- tint: 0xFFFFFF // White sparkles
+ tint: 0xFFFFFF // Bright white sparkles
});
- // Position sparkles randomly around the zombie
+ // Position sparkle randomly around the zombie
var angle = Math.random() * Math.PI * 2;
- var radius = zombieGraphics.width / 2 + 10;
+ var radius = zombieGraphics.width / 2 + Math.random() * 20 + 10; // Moderate radius
sparkle.x = Math.cos(angle) * radius;
sparkle.y = Math.sin(angle) * radius;
- var lifetime = Math.random() * 400 + 200;
+ // Set sparkle lifetime
+ var lifetime = Math.random() * 200 + 100; // Short lifespan
var elapsed = 0;
+ // Animate the sparkle
var interval = LK.setInterval(function () {
elapsed += 16; // Assume 16ms per frame
- sparkle.y -= 0.5; // Subtle upward motion
+ sparkle.y -= 0.2; // Subtle upward motion
sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out
if (elapsed >= lifetime) {
LK.clearInterval(interval);
- self.removeChild(sparkle);
+ self.removeChild(sparkle); // Remove sparkle after its lifetime
}
}, 16);
}
- // Periodically emit sparkles
- LK.setInterval(emitStars, 300);
+ // Adjust the interval for emitting sparkles to avoid buildup
+ LK.setInterval(emitStars, 200); // Emit sparkles less frequently
// Add blood splashes
function addBloodSplashes() {
var isFinal = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
var count = isFinal ? 10 : 1;
@@ -733,9 +741,12 @@
// 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
+ // Play a random bark sound with a delay
+ var barks = ['Bark', 'Bark_1', 'Bark_2'];
+ var randomBark = barks[Math.floor(Math.random() * barks.length)];
+ LK.getSound(randomBark).play();
}, 200); // Delay of 0.2 seconds
}
} else {
// Outside radius, return to roaming
@@ -798,13 +809,13 @@
/****
* Game Code
****/
-// Define ColorMatrixFilter to fix 'filters is not defined' error
+// Modify game logic to include zombie spawning
+// Declare healthBar globally for accessibility
// Booster spawning logic
// Booster spawning logic
-// Declare healthBar globally for accessibility
-// Modify game logic to include zombie spawning
+// Define ColorMatrixFilter to fix 'filters is not defined' error
var boosters = [];
function spawnBooster() {
var booster = new Booster();
boosters.push(booster);
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