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it's still not working. please remove the admin tools for now
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it's still not working. make sure the admin tool is crafted properly so it works. make sure its in the correct section. it should proabbly be in var factory
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our admin tool doesn't work, when i click mishnu snacks don't increase. lets remove what we just did and instead make an admin tool to increase meat by 10 when clicking. meat on the backend, not the display text
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add an easy to remove function that increase "dog food" (the backend in our factory) as I click as an admin tool. Label thos lines //admin tool so they can be removed easily later
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please fix this
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Please fix the bug: 'Timeout.tick error: UpgradedZombie is not defined' in or related to this line: 'newZombie = new UpgradedZombie(); // Upgraded zombie for higher levels' Line Number: 955
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we probably need the human and zomb variable to know what level we are on so we can spawn the correct zombies no? because here at level 5 we get our upgraded humans and zombies, however after that batch they go back to the default zombies and humans. not sure why
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so it seems our upgradeStatsAtMilestone function updated one batch of zombies at level 5, however i didn't notice humans being different. Also after i got rid of the zombies on that level, level 6 started spawning base zombies again. We need it to be incremental in this fashion. level 1 -4 (base human, base zombie) then 5-9 (upgraded zombie and humans, new color masl), then 10-14 (new upgraded zombie and humans new color mask) and so forth...
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well no here you are increasing the text but not the actual meat in the backend, my factory should be making dog food if i had actually increased the meat
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make a separate function that when i click, the "meat" in the factory increases. Make it so we can remove it easily later
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ok undo that, we're going to do it a different way
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give me an admin/temporary cheat button we will disable later: when i click it increases mishnu snax inside factory
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function upgradeStatsAtMilestone: take a look at this function critical for the game progression. Make sure it is implemented correctly, and that our zombies and humans will have their stats and masks implemented without fail every invrement of 5 levels. If you see problems please fix them.
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Please fix the bug: 'Timeout.tick error: zombieGraphics is not defined' in or related to this line: 'var radius = zombieGraphics.width / 2 + 10;' Line Number: 696
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The error zombie.zombieGraphics is undefined indicates that the zombieGraphics property was not correctly assigned to the zombie object in the Zombie class. To fix this, you need to ensure zombieGraphics is assigned as a property of the zombie object (self) so that it can be accessed later.
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Please fix the bug: 'Timeout.tick error: zombie.zombieGraphics is undefined' in or related to this line: 'zombie.zombieGraphics.tint = newZombieColor;' Line Number: 874
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds' Line Number: 536
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The error indicates that humanGraphics is not correctly referenced in your Human class. The issue arises because the humanGraphics variable is declared inside the Human constructor but is being accessed using self.humanGraphics in the update function. To fix this: Assign humanGraphics as a property of self (e.g., self.humanGraphics). Update all references to humanGraphics to use self.humanGraphics.
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
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Please fix the bug: 'Timeout.tick error: human.humanGraphics is undefined' in or related to this line: 'human.humanGraphics.tint = newHumanColor;' Line Number: 863
/**** * Classes ****/ // Blood Splash Class var BloodSplash = Container.expand(function (x, y, isFinal) { var self = Container.call(this); var bloodGraphics = self.attachAsset('Blood_Splash_1', { anchorX: 0.5, anchorY: 0.5, alpha: 0, rotation: Math.random() * Math.PI * 2, scaleX: 0, scaleY: 0 }); self.x = x; self.y = y; var growSpeed = isFinal ? 0.1 : 0.05; self.update = function () { bloodGraphics.alpha += 0.05; bloodGraphics.scaleX += growSpeed; bloodGraphics.scaleY += growSpeed; if (bloodGraphics && bloodGraphics.alpha >= 1) { game.removeChild(self); } }; return self; }); var Booster = Container.expand(function (type) { var self = Container.call(this); // Define boosters with adjusted colors and rarity levels var colors = [{ color: 0x30a330, // Adjusted green effect: 'increaseHealth', text: '+1 Health', rarity: 0.3 // Relatively common }, { color: 0xd93838, // Adjusted red effect: 'increaseHarvestSpeed', text: '+10% Harvest Speed', rarity: 0.6 // Relatively common }, { color: 0x2f53b4, // Adjusted blue effect: 'increaseMaxCargo', text: '+5 Max Cargo', rarity: 0.15 // Neutral rarity }, { color: 0xe9d735, // Adjusted yellow effect: 'increaseMovementSpeed', text: '+10% Movement Speed', rarity: 0.15 // Neutral rarity }, { color: 0xb733b7, // Adjusted purple effect: 'increaseProductionSpeed', text: '+10% Production Speed', rarity: 0.15 // Neutral rarity }, { color: 0x676767, // Adjusted grey effect: 'fillCargo', text: 'Cargo Filled!', rarity: 0.05 // Extremely rare }]; // Weighted random selection based on rarity function selectBooster() { var totalWeight = colors.reduce(function (sum, booster) { return sum + booster.rarity; }, 0); var randomWeight = Math.random() * totalWeight; var cumulativeWeight = 0; for (var i = 0; i < colors.length; i++) { cumulativeWeight += colors[i].rarity; if (randomWeight <= cumulativeWeight) { return colors[i]; } } } var selected = selectBooster(); // Sparkle effect container var sparkleContainer = new Container(); self.addChild(sparkleContainer); // Add sparkles first // Attach booster graphics var boosterGraphics = self.attachAsset('Booster', { anchorX: 0.5, anchorY: 0.5, tint: selected.color, scaleX: 1.5, scaleY: 1.5 }); // Start position (bottom-middle of the screen) self.x = 2048 / 2; self.y = 2432 - 200; // Target position (random on the screen with boundaries) var margin = 150; var targetX = margin + Math.random() * (2048 - 2 * margin); var targetY = margin + Math.random() * (2432 - 300 - 2 * margin); // Rotation and sparkle effects var rotationSpeed = 0.01; function emitSparkles() { var angle = Math.random() * Math.PI * 2; var distance = boosterGraphics.width / 2 + 10; var sparkle = sparkleContainer.attachAsset('Stars', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 2 + 0.3, scaleY: Math.random() * 2 + 0.3, alpha: 0.2, tint: 0xFFFFFF, x: Math.cos(angle) * distance, y: Math.sin(angle) * distance }); var lifetime = Math.random() * 400 + 200; var elapsed = 0; var interval = LK.setInterval(function () { elapsed += 16; sparkle.y -= 0.5; sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); if (elapsed >= lifetime) { LK.clearInterval(interval); sparkleContainer.removeChild(sparkle); } }, 16); } // Propulsion animation var elapsedTime = 0; var duration = 1000; LK.getSound('woosh').play(); self.update = function () { elapsedTime += 16; var t = Math.min(1, elapsedTime / duration); self.x = (1 - t) * (2048 / 2) + t * targetX; self.y = (1 - t) * (2432 - 200) + t * targetY - 100 * Math.sin(t * Math.PI); if (t >= 1) { LK.getSound('can').play(); self.update = function () { boosterGraphics.rotation += rotationSpeed; emitSparkles(); }; } }; // Handle pickup and apply effect self.pickUp = function () { LK.getSound('Booster_Sound').play(); // Floating text with canvas var canvas = self.attachAsset('Booster_Text_Canvas', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1, alpha: 1 }); var floatingText = new Text2(selected.text, { size: 80, fill: 0xFFFFFF, align: 'center' }); floatingText.anchor.set(0.5, 0.5); var textYOffset = 150; canvas.x = 2048 / 2; canvas.y = 2732 / 2; floatingText.x = canvas.x; floatingText.y = canvas.y; game.addChild(canvas); game.addChild(floatingText); var elapsed = 0; var textDuration = 1000; var fadeInterval = LK.setInterval(function () { elapsed += 16; canvas.y -= 1.5; floatingText.y -= 1.5; canvas.alpha = Math.max(0, 1 - elapsed / textDuration); floatingText.alpha = Math.max(0, 1 - elapsed / textDuration); if (elapsed >= textDuration) { LK.clearInterval(fadeInterval); game.removeChild(canvas); game.removeChild(floatingText); } }, 16); // Apply effect based on booster type switch (selected.effect) { case 'increaseHealth': if (globalHealthBar.currentHealth < globalHealthBar.maxHealth) { globalHealthBar.setHealth(globalHealthBar.currentHealth + 1); } break; case 'increaseHarvestSpeed': mishnu.harvestSpeed *= 1.1; break; case 'increaseMaxCargo': mishnu.cargoMax = Math.round(mishnu.cargoMax + 5); break; case 'increaseMovementSpeed': mishnu.speed *= 1.1; break; case 'increaseProductionSpeed': factory.processInterval = Math.max(1000, factory.processInterval * 0.9); break; case 'fillCargo': mishnu.humansHarvested = mishnu.cargoMax; break; default: console.error('Unknown booster effect:', selected.effect); } // Quick removal effect for booster var fadeOutInterval = LK.setInterval(function () { boosterGraphics.alpha -= 0.1; if (boosterGraphics.alpha <= 0) { LK.clearInterval(fadeOutInterval); game.removeChild(self); } }, 16); }; return self; }); // Factory Class var Factory = Container.expand(function () { var self = Container.call(this); var factoryGraphics = self.attachAsset('Factory', { anchorX: 0.5, anchorY: 0.5, zIndex: 3 }); self.x = 950; self.y = 2432 - 100; // Position factory in the text box area self.meat = 0; self.dogFood = 0; self.processing = false; self.processInterval = null; self.rumbleTimer = 0; // Timer for rumble effect self.level = 1; // Current level self.nextLevelRequirement = 5; // Starting requirement for level 2 // Start processing meat into dog food self.startProcessing = function () { if (!self.processing && self.meat >= 5) { self.processing = true; LK.getSound('Factory_Operation').play({ loop: true }); self.processInterval = LK.setInterval(function () { if (self.meat >= 5) { self.meat -= 5; self.dogFood++; updateFactoryText(); checkLevelProgression(); spawnZombies(1, maxZombiesOnScreen); if (Math.random() < 1 / (1 + factory.level * 0.2)) { spawnBooster(); // Reduce booster frequency } } else { self.stopProcessing(); } }, Math.max(3000, 5000 + factory.level * 200)); // Increase processing time with level } }; // Stop processing self.stopProcessing = function () { if (self.processing) { self.processing = false; LK.clearInterval(self.processInterval); LK.getSound('Factory_Operation').stop(); } }; // Update the factory self.update = function () { // Check for Mishnu depositing cargo if (mishnu.humansHarvested > 0 && self.intersects(mishnu)) { // Mishnu deposits cargo self.meat += mishnu.humansHarvested; mishnu.humansHarvested = 0; LK.getSound('Factory_Deposit').play(); // Play deposit sound updateFactoryText(); self.startProcessing(); } // Add rumble effect when processing if (self.processing) { self.rumbleTimer += 16; // Assume 16ms per frame if (self.rumbleTimer >= 100) { // Rumble every 100ms factoryGraphics.x = Math.random() * 6 - 3; // Horizontal rumble factoryGraphics.y = Math.random() * 6 - 3; // Vertical rumble self.rumbleTimer = 0; } } else { // Reset position when not processing factoryGraphics.x = 0; factoryGraphics.y = 0; } // Stop processing if out of meat if (self.meat < 5 && self.processing) { self.stopProcessing(); } }; function triggerLevelTextShake() { var shakeIntensity = 5; // Maximum shake offset in pixels var shakeDuration = 500; // Duration of the shake in milliseconds var elapsedTime = 0; // Tracks elapsed time var originalX = factoryText.x; // Save the original x position var originalY = factoryText.y; // Save the original y position // Function to perform shaking var shakeInterval = LK.setInterval(function () { if (elapsedTime >= shakeDuration) { LK.clearInterval(shakeInterval); factoryText.x = originalX; // Reset to original position factoryText.y = originalY; return; } // Apply random offset for shaking factoryText.x = originalX + (Math.random() * shakeIntensity * 2 - shakeIntensity); factoryText.y = originalY + (Math.random() * shakeIntensity * 2 - shakeIntensity); elapsedTime += 16; // Assume 16ms per frame (60 FPS) }, 16); } function checkLevelProgression() { if (self.dogFood >= self.nextLevelRequirement) { self.level++; LK.getSound('Level_Up').play(); // Play level-up sound self.nextLevelRequirement += Math.round(self.nextLevelRequirement * 0.75); // Increase requirement by 75% // Reset spawn counter and calculate new spawn limit humansSpawnedThisLevel = 0; humanSpawnLimit = self.nextLevelRequirement * 5; // Trigger level-up animation triggerLevelTextShake(); updateFactoryText(); spawnZombies(1, maxZombiesOnScreen); // Spawn a zombie when leveling up } } }); // 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); var humanGraphics = self.attachAsset('human', { anchorX: 0.5, anchorY: 0.5 }); var bloodSplashes = []; self.speedX = (Math.random() * 2 - 1) * 2; self.speedY = (Math.random() * 2 - 1) * 2; self.isBeingHarvested = false; self.inRadiusStartTime = null; self.currentAgonySound = null; self.currentCrunchSound = null; self.yellStarted = false; // Tracks if the yell has started self.yellShouldPlay = Math.random() < 1 / 3; // 1-in-3 chance for yelling self.crunchShouldPlay = Math.random() < 1 / 6; // 1-in-3 chance for crunch sound self.flashTimer = 0; // Timer for red flashing self.flashInterval = 500; // Initial interval for flashing self.update = function () { // Escape logic self.x += self.speedX; self.y += self.speedY; // Keep humans within the viewport margins var margin = 50; var bottomMargin = 300; // Extra margin for bottom text box if (self.x <= margin) { self.x = margin; self.speedX *= -1; } else if (self.x >= 2048 - margin) { self.x = 2048 - margin; self.speedX *= -1; } if (self.y <= margin) { self.y = margin; self.speedY *= -1; } else if (self.y >= 2432 - margin) { // Ensure humans respect new boundary height self.y = 2432 - margin; self.speedY *= -1; } // Check distance to Mishnu var dx = self.x - mishnu.x; var dy = self.y - mishnu.y; var distance = Math.sqrt(dx * dx + dy * dy); if (mishnu.humansHarvested >= mishnu.cargoMax * 1.5) { // Stop all sounds when cargo exceeds 150% capacity if (self.currentAgonySound !== null) { fadeOutSound(self.currentAgonySound, 500); } if (self.currentCrunchSound) { self.currentCrunchSound.stop(); } self.isBeingHarvested = false; humanGraphics.tint = 0xFFFFFF; // Reset flashing return; } if (distance < radius.radiusSize - 2) { if (!self.isBeingHarvested) { self.isBeingHarvested = true; self.inRadiusStartTime = Date.now(); self.flashTimer = 0; bloodSplashes = []; self.yellStarted = false; // Play crunch sound if applicable if (self.crunchShouldPlay) { self.currentCrunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']); self.currentCrunchSound.volume = 0.3; self.currentCrunchSound.play(); } } else { // Calculate vibration intensity based on time in the radius var elapsedTime = Date.now() - self.inRadiusStartTime; var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds // Add vibration effect humanGraphics.x = Math.random() * intensity * 10 - intensity * 5; humanGraphics.y = Math.random() * intensity * 10 - intensity * 5; // Escape logic during vibration var runSpeed = 2; // Speed humans try to escape the radius self.x += dx / distance * runSpeed; self.y += dy / distance * runSpeed; // Flash red effect self.flashTimer += 16; // Assume a fixed delta of 16ms per frame if (self.flashTimer >= self.flashInterval) { self.flashTimer = 0; humanGraphics.tint = humanGraphics.tint === 0xFFFFFF ? 0xFF0000 : 0xFFFFFF; // Emit blood splash var bloodSplash = game.addChild(new BloodSplash(self.x, self.y)); bloodSplashes.push(bloodSplash); } // Increase flash frequency closer to harvest self.flashInterval = Math.max(100, 500 - elapsedTime / 3000 * 400); // Start agony yell after 1 second of harvesting if (elapsedTime > 1000 && !self.yellStarted && self.yellShouldPlay) { self.yellStarted = true; self.currentAgonySound = getRandomSound(['Agony_Yell_1', 'Agony_Yell_2', 'Agony_Yell_3', 'Agony_Yell_4', 'Agony_Yell_5', 'Agony_Yell_6', 'Agony_Yell_7', 'Agony_Yell_8', 'Agony_Yell_9']); self.currentAgonySound.volume = 0.3; self.currentAgonySound.play(); } if (elapsedTime >= 3000 / mishnu.harvestSpeed) { // Harvest after 3 seconds if (mishnu.humansHarvested < mishnu.cargoMax * 1.5) { game.removeChild(self); // Remove human from the game humans.splice(humans.indexOf(self), 1); // Remove from array mishnu.humansHarvested++; // Stop yelling abruptly if (self.currentAgonySound) { self.currentAgonySound.stop(); } // Play ding and squish sounds on harvest LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); // Final blood splashes for (var i = 0; i < 10; i++) { var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true)); bloodSplashes.push(bloodSplash); } } } } } else { // Reset harvesting state if outside the radius if (self.isBeingHarvested) { if (self.currentAgonySound && self.yellStarted) { self.currentAgonySound.loop = false; } if (self.currentCrunchSound) { self.currentCrunchSound.stop(); } } self.isBeingHarvested = false; self.inRadiusStartTime = null; self.flashTimer = 0; humanGraphics.tint = 0xFFFFFF; // Reset flashing bloodSplashes.forEach(function (splash) { game.removeChild(splash); }); } }; return self; }); // Class for Mishnu var Mishnu = Container.expand(function () { var self = Container.call(this); var mishnuGraphics = self.attachAsset('mishnu', { anchorX: 0.5, anchorY: 0.5, zIndex: 1 }); self.speed = 4; self.humansHarvested = 0; self.cargoMax = 10; self.targetX = 2048 / 2; self.targetY = 2432 - 200; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Adjust speed based on cargo if (self.humansHarvested > self.cargoMax) { var overCapacityFactor = (self.humansHarvested - self.cargoMax) / (self.cargoMax * 0.5); self.speed = Math.max(1, 4 - 3 * overCapacityFactor); // Minimum speed of 1 } else { self.speed = 4; // Full speed } if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Keep Mishnu within viewport margins var margin = 50; var bottomMargin = 300; // Extra margin for bottom text box self.x = Math.max(margin, Math.min(2048 - margin, self.x)); self.y = Math.max(margin, Math.min(2432 - bottomMargin, self.y)); }; // Create and position the health bar at the top center of the viewport globalHealthBar.x = 1820; // Center horizontally globalHealthBar.y = 2560; // Position at the top center uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); // Add the zombie graphics var zombieGraphics = self.attachAsset('Zombie', { anchorX: 0.5, anchorY: 0.5 }); zombieGraphics.tint = 0x007e94; // Blue tint for the mask // Attributes self.speed = 2; self.harvestTime = 4000; // Time (ms) in radius to get harvested self.attackCooldown = 3000; // Cooldown (ms) between attacks self.lastAttackTime = 0; // Tracks the last attack time self.state = 'roaming'; // Initial state self.targetX = Math.random() * 2048; // Random initial roaming target self.targetY = Math.random() * 2432; self.inRadiusStartTime = null; // Time zombie entered Mishnu's radius var agonySound = null; var harvestSoundPlayed = false; // Helper function: Generate a random roaming target function setRandomTarget() { self.targetX = Math.random() * 2048; self.targetY = Math.random() * 2432; } // Helper function: Move to a target function moveToTarget(targetX, targetY) { var speedMultiplier = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx / distance * self.speed * speedMultiplier; self.y += dy / distance * self.speed * speedMultiplier; } else { setRandomTarget(); } } // Add sparkles function emitStars() { var sparkle = self.attachAsset('Stars', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.3 + 0.1, scaleY: Math.random() * 0.3 + 0.1, alpha: 1, tint: 0xFFFFFF // White sparkles }); // Position sparkles randomly around the zombie var angle = Math.random() * Math.PI * 2; var radius = zombieGraphics.width / 2 + 10; sparkle.x = Math.cos(angle) * radius; sparkle.y = Math.sin(angle) * radius; var lifetime = Math.random() * 400 + 200; var elapsed = 0; var interval = LK.setInterval(function () { elapsed += 16; // Assume 16ms per frame sparkle.y -= 0.5; // Subtle upward motion sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out if (elapsed >= lifetime) { LK.clearInterval(interval); self.removeChild(sparkle); } }, 16); } // Periodically emit sparkles LK.setInterval(emitStars, 300); // Add blood splashes function addBloodSplashes() { var isFinal = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; var count = isFinal ? 10 : 1; for (var i = 0; i < count; i++) { var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, isFinal)); } } // Update behavior self.update = function () { var dx = mishnu.x - self.x; var dy = mishnu.y - self.y; var distanceToMishnu = Math.sqrt(dx * dx + dy * dy); switch (self.state) { case 'roaming': // Wandering logic moveToTarget(self.targetX, self.targetY); // Enter Mishnu's radius if (distanceToMishnu < radius.radiusSize) { self.state = 'attacking'; self.inRadiusStartTime = Date.now(); // Play agony sound (1-in-3 chance) if (Math.random() < 1 / 2) { agonySound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']); agonySound.volume = 0.3; agonySound.play(); } } break; case 'attacking': // Attack logic moveToTarget(mishnu.x, mishnu.y, 1.5); if (distanceToMishnu < radius.radiusSize) { var elapsedTime = Date.now() - self.inRadiusStartTime; // Harvest if in radius for the required time if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) { self.state = 'harvested'; game.removeChild(self); zombies.splice(zombies.indexOf(self), 1); mishnu.humansHarvested += 2; // Play harvest sounds if (!harvestSoundPlayed) { LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); harvestSoundPlayed = true; } addBloodSplashes(true); return; } // Attack Mishnu if close if (distanceToMishnu < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) { globalHealthBar.setHealth(globalHealthBar.currentHealth - 1); self.lastAttackTime = Date.now(); self.state = 'fleeing'; // Set flee target var fleeAngle = Math.random() * Math.PI * 2; self.targetX = mishnu.x + Math.cos(fleeAngle) * (radius.radiusSize + 50); self.targetY = mishnu.y + Math.sin(fleeAngle) * (radius.radiusSize + 50); addBloodSplashes(); // Flash grey mask on Mishnu, radius, and health bar flashGreyMask([mishnu, radius, globalHealthBar], 400, 3); LK.getSound('Hit').play(); // Play "Hit" sound LK.setTimeout(function () { LK.getSound('Bark').play(); // Play "Bark" sound }, 200); // Delay of 0.2 seconds } } else { // Outside radius, return to roaming self.state = 'roaming'; setRandomTarget(); } break; case 'fleeing': // Flee logic moveToTarget(self.targetX, self.targetY, 2); if (distanceToMishnu > radius.radiusSize + 50) { // Successfully fled, return to roaming self.state = 'roaming'; setRandomTarget(); } else if (distanceToMishnu < radius.radiusSize) { // If Mishnu keeps the zombie in the radius, reset harvest timer if (!self.inRadiusStartTime) { self.inRadiusStartTime = Date.now(); } var elapsedTime = Date.now() - self.inRadiusStartTime; if (elapsedTime >= self.harvestTime) { self.state = 'harvested'; game.removeChild(self); zombies.splice(zombies.indexOf(self), 1); mishnu.humansHarvested += 2; // Play harvest sounds if (!harvestSoundPlayed) { LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); harvestSoundPlayed = true; } addBloodSplashes(true); return; } } break; case 'harvested': // Zombie is removed after harvesting break; default: console.error("Zombie in unknown state: ".concat(self.state)); self.state = 'roaming'; setRandomTarget(); break; } }; // Set initial target setRandomTarget(); return self; }); /**** * Initialize Game ****/ // Modify game logic to include zombie spawning // Declare healthBar globally for accessibility var game = new LK.Game({ backgroundColor: 0x1d1d1d }); /**** * Game Code ****/ // Modify game logic to include zombie spawning // Declare healthBar globally for accessibility // Booster spawning logic // Booster spawning logic var boosters = []; function spawnBooster() { var booster = new Booster(); boosters.push(booster); game.addChild(booster); } // Integrate boosters with Mishnu Snax increase var uiLayer = new Container(); uiLayer.zIndex = 10; // Ensure it's above the background and mask game.addChild(uiLayer); var factory = uiLayer.addChild(new Factory()); var originalIncreaseDogFood = factory.startProcessing; factory.startProcessing = function () { originalIncreaseDogFood.call(factory); // Reduce booster spawn rate as levels increase if (factory.level % Math.max(1, Math.floor(factory.level / 3)) === 0) { spawnBooster(); // Spawn boosters less frequently as level increases } }; // Mishnu pickup logic function checkBoosterPickup() { boosters.forEach(function (booster) { var dx = booster.x - mishnu.x; var dy = booster.y - mishnu.y; if (Math.sqrt(dx * dx + dy * dy) < 50) { booster.pickUp(); boosters.splice(boosters.indexOf(booster), 1); } }); } // Add to game update loop var originalGameUpdate = game.update; game.update = function () { originalGameUpdate.call(this); boosters.forEach(function (booster) { booster.update(); }); checkBoosterPickup(); }; var globalHealthBar = new GlobalHealthBar(100, 100); function spawnZombies(count, maxZombiesOnScreen) { for (var i = 0; i < count; i++) { if (zombies.length >= maxZombiesOnScreen) { break; } var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right var spawnX, spawnY; switch (spawnEdge) { case 0: spawnX = Math.random() * 2048; spawnY = -50; break; case 1: spawnX = -50; spawnY = Math.random() * (2432 - 300); break; case 2: spawnX = 2048 + 50; spawnY = Math.random() * (2432 - 300); break; } var newZombie = new Zombie(); newZombie.x = spawnX; newZombie.y = spawnY; zombies.push(newZombie); game.addChild(newZombie); } } // Initialize zombies var zombies = []; var zombieSpawnCooldown = 3000; // Time (ms) between zombie spawn attempts var zombieSpawnElapsedTime = 0; var maxZombiesOnScreen = 10; // Update game loop to handle zombies var originalGameUpdate = game.update; game.update = function () { originalGameUpdate.call(this); // Update zombies zombies.forEach(function (zombie) { zombie.update(); }); // Spawn zombies if needed zombieSpawnElapsedTime += 16; // Assume 16ms per frame if (zombieSpawnElapsedTime >= zombieSpawnCooldown && zombies.length < maxZombiesOnScreen) { spawnZombies(1, maxZombiesOnScreen); // Spawn one zombie at a time zombieSpawnElapsedTime = 0; } // Ensure zombie count does not exceed maximum if (zombies.length > maxZombiesOnScreen) { while (zombies.length > maxZombiesOnScreen) { var zombieToRemove = zombies.pop(); game.removeChild(zombieToRemove); } } }; var isMusicPlaying = { 'Music_Level_1_4': false, 'Music_Level_1_5': false }; // Update factory text function updateFactoryText() { factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement); } // Function to randomly select a sound from a list ; // Add a UI layer to ensure factory is rendered above the background and mask var uiLayer = new Container(); uiLayer.zIndex = 10; // Ensure it's above the background and mask game.addChild(uiLayer); // Create and position the health bar at the top center of the viewport var globalHealthBar = new GlobalHealthBar(5, 5); // Initialize with initial and max health of 5 globalHealthBar.x = 1820; // Center horizontally globalHealthBar.y = 2560; // Position at the top center // Add text label 'Health' above the global health bar var healthLabel = new Text2('Health', { size: 50, fill: 0xFFFFFF }); healthLabel.anchor.set(0.5, 1); healthLabel.x = globalHealthBar.x; healthLabel.y = globalHealthBar.y - 60; // Position above the health bar uiLayer.addChild(healthLabel); uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility // Add the factory to the UI layer var factory = uiLayer.addChild(new Factory()); // Initialize factory text var factoryText = new Text2('Meat: 0\nMishnu Snax: 0\nNext level at: ', { size: 50, fill: 0xFFFFFF, align: 'left' }); factoryText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(factoryText); var nextLevel = 100; // Placeholder for next level goal // Function to randomly spawn a human at the edges of the viewport function spawnHumans(count, maxHumansOnScreen) { var hardCap = 100; // Maximum number of humans allowed for (var i = 0; i < count; i++) { if (humans.length >= maxHumansOnScreen || humans.length >= hardCap) { break; } // Randomly select a spawn edge (excluding the bottom) var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right var spawnX, spawnY; switch (spawnEdge) { case 0: // Top spawnX = Math.random() * 2048; spawnY = -50; // Just outside the top boundary break; case 1: // Left spawnX = -50; // Just outside the left boundary spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area break; case 2: // Right spawnX = 2048 + 50; // Just outside the right boundary spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area break; } // Create a new human and add it to the game var newHuman = new Human(); newHuman.x = spawnX; newHuman.y = spawnY; humans.push(newHuman); game.addChild(newHuman); } } // Update game loop var originalUpdate = game.update; game.update = function () { originalUpdate.call(this); // Update factory factory.update(); // Check for level progression if (factory.dogFood >= nextLevel) { // Handle level progression logic here nextLevel += 100; // Example: increase next level goal updateFactoryText(); } }; function flashGreyMask(targets, duration, flashes) { var flashInterval = duration / (flashes * 2); // Time for each flash on/off var flashCount = 0; var interval = LK.setInterval(function () { if (flashCount >= flashes * 2) { // End the flashing effect targets.forEach(function (target) { if (target && typeof target.tint !== 'undefined') { target.tint = 0xFFFFFF; } }); // Reset tint LK.clearInterval(interval); } else { var isOn = flashCount % 2 === 0; // Toggle between grey and normal var tintColor = isOn ? 0x808080 : 0xFFFFFF; // Grey tint or original targets.forEach(function (target) { if (target && typeof target.tint !== 'undefined') { target.tint = tintColor; } }); // Apply tint flashCount++; } }, flashInterval); } function getRandomSound(soundList) { return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]); } // Function to fade out a sound function fadeOutSound(sound, duration) { var initialVolume = sound.volume; var fadeStep = initialVolume / (duration / 100); var fadeInterval = LK.setInterval(function () { if (sound.volume > 0) { sound.volume = Math.max(0, sound.volume - fadeStep); } else { LK.clearInterval(fadeInterval); sound.stop(); } }, 100); } var radius = game.addChild(new HarvestRadius()); var mishnu = game.addChild(new Mishnu()); mishnu.harvestSpeed = 1; // Initialize harvest speed mishnu.x = 2048 / 2; mishnu.y = 2432 - 200; radius.x = mishnu.x; radius.y = mishnu.y; // Initialize humans var humans = []; for (var i = 0; i < 50; i++) { var human = new Human(); human.x = Math.random() * 2048; human.y = Math.random() * (2432 - 100); humans.push(human); game.addChild(human); var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level var humanSpawnLimit = factory.nextLevelRequirement * 7; // Set minimum spawn limit to nextLevelRequirement * 7 } var spawnCooldown = 20; // Reduced time (in ms) between spawn attempts for faster spawning var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt // Play looping Dog Panting sound LK.getSound('Dog_panting').play({ loop: true }); // Handle mouse movement game.move = function (x, y, obj) { mishnu.targetX = x; mishnu.targetY = y; }; // Display cargo count var cargoText = new Text2('Cargo: 0 / 10', { size: 50, fill: 0xFFFFFF }); cargoText.anchor.set(1, 1); LK.gui.bottomRight.addChild(cargoText); // Music alternation logic var currentMusic = 'Music_Level_1_5'; game.update = function () { humans.forEach(function (human) { human.update(); }); mishnu.update(); zombies.forEach(function (zombie) { zombie.update(); }); radius.update(); boosters.forEach(function (booster) { booster.update(); }); checkBoosterPickup(); // Calculate dynamic minimum and maximum humans on screen var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 7, 20); // Ensure a minimum of 20 var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.5); // Scale max to 150% of min // Ensure minimum number of humans on screen if (humans.length < minHumansOnScreen) { spawnElapsedTime += 16; // Assume 16ms per frame if (spawnElapsedTime >= spawnCooldown) { spawnHumans(minHumansOnScreen - humans.length, maxHumansOnScreen); // Pass the maxHumansOnScreen value spawnElapsedTime = 0; // Reset spawn elapsed time } } // Cap the number of humans to maxHumansOnScreen if (humans.length > maxHumansOnScreen) { // Remove excess humans from the game while (humans.length > maxHumansOnScreen) { var humanToRemove = humans.pop(); game.removeChild(humanToRemove); } } // Update cargo text var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF; if (cargoText.fill !== textColor) { LK.gui.bottomRight.removeChild(cargoText); cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, { size: 50, fill: textColor }); cargoText.anchor.set(1, 1); LK.gui.bottomRight.addChild(cargoText); } else { cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax); } // Play Music_Level_1_4 in a loop if (!isMusicPlaying['Music_Level_1_4']) { LK.playMusic('Music_Level_1_4', { loop: true }); isMusicPlaying['Music_Level_1_4'] = true; // Track music state } // Play Music_Level_1_5 in a loop if (!isMusicPlaying['Music_Level_1_5']) { LK.playMusic('Music_Level_1_5', { loop: true }); isMusicPlaying['Music_Level_1_5'] = true; // Track music state } // Update factory factory.update(); };
===================================================================
--- original.js
+++ change.js
@@ -401,82 +401,144 @@
};
return self;
});
// Class for Humans
-// Updated Human class with sounds, graphics, and leveling
var Human = Container.expand(function () {
var self = Container.call(this);
- var levelGroup = Math.floor(factory.level / 5);
- // Colors based on level
- var humanColors = [0xFFE4E1, 0xFFFACD, 0xE0FFFF, 0xF0E68C, 0xFFDAB9];
- var humanColor = humanColors[levelGroup % humanColors.length];
var humanGraphics = self.attachAsset('human', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: humanColor
+ anchorY: 0.5
});
- // Stats based on level
- self.speedX = (Math.random() * 2 - 1) * (2 * Math.pow(1.15, levelGroup));
- self.speedY = (Math.random() * 2 - 1) * (2 * Math.pow(1.15, levelGroup));
- self.harvestTime = 3000 * Math.pow(2, levelGroup); // Harvest time doubles every 5 levels
+ var bloodSplashes = [];
+ self.speedX = (Math.random() * 2 - 1) * 2;
+ self.speedY = (Math.random() * 2 - 1) * 2;
self.isBeingHarvested = false;
self.inRadiusStartTime = null;
- self.flashTimer = 0;
- self.flashInterval = 500;
- var bloodSplashes = [];
+ 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 viewport margins
+ // Keep humans within the viewport margins
var margin = 50;
- if (self.x <= margin || self.x >= 2048 - margin) {
+ 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 >= 2432 - margin) {
+ 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 (distance < radius.radiusSize) {
+ if (mishnu.humansHarvested >= mishnu.cargoMax * 1.5) {
+ // Stop all sounds when cargo exceeds 150% capacity
+ if (self.currentAgonySound !== null) {
+ fadeOutSound(self.currentAgonySound, 500);
+ }
+ if (self.currentCrunchSound) {
+ self.currentCrunchSound.stop();
+ }
+ self.isBeingHarvested = false;
+ humanGraphics.tint = 0xFFFFFF; // Reset flashing
+ return;
+ }
+ if (distance < radius.radiusSize - 2) {
if (!self.isBeingHarvested) {
self.isBeingHarvested = true;
self.inRadiusStartTime = Date.now();
self.flashTimer = 0;
bloodSplashes = [];
+ self.yellStarted = false;
// Play crunch sound if applicable
- if (Math.random() < 0.5) {
- var crunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']);
- crunchSound.volume = 0.3;
- crunchSound.play();
+ 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;
- if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) {
- game.removeChild(self);
- humans.splice(humans.indexOf(self), 1);
- mishnu.humansHarvested++;
- // Final blood splashes
- for (var i = 0; i < 10; i++) {
- var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true));
- bloodSplashes.push(bloodSplash);
+ var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds
+ // Add vibration effect
+ humanGraphics.x = Math.random() * intensity * 10 - intensity * 5;
+ humanGraphics.y = Math.random() * intensity * 10 - intensity * 5;
+ // Escape logic during vibration
+ var runSpeed = 2; // Speed humans try to escape the radius
+ self.x += dx / distance * runSpeed;
+ self.y += dy / distance * runSpeed;
+ // Flash red effect
+ self.flashTimer += 16; // Assume a fixed delta of 16ms per frame
+ if (self.flashTimer >= self.flashInterval) {
+ self.flashTimer = 0;
+ humanGraphics.tint = humanGraphics.tint === 0xFFFFFF ? 0xFF0000 : 0xFFFFFF;
+ // Emit blood splash
+ var bloodSplash = game.addChild(new BloodSplash(self.x, self.y));
+ bloodSplashes.push(bloodSplash);
+ }
+ // Increase flash frequency closer to harvest
+ self.flashInterval = Math.max(100, 500 - elapsedTime / 3000 * 400);
+ // Start agony yell after 1 second of harvesting
+ if (elapsedTime > 1000 && !self.yellStarted && self.yellShouldPlay) {
+ self.yellStarted = true;
+ self.currentAgonySound = getRandomSound(['Agony_Yell_1', 'Agony_Yell_2', 'Agony_Yell_3', 'Agony_Yell_4', 'Agony_Yell_5', 'Agony_Yell_6', 'Agony_Yell_7', 'Agony_Yell_8', 'Agony_Yell_9']);
+ self.currentAgonySound.volume = 0.3;
+ self.currentAgonySound.play();
+ }
+ if (elapsedTime >= 3000 / mishnu.harvestSpeed) {
+ // Harvest after 3 seconds
+ if (mishnu.humansHarvested < mishnu.cargoMax * 1.5) {
+ game.removeChild(self); // Remove human from the game
+ humans.splice(humans.indexOf(self), 1); // Remove from array
+ mishnu.humansHarvested++;
+ // Stop yelling abruptly
+ if (self.currentAgonySound) {
+ self.currentAgonySound.stop();
+ }
+ // Play ding and squish sounds on harvest
+ LK.getSound('Ding_1').play();
+ getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
+ // Final blood splashes
+ for (var i = 0; i < 10; i++) {
+ var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true));
+ bloodSplashes.push(bloodSplash);
+ }
}
- } else {
- // Flash red effect
- self.flashTimer += 16;
- if (self.flashTimer >= self.flashInterval) {
- self.flashTimer = 0;
- humanGraphics.tint = humanGraphics.tint === humanColor ? 0xFF0000 : humanColor;
- var bloodSplash = game.addChild(new BloodSplash(self.x, self.y));
- 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;
- humanGraphics.tint = humanColor; // Reset color
+ self.flashTimer = 0;
+ humanGraphics.tint = 0xFFFFFF; // Reset flashing
+ bloodSplashes.forEach(function (splash) {
+ game.removeChild(splash);
+ });
}
};
return self;
});
@@ -519,63 +581,187 @@
globalHealthBar.y = 2560; // Position at the top center
uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility
return self;
});
-// Updated Zombie class with sounds, graphics, and leveling
var Zombie = Container.expand(function () {
var self = Container.call(this);
- var levelGroup = Math.floor(factory.level / 5);
- // Colors based on level
- var zombieColors = [0x30a330, 0xd93838, 0x2f53b4, 0xe9d735, 0xb733b7];
- var zombieColor = zombieColors[levelGroup % zombieColors.length];
+ // Add the zombie graphics
var zombieGraphics = self.attachAsset('Zombie', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: zombieColor
+ anchorY: 0.5
});
- // Stats based on level
- self.speed = 2 * Math.pow(1.15, levelGroup); // Speed increases 15% every 5 levels
- self.harvestTime = 4000 * Math.pow(2, levelGroup); // Harvest time doubles every 5 levels
- self.state = 'roaming';
- self.inRadiusStartTime = null;
- self.lastAttackTime = 0;
- var attackCooldown = 3000; // Cooldown between attacks
+ zombieGraphics.tint = 0x007e94; // Blue tint for the mask
+ // Attributes
+ self.speed = 2;
+ self.harvestTime = 4000; // Time (ms) in radius to get harvested
+ self.attackCooldown = 3000; // Cooldown (ms) between attacks
+ self.lastAttackTime = 0; // Tracks the last attack time
+ self.state = 'roaming'; // Initial state
+ self.targetX = Math.random() * 2048; // Random initial roaming target
+ self.targetY = Math.random() * 2432;
+ self.inRadiusStartTime = null; // Time zombie entered Mishnu's radius
+ var agonySound = null;
+ var harvestSoundPlayed = false;
+ // Helper function: Generate a random roaming target
+ function setRandomTarget() {
+ self.targetX = Math.random() * 2048;
+ self.targetY = Math.random() * 2432;
+ }
+ // Helper function: Move to a target
+ function moveToTarget(targetX, targetY) {
+ var speedMultiplier = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
+ var dx = targetX - self.x;
+ var dy = targetY - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 1) {
+ self.x += dx / distance * self.speed * speedMultiplier;
+ self.y += dy / distance * self.speed * speedMultiplier;
+ } else {
+ setRandomTarget();
+ }
+ }
+ // Add sparkles
+ function emitStars() {
+ var sparkle = self.attachAsset('Stars', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: Math.random() * 0.3 + 0.1,
+ scaleY: Math.random() * 0.3 + 0.1,
+ alpha: 1,
+ tint: 0xFFFFFF // White sparkles
+ });
+ // Position sparkles randomly around the zombie
+ var angle = Math.random() * Math.PI * 2;
+ var radius = zombieGraphics.width / 2 + 10;
+ sparkle.x = Math.cos(angle) * radius;
+ sparkle.y = Math.sin(angle) * radius;
+ var lifetime = Math.random() * 400 + 200;
+ var elapsed = 0;
+ var interval = LK.setInterval(function () {
+ elapsed += 16; // Assume 16ms per frame
+ sparkle.y -= 0.5; // Subtle upward motion
+ sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out
+ if (elapsed >= lifetime) {
+ LK.clearInterval(interval);
+ self.removeChild(sparkle);
+ }
+ }, 16);
+ }
+ // Periodically emit sparkles
+ LK.setInterval(emitStars, 300);
+ // Add blood splashes
+ function addBloodSplashes() {
+ var isFinal = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
+ var count = isFinal ? 10 : 1;
+ for (var i = 0; i < count; i++) {
+ var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, isFinal));
+ }
+ }
+ // Update behavior
self.update = function () {
var dx = mishnu.x - self.x;
var dy = mishnu.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (self.state === 'roaming') {
- self.x += (Math.random() * 2 - 1) * self.speed;
- self.y += (Math.random() * 2 - 1) * self.speed;
- if (distance < radius.radiusSize) {
- self.state = 'attacking';
- self.inRadiusStartTime = Date.now();
- // Play giggle sound if applicable
- if (Math.random() < 0.5) {
- var giggleSound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']);
- giggleSound.volume = 0.3;
- giggleSound.play();
+ 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();
+ }
}
- }
- } else if (self.state === 'attacking') {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
- if (distance < radius.radiusSize / 2 && Date.now() - self.lastAttackTime > attackCooldown) {
- globalHealthBar.setHealth(globalHealthBar.currentHealth - 1);
- self.lastAttackTime = Date.now();
- self.state = 'fleeing';
- // Flash grey mask on Mishnu, radius, and health bar
- flashGreyMask([mishnu, radius, globalHealthBar], 400, 3);
- LK.getSound('Hit').play(); // Play hit sound
- }
- } else if (self.state === 'fleeing') {
- self.x -= dx / distance * self.speed;
- self.y -= dy / distance * self.speed;
- if (distance > radius.radiusSize + 50) {
+ 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;
});
/****
@@ -589,8 +775,9 @@
/****
* Game Code
****/
+// Modify game logic to include zombie spawning
// Declare healthBar globally for accessibility
// Booster spawning logic
// Booster spawning logic
var boosters = [];
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