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küre bize deyince zombilerin ona değince öldüren bir çember oluşsun etrafımızda ve yarıçapı bizim genişliğimizin iki katı olsun
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Please fix the bug: 'ReferenceError: spheres is not defined' in or related to this line: 'spheres.push(newSphere);' Line Number: 314
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"Küre" diye karakter yap ve o da aynı kalp gibi olsun ama çıkma süresi 120 dakika ve o varken 5 kat fazla zombi oluşsun
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < zombies.length; i++) {' Line Number: 155
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < zombies.length; i++) {' Line Number: 155
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < zombies.length; i++) {' Line Number: 155
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Kalp çıkınca oluşan zombi sayısı iki katına çıksın ve kalp 60 saniyede bir çıksın
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%100
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%60 olsun
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kalp 30 saniyede bir oluşsun ve oluşunca zombiler %30 daha hızlı koşsun
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"Kalp" adında bir sınıf oluştur o da bize doğru koşsun bize değerse +1 can kazanalım ama kalp oluştuğu zaman zombiler ona doğru koşsun ve eğer zombiler ona değerse yok olsun
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kalbe ateş edince kalp kazanmama sorununu çöz
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (bullets[i].intersects(hearts[h])) {' Line Number: 202
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ekranda rastgele "kalp" oluşsun 20 saniyede bir ve biz ona ateş edersek canımız +1 artsın
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Zombiler ölünce rastgele şekilde "zombie" , "zombie2", "zombie3" seslerini çıkart
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can sistemi ekleyelim sağ üstte 3 tane kalp şeklinde olmak üzere can simgesi olsun her zombi bize değdiğinde o zombi yok olsun ama bir can eksilsin
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zombie3 100 puandan sonra çıkmaya başlasın öldürülünce 10 puan versin ve hızı normal zombinin 2 katı olsun ayrıca normal zombiye göre çıkma olasılığı 1/7 olsun
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"zombie3" diye yeni bir karakter yap
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tabut 25 puandan sonra çıkmaya başlasın ve çıkma oranı 1/8 olarak değiştirilsin
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tabutu öldürmek puan kazandırmasın
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puan sistemi oluşturalım her öldürülen zombi 5 puan kazandırsın ve puanımız orta üstte yazsın
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Please fix the bug: 'Zombie2 is not defined' in or related to this line: 'Zombie.prototype.spawnZombie = Zombie2.prototype.spawnZombie = function () {' Line Number: 98
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rename zombie2 as tabut
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biraz daha
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biraz daha
/**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; var speed = 10; var angle = Math.atan2(targetY - startY, targetX - startX); self.vx = Math.cos(angle) * speed; self.vy = Math.sin(angle) * speed; self.update = function () { self.x += self.vx; self.y += self.vy; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.spawnHeart(); var speed = 3; self.update = function () { var angle = Math.atan2(turret.y - self.y, turret.x - self.x); self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; if (self.intersects(turret)) { lives++; livesText.setText(lives.toString()); self.destroy(); hearts.splice(hearts.indexOf(self), 1); } }; }); var Sphere = Container.expand(function () { var self = Container.call(this); var sphereGraphics = self.attachAsset('sphere', { anchorX: 0.5, anchorY: 0.5 }); self.spawnSphere(); var speed = 3; self.update = function () { var angle = Math.atan2(turret.y - self.y, turret.x - self.x); self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; if (self.intersects(turret)) { // Create a protective circle around the sphere var protectiveCircle = new Container(); var circleGraphics = protectiveCircle.attachAsset('sphere', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, // Double the size of the sphere scaleY: 2 }); protectiveCircle.x = self.x; protectiveCircle.y = self.y; game.addChild(protectiveCircle); // Destroy zombies that intersect with the protective circle for (var i = zombies.length - 1; i >= 0; i--) { if (zombies[i].intersects(protectiveCircle)) { zombies[i].destroy(); zombies.splice(i, 1); } } self.destroy(); spheres.splice(spheres.indexOf(self), 1); } }; }); var Tabut = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie2', { anchorX: 0.5, anchorY: 0.5 }); self.spawnZombie(); var speed = 2; self.update = function () { var angle = Math.atan2(turret.y - self.y, turret.x - self.x); self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; if (self.intersects(turret)) { LK.effects.flashScreen(0xff0000, 1000); self.destroy(); zombies.splice(zombies.indexOf(self), 1); lives--; livesText.setText(lives.toString()); if (lives <= 0) { LK.showGameOver(); } } }; }); //<Write imports for supported plugins here> //<Write entity 'classes' with empty functions for important behavior here> var Turret = Container.expand(function () { var self = Container.call(this); var turretGraphics = self.attachAsset('turret', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function (targetX, targetY) { var bullet = new Bullet(self.x, self.y, targetX, targetY); game.addChild(bullet); bullets.push(bullet); }; }); var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.spawnZombie(); var speed = 2; self.update = function () { var angle = Math.atan2(turret.y - self.y, turret.x - self.x); self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; if (self.intersects(turret)) { LK.effects.flashScreen(0xff0000, 1000); self.destroy(); zombies.splice(zombies.indexOf(self), 1); lives--; livesText.setText(lives.toString()); if (lives <= 0) { LK.showGameOver(); } } }; }); var Zombie3 = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie3', { anchorX: 0.5, anchorY: 0.5 }); self.spawnZombie(); var speed = 4; self.update = function () { var angle = Math.atan2(turret.y - self.y, turret.x - self.x); self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; if (self.intersects(turret)) { LK.effects.flashScreen(0xff0000, 1000); self.destroy(); zombies.splice(zombies.indexOf(self), 1); lives--; livesText.setText(lives.toString()); if (lives <= 0) { LK.showGameOver(); } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ Sphere.prototype.spawnSphere = function () { this.x = Math.random() * 2048; this.y = Math.random() * 2732; }; var zombies = []; // Initialize zombies array var spheres = []; // Initialize spheres array // Double the number of zombies spawned for (var i = 0; i < zombies.length; i++) { var newZombie = new Zombie(); newZombie.x = zombies[i].x; newZombie.y = zombies[i].y; game.addChild(newZombie); zombies.push(newZombie); } // Increase zombie speed by 100% //<Assets used in the game will automatically appear here> Heart.prototype.spawnHeart = function () { this.x = Math.random() * 2048; this.y = Math.random() * 2732; }; Zombie.prototype.spawnZombie = Tabut.prototype.spawnZombie = Zombie3.prototype.spawnZombie = function () { var side = Math.floor(Math.random() * 4); switch (side) { case 0: // top this.x = Math.random() * 2048; this.y = -181.78; break; case 1: // right this.x = 2048 + 120; this.y = Math.random() * 2732; break; case 2: // bottom this.x = Math.random() * 2048; this.y = 2732 + 181.78; break; case 3: // left this.x = -120; this.y = Math.random() * 2732; break; } }; var turret = game.addChild(new Turret()); turret.x = 2048 / 2; turret.y = 2732 / 2; var bullets = []; var zombies = []; // Initialize zombies array var hearts = []; game.down = function (x, y, obj) { turret.shoot(x, y); }; var score = 0; var lives = 3; var livesText = new Text2(lives.toString(), { size: 150, fill: 0xFFFFFF }); livesText.anchor.set(1, 0); LK.gui.topRight.addChild(livesText); var scoreText = new Text2(score.toString(), { size: 150, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); for (var j = zombies.length - 1; j >= 0; j--) { if (bullets[i].intersects(zombies[j])) { bullets[i].destroy(); bullets.splice(i, 1); if (zombies[j] instanceof Tabut) { var newZombie1 = new Zombie(); newZombie1.x = zombies[j].x; newZombie1.y = zombies[j].y; game.addChild(newZombie1); zombies.push(newZombie1); var newZombie2 = new Zombie(); newZombie2.x = zombies[j].x + 60; // Spawn the second zombie slightly to the right newZombie2.y = zombies[j].y; game.addChild(newZombie2); zombies.push(newZombie2); } else if (zombies[j] instanceof Zombie3) { score += 10; scoreText.setText(score.toString()); } else { score += 5; scoreText.setText(score.toString()); } // Play a random zombie sound var zombieSound = 'zombie' + Math.ceil(Math.random() * 3); LK.getSound(zombieSound).play(); zombies[j].destroy(); zombies.splice(j, 1); break; } } } for (var k = zombies.length - 1; k >= 0; k--) { zombies[k].update(); for (var h = hearts.length - 1; h >= 0; h--) { var angle = Math.atan2(hearts[h].y - zombies[k].y, hearts[h].x - zombies[k].x); zombies[k].x += Math.cos(angle) * 2; // Zombies move towards the heart zombies[k].y += Math.sin(angle) * 2; if (zombies[k].intersects(hearts[h])) { hearts[h].destroy(); hearts.splice(h, 1); } } } if (LK.ticks % 60 == 0) { var newZombie = new Zombie(); game.addChild(newZombie); zombies.push(newZombie); } if (score >= 25 && LK.ticks % 480 == 0) { var newTabut = new Tabut(); game.addChild(newTabut); zombies.push(newTabut); } if (score >= 100 && LK.ticks % 420 == 0) { var newZombie3 = new Zombie3(); game.addChild(newZombie3); zombies.push(newZombie3); } if (LK.ticks % 3600 == 0) { var newHeart = new Heart(); game.addChild(newHeart); hearts.push(newHeart); // Increase zombie speed by 60% zombies.forEach(function (zombie) { zombie.speed *= 2.0; }); } if (LK.ticks % (120 * 60 * 60) == 0) { // 120 minutes in ticks var newSphere = new Sphere(); game.addChild(newSphere); spheres.push(newSphere); // Increase zombie spawn rate by 5x for (var i = 0; i < 4; i++) { // Additional 4 zombies for 5x total var newZombie = new Zombie(); game.addChild(newZombie); zombies.push(newZombie); } } };
===================================================================
--- original.js
+++ change.js
@@ -53,8 +53,27 @@
var angle = Math.atan2(turret.y - self.y, turret.x - self.x);
self.x += Math.cos(angle) * speed;
self.y += Math.sin(angle) * speed;
if (self.intersects(turret)) {
+ // Create a protective circle around the sphere
+ var protectiveCircle = new Container();
+ var circleGraphics = protectiveCircle.attachAsset('sphere', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ // Double the size of the sphere
+ scaleY: 2
+ });
+ protectiveCircle.x = self.x;
+ protectiveCircle.y = self.y;
+ game.addChild(protectiveCircle);
+ // Destroy zombies that intersect with the protective circle
+ for (var i = zombies.length - 1; i >= 0; i--) {
+ if (zombies[i].intersects(protectiveCircle)) {
+ zombies[i].destroy();
+ zombies.splice(i, 1);
+ }
+ }
self.destroy();
spheres.splice(spheres.indexOf(self), 1);
}
};
turret. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. less futuristic orange and silver colored shoots normal bullets two rifles
tekerlekli animasyon bir tabut ve dikey pozisyonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ayakları olan animasyon bir kalp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.