User prompt
%25 ihtimalle mermiler kritik vurur ve 2 kat hasar verir
User prompt
wave 2 geçilmiyor düzelt
User prompt
oyunun yapısı bozulmuş wave geçemiyorun
User prompt
düşükte olsa rejen ekle
User prompt
zombilerden 10 saniyeliğine sonsuz mermi düşme olasılığı olsun
User prompt
geri al oyuna girmeden bir ekran istemiyorum orijinale çevir
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'player.lastX = player.x; // Track lastX before moving' Line Number: 576
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'player.lastX = player.x; // Track lastX before moving' Line Number: 578
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'player.lastX = player.x; // Track lastX before moving' Line Number: 576
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'player.lastX = player.x; // Track lastX before moving' Line Number: 574
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'moveTowards')' in or related to this line: 'player.moveTowards(targetPosition.x, targetPosition.y);' Line Number: 572
User prompt
oyuna girmeden önce bir ekran ekle
User prompt
köşelere dekor ekle
User prompt
kutuları mapin köşelerine koy
User prompt
Please fix the bug: 'ReferenceError: obstacles is not defined' in or related to this line: 'obstacles.forEach(function (obstacle) {' Line Number: 555
User prompt
çalı ve kutu gibi şeyler ekleyebilirsin
Code edit (1 edits merged)
Please save this source code
User prompt
Zombie Survival: Wave Defender
Initial prompt
waveler olacak gittikçe güçlenen zombie saldırıları ve biz ateş edebiliyoruz zombie bosları falan gelecek
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highscore: 0, weaponLevel: 1 }); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetX, targetY, damage) { var self = Container.call(this); var bulletGraphic = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = damage || 10; // Calculate direction vector var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.vx = dx / distance * self.speed; self.vy = dy / distance * self.speed; self.x = startX; self.y = startY; self.update = function () { self.x += self.vx; self.y += self.vy; // Check if bullet is out of bounds if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { return true; // Remove bullet } return false; }; return self; }); var Obstacle = Container.expand(function (x, y, type) { var self = Container.call(this); var obstacleGraphic = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; return self; }); var Pickup = Container.expand(function (x, y, type) { var self = Container.call(this); var pickupGraphic = self.attachAsset(type === 'health' ? 'healthPack' : 'ammoBox', { anchorX: 0.5, anchorY: 0.5 }); self.type = type; // 'health' or 'ammo' self.x = x; self.y = y; self.lifespan = 10000; // milliseconds until pickup disappears self.creationTime = Date.now(); self.update = function () { // Make pickup pulse var age = Date.now() - self.creationTime; var pulse = Math.sin(age / 200) * 0.2 + 1; self.scale.set(pulse, pulse); // Check if pickup should expire if (age > self.lifespan) { return true; // Remove pickup } return false; }; self.collect = function (player) { LK.getSound('pickup').play(); if (self.type === 'health') { player.heal(25); } else if (self.type === 'ammo') { player.ammo = player.maxAmmo; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphic = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.ammo = 30; self.maxAmmo = 30; self.reloadTime = 1000; // milliseconds self.isReloading = false; self.speed = 7; self.weaponLevel = storage.weaponLevel || 1; self.bulletDamage = 10 * self.weaponLevel; self.lastShotTime = 0; self.shootDelay = 300; // milliseconds between shots self.moveTowards = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { self.x = targetX; self.y = targetY; } // Keep player within bounds self.x = Math.max(50, Math.min(2048 - 50, self.x)); self.y = Math.max(50, Math.min(2732 - 50, self.y)); }; self.shoot = function (targetX, targetY) { var currentTime = Date.now(); if (self.ammo <= 0) { self.reload(); return null; } if (self.isReloading) { return null; } if (currentTime - self.lastShotTime < self.shootDelay) { return null; } self.lastShotTime = currentTime; self.ammo--; LK.getSound('shoot').play(); var bullet = new Bullet(self.x, self.y, targetX, targetY, self.bulletDamage); return bullet; }; self.reload = function () { if (!self.isReloading && self.ammo < self.maxAmmo) { self.isReloading = true; LK.setTimeout(function () { self.ammo = self.maxAmmo; self.isReloading = false; }, self.reloadTime); } }; self.takeDamage = function (damage) { LK.getSound('playerHit').play(); LK.effects.flashObject(self, 0xff0000, 300); self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // player died } return false; // player still alive }; self.heal = function (amount) { self.health = Math.min(self.maxHealth, self.health + amount); }; self.upgradeWeapon = function () { self.weaponLevel++; self.bulletDamage = 10 * self.weaponLevel; storage.weaponLevel = self.weaponLevel; }; return self; }); var Zombie = Container.expand(function (x, y, health, speed, damage) { var self = Container.call(this); var zombieGraphic = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.health = health || 30; self.maxHealth = self.health; self.speed = speed || 2; self.damage = damage || 10; self.attackCooldown = 1000; // milliseconds self.lastAttackTime = 0; self.x = x; self.y = y; self.moveTowards = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.attack = function (player) { var currentTime = Date.now(); if (currentTime - self.lastAttackTime >= self.attackCooldown) { self.lastAttackTime = currentTime; return player.takeDamage(self.damage); } return false; }; self.takeDamage = function (damage) { self.health -= damage; // Flash zombie when hit LK.effects.flashObject(self, 0xff0000, 200); LK.getSound('zombieHit').play(); // Change color based on health percentage var healthPercentage = self.health / self.maxHealth; var green = Math.floor(204 * healthPercentage); zombieGraphic.tint = 0 << 16 | green << 8 | 0; if (self.health <= 0) { return true; // zombie died } return false; // zombie still alive }; return self; }); var BossZombie = Zombie.expand(function (x, y, waveNumber) { var self = Zombie.call(this, x, y, bossHealth, bossSpeed, bossDamage); // Calculate boss stats based on wave number var bossHealth = 100 + waveNumber * 50; var bossSpeed = 1.5 + waveNumber * 0.1; var bossDamage = 20 + waveNumber * 5; // Replace the zombie graphic with a boss graphic self.removeChild(self.getChildAt(0)); // Remove the zombie graphic var bossGraphic = self.attachAsset('bossZombie', { anchorX: 0.5, anchorY: 0.5 }); self.scoreValue = 100; // More points for killing a boss return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ // Game state variables var player; var obstacles = []; var bullets = []; var zombies = []; var pickups = []; var wave = 1; var zombiesKilled = 0; var score = 0; var gameStartTime; var waveStartTime; var isWaveActive = false; var targetPosition = { x: 0, y: 0 }; var isGameOver = false; // UI elements var scoreText; var waveText; var healthBar; var healthBarBg; var ammoBar; var ammoBarBg; var gameStatusText; function initGame() { // Reset game state wave = 1; zombiesKilled = 0; score = 0; bullets = []; zombies = []; pickups = []; isWaveActive = false; isGameOver = false; gameStartTime = Date.now(); // Set background game.setBackgroundColor(0x111111); // Play background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.3, duration: 1000 } }); // Create player at center of screen player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; if (player) { player.lastX = player.x; // Initialize lastX for tracking player.lastY = player.y; // Initialize lastY for tracking } game.addChild(player); // Add obstacles var obstacles = []; obstacles.push(new Obstacle(50, 50, 'crate')); // Top-left corner obstacles.push(new Obstacle(1998, 50, 'crate')); // Top-right corner obstacles.push(new Obstacle(50, 2682, 'crate')); // Bottom-left corner obstacles.push(new Obstacle(1998, 2682, 'crate')); // Bottom-right corner // Add decorative elements to the corners obstacles.push(new Obstacle(150, 150, 'bush')); // Near top-left corner obstacles.push(new Obstacle(1898, 150, 'bush')); // Near top-right corner obstacles.push(new Obstacle(150, 2582, 'bush')); // Near bottom-left corner obstacles.push(new Obstacle(1898, 2582, 'bush')); // Near bottom-right corner obstacles.push(new Obstacle(500, 500, 'bush')); obstacles.forEach(function (obstacle) { game.addChild(obstacle); }); // Initialize UI createUI(); // Start first wave startWave(); } function createUI() { // Score text scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -scoreText.width - 20; scoreText.y = 20; // Wave text waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); waveText.y = 20; // Health bar background healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0.5 }); LK.gui.bottomLeft.addChild(healthBarBg); healthBarBg.x = 20; healthBarBg.y = -50; // Health bar healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); LK.gui.bottomLeft.addChild(healthBar); healthBar.x = 20; healthBar.y = -50; // Ammo bar background ammoBarBg = LK.getAsset('ammoBarBg', { anchorX: 0, anchorY: 0.5 }); LK.gui.bottomLeft.addChild(ammoBarBg); ammoBarBg.x = 20; ammoBarBg.y = -100; // Ammo bar ammoBar = LK.getAsset('ammoBar', { anchorX: 0, anchorY: 0.5 }); LK.gui.bottomLeft.addChild(ammoBar); ammoBar.x = 20; ammoBar.y = -100; // Game status text (wave start, game over, etc.) gameStatusText = new Text2('', { size: 100, fill: 0xFFFFFF }); gameStatusText.anchor.set(0.5, 0.5); LK.gui.center.addChild(gameStatusText); gameStatusText.alpha = 0; } function updateUI() { // Update score scoreText.setText('Score: ' + score); // Update wave waveText.setText('Wave: ' + wave); // Update health bar var healthPercent = player.health / player.maxHealth; healthBar.scale.x = healthPercent; // Update ammo bar var ammoPercent = player.ammo / player.maxAmmo; ammoBar.scale.x = ammoPercent; // Change ammo bar color when reloading if (player.isReloading) { ammoBar.tint = 0xff6600; } else { ammoBar.tint = 0xcc9900; } } function startWave() { waveStartTime = Date.now(); isWaveActive = true; // Display wave start message gameStatusText.setText('WAVE ' + wave); gameStatusText.alpha = 1; tween(gameStatusText, { alpha: 0 }, { duration: 1500, easing: tween.easeIn }); LK.getSound('newWave').play(); // Spawn zombies based on wave number var zombieCount = 5 + wave * 2; var zombieHealth = 30 + wave * 5; var zombieSpeed = 2 + wave * 0.1; var zombieDamage = 10 + wave * 2; // Schedule zombie spawns over time var spawnInterval = LK.setInterval(function () { if (zombies.length < zombieCount) { spawnZombie(zombieHealth, zombieSpeed, zombieDamage); } else { LK.clearInterval(spawnInterval); } }, 1000); // Spawn a boss every 5 waves if (wave % 5 === 0) { LK.setTimeout(function () { spawnBossZombie(); }, 5000); } } function spawnZombie(health, speed, damage) { var edge = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left var x, y; switch (edge) { case 0: // top x = Math.random() * 2048; y = -100; break; case 1: // right x = 2048 + 100; y = Math.random() * 2732; break; case 2: // bottom x = Math.random() * 2048; y = 2732 + 100; break; case 3: // left x = -100; y = Math.random() * 2732; break; } var zombie = new Zombie(x, y, health, speed, damage); zombies.push(zombie); game.addChild(zombie); } function spawnBossZombie() { // Spawn boss at a random edge var edge = Math.floor(Math.random() * 4); var x, y; switch (edge) { case 0: // top x = Math.random() * 2048; y = -150; break; case 1: // right x = 2048 + 150; y = Math.random() * 2732; break; case 2: // bottom x = Math.random() * 2048; y = 2732 + 150; break; case 3: // left x = -150; y = Math.random() * 2732; break; } var boss = new BossZombie(x, y, wave); zombies.push(boss); game.addChild(boss); // Play boss appear sound LK.getSound('bossAppear').play(); // Show boss alert gameStatusText.setText('BOSS ZOMBIE APPEARED!'); gameStatusText.alpha = 1; tween(gameStatusText, { alpha: 0 }, { duration: 2000, easing: tween.easeIn }); } function spawnPickup(x, y) { // 30% chance for health, 70% for ammo var type = Math.random() < 0.3 ? 'health' : 'ammo'; var pickup = new Pickup(x, y, type); pickups.push(pickup); game.addChild(pickup); } function checkWaveCompletion() { if (isWaveActive && zombies.length === 0) { isWaveActive = false; // Display wave complete message gameStatusText.setText('WAVE ' + wave + ' COMPLETE!'); gameStatusText.alpha = 1; // Give player a weapon upgrade every 3 waves if (wave % 3 === 0) { player.upgradeWeapon(); // Show upgrade message LK.setTimeout(function () { gameStatusText.setText('WEAPON UPGRADED!'); }, 2000); } // Start next wave after a delay LK.setTimeout(function () { wave++; gameStatusText.alpha = 0; startWave(); }, 4000); } } // Event handling game.down = function (x, y) { if (isGameOver) { return; } targetPosition.x = x; targetPosition.y = y; // Player shoots at clicked position var bullet = player.shoot(x, y); if (bullet) { bullets.push(bullet); game.addChild(bullet); } }; game.move = function (x, y) { targetPosition.x = x; targetPosition.y = y; }; game.up = function () { // Not needed for this game }; // Main game update loop game.update = function () { if (isGameOver) { return; } // Check for player collision with obstacles obstacles.forEach(function (obstacle) { if (player.intersects(obstacle)) { // Prevent player from moving through the obstacle player.x = player.lastX; player.y = player.lastY; } }); // Update player movement player.lastX = player.x; // Track lastX before moving player.lastY = player.y; // Track lastY before moving player.moveTowards(targetPosition.x, targetPosition.y); // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var shouldRemove = bullets[i].update(); if (shouldRemove) { bullets[i].destroy(); bullets.splice(i, 1); continue; } // Check bullet collision with zombies for (var j = zombies.length - 1; j >= 0; j--) { if (bullets[i] && bullets[i].intersects(zombies[j])) { var zombieDied = zombies[j].takeDamage(bullets[i].damage); // Remove bullet after hit bullets[i].destroy(); bullets.splice(i, 1); if (zombieDied) { // Increase score and zombie kill counter var scoreToAdd = zombies[j] instanceof BossZombie ? 100 : 10; score += scoreToAdd; zombiesKilled++; // Chance to drop pickup if (Math.random() < 0.3) { spawnPickup(zombies[j].x, zombies[j].y); } // Remove zombie zombies[j].destroy(); zombies.splice(j, 1); } break; } } } // Update zombies for (var i = zombies.length - 1; i >= 0; i--) { // Move zombie towards player zombies[i].moveTowards(player.x, player.y); // Check if zombie reached player if (zombies[i].intersects(player)) { var playerDied = zombies[i].attack(player); if (playerDied) { handleGameOver(); } } } // Update pickups for (var i = pickups.length - 1; i >= 0; i--) { var shouldRemove = pickups[i].update(); if (shouldRemove) { pickups[i].destroy(); pickups.splice(i, 1); continue; } // Check if player collects pickup if (player.intersects(pickups[i])) { pickups[i].collect(player); pickups[i].destroy(); pickups.splice(i, 1); } } // Update UI updateUI(); // Check if wave is complete checkWaveCompletion(); // Auto-reload when empty and not already reloading if (player.ammo === 0 && !player.isReloading) { player.reload(); } }; function handleGameOver() { isGameOver = true; // Fade out background music LK.playMusic('gameMusic', { fade: { start: 0.3, end: 0, duration: 1000 } }); // Update high score if needed if (score > storage.highscore) { storage.highscore = score; } // Show score in game over dialog LK.setScore(score); // Show game over screen after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 1000); } // Pre-game screen setup function showPreGameScreen() { var preGameText = new Text2('Tap to Start', { size: 100, fill: 0xFFFFFF }); preGameText.anchor.set(0.5, 0.5); LK.gui.center.addChild(preGameText); // Wait for user interaction to start the game game.down = function () { LK.gui.center.removeChild(preGameText); game.down = originalGameDown; // Restore original game down function initGame(); // Start the game }; } // Store the original game down function var originalGameDown = game.down; // Show the pre-game screen showPreGameScreen();
===================================================================
--- original.js
+++ change.js
@@ -281,12 +281,10 @@
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
if (player) {
- if (player) {
- player.lastX = player.x; // Initialize lastX for tracking
- player.lastY = player.y; // Initialize lastY for tracking
- }
+ player.lastX = player.x; // Initialize lastX for tracking
+ player.lastY = player.y; // Initialize lastY for tracking
}
game.addChild(player);
// Add obstacles
var obstacles = [];