User prompt
deneyelim o zaman
User prompt
barın arkasında siyah kısmı da küçültmen gerek
User prompt
zombilerin can barını küçült
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daha çok arttır
User prompt
çalıların sayısını epey arttır
User prompt
stonları görünür yap
User prompt
mapteki çalıların sayısını azalt
User prompt
doğduğumda mapte küçük taşlar görmek istiyorum çalı ile karıştırma lütfen
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mapte bir sürü olsun
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yerlere minik taş desenleri ekle çok olabilir
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'gameStatusText.y = waveText.y + 70;' Line Number: 468
User prompt
sayaç wavein biraz altında olsunb
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3 den geri sayarken zombiler doğmaz doğmayı bekler
User prompt
wave arası süreyi 3 saniyeye çıkar
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Please fix the bug: 'TypeError: bulletHitZombies.has is not a function' in or related to this line: 'if (!bulletHitZombies.has(bullets[i])) {' Line Number: 738
User prompt
Please fix the bug: 'WeakMap is not a constructor' in or related to this line: 'var bulletHitZombies = new WeakMap(); // Use WeakMap to track which zombies have been hit by which bullets' Line Number: 364
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oyunda hata ara lütfen
User prompt
Please fix the bug: 'TypeError: bulletHitZombies[bullets[i]].has is not a function' in or related to this line: 'if (!bulletHitZombies[bullets[i]].has(zombies[j])) {' Line Number: 741
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Please fix the bug: 'TypeError: Set is not a constructor' in or related to this line: 'bulletHitZombies[bullets[i]] = new Set();' Line Number: 739
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Please fix the bug: 'TypeError: bulletHitZombies.has is not a function' in or related to this line: 'if (!bulletHitZombies.has(bullets[i])) {' Line Number: 738
User prompt
Please fix the bug: 'Map is not a constructor' in or related to this line: 'var bulletHitZombies = new Map(); // Map to track which zombies have been hit by which bullets' Line Number: 364
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aynı mermi zombie ye birden fazla kez hasar vuramaz
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oh o zaman mermi vuruşunu nasıl düzelticez wave 1 de tek atmaması gerekir
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zombilere sağlık barı ekleyelim mi optimize eder belki tek yemezler
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kritik vurduğumuzda eğer bir zombi ölürse critik efekti çok kısa bir süre görünür olur ve sonra görünmez olur
/**** * 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 === 'stone' ? 'stone' : type === 'crate' ? 'crate' : 'bush', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.type = type; // Store the type of obstacle self.update = function () { // Check for bullet collision with crate if (self.type === 'crate') { for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(self)) { bullets[i].destroy(); bullets.splice(i, 1); // 50% chance to drop a pickup when crate is destroyed if (Math.random() < 0.5) { spawnPickup(self.x, self.y); } self.destroy(); return true; // Remove crate } } } return false; }; self.spawnPickup = spawnPickup; // Make spawnPickup accessible 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 || 0.5; // Reduced initial weapon level self.bulletDamage = 10 * self.weaponLevel; // Adjusted bullet damage to prevent one-hit kills in wave 1 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.infiniteAmmo && 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(); // 25% chance for a critical hit var criticalHit = Math.random() < 0.25; var damage = criticalHit ? self.bulletDamage * 2 : self.bulletDamage; var bullet = new Bullet(self.x, self.y, targetX, targetY, damage); // Removed critical effect display 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 }); // Add health bar background var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0.5, anchorY: 1.0, x: 0, y: -zombieGraphic.height / 2 - 10 }); self.addChild(healthBarBg); // Add health bar var healthBar = LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 1.0, x: 0, y: -zombieGraphic.height / 2 - 10 }); self.addChild(healthBar); self.health = health || 30; self.maxHealth = self.health; self.speed = speed || 3; // Increased speed for regular zombies 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; // Update health bar scale var healthPercentage = self.health / self.maxHealth; healthBar.scale.x = healthPercentage; // 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) { if (damage > player.bulletDamage) { // Check if it was a critical hit var criticalEffect = LK.getAsset('criticalEffect', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y }); game.addChild(criticalEffect); LK.setTimeout(function () { criticalEffect.destroy(); }, 200); // Display for a short duration } // 20% chance to trigger infinite ammo power-up if (Math.random() < 0.2) { player.infiniteAmmo = true; LK.setTimeout(function () { player.infiniteAmmo = false; }, 10000); // 10 seconds duration } // Remove health bar healthBar.destroy(); healthBarBg.destroy(); return true; // zombie died } return false; // zombie still alive }; return self; }); var FastZombie = Zombie.expand(function (x, y, health, speed, damage) { var self = Zombie.call(this, x, y, health, speed, damage); self.removeChild(self.getChildAt(0)); // Remove the default zombie graphic var fastZombieGraphic = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = speed || 600; // Further increased speed for fast zombies 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 = Math.max(5000, 5000 + waveNumber * 500); // Ensure minimum health of 5000 var bossSpeed = 12.0 + waveNumber * 1.5; // Significantly increase base speed and scaling factor for boss var bossDamage = 50 + waveNumber * 10; // 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 ****/ function spawnFastZombie(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: x = Math.random() * 2048; y = -100; break; case 1: x = 2048 + 100; y = Math.random() * 2732; break; case 2: x = Math.random() * 2048; y = 2732 + 100; break; case 3: x = -100; y = Math.random() * 2732; break; } var fastZombie = new FastZombie(x, y, health, speed, damage); zombies.push(fastZombie); game.addChild(fastZombie); } // Game state variables var player; var obstacles = []; var bullets = []; var bulletHitZombies = {}; // Use a plain object to track which zombies have been hit by which 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.infiniteAmmo = false; // Initialize infinite ammo property 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 = []; // 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(150, 150, 'crate')); // Near top-left corner obstacles.push(new Obstacle(1898, 150, 'crate')); // Near top-right corner obstacles.push(new Obstacle(150, 2582, 'crate')); // Near bottom-left corner obstacles.push(new Obstacle(1898, 2582, 'crate')); // Near bottom-right corner // Add more bushes for (var i = 0; i < 20; i++) { var randomX = Math.random() * 2048; var randomY = Math.random() * 2732; obstacles.push(new Obstacle(randomX, randomY, 'bush')); } // Add small stone patterns for (var i = 0; i < 100; i++) { // Increased from 50 to 100 for more stones var randomX = Math.random() * 2048; var randomY = Math.random() * 2732; obstacles.push(new Obstacle(randomX, randomY, 'stone')); } // Add more crate obstacles at random positions for (var i = 0; i < 10; i++) { var randomX = Math.random() * 2048; var randomY = Math.random() * 2732; obstacles.push(new Obstacle(randomX, randomY, 'crate')); } 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(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.x = 0; scoreText.y = 20; // Wave text waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.topLeft.addChild(waveText); waveText.x = 20; waveText.y = 20; // 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; // Adjust gameStatusText position to be slightly below the wave text gameStatusText.y = waveText.y + 70; // 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 = false; // Display countdown before wave starts var countdown = 3; gameStatusText.setText('Wave ' + wave + ' in ' + countdown); gameStatusText.alpha = 1; var countdownInterval = LK.setInterval(function () { countdown--; if (countdown > 0) { gameStatusText.setText('Wave ' + wave + ' in ' + countdown); } else { LK.clearInterval(countdownInterval); isWaveActive = true; gameStatusText.setText('WAVE ' + wave); tween(gameStatusText, { alpha: 0 }, { duration: 1500, easing: tween.easeIn }); LK.getSound('newWave').play(); } }, 1000); // Spawn zombies based on wave number var zombieCount = wave === 1 ? 10 : wave === 2 ? 4 : wave === 3 ? 5 : 5 + wave * 2; // Increased zombie count for wave 1 var zombieHealth = wave === 1 ? 30 : wave === 3 ? 20 : 30 + wave * 5; // Adjusted health for wave 1 var zombieSpeed = wave === 1 ? 1.2 : wave === 3 ? 1.5 : 2 + wave * 0.1; // Adjusted speed for wave 3 var zombieDamage = wave === 1 ? 5 : wave === 3 ? 5 : 10 + wave * 2; // Adjusted damage for wave 1 // Schedule zombie spawns over time // Delay zombie spawning until countdown is complete var spawnInterval = LK.setInterval(function () { if (isWaveActive && zombies.length < zombieCount) { if (Math.random() < 0.2) { // 20% chance to spawn a fast zombie spawnFastZombie(zombieHealth, zombieSpeed, zombieDamage); } else { spawnZombie(zombieHealth, zombieSpeed, zombieDamage); } } else if (zombies.length >= zombieCount) { LK.clearInterval(spawnInterval); } }, 500); // 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 && !isGameOver && zombiesKilled >= 5 + wave * 2) { 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); } // Spawn crates as objects after wave completion for (var i = 0; i < 5; i++) { var randomX = Math.random() * 2048; var randomY = Math.random() * 2732; var crate = new Obstacle(randomX, randomY, 'crate'); obstacles.push(crate); game.addChild(crate); } // 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 if (player) { player.lastX = player.x; // Track lastX before moving player.lastY = player.y; // Track lastY before moving player.moveTowards(targetPosition.x, targetPosition.y); // Regenerate health slowly if not at max health if (player.health < player.maxHealth) { player.health = Math.min(player.maxHealth, player.health + 0.05); // Regenerate 0.05 health per update } } // 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])) { // Check if this bullet has already hit this zombie if (!bulletHitZombies[bullets[i]]) { bulletHitZombies[bullets[i]] = []; } if (!bulletHitZombies[bullets[i]].includes(zombies[j])) { bulletHitZombies[bullets[i]].push(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 obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var shouldRemove = obstacles[i].update(); if (shouldRemove) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // 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); } initGame(); // Start the game immediately
===================================================================
--- original.js
+++ change.js
@@ -400,9 +400,9 @@
obstacles.push(new Obstacle(1898, 150, 'crate')); // Near top-right corner
obstacles.push(new Obstacle(150, 2582, 'crate')); // Near bottom-left corner
obstacles.push(new Obstacle(1898, 2582, 'crate')); // Near bottom-right corner
// Add more bushes
- for (var i = 0; i < 5; i++) {
+ for (var i = 0; i < 20; i++) {
var randomX = Math.random() * 2048;
var randomY = Math.random() * 2732;
obstacles.push(new Obstacle(randomX, randomY, 'bush'));
}