User prompt
center cirle bombanın altında gözükmeli
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bomba zombileri de öldürebilir ve bir bomba spawn olduğunda altında kırmızı alan gözükür
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bombalar kırmızı alanda oluşmalı
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bombayı assests e ekle ve bombanın etki alanı çok daha küçük
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kırmızı alan içinde bomba olsun ve giren herkes patlasın
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füze işini sil
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füzeyi varlıklara ekle
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eğer karakter ve zombiler kırmızı alandayken füze düşerse hasar yerler
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o işaret edilen yerlere gökten füze düşsün füze hasar versin
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10 saniyede bir rastgele bir yeri yuvarlak içine al ve 3 saniye sonra oraya bomba düşsün içinde bulunan her şey patlasın
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hızlı zombiler koşabilir
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assest de görünmesini sağla
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bana bir bacground tasarla
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kritik animasyon süresini azıcık uzat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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kalkanlı zombileri sil
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şimdi kalkanlı zombiler oluştur bu zombiler ilk vuruşumdan hasar almazlar ve kalkanı kırılır kalkanı kırıldığı zaman mermilerden hasar alabilirler
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kalkanlı zombieleri sil
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'return Zombie.prototype.takeDamage.call(self, damage); // Call parent method using call method' Line Number: 333
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'takeDamage')' in or related to this line: 'return self._super.takeDamage(damage); // Call parent method using _super' Line Number: 333
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'return Zombie.prototype.takeDamage.call(self, damage); // Call parent method' Line Number: 333
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kalkanlı zombilerin kalkanı kırılınca hasar almıyorlar mermilerle öldürebilmemi sağla
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kalkanlı zombiler hasar aldıktan sonra kalkanı kırılır ve normal zombilere dönüşür güç olarakta öyle
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yani kalkanlı zombinin tipini düz pembe bir kare yap ve değiştirebilmem için varlıklara ekle
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ilk vuruşta kalkanı kırılan zombie yapalım stage stage güçlensin kalkanı
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tamam geri alalım şuanlık ekleyemicem
/****
* 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 Missile = Container.expand(function (x, y) {
var self = Container.call(this);
var missileGraphic = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = -100; // Start above the screen
self.speed = 10;
self.blastRadius = 150;
self.update = function () {
self.y += self.speed;
if (self.y >= y) {
// Explode and deal damage
var objectsToCheck = zombies.concat(obstacles, pickups);
objectsToCheck.forEach(function (obj) {
var dx = obj.x - self.x;
var dy = obj.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.blastRadius) {
obj.destroy();
if (zombies.includes(obj)) {
score += 10;
zombiesKilled++;
}
}
});
self.destroy();
return true; // Remove missile
}
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,
scaleX: 0.5,
// Reduce the width of the health bar background
scaleY: 0.5 // Reduce the height of the health bar background
});
self.addChild(healthBarBg);
// Add health bar
var healthBar = LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 1.0,
x: 0,
y: -zombieGraphic.height / 2 - 10,
scaleX: 0.5,
// Reduce the width of the health bar
scaleY: 0.5 // Reduce the height of the health bar
});
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);
tween(criticalEffect, {}, {
// Use tween to extend the duration
duration: 500,
// Extend duration to 500ms
onFinish: function onFinish() {
criticalEffect.destroy();
}
});
}
// 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: 0x000000
});
/****
* Game Code
****/
function spawnBomb() {
// Randomly select a position for the bomb
var x = Math.random() * 2048;
var y = Math.random() * 2732;
// Create a visual indicator (circle) at the bomb location
var bombIndicator = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 1.5,
scaleY: 1.5
});
game.addChild(bombIndicator);
// Schedule the missile to drop after 3 seconds
LK.setTimeout(function () {
// Remove the visual indicator
bombIndicator.destroy();
// Drop a missile at the indicated location
var missile = new Missile(x, y);
game.addChild(missile);
}, 3000);
}
// Set an interval to spawn a bomb every 10 seconds
LK.setInterval(spawnBomb, 10000);
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
var background = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
background.zIndex = -1; // Ensure the background is rendered behind other elements
// 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 < 50; i++) {
// Increased from 20 to 50 for more bushes
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 * 2, zombieDamage); // Double the speed for fast zombies
} 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
@@ -36,8 +36,42 @@
return false;
};
return self;
});
+var Missile = Container.expand(function (x, y) {
+ var self = Container.call(this);
+ var missileGraphic = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = x;
+ self.y = -100; // Start above the screen
+ self.speed = 10;
+ self.blastRadius = 150;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y >= y) {
+ // Explode and deal damage
+ var objectsToCheck = zombies.concat(obstacles, pickups);
+ objectsToCheck.forEach(function (obj) {
+ var dx = obj.x - self.x;
+ var dy = obj.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= self.blastRadius) {
+ obj.destroy();
+ if (zombies.includes(obj)) {
+ score += 10;
+ zombiesKilled++;
+ }
+ }
+ });
+ self.destroy();
+ return true; // Remove missile
+ }
+ 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,
@@ -331,27 +365,15 @@
scaleX: 1.5,
scaleY: 1.5
});
game.addChild(bombIndicator);
- // Schedule the bomb to explode after 3 seconds
+ // Schedule the missile to drop after 3 seconds
LK.setTimeout(function () {
// Remove the visual indicator
bombIndicator.destroy();
- // Check for any objects within the bomb's blast radius
- var blastRadius = 150;
- var objectsToCheck = zombies.concat(obstacles, pickups);
- objectsToCheck.forEach(function (obj) {
- var dx = obj.x - x;
- var dy = obj.y - y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance <= blastRadius) {
- obj.destroy();
- if (zombies.includes(obj)) {
- score += 10; // Increase score for each zombie destroyed
- zombiesKilled++;
- }
- }
- });
+ // Drop a missile at the indicated location
+ var missile = new Missile(x, y);
+ game.addChild(missile);
}, 3000);
}
// Set an interval to spawn a bomb every 10 seconds
LK.setInterval(spawnBomb, 10000);