User prompt
Add ginger in.
User prompt
Also, add the heart to the top and then when you lose a light, one heart disappears.
User prompt
Instead of it 3 lives to pay a level, it's 3 lives every level, and then after you lose 3 lives on one level it restarts everything.
User prompt
please add that you have three chances so after you die you get three chances on that on the level and when you beat it that beat that level you get you can have three chances for him for a three lives and then if you die after the three lives it restores
User prompt
Change the music to the Bonelab theme music on every level.
User prompt
Change the music to the Bone Blob theme music.
User prompt
Remove the main menu.
User prompt
Move the main menu.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'if (maze[y][x] === 1) {' Line Number: 522
User prompt
the main menu with start and then the name of the game which is bone bone club
User prompt
Change the text state, the man with the bag is coming.
User prompt
Randomly sometimes, it will appear on the screen and say, The mom with the bag will come.
User prompt
The music in level 1 too.
User prompt
Put the England time in the top of the abyss.
User prompt
Remove the zero on the screen.
User prompt
Remove the cell count.
User prompt
Near the top of the screen, put the time in England.
User prompt
It makes the Eggsy music play in every level and repeat it.
User prompt
That just made the... it worse, the bug.
User prompt
That bug is still happening sometimes.
User prompt
Um, can you fix the bug that is making it sometimes when you pass through the exit?
User prompt
Remove the code about random player speed and monster speed.
User prompt
Make the player speed read random and the monster speed random too, each level.
User prompt
Make the monsters a lot slower.
User prompt
A random maze every level.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Monster class for AI movement and attack var Monster = Container.expand(function () { var self = Container.call(this); self.type = null; self.col = 0; self.row = 0; self.targetCol = 0; self.targetRow = 0; self.lastCol = 0; self.lastRow = 0; self.moveSpeed = 4; // px per frame, slower than before self.path = null; self.pathStepIndex = 0; self.isMoving = false; self.attackCooldown = 0; self.attackDelay = 60; // frames between attacks self.asset = null; // Set up monster asset self.init = function (type, col, row) { self.type = type; self.col = col; self.row = row; self.targetCol = col; self.targetRow = row; var assetId = type; self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: MAZE_CELL_SIZE * 0.8, height: MAZE_CELL_SIZE * 0.8 }); self.x = col * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; self.y = row * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; }; // Find path to player using BFS self.findPathToPlayer = function (playerCol, playerRow) { // Defensive: check bounds if (playerCol < 0 || playerCol >= MAZE_COLS || playerRow < 0 || playerRow >= MAZE_ROWS) return null; if (maze[playerRow][playerCol] === 1) return null; var queue = []; var visited = []; for (var y = 0; y < MAZE_ROWS; y++) { visited[y] = []; for (var x = 0; x < MAZE_COLS; x++) { visited[y][x] = false; } } var prev = []; for (var y = 0; y < MAZE_ROWS; y++) { prev[y] = []; for (var x = 0; x < MAZE_COLS; x++) { prev[y][x] = null; } } queue.push({ col: self.col, row: self.row }); visited[self.row][self.col] = true; var found = false; while (queue.length > 0) { var curr = queue.shift(); if (curr.col === playerCol && curr.row === playerRow) { found = true; break; } var dirs = [{ dc: 0, dr: -1 }, // up { dc: 0, dr: 1 }, // down { dc: -1, dr: 0 }, // left { dc: 1, dr: 0 } // right ]; for (var d = 0; d < dirs.length; d++) { var nc = curr.col + dirs[d].dc; var nr = curr.row + dirs[d].dr; if (nc >= 0 && nc < MAZE_COLS && nr >= 0 && nr < MAZE_ROWS && !visited[nr][nc] && maze[nr][nc] !== 1 && maze[nr][nc] !== 4) { queue.push({ col: nc, row: nr }); visited[nr][nc] = true; prev[nr][nc] = { col: curr.col, row: curr.row }; } } } if (!found) return null; // Reconstruct path var path = []; var currCol = playerCol, currRow = playerRow; while (!(currCol === self.col && currRow === self.row)) { path.unshift({ col: currCol, row: currRow }); var p = prev[currRow][currCol]; currCol = p.col; currRow = p.row; } return path; }; // Monster update: move toward player, attack if adjacent self.update = function () { // Track last position for event logic self.lastCol = self.col; self.lastRow = self.row; // Only recalc path every 15 frames for performance if (LK.ticks % 15 === 0 || !self.path || self.path.length === 0) { self.path = self.findPathToPlayer(charCol, charRow); self.pathStepIndex = 0; } // If adjacent to player, attack var dx = Math.abs(self.col - charCol); var dy = Math.abs(self.row - charRow); if (dx + dy === 1) { // Attack cooldown if (self.attackCooldown <= 0) { // Show attack effect var effect = LK.getAsset('attackEffect', { anchorX: 0.5, anchorY: 0.5, x: charNode.x, y: charNode.y, width: MAZE_CELL_SIZE * 0.7, height: MAZE_CELL_SIZE * 0.7 }); effect.alpha = 1; game.addChild(effect); // Defensive: ensure effect is defined and tween is a function if (effect && typeof tween === "function") { var tweenObj = tween(effect); if (tweenObj && typeof tweenObj.to === "function") { tweenObj.to({ alpha: 0 }, 400).onComplete(function () { effect.destroy(); }); } } else if (effect) { // fallback: just destroy after a timeout if tween is not available LK.setTimeout(function () { effect.destroy(); }, 400); } // Flash screen red and show game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); self.attackCooldown = self.attackDelay; } } else if (self.path && self.path.length > 0 && self.pathStepIndex < self.path.length) { // Move toward next cell in path var next = self.path[self.pathStepIndex]; var targetX = next.col * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; var targetY = next.row * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; var ddx = targetX - self.x; var ddy = targetY - self.y; var dist = Math.sqrt(ddx * ddx + ddy * ddy); if (dist > 2) { var step = Math.min(self.moveSpeed, dist); self.x += ddx / dist * step; self.y += ddy / dist * step; } else { // Snap to cell self.x = targetX; self.y = targetY; self.col = next.col; self.row = next.row; self.pathStepIndex++; } } if (self.attackCooldown > 0) self.attackCooldown--; }; return self; }); /**** * Initialize Game ****/ // No classes needed for maze logic var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Maze configuration // 0 = empty, 1 = wall, 2 = start, 3 = goal, 4 = door (closed) var MAZE_CELL_SIZE = 128; var MAZE_COLS = 16; var MAZE_ROWS = 21; var maze = []; // Generate a random maze for the first level (and every level) function generateRandomMaze() { // Always outer walls for (var y = 0; y < MAZE_ROWS; y++) { maze[y] = []; for (var x = 0; x < MAZE_COLS; x++) { if (y === 0 || y === MAZE_ROWS - 1 || x === 0 || x === MAZE_COLS - 1) { maze[y][x] = 1; } else { // Randomly place walls, doors, or empty var r = Math.random(); if (r < 0.13) { maze[y][x] = 1; // wall } else if (r < 0.16) { maze[y][x] = 4; // door } else { maze[y][x] = 0; // empty } } } } // Pick random start and goal positions (not on wall/door) function randomEmptyCell() { var tries = 0; while (tries < 1000) { var rx = 1 + Math.floor(Math.random() * (MAZE_COLS - 2)); var ry = 1 + Math.floor(Math.random() * (MAZE_ROWS - 2)); if (maze[ry][rx] === 0) return { col: rx, row: ry }; tries++; } // fallback return { col: 1, row: 1 }; } var start = randomEmptyCell(); maze[start.row][start.col] = 2; var goal = randomEmptyCell(); while (goal.col === start.col && goal.row === start.row) { goal = randomEmptyCell(); } maze[goal.row][goal.col] = 3; return { start: start, goal: goal }; } // Generate the first maze at game start var mazePositions = generateRandomMaze(); // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Draw maze walls and monsters var wallNodes = []; var monsterNodes = []; // Place monsters at specific hard maze locations for challenge var monsterSpawns = [{ type: 'skeleton', col: 5, row: 5 }, { type: 'goldenSkeleton', col: 7, row: 15 }, { type: 'zombie', col: 10, row: 10 }, { type: 'zombieSkeleton', col: 13, row: 8 }]; // Add asset for zombieSkeleton if not present for (var y = 0; y < MAZE_ROWS; y++) { for (var x = 0; x < MAZE_COLS; x++) { if (maze[y][x] === 1) { var wall = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE, height: MAZE_CELL_SIZE }); wallNodes.push(wall); game.addChild(wall); } // Render doors as special clickable assets if (maze[y][x] === 4) { // Use a different color for doors (yellowish) var door = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE, height: MAZE_CELL_SIZE, tint: 0xFFD700 // gold/yellow }); door._mazeCol = x; door._mazeRow = y; // Make door clickable: open on tap door.down = function (lx, ly, obj) { // Defensive: check if still a door var col = this._mazeCol; var row = this._mazeRow; if (maze[row][col] === 4) { // Open the door: set to empty maze[row][col] = 0; // Remove the door node this.destroy(); } }; wallNodes.push(door); game.addChild(door); } if (maze[y][x] === 3) { // Goal marker var goalNode = LK.getAsset('skeleton', { anchorX: 0.5, anchorY: 0.5, x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE, height: MAZE_CELL_SIZE }); game.addChild(goalNode); } // Place monsters at their spawn locations for (var mi = 0; mi < monsterSpawns.length; mi++) { var m = monsterSpawns[mi]; if (m.col === x && m.row === y) { var monster = new Monster(); monster.init(m.type, x, y); monsterNodes.push(monster); game.addChild(monster); } } } } // Find start position var charCol = 1, charRow = 1; for (var y = 0; y < MAZE_ROWS; y++) { for (var x = 0; x < MAZE_COLS; x++) { if (maze[y][x] === 2) { charCol = x; charRow = y; } } } // Create player character node and add to game var charNode = LK.getAsset('Player', { anchorX: 0.5, anchorY: 0.5, x: charCol * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: charRow * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE * 0.8, height: MAZE_CELL_SIZE * 0.8 }); game.addChild(charNode); // Movement state var moveTargetCol = charCol; var moveTargetRow = charRow; var isMoving = false; var moveSpeed = 20; // px per frame (increased for faster player movement) // Touch/drag movement: tap or drag to adjacent cell function getCellFromPos(x, y) { var col = Math.floor(x / MAZE_CELL_SIZE); var row = Math.floor(y / MAZE_CELL_SIZE); return { col: col, row: row }; } // Simple BFS pathfinding to allow tap-to-move to any reachable cell function findPath(startCol, startRow, endCol, endRow) { // Defensive: check bounds if (endCol < 0 || endCol >= MAZE_COLS || endRow < 0 || endRow >= MAZE_ROWS) return null; if (maze[endRow][endCol] === 1) return null; var queue = []; var visited = []; for (var y = 0; y < MAZE_ROWS; y++) { visited[y] = []; for (var x = 0; x < MAZE_COLS; x++) { visited[y][x] = false; } } var prev = []; for (var y = 0; y < MAZE_ROWS; y++) { prev[y] = []; for (var x = 0; x < MAZE_COLS; x++) { prev[y][x] = null; } } queue.push({ col: startCol, row: startRow }); visited[startRow][startCol] = true; var found = false; while (queue.length > 0) { var curr = queue.shift(); if (curr.col === endCol && curr.row === endRow) { found = true; break; } var dirs = [{ dc: 0, dr: -1 }, // up { dc: 0, dr: 1 }, // down { dc: -1, dr: 0 }, // left { dc: 1, dr: 0 } // right ]; for (var d = 0; d < dirs.length; d++) { var nc = curr.col + dirs[d].dc; var nr = curr.row + dirs[d].dr; if (nc >= 0 && nc < MAZE_COLS && nr >= 0 && nr < MAZE_ROWS && !visited[nr][nc] && maze[nr][nc] !== 1 && maze[nr][nc] !== 4) { queue.push({ col: nc, row: nr }); visited[nr][nc] = true; prev[nr][nc] = { col: curr.col, row: curr.row }; } } } if (!found) return null; // Reconstruct path var path = []; var currCol = endCol, currRow = endRow; while (!(currCol === startCol && currRow === startRow)) { path.unshift({ col: currCol, row: currRow }); var p = prev[currRow][currCol]; currCol = p.col; currRow = p.row; } return path; } var pathToFollow = null; var pathStepIndex = 0; game.down = function (x, y, obj) { // Prevent new move if already moving if (isMoving) return; // Compute direction vector from player to tap/click var px = charNode.x; var py = charNode.y; var dx = x - px; var dy = y - py; var dist = Math.sqrt(dx * dx + dy * dy); // Defensive: don't move if tap is too close to player if (dist < 10) return; // Normalize direction var dirX = dx / dist; var dirY = dy / dist; // Compute the furthest cell in that direction that is not a wall/door var currCol = charCol; var currRow = charRow; var lastFreeCol = charCol; var lastFreeRow = charRow; var maxSteps = 50; // Prevent infinite loop for (var step = 0; step < maxSteps; step++) { // Move a small step in direction var nextX = px + dirX * (step + 1) * MAZE_CELL_SIZE * 0.5; var nextY = py + dirY * (step + 1) * MAZE_CELL_SIZE * 0.5; var cell = getCellFromPos(nextX, nextY); // Defensive: check bounds if (cell.col < 0 || cell.col >= MAZE_COLS || cell.row < 0 || cell.row >= MAZE_ROWS) break; // Stop at wall or door if (maze[cell.row][cell.col] === 1 || maze[cell.row][cell.col] === 4) break; lastFreeCol = cell.col; lastFreeRow = cell.row; } // Don't move if already at that cell if (lastFreeCol === charCol && lastFreeRow === charRow) return; moveTargetCol = lastFreeCol; moveTargetRow = lastFreeRow; isMoving = true; pathToFollow = null; pathStepIndex = 0; }; game.move = function (x, y, obj) { // Only allow drag-move if not already moving if (!isMoving) { game.down(x, y, obj); } }; game.up = function (x, y, obj) { // No-op }; game.update = function () { // Move character toward target cell var targetX = moveTargetCol * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; var targetY = moveTargetRow * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; var dx = targetX - charNode.x; var dy = targetY - charNode.y; var dist = Math.sqrt(dx * dx + dy * dy); if (isMoving && dist > 2) { var step = Math.min(moveSpeed, dist); charNode.x += dx / dist * step; charNode.y += dy / dist * step; } else if (isMoving) { // Snap to cell charNode.x = targetX; charNode.y = targetY; charCol = moveTargetCol; charRow = moveTargetRow; // If following a path, advance to next step if (typeof pathToFollow !== "undefined" && pathToFollow && pathStepIndex < pathToFollow.length - 1) { pathStepIndex++; moveTargetCol = pathToFollow[pathStepIndex].col; moveTargetRow = pathToFollow[pathStepIndex].row; // Remain isMoving = true } else { isMoving = false; pathToFollow = null; pathStepIndex = 0; // Check for goal if (maze[charRow][charCol] === 3) { LK.effects.flashScreen(0x00ff00, 800); // Infinite levels: immediately start a new random level after a short delay LK.setTimeout(function () { startNextLevel(); }, 1000); // Pause game update until next level starts return; } } } // Update all monsters for (var i = 0; i < monsterNodes.length; i++) { if (monsterNodes[i] && typeof monsterNodes[i].update === "function") { monsterNodes[i].update(); } } // Show current cell in score text (for debugging movement) scoreTxt.setText("Cell: " + charCol + "," + charRow); }; // Infinite levels: generate a new random maze and monsters each time function startNextLevel() { // Remove all wall nodes and goal node from previous level for (var i = 0; i < wallNodes.length; i++) { if (wallNodes[i] && typeof wallNodes[i].destroy === "function") { wallNodes[i].destroy(); } } wallNodes.length = 0; // Remove all monsters for (var i = 0; i < monsterNodes.length; i++) { if (monsterNodes[i] && typeof monsterNodes[i].destroy === "function") { monsterNodes[i].destroy(); } } monsterNodes.length = 0; // Generate a random maze // 0 = empty, 1 = wall, 2 = start, 3 = goal, 4 = door (closed) // Always outer walls for (var y = 0; y < MAZE_ROWS; y++) { maze[y] = []; for (var x = 0; x < MAZE_COLS; x++) { if (y === 0 || y === MAZE_ROWS - 1 || x === 0 || x === MAZE_COLS - 1) { maze[y][x] = 1; } else { // Randomly place walls, doors, or empty var r = Math.random(); if (r < 0.13) { maze[y][x] = 1; // wall } else if (r < 0.16) { maze[y][x] = 4; // door } else { maze[y][x] = 0; // empty } } } } // Pick random start and goal positions (not on wall/door) function randomEmptyCell() { var tries = 0; while (tries < 1000) { var rx = 1 + Math.floor(Math.random() * (MAZE_COLS - 2)); var ry = 1 + Math.floor(Math.random() * (MAZE_ROWS - 2)); if (maze[ry][rx] === 0) return { col: rx, row: ry }; tries++; } // fallback return { col: 1, row: 1 }; } var start = randomEmptyCell(); maze[start.row][start.col] = 2; var goal = randomEmptyCell(); while (goal.col === start.col && goal.row === start.row) { goal = randomEmptyCell(); } maze[goal.row][goal.col] = 3; // Redraw maze walls, doors, and goal for (var y = 0; y < MAZE_ROWS; y++) { for (var x = 0; x < MAZE_COLS; x++) { if (maze[y][x] === 1) { var wall = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE, height: MAZE_CELL_SIZE }); wallNodes.push(wall); game.addChild(wall); } if (maze[y][x] === 4) { var door = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE, height: MAZE_CELL_SIZE, tint: 0xFFD700 }); door._mazeCol = x; door._mazeRow = y; door.down = function (lx, ly, obj) { var col = this._mazeCol; var row = this._mazeRow; if (maze[row][col] === 4) { maze[row][col] = 0; this.destroy(); } }; wallNodes.push(door); game.addChild(door); } if (maze[y][x] === 3) { var goalNode = LK.getAsset('skeleton', { anchorX: 0.5, anchorY: 0.5, x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2, width: MAZE_CELL_SIZE, height: MAZE_CELL_SIZE }); game.addChild(goalNode); } } } // Place new monsters for this level // Place 3-5 monsters at random empty cells (not start/goal) var monsterTypes = ['skeleton', 'goldenSkeleton', 'zombie', 'zombieSkeleton']; var monsterCount = 3 + Math.floor(Math.random() * 3); var monsterSpots = []; for (var i = 0; i < monsterCount; i++) { var spot = randomEmptyCell(); // Don't place on start or goal while (spot.col === start.col && spot.row === start.row || spot.col === goal.col && spot.row === goal.row || monsterSpots.some(function (ms) { return ms.col === spot.col && ms.row === spot.row; })) { spot = randomEmptyCell(); } monsterSpots.push(spot); var mtype = monsterTypes[Math.floor(Math.random() * monsterTypes.length)]; var monster = new Monster(); monster.init(mtype, spot.col, spot.row); monsterNodes.push(monster); game.addChild(monster); } // Reset player to new start charCol = start.col; charRow = start.row; charNode.x = charCol * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; charNode.y = charRow * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2; moveTargetCol = charCol; moveTargetRow = charRow; isMoving = false; // Show a message for new level start if (typeof startNextLevel.level === "undefined") startNextLevel.level = 2;else startNextLevel.level++; var msg = new Text2("Level " + startNextLevel.level + "!", { size: 100, fill: 0x00FFAA }); msg.anchor.set(0.5, 0.5); msg.x = GAME_WIDTH / 2; msg.y = GAME_HEIGHT / 2 + 200; game.addChild(msg); LK.setTimeout(function () { msg.destroy(); }, 1500); }
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Monster class for AI movement and attack
var Monster = Container.expand(function () {
var self = Container.call(this);
self.type = null;
self.col = 0;
self.row = 0;
self.targetCol = 0;
self.targetRow = 0;
self.lastCol = 0;
self.lastRow = 0;
self.moveSpeed = 4; // px per frame, slower than before
self.path = null;
self.pathStepIndex = 0;
self.isMoving = false;
self.attackCooldown = 0;
self.attackDelay = 60; // frames between attacks
self.asset = null;
// Set up monster asset
self.init = function (type, col, row) {
self.type = type;
self.col = col;
self.row = row;
self.targetCol = col;
self.targetRow = row;
var assetId = type;
self.asset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
width: MAZE_CELL_SIZE * 0.8,
height: MAZE_CELL_SIZE * 0.8
});
self.x = col * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
self.y = row * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
};
// Find path to player using BFS
self.findPathToPlayer = function (playerCol, playerRow) {
// Defensive: check bounds
if (playerCol < 0 || playerCol >= MAZE_COLS || playerRow < 0 || playerRow >= MAZE_ROWS) return null;
if (maze[playerRow][playerCol] === 1) return null;
var queue = [];
var visited = [];
for (var y = 0; y < MAZE_ROWS; y++) {
visited[y] = [];
for (var x = 0; x < MAZE_COLS; x++) {
visited[y][x] = false;
}
}
var prev = [];
for (var y = 0; y < MAZE_ROWS; y++) {
prev[y] = [];
for (var x = 0; x < MAZE_COLS; x++) {
prev[y][x] = null;
}
}
queue.push({
col: self.col,
row: self.row
});
visited[self.row][self.col] = true;
var found = false;
while (queue.length > 0) {
var curr = queue.shift();
if (curr.col === playerCol && curr.row === playerRow) {
found = true;
break;
}
var dirs = [{
dc: 0,
dr: -1
},
// up
{
dc: 0,
dr: 1
},
// down
{
dc: -1,
dr: 0
},
// left
{
dc: 1,
dr: 0
} // right
];
for (var d = 0; d < dirs.length; d++) {
var nc = curr.col + dirs[d].dc;
var nr = curr.row + dirs[d].dr;
if (nc >= 0 && nc < MAZE_COLS && nr >= 0 && nr < MAZE_ROWS && !visited[nr][nc] && maze[nr][nc] !== 1 && maze[nr][nc] !== 4) {
queue.push({
col: nc,
row: nr
});
visited[nr][nc] = true;
prev[nr][nc] = {
col: curr.col,
row: curr.row
};
}
}
}
if (!found) return null;
// Reconstruct path
var path = [];
var currCol = playerCol,
currRow = playerRow;
while (!(currCol === self.col && currRow === self.row)) {
path.unshift({
col: currCol,
row: currRow
});
var p = prev[currRow][currCol];
currCol = p.col;
currRow = p.row;
}
return path;
};
// Monster update: move toward player, attack if adjacent
self.update = function () {
// Track last position for event logic
self.lastCol = self.col;
self.lastRow = self.row;
// Only recalc path every 15 frames for performance
if (LK.ticks % 15 === 0 || !self.path || self.path.length === 0) {
self.path = self.findPathToPlayer(charCol, charRow);
self.pathStepIndex = 0;
}
// If adjacent to player, attack
var dx = Math.abs(self.col - charCol);
var dy = Math.abs(self.row - charRow);
if (dx + dy === 1) {
// Attack cooldown
if (self.attackCooldown <= 0) {
// Show attack effect
var effect = LK.getAsset('attackEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: charNode.x,
y: charNode.y,
width: MAZE_CELL_SIZE * 0.7,
height: MAZE_CELL_SIZE * 0.7
});
effect.alpha = 1;
game.addChild(effect);
// Defensive: ensure effect is defined and tween is a function
if (effect && typeof tween === "function") {
var tweenObj = tween(effect);
if (tweenObj && typeof tweenObj.to === "function") {
tweenObj.to({
alpha: 0
}, 400).onComplete(function () {
effect.destroy();
});
}
} else if (effect) {
// fallback: just destroy after a timeout if tween is not available
LK.setTimeout(function () {
effect.destroy();
}, 400);
}
// Flash screen red and show game over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
self.attackCooldown = self.attackDelay;
}
} else if (self.path && self.path.length > 0 && self.pathStepIndex < self.path.length) {
// Move toward next cell in path
var next = self.path[self.pathStepIndex];
var targetX = next.col * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
var targetY = next.row * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
var ddx = targetX - self.x;
var ddy = targetY - self.y;
var dist = Math.sqrt(ddx * ddx + ddy * ddy);
if (dist > 2) {
var step = Math.min(self.moveSpeed, dist);
self.x += ddx / dist * step;
self.y += ddy / dist * step;
} else {
// Snap to cell
self.x = targetX;
self.y = targetY;
self.col = next.col;
self.row = next.row;
self.pathStepIndex++;
}
}
if (self.attackCooldown > 0) self.attackCooldown--;
};
return self;
});
/****
* Initialize Game
****/
// No classes needed for maze logic
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// Maze configuration
// 0 = empty, 1 = wall, 2 = start, 3 = goal, 4 = door (closed)
var MAZE_CELL_SIZE = 128;
var MAZE_COLS = 16;
var MAZE_ROWS = 21;
var maze = [];
// Generate a random maze for the first level (and every level)
function generateRandomMaze() {
// Always outer walls
for (var y = 0; y < MAZE_ROWS; y++) {
maze[y] = [];
for (var x = 0; x < MAZE_COLS; x++) {
if (y === 0 || y === MAZE_ROWS - 1 || x === 0 || x === MAZE_COLS - 1) {
maze[y][x] = 1;
} else {
// Randomly place walls, doors, or empty
var r = Math.random();
if (r < 0.13) {
maze[y][x] = 1; // wall
} else if (r < 0.16) {
maze[y][x] = 4; // door
} else {
maze[y][x] = 0; // empty
}
}
}
}
// Pick random start and goal positions (not on wall/door)
function randomEmptyCell() {
var tries = 0;
while (tries < 1000) {
var rx = 1 + Math.floor(Math.random() * (MAZE_COLS - 2));
var ry = 1 + Math.floor(Math.random() * (MAZE_ROWS - 2));
if (maze[ry][rx] === 0) return {
col: rx,
row: ry
};
tries++;
}
// fallback
return {
col: 1,
row: 1
};
}
var start = randomEmptyCell();
maze[start.row][start.col] = 2;
var goal = randomEmptyCell();
while (goal.col === start.col && goal.row === start.row) {
goal = randomEmptyCell();
}
maze[goal.row][goal.col] = 3;
return {
start: start,
goal: goal
};
}
// Generate the first maze at game start
var mazePositions = generateRandomMaze();
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFF700
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Draw maze walls and monsters
var wallNodes = [];
var monsterNodes = [];
// Place monsters at specific hard maze locations for challenge
var monsterSpawns = [{
type: 'skeleton',
col: 5,
row: 5
}, {
type: 'goldenSkeleton',
col: 7,
row: 15
}, {
type: 'zombie',
col: 10,
row: 10
}, {
type: 'zombieSkeleton',
col: 13,
row: 8
}];
// Add asset for zombieSkeleton if not present
for (var y = 0; y < MAZE_ROWS; y++) {
for (var x = 0; x < MAZE_COLS; x++) {
if (maze[y][x] === 1) {
var wall = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5,
x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE,
height: MAZE_CELL_SIZE
});
wallNodes.push(wall);
game.addChild(wall);
}
// Render doors as special clickable assets
if (maze[y][x] === 4) {
// Use a different color for doors (yellowish)
var door = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5,
x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE,
height: MAZE_CELL_SIZE,
tint: 0xFFD700 // gold/yellow
});
door._mazeCol = x;
door._mazeRow = y;
// Make door clickable: open on tap
door.down = function (lx, ly, obj) {
// Defensive: check if still a door
var col = this._mazeCol;
var row = this._mazeRow;
if (maze[row][col] === 4) {
// Open the door: set to empty
maze[row][col] = 0;
// Remove the door node
this.destroy();
}
};
wallNodes.push(door);
game.addChild(door);
}
if (maze[y][x] === 3) {
// Goal marker
var goalNode = LK.getAsset('skeleton', {
anchorX: 0.5,
anchorY: 0.5,
x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE,
height: MAZE_CELL_SIZE
});
game.addChild(goalNode);
}
// Place monsters at their spawn locations
for (var mi = 0; mi < monsterSpawns.length; mi++) {
var m = monsterSpawns[mi];
if (m.col === x && m.row === y) {
var monster = new Monster();
monster.init(m.type, x, y);
monsterNodes.push(monster);
game.addChild(monster);
}
}
}
}
// Find start position
var charCol = 1,
charRow = 1;
for (var y = 0; y < MAZE_ROWS; y++) {
for (var x = 0; x < MAZE_COLS; x++) {
if (maze[y][x] === 2) {
charCol = x;
charRow = y;
}
}
}
// Create player character node and add to game
var charNode = LK.getAsset('Player', {
anchorX: 0.5,
anchorY: 0.5,
x: charCol * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: charRow * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE * 0.8,
height: MAZE_CELL_SIZE * 0.8
});
game.addChild(charNode);
// Movement state
var moveTargetCol = charCol;
var moveTargetRow = charRow;
var isMoving = false;
var moveSpeed = 20; // px per frame (increased for faster player movement)
// Touch/drag movement: tap or drag to adjacent cell
function getCellFromPos(x, y) {
var col = Math.floor(x / MAZE_CELL_SIZE);
var row = Math.floor(y / MAZE_CELL_SIZE);
return {
col: col,
row: row
};
}
// Simple BFS pathfinding to allow tap-to-move to any reachable cell
function findPath(startCol, startRow, endCol, endRow) {
// Defensive: check bounds
if (endCol < 0 || endCol >= MAZE_COLS || endRow < 0 || endRow >= MAZE_ROWS) return null;
if (maze[endRow][endCol] === 1) return null;
var queue = [];
var visited = [];
for (var y = 0; y < MAZE_ROWS; y++) {
visited[y] = [];
for (var x = 0; x < MAZE_COLS; x++) {
visited[y][x] = false;
}
}
var prev = [];
for (var y = 0; y < MAZE_ROWS; y++) {
prev[y] = [];
for (var x = 0; x < MAZE_COLS; x++) {
prev[y][x] = null;
}
}
queue.push({
col: startCol,
row: startRow
});
visited[startRow][startCol] = true;
var found = false;
while (queue.length > 0) {
var curr = queue.shift();
if (curr.col === endCol && curr.row === endRow) {
found = true;
break;
}
var dirs = [{
dc: 0,
dr: -1
},
// up
{
dc: 0,
dr: 1
},
// down
{
dc: -1,
dr: 0
},
// left
{
dc: 1,
dr: 0
} // right
];
for (var d = 0; d < dirs.length; d++) {
var nc = curr.col + dirs[d].dc;
var nr = curr.row + dirs[d].dr;
if (nc >= 0 && nc < MAZE_COLS && nr >= 0 && nr < MAZE_ROWS && !visited[nr][nc] && maze[nr][nc] !== 1 && maze[nr][nc] !== 4) {
queue.push({
col: nc,
row: nr
});
visited[nr][nc] = true;
prev[nr][nc] = {
col: curr.col,
row: curr.row
};
}
}
}
if (!found) return null;
// Reconstruct path
var path = [];
var currCol = endCol,
currRow = endRow;
while (!(currCol === startCol && currRow === startRow)) {
path.unshift({
col: currCol,
row: currRow
});
var p = prev[currRow][currCol];
currCol = p.col;
currRow = p.row;
}
return path;
}
var pathToFollow = null;
var pathStepIndex = 0;
game.down = function (x, y, obj) {
// Prevent new move if already moving
if (isMoving) return;
// Compute direction vector from player to tap/click
var px = charNode.x;
var py = charNode.y;
var dx = x - px;
var dy = y - py;
var dist = Math.sqrt(dx * dx + dy * dy);
// Defensive: don't move if tap is too close to player
if (dist < 10) return;
// Normalize direction
var dirX = dx / dist;
var dirY = dy / dist;
// Compute the furthest cell in that direction that is not a wall/door
var currCol = charCol;
var currRow = charRow;
var lastFreeCol = charCol;
var lastFreeRow = charRow;
var maxSteps = 50; // Prevent infinite loop
for (var step = 0; step < maxSteps; step++) {
// Move a small step in direction
var nextX = px + dirX * (step + 1) * MAZE_CELL_SIZE * 0.5;
var nextY = py + dirY * (step + 1) * MAZE_CELL_SIZE * 0.5;
var cell = getCellFromPos(nextX, nextY);
// Defensive: check bounds
if (cell.col < 0 || cell.col >= MAZE_COLS || cell.row < 0 || cell.row >= MAZE_ROWS) break;
// Stop at wall or door
if (maze[cell.row][cell.col] === 1 || maze[cell.row][cell.col] === 4) break;
lastFreeCol = cell.col;
lastFreeRow = cell.row;
}
// Don't move if already at that cell
if (lastFreeCol === charCol && lastFreeRow === charRow) return;
moveTargetCol = lastFreeCol;
moveTargetRow = lastFreeRow;
isMoving = true;
pathToFollow = null;
pathStepIndex = 0;
};
game.move = function (x, y, obj) {
// Only allow drag-move if not already moving
if (!isMoving) {
game.down(x, y, obj);
}
};
game.up = function (x, y, obj) {
// No-op
};
game.update = function () {
// Move character toward target cell
var targetX = moveTargetCol * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
var targetY = moveTargetRow * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
var dx = targetX - charNode.x;
var dy = targetY - charNode.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (isMoving && dist > 2) {
var step = Math.min(moveSpeed, dist);
charNode.x += dx / dist * step;
charNode.y += dy / dist * step;
} else if (isMoving) {
// Snap to cell
charNode.x = targetX;
charNode.y = targetY;
charCol = moveTargetCol;
charRow = moveTargetRow;
// If following a path, advance to next step
if (typeof pathToFollow !== "undefined" && pathToFollow && pathStepIndex < pathToFollow.length - 1) {
pathStepIndex++;
moveTargetCol = pathToFollow[pathStepIndex].col;
moveTargetRow = pathToFollow[pathStepIndex].row;
// Remain isMoving = true
} else {
isMoving = false;
pathToFollow = null;
pathStepIndex = 0;
// Check for goal
if (maze[charRow][charCol] === 3) {
LK.effects.flashScreen(0x00ff00, 800);
// Infinite levels: immediately start a new random level after a short delay
LK.setTimeout(function () {
startNextLevel();
}, 1000);
// Pause game update until next level starts
return;
}
}
}
// Update all monsters
for (var i = 0; i < monsterNodes.length; i++) {
if (monsterNodes[i] && typeof monsterNodes[i].update === "function") {
monsterNodes[i].update();
}
}
// Show current cell in score text (for debugging movement)
scoreTxt.setText("Cell: " + charCol + "," + charRow);
};
// Infinite levels: generate a new random maze and monsters each time
function startNextLevel() {
// Remove all wall nodes and goal node from previous level
for (var i = 0; i < wallNodes.length; i++) {
if (wallNodes[i] && typeof wallNodes[i].destroy === "function") {
wallNodes[i].destroy();
}
}
wallNodes.length = 0;
// Remove all monsters
for (var i = 0; i < monsterNodes.length; i++) {
if (monsterNodes[i] && typeof monsterNodes[i].destroy === "function") {
monsterNodes[i].destroy();
}
}
monsterNodes.length = 0;
// Generate a random maze
// 0 = empty, 1 = wall, 2 = start, 3 = goal, 4 = door (closed)
// Always outer walls
for (var y = 0; y < MAZE_ROWS; y++) {
maze[y] = [];
for (var x = 0; x < MAZE_COLS; x++) {
if (y === 0 || y === MAZE_ROWS - 1 || x === 0 || x === MAZE_COLS - 1) {
maze[y][x] = 1;
} else {
// Randomly place walls, doors, or empty
var r = Math.random();
if (r < 0.13) {
maze[y][x] = 1; // wall
} else if (r < 0.16) {
maze[y][x] = 4; // door
} else {
maze[y][x] = 0; // empty
}
}
}
}
// Pick random start and goal positions (not on wall/door)
function randomEmptyCell() {
var tries = 0;
while (tries < 1000) {
var rx = 1 + Math.floor(Math.random() * (MAZE_COLS - 2));
var ry = 1 + Math.floor(Math.random() * (MAZE_ROWS - 2));
if (maze[ry][rx] === 0) return {
col: rx,
row: ry
};
tries++;
}
// fallback
return {
col: 1,
row: 1
};
}
var start = randomEmptyCell();
maze[start.row][start.col] = 2;
var goal = randomEmptyCell();
while (goal.col === start.col && goal.row === start.row) {
goal = randomEmptyCell();
}
maze[goal.row][goal.col] = 3;
// Redraw maze walls, doors, and goal
for (var y = 0; y < MAZE_ROWS; y++) {
for (var x = 0; x < MAZE_COLS; x++) {
if (maze[y][x] === 1) {
var wall = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5,
x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE,
height: MAZE_CELL_SIZE
});
wallNodes.push(wall);
game.addChild(wall);
}
if (maze[y][x] === 4) {
var door = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5,
x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE,
height: MAZE_CELL_SIZE,
tint: 0xFFD700
});
door._mazeCol = x;
door._mazeRow = y;
door.down = function (lx, ly, obj) {
var col = this._mazeCol;
var row = this._mazeRow;
if (maze[row][col] === 4) {
maze[row][col] = 0;
this.destroy();
}
};
wallNodes.push(door);
game.addChild(door);
}
if (maze[y][x] === 3) {
var goalNode = LK.getAsset('skeleton', {
anchorX: 0.5,
anchorY: 0.5,
x: x * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
y: y * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2,
width: MAZE_CELL_SIZE,
height: MAZE_CELL_SIZE
});
game.addChild(goalNode);
}
}
}
// Place new monsters for this level
// Place 3-5 monsters at random empty cells (not start/goal)
var monsterTypes = ['skeleton', 'goldenSkeleton', 'zombie', 'zombieSkeleton'];
var monsterCount = 3 + Math.floor(Math.random() * 3);
var monsterSpots = [];
for (var i = 0; i < monsterCount; i++) {
var spot = randomEmptyCell();
// Don't place on start or goal
while (spot.col === start.col && spot.row === start.row || spot.col === goal.col && spot.row === goal.row || monsterSpots.some(function (ms) {
return ms.col === spot.col && ms.row === spot.row;
})) {
spot = randomEmptyCell();
}
monsterSpots.push(spot);
var mtype = monsterTypes[Math.floor(Math.random() * monsterTypes.length)];
var monster = new Monster();
monster.init(mtype, spot.col, spot.row);
monsterNodes.push(monster);
game.addChild(monster);
}
// Reset player to new start
charCol = start.col;
charRow = start.row;
charNode.x = charCol * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
charNode.y = charRow * MAZE_CELL_SIZE + MAZE_CELL_SIZE / 2;
moveTargetCol = charCol;
moveTargetRow = charRow;
isMoving = false;
// Show a message for new level start
if (typeof startNextLevel.level === "undefined") startNextLevel.level = 2;else startNextLevel.level++;
var msg = new Text2("Level " + startNextLevel.level + "!", {
size: 100,
fill: 0x00FFAA
});
msg.anchor.set(0.5, 0.5);
msg.x = GAME_WIDTH / 2;
msg.y = GAME_HEIGHT / 2 + 200;
game.addChild(msg);
LK.setTimeout(function () {
msg.destroy();
}, 1500);
}
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Monster Mash: Undead Defense" and with the description "Defend your base from zombies, skeletons, and their golden counterparts by tapping or dragging to attack. Survive waves and score points!". No text on banner!
Zombie with long red eyes. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A zombie with long eyes but everything is golden. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A golden terrifying skeleton. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A zombie fixed with a skeleton. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Ghost. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Heart. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Monster with big hands and ginger hair. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat