User prompt
now make enemys look like pepole
User prompt
re make enemys
User prompt
add enemys
User prompt
i can not see the enemys
User prompt
now polesh game
User prompt
now make it so you can see enemys
User prompt
now make more enemys
User prompt
make kill anamashon
User prompt
now make it so you can see inventory
User prompt
add inventory
User prompt
remove wave bar
User prompt
now perfect game
User prompt
now make the bullets look real
User prompt
now make the guns look real
User prompt
make the gum sprite real
User prompt
add gun sprits
User prompt
add skin coler and faces to pepole
User prompt
make the pepole realistc
User prompt
and make the gun slowly speed up
User prompt
now make enemy gun slow
User prompt
and slowly speed up
User prompt
make enemys slow
User prompt
make it so you can do damege and kill
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); self.radius = 20; self.speed = 30; self.dir = -Math.PI / 2; self.damage = 1; self.fromPlayer = true; self.bulletAsset = 'bullet_basic'; self.sprite = null; self.init = function (asset, speed, dir, damage, fromPlayer) { self.bulletAsset = asset; self.speed = speed; self.dir = dir; self.damage = damage; self.fromPlayer = fromPlayer; if (self.sprite) self.removeChild(self.sprite); self.sprite = self.attachAsset(asset, { anchorX: 0.5, anchorY: 0.5 }); self.radius = self.sprite.width / 2; }; self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Head var head = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, width: 44, height: 44, y: -36 }); // Body var body = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 22, height: 48, y: -14, color: 0xc0392b, shape: 'box' }); // Left arm var larm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 10, height: 32, x: -18, y: -8, color: 0xe67e22, shape: 'box' }); // Right arm var rarm = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 10, height: 32, x: 18, y: -8, color: 0xe67e22, shape: 'box' }); // Left leg var lleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 10, height: 32, x: -8, y: 36, color: 0x7f8c8d, shape: 'box' }); // Right leg var rleg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.0, width: 10, height: 32, x: 8, y: 36, color: 0x7f8c8d, shape: 'box' }); self.radius = 44; // head radius self.hp = 2; self.speed = 6 + Math.random() * 4; self.dir = Math.PI / 2 + (Math.random() - 0.5) * 0.5; // Downwards, slight random angle self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // GunDrop class var GunDrop = Container.expand(function () { var self = Container.call(this); self.gun = null; var dropSprite = self.attachAsset('gun_drop', { anchorX: 0.5, anchorY: 0.5 }); self.radius = dropSprite.width / 2; self.setGun = function (gun) { self.gun = gun; dropSprite.tint = gun.color; }; self.update = function () { self.y += 8; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Head var head = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 54, height: 54, y: -44 }); // Body var body = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 28, height: 64, y: -17, color: 0x2980b9, shape: 'box' }); // Left arm var larm = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: -24, y: -8, color: 0x27ae60, shape: 'box' }); // Right arm var rarm = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: 24, y: -8, color: 0x27ae60, shape: 'box' }); // Left leg var lleg = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: -10, y: 48, color: 0xf1c40f, shape: 'box' }); // Right leg var rleg = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.0, width: 12, height: 40, x: 10, y: 48, color: 0xf1c40f, shape: 'box' }); self.radius = 54; // head radius self.invulnTicks = 0; self.flashTween = null; self.setInvulnerable = function (ticks) { self.invulnTicks = ticks; if (self.flashTween) tween.stop(head, { alpha: true }); head.alpha = 0.5; self.flashTween = tween(head, { alpha: 1 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { tween(head, { alpha: 0.5 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { if (self.invulnTicks > 0) self.setInvulnerable(self.invulnTicks - 1);else head.alpha = 1; } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c20 }); /**** * Game Code ****/ // Gun definitions // Sounds // Guns (shapes for now, will be replaced by images automatically) // Game state var GUNS = [{ id: 'basic', name: 'Basic Gun', bulletAsset: 'bullet_basic', fireRate: 18, // ticks between shots bulletSpeed: 32, spread: 0, bulletsPerShot: 1, damage: 1, color: 0xf1c40f }, { id: 'spread', name: 'Spread Shot', bulletAsset: 'bullet_spread', fireRate: 28, bulletSpeed: 26, spread: 0.25, bulletsPerShot: 3, damage: 1, color: 0x8e44ad }, { id: 'rapid', name: 'Rapid Fire', bulletAsset: 'bullet_rapid', fireRate: 7, bulletSpeed: 24, spread: 0.08, bulletsPerShot: 1, damage: 1, color: 0x16a085 }, { id: 'big', name: 'Big Blaster', bulletAsset: 'bullet_big', fireRate: 30, bulletSpeed: 20, spread: 0, bulletsPerShot: 1, damage: 3, color: 0xff9800 }]; // Helper: get random gun (not in excludeIds) function getRandomGun(excludeIds) { var pool = []; for (var i = 0; i < GUNS.length; ++i) { if (!excludeIds || excludeIds.indexOf(GUNS[i].id) === -1) pool.push(GUNS[i]); if (enemyGunFireTick > 0) { enemyGunFireTick--; } } ; if (pool.length === 0) pool = GUNS; return pool[Math.floor(Math.random() * pool.length)]; } var player = null; var enemies = []; var bullets = []; var gunDrops = []; var score = 0; var scoreTxt = null; var gunTxt = null; var wave = 1; var ticksToNextWave = 0; var playerGuns = []; var currentGunIndex = 0; var fireCooldown = 0; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var lastTouchX = 0; var lastTouchY = 0; var enemySpeedMultiplier = 1; // NEW: multiplier for enemy speed var enemySpeedupTicks = 0; // NEW: ticks counter for speedup var gameArea = { x: 0, y: 0, w: 2048, h: 2732 - 200 }; // leave some space at bottom for gun UI // Setup UI scoreTxt = new Text2('0', { size: 120, fill: '#fff' }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); gunTxt = new Text2('', { size: 70, fill: '#fff' }); gunTxt.anchor.set(0.5, 0); LK.gui.bottom.addChild(gunTxt); // Initialize player player = new Player(); player.x = 2048 / 2; player.y = 2732 - 350; game.addChild(player); // Give player a starting gun playerGuns = [GUNS[0]]; currentGunIndex = 0; updateGunUI(); // Spawn first wave spawnWave(wave); // Touch controls game.down = function (x, y, obj) { // Only start drag if touch is on player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < player.radius * player.radius * 1.5) { dragging = true; dragOffsetX = player.x - x; dragOffsetY = player.y - y; lastTouchX = x; lastTouchY = y; } }; game.move = function (x, y, obj) { if (dragging) { // Move player directly to the touch/mouse position, clamped to game area var nx = x; var ny = y; if (nx < gameArea.x + player.radius) nx = gameArea.x + player.radius; if (nx > gameArea.x + gameArea.w - player.radius) nx = gameArea.x + gameArea.w - player.radius; if (ny < gameArea.y + player.radius) ny = gameArea.y + player.radius; if (ny > gameArea.y + gameArea.h - player.radius) ny = gameArea.y + gameArea.h - player.radius; player.x = nx; player.y = ny; lastTouchX = x; lastTouchY = y; } }; game.up = function (x, y, obj) { dragging = false; }; // Tap bottom of screen to switch gun game.on('down', function (x, y, obj) { if (y > 2732 - 200) { // Switch gun if (playerGuns.length > 1) { currentGunIndex = (currentGunIndex + 1) % playerGuns.length; updateGunUI(); LK.getSound('gunchange').play(); } } }); // Enemy gun fire rate control var enemyGunFireRate = 80; // Higher = slower, default 80 ticks between shots (was much faster before) var enemyGunFireTick = 0; // Main update loop game.update = function () { // Player invulnerability if (player.invulnTicks > 0) player.invulnTicks--; // Firing fireCooldown--; if (dragging && fireCooldown <= 0) { var gun = playerGuns[currentGunIndex]; fireGun(gun); fireCooldown = gun.fireRate; } // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Remove if out of bounds if (b.x < -100 || b.x > 2148 || b.y < -100 || b.y > 2832) { b.destroy(); bullets.splice(i, 1); continue; } // Collisions if (b.fromPlayer) { // Hit enemy for (var j = enemies.length - 1; j >= 0; --j) { var e = enemies[j]; var dx = b.x - e.x; var dy = b.y - e.y; var dist = dx * dx + dy * dy; if (dist < (b.radius + e.radius) * (b.radius + e.radius)) { // Bullet hits enemy: deal damage e.hp -= b.damage; LK.getSound('enemyhit').play(); b.destroy(); bullets.splice(i, 1); if (e.hp <= 0) { // Enemy dies spawnGunDrop(e.x, e.y); e.destroy(); enemies.splice(j, 1); score += 10; scoreTxt.setText(score); } break; } } } else { // Enemy bullet hits player var dx = b.x - player.x; var dy = b.y - player.y; var dist = dx * dx + dy * dy; if (dist < (b.radius + player.radius) * (b.radius + player.radius)) { if (player.invulnTicks <= 0) { LK.effects.flashScreen(0xff0000, 600); player.setInvulnerable(40); b.destroy(); bullets.splice(i, 1); // Game over LK.showGameOver(); return; } } } } // Update enemies // Slowly increase enemy speed multiplier every 120 ticks (~2 seconds) enemySpeedupTicks++; if (enemySpeedupTicks >= 120) { enemySpeedupTicks = 0; enemySpeedMultiplier += 0.03; // Increase speed multiplier slowly if (enemySpeedMultiplier > 3) enemySpeedMultiplier = 3; // Cap to avoid going too fast } for (var i = enemies.length - 1; i >= 0; --i) { var e = enemies[i]; // Apply speed multiplier for this frame var origSpeed = e.speed; e.speed = origSpeed * enemySpeedMultiplier; e.update(); e.speed = origSpeed; // Restore original speed for next frame // Remove if out of bounds if (e.x < -120 || e.x > 2168 || e.y > 2832) { e.destroy(); enemies.splice(i, 1); continue; } // Enemy collides with player var dx = e.x - player.x; var dy = e.y - player.y; var dist = dx * dx + dy * dy; if (dist < (e.radius + player.radius) * (e.radius + player.radius)) { if (player.invulnTicks <= 0) { LK.effects.flashScreen(0xff0000, 600); player.setInvulnerable(40); // Game over LK.showGameOver(); return; } } // Enemy fires at player (throttled by enemyGunFireRate) if (enemyGunFireTick <= 0) { if (Math.random() < 0.008 + wave * 0.001) { var dir = Math.atan2(player.y - e.y, player.x - e.x); var eb = new Bullet(); eb.init('bullet_basic', 18 + Math.random() * 6, dir, 1, false); eb.x = e.x; eb.y = e.y; bullets.push(eb); game.addChild(eb); enemyGunFireTick = enemyGunFireRate; } } } // Update gun drops for (var i = gunDrops.length - 1; i >= 0; --i) { var g = gunDrops[i]; g.update(); // Remove if out of bounds if (g.y > 2832) { g.destroy(); gunDrops.splice(i, 1); continue; } // Pickup var dx = g.x - player.x; var dy = g.y - player.y; var dist = dx * dx + dy * dy; if (dist < (g.radius + player.radius) * (g.radius + player.radius)) { // Add gun if not already owned if (!hasGun(g.gun.id)) { playerGuns.push(g.gun); currentGunIndex = playerGuns.length - 1; updateGunUI(); LK.getSound('pickup').play(); } g.destroy(); gunDrops.splice(i, 1); } } // Next wave if (enemies.length === 0 && gunDrops.length === 0 && ticksToNextWave <= 0) { ticksToNextWave = 60; } if (ticksToNextWave > 0) { ticksToNextWave--; if (ticksToNextWave === 0) { wave++; spawnWave(wave); } } }; // Helper: fire gun function fireGun(gun) { for (var i = 0; i < gun.bulletsPerShot; ++i) { var b = new Bullet(); var spread = gun.spread * (Math.random() - 0.5); var dir = -Math.PI / 2 + spread + (gun.bulletsPerShot > 1 ? (i - (gun.bulletsPerShot - 1) / 2) * gun.spread : 0); b.init(gun.bulletAsset, gun.bulletSpeed, dir, gun.damage, true); b.x = player.x; b.y = player.y - player.radius; bullets.push(b); game.addChild(b); } LK.getSound('shoot').play(); } // Helper: spawn wave function spawnWave(w) { var n = 3 + Math.floor(w * 1.5); for (var i = 0; i < n; ++i) { var e = new Enemy(); e.x = 200 + Math.random() * (2048 - 400); e.y = -100 - Math.random() * 200; e.hp = 2 + Math.floor(w / 2); e.speed = 2 + Math.random() * 1.5 + w * 0.08; enemies.push(e); game.addChild(e); } } // Helper: spawn gun drop function spawnGunDrop(x, y) { // 50% chance to drop a gun, only if player doesn't have all guns if (playerGuns.length >= GUNS.length) return; if (Math.random() < 0.5) { var exclude = []; for (var i = 0; i < playerGuns.length; ++i) exclude.push(playerGuns[i].id); var gun = getRandomGun(exclude); var g = new GunDrop(); g.x = x; g.y = y; g.setGun(gun); gunDrops.push(g); game.addChild(g); } } // Helper: update gun UI function updateGunUI() { var gun = playerGuns[currentGunIndex]; gunTxt.setText("Gun: " + gun.name + " (Tap here to switch)"); gunTxt.setStyle({ fill: "#" + gun.color.toString(16) }); } // Helper: has gun function hasGun(id) { for (var i = 0; i < playerGuns.length; ++i) if (playerGuns[i].id === id) return true; return false; }
===================================================================
--- original.js
+++ change.js
@@ -283,9 +283,13 @@
function getRandomGun(excludeIds) {
var pool = [];
for (var i = 0; i < GUNS.length; ++i) {
if (!excludeIds || excludeIds.indexOf(GUNS[i].id) === -1) pool.push(GUNS[i]);
+ if (enemyGunFireTick > 0) {
+ enemyGunFireTick--;
+ }
}
+ ;
if (pool.length === 0) pool = GUNS;
return pool[Math.floor(Math.random() * pool.length)];
}
var player = null;
@@ -378,8 +382,11 @@
LK.getSound('gunchange').play();
}
}
});
+// Enemy gun fire rate control
+var enemyGunFireRate = 80; // Higher = slower, default 80 ticks between shots (was much faster before)
+var enemyGunFireTick = 0;
// Main update loop
game.update = function () {
// Player invulnerability
if (player.invulnTicks > 0) player.invulnTicks--;
@@ -476,17 +483,20 @@
LK.showGameOver();
return;
}
}
- // Enemy fires at player
- if (Math.random() < 0.008 + wave * 0.001) {
- var dir = Math.atan2(player.y - e.y, player.x - e.x);
- var eb = new Bullet();
- eb.init('bullet_basic', 18 + Math.random() * 6, dir, 1, false);
- eb.x = e.x;
- eb.y = e.y;
- bullets.push(eb);
- game.addChild(eb);
+ // Enemy fires at player (throttled by enemyGunFireRate)
+ if (enemyGunFireTick <= 0) {
+ if (Math.random() < 0.008 + wave * 0.001) {
+ var dir = Math.atan2(player.y - e.y, player.x - e.x);
+ var eb = new Bullet();
+ eb.init('bullet_basic', 18 + Math.random() * 6, dir, 1, false);
+ eb.x = e.x;
+ eb.y = e.y;
+ bullets.push(eb);
+ game.addChild(eb);
+ enemyGunFireTick = enemyGunFireRate;
+ }
}
}
// Update gun drops
for (var i = gunDrops.length - 1; i >= 0; --i) {