User prompt
add combos and make the trail bigger, make the time limit 150 sec. and make it at the bottom make it say tap the cubes to get points, ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a trail behind the player when they moce, and addd the enemys back ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
remove the menu and make the volume slider at the bottom left, witht he slider going up. so start the game instantly after 2 sec ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
i still cant click them! and where it says health, make it say, tap or swipe into the cubes for points
User prompt
make the buttons bigger and clickable eith the mouse
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var musicVolume = storage.get('musicVolume', 1.0);' Line Number: 332 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
make the play and settings button accutally be able to play and to go to settings, so i can click them, in settings there should be music volume ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the buttons work, and make background music, and so the cube i move has a deley so if i click somewhere it goes there smoothly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 82
User prompt
can you add sounds effects and particles, and a menu when you ttart the game with play and setting for enemy stuff, make the enemys try to run away tho ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make it so i have to drag and like run into them to kill them
Code edit (1 edits merged)
Please save this source code
User prompt
Zombie Siege Defense
Initial prompt
make a zombie wave shooter, take minimum 1.5 min
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var FastZombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.speed = 3; self.points = 15; self.lastX = 0; self.lastY = 0; self.update = function () { if (player) { self.lastX = self.x; self.lastY = self.y; var dx = player.x - self.x; var dy = player.y - 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; } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.lastCollidedZombies = []; return self; }); var TankZombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('tankZombie', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.speed = 1; self.points = 25; self.lastX = 0; self.lastY = 0; self.update = function () { if (player) { self.lastX = self.x; self.lastY = self.y; var dx = player.x - self.x; var dy = player.y - 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; } } }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.speed = 1.5; self.points = 10; self.lastX = 0; self.lastY = 0; self.update = function () { if (player) { self.lastX = self.x; self.lastY = self.y; var dx = player.x - self.x; var dy = player.y - 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; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ // Game variables var player; var zombies = []; var currentWave = 1; var zombiesSpawned = 0; var zombiesKilled = 0; var gameTime = 0; var waveTime = 0; var spawnTimer = 0; var dragNode = null; var killStreak = 0; var killStreakTimer = 0; // Wave configuration var waveConfigs = [{ zombieCount: 8, spawnDelay: 90, zombieTypes: ['zombie'] }, { zombieCount: 12, spawnDelay: 75, zombieTypes: ['zombie', 'fastZombie'] }, { zombieCount: 16, spawnDelay: 60, zombieTypes: ['zombie', 'fastZombie'] }, { zombieCount: 20, spawnDelay: 50, zombieTypes: ['zombie', 'fastZombie', 'tankZombie'] }, { zombieCount: 25, spawnDelay: 45, zombieTypes: ['zombie', 'fastZombie', 'tankZombie'] }, { zombieCount: 30, spawnDelay: 40, zombieTypes: ['zombie', 'fastZombie', 'tankZombie'] }, { zombieCount: 35, spawnDelay: 35, zombieTypes: ['zombie', 'fastZombie', 'tankZombie'] }, { zombieCount: 40, spawnDelay: 30, zombieTypes: ['zombie', 'fastZombie', 'tankZombie'] }]; // UI Elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 20; LK.gui.topLeft.addChild(scoreText); var waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); var timerText = new Text2('Time: 90', { size: 60, fill: 0xFFFFFF }); timerText.anchor.set(1, 0); timerText.x = -20; timerText.y = 20; LK.gui.topRight.addChild(timerText); var healthText = new Text2('Health: 100', { size: 50, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 1); healthText.y = -20; LK.gui.bottom.addChild(healthText); // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Spawn zombie function function spawnZombie() { var config = waveConfigs[Math.min(currentWave - 1, waveConfigs.length - 1)]; var zombieTypes = config.zombieTypes; var randomType = zombieTypes[Math.floor(Math.random() * zombieTypes.length)]; var zombie; if (randomType === 'fastZombie') { zombie = new FastZombie(); } else if (randomType === 'tankZombie') { zombie = new TankZombie(); } else { zombie = new Zombie(); } // Spawn from random edge var edge = Math.floor(Math.random() * 4); if (edge === 0) { // Top zombie.x = Math.random() * 2048; zombie.y = -30; } else if (edge === 1) { // Right zombie.x = 2078; zombie.y = Math.random() * 2732; } else if (edge === 2) { // Bottom zombie.x = Math.random() * 2048; zombie.y = 2762; } else { // Left zombie.x = -30; zombie.y = Math.random() * 2732; } zombie.lastX = zombie.x; zombie.lastY = zombie.y; zombies.push(zombie); game.addChild(zombie); zombiesSpawned++; } // Update UI function function updateUI() { scoreText.setText('Score: ' + LK.getScore()); waveText.setText('Wave: ' + currentWave); timerText.setText('Time: ' + Math.max(0, Math.ceil((90 * 60 - gameTime) / 60))); healthText.setText('Health: ' + player.health); } // Handle move events function handleMove(x, y, obj) { if (dragNode) { // Keep player within bounds dragNode.x = Math.max(40, Math.min(2008, x)); dragNode.y = Math.max(40, Math.min(2692, y)); } } // Game event handlers game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { gameTime++; waveTime++; // Update kill streak timer if (killStreakTimer > 0) { killStreakTimer--; if (killStreakTimer <= 0) { killStreak = 0; } } // Wave management var config = waveConfigs[Math.min(currentWave - 1, waveConfigs.length - 1)]; // Spawn zombies if (zombiesSpawned < config.zombieCount) { spawnTimer++; if (spawnTimer >= config.spawnDelay) { spawnZombie(); spawnTimer = 0; } } // Check wave completion if (zombiesSpawned >= config.zombieCount && zombies.length === 0) { currentWave++; zombiesSpawned = 0; waveTime = 0; // Bonus points for wave completion LK.setScore(LK.getScore() + currentWave * 50); LK.getSound('waveStart').play(); // Restore some health player.health = Math.min(player.maxHealth, player.health + 20); } // Update zombies and check player collision for combat for (var k = zombies.length - 1; k >= 0; k--) { var zombie = zombies[k]; // Initialize collision tracking if not exists if (zombie.lastCollidingWithPlayer === undefined) { zombie.lastCollidingWithPlayer = false; } // Check current collision state var currentlyColliding = zombie.intersects(player); // If collision just started (transition from false to true) if (!zombie.lastCollidingWithPlayer && currentlyColliding) { // Player kills zombie by running into it zombie.health--; // Flash zombie when hit LK.effects.flashObject(zombie, 0xff0000, 200); LK.getSound('zombieHit').play(); if (zombie.health <= 0) { // Add score with kill streak multiplier var points = zombie.points * (1 + killStreak * 0.1); LK.setScore(LK.getScore() + Math.floor(points)); killStreak++; killStreakTimer = 180; // 3 seconds zombie.destroy(); zombies.splice(k, 1); zombiesKilled++; } else { // If zombie survives, player takes damage player.health -= 5; LK.effects.flashScreen(0xff0000, 300); if (player.health <= 0) { LK.showGameOver(); return; } } } // Update collision tracking zombie.lastCollidingWithPlayer = currentlyColliding; } // Check win condition (90 seconds = 5400 frames at 60fps) if (gameTime >= 5400) { LK.showYouWin(); return; } // Update UI updateUI(); };
===================================================================
--- original.js
+++ change.js
@@ -5,26 +5,8 @@
/****
* Classes
****/
-var Bullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 15;
- self.velocityX = 0;
- self.velocityY = 0;
- self.lifeTime = 0;
- self.maxLifeTime = 60; // 1 second at 60fps
- self.update = function () {
- self.x += self.velocityX;
- self.y += self.velocityY;
- self.lifeTime++;
- };
- return self;
-});
var FastZombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('fastZombie', {
anchorX: 0.5,
@@ -58,12 +40,9 @@
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
- self.ammunition = 30;
- self.maxAmmo = 30;
- self.reloadTime = 0;
- self.shootCooldown = 0;
+ self.lastCollidedZombies = [];
return self;
});
var TankZombie = Container.expand(function () {
var self = Container.call(this);
@@ -131,9 +110,8 @@
* Game Code
****/
// Game variables
var player;
-var bullets = [];
var zombies = [];
var currentWave = 1;
var zombiesSpawned = 0;
var zombiesKilled = 0;
@@ -199,23 +177,15 @@
timerText.anchor.set(1, 0);
timerText.x = -20;
timerText.y = 20;
LK.gui.topRight.addChild(timerText);
-var ammoText = new Text2('Ammo: 30/30', {
- size: 50,
- fill: 0xFFFFFF
-});
-ammoText.anchor.set(0.5, 1);
-ammoText.y = -20;
-LK.gui.bottom.addChild(ammoText);
var healthText = new Text2('Health: 100', {
size: 50,
fill: 0xFFFFFF
});
-healthText.anchor.set(0, 1);
-healthText.x = 20;
+healthText.anchor.set(0.5, 1);
healthText.y = -20;
-LK.gui.bottomLeft.addChild(healthText);
+LK.gui.bottom.addChild(healthText);
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
@@ -256,36 +226,13 @@
zombies.push(zombie);
game.addChild(zombie);
zombiesSpawned++;
}
-// Shoot function
-function shootBullet(targetX, targetY) {
- if (player.ammunition <= 0 || player.shootCooldown > 0 || player.reloadTime > 0) {
- return;
- }
- var bullet = new Bullet();
- bullet.x = player.x;
- bullet.y = player.y;
- var dx = targetX - player.x;
- var dy = targetY - player.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
- bullet.velocityX = dx / distance * bullet.speed;
- bullet.velocityY = dy / distance * bullet.speed;
- }
- bullets.push(bullet);
- game.addChild(bullet);
- player.ammunition--;
- player.shootCooldown = 10; // 10 frames cooldown
- LK.getSound('shoot').play();
- updateUI();
-}
// Update UI function
function updateUI() {
scoreText.setText('Score: ' + LK.getScore());
waveText.setText('Wave: ' + currentWave);
timerText.setText('Time: ' + Math.max(0, Math.ceil((90 * 60 - gameTime) / 60)));
- ammoText.setText('Ammo: ' + player.ammunition + '/' + player.maxAmmo);
healthText.setText('Health: ' + player.health);
}
// Handle move events
function handleMove(x, y, obj) {
@@ -299,34 +246,16 @@
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
- // Also shoot at touch position
- shootBullet(x, y);
};
game.up = function (x, y, obj) {
dragNode = null;
- // Shoot when releasing
- shootBullet(x, y);
};
// Main game update loop
game.update = function () {
gameTime++;
waveTime++;
- // Update cooldowns
- if (player.shootCooldown > 0) {
- player.shootCooldown--;
- }
- // Handle reloading
- if (player.ammunition <= 0 && player.reloadTime <= 0) {
- player.reloadTime = 120; // 2 seconds reload
- }
- if (player.reloadTime > 0) {
- player.reloadTime--;
- if (player.reloadTime === 0) {
- player.ammunition = player.maxAmmo;
- }
- }
// Update kill streak timer
if (killStreakTimer > 0) {
killStreakTimer--;
if (killStreakTimer <= 0) {
@@ -350,60 +279,49 @@
waveTime = 0;
// Bonus points for wave completion
LK.setScore(LK.getScore() + currentWave * 50);
LK.getSound('waveStart').play();
- // Restore some ammo and health
- player.ammunition = Math.min(player.maxAmmo, player.ammunition + 10);
- player.health = Math.min(player.maxHealth, player.health + 10);
+ // Restore some health
+ player.health = Math.min(player.maxHealth, player.health + 20);
}
- // Update bullets
- for (var i = bullets.length - 1; i >= 0; i--) {
- var bullet = bullets[i];
- // Remove bullets that are too old or off-screen
- if (bullet.lifeTime >= bullet.maxLifeTime || bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
- bullet.destroy();
- bullets.splice(i, 1);
- continue;
+ // Update zombies and check player collision for combat
+ for (var k = zombies.length - 1; k >= 0; k--) {
+ var zombie = zombies[k];
+ // Initialize collision tracking if not exists
+ if (zombie.lastCollidingWithPlayer === undefined) {
+ zombie.lastCollidingWithPlayer = false;
}
- // Check bullet-zombie collisions
- for (var j = zombies.length - 1; j >= 0; j--) {
- var zombie = zombies[j];
- if (bullet.intersects(zombie)) {
- zombie.health--;
- // Flash zombie when hit
- LK.effects.flashObject(zombie, 0xff0000, 200);
- LK.getSound('zombieHit').play();
- bullet.destroy();
- bullets.splice(i, 1);
- if (zombie.health <= 0) {
- // Add score with kill streak multiplier
- var points = zombie.points * (1 + killStreak * 0.1);
- LK.setScore(LK.getScore() + Math.floor(points));
- killStreak++;
- killStreakTimer = 180; // 3 seconds
- zombie.destroy();
- zombies.splice(j, 1);
- zombiesKilled++;
+ // Check current collision state
+ var currentlyColliding = zombie.intersects(player);
+ // If collision just started (transition from false to true)
+ if (!zombie.lastCollidingWithPlayer && currentlyColliding) {
+ // Player kills zombie by running into it
+ zombie.health--;
+ // Flash zombie when hit
+ LK.effects.flashObject(zombie, 0xff0000, 200);
+ LK.getSound('zombieHit').play();
+ if (zombie.health <= 0) {
+ // Add score with kill streak multiplier
+ var points = zombie.points * (1 + killStreak * 0.1);
+ LK.setScore(LK.getScore() + Math.floor(points));
+ killStreak++;
+ killStreakTimer = 180; // 3 seconds
+ zombie.destroy();
+ zombies.splice(k, 1);
+ zombiesKilled++;
+ } else {
+ // If zombie survives, player takes damage
+ player.health -= 5;
+ LK.effects.flashScreen(0xff0000, 300);
+ if (player.health <= 0) {
+ LK.showGameOver();
+ return;
}
- break;
}
}
+ // Update collision tracking
+ zombie.lastCollidingWithPlayer = currentlyColliding;
}
- // Update zombies and check player collision
- for (var k = zombies.length - 1; k >= 0; k--) {
- var zombie = zombies[k];
- // Check zombie-player collision
- if (zombie.intersects(player)) {
- player.health -= 10;
- LK.effects.flashScreen(0xff0000, 500);
- zombie.destroy();
- zombies.splice(k, 1);
- if (player.health <= 0) {
- LK.showGameOver();
- return;
- }
- }
- }
// Check win condition (90 seconds = 5400 frames at 60fps)
if (gameTime >= 5400) {
LK.showYouWin();
return;