/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.directionX = 1; self.directionY = 0; self.lifespan = 120; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; self.lifespan--; if (self.lifespan <= 0) { self.shouldDestroy = true; } if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.shouldDestroy = true; } }; return self; }); var HealthPack = Container.expand(function () { var self = Container.call(this); var healthGraphics = self.attachAsset('healthPack', { anchorX: 0.5, anchorY: 0.5 }); self.healAmount = 30; self.collected = false; self.update = function () { if (!self.collected && self.intersects(player)) { player.heal(self.healAmount); LK.getSound('pickup').play(); self.collected = true; self.shouldDestroy = true; } }; return self; }); var Plant = Container.expand(function () { var self = Container.call(this); var plantGraphics = self.attachAsset('plant', { anchorX: 0.5, anchorY: 0.5 }); self.shootCooldown = 0; self.range = 300; self.health = 100; self.maxHealth = 100; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.shouldDestroy = true; } LK.effects.flashObject(self, 0xFF0000, 300); }; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } // Find nearest zombie in range var nearestZombie = null; var nearestDistance = self.range; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestZombie = zombie; nearestDistance = distance; } } // Shoot at nearest zombie if (nearestZombie && self.shootCooldown <= 0) { var bullet = new PlantBullet(); bullet.x = self.x; bullet.y = self.y; var dx = nearestZombie.x - self.x; var dy = nearestZombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { bullet.directionX = dx / distance; bullet.directionY = dy / distance; } plantBullets.push(bullet); game.addChild(bullet); self.shootCooldown = 40; } }; return self; }); var PlantBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('plantBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.directionX = 1; self.directionY = 0; self.lifespan = 150; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; self.lifespan--; if (self.lifespan <= 0) { self.shouldDestroy = true; } if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.shouldDestroy = true; } }; 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.shootCooldown = 0; self.lastMoveX = 1; self.lastMoveY = 0; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; } LK.effects.flashObject(self, 0xFF0000, 300); }; self.heal = function (amount) { self.health = Math.min(self.maxHealth, self.health + amount); }; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5, tint: 0x2d4a2d }); self.speed = 1; self.health = 1; self.damage = 10; self.lastPlayerCollision = false; self.update = function () { 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; } var currentCollision = self.intersects(player); if (!self.lastPlayerCollision && currentCollision) { player.takeDamage(self.damage); } self.lastPlayerCollision = currentCollision; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C5530 }); /**** * Game Code ****/ var player; var zombies = []; var bullets = []; var plantBullets = []; var plants = []; var healthPacks = []; var waveNumber = 1; var zombieSpawnRate = 120; var healthPackSpawnRate = 1800; var lastHealthPackSpawn = 0; var dragActive = false; var plantingMode = false; var sunlight = 50; var plantCost = 25; // UI Elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 50; LK.gui.topLeft.addChild(scoreText); var healthText = new Text2('Health: 100', { size: 60, fill: 0xFF0000 }); healthText.anchor.set(1, 0); LK.gui.topRight.addChild(healthText); var waveText = new Text2('Wave: 1', { size: 50, fill: 0xFFFF00 }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); var sunlightText = new Text2('Sun: 50', { size: 50, fill: 0xFFD700 }); sunlightText.anchor.set(0, 1); sunlightText.x = 20; LK.gui.bottomLeft.addChild(sunlightText); var plantModeText = new Text2('Tap to plant (Cost: 25)', { size: 40, fill: 0x90EE90 }); plantModeText.anchor.set(0.5, 1); LK.gui.bottom.addChild(plantModeText); // Create grass background for (var i = 0; i < 200; i++) { var grass = LK.getAsset('grass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3 + Math.random() * 0.7, scaleY: 0.3 + Math.random() * 0.7, alpha: 0.6 + Math.random() * 0.4, tint: 0x228B22 + Math.floor(Math.random() * 0x002200) }); grass.x = Math.random() * 2048; grass.y = Math.random() * 2732; grass.rotation = Math.random() * Math.PI * 2; game.addChild(grass); } // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; function spawnZombie() { var zombie = new Zombie(); var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top zombie.x = Math.random() * 2048; zombie.y = -30; break; case 1: // Right zombie.x = 2078; zombie.y = Math.random() * 2732; break; case 2: // Bottom zombie.x = Math.random() * 2048; zombie.y = 2762; break; case 3: // Left zombie.x = -30; zombie.y = Math.random() * 2732; break; } zombie.speed = 0.8 + waveNumber * 0.1; zombies.push(zombie); game.addChild(zombie); } function spawnHealthPack() { var healthPack = new HealthPack(); healthPack.x = 200 + Math.random() * 1648; healthPack.y = 200 + Math.random() * 2332; healthPacks.push(healthPack); game.addChild(healthPack); } function shootBullet() { if (player.shootCooldown <= 0) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.directionX = player.lastMoveX; bullet.directionY = player.lastMoveY; bullets.push(bullet); game.addChild(bullet); player.shootCooldown = 15; LK.getSound('shoot').play(); } } game.down = function (x, y, obj) { // Toggle plant mode with double tap if (!plantingMode) { dragActive = true; player.x = x; player.y = y; var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { player.lastMoveX = dx / distance; player.lastMoveY = dy / distance; } shootBullet(); } else { // Plant mode - place plant if (sunlight >= plantCost) { var canPlace = true; // Check if too close to other plants for (var i = 0; i < plants.length; i++) { var plant = plants[i]; var dx = x - plant.x; var dy = y - plant.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { canPlace = false; break; } } // Check if too close to player var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { canPlace = false; } if (canPlace) { var plant = new Plant(); plant.x = x; plant.y = y; plants.push(plant); game.addChild(plant); sunlight -= plantCost; plantingMode = false; } } } }; game.move = function (x, y, obj) { if (dragActive) { var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { player.x = x; player.y = y; if (distance > 0) { player.lastMoveX = dx / distance; player.lastMoveY = dy / distance; } } } }; game.up = function (x, y, obj) { dragActive = false; // Long press to toggle plant mode if (!dragActive) { plantingMode = !plantingMode; } }; game.update = function () { // Check for game over if (player.health <= 0) { LK.showGameOver(); return; } // Update UI scoreText.setText('Score: ' + LK.getScore()); healthText.setText('Health: ' + player.health); waveText.setText('Wave: ' + waveNumber); sunlightText.setText('Sun: ' + sunlight); if (plantingMode) { plantModeText.setText('PLANT MODE - Tap to place (Cost: ' + plantCost + ')'); plantModeText.alpha = 1; } else { plantModeText.setText('Tap and hold to enter plant mode'); plantModeText.alpha = 0.7; } // Spawn zombies if (LK.ticks % zombieSpawnRate === 0) { spawnZombie(); } // Increase difficulty over time if (LK.ticks % 1800 === 0) { waveNumber++; if (zombieSpawnRate > 30) { zombieSpawnRate -= 5; } } // Spawn health packs if (LK.ticks - lastHealthPackSpawn > healthPackSpawnRate && Math.random() < 0.1) { spawnHealthPack(); lastHealthPackSpawn = LK.ticks; } // Generate sunlight over time if (LK.ticks % 180 === 0) { sunlight += 5; } // Auto shoot if (LK.ticks % 20 === 0) { shootBullet(); } // Update plant bullets for (var i = plantBullets.length - 1; i >= 0; i--) { var bullet = plantBullets[i]; if (bullet.shouldDestroy) { bullet.destroy(); plantBullets.splice(i, 1); continue; } // Check plant bullet-zombie collisions for (var j = zombies.length - 1; j >= 0; j--) { var zombie = zombies[j]; if (bullet.intersects(zombie)) { zombie.health--; if (zombie.health <= 0) { LK.setScore(LK.getScore() + 10); sunlight += 10; LK.getSound('zombieHit').play(); zombie.destroy(); zombies.splice(j, 1); } bullet.shouldDestroy = true; break; } } } // Update plants and check zombie collisions for (var i = plants.length - 1; i >= 0; i--) { var plant = plants[i]; if (plant.shouldDestroy) { plant.destroy(); plants.splice(i, 1); continue; } // Check if zombies are attacking plant for (var j = 0; j < zombies.length; j++) { var zombie = zombies[j]; if (plant.intersects(zombie)) { plant.takeDamage(zombie.damage); } } } // Keep player in bounds player.x = Math.max(40, Math.min(2008, player.x)); player.y = Math.max(40, Math.min(2692, player.y)); // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.shouldDestroy) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-zombie collisions for (var j = zombies.length - 1; j >= 0; j--) { var zombie = zombies[j]; if (bullet.intersects(zombie)) { zombie.health--; if (zombie.health <= 0) { LK.setScore(LK.getScore() + 10); LK.getSound('zombieHit').play(); zombie.destroy(); zombies.splice(j, 1); } bullet.shouldDestroy = true; break; } } } // Update health packs for (var i = healthPacks.length - 1; i >= 0; i--) { var healthPack = healthPacks[i]; if (healthPack.shouldDestroy) { healthPack.destroy(); healthPacks.splice(i, 1); } } };
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.directionX = 1;
self.directionY = 0;
self.lifespan = 120;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
self.lifespan--;
if (self.lifespan <= 0) {
self.shouldDestroy = true;
}
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.shouldDestroy = true;
}
};
return self;
});
var HealthPack = Container.expand(function () {
var self = Container.call(this);
var healthGraphics = self.attachAsset('healthPack', {
anchorX: 0.5,
anchorY: 0.5
});
self.healAmount = 30;
self.collected = false;
self.update = function () {
if (!self.collected && self.intersects(player)) {
player.heal(self.healAmount);
LK.getSound('pickup').play();
self.collected = true;
self.shouldDestroy = true;
}
};
return self;
});
var Plant = Container.expand(function () {
var self = Container.call(this);
var plantGraphics = self.attachAsset('plant', {
anchorX: 0.5,
anchorY: 0.5
});
self.shootCooldown = 0;
self.range = 300;
self.health = 100;
self.maxHealth = 100;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.shouldDestroy = true;
}
LK.effects.flashObject(self, 0xFF0000, 300);
};
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Find nearest zombie in range
var nearestZombie = null;
var nearestDistance = self.range;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var dx = zombie.x - self.x;
var dy = zombie.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestZombie = zombie;
nearestDistance = distance;
}
}
// Shoot at nearest zombie
if (nearestZombie && self.shootCooldown <= 0) {
var bullet = new PlantBullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = nearestZombie.x - self.x;
var dy = nearestZombie.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
bullet.directionX = dx / distance;
bullet.directionY = dy / distance;
}
plantBullets.push(bullet);
game.addChild(bullet);
self.shootCooldown = 40;
}
};
return self;
});
var PlantBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('plantBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.directionX = 1;
self.directionY = 0;
self.lifespan = 150;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
self.lifespan--;
if (self.lifespan <= 0) {
self.shouldDestroy = true;
}
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.shouldDestroy = true;
}
};
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.shootCooldown = 0;
self.lastMoveX = 1;
self.lastMoveY = 0;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
LK.effects.flashObject(self, 0xFF0000, 300);
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
};
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x2d4a2d
});
self.speed = 1;
self.health = 1;
self.damage = 10;
self.lastPlayerCollision = false;
self.update = function () {
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;
}
var currentCollision = self.intersects(player);
if (!self.lastPlayerCollision && currentCollision) {
player.takeDamage(self.damage);
}
self.lastPlayerCollision = currentCollision;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2C5530
});
/****
* Game Code
****/
var player;
var zombies = [];
var bullets = [];
var plantBullets = [];
var plants = [];
var healthPacks = [];
var waveNumber = 1;
var zombieSpawnRate = 120;
var healthPackSpawnRate = 1800;
var lastHealthPackSpawn = 0;
var dragActive = false;
var plantingMode = false;
var sunlight = 50;
var plantCost = 25;
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 120;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
var healthText = new Text2('Health: 100', {
size: 60,
fill: 0xFF0000
});
healthText.anchor.set(1, 0);
LK.gui.topRight.addChild(healthText);
var waveText = new Text2('Wave: 1', {
size: 50,
fill: 0xFFFF00
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
var sunlightText = new Text2('Sun: 50', {
size: 50,
fill: 0xFFD700
});
sunlightText.anchor.set(0, 1);
sunlightText.x = 20;
LK.gui.bottomLeft.addChild(sunlightText);
var plantModeText = new Text2('Tap to plant (Cost: 25)', {
size: 40,
fill: 0x90EE90
});
plantModeText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(plantModeText);
// Create grass background
for (var i = 0; i < 200; i++) {
var grass = LK.getAsset('grass', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3 + Math.random() * 0.7,
scaleY: 0.3 + Math.random() * 0.7,
alpha: 0.6 + Math.random() * 0.4,
tint: 0x228B22 + Math.floor(Math.random() * 0x002200)
});
grass.x = Math.random() * 2048;
grass.y = Math.random() * 2732;
grass.rotation = Math.random() * Math.PI * 2;
game.addChild(grass);
}
// Initialize player
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
function spawnZombie() {
var zombie = new Zombie();
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
zombie.x = Math.random() * 2048;
zombie.y = -30;
break;
case 1:
// Right
zombie.x = 2078;
zombie.y = Math.random() * 2732;
break;
case 2:
// Bottom
zombie.x = Math.random() * 2048;
zombie.y = 2762;
break;
case 3:
// Left
zombie.x = -30;
zombie.y = Math.random() * 2732;
break;
}
zombie.speed = 0.8 + waveNumber * 0.1;
zombies.push(zombie);
game.addChild(zombie);
}
function spawnHealthPack() {
var healthPack = new HealthPack();
healthPack.x = 200 + Math.random() * 1648;
healthPack.y = 200 + Math.random() * 2332;
healthPacks.push(healthPack);
game.addChild(healthPack);
}
function shootBullet() {
if (player.shootCooldown <= 0) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullet.directionX = player.lastMoveX;
bullet.directionY = player.lastMoveY;
bullets.push(bullet);
game.addChild(bullet);
player.shootCooldown = 15;
LK.getSound('shoot').play();
}
}
game.down = function (x, y, obj) {
// Toggle plant mode with double tap
if (!plantingMode) {
dragActive = true;
player.x = x;
player.y = y;
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
player.lastMoveX = dx / distance;
player.lastMoveY = dy / distance;
}
shootBullet();
} else {
// Plant mode - place plant
if (sunlight >= plantCost) {
var canPlace = true;
// Check if too close to other plants
for (var i = 0; i < plants.length; i++) {
var plant = plants[i];
var dx = x - plant.x;
var dy = y - plant.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
canPlace = false;
break;
}
}
// Check if too close to player
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
canPlace = false;
}
if (canPlace) {
var plant = new Plant();
plant.x = x;
plant.y = y;
plants.push(plant);
game.addChild(plant);
sunlight -= plantCost;
plantingMode = false;
}
}
}
};
game.move = function (x, y, obj) {
if (dragActive) {
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
player.x = x;
player.y = y;
if (distance > 0) {
player.lastMoveX = dx / distance;
player.lastMoveY = dy / distance;
}
}
}
};
game.up = function (x, y, obj) {
dragActive = false;
// Long press to toggle plant mode
if (!dragActive) {
plantingMode = !plantingMode;
}
};
game.update = function () {
// Check for game over
if (player.health <= 0) {
LK.showGameOver();
return;
}
// Update UI
scoreText.setText('Score: ' + LK.getScore());
healthText.setText('Health: ' + player.health);
waveText.setText('Wave: ' + waveNumber);
sunlightText.setText('Sun: ' + sunlight);
if (plantingMode) {
plantModeText.setText('PLANT MODE - Tap to place (Cost: ' + plantCost + ')');
plantModeText.alpha = 1;
} else {
plantModeText.setText('Tap and hold to enter plant mode');
plantModeText.alpha = 0.7;
}
// Spawn zombies
if (LK.ticks % zombieSpawnRate === 0) {
spawnZombie();
}
// Increase difficulty over time
if (LK.ticks % 1800 === 0) {
waveNumber++;
if (zombieSpawnRate > 30) {
zombieSpawnRate -= 5;
}
}
// Spawn health packs
if (LK.ticks - lastHealthPackSpawn > healthPackSpawnRate && Math.random() < 0.1) {
spawnHealthPack();
lastHealthPackSpawn = LK.ticks;
}
// Generate sunlight over time
if (LK.ticks % 180 === 0) {
sunlight += 5;
}
// Auto shoot
if (LK.ticks % 20 === 0) {
shootBullet();
}
// Update plant bullets
for (var i = plantBullets.length - 1; i >= 0; i--) {
var bullet = plantBullets[i];
if (bullet.shouldDestroy) {
bullet.destroy();
plantBullets.splice(i, 1);
continue;
}
// Check plant bullet-zombie collisions
for (var j = zombies.length - 1; j >= 0; j--) {
var zombie = zombies[j];
if (bullet.intersects(zombie)) {
zombie.health--;
if (zombie.health <= 0) {
LK.setScore(LK.getScore() + 10);
sunlight += 10;
LK.getSound('zombieHit').play();
zombie.destroy();
zombies.splice(j, 1);
}
bullet.shouldDestroy = true;
break;
}
}
}
// Update plants and check zombie collisions
for (var i = plants.length - 1; i >= 0; i--) {
var plant = plants[i];
if (plant.shouldDestroy) {
plant.destroy();
plants.splice(i, 1);
continue;
}
// Check if zombies are attacking plant
for (var j = 0; j < zombies.length; j++) {
var zombie = zombies[j];
if (plant.intersects(zombie)) {
plant.takeDamage(zombie.damage);
}
}
}
// Keep player in bounds
player.x = Math.max(40, Math.min(2008, player.x));
player.y = Math.max(40, Math.min(2692, player.y));
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.shouldDestroy) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check bullet-zombie collisions
for (var j = zombies.length - 1; j >= 0; j--) {
var zombie = zombies[j];
if (bullet.intersects(zombie)) {
zombie.health--;
if (zombie.health <= 0) {
LK.setScore(LK.getScore() + 10);
LK.getSound('zombieHit').play();
zombie.destroy();
zombies.splice(j, 1);
}
bullet.shouldDestroy = true;
break;
}
}
}
// Update health packs
for (var i = healthPacks.length - 1; i >= 0; i--) {
var healthPack = healthPacks[i];
if (healthPack.shouldDestroy) {
healthPack.destroy();
healthPacks.splice(i, 1);
}
}
};
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Zombie Survival Shooter" and with the description "Survive endless zombie waves in this action-packed shooter. Move, shoot, and stay alive as long as possible while zombies attack from all directions.". No text on banner!
un zombi de pixeles. In-Game asset. 2d. High contrast. No shadows
árbol echo de pixeles. In-Game asset. 2d. High contrast. No shadows
césped de pixeles. In-Game asset. 2d. High contrast. No shadows
bala de pistola de pixeles. In-Game asset. 2d. High contrast. No shadows
paquete de salud de pixeles. In-Game asset. 2d. High contrast. No shadows