User prompt
make magnet collect all xp in the screen at once and remove the timer
User prompt
make it %1
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make it %0.5
User prompt
decrease magnet drop rate %500
User prompt
make big xp gems drop often %100
User prompt
magnet asset should not be attracted with magnet effect
User prompt
make the hero glow blue when magnet active
User prompt
show timer for magnet effect
User prompt
increase the size of magnet effect
Code edit (1 edits merged)
Please save this source code
User prompt
add asset for magnet power up when drop
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hero is invincible now dont lose hp when touch fix that
User prompt
he still dies when touch zombie fix that
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add 3 lives to hero
Code edit (1 edits merged)
Please save this source code
User prompt
he still dies when I touch to the zombie fix that
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make 3 lives for hero and show it as text
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add 3 hitpoint to hero
Code edit (1 edits merged)
Please save this source code
User prompt
remove the assets from corners
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add zombie bosses which is bigger version of zombie assets at the end of every 5 level
User prompt
no just use one asset but make it fill the screen
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use the "yol" asset as a background all over the screen
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remove buildings and building assets
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make it 6x6
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletSprite = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 18; self.speed = 19; // Decreased bullet speed by 100% self.dirX = 1; self.dirY = 0; self.pierce = 1; // Number of enemies bullet can hit before being destroyed (default 1) self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemySprite = self.attachAsset('enemy_right', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 50; self.speed = 1.5 + Math.random(); // Decreased enemy speed by 100% self.update = function () { // Move toward hero var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Face the hero horizontally if (self.children && self.children.length > 0) { var currentSprite = self.children[0]; // If hero is to the right of enemy, use enemy_right, else enemy_left var shouldFaceRight = hero.x > self.x; var isLeftSprite = currentSprite.assetId === 'enemy_left'; var isRightSprite = currentSprite.assetId === 'enemy_right'; if (shouldFaceRight && !isRightSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('enemy_right', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'enemy_right'; } else if (!shouldFaceRight && !isLeftSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('enemy_left', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'enemy_left'; } } }; return self; }); // Experience Gem class var Gem = Container.expand(function () { var self = Container.call(this); var gemSprite = self.attachAsset('xp_gem', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 20; self.update = function () {}; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroSprite = self.attachAsset('hero_right', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 60; // for collision self.speed = 15; // movement speed per tick (set to 15) self.targetX = 1024; self.targetY = 1366; self.update = function () { // Move towards targetX, targetY (set by touch/mouse) var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { var move = Math.min(self.speed, dist); var prevX = self.x; self.x += dx / dist * move; self.y += dy / dist * move; // Change hero sprite based on movement direction if (self.children && self.children.length > 0) { var currentSprite = self.children[0]; var isLeftSprite = currentSprite.assetId === 'hero_left'; var isRightSprite = currentSprite.assetId === 'hero_right'; if (self.x < prevX && !isLeftSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('hero_left', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'hero_left'; } else if (self.x > prevX && !isRightSprite) { self.removeChild(currentSprite); var newSprite = self.attachAsset('hero_right', { anchorX: 0.5, anchorY: 0.5 }); newSprite.assetId = 'hero_right'; } } } }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupSprite = self.attachAsset('big_xp_gem', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 30; self.update = function () {}; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x444444 }); /**** * Game Code ****/ // Game state variables // Hero // Enemy // Bullet // Experience Gem // Powerup var hero; var enemies = []; var bullets = []; var gems = []; var powerups = []; var spawnTimer = 0; var spawnInterval = 90; // ticks between spawns, will decrease var wave = 1; var xp = 0; var xpToLevel = 10; var level = 1; var dragging = false; var lastGameOver = false; var scoreTxt, xpTxt, levelTxt; // Center positions var centerX = 2048 / 2; var centerY = 2732 / 2; // Add building asset to top left corner (avoid 100x100 area) var buildingLeft = LK.getAsset('bina', { anchorX: 0, anchorY: 0, x: 100, // start after 100px to avoid menu y: 0, scaleX: 6, scaleY: 6 }); game.addChild(buildingLeft); // Add building asset to top right corner var buildingRight = LK.getAsset('bina', { anchorX: 1, anchorY: 0, x: 2048, y: 0, scaleX: 6, scaleY: 6 }); game.addChild(buildingRight); // (Removed building and car assets from corners) // Create hero hero = new Hero(); hero.x = centerX; hero.y = centerY; game.addChild(hero); // GUI: Score (time survived) scoreTxt = new Text2('Score: 0', { size: 54, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // GUI: Timer (top right) var timerTxt = new Text2('00:00', { size: 54, fill: "#fff" }); timerTxt.anchor.set(1, 0); // right aligned, top LK.gui.topRight.addChild(timerTxt); // GUI: XP xpTxt = new Text2('XP: 0/10', { size: 36, fill: 0x7BE495 }); xpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(xpTxt); xpTxt.y = 110; // GUI: Level levelTxt = new Text2('Level: 1', { size: 36, fill: 0xF7E967 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 180; // Helper: spawn enemy at random edge function spawnEnemy() { var edge = Math.floor(Math.random() * 4); var x, y; var useRight = false; if (edge === 0) { // top x = Math.random() * 2048; y = -100; if (x > 1024) useRight = true; } else if (edge === 1) { // right x = 2048 + 100; y = Math.random() * 2732; useRight = true; } else if (edge === 2) { // bottom x = Math.random() * 2048; y = 2732 + 100; if (x > 1024) useRight = true; } else { // left x = -100; y = Math.random() * 2732; // useRight remains false } var enemy = new Enemy(); if (useRight && enemy.children && enemy.children.length > 0) { // Replace the enemy's sprite with enemy_left asset var oldSprite = enemy.children[0]; enemy.removeChild(oldSprite); var enemyLeftSprite = enemy.attachAsset('enemy_left', { anchorX: 0.5, anchorY: 0.5 }); } enemy.x = x; enemy.y = y; enemies.push(enemy); game.addChild(enemy); } // Helper: spawn gem at (x, y) function spawnGem(x, y) { var gem = new Gem(); gem.x = x; gem.y = y; gems.push(gem); game.addChild(gem); } // Helper: spawn powerup at (x, y) function spawnPowerup(x, y) { var powerup = new Powerup(); powerup.x = x; powerup.y = y; powerups.push(powerup); game.addChild(powerup); } // Helper: fire bullet in direction (dx, dy) function fireBullet(dx, dy) { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullet.pierce = Bullet.prototype.pierce || 1; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) { bullet.dirX = 1; bullet.dirY = 0; } else { bullet.dirX = dx / dist; bullet.dirY = dy / dist; } bullet.rotation = Math.atan2(bullet.dirY, bullet.dirX); bullets.push(bullet); game.addChild(bullet); } // Helper: get random direction function randomDir() { var angle = Math.random() * Math.PI * 2; return { x: Math.cos(angle), y: Math.sin(angle) }; } // Helper: distance between two objects function dist2(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; return Math.sqrt(dx * dx + dy * dy); } // Handle movement (touch/mouse) game.down = function (x, y, obj) { // Don't allow drag in top left 100x100 if (x < 100 && y < 100) return; hero.targetX = x; hero.targetY = y; dragging = true; }; game.move = function (x, y, obj) { // Always update hero's target position to follow the pointer hero.targetX = x; hero.targetY = y; }; game.up = function (x, y, obj) { dragging = false; }; // Main update loop var ticksSurvived = 0; var autoAttackTimer = 0; var autoAttackInterval = 48; // ticks between shots, decreased attack speed by 100% game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Check collision with hero if (dist2(e, hero) < e.radius + hero.radius) { if (!lastGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); lastGameOver = true; } return; } } // 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; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; if (dist2(b, e) < b.radius + e.radius) { // Enemy dies, spawn gem spawnGem(e.x, e.y); // Chance to spawn powerup if (Math.random() < 0.08) { spawnPowerup(e.x, e.y); } e.destroy(); enemies.splice(j, 1); // Bullet pierce logic b.pierce -= 1; if (b.pierce <= 0) { b.destroy(); bullets.splice(i, 1); } break; } } } // Update gems for (var i = gems.length - 1; i >= 0; i--) { var g = gems[i]; // If close to hero, attract var d = dist2(g, hero); if (d < 300) { var dx = hero.x - g.x; var dy = hero.y - g.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { g.x += dx / dist * 18; g.y += dy / dist * 18; } } // Collect if (dist2(g, hero) < g.radius + hero.radius) { xp += 1; g.destroy(); gems.splice(i, 1); // Level up if (xp >= xpToLevel) { level += 1; xp = 0; xpToLevel = 10 + level * 4; // Show level up effect LK.effects.flashObject(hero, 0xf7e967, 600); // Powerup on level up spawnPowerup(hero.x + (Math.random() - 0.5) * 200, hero.y + (Math.random() - 0.5) * 200); // Attack speed upgrade on level up autoAttackInterval = Math.max(12, autoAttackInterval - 4); // double minimum and decrement for 100% slower attack speed // Bullet pierce upgrade on level up Bullet.prototype.pierce = (Bullet.prototype.pierce || 1) + 1; } } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; // Attract if close var d = dist2(p, hero); if (d < 300) { var dx = hero.x - p.x; var dy = hero.y - p.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { p.x += dx / dist * 12; p.y += dy / dist * 12; } } // Collect if (dist2(p, hero) < p.radius + hero.radius) { // Powerup: random effect (for MVP, just increase fire rate or speed) if (Math.random() < 0.5) { // Increase fire rate autoAttackInterval = Math.max(16, autoAttackInterval - 4); // double minimum and decrement for 100% slower attack speed LK.effects.flashObject(hero, 0x8e44ad, 400); } else { // Increase move speed hero.speed += 2; LK.effects.flashObject(hero, 0x7be495, 400); } // Give 5 xp for purple powerup xp += 5; p.destroy(); powerups.splice(i, 1); } } // Auto-attack: fire bullet at nearest enemy autoAttackTimer++; if (autoAttackTimer >= autoAttackInterval) { autoAttackTimer = 0; // Find nearest enemy var nearest = null, minDist = 99999; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var d = dist2(hero, e); if (d < minDist) { minDist = d; nearest = e; } } if (nearest) { var dx = nearest.x - hero.x; var dy = nearest.y - hero.y; // Fire multiple bullets in a spread, based on level var extraBullets = Math.max(0, level - 1); var totalBullets = 1 + extraBullets; // At level 2, spread is narrower, then increases as you level up var spread; if (level === 2) { spread = Math.PI / 32; // narrower at level 2 } else if (level > 2) { spread = Math.PI / 32 + (level - 2) * Math.PI / 48; // increases with level // Cap spread to a reasonable max (e.g. 45 degrees) if (spread > Math.PI / 4) spread = Math.PI / 4; } else { spread = Math.PI / 16; // default for level 1 } var baseAngle = Math.atan2(dy, dx); for (var b = 0; b < totalBullets; b++) { var angle = baseAngle; if (totalBullets > 1) { angle = baseAngle - spread / 2 + spread * b / (totalBullets - 1); } var dirX = Math.cos(angle); var dirY = Math.sin(angle); fireBullet(dirX, dirY); } } else { // No enemy, fire random var extraBullets = Math.max(0, level - 1); var totalBullets = 1 + extraBullets; // At level 2, spread is narrower, then increases as you level up var spread; if (level === 2) { spread = Math.PI / 32; } else if (level > 2) { spread = Math.PI / 32 + (level - 2) * Math.PI / 48; if (spread > Math.PI / 4) spread = Math.PI / 4; } else { spread = Math.PI / 16; } var baseAngle = Math.random() * Math.PI * 2; for (var b = 0; b < totalBullets; b++) { var angle = baseAngle; if (totalBullets > 1) { angle = baseAngle - spread / 2 + spread * b / (totalBullets - 1); } var dirX = Math.cos(angle); var dirY = Math.sin(angle); fireBullet(dirX, dirY); } } } // Enemy spawn logic spawnTimer++; if (spawnTimer >= spawnInterval) { spawnTimer = 0; // Spawn more enemies as time goes on var toSpawn = 1 + Math.floor(wave / 3); for (var i = 0; i < toSpawn; i++) { spawnEnemy(); } wave++; // Decrease interval to increase difficulty, min 24 spawnInterval = Math.max(24, 90 - Math.floor(wave / 2)); } // Update GUI ticksSurvived++; scoreTxt.setText('Score: ' + Math.floor(ticksSurvived / 60)); xpTxt.setText('XP: ' + xp + '/' + xpToLevel); levelTxt.setText('Level: ' + level); // Update timer text (mm:ss) var totalSeconds = Math.floor(ticksSurvived / 60); var minutes = Math.floor(totalSeconds / 60); var seconds = totalSeconds % 60; var minStr = minutes < 10 ? '0' + minutes : '' + minutes; var secStr = seconds < 10 ? '0' + seconds : '' + seconds; timerTxt.setText(minStr + ':' + secStr); // Reset game over flag if game is running if (hero && hero.parent) lastGameOver = false; };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 18;
self.speed = 19; // Decreased bullet speed by 100%
self.dirX = 1;
self.dirY = 0;
self.pierce = 1; // Number of enemies bullet can hit before being destroyed (default 1)
self.update = function () {
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy_right', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 50;
self.speed = 1.5 + Math.random(); // Decreased enemy speed by 100%
self.update = function () {
// Move toward hero
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
// Face the hero horizontally
if (self.children && self.children.length > 0) {
var currentSprite = self.children[0];
// If hero is to the right of enemy, use enemy_right, else enemy_left
var shouldFaceRight = hero.x > self.x;
var isLeftSprite = currentSprite.assetId === 'enemy_left';
var isRightSprite = currentSprite.assetId === 'enemy_right';
if (shouldFaceRight && !isRightSprite) {
self.removeChild(currentSprite);
var newSprite = self.attachAsset('enemy_right', {
anchorX: 0.5,
anchorY: 0.5
});
newSprite.assetId = 'enemy_right';
} else if (!shouldFaceRight && !isLeftSprite) {
self.removeChild(currentSprite);
var newSprite = self.attachAsset('enemy_left', {
anchorX: 0.5,
anchorY: 0.5
});
newSprite.assetId = 'enemy_left';
}
}
};
return self;
});
// Experience Gem class
var Gem = Container.expand(function () {
var self = Container.call(this);
var gemSprite = self.attachAsset('xp_gem', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 20;
self.update = function () {};
return self;
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroSprite = self.attachAsset('hero_right', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 60; // for collision
self.speed = 15; // movement speed per tick (set to 15)
self.targetX = 1024;
self.targetY = 1366;
self.update = function () {
// Move towards targetX, targetY (set by touch/mouse)
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
var move = Math.min(self.speed, dist);
var prevX = self.x;
self.x += dx / dist * move;
self.y += dy / dist * move;
// Change hero sprite based on movement direction
if (self.children && self.children.length > 0) {
var currentSprite = self.children[0];
var isLeftSprite = currentSprite.assetId === 'hero_left';
var isRightSprite = currentSprite.assetId === 'hero_right';
if (self.x < prevX && !isLeftSprite) {
self.removeChild(currentSprite);
var newSprite = self.attachAsset('hero_left', {
anchorX: 0.5,
anchorY: 0.5
});
newSprite.assetId = 'hero_left';
} else if (self.x > prevX && !isRightSprite) {
self.removeChild(currentSprite);
var newSprite = self.attachAsset('hero_right', {
anchorX: 0.5,
anchorY: 0.5
});
newSprite.assetId = 'hero_right';
}
}
}
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupSprite = self.attachAsset('big_xp_gem', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 30;
self.update = function () {};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x444444
});
/****
* Game Code
****/
// Game state variables
// Hero
// Enemy
// Bullet
// Experience Gem
// Powerup
var hero;
var enemies = [];
var bullets = [];
var gems = [];
var powerups = [];
var spawnTimer = 0;
var spawnInterval = 90; // ticks between spawns, will decrease
var wave = 1;
var xp = 0;
var xpToLevel = 10;
var level = 1;
var dragging = false;
var lastGameOver = false;
var scoreTxt, xpTxt, levelTxt;
// Center positions
var centerX = 2048 / 2;
var centerY = 2732 / 2;
// Add building asset to top left corner (avoid 100x100 area)
var buildingLeft = LK.getAsset('bina', {
anchorX: 0,
anchorY: 0,
x: 100,
// start after 100px to avoid menu
y: 0,
scaleX: 6,
scaleY: 6
});
game.addChild(buildingLeft);
// Add building asset to top right corner
var buildingRight = LK.getAsset('bina', {
anchorX: 1,
anchorY: 0,
x: 2048,
y: 0,
scaleX: 6,
scaleY: 6
});
game.addChild(buildingRight);
// (Removed building and car assets from corners)
// Create hero
hero = new Hero();
hero.x = centerX;
hero.y = centerY;
game.addChild(hero);
// GUI: Score (time survived)
scoreTxt = new Text2('Score: 0', {
size: 54,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// GUI: Timer (top right)
var timerTxt = new Text2('00:00', {
size: 54,
fill: "#fff"
});
timerTxt.anchor.set(1, 0); // right aligned, top
LK.gui.topRight.addChild(timerTxt);
// GUI: XP
xpTxt = new Text2('XP: 0/10', {
size: 36,
fill: 0x7BE495
});
xpTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(xpTxt);
xpTxt.y = 110;
// GUI: Level
levelTxt = new Text2('Level: 1', {
size: 36,
fill: 0xF7E967
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 180;
// Helper: spawn enemy at random edge
function spawnEnemy() {
var edge = Math.floor(Math.random() * 4);
var x, y;
var useRight = false;
if (edge === 0) {
// top
x = Math.random() * 2048;
y = -100;
if (x > 1024) useRight = true;
} else if (edge === 1) {
// right
x = 2048 + 100;
y = Math.random() * 2732;
useRight = true;
} else if (edge === 2) {
// bottom
x = Math.random() * 2048;
y = 2732 + 100;
if (x > 1024) useRight = true;
} else {
// left
x = -100;
y = Math.random() * 2732;
// useRight remains false
}
var enemy = new Enemy();
if (useRight && enemy.children && enemy.children.length > 0) {
// Replace the enemy's sprite with enemy_left asset
var oldSprite = enemy.children[0];
enemy.removeChild(oldSprite);
var enemyLeftSprite = enemy.attachAsset('enemy_left', {
anchorX: 0.5,
anchorY: 0.5
});
}
enemy.x = x;
enemy.y = y;
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: spawn gem at (x, y)
function spawnGem(x, y) {
var gem = new Gem();
gem.x = x;
gem.y = y;
gems.push(gem);
game.addChild(gem);
}
// Helper: spawn powerup at (x, y)
function spawnPowerup(x, y) {
var powerup = new Powerup();
powerup.x = x;
powerup.y = y;
powerups.push(powerup);
game.addChild(powerup);
}
// Helper: fire bullet in direction (dx, dy)
function fireBullet(dx, dy) {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullet.pierce = Bullet.prototype.pierce || 1;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) {
bullet.dirX = 1;
bullet.dirY = 0;
} else {
bullet.dirX = dx / dist;
bullet.dirY = dy / dist;
}
bullet.rotation = Math.atan2(bullet.dirY, bullet.dirX);
bullets.push(bullet);
game.addChild(bullet);
}
// Helper: get random direction
function randomDir() {
var angle = Math.random() * Math.PI * 2;
return {
x: Math.cos(angle),
y: Math.sin(angle)
};
}
// Helper: distance between two objects
function dist2(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
return Math.sqrt(dx * dx + dy * dy);
}
// Handle movement (touch/mouse)
game.down = function (x, y, obj) {
// Don't allow drag in top left 100x100
if (x < 100 && y < 100) return;
hero.targetX = x;
hero.targetY = y;
dragging = true;
};
game.move = function (x, y, obj) {
// Always update hero's target position to follow the pointer
hero.targetX = x;
hero.targetY = y;
};
game.up = function (x, y, obj) {
dragging = false;
};
// Main update loop
var ticksSurvived = 0;
var autoAttackTimer = 0;
var autoAttackInterval = 48; // ticks between shots, decreased attack speed by 100%
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Check collision with hero
if (dist2(e, hero) < e.radius + hero.radius) {
if (!lastGameOver) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
lastGameOver = true;
}
return;
}
}
// 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;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (dist2(b, e) < b.radius + e.radius) {
// Enemy dies, spawn gem
spawnGem(e.x, e.y);
// Chance to spawn powerup
if (Math.random() < 0.08) {
spawnPowerup(e.x, e.y);
}
e.destroy();
enemies.splice(j, 1);
// Bullet pierce logic
b.pierce -= 1;
if (b.pierce <= 0) {
b.destroy();
bullets.splice(i, 1);
}
break;
}
}
}
// Update gems
for (var i = gems.length - 1; i >= 0; i--) {
var g = gems[i];
// If close to hero, attract
var d = dist2(g, hero);
if (d < 300) {
var dx = hero.x - g.x;
var dy = hero.y - g.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
g.x += dx / dist * 18;
g.y += dy / dist * 18;
}
}
// Collect
if (dist2(g, hero) < g.radius + hero.radius) {
xp += 1;
g.destroy();
gems.splice(i, 1);
// Level up
if (xp >= xpToLevel) {
level += 1;
xp = 0;
xpToLevel = 10 + level * 4;
// Show level up effect
LK.effects.flashObject(hero, 0xf7e967, 600);
// Powerup on level up
spawnPowerup(hero.x + (Math.random() - 0.5) * 200, hero.y + (Math.random() - 0.5) * 200);
// Attack speed upgrade on level up
autoAttackInterval = Math.max(12, autoAttackInterval - 4); // double minimum and decrement for 100% slower attack speed
// Bullet pierce upgrade on level up
Bullet.prototype.pierce = (Bullet.prototype.pierce || 1) + 1;
}
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
// Attract if close
var d = dist2(p, hero);
if (d < 300) {
var dx = hero.x - p.x;
var dy = hero.y - p.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
p.x += dx / dist * 12;
p.y += dy / dist * 12;
}
}
// Collect
if (dist2(p, hero) < p.radius + hero.radius) {
// Powerup: random effect (for MVP, just increase fire rate or speed)
if (Math.random() < 0.5) {
// Increase fire rate
autoAttackInterval = Math.max(16, autoAttackInterval - 4); // double minimum and decrement for 100% slower attack speed
LK.effects.flashObject(hero, 0x8e44ad, 400);
} else {
// Increase move speed
hero.speed += 2;
LK.effects.flashObject(hero, 0x7be495, 400);
}
// Give 5 xp for purple powerup
xp += 5;
p.destroy();
powerups.splice(i, 1);
}
}
// Auto-attack: fire bullet at nearest enemy
autoAttackTimer++;
if (autoAttackTimer >= autoAttackInterval) {
autoAttackTimer = 0;
// Find nearest enemy
var nearest = null,
minDist = 99999;
for (var i = 0; i < enemies.length; i++) {
var e = enemies[i];
var d = dist2(hero, e);
if (d < minDist) {
minDist = d;
nearest = e;
}
}
if (nearest) {
var dx = nearest.x - hero.x;
var dy = nearest.y - hero.y;
// Fire multiple bullets in a spread, based on level
var extraBullets = Math.max(0, level - 1);
var totalBullets = 1 + extraBullets;
// At level 2, spread is narrower, then increases as you level up
var spread;
if (level === 2) {
spread = Math.PI / 32; // narrower at level 2
} else if (level > 2) {
spread = Math.PI / 32 + (level - 2) * Math.PI / 48; // increases with level
// Cap spread to a reasonable max (e.g. 45 degrees)
if (spread > Math.PI / 4) spread = Math.PI / 4;
} else {
spread = Math.PI / 16; // default for level 1
}
var baseAngle = Math.atan2(dy, dx);
for (var b = 0; b < totalBullets; b++) {
var angle = baseAngle;
if (totalBullets > 1) {
angle = baseAngle - spread / 2 + spread * b / (totalBullets - 1);
}
var dirX = Math.cos(angle);
var dirY = Math.sin(angle);
fireBullet(dirX, dirY);
}
} else {
// No enemy, fire random
var extraBullets = Math.max(0, level - 1);
var totalBullets = 1 + extraBullets;
// At level 2, spread is narrower, then increases as you level up
var spread;
if (level === 2) {
spread = Math.PI / 32;
} else if (level > 2) {
spread = Math.PI / 32 + (level - 2) * Math.PI / 48;
if (spread > Math.PI / 4) spread = Math.PI / 4;
} else {
spread = Math.PI / 16;
}
var baseAngle = Math.random() * Math.PI * 2;
for (var b = 0; b < totalBullets; b++) {
var angle = baseAngle;
if (totalBullets > 1) {
angle = baseAngle - spread / 2 + spread * b / (totalBullets - 1);
}
var dirX = Math.cos(angle);
var dirY = Math.sin(angle);
fireBullet(dirX, dirY);
}
}
}
// Enemy spawn logic
spawnTimer++;
if (spawnTimer >= spawnInterval) {
spawnTimer = 0;
// Spawn more enemies as time goes on
var toSpawn = 1 + Math.floor(wave / 3);
for (var i = 0; i < toSpawn; i++) {
spawnEnemy();
}
wave++;
// Decrease interval to increase difficulty, min 24
spawnInterval = Math.max(24, 90 - Math.floor(wave / 2));
}
// Update GUI
ticksSurvived++;
scoreTxt.setText('Score: ' + Math.floor(ticksSurvived / 60));
xpTxt.setText('XP: ' + xp + '/' + xpToLevel);
levelTxt.setText('Level: ' + level);
// Update timer text (mm:ss)
var totalSeconds = Math.floor(ticksSurvived / 60);
var minutes = Math.floor(totalSeconds / 60);
var seconds = totalSeconds % 60;
var minStr = minutes < 10 ? '0' + minutes : '' + minutes;
var secStr = seconds < 10 ? '0' + seconds : '' + seconds;
timerTxt.setText(minStr + ':' + secStr);
// Reset game over flag if game is running
if (hero && hero.parent) lastGameOver = false;
};
16x16 pixel wounded guy holding pistol. In-Game asset. 2d. High contrast. No shadows. pixel art. retro arcade game
3x3 pixel green coin. In-Game asset. 2d. High contrast. No shadows. retro arcade. Pixel art
3x3 pixel blue coin. In-Game asset. 2d. High contrast. No shadows. Pixel art. retro arcade
4x4 pixel art heart. In-Game asset. 2d. High contrast. No shadows. retro arcade. Pixel art. 8 bit
fill the circle with yellow colour
remove cars and buildings
Create an 8-bit style effect representing a magnetic power-up area. The effect should be a circular, glowing field with a soft, pulsing light. The colors should be green and blue, with a slight gradient effect to indicate the area where objects (such as coins or experience points) are attracted towards the character. The circle should have a subtle flicker to show the magnetic pull, and it should be designed to fit within the retro, pixel-art aesthetic of an 8-bit game. In-Game asset. 2d. High contrast. No shadows
Vertical windowed filled rectangle HUD for the 2d zombie theme game. Use green colours. Do not make it too much pixelated. In-Game asset. 2d. High contrast. No shadows. No text. No icon. No background Transparent.Retro arcade theme.
windowed filled rectangle HUD button for the 2d pixel art zombie theme game. Use dark green colours. In-Game asset. 2d. High contrast. No shadows. No text. No icon. No background Transparent.Retro arcade theme.
pixelart magnet In-Game asset. 2d. High contrast. No shadows. Pixel art
pixelart red circular enemy projectile to dodge In-Game asset. 2d. High contrast. No shadows. Pixel art
pixelart yellow circular bullet to shoot enemies In-Game asset. 2d. High contrast. No shadows. Pixel art
pixelart blue circular enemy projectile to dodge In-Game asset. 2d. High contrast. No shadows. Pixel art
4x4pixel bow and arrow. In-Game asset. 2d. High contrast. No shadows. Black outline
8x8 pixel movement speed powerup icon. boot with wings. In-Game asset. 2d. High contrast. No shadows. Black outline