User prompt
altın yazısının rengini siyah yap
User prompt
gridler için ayrı bir tema yap
User prompt
gridleri belirgin yap
User prompt
gridi bölümlerdeki arka plandaki resme göre görsel yap
User prompt
bölümlerdeki arka plan ile alakalı grid yap
User prompt
doubleshooter bitkisini farklı bir görsel koy
User prompt
chery bobu 100 sun yap
User prompt
cherybombu chery görseli yap
User prompt
seçim kutuları iç içe olmasın ayr ıayrı olsun
User prompt
yeni gelen çiçeklerin seçim kutularını diğerleriyle eşit yap
User prompt
gridtile saydam olmasın
User prompt
çiçeklerin altında yazan paraları belirgin yap
User prompt
yeni çıkan bitkiler için ayrı bir görsel kullan
User prompt
seviye arttıkça gelen çiçekleri özelliğine göre şekillendir
User prompt
çiçeklerin altına parasını yaz
User prompt
oyun başında oyuncu parasını harcayıp çiçekleri yerleştirdiği zaman zombiler gelmeye başlasın
User prompt
levellerdeki yıldızlar evin canına göre belirlensin
User prompt
oyucu elindeki parayı bitirene kadar zombiler gelmesin
User prompt
ikici seviyeye gelindiği zaman başlangıç parası daha fazla olsun bu seviyeye göre artsın
User prompt
oyunu pauselediğimiz zaman tekrar başlat özelliği gelsin
User prompt
Oyundaki herşeyin boyutunu artrir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Zombi oldurme basina 2 para versin
User prompt
1. Swviyede sadwce bezelye ve ayçicegi olsun
User prompt
Her seviyede bölum dizayni değişsin yeni zombi ve yeni çiçeklwr gelsin
User prompt
1. Seviyeyi bitiren 2. Seviyeye geçsin 2yi bitiren 3e bu böyle sona kadar devam etsin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bulletCore', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.damage = 50; self.row = 0; self.update = function () { self.x += self.speed; // Check collision with zombies for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; if (zombie.gridRow === self.row && Math.abs(self.x - zombie.x) < 30) { zombie.health -= self.damage; if (zombie.health <= 0) { sun += 2; // Give 2 money for killing zombie sunText.setText('Sun: ' + sun); zombie.destroy(); zombies.splice(i, 1); } self.destroy(); for (var j = bullets.length - 1; j >= 0; j--) { if (bullets[j] === self) { bullets.splice(j, 1); break; } } return; } } // Remove if off screen if (self.x > 2048) { self.destroy(); for (var k = bullets.length - 1; k >= 0; k--) { if (bullets[k] === self) { bullets.splice(k, 1); break; } } } }; return self; }); var CherryBomb = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); body.tint = 0xFF0000; // Red color for cherry bomb self.health = 50; self.gridRow = 0; self.gridCol = 0; self.fuseTime = 180; // 3 seconds at 60fps self.planted = false; self.update = function () { if (!self.planted) { self.planted = true; self.plantedTick = LK.ticks; } // Explode after fuse time if (LK.ticks - self.plantedTick > self.fuseTime) { // Destroy all zombies in 3x3 area around bomb for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; var distance = Math.sqrt(Math.pow(self.x - zombie.x, 2) + Math.pow(self.y - zombie.y, 2)); if (distance < 200) { // Explosion radius zombie.destroy(); zombies.splice(i, 1); } } // Remove self for (var j = plants.length - 1; j >= 0; j--) { if (plants[j] === self) { plants.splice(j, 1); break; } } self.destroy(); } }; return self; }); var DoublePeashooter = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); body.tint = 0x00AA00; // Darker green for double shooter var cannon1 = self.attachAsset('peashooterCannon', { anchorX: 0, anchorY: 0.3 }); cannon1.x = 25; cannon1.y = -10; var cannon2 = self.attachAsset('peashooterCannon', { anchorX: 0, anchorY: 0.7 }); cannon2.x = 25; cannon2.y = 10; self.health = 100; self.lastShot = 0; self.shootDelay = 100; // Faster than regular peashooter self.gridRow = 0; self.gridCol = 0; self.shoot = function () { // Shoot two bullets var bullet1 = new Bullet(); bullet1.x = self.x + 50; bullet1.y = self.y - 10; bullet1.row = self.gridRow; bullets.push(bullet1); game.addChild(bullet1); var bullet2 = new Bullet(); bullet2.x = self.x + 50; bullet2.y = self.y + 10; bullet2.row = self.gridRow; bullets.push(bullet2); game.addChild(bullet2); }; self.update = function () { if (LK.ticks - self.lastShot > self.shootDelay) { var zombieInRow = false; for (var i = 0; i < zombies.length; i++) { if (zombies[i].gridRow === self.gridRow && zombies[i].x > self.x) { zombieInRow = true; break; } } if (zombieInRow) { self.shoot(); self.lastShot = LK.ticks; } } }; return self; }); var FastZombie = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('zombieBody', { anchorX: 0.5, anchorY: 1 }); body.y = 25; body.tint = 0xFF6666; // Reddish tint to distinguish from regular zombie var head = self.attachAsset('zombieHead', { anchorX: 0.5, anchorY: 1 }); head.y = -10; head.tint = 0xFF6666; // Reddish tint to distinguish from regular zombie self.health = 60; // Lower health than regular zombie self.speed = 1.2; // Faster than regular zombie self.gridRow = 0; self.isEating = false; self.eatDamage = 15; // More damage when eating self.hasAttackedHouse = false; self.update = function () { if (!self.isEating) { self.x -= self.speed; } // Check if reached house - zombie damages house once with 15 health if (self.x <= 150 && !self.hasAttackedHouse) { houseHealth -= 15; healthText.setText('House Health: ' + houseHealth); self.hasAttackedHouse = true; // Destroy zombie after attacking house self.destroy(); for (var z = zombies.length - 1; z >= 0; z--) { if (zombies[z] === self) { zombies.splice(z, 1); break; } } // Check game over condition if (houseHealth <= 0) { LK.showGameOver(); } } // Check collision with plants for (var i = plants.length - 1; i >= 0; i--) { var plant = plants[i]; if (plant.gridRow === self.gridRow && Math.abs(self.x - plant.x) < 50) { self.isEating = true; plant.health -= 3; // Fast zombie eats faster if (plant.health <= 0) { plant.destroy(); plants.splice(i, 1); self.isEating = false; } break; } } }; return self; }); var JumperZombie = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('zombieBody', { anchorX: 0.5, anchorY: 1 }); body.y = 25; body.tint = 0x00FF00; // Green tint for jumper zombie var head = self.attachAsset('zombieHead', { anchorX: 0.5, anchorY: 1 }); head.y = -10; head.tint = 0x00FF00; self.health = 80; self.speed = 0.8; self.gridRow = 0; self.isEating = false; self.eatDamage = 12; self.hasAttackedHouse = false; self.canJump = true; self.update = function () { if (!self.isEating) { self.x -= self.speed; } // Jump over first plant encountered if (self.canJump) { for (var i = 0; i < plants.length; i++) { var plant = plants[i]; if (plant.gridRow === self.gridRow && Math.abs(self.x - plant.x) < 80 && self.x > plant.x) { self.x = plant.x - 80; // Jump past the plant self.canJump = false; break; } } } // Check if reached house if (self.x <= 150 && !self.hasAttackedHouse) { houseHealth -= 12; healthText.setText('House Health: ' + houseHealth); self.hasAttackedHouse = true; self.destroy(); for (var z = zombies.length - 1; z >= 0; z--) { if (zombies[z] === self) { zombies.splice(z, 1); break; } } if (houseHealth <= 0) { LK.showGameOver(); } } // Check collision with plants (only if can't jump) if (!self.canJump) { for (var i = plants.length - 1; i >= 0; i--) { var plant = plants[i]; if (plant.gridRow === self.gridRow && Math.abs(self.x - plant.x) < 50) { self.isEating = true; plant.health -= 3; if (plant.health <= 0) { plant.destroy(); plants.splice(i, 1); self.isEating = false; } break; } } } }; return self; }); // Event handlers var LevelButton = Container.expand(function () { var self = Container.call(this); var buttonBg = self.attachAsset('levelButton', { anchorX: 0.5, anchorY: 0.5 }); self.levelNumber = 1; self.setLevelNumber = function (number) { self.levelNumber = number; self.levelText.setText(number.toString()); }; self.isUnlocked = true; self.stars = 0; self.maxStars = 3; // Create level number text self.levelText = new Text2(self.levelNumber.toString(), { size: 50, fill: 0xFFFFFF }); self.levelText.anchor.set(0.5, 0.5); self.levelText.y = -30; self.addChild(self.levelText); // Create stars display self.starContainers = []; for (var i = 0; i < self.maxStars; i++) { var star = LK.getAsset('starShape', { anchorX: 0.5, anchorY: 0.5 }); star.x = (i - 1) * 50; star.y = 30; star.tint = 0x666666; // Dark by default self.addChild(star); self.starContainers.push(star); } self.setStars = function (starCount) { self.stars = starCount; for (var i = 0; i < self.maxStars; i++) { if (i < starCount) { self.starContainers[i].tint = 0xFFD700; // Golden } else { self.starContainers[i].tint = 0x666666; // Dark } } }; self.setUnlocked = function (unlocked) { self.isUnlocked = unlocked; if (unlocked) { buttonBg.tint = 0xFFFFFF; self.levelText.tint = 0xFFFFFF; } else { buttonBg.tint = 0x666666; self.levelText.tint = 0x666666; } }; self.down = function (x, y, obj) { if (self.isUnlocked) { LK.getSound('buttonClick').play(); // Start the selected level startLevel(self.levelNumber); } }; return self; }); // Plant classes var Peashooter = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); var cannon = self.attachAsset('peashooterCannon', { anchorX: 0, anchorY: 0.5 }); cannon.x = 25; cannon.y = 0; self.health = 100; self.lastShot = 0; self.shootDelay = 150; // 2.5 seconds at 60fps self.gridRow = 0; self.gridCol = 0; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x + 50; bullet.y = self.y; bullet.row = self.gridRow; bullets.push(bullet); game.addChild(bullet); }; self.update = function () { if (LK.ticks - self.lastShot > self.shootDelay) { // Check if there's a zombie in this row var zombieInRow = false; for (var i = 0; i < zombies.length; i++) { if (zombies[i].gridRow === self.gridRow && zombies[i].x > self.x) { zombieInRow = true; break; } } if (zombieInRow) { self.shoot(); self.lastShot = LK.ticks; } } }; return self; }); var Sunflower = Container.expand(function () { var self = Container.call(this); // Create petals around center for (var i = 0; i < 8; i++) { var petal = self.attachAsset('sunflowerPetal', { anchorX: 0.5, anchorY: 1 }); var angle = i / 8 * Math.PI * 2; petal.x = Math.cos(angle) * 25; petal.y = Math.sin(angle) * 25; petal.rotation = angle + Math.PI / 2; } var center = self.attachAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.lastSunGeneration = 0; self.sunDelay = 300; // 5 seconds at 60fps self.gridRow = 0; self.gridCol = 0; self.generateSun = function () { sun += 15; sunText.setText('Sun: ' + sun); self.lastSunGeneration = LK.ticks; }; self.update = function () { if (LK.ticks - self.lastSunGeneration > self.sunDelay) { self.generateSun(); } }; return self; }); var TankZombie = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('zombieBody', { anchorX: 0.5, anchorY: 1 }); body.y = 25; body.tint = 0x333333; // Dark gray tint for tank zombie body.scaleX = 1.5; body.scaleY = 1.5; var head = self.attachAsset('zombieHead', { anchorX: 0.5, anchorY: 1 }); head.y = -15; head.tint = 0x333333; head.scaleX = 1.5; head.scaleY = 1.5; self.health = 300; // Very high health self.speed = 0.3; // Very slow self.gridRow = 0; self.isEating = false; self.eatDamage = 20; self.hasAttackedHouse = false; self.update = function () { if (!self.isEating) { self.x -= self.speed; } // Check if reached house if (self.x <= 150 && !self.hasAttackedHouse) { houseHealth -= 25; healthText.setText('House Health: ' + houseHealth); self.hasAttackedHouse = true; self.destroy(); for (var z = zombies.length - 1; z >= 0; z--) { if (zombies[z] === self) { zombies.splice(z, 1); break; } } if (houseHealth <= 0) { LK.showGameOver(); } } // Check collision with plants for (var i = plants.length - 1; i >= 0; i--) { var plant = plants[i]; if (plant.gridRow === self.gridRow && Math.abs(self.x - plant.x) < 50) { self.isEating = true; plant.health -= 5; // Tank zombie eats slowly but powerfully if (plant.health <= 0) { plant.destroy(); plants.splice(i, 1); self.isEating = false; } break; } } }; return self; }); var WallNut = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); body.tint = 0x8B4513; // Brown color for wall body.scaleX = 1.3; body.scaleY = 1.3; self.health = 400; // Very high health, no attacking self.gridRow = 0; self.gridCol = 0; self.update = function () { // Wall plants don't do anything, just block zombies }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('zombieBody', { anchorX: 0.5, anchorY: 1 }); body.y = 25; var head = self.attachAsset('zombieHead', { anchorX: 0.5, anchorY: 1 }); head.y = -10; self.health = 100; self.speed = 0.5; self.gridRow = 0; self.isEating = false; self.eatDamage = 10; self.hasAttackedHouse = false; self.update = function () { if (!self.isEating) { self.x -= self.speed; } // Check if reached house - zombie damages house once with 10 health if (self.x <= 150 && !self.hasAttackedHouse) { houseHealth -= 10; healthText.setText('House Health: ' + houseHealth); self.hasAttackedHouse = true; // Destroy zombie after attacking house self.destroy(); for (var z = zombies.length - 1; z >= 0; z--) { if (zombies[z] === self) { zombies.splice(z, 1); break; } } // Check game over condition if (houseHealth <= 0) { LK.showGameOver(); } } // Check collision with plants for (var i = plants.length - 1; i >= 0; i--) { var plant = plants[i]; if (plant.gridRow === self.gridRow && Math.abs(self.x - plant.x) < 50) { self.isEating = true; plant.health -= 2; if (plant.health <= 0) { plant.destroy(); plants.splice(i, 1); self.isEating = false; } break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x5D4E37 // Darker brown paper background color }); /**** * Game Code ****/ // Import storage for persistent level progression // Level selection screen variables var levelButtons = []; var totalLevels = 50; var unlockedLevels = storage.unlockedLevels || 1; // Load from storage or default to 1 var levelProgress = storage.levelProgress || {}; // Load from storage or default to empty // Global game variables var plants = []; var zombies = []; var bullets = []; var sun = 150; var sunText; var houseHealth; var healthText; // Create brown paper background var background = LK.getAsset('paperBackground', { anchorX: 0, anchorY: 0 }); game.addChild(background); // Create title var titleBg = LK.getAsset('titleBackground', { anchorX: 0.5, anchorY: 0.5 }); titleBg.x = 1024; titleBg.y = 300; game.addChild(titleBg); // Create level buttons in a grid layout var buttonsPerRow = 5; var buttonSpacingX = 350; var buttonSpacingY = 200; var startX = 400; var startY = 600; for (var i = 0; i < totalLevels; i++) { var levelButton = new LevelButton(); levelButton.setLevelNumber(i + 1); // Calculate position in grid var row = Math.floor(i / buttonsPerRow); var col = i % buttonsPerRow; levelButton.x = startX + col * buttonSpacingX; levelButton.y = startY + row * buttonSpacingY; // Set unlock status levelButton.setUnlocked(i < unlockedLevels); // Set stars from progress (if any) if (levelProgress[i + 1]) { levelButton.setStars(levelProgress[i + 1]); } else { levelButton.setStars(0); } levelButtons.push(levelButton); game.addChild(levelButton); } // Function to start a level function startLevel(levelNumber) { LK.getSound('levelSelect').play(); console.log('Starting level: ' + levelNumber); // Set current level for pause functionality currentLevel = levelNumber; // Clear the level selection screen game.removeChildren(); // Initialize the appropriate level if (levelNumber === 1) { initializeLevel1(); } else if (levelNumber === 2) { initializeLevel2(); } else { // Initialize dynamic levels for 3 and beyond initializeDynamicLevel(levelNumber); } } // Initialize Level 1 Plants vs Zombies game function initializeLevel1() { // Game variables houseHealth = 100; sun = 150; // Starting money for level 1 plants = []; // Make plants global zombies = []; // Make zombies global bullets = []; // Make bullets global var sunflowers = []; var lastSunGeneration = 0; var lastZombieSpawn = 0; // Grid setup var gridRows = 10; var gridCols = 12; var gridCellWidth = 150; var gridCellHeight = 100; var gridStartX = 200; var gridStartY = 500; // UI elements sunText = new Text2('Sun: ' + sun, { size: 40, fill: 0xFFD700 }); sunText.x = 1500; sunText.y = 50; game.addChild(sunText); healthText = new Text2('House Health: ' + houseHealth, { size: 40, fill: 0xFF0000 }); healthText.x = 1500; healthText.y = 100; game.addChild(healthText); // Create grid for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { var gridCell = LK.getAsset('gridTile', { anchorX: 0.5, anchorY: 0.5 }); gridCell.x = gridStartX + col * gridCellWidth; gridCell.y = gridStartY + row * gridCellHeight; gridCell.alpha = 1.0; game.addChild(gridCell); } } // Plant selection buttons with proper spacing var peashooterButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); peashooterButton.x = 500; peashooterButton.y = 1617; peashooterButton.tint = 0x006400; game.addChild(peashooterButton); // Add peashooter image to button var peashooterImage = LK.getAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); peashooterImage.x = 500; peashooterImage.y = 1597; peashooterImage.scaleX = 1.0; peashooterImage.scaleY = 1.0; game.addChild(peashooterImage); var peashooterText = new Text2('50 Sun', { size: 32, fill: 0xFFFFFF }); peashooterText.anchor.set(0.5, 0.5); peashooterText.x = 500; peashooterText.y = 1647; game.addChild(peashooterText); var sunflowerButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); sunflowerButton.x = 900; sunflowerButton.y = 1617; sunflowerButton.tint = 0xB8860B; game.addChild(sunflowerButton); // Add sunflower image to button var sunflowerImage = LK.getAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); sunflowerImage.x = 900; sunflowerImage.y = 1597; sunflowerImage.scaleX = 0.75; sunflowerImage.scaleY = 0.75; game.addChild(sunflowerImage); var sunflowerText = new Text2('50 Sun', { size: 32, fill: 0xFFFFFF }); sunflowerText.anchor.set(0.5, 0.5); sunflowerText.x = 900; sunflowerText.y = 1647; game.addChild(sunflowerText); var selectedPlant = null; // Event handlers peashooterButton.down = function () { if (sun >= 50) { selectedPlant = 'peashooter'; } }; sunflowerButton.down = function () { if (sun >= 50) { selectedPlant = 'sunflower'; } }; game.down = function (x, y, obj) { if (selectedPlant && x >= gridStartX && x <= gridStartX + gridCols * gridCellWidth && y >= gridStartY && y <= gridStartY + gridRows * gridCellHeight) { var gridCol = Math.floor((x - gridStartX) / gridCellWidth); var gridRow = Math.floor((y - gridStartY) / gridCellHeight); // Check if position is valid and empty var positionEmpty = true; for (var i = 0; i < plants.length; i++) { if (plants[i].gridRow === gridRow && plants[i].gridCol === gridCol) { positionEmpty = false; break; } } if (positionEmpty && gridCol >= 0 && gridCol < gridCols && gridRow >= 0 && gridRow < gridRows) { var plant = null; if (selectedPlant === 'peashooter' && sun >= 50) { plant = new Peashooter(); sun -= 50; } else if (selectedPlant === 'sunflower' && sun >= 50) { plant = new Sunflower(); sun -= 50; } if (plant) { plant.x = gridStartX + gridCol * gridCellWidth; plant.y = gridStartY + gridRow * gridCellHeight; plant.gridRow = gridRow; plant.gridCol = gridCol; plants.push(plant); game.addChild(plant); sunText.setText('Sun: ' + sun); selectedPlant = null; } } } }; var zombiesStarted = false; // Track if zombies have started spawning // Game update function game.update = function () { // Start zombie spawning only after first plant is placed if (!zombiesStarted && plants.length > 0) { zombiesStarted = true; lastZombieSpawn = LK.ticks; // Initialize spawn timer } // Spawn zombies only after they have been started if (zombiesStarted && LK.ticks - lastZombieSpawn > 300) { // Every 5 seconds var zombie = new Zombie(); var row = Math.floor(Math.random() * gridRows); zombie.x = 1900; zombie.y = gridStartY + row * gridCellHeight; zombie.gridRow = row; zombies.push(zombie); game.addChild(zombie); lastZombieSpawn = LK.ticks; } // Update all game objects for (var i = plants.length - 1; i >= 0; i--) { plants[i].update(); } for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].update(); } for (var k = bullets.length - 1; k >= 0; k--) { bullets[k].update(); } // Generate sun from sunflowers - only if sunflowers exist var sunflowerCount = 0; for (var s = 0; s < plants.length; s++) { if (plants[s] instanceof Sunflower) { sunflowerCount++; } } if (sunflowerCount > 0 && LK.ticks - lastSunGeneration > 600) { // Every 10 seconds, only if sunflowers exist sun += 5; sunText.setText('Sun: ' + sun); lastSunGeneration = LK.ticks; } // Final wave - spawn more zombies rapidly in the last 20 seconds if (LK.ticks > 2400 && LK.ticks <= 3600) { // Between 40s and 60s if (LK.ticks - lastZombieSpawn > 120) { // Every 2 seconds instead of 5 var zombie = new Zombie(); var row = Math.floor(Math.random() * gridRows); zombie.x = 1900; zombie.y = gridStartY + row * gridCellHeight; zombie.gridRow = row; zombies.push(zombie); game.addChild(zombie); lastZombieSpawn = LK.ticks; } } // Check win condition if (LK.ticks > 3600 && zombies.length === 0) { // After 1 minute with no zombies unlockNextLevel(); // Unlock next level when current level is completed // Calculate stars based on house health: 3 stars = 80+%, 2 stars = 50+%, 1 star = any health remaining var stars = 1; if (houseHealth >= 80) { stars = 3; } else if (houseHealth >= 50) { stars = 2; } setLevelStars(1, stars); LK.showYouWin(); } }; } // Initialize Level 2 Plants vs Zombies game with more zombies and fast zombies function initializeLevel2() { // Game variables houseHealth = 100; sun = 200; // Starting money for level 2 (50 more than level 1) plants = []; // Make plants global zombies = []; // Make zombies global bullets = []; // Make bullets global // Night theme background var nightBg = LK.getAsset('nightBackground', { anchorX: 0, anchorY: 0 }); game.addChild(nightBg); var sunflowers = []; var lastSunGeneration = 0; var lastZombieSpawn = 0; var lastFastZombieSpawn = 0; // Grid setup var gridRows = 10; var gridCols = 12; var gridCellWidth = 150; var gridCellHeight = 100; var gridStartX = 200; var gridStartY = 500; // UI elements sunText = new Text2('Sun: ' + sun, { size: 40, fill: 0xFFD700 }); sunText.x = 1500; sunText.y = 50; game.addChild(sunText); healthText = new Text2('House Health: ' + houseHealth, { size: 40, fill: 0xFF0000 }); healthText.x = 1500; healthText.y = 100; game.addChild(healthText); // Level indicator var levelText = new Text2('Level 2', { size: 50, fill: 0xFFFFFF }); levelText.x = 1500; levelText.y = 150; game.addChild(levelText); // Create grid for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { var gridCell = LK.getAsset('gridTile', { anchorX: 0.5, anchorY: 0.5 }); gridCell.x = gridStartX + col * gridCellWidth; gridCell.y = gridStartY + row * gridCellHeight; gridCell.alpha = 1.0; game.addChild(gridCell); } } // Plant selection buttons with proper spacing var peashooterButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); peashooterButton.x = 500; peashooterButton.y = 1617; peashooterButton.tint = 0x006400; game.addChild(peashooterButton); // Add peashooter image to button var peashooterImage = LK.getAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); peashooterImage.x = 500; peashooterImage.y = 1597; peashooterImage.scaleX = 1.0; peashooterImage.scaleY = 1.0; game.addChild(peashooterImage); var peashooterText = new Text2('50 Sun', { size: 32, fill: 0xFFFFFF }); peashooterText.anchor.set(0.5, 0.5); peashooterText.x = 500; peashooterText.y = 1647; game.addChild(peashooterText); var sunflowerButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); sunflowerButton.x = 900; sunflowerButton.y = 1617; sunflowerButton.tint = 0xB8860B; game.addChild(sunflowerButton); // Add sunflower image to button var sunflowerImage = LK.getAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); sunflowerImage.x = 900; sunflowerImage.y = 1597; sunflowerImage.scaleX = 0.75; sunflowerImage.scaleY = 0.75; game.addChild(sunflowerImage); var sunflowerText = new Text2('50 Sun', { size: 32, fill: 0xFFFFFF }); sunflowerText.anchor.set(0.5, 0.5); sunflowerText.x = 900; sunflowerText.y = 1647; game.addChild(sunflowerText); var selectedPlant = null; // Add CherryBomb button for level 2 var cherrybombButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); cherrybombButton.x = 1300; cherrybombButton.y = 1617; cherrybombButton.tint = 0xFF0000; game.addChild(cherrybombButton); var cherrybombImage = LK.getAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); cherrybombImage.x = 1300; cherrybombImage.y = 1597; cherrybombImage.scaleX = 0.75; cherrybombImage.scaleY = 0.75; cherrybombImage.tint = 0xFF0000; game.addChild(cherrybombImage); var cherrybombText = new Text2('150 Sun', { size: 32, fill: 0xFFFFFF }); cherrybombText.anchor.set(0.5, 0.5); cherrybombText.x = 1300; cherrybombText.y = 1647; game.addChild(cherrybombText); cherrybombButton.down = function () { if (sun >= 150) { selectedPlant = 'cherrybomb'; } }; // Event handlers peashooterButton.down = function () { if (sun >= 50) { selectedPlant = 'peashooter'; } }; sunflowerButton.down = function () { if (sun >= 50) { selectedPlant = 'sunflower'; } }; game.down = function (x, y, obj) { if (selectedPlant && x >= gridStartX && x <= gridStartX + gridCols * gridCellWidth && y >= gridStartY && y <= gridStartY + gridRows * gridCellHeight) { var gridCol = Math.floor((x - gridStartX) / gridCellWidth); var gridRow = Math.floor((y - gridStartY) / gridCellHeight); // Check if position is valid and empty var positionEmpty = true; for (var i = 0; i < plants.length; i++) { if (plants[i].gridRow === gridRow && plants[i].gridCol === gridCol) { positionEmpty = false; break; } } if (positionEmpty && gridCol >= 0 && gridCol < gridCols && gridRow >= 0 && gridRow < gridRows) { var plant = null; if (selectedPlant === 'peashooter' && sun >= 50) { plant = new Peashooter(); sun -= 50; } else if (selectedPlant === 'sunflower' && sun >= 50) { plant = new Sunflower(); sun -= 50; } else if (selectedPlant === 'cherrybomb' && sun >= 150) { plant = new CherryBomb(); sun -= 150; } if (plant) { plant.x = gridStartX + gridCol * gridCellWidth; plant.y = gridStartY + gridRow * gridCellHeight; plant.gridRow = gridRow; plant.gridCol = gridCol; plants.push(plant); game.addChild(plant); sunText.setText('Sun: ' + sun); selectedPlant = null; } } } }; var zombiesStarted = false; // Track if zombies have started spawning // Game update function for Level 2 game.update = function () { // Start zombie spawning only after first plant is placed if (!zombiesStarted && plants.length > 0) { zombiesStarted = true; lastZombieSpawn = LK.ticks; // Initialize spawn timer lastFastZombieSpawn = LK.ticks; // Initialize fast zombie spawn timer } // Spawn regular zombies more frequently (every 3 seconds instead of 5) - only after zombies started if (zombiesStarted && LK.ticks - lastZombieSpawn > 180) { var zombie = new Zombie(); var row = Math.floor(Math.random() * gridRows); zombie.x = 1900; zombie.y = gridStartY + row * gridCellHeight; zombie.gridRow = row; zombies.push(zombie); game.addChild(zombie); lastZombieSpawn = LK.ticks; } // Spawn fast zombies every 8 seconds - only after zombies started if (zombiesStarted && LK.ticks - lastFastZombieSpawn > 480) { var fastZombie = new FastZombie(); var row = Math.floor(Math.random() * gridRows); fastZombie.x = 1900; fastZombie.y = gridStartY + row * gridCellHeight; fastZombie.gridRow = row; zombies.push(fastZombie); game.addChild(fastZombie); lastFastZombieSpawn = LK.ticks; } // Spawn tank zombies every 15 seconds - only after zombies started if (zombiesStarted && LK.ticks % 900 === 0) { var tankZombie = new TankZombie(); var row = Math.floor(Math.random() * gridRows); tankZombie.x = 1900; tankZombie.y = gridStartY + row * gridCellHeight; tankZombie.gridRow = row; zombies.push(tankZombie); game.addChild(tankZombie); } // Update all game objects for (var i = plants.length - 1; i >= 0; i--) { plants[i].update(); } for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].update(); } for (var k = bullets.length - 1; k >= 0; k--) { bullets[k].update(); } // Generate sun from sunflowers - only if sunflowers exist var sunflowerCount = 0; for (var s = 0; s < plants.length; s++) { if (plants[s] instanceof Sunflower) { sunflowerCount++; } } if (sunflowerCount > 0 && LK.ticks - lastSunGeneration > 600) { // Every 10 seconds, only if sunflowers exist sun += 5; sunText.setText('Sun: ' + sun); lastSunGeneration = LK.ticks; } // Final wave - spawn many more zombies rapidly in the last 30 seconds if (LK.ticks > 3600 && LK.ticks <= 5400) { // Between 60s and 90s if (LK.ticks - lastZombieSpawn > 90) { // Every 1.5 seconds instead of 3 var zombie = new Zombie(); var row = Math.floor(Math.random() * gridRows); zombie.x = 1900; zombie.y = gridStartY + row * gridCellHeight; zombie.gridRow = row; zombies.push(zombie); game.addChild(zombie); lastZombieSpawn = LK.ticks; } // Also spawn fast zombies more frequently during final wave if (LK.ticks - lastFastZombieSpawn > 300) { // Every 5 seconds instead of 8 var fastZombie = new FastZombie(); var row = Math.floor(Math.random() * gridRows); fastZombie.x = 1900; fastZombie.y = gridStartY + row * gridCellHeight; fastZombie.gridRow = row; zombies.push(fastZombie); game.addChild(fastZombie); lastFastZombieSpawn = LK.ticks; } } // Check win condition (Level 2 lasts longer and requires more survival) if (LK.ticks > 5400 && zombies.length === 0) { // After 1.5 minutes with no zombies unlockNextLevel(); // Unlock next level when current level is completed // Calculate stars based on house health: 3 stars = 80+%, 2 stars = 50+%, 1 star = any health remaining var stars = 1; if (houseHealth >= 80) { stars = 3; } else if (houseHealth >= 50) { stars = 2; } setLevelStars(2, stars); LK.showYouWin(); } }; } // Initialize Dynamic Level for levels 3 and beyond function initializeDynamicLevel(levelNumber) { // Game variables houseHealth = 100; sun = 150 + (levelNumber - 1) * 50; // Progressive starting money: level 1=150, level 2=200, level 3=250, etc. plants = []; // Make plants global zombies = []; // Make zombies global bullets = []; // Make bullets global // Dynamic theme based on level var themeBackgrounds = ['desertBackground', 'iceBackground', 'jungleBackground']; var themeIndex = (levelNumber - 3) % themeBackgrounds.length; var themeBg = LK.getAsset(themeBackgrounds[themeIndex], { anchorX: 0, anchorY: 0 }); game.addChild(themeBg); var sunflowers = []; var lastSunGeneration = 0; var lastZombieSpawn = 0; var lastFastZombieSpawn = 0; // Dynamic difficulty scaling based on level var difficultyMultiplier = levelNumber - 2; // Starts at 1 for level 3 var zombieSpawnRate = Math.max(120, 180 - difficultyMultiplier * 20); // Faster spawning each level var fastZombieSpawnRate = Math.max(240, 480 - difficultyMultiplier * 30); // More fast zombies var levelDuration = 3600 + difficultyMultiplier * 600; // Longer levels each time var finalWaveStart = levelDuration - 1800; // Final wave starts 30 seconds before end // Grid setup var gridRows = 10; var gridCols = 12; var gridCellWidth = 150; var gridCellHeight = 100; var gridStartX = 200; var gridStartY = 500; // UI elements sunText = new Text2('Sun: ' + sun, { size: 40, fill: 0xFFD700 }); sunText.x = 1500; sunText.y = 50; game.addChild(sunText); healthText = new Text2('House Health: ' + houseHealth, { size: 40, fill: 0xFF0000 }); healthText.x = 1500; healthText.y = 100; game.addChild(healthText); // Level indicator var levelText = new Text2('Level ' + levelNumber, { size: 50, fill: 0xFFFFFF }); levelText.x = 1500; levelText.y = 150; game.addChild(levelText); // Create grid for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { var gridCell = LK.getAsset('gridTile', { anchorX: 0.5, anchorY: 0.5 }); gridCell.x = gridStartX + col * gridCellWidth; gridCell.y = gridStartY + row * gridCellHeight; gridCell.alpha = 1.0; game.addChild(gridCell); } } // Plant selection buttons with proper spacing var peashooterButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); peashooterButton.x = 500; peashooterButton.y = 1617; peashooterButton.tint = 0x006400; game.addChild(peashooterButton); // Add peashooter image to button var peashooterImage = LK.getAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); peashooterImage.x = 500; peashooterImage.y = 1597; peashooterImage.scaleX = 1.0; peashooterImage.scaleY = 1.0; game.addChild(peashooterImage); var peashooterText = new Text2('50 Sun', { size: 32, fill: 0xFFFFFF }); peashooterText.anchor.set(0.5, 0.5); peashooterText.x = 500; peashooterText.y = 1647; game.addChild(peashooterText); var sunflowerButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); sunflowerButton.x = 900; sunflowerButton.y = 1617; sunflowerButton.tint = 0xB8860B; game.addChild(sunflowerButton); // Add sunflower image to button var sunflowerImage = LK.getAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); sunflowerImage.x = 900; sunflowerImage.y = 1597; sunflowerImage.scaleX = 0.75; sunflowerImage.scaleY = 0.75; game.addChild(sunflowerImage); var sunflowerText = new Text2('50 Sun', { size: 32, fill: 0xFFFFFF }); sunflowerText.anchor.set(0.5, 0.5); sunflowerText.x = 900; sunflowerText.y = 1647; game.addChild(sunflowerText); var selectedPlant = null; // Add more plant options based on level if (levelNumber >= 3) { // Add DoublePeashooter button var doublePeaButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); doublePeaButton.x = 1300; doublePeaButton.y = 1617; doublePeaButton.tint = 0x00AA00; game.addChild(doublePeaButton); var doublePeaImage = LK.getAsset('peashooterBody', { anchorX: 0.5, anchorY: 0.5 }); doublePeaImage.x = 1300; doublePeaImage.y = 1597; doublePeaImage.tint = 0x00AA00; game.addChild(doublePeaImage); var doublePeaText = new Text2('125 Sun', { size: 28, fill: 0xFFFFFF }); doublePeaText.anchor.set(0.5, 0.5); doublePeaText.x = 1300; doublePeaText.y = 1647; game.addChild(doublePeaText); doublePeaButton.down = function () { if (sun >= 125) { selectedPlant = 'doublepea'; } }; } if (levelNumber >= 4) { // Add CherryBomb button var cherrybombButton = LK.getAsset('selectionBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); cherrybombButton.x = 1600; cherrybombButton.y = 1617; cherrybombButton.tint = 0xFF0000; game.addChild(cherrybombButton); var cherrybombImage = LK.getAsset('sunflowerCenter', { anchorX: 0.5, anchorY: 0.5 }); cherrybombImage.x = 1600; cherrybombImage.y = 1597; cherrybombImage.scaleX = 0.6; cherrybombImage.scaleY = 0.6; cherrybombImage.tint = 0xFF0000; game.addChild(cherrybombImage); var cherrybombText = new Text2('150 Sun', { size: 28, fill: 0xFFFFFF }); cherrybombText.anchor.set(0.5, 0.5); cherrybombText.x = 1600; cherrybombText.y = 1647; game.addChild(cherrybombText); cherrybombButton.down = function () { if (sun >= 150) { selectedPlant = 'cherrybomb'; } }; } // Event handlers peashooterButton.down = function () { if (sun >= 50) { selectedPlant = 'peashooter'; } }; sunflowerButton.down = function () { if (sun >= 50) { selectedPlant = 'sunflower'; } }; game.down = function (x, y, obj) { if (selectedPlant && x >= gridStartX && x <= gridStartX + gridCols * gridCellWidth && y >= gridStartY && y <= gridStartY + gridRows * gridCellHeight) { var gridCol = Math.floor((x - gridStartX) / gridCellWidth); var gridRow = Math.floor((y - gridStartY) / gridCellHeight); // Check if position is valid and empty var positionEmpty = true; for (var i = 0; i < plants.length; i++) { if (plants[i].gridRow === gridRow && plants[i].gridCol === gridCol) { positionEmpty = false; break; } } if (positionEmpty && gridCol >= 0 && gridCol < gridCols && gridRow >= 0 && gridRow < gridRows) { var plant = null; if (selectedPlant === 'peashooter' && sun >= 50) { plant = new Peashooter(); sun -= 50; } else if (selectedPlant === 'sunflower' && sun >= 50) { plant = new Sunflower(); sun -= 50; } else if (selectedPlant === 'doublepea' && sun >= 125) { plant = new DoublePeashooter(); sun -= 125; } else if (selectedPlant === 'cherrybomb' && sun >= 150) { plant = new CherryBomb(); sun -= 150; } if (plant) { plant.x = gridStartX + gridCol * gridCellWidth; plant.y = gridStartY + gridRow * gridCellHeight; plant.gridRow = gridRow; plant.gridCol = gridCol; plants.push(plant); game.addChild(plant); sunText.setText('Sun: ' + sun); selectedPlant = null; } } } }; var zombiesStarted = false; // Track if zombies have started spawning // Game update function for Dynamic Levels game.update = function () { // Start zombie spawning only after first plant is placed if (!zombiesStarted && plants.length > 0) { zombiesStarted = true; lastZombieSpawn = LK.ticks; // Initialize spawn timer lastFastZombieSpawn = LK.ticks; // Initialize fast zombie spawn timer } // Spawn regular zombies with scaled difficulty - only after zombies started if (zombiesStarted && LK.ticks - lastZombieSpawn > zombieSpawnRate) { var zombie = new Zombie(); var row = Math.floor(Math.random() * gridRows); zombie.x = 1900; zombie.y = gridStartY + row * gridCellHeight; zombie.gridRow = row; zombies.push(zombie); game.addChild(zombie); lastZombieSpawn = LK.ticks; } // Spawn fast zombies with scaled difficulty - only after zombies started if (zombiesStarted && LK.ticks - lastFastZombieSpawn > fastZombieSpawnRate) { var fastZombie = new FastZombie(); var row = Math.floor(Math.random() * gridRows); fastZombie.x = 1900; fastZombie.y = gridStartY + row * gridCellHeight; fastZombie.gridRow = row; zombies.push(fastZombie); game.addChild(fastZombie); lastFastZombieSpawn = LK.ticks; } // Spawn tank zombies on higher levels - only after zombies started if (zombiesStarted && levelNumber >= 4 && LK.ticks % (1200 - difficultyMultiplier * 100) === 0) { var tankZombie = new TankZombie(); var row = Math.floor(Math.random() * gridRows); tankZombie.x = 1900; tankZombie.y = gridStartY + row * gridCellHeight; tankZombie.gridRow = row; zombies.push(tankZombie); game.addChild(tankZombie); } // Spawn jumper zombies on even higher levels - only after zombies started if (zombiesStarted && levelNumber >= 6 && LK.ticks % (900 - difficultyMultiplier * 50) === 0) { var jumperZombie = new JumperZombie(); var row = Math.floor(Math.random() * gridRows); jumperZombie.x = 1900; jumperZombie.y = gridStartY + row * gridCellHeight; jumperZombie.gridRow = row; zombies.push(jumperZombie); game.addChild(jumperZombie); } // Update all game objects for (var i = plants.length - 1; i >= 0; i--) { plants[i].update(); } for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].update(); } for (var k = bullets.length - 1; k >= 0; k--) { bullets[k].update(); } // Generate sun from sunflowers - only if sunflowers exist var sunflowerCount = 0; for (var s = 0; s < plants.length; s++) { if (plants[s] instanceof Sunflower) { sunflowerCount++; } } if (sunflowerCount > 0 && LK.ticks - lastSunGeneration > 600) { // Every 10 seconds, only if sunflowers exist sun += 5; sunText.setText('Sun: ' + sun); lastSunGeneration = LK.ticks; } // Final wave - spawn many more zombies rapidly in the final period if (LK.ticks > finalWaveStart && LK.ticks <= levelDuration) { var finalWaveSpawnRate = Math.max(60, zombieSpawnRate / 2); // Even faster in final wave if (LK.ticks - lastZombieSpawn > finalWaveSpawnRate) { var zombie = new Zombie(); var row = Math.floor(Math.random() * gridRows); zombie.x = 1900; zombie.y = gridStartY + row * gridCellHeight; zombie.gridRow = row; zombies.push(zombie); game.addChild(zombie); lastZombieSpawn = LK.ticks; } // Also spawn fast zombies more frequently during final wave var finalFastZombieRate = Math.max(180, fastZombieSpawnRate / 2); if (LK.ticks - lastFastZombieSpawn > finalFastZombieRate) { var fastZombie = new FastZombie(); var row = Math.floor(Math.random() * gridRows); fastZombie.x = 1900; fastZombie.y = gridStartY + row * gridCellHeight; fastZombie.gridRow = row; zombies.push(fastZombie); game.addChild(fastZombie); lastFastZombieSpawn = LK.ticks; } } // Check win condition (level duration increases with each level) if (LK.ticks > levelDuration && zombies.length === 0) { unlockNextLevel(); // Unlock next level when current level is completed // Calculate stars based on house health: 3 stars = 80+%, 2 stars = 50+%, 1 star = any health remaining var stars = 1; if (houseHealth >= 80) { stars = 3; } else if (houseHealth >= 50) { stars = 2; } setLevelStars(levelNumber, stars); LK.showYouWin(); } }; } // Function to unlock next level function unlockNextLevel() { if (unlockedLevels < totalLevels) { unlockedLevels++; storage.unlockedLevels = unlockedLevels; // Save to storage if (levelButtons[unlockedLevels - 1]) { levelButtons[unlockedLevels - 1].setUnlocked(true); } } } // Function to set stars for a level function setLevelStars(levelNumber, stars) { levelProgress[levelNumber] = stars; storage.levelProgress = levelProgress; // Save to storage if (levelButtons[levelNumber - 1]) { levelButtons[levelNumber - 1].setStars(stars); } } // Pause menu variables var isPaused = false; var pauseMenu = null; var currentLevel = 0; // Function to show pause menu function showPauseMenu() { if (pauseMenu) return; // Already showing // Create pause menu background pauseMenu = new Container(); var pauseBg = LK.getAsset('paperBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.4 }); pauseBg.x = 0; pauseBg.y = 0; pauseBg.tint = 0x000000; pauseBg.alpha = 0.8; pauseMenu.addChild(pauseBg); // Pause title var pauseTitle = new Text2('PAUSED', { size: 60, fill: 0xFFFFFF }); pauseTitle.anchor.set(0.5, 0.5); pauseTitle.x = 0; pauseTitle.y = -100; pauseMenu.addChild(pauseTitle); // Restart button var restartButton = LK.getAsset('levelButton', { anchorX: 0.5, anchorY: 0.5 }); restartButton.x = 0; restartButton.y = 0; restartButton.tint = 0x4CAF50; pauseMenu.addChild(restartButton); var restartText = new Text2('RESTART', { size: 40, fill: 0x000000 }); restartText.anchor.set(0.5, 0.5); restartText.x = 0; restartText.y = 0; pauseMenu.addChild(restartText); // Resume button var resumeButton = LK.getAsset('levelButton', { anchorX: 0.5, anchorY: 0.5 }); resumeButton.x = 0; resumeButton.y = 120; resumeButton.tint = 0x2196F3; pauseMenu.addChild(resumeButton); var resumeText = new Text2('RESUME', { size: 40, fill: 0x000000 }); resumeText.anchor.set(0.5, 0.5); resumeText.x = 0; resumeText.y = 120; pauseMenu.addChild(resumeText); // Position pause menu at center of screen pauseMenu.x = 1024; pauseMenu.y = 1366; // Add event handlers restartButton.down = function () { LK.getSound('buttonClick').play(); hidePauseMenu(); // Restart current level if (currentLevel === 1) { game.removeChildren(); initializeLevel1(); } else if (currentLevel === 2) { game.removeChildren(); initializeLevel2(); } else if (currentLevel > 2) { game.removeChildren(); initializeDynamicLevel(currentLevel); } }; resumeButton.down = function () { LK.getSound('buttonClick').play(); hidePauseMenu(); }; game.addChild(pauseMenu); } // Function to hide pause menu function hidePauseMenu() { if (pauseMenu) { game.removeChild(pauseMenu); pauseMenu = null; } isPaused = false; } // Override game pause handler LK.on('pause', function () { if (currentLevel > 0) { // Only show pause menu during gameplay isPaused = true; showPauseMenu(); } }); // Simple game update for level selection screen game.update = function () { // No specific updates needed for level selection // All interactions are handled by level button click events };
===================================================================
--- original.js
+++ change.js
@@ -679,9 +679,9 @@
anchorY: 0.5
});
gridCell.x = gridStartX + col * gridCellWidth;
gridCell.y = gridStartY + row * gridCellHeight;
- gridCell.alpha = 0.3;
+ gridCell.alpha = 1.0;
game.addChild(gridCell);
}
}
// Plant selection buttons with proper spacing
@@ -917,9 +917,9 @@
anchorY: 0.5
});
gridCell.x = gridStartX + col * gridCellWidth;
gridCell.y = gridStartY + row * gridCellHeight;
- gridCell.alpha = 0.3;
+ gridCell.alpha = 1.0;
game.addChild(gridCell);
}
}
// Plant selection buttons with proper spacing
@@ -1233,9 +1233,9 @@
anchorY: 0.5
});
gridCell.x = gridStartX + col * gridCellWidth;
gridCell.y = gridStartY + row * gridCellHeight;
- gridCell.alpha = 0.3;
+ gridCell.alpha = 1.0;
game.addChild(gridCell);
}
}
// Plant selection buttons with proper spacing
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