User prompt
Has que el strong zombie tenga mas vida y aga más daño a las plantas, has que sea más grande
User prompt
Añade el Sprite para ponerle otro sprite al strong zombie
User prompt
Añade un zombie normal extra , con más vida un poco más rápido que no sea especial que aparezca al principio y al final que sea igual que el normal zombie pero con más vida
User prompt
Elimina el super zombie
User prompt
Has que ese zombie aparezca al principio y no de ningún punto
User prompt
Añade un zombie extra que tenga mas vida que el normal
User prompt
Has que el tank zombie tenga 777 de vida
User prompt
Has que los puntos digan girasoles en vez de puntos
User prompt
Has que el burstpeashooter haga 8 de daño por bola
User prompt
Arregla ese error visual del burstpeashooter que está rojo
User prompt
Has que el burstpeashooter no tenga animación
User prompt
Has que el triple lanza guisantes no sea rojo
User prompt
Hasme una fusion con el doble lanza guisante y otro lanza guisantes que dispare una ráfaga de 15 bolas que agan 5 de daño cada una y tengan un coldawn de 3.9 segundos
User prompt
Has que la triple girasol tenga un nuevo Sprite y no desaparezca
User prompt
Has que el girasol y el doble girasol se puedan fusionar y den 35 puntos
User prompt
Has que cuando cambie de idiomas los botones de pongan en ingles ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has que la musica suene 7.5 segundos después de iniciar el juego osea después de darle a jugar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
No funcionó
User prompt
Has que cuando se reproduzca el sonido de ingles o español la música se detenga y luego vuelva a sonar despues de 6.6 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que en la opción de idiomas este el idioma ingles y español, cuando le des a jugar suene un sonido si le diste a inglés 1 y si le diste a español 2 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has un menú principal que diga idiomas, jugar, ajustes
User prompt
Has que los proyectiles explosivos tengan un área de daño ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que los proyectiles explosivos hagan 25 de daño
User prompt
Has que cuando fuisiones la papapum y el lanza guisantes tenga un nuevo Sprite , y que no tenga coldawn de explosion el proyectil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que la bala explosiva explote cuando un zombie la toque ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ExplosiveProjectile = Container.expand(function (startX, startY, target, damage) { var self = Container.call(this); self.graphics = self.attachAsset('pea', { anchorX: 0.5, anchorY: 0.5, tint: 0xFF4444, scaleX: 1.3, scaleY: 1.3 }); self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.speed = 8; self.explosionRadius = 150; // Shoot straight horizontally to the right self.dirX = 1; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Pulsing red animation while flying if (LK.ticks % 8 === 0) { tween(self.graphics, { tint: 0xFF0000 }, { duration: 80 }); tween(self.graphics, { tint: 0xFF4444 }, { duration: 80 }); } // Check collision with any zombie for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; if (Math.abs(zombie.x - self.x) < 30 && Math.abs(zombie.y - self.y) < 30) { // Immediate explosion - damage all zombies in radius for (var j = zombies.length - 1; j >= 0; j--) { var targetZombie = zombies[j]; var dx = targetZombie.x - self.x; var dy = targetZombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.explosionRadius) { targetZombie.takeDamage(self.damage); } } LK.getSound('explosion').play(); self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); return; } } // Remove if off-screen if (self.x > 2100 || self.x < -50 || self.y > 2800 || self.y < -50) { self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); } }; self.explode = function () { // Explosion animation tween(self.graphics, { tint: 0xFF0000, scaleX: 4, scaleY: 4 }, { duration: 200, onFinish: function onFinish() { // Damage all zombies in explosion radius for (var i = zombies.length - 1; i >= 0; 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 <= self.explosionRadius) { zombie.takeDamage(self.damage); } } LK.getSound('explosion').play(); self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); } }); }; return self; }); var Plant = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.health = 100; self.maxHealth = 100; self.shootTimer = 0; self.shootCooldown = 60; // 1 second at 60fps if (type === 'peashooter') { self.graphics = self.attachAsset('peashooter', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 25; self.range = 400; self.shootCooldown = 228; // 3.8 seconds at 60fps (3.8 * 60 = 228) } else if (type === 'doublepeashooter') { self.graphics = self.attachAsset('doublepeashooter', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 50; self.range = 400; self.shootCooldown = 210; // Total cycle time: 3.5 seconds (3.5 * 60 = 210) self.firstShotTime = 60; // First shot at 1 second (1 * 60 = 60) self.secondShotTime = 114; // Second shot at 1.9 seconds (1.9 * 60 = 114) self.hasFiredFirst = false; self.hasFiredSecond = false; } else if (type === 'wallnut') { self.graphics = self.attachAsset('wallnut', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1500; self.maxHealth = 1500; self.damage = 0; } else if (type === 'cherrybomb') { self.graphics = self.attachAsset('cherrybomb', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 200; self.explosionRadius = 540; // 3 slots * 180px per slot self.fuseTimer = 180; // 3 seconds } else if (type === 'sunflower') { self.graphics = self.attachAsset('sunflower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 0; self.sunTimer = 0; self.sunInterval = 1200; // 20 seconds at 60fps } else if (type === 'pointshooter') { self.graphics = self.attachAsset('pointShooter', { anchorX: 0.5, anchorY: 0.5 }); self.health = 65; self.maxHealth = 65; self.damage = 0; // Doesn't damage, gives points instead self.range = 400; self.shootCooldown = 270; // Shoots every 4.5 seconds (270 frames at 60fps) } else if (type === 'doublesunflower') { self.graphics = self.attachAsset('doublesunflower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 0; self.sunTimer = 0; self.sunInterval = 330; // 5.5 seconds at 60fps (5.5 * 60 = 330) } else if (type === 'armoredshooter') { self.graphics = self.attachAsset('armoredshooter', { anchorX: 0.5, anchorY: 0.5 }); self.health = 350; // High health like wallnut but less self.maxHealth = 350; self.damage = 35; // More damage than regular peashooter self.range = 400; self.shootCooldown = 240; // 4 seconds at 60fps (4 * 60 = 240) } else if (type === 'papapum') { self.graphics = self.attachAsset('papapum', { anchorX: 0.5, anchorY: 0.5 }); self.health = 80; // Lower health since it's a mine self.maxHealth = 80; self.damage = 250; // High explosive damage self.explosionRadius = 300; // Explosion range self.isTriggered = false; // Track if mine has been triggered self.cooldownTimer = 0; // Add cooldown timer starting at 0 self.cooldownDuration = 540; // 9 seconds at 60fps (9 * 60 = 540) } else if (type === 'explosivewallnut') { self.graphics = self.attachAsset('explosivewallnut', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1200; // High health like wallnut but slightly less self.maxHealth = 1200; self.damage = 300; // Explosive damage when destroyed self.explosionRadius = 400; // Large explosion range } else if (type === 'explosivepeashooter') { self.graphics = self.attachAsset('explosivepeashooter', { anchorX: 0.5, anchorY: 0.5 }); self.health = 120; // Slightly more than regular peashooter self.maxHealth = 120; self.damage = 40; // Higher damage than regular peashooter self.range = 400; self.shootCooldown = 180; // 3 seconds at 60fps (3 * 60 = 180) } self.update = function () { if (self.type === 'peashooter' || self.type === 'doublepeashooter' || self.type === 'pointshooter' || self.type === 'armoredshooter' || self.type === 'explosivepeashooter') { self.shootTimer++; if (self.type === 'doublepeashooter') { var target = self.findZombieInLane(); if (target) { // First shot at 1 second if (self.shootTimer >= self.firstShotTime && !self.hasFiredFirst) { self.shoot(target); self.hasFiredFirst = true; } // Second shot at 1.9 seconds if (self.shootTimer >= self.secondShotTime && !self.hasFiredSecond) { self.shoot(target); self.hasFiredSecond = true; } } // Reset cycle after total cooldown (3.5 seconds) if (self.shootTimer >= self.shootCooldown) { self.shootTimer = 0; self.hasFiredFirst = false; self.hasFiredSecond = false; } } else if (self.shootTimer >= self.shootCooldown) { var target = self.findZombieInLane(); if (target) { if (self.type === 'pointshooter') { self.shootPoints(target); } else if (self.type === 'explosivepeashooter') { self.shootExplosive(target); } else { self.shoot(target); } } self.shootTimer = 0; } } else if (self.type === 'cherrybomb') { self.fuseTimer--; if (self.fuseTimer <= 0) { self.explode(); } } else if (self.type === 'sunflower') { self.sunTimer++; if (self.sunTimer >= self.sunInterval) { LK.setScore(LK.getScore() + 5); scoreText.setText('Score: ' + LK.getScore()); self.sunTimer = 0; } } else if (self.type === 'doublesunflower') { self.sunTimer++; if (self.sunTimer >= self.sunInterval) { LK.setScore(LK.getScore() + 15); scoreText.setText('Score: ' + LK.getScore()); self.sunTimer = 0; } } else if (self.type === 'papapum' && !self.isTriggered) { // Increment cooldown timer self.cooldownTimer++; // Ready animation when cooldown just completes if (self.cooldownTimer === self.cooldownDuration) { // Papapum ready animation - pulsing green glow tween(self.graphics, { tint: 0x00FF00, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { tween(self.graphics, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } }); } // Only become active after cooldown period if (self.cooldownTimer >= self.cooldownDuration) { // Check if any zombie is stepping on the papapum for (var z = 0; z < zombies.length; z++) { var zombie = zombies[z]; if (Math.abs(zombie.x - self.x) < 90 && Math.abs(zombie.y - self.y) < 90) { self.isTriggered = true; self.explode(); break; } } } } }; self.findZombieInLane = function () { for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; // Check if zombie is in same lane (within 100px vertically) and to the right if (Math.abs(zombie.y - self.y) < 100 && zombie.x > self.x) { return zombie; } } return null; }; self.getDistanceTo = function (target) { var dx = target.x - self.x; var dy = target.y - self.y; return Math.sqrt(dx * dx + dy * dy); }; self.shoot = function (target) { // Shooting animation - scale and recoil effect tween(self.graphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100 }); tween(self.graphics, { scaleX: 1, scaleY: 1 }, { duration: 200 }); tween(self.graphics, { x: -10 }, { duration: 100 }); tween(self.graphics, { x: 0 }, { duration: 200 }); var projectile = new Projectile(self.x, self.y, target, self.damage); projectiles.push(projectile); game.addChild(projectile); LK.getSound('shoot').play(); }; self.shootPoints = function (target) { // Golden shooting animation tween(self.graphics, { scaleX: 1.2, scaleY: 1.2, tint: 0xFFD700 }, { duration: 150 }); tween(self.graphics, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 250 }); var pointProjectile = new PointProjectile(self.x, self.y, target); projectiles.push(pointProjectile); game.addChild(pointProjectile); LK.getSound('shoot').play(); }; self.shootExplosive = function (target) { // Red explosive shooting animation tween(self.graphics, { scaleX: 1.4, scaleY: 1.4, tint: 0xFF0000 }, { duration: 120 }); tween(self.graphics, { scaleX: 1, scaleY: 1, tint: 0xFF4444 }, { duration: 200 }); tween(self.graphics, { x: -15 }, { duration: 120 }); tween(self.graphics, { x: 0 }, { duration: 200 }); var explosiveProjectile = new ExplosiveProjectile(self.x, self.y, target, self.damage); projectiles.push(explosiveProjectile); game.addChild(explosiveProjectile); LK.getSound('shoot').play(); }; self.explode = function () { // Explosion animation - flash and scale up tween(self.graphics, { tint: 0xFF4444, scaleX: 3, scaleY: 3 }, { duration: 300, onFinish: function onFinish() { // Damage all zombies in explosion radius for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; if (self.getDistanceTo(zombie) <= self.explosionRadius) { zombie.takeDamage(self.damage); } } LK.getSound('explosion').play(); self.destroy(); plants.splice(plants.indexOf(self), 1); } }); }; self.takeDamage = function (damage) { self.health -= damage; // Change wallnut sprite when health drops to 670 or below if (self.type === 'wallnut' && self.health <= 670 && self.health > 0) { // Remove current graphics self.removeChild(self.graphics); // Add damaged wallnut graphics self.graphics = self.attachAsset('wallnutDamaged', { anchorX: 0.5, anchorY: 0.5 }); } // Change armoredshooter sprite when health drops to 175 or below (half of 350) if (self.type === 'armoredshooter' && self.health <= 175 && self.health > 0) { // Remove current graphics self.removeChild(self.graphics); // Add damaged wallnut graphics (reuse damaged wallnut sprite) self.graphics = self.attachAsset('wallnutDamaged', { anchorX: 0.5, anchorY: 0.5 }); } // Change explosivewallnut sprite when health drops to 600 or below (half of 1200) if (self.type === 'explosivewallnut' && self.health <= 600 && self.health > 0) { // Remove current graphics self.removeChild(self.graphics); // Add damaged wallnut graphics self.graphics = self.attachAsset('wallnutDamaged', { anchorX: 0.5, anchorY: 0.5 }); } if (self.health <= 0) { // If explosivewallnut is destroyed, explode if (self.type === 'explosivewallnut') { self.explode(); } else { self.destroy(); plants.splice(plants.indexOf(self), 1); } } }; return self; }); var PlantButton = Container.expand(function (plantType, index) { var self = Container.call(this); self.plantType = plantType; self.button = self.attachAsset('plantButton', { anchorX: 0.5, anchorY: 0.5 }); var icon; if (plantType === 'peashooter') { icon = self.attachAsset('peashooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); } else if (plantType === 'wallnut') { icon = self.attachAsset('wallnut', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); } else if (plantType === 'cherrybomb') { icon = self.attachAsset('cherrybomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); } else if (plantType === 'sunflower') { icon = self.attachAsset('sunflower', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); } else if (plantType === 'papapum') { icon = self.attachAsset('papapum', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); } else if (plantType === 'shovel') { icon = self.attachAsset('shovel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); } self.x = 1024 - plantTypes.length * 200 / 2 + index * 200; self.y = 2600; self.down = function (x, y, obj) { selectedPlantType = self.plantType; // Visual feedback for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } self.button.tint = 0x00FF00; }; return self; }); var PointProjectile = Container.expand(function (startX, startY, target) { var self = Container.call(this); self.graphics = self.attachAsset('pointPea', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.target = target; self.speed = 6; // Shoot straight horizontally to the right self.dirX = 1; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Golden sparkle animation if (LK.ticks % 10 === 0) { tween(self.graphics, { tint: 0xFFFF00 }, { duration: 100 }); tween(self.graphics, { tint: 0xFFD700 }, { duration: 100 }); } // Check collision with any zombie for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; if (Math.abs(zombie.x - self.x) < 30 && Math.abs(zombie.y - self.y) < 30) { // Give 1 point instead of damage LK.setScore(LK.getScore() + 1); scoreText.setText('Score: ' + LK.getScore()); // Visual effect on hit tween(zombie.graphics, { tint: 0xFFD700 }, { duration: 200 }); tween(zombie.graphics, { tint: 0xFFFFFF }, { duration: 200 }); self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); return; } } // Remove if off-screen if (self.x > 2100 || self.x < -50 || self.y > 2800 || self.y < -50) { self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); } }; return self; }); var Projectile = Container.expand(function (startX, startY, target, damage) { var self = Container.call(this); self.graphics = self.attachAsset('pea', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.speed = 8; // Shoot straight horizontally to the right self.dirX = 1; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Check collision with target or any zombie for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; if (Math.abs(zombie.x - self.x) < 30 && Math.abs(zombie.y - self.y) < 30) { zombie.takeDamage(self.damage); self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); return; } } // Remove if off-screen if (self.x > 2100 || self.x < -50 || self.y > 2800 || self.y < -50) { self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); } }; return self; }); var TankProjectile = Container.expand(function (startX, startY, target) { var self = Container.call(this); self.graphics = self.attachAsset('pea', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, tint: 0xFF4444 }); self.x = startX; self.y = startY; self.target = target; self.damage = 100; self.speed = 4; self.explosionRadius = 200; // Shoot straight horizontally to the left self.dirX = -1; self.dirY = 0; self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Check collision with any plant for (var i = 0; i < plants.length; i++) { var plant = plants[i]; if (Math.abs(plant.x - self.x) < 40 && Math.abs(plant.y - self.y) < 40) { self.explode(); return; } } // Remove if off-screen if (self.x < -50 || self.x > 2100 || self.y > 2800 || self.y < -50) { self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); } }; self.explode = function () { // Explosion animation tween(self.graphics, { tint: 0xFF0000, scaleX: 4, scaleY: 4 }, { duration: 300, onFinish: function onFinish() { // Damage all plants in explosion radius for (var i = plants.length - 1; i >= 0; i--) { var plant = plants[i]; var dx = plant.x - self.x; var dy = plant.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.explosionRadius) { plant.takeDamage(self.damage); } } LK.getSound('explosion').play(); self.destroy(); projectiles.splice(projectiles.indexOf(self), 1); } }); }; return self; }); var Zombie = Container.expand(function (type, lane) { var self = Container.call(this); self.type = type; self.lane = lane; self.id = Math.random().toString(36).substr(2, 9); // Generate unique ID self.speed = 1; self.health = 100; self.maxHealth = 100; self.damage = 25; self.attackCooldown = 60; self.attackTimer = 0; self.isAttacking = false; if (type === 'basic') { self.graphics = self.attachAsset('basicZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.5; self.health = 215; self.maxHealth = 215; } else if (type === 'fast') { self.graphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.2; self.health = 215; self.maxHealth = 215; } else if (type === 'tank') { self.graphics = self.attachAsset('tankZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.3; self.health = 500; self.maxHealth = 500; self.damage = 50; self.shootTimer = 0; self.shootCooldown = 300; // 5 seconds at 60fps } self.x = 2048 + 50; // Start off-screen right self.y = 300 + lane * 250; // Position in lane // Play zombie sound when spawned LK.getSound('zombie').play(); self.update = function () { if (!self.isAttacking) { self.x -= self.speed; // Walking animation - bob up and down if (self.type === 'basic') { // Slower walking animation for basic zombie if (LK.ticks % 40 < 20) { tween(self.graphics, { y: 5 }, { duration: 200 }); } else { tween(self.graphics, { y: -5 }, { duration: 200 }); } } else if (self.type === 'fast') { // Faster walking animation for fast zombie if (LK.ticks % 20 < 10) { tween(self.graphics, { y: 8 }, { duration: 100 }); } else { tween(self.graphics, { y: -8 }, { duration: 100 }); } } else if (self.type === 'tank') { // Slow heavy walking animation for tank zombie if (LK.ticks % 60 < 30) { tween(self.graphics, { y: 3 }, { duration: 300 }); } else { tween(self.graphics, { y: -3 }, { duration: 300 }); } } // Tank zombie shooting logic if (self.type === 'tank') { self.shootTimer++; if (self.shootTimer >= self.shootCooldown) { var target = self.findPlantInLane(); if (target) { var tankProjectile = new TankProjectile(self.x, self.y, target); projectiles.push(tankProjectile); game.addChild(tankProjectile); LK.getSound('shoot').play(); } self.shootTimer = 0; } } // Check for plant collision var plantInWay = self.findPlantInWay(); if (plantInWay) { self.isAttacking = true; self.attackTimer = 0; } } else { self.attackTimer++; if (self.attackTimer >= self.attackCooldown) { var plantInWay = self.findPlantInWay(); if (plantInWay) { plantInWay.takeDamage(self.damage); self.attackTimer = 0; } else { self.isAttacking = false; } } } // Check if reached end if (self.x < -50) { zombiesReachedEnd++; self.destroy(); zombies.splice(zombies.indexOf(self), 1); } }; self.findPlantInWay = function () { for (var i = 0; i < plants.length; i++) { var plant = plants[i]; if (Math.abs(plant.x - self.x) < 80 && Math.abs(plant.y - self.y) < 80) { return plant; } } return null; }; self.findPlantInLane = function () { for (var i = 0; i < plants.length; i++) { var plant = plants[i]; // Check if plant is in same lane (within 100px vertically) and to the left if (Math.abs(plant.y - self.y) < 100 && plant.x < self.x) { return plant; } } return null; }; self.takeDamage = function (damage) { self.health -= damage; LK.getSound('zombieHit').play(); // Visual feedback tween(self.graphics, { tint: 0xFF0000 }, { duration: 200 }); tween(self.graphics, { tint: 0xFFFFFF }, { duration: 200 }); if (self.health <= 0) { // Give points based on zombie type if (self.type === 'tank') { LK.setScore(LK.getScore() + 450); zombiesKilled++; } else { zombiesKilled++; } scoreText.setText('Score: ' + LK.getScore()); // Clean up shots tracking for all plants for (var p = 0; p < plants.length; p++) { if (plants[p].shotsFired && plants[p].shotsFired[self.id]) { delete plants[p].shotsFired[self.id]; } } self.destroy(); zombies.splice(zombies.indexOf(self), 1); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E7D32 }); /**** * Game Code ****/ // Sounds // Grid and UI // Projectiles // Zombies // Plants // Game variables var plants = []; var zombies = []; var projectiles = []; var plantButtons = []; var gridCells = []; var selectedPlantType = null; var waveNumber = 1; var zombiesInWave = 5; var zombieSpawnTimer = 0; var zombieSpawnInterval = 120; // 2 seconds var zombiesSpawned = 0; var zombiesReachedEnd = 0; var maxZombiesAllowed = 5; var gameState = 'playing'; // 'playing', 'gameOver', 'victory' var autoPointTimer = 0; var autoPointInterval = 420; // 7 seconds at 60fps (7 * 60 = 420) var zombiesKilled = 0; // UI Elements // Set initial score to 100 LK.setScore(100); var scoreText = new Text2('Score: ' + LK.getScore(), { size: 40, fill: '#FFFFFF' }); scoreText.anchor.set(0, 0); scoreText.x = 150; scoreText.y = 20; LK.gui.topLeft.addChild(scoreText); var waveText = new Text2('Wave: 1', { size: 40, fill: '#FFFFFF' }); waveText.anchor.set(0.5, 0); waveText.x = 1024; waveText.y = 20; LK.gui.top.addChild(waveText); var livesText = new Text2('Lives: 5', { size: 40, fill: '#FF0000' }); livesText.anchor.set(1, 0); livesText.x = 1900; livesText.y = 20; LK.gui.topRight.addChild(livesText); // Create plant selection buttons var plantTypes = ['sunflower', 'peashooter', 'wallnut', 'cherrybomb', 'papapum', 'shovel']; for (var i = 0; i < plantTypes.length; i++) { var button = new PlantButton(plantTypes[i], i); plantButtons.push(button); game.addChild(button); } // Create grid - scale to use full screen var gridStartX = 150; var gridStartY = 300; var gridRows = 5; var gridCols = 8; for (var row = 0; row < gridRows; row++) { gridCells[row] = []; for (var col = 0; col < gridCols; col++) { var cell = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); cell.x = gridStartX + col * 200; cell.y = gridStartY + row * 250; cell.row = row; cell.col = col; cell.occupied = false; gridCells[row][col] = cell; game.addChild(cell); } } // Game event handlers game.down = function (x, y, obj) { if (!selectedPlantType) return; // Check if clicking on grid for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { var cell = gridCells[row][col]; if (Math.abs(x - cell.x) < 80 && Math.abs(y - cell.y) < 80) { // Check for fusion - peashooter + peashooter or sunflower + peashooter or papapum + wallnut if (cell.occupied && (selectedPlantType === 'peashooter' || selectedPlantType === 'sunflower' || selectedPlantType === 'wallnut' || selectedPlantType === 'papapum')) { // Find existing plant at this position var existingPlant = null; for (var p = 0; p < plants.length; p++) { if (Math.abs(plants[p].x - cell.x) < 40 && Math.abs(plants[p].y - cell.y) < 40) { existingPlant = plants[p]; break; } } // Peashooter + Peashooter = Double Peashooter if (existingPlant && existingPlant.type === 'peashooter' && selectedPlantType === 'peashooter') { var cost = 10; if (LK.getScore() < cost) { return; // Not enough points } // Remove existing peashooter existingPlant.destroy(); plants.splice(plants.indexOf(existingPlant), 1); // Create double peashooter var fusedPlant = new Plant('doublepeashooter'); fusedPlant.x = cell.x; fusedPlant.y = cell.y; plants.push(fusedPlant); game.addChild(fusedPlant); LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('plantPlace').play(); // Fusion animation tween(fusedPlant.graphics, { scaleX: 1.5, scaleY: 1.5, tint: 0x00FF00 }, { duration: 300, onFinish: function onFinish() { tween(fusedPlant.graphics, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } // Sunflower + Sunflower = Double Sunflower else if (existingPlant && existingPlant.type === 'sunflower' && selectedPlantType === 'sunflower') { var cost = 15; if (LK.getScore() < cost) { return; // Not enough points } // Remove existing sunflower existingPlant.destroy(); plants.splice(plants.indexOf(existingPlant), 1); // Create double sunflower var fusedPlant = new Plant('doublesunflower'); fusedPlant.x = cell.x; fusedPlant.y = cell.y; plants.push(fusedPlant); game.addChild(fusedPlant); LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('plantPlace').play(); // Golden fusion animation for double sun production with sprite transformation tween(fusedPlant.graphics, { scaleX: 1.5, scaleY: 1.5, tint: 0xFFFF00 }, { duration: 300, onFinish: function onFinish() { tween(fusedPlant.graphics, { scaleX: 1, scaleY: 1, tint: 0xFFD700 }, { duration: 200 }); } }); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } // Sunflower + Peashooter = Point Shooter else if (existingPlant && (existingPlant.type === 'sunflower' && selectedPlantType === 'peashooter' || existingPlant.type === 'peashooter' && selectedPlantType === 'sunflower')) { var cost = selectedPlantType === 'peashooter' ? 10 : 15; if (LK.getScore() < cost) { return; // Not enough points } // Remove existing plant existingPlant.destroy(); plants.splice(plants.indexOf(existingPlant), 1); // Create point shooter var fusedPlant = new Plant('pointshooter'); fusedPlant.x = cell.x; fusedPlant.y = cell.y; plants.push(fusedPlant); game.addChild(fusedPlant); LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('plantPlace').play(); // Golden fusion animation tween(fusedPlant.graphics, { scaleX: 1.5, scaleY: 1.5, tint: 0xFFD700 }, { duration: 300, onFinish: function onFinish() { tween(fusedPlant.graphics, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } // Wallnut + Peashooter = Armored Shooter else if (existingPlant && (existingPlant.type === 'wallnut' && selectedPlantType === 'peashooter' || existingPlant.type === 'peashooter' && selectedPlantType === 'wallnut')) { var cost = selectedPlantType === 'peashooter' ? 10 : 20; if (LK.getScore() < cost) { return; // Not enough points } // Remove existing plant existingPlant.destroy(); plants.splice(plants.indexOf(existingPlant), 1); // Create armored shooter var fusedPlant = new Plant('armoredshooter'); fusedPlant.x = cell.x; fusedPlant.y = cell.y; plants.push(fusedPlant); game.addChild(fusedPlant); LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('plantPlace').play(); // Defensive fusion animation with green tint tween(fusedPlant.graphics, { scaleX: 1.5, scaleY: 1.5, tint: 0x00AA00 }, { duration: 300, onFinish: function onFinish() { tween(fusedPlant.graphics, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } // Papapum + Wallnut = Explosive Wallnut else if (existingPlant && (existingPlant.type === 'papapum' && selectedPlantType === 'wallnut' || existingPlant.type === 'wallnut' && selectedPlantType === 'papapum')) { var cost = selectedPlantType === 'papapum' ? 25 : 20; if (LK.getScore() < cost) { return; // Not enough points } // Remove existing plant existingPlant.destroy(); plants.splice(plants.indexOf(existingPlant), 1); // Create explosive wallnut var fusedPlant = new Plant('explosivewallnut'); fusedPlant.x = cell.x; fusedPlant.y = cell.y; plants.push(fusedPlant); game.addChild(fusedPlant); LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('plantPlace').play(); // Explosive fusion animation with red tint tween(fusedPlant.graphics, { scaleX: 1.5, scaleY: 1.5, tint: 0xFF4444 }, { duration: 300, onFinish: function onFinish() { tween(fusedPlant.graphics, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } // Papapum + Peashooter = Explosive Peashooter else if (existingPlant && (existingPlant.type === 'papapum' && selectedPlantType === 'peashooter' || existingPlant.type === 'peashooter' && selectedPlantType === 'papapum')) { var cost = selectedPlantType === 'papapum' ? 25 : 10; if (LK.getScore() < cost) { return; // Not enough points } // Remove existing plant existingPlant.destroy(); plants.splice(plants.indexOf(existingPlant), 1); // Create explosive peashooter var fusedPlant = new Plant('explosivepeashooter'); fusedPlant.x = cell.x; fusedPlant.y = cell.y; plants.push(fusedPlant); game.addChild(fusedPlant); LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('plantPlace').play(); // Explosive fusion animation with red tint tween(fusedPlant.graphics, { scaleX: 1.5, scaleY: 1.5, tint: 0xFF4444 }, { duration: 300, onFinish: function onFinish() { tween(fusedPlant.graphics, { scaleX: 1, scaleY: 1, tint: 0xFF4444 }, { duration: 200 }); } }); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } } // Handle shovel selection - remove existing plant if (selectedPlantType === 'shovel' && cell.occupied) { // Find and remove the plant at this position for (var p = plants.length - 1; p >= 0; p--) { if (Math.abs(plants[p].x - cell.x) < 40 && Math.abs(plants[p].y - cell.y) < 40) { plants[p].destroy(); plants.splice(p, 1); // Make sure to update the grid cell's occupied status gridCells[row][col].occupied = false; break; } } // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } if (!cell.occupied && selectedPlantType !== 'shovel') { var cost = 0; if (selectedPlantType === 'peashooter') cost = 10; if (selectedPlantType === 'sunflower') cost = 15; if (selectedPlantType === 'wallnut') cost = 20; if (selectedPlantType === 'cherrybomb') cost = 50; if (selectedPlantType === 'papapum') cost = 25; if (LK.getScore() < cost) { return; // Not enough points } var plant = new Plant(selectedPlantType); plant.x = cell.x; plant.y = cell.y; plants.push(plant); game.addChild(plant); // Update grid cell occupied status using row/col indices gridCells[row][col].occupied = true; if (cost > 0) { LK.setScore(LK.getScore() - cost); scoreText.setText('Score: ' + LK.getScore()); } LK.getSound('plantPlace').play(); // Reset selection selectedPlantType = null; for (var i = 0; i < plantButtons.length; i++) { plantButtons[i].button.tint = 0xFFFFFF; } return; } } } } }; function spawnZombie() { if (zombiesSpawned >= zombiesInWave) return; var lane = Math.floor(Math.random() * gridRows); var zombieTypes = ['basic', 'fast']; var type = zombieTypes[Math.floor(Math.random() * zombieTypes.length)]; // Tank zombies appear after 50 zombies killed if (zombiesKilled >= 50) { zombieTypes = ['basic', 'fast', 'tank']; } // Increase difficulty with wave number if (waveNumber > 3) { type = zombieTypes[Math.floor(Math.random() * zombieTypes.length)]; } else if (waveNumber > 1) { type = Math.random() < 0.7 ? 'basic' : 'fast'; } else { type = 'basic'; } var zombie = new Zombie(type, lane); zombies.push(zombie); game.addChild(zombie); zombiesSpawned++; } function checkWaveComplete() { if (zombiesSpawned >= zombiesInWave && zombies.length === 0) { // Wave complete waveNumber++; zombiesInWave += 2; zombiesSpawned = 0; waveText.setText('Wave: ' + waveNumber); if (waveNumber > 10) { gameState = 'victory'; LK.showYouWin(); } } } function checkGameOver() { if (zombiesReachedEnd >= 1) { gameState = 'gameOver'; LK.showGameOver(); } livesText.setText('Lives: ' + (maxZombiesAllowed - zombiesReachedEnd)); } // Play background music when game starts LK.playMusic('Musixa'); // Main game loop game.update = function () { if (gameState !== 'playing') return; // Auto point generation - 7 points every 7 seconds autoPointTimer++; if (autoPointTimer >= autoPointInterval) { LK.setScore(LK.getScore() + 7); scoreText.setText('Score: ' + LK.getScore()); autoPointTimer = 0; } // Spawn zombies zombieSpawnTimer++; if (zombieSpawnTimer >= zombieSpawnInterval) { spawnZombie(); zombieSpawnTimer = 0; } // Update all objects for (var i = plants.length - 1; i >= 0; i--) { if (plants[i].update) { plants[i].update(); } } for (var i = zombies.length - 1; i >= 0; i--) { if (zombies[i].update) { zombies[i].update(); } } for (var i = projectiles.length - 1; i >= 0; i--) { if (projectiles[i].update) { projectiles[i].update(); } } checkWaveComplete(); checkGameOver(); };
===================================================================
--- original.js
+++ change.js
@@ -43,9 +43,21 @@
// Check collision with any zombie
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (Math.abs(zombie.x - self.x) < 30 && Math.abs(zombie.y - self.y) < 30) {
- self.explode();
+ // Immediate explosion - damage all zombies in radius
+ for (var j = zombies.length - 1; j >= 0; j--) {
+ var targetZombie = zombies[j];
+ var dx = targetZombie.x - self.x;
+ var dy = targetZombie.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= self.explosionRadius) {
+ targetZombie.takeDamage(self.damage);
+ }
+ }
+ LK.getSound('explosion').play();
+ self.destroy();
+ projectiles.splice(projectiles.indexOf(self), 1);
return;
}
}
// Remove if off-screen
@@ -181,12 +193,11 @@
self.maxHealth = 1200;
self.damage = 300; // Explosive damage when destroyed
self.explosionRadius = 400; // Large explosion range
} else if (type === 'explosivepeashooter') {
- self.graphics = self.attachAsset('peashooter', {
+ self.graphics = self.attachAsset('explosivepeashooter', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: 0xFF4444
+ anchorY: 0.5
});
self.health = 120; // Slightly more than regular peashooter
self.maxHealth = 120;
self.damage = 40; // Higher damage than regular peashooter
Zombie básico del videojuego plantas vs zombies. In-Game asset. No shadows
Un lanza guisantes del videojuego plantas vs zombies. In-Game asset. No shadows
Fast zombie del videojuego plantas vs zombies. In-Game asset. No shadows
Cherrybomb del videojuego plantas vs zombies. In-Game asset. No shadows
Girasol de juego plantas vs zombies. In-Game asset
doublepeashooter del juego plantas vs zombies fusion. In-Game asset. No shadows
Un lanza guisantes fusionado cun un girasol de plantas vs zombies fusion. In-Game asset. No shadows
Cuadro rojo con azul para seleccionar algo. In-Game asset. No shadows
Wallnut del videojuego plantas vs zombies. In-Game asset. No shadows
Tank zombie del juego plantas vs zombies. In-Game asset. No shadows
Cuadrado de cesped con flores visto desde arriba. In-Game asset. No shadows
Shovel de plantas vs zombies. In-Game asset. 2d. No shadows
wallnutDamaged del videojuego de plantas vs zombies. In-Game asset. 2d. No shadows
doublesunflower de plantas vs zombies fusion. In-Game asset. 2d. No shadows
Una fusion del wallnut de plantas vs zombies con el lanza guisantes. In-Game asset. No shadows
Papapum de plantas vs zombies que sea tierna. In-Game asset. No shadows
explosivewallnut de plantas vs zombies fusion. In-Game asset. 2d. High contrast
explosivepeashooter de plantas vs zombie fusion. In-Game asset. 2d. High contrast
Triple girasol de plantas vs zombies. In-Game asset. 2d. High contrast
Triple lanza guisantes del videojuego plantas vs zombies fusion con cascos militares y boca de metralletas. In-Game asset. 2d. High contrast
Strong zombie de plantas vs zombies. In-Game asset. 2d. High contrast. No shadows
Crazy Dave del juego plantas vs zombies con cara alegre y con una pelota desinflada en la cabeza. In-Game asset. 2d. High contrast
Planta piraña de plantas vs zombies. In-Game asset. 2d. High contrast. No shadows
Piraña explosiva del plantas vs zombies. In-Game asset. 2d. High contrast