/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.directionX = 0; self.directionY = 0; self.isDestroyed = false; self.update = function () { if (self.isDestroyed) return; self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Remove if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.isDestroyed = true; self.shouldRemove = true; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Add weapon visual var weapon = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 1, scaleX: 0.8, scaleY: 2, y: -25 }); self.aimAtPoint = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx) - Math.PI / 2; weapon.rotation = angle; }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.targetX = 1024; self.targetY = 1366; self.isDestroyed = false; self.update = function () { if (self.isDestroyed) return; // Move toward center var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.down = function (x, y, obj) { if (self.isDestroyed) return; self.isDestroyed = true; LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); // Create explosion effect var explosion = game.addChild(LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.1, scaleY: 0.1 })); // Animate explosion tween(explosion, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); LK.getSound('zombieHit').play(); // Mark for removal for (var i = 0; i < zombies.length; i++) { if (zombies[i] === self) { zombies[i].shouldRemove = true; break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ // Game variables var zombies = []; var bullets = []; var player; var scoreTxt; var waveLevel = 1; var zombieSpawnRate = 120; // Spawn every 2 seconds initially var zombieSpeed = 1.5; var lastZombieSpawn = 0; var lastShot = 0; var shootCooldown = 15; // 15 frames between shots (4 shots per second) // Create player at center player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Create score display scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; // Wave level display var waveTxt = new Text2('Wave 1', { size: 60, fill: 0xFFFF00 }); waveTxt.anchor.set(0, 0); LK.gui.topRight.addChild(waveTxt); waveTxt.x = -200; waveTxt.y = 50; // Shooting function function shootBullet(targetX, targetY) { if (LK.ticks - lastShot < shootCooldown) return; var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; // Calculate direction var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.directionX = dx / distance; bullet.directionY = dy / distance; bullets.push(bullet); game.addChild(bullet); LK.getSound('gunShot').play(); lastShot = LK.ticks; } // Touch/click controls game.down = function (x, y, obj) { player.aimAtPoint(x, y); shootBullet(x, y); }; function spawnZombie() { var zombie = new Zombie(); // Random spawn from edges var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top zombie.x = Math.random() * 2048; zombie.y = -40; break; case 1: // Right zombie.x = 2088; zombie.y = Math.random() * 2732; break; case 2: // Bottom zombie.x = Math.random() * 2048; zombie.y = 2772; break; case 3: // Left zombie.x = -40; zombie.y = Math.random() * 2732; break; } zombie.speed = zombieSpeed; zombies.push(zombie); game.addChild(zombie); LK.getSound('zombieSpawn').play(); } function checkBulletCollisions() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.isDestroyed) continue; for (var j = 0; j < zombies.length; j++) { var zombie = zombies[j]; if (zombie.isDestroyed) continue; var dx = bullet.x - zombie.x; var dy = bullet.y - zombie.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 35) { // Hit zombie bullet.isDestroyed = true; bullet.shouldRemove = true; zombie.isDestroyed = true; LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); // Create explosion effect var explosion = game.addChild(LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: zombie.x, y: zombie.y, scaleX: 0.1, scaleY: 0.1 })); // Animate explosion tween(explosion, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); LK.getSound('zombieHit').play(); // Mark zombie for removal for (var k = 0; k < zombies.length; k++) { if (zombies[k] === zombie) { zombies[k].shouldRemove = true; break; } } break; } } } } function checkGameOver() { for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; if (zombie.isDestroyed) continue; var dx = zombie.x - player.x; var dy = zombie.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 50) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } function updateWave() { var currentScore = LK.getScore(); var newWaveLevel = Math.floor(currentScore / 100) + 1; if (newWaveLevel > waveLevel) { waveLevel = newWaveLevel; waveTxt.setText('Wave ' + waveLevel); // Increase difficulty zombieSpawnRate = Math.max(30, zombieSpawnRate - 10); zombieSpeed += 0.3; LK.effects.flashScreen(0x00ff00, 500); } } game.update = function () { // Spawn zombies if (LK.ticks - lastZombieSpawn > zombieSpawnRate) { spawnZombie(); lastZombieSpawn = LK.ticks; } // Clean up destroyed bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.shouldRemove) { bullet.destroy(); bullets.splice(i, 1); } } // Clean up destroyed zombies for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; if (zombie.shouldRemove) { zombie.destroy(); zombies.splice(i, 1); } } // Check bullet collisions checkBulletCollisions(); // Check for game over checkGameOver(); // Update wave progression updateWave(); };
===================================================================
--- original.js
+++ change.js
@@ -5,14 +5,50 @@
/****
* Classes
****/
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.directionX = 0;
+ self.directionY = 0;
+ self.isDestroyed = false;
+ self.update = function () {
+ if (self.isDestroyed) return;
+ self.x += self.directionX * self.speed;
+ self.y += self.directionY * self.speed;
+ // Remove if off screen
+ if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
+ self.isDestroyed = true;
+ self.shouldRemove = true;
+ }
+ };
+ return self;
+});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Add weapon visual
+ var weapon = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 1,
+ scaleX: 0.8,
+ scaleY: 2,
+ y: -25
+ });
+ self.aimAtPoint = function (targetX, targetY) {
+ var dx = targetX - self.x;
+ var dy = targetY - self.y;
+ var angle = Math.atan2(dy, dx) - Math.PI / 2;
+ weapon.rotation = angle;
+ };
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
@@ -84,14 +120,17 @@
* Game Code
****/
// Game variables
var zombies = [];
+var bullets = [];
var player;
var scoreTxt;
var waveLevel = 1;
var zombieSpawnRate = 120; // Spawn every 2 seconds initially
var zombieSpeed = 1.5;
var lastZombieSpawn = 0;
+var lastShot = 0;
+var shootCooldown = 15; // 15 frames between shots (4 shots per second)
// Create player at center
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
@@ -111,8 +150,30 @@
waveTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(waveTxt);
waveTxt.x = -200;
waveTxt.y = 50;
+// Shooting function
+function shootBullet(targetX, targetY) {
+ if (LK.ticks - lastShot < shootCooldown) return;
+ var bullet = new Bullet();
+ bullet.x = player.x;
+ bullet.y = player.y;
+ // Calculate direction
+ var dx = targetX - player.x;
+ var dy = targetY - player.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ bullet.directionX = dx / distance;
+ bullet.directionY = dy / distance;
+ bullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('gunShot').play();
+ lastShot = LK.ticks;
+}
+// Touch/click controls
+game.down = function (x, y, obj) {
+ player.aimAtPoint(x, y);
+ shootBullet(x, y);
+};
function spawnZombie() {
var zombie = new Zombie();
// Random spawn from edges
var edge = Math.floor(Math.random() * 4);
@@ -142,8 +203,59 @@
zombies.push(zombie);
game.addChild(zombie);
LK.getSound('zombieSpawn').play();
}
+function checkBulletCollisions() {
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ if (bullet.isDestroyed) continue;
+ for (var j = 0; j < zombies.length; j++) {
+ var zombie = zombies[j];
+ if (zombie.isDestroyed) continue;
+ var dx = bullet.x - zombie.x;
+ var dy = bullet.y - zombie.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 35) {
+ // Hit zombie
+ bullet.isDestroyed = true;
+ bullet.shouldRemove = true;
+ zombie.isDestroyed = true;
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText(LK.getScore());
+ // Create explosion effect
+ var explosion = game.addChild(LK.getAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: zombie.x,
+ y: zombie.y,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }));
+ // Animate explosion
+ tween(explosion, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ explosion.destroy();
+ }
+ });
+ LK.getSound('zombieHit').play();
+ // Mark zombie for removal
+ for (var k = 0; k < zombies.length; k++) {
+ if (zombies[k] === zombie) {
+ zombies[k].shouldRemove = true;
+ break;
+ }
+ }
+ break;
+ }
+ }
+ }
+}
function checkGameOver() {
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (zombie.isDestroyed) continue;
@@ -174,16 +286,26 @@
if (LK.ticks - lastZombieSpawn > zombieSpawnRate) {
spawnZombie();
lastZombieSpawn = LK.ticks;
}
+ // Clean up destroyed bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ if (bullet.shouldRemove) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ }
+ }
// Clean up destroyed zombies
for (var i = zombies.length - 1; i >= 0; i--) {
var zombie = zombies[i];
if (zombie.shouldRemove) {
zombie.destroy();
zombies.splice(i, 1);
}
}
+ // Check bullet collisions
+ checkBulletCollisions();
// Check for game over
checkGameOver();
// Update wave progression
updateWave();
9mm mermi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
glock29 . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
zombi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
zombi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
zombi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Bir adet bandanası olsun ve yüzünde savaş çizikleri olsun