User prompt
aftearr kill 4000 everything restes to kill 1 but the kill count stays the same and every 4000 kills it happelns agian
User prompt
give a zoom out button in the pouse menu
User prompt
remove the don'y fire if too close
User prompt
make the gun pint at the mouse
User prompt
mkae a bllet fire sound hwne you shoot and a zombine death sound when they die
User prompt
mkae a sick song for the game
User prompt
svae the score and when you lose keep it up ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
bullets make a line and evrey zombine in that lione dies and the line is insialbe and it bounces forme ebery zomibe in the diratdt of the next zomibe with another line to the edaer of th3e sceeen
User prompt
zombines spawn normally not every frame
User prompt
no spawn 1 bullet every framw if you hold it
User prompt
holding spawn 1 every frame
User prompt
bullets cap at 100
User prompt
zombines sould be capped less then bullets
User prompt
set bullet cap to ifyou auto click every millisecond at 209 and remove randomness
User prompt
bullets go to fast at 210 make bullets insitstly bounce abnd slow thgem down so they can hit zombines
User prompt
mkae it easiter at 200
User prompt
stop addd extra bullets they bounce an antra time insteed
User prompt
instead of adding extare bullets evry 10 kills bullets bounce betwtten emnemierys 1 more ebery 10 kills
User prompt
fix bullets stop sapwning at 150
User prompt
reudce max zomibes and reudce lab withou limiting bullets and when a bullet hit a zomibite it desapwns
User prompt
fix bullets stop spawning at 160
User prompt
Add colored zombies that have more health every 100 kills, and add every 100 kills, you get a new colored buttet that does more damage and when new zombibes appear you have less max zombibes
User prompt
fix bullets stop effacting zomibes and stop spawning at 170
User prompt
fix when it stop sapwning bullets
User prompt
fix stop spawniong bullets bug at 120
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Aiming line class
var AimLine = Container.expand(function () {
var self = Container.call(this);
// Attach aim line asset, anchor at left (0,0.5)
var lineGfx = self.attachAsset('aimLine', {
anchorX: 0,
anchorY: 0.5
});
// Set default scale
lineGfx.scaleY = 0.2; // Thin line
// Set color, etc. if needed
return self;
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Determine bullet tier based on score at spawn
var tier = Math.floor(score / 100);
if (tier >= bulletColors.length) tier = bulletColors.length - 1;
self.tier = tier;
// Attach bullet asset, center anchor, color by tier
var bulletGfx = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
color: bulletColors[tier]
});
// Direction vector (set on spawn)
self.dx = 0;
self.dy = 0;
self.speed = 40 + tier * 2; // px per frame, slight speed bonus per tier
// Damage increases with tier
self.damage = 1 + tier;
self.update = function () {
// Bullet bounce logic: number of bounces = 1 + floor(score/10)
if (typeof self.bouncesLeft === "undefined") {
self.bouncesLeft = 1 + Math.floor(score / 10);
self.lastHitZombies = [];
}
// If bullet just bounced, skip homing for this frame
if (self.justBounced) {
self.justBounced = false;
} else if (zombies && zombies.length > 0) {
// Home in on closest zombie not already hit
var minDist = Infinity;
var closest = null;
for (var i = 0; i < zombies.length; i++) {
var z = zombies[i];
// Don't home to zombies already hit by this bullet
if (self.lastHitZombies.indexOf(z) !== -1) continue;
var zx = z.x - self.x;
var zy = z.y - self.y;
var d = Math.sqrt(zx * zx + zy * zy);
if (d < minDist) {
minDist = d;
closest = z;
}
}
if (closest && minDist > 1) {
// Adjust direction toward closest zombie
var dx = closest.x - self.x;
var dy = closest.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
// Smoothly adjust direction (homing)
var homingStrength = 0.18;
self.dx = (1 - homingStrength) * self.dx + homingStrength * (dx / dist);
self.dy = (1 - homingStrength) * self.dy + homingStrength * (dy / dist);
// Normalize direction
var norm = Math.sqrt(self.dx * self.dx + self.dy * self.dy);
if (norm > 0) {
self.dx /= norm;
self.dy /= norm;
}
}
}
}
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
};
return self;
});
// Gun/player class
var Gun = Container.expand(function () {
var self = Container.call(this);
// Attach gun asset, center anchor
var gunGfx = self.attachAsset('gun', {
anchorX: 0.5,
anchorY: 0.5
});
// For possible future use: gunGfx
return self;
});
// Zombie class
var Zombie = Container.expand(function () {
var self = Container.call(this);
// Determine zombie tier based on score at spawn
var tier = Math.floor(score / 100);
if (tier >= zombieColors.length) tier = zombieColors.length - 1;
self.tier = tier;
// Attach zombie asset, center anchor, color by tier
var zombieGfx = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5,
color: zombieColors[tier]
});
// Target position (player center)
self.targetX = 0;
self.targetY = 0;
self.speed = 4 + Math.random() * 2 + tier * 0.5; // Slight speed and tier bonus
// Health increases with tier
self.maxHealth = 1 + tier * 2;
self.health = self.maxHealth;
self.update = function () {
// Move toward target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
// Take damage method
self.takeDamage = function (dmg) {
self.health -= dmg;
if (self.health <= 0) {
self.destroy();
return true; // killed
}
// Flash on hit
LK.effects.flashObject(self, 0xffffff, 120);
return false; // not dead
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222244 // Changed to a visible dark blue for better contrast
});
/****
* Game Code
****/
// Aiming line: thin yellow box (will be scaled)
// Zombie asset: greenish box
// Bullet asset: small ellipse
// Gun (player) asset: a box, centered
// Game constants
// Bullet class
var bulletColors = [0xffe066,
// yellow
0x2196f3,
// blue
0xff9800,
// orange
0xe91e63,
// pink
0x9c27b0,
// purple
0xffeb3b,
// yellow2
0x795548,
// brown
0x607d8b,
// gray-blue
0xf44336,
// red
0x00bcd4 // cyan
];
// Zombie class
var zombieColors = [0x4caf50,
// green
0x2196f3,
// blue
0xff9800,
// orange
0xe91e63,
// pink
0x9c27b0,
// purple
0xffeb3b,
// yellow
0x795548,
// brown
0x607d8b,
// gray-blue
0xf44336,
// red
0x00bcd4 // cyan
];
var GAME_W = 2048;
var GAME_H = 2732;
var PLAYER_X = GAME_W / 2;
var PLAYER_Y = GAME_H / 2; // Center of the screen
// Game state
var bullets = [];
var zombies = [];
var score = 0;
var isGameOver = false;
// Gun upgrade state
var gunLevel = 1;
var lastUpgradeScore = 0;
var bulletBaseSpeed = 40;
var aimLineBaseLen = 700;
// Create gun/player
var gun = new Gun();
gun.x = PLAYER_X;
gun.y = PLAYER_Y;
game.addChild(gun);
// Create aiming line
var aimLine = new AimLine();
aimLine.x = gun.x;
aimLine.y = gun.y;
game.addChild(aimLine);
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper: clamp
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
// Helper: spawn zombie at random edge, aiming at player
function spawnZombie() {
// Determine zombie tier based on score at spawn
var tier = Math.floor(score / 100);
// Pick random edge: 0=top, 1=bottom, 2=left, 3=right
var edge = Math.floor(Math.random() * 4);
var x, y;
if (edge === 0) {
// top
x = 200 + Math.random() * (GAME_W - 400);
y = -80;
} else if (edge === 1) {
// bottom
x = 200 + Math.random() * (GAME_W - 400);
y = GAME_H + 80;
} else if (edge === 2) {
// left
x = -80;
y = 300 + Math.random() * (GAME_H - 600);
} else {
// right
x = GAME_W + 80;
y = 300 + Math.random() * (GAME_H - 600);
}
var z = new Zombie();
z.x = x;
z.y = y;
z.targetX = gun.x;
z.targetY = gun.y;
zombies.push(z);
game.addChild(z);
}
// Helper: fire bullet toward (tx,ty)
function fireBullet(tx, ty) {
// If score >= 20 and there are zombies, auto-aim at closest zombie
var autoAim = score >= 20 && zombies.length > 0;
var dx, dy, dist;
if (autoAim) {
// Find closest zombie to gun
var minDist = Infinity;
var closest = null;
for (var i = 0; i < zombies.length; i++) {
var z = zombies[i];
var zx = z.x - gun.x;
var zy = z.y - gun.y;
var d = Math.sqrt(zx * zx + zy * zy);
if (d < minDist) {
minDist = d;
closest = z;
}
}
if (closest) {
dx = closest.x - gun.x;
dy = closest.y - gun.y;
dist = Math.sqrt(dx * dx + dy * dy);
// If zombie is on top of gun, fallback to normal aim
if (dist < 10) {
dx = tx - gun.x;
dy = ty - gun.y;
dist = Math.sqrt(dx * dx + dy * dy);
}
} else {
dx = tx - gun.x;
dy = ty - gun.y;
dist = Math.sqrt(dx * dx + dy * dy);
}
} else {
dx = tx - gun.x;
dy = ty - gun.y;
dist = Math.sqrt(dx * dx + dy * dy);
}
if (dist < 10) return; // Don't fire if too close
dx /= dist;
dy /= dist;
// Only fire a single bullet, but set its bounces based on score
var angle = Math.atan2(dy, dx);
var b = new Bullet();
b.x = gun.x + Math.cos(angle) * 80; // Start a bit ahead of gun
b.y = gun.y + Math.sin(angle) * 80;
b.dx = Math.cos(angle);
b.dy = Math.sin(angle);
// Upgrade bullet speed, no cap on score
b.speed = bulletBaseSpeed + (gunLevel - 1) * 10;
// Track lastX and lastY for despawn logic
b.lastX = b.x;
b.lastY = b.y;
bullets.push(b);
game.addChild(b);
}
// Update aiming line to point from gun to (aimX, aimY)
function updateAimLine(aimX, aimY) {
var dx = aimX - gun.x;
var dy = aimY - gun.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Clamp min/max length
var minLen = 120,
maxLen = aimLineBaseLen + (gunLevel - 1) * 80;
var len = clamp(dist, minLen, maxLen);
// Set scaleX of line
aimLine.scale.x = len / 20; // asset width is 20
// Set rotation
aimLine.rotation = Math.atan2(dy, dx);
}
// Initial aim position: straight up
var aimX = gun.x;
var aimY = gun.y - 400;
updateAimLine(aimX, aimY);
// Touch/mouse move: update aim
game.move = function (x, y, obj) {
// Clamp aim point to inside game area
aimX = clamp(x, 100, GAME_W - 100);
aimY = clamp(y, 100, GAME_H - 100);
updateAimLine(aimX, aimY);
};
// Touch/mouse down: fire bullet
game.down = function (x, y, obj) {
if (isGameOver) return;
// Only fire on left click/tap (event.button==0 or undefined for touch)
if (!obj || !obj.event || obj.event.button === undefined || obj.event.button === 0) {
fireBullet(x, y);
}
};
// Right click: spin gun and toggle spin state
game.rightClickSpinState = false;
game.rightClickSpinTween = null;
game.rightClick = function (x, y, obj) {
if (isGameOver) return;
// Toggle spin state
game.rightClickSpinState = !game.rightClickSpinState;
// If already spinning, stop previous tween
if (game.rightClickSpinTween) {
tween.kill(game.rightClickSpinTween);
game.rightClickSpinTween = null;
}
if (game.rightClickSpinState) {
// Spin gun 2 full turns (4*PI) over 0.7s
var startRot = gun.rotation;
var endRot = startRot + Math.PI * 4;
game.rightClickSpinTween = tween.to(gun, {
rotation: endRot
}, 700, {
easing: "easeInOutCubic"
});
} else {
// Spin back to original (0) over 0.7s
var curRot = gun.rotation;
// Normalize to [-PI, PI] for shortest path
var normRot = (curRot % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2);
if (normRot > Math.PI) normRot -= Math.PI * 2;
game.rightClickSpinTween = tween.to(gun, {
rotation: 0
}, 700, {
easing: "easeInOutCubic"
});
}
};
// Listen for right click (button==2)
game.on('down', function (x, y, obj) {
if (isGameOver) return;
if (obj && obj.event && obj.event.button === 2) {
game.rightClick(x, y, obj);
}
});
// Prevent context menu on right click
if (typeof window !== "undefined" && window.addEventListener) {
window.addEventListener("contextmenu", function (e) {
e.preventDefault();
});
}
// No drag, so up is not needed
// Game update loop
game.update = function () {
if (isGameOver) return;
// Update all bullets (no artificial cap that breaks at high scores)
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
// Track previous position for despawn logic
if (typeof b.lastX === "undefined") b.lastX = b.x;
if (typeof b.lastY === "undefined") b.lastY = b.y;
// Only update if bullet is on screen (with margin)
if (b.x > -200 && b.x < GAME_W + 200 && b.y > -200 && b.y < GAME_H + 200) {
b.update();
}
// Despawn bullet if it just left the screen bounds
if (b.lastX >= -100 && b.x < -100 || b.lastX <= GAME_W + 100 && b.x > GAME_W + 100 || b.lastY >= -100 && b.y < -100 || b.lastY <= GAME_H + 100 && b.y > GAME_H + 100) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Update lastX/lastY for next frame
b.lastX = b.x;
b.lastY = b.y;
// Check collision with zombies, but limit checks per bullet for lag reduction
var MAX_ZOMBIE_COLLISION_CHECKS = 40;
var zombiesChecked = 0;
for (var j = zombies.length - 1; j >= 0; j--) {
if (zombiesChecked++ >= MAX_ZOMBIE_COLLISION_CHECKS) break;
var z = zombies[j];
if (b.intersects(z)) {
// Hit!
var killed = false;
if (typeof z.takeDamage === "function") {
killed = z.takeDamage(b.damage || 1);
} else {
// fallback for old zombies
z.destroy();
killed = true;
}
if (killed) {
zombies.splice(j, 1);
// Score up
score += 1;
scoreTxt.setText(score);
// Gun upgrade every 5 kills
if (score > 0 && score % 5 === 0 && score !== lastUpgradeScore) {
gunLevel += 1;
lastUpgradeScore = score;
// Optionally flash gun blue to show upgrade
LK.effects.flashObject(gun, 0x3399ff, 500);
}
// Flash gun green for kill
LK.effects.flashObject(gun, 0x00ff00, 200);
}
// Bullet bounce logic: bounce to next zombie if bounces left, else destroy
if (typeof b.bouncesLeft === "undefined") b.bouncesLeft = 1 + Math.floor(score / 10);
if (typeof b.lastHitZombies === "undefined") b.lastHitZombies = [];
b.lastHitZombies.push(z);
// If bullet has bounces left, retarget to next zombie
b.bouncesLeft--;
if (b.bouncesLeft > 0 && zombies.length > 1) {
// Find next closest zombie not already hit
var minDist = Infinity;
var nextTarget = null;
for (var zz = 0; zz < zombies.length; zz++) {
var z2 = zombies[zz];
if (z2 === z) continue;
if (b.lastHitZombies.indexOf(z2) !== -1) continue;
var zx = z2.x - b.x;
var zy = z2.y - b.y;
var d = Math.sqrt(zx * zx + zy * zy);
if (d < minDist) {
minDist = d;
nextTarget = z2;
}
}
if (nextTarget) {
// Set direction to next zombie
var dx = nextTarget.x - b.x;
var dy = nextTarget.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
b.dx = dx / dist;
b.dy = dy / dist;
b.justBounced = true;
}
// Do not destroy bullet, let it continue
break;
}
}
// No bounces left or no valid target, destroy bullet
b.destroy();
bullets.splice(i, 1);
break;
}
}
}
// Update all zombies (no artificial cap that breaks at high scores)
for (var k = zombies.length - 1; k >= 0; k--) {
var z = zombies[k];
// Make it easier at score >= 200: reduce zombie speed
if (score >= 200) {
z.speed = Math.max(2, z.speed * 0.7);
}
// Only update if zombie is on screen (with margin)
if (z.x > -200 && z.x < GAME_W + 200 && z.y > -200 && z.y < GAME_H + 200) {
z.update();
}
// Check if zombie reached player (gun)
if (z.intersects(gun)) {
// Game over
isGameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
// Show game over and then leaderboard
LK.showGameOver(function () {
LK.showLeaderboard({
score: score
});
});
return;
}
}
// Make it easier at score >= 200: increase bullet bounces
if (score >= 200) {
for (var i = 0; i < bullets.length; i++) {
var b = bullets[i];
if (typeof b.bouncesLeft !== "undefined") {
// Give at least 2 extra bounces at 200+
b.bouncesLeft = Math.max(b.bouncesLeft, 3 + Math.floor(score / 100));
}
}
}
// Spawn zombies at intervals, but reduce max zombies as score increases (never limit bullets)
var baseMax = 120;
var tier = Math.floor(score / 100);
var MAX_ZOMBIES = baseMax - tier * 15;
if (MAX_ZOMBIES < 10) MAX_ZOMBIES = 10;
if (score >= 1200) MAX_ZOMBIES = 10;
if (LK.ticks % 60 === 0) {
// Every 1s
// Increase spawn rate as score increases
var toSpawn = 1 + Math.floor(score / 10);
for (var s = 0; s < toSpawn; s++) {
if (zombies.length < MAX_ZOMBIES) {
spawnZombie();
}
}
}
// No cap on number of bullets in play
};
// Reset state on game restart
game.on('reset', function () {
// Remove all bullets/zombies
for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
for (var j = 0; j < zombies.length; j++) zombies[j].destroy();
bullets = [];
zombies = [];
score = 0;
isGameOver = false;
scoreTxt.setText(score);
// Reset gun upgrades
gunLevel = 1;
lastUpgradeScore = 0;
// Reset gun spin state
game.rightClickSpinState = false;
if (game.rightClickSpinTween) {
tween.kill(game.rightClickSpinTween);
game.rightClickSpinTween = null;
}
gun.rotation = 0;
// Reset aim
aimX = gun.x;
aimY = gun.y - 400;
updateAimLine(aimX, aimY);
// Add leaderboard button to GUI (top right)
if (!game.leaderboardBtn) {
var leaderboardBtn = new Text2("🏆", {
size: 100,
fill: 0xFFE066
});
leaderboardBtn.anchor.set(1, 0);
leaderboardBtn.interactive = true;
leaderboardBtn.buttonMode = true;
leaderboardBtn.x = -40;
leaderboardBtn.y = 20;
leaderboardBtn.down = function () {
LK.showLeaderboard({
score: score
});
};
LK.gui.topRight.addChild(leaderboardBtn);
game.leaderboardBtn = leaderboardBtn;
}
}); ===================================================================
--- original.js
+++ change.js
@@ -502,8 +502,12 @@
}
// Update all zombies (no artificial cap that breaks at high scores)
for (var k = zombies.length - 1; k >= 0; k--) {
var z = zombies[k];
+ // Make it easier at score >= 200: reduce zombie speed
+ if (score >= 200) {
+ z.speed = Math.max(2, z.speed * 0.7);
+ }
// Only update if zombie is on screen (with margin)
if (z.x > -200 && z.x < GAME_W + 200 && z.y > -200 && z.y < GAME_H + 200) {
z.update();
}
@@ -520,8 +524,18 @@
});
return;
}
}
+ // Make it easier at score >= 200: increase bullet bounces
+ if (score >= 200) {
+ for (var i = 0; i < bullets.length; i++) {
+ var b = bullets[i];
+ if (typeof b.bouncesLeft !== "undefined") {
+ // Give at least 2 extra bounces at 200+
+ b.bouncesLeft = Math.max(b.bouncesLeft, 3 + Math.floor(score / 100));
+ }
+ }
+ }
// Spawn zombies at intervals, but reduce max zombies as score increases (never limit bullets)
var baseMax = 120;
var tier = Math.floor(score / 100);
var MAX_ZOMBIES = baseMax - tier * 15;