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; } } } } // At score >= 210, slow down bullet and instantly bounce to next zombie if possible if (score >= 210) { // Slow down bullet self.speed = Math.max(10, 18 + self.tier * 2); // Instantly bounce to next zombie if bounces left and zombies available if (typeof self.bouncesLeft === "undefined") { self.bouncesLeft = 1 + Math.floor(score / 10); self.lastHitZombies = []; } if (self.bouncesLeft > 0 && zombies && 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 (self.lastHitZombies.indexOf(z2) !== -1) continue; var zx = z2.x - self.x; var zy = z2.y - self.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 - self.x; var dy = nextTarget.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.dx = dx / dist; self.dy = dy / dist; self.lastHitZombies.push(nextTarget); self.bouncesLeft--; } } } } 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, slow down at score >= 210 if (score >= 210) { b.speed = 18 + (gunLevel - 1) * 2; } else { 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
@@ -81,8 +81,46 @@
}
}
}
}
+ // At score >= 210, slow down bullet and instantly bounce to next zombie if possible
+ if (score >= 210) {
+ // Slow down bullet
+ self.speed = Math.max(10, 18 + self.tier * 2);
+ // Instantly bounce to next zombie if bounces left and zombies available
+ if (typeof self.bouncesLeft === "undefined") {
+ self.bouncesLeft = 1 + Math.floor(score / 10);
+ self.lastHitZombies = [];
+ }
+ if (self.bouncesLeft > 0 && zombies && 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 (self.lastHitZombies.indexOf(z2) !== -1) continue;
+ var zx = z2.x - self.x;
+ var zy = z2.y - self.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 - self.x;
+ var dy = nextTarget.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > 0) {
+ self.dx = dx / dist;
+ self.dy = dy / dist;
+ self.lastHitZombies.push(nextTarget);
+ self.bouncesLeft--;
+ }
+ }
+ }
+ }
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
};
return self;
@@ -314,10 +352,14 @@
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;
+ // Upgrade bullet speed, slow down at score >= 210
+ if (score >= 210) {
+ b.speed = 18 + (gunLevel - 1) * 2;
+ } else {
+ b.speed = bulletBaseSpeed + (gunLevel - 1) * 10;
+ }
// Track lastX and lastY for despawn logic
b.lastX = b.x;
b.lastY = b.y;
bullets.push(b);