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The character is still very fast
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The character is very fast
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Remove the shop
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I can't leave the store, fix this
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I can't get anything from the store and I can't leave
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Enlarge text in the shop
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Make the buttons in the shop functional instead of non-functional
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Have a shop somewhere on the map ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Remove all animations
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Update
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The game lags a lot
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Optimize the game
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Add grass to the ground and a black barrier at the end of the map
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Add and expand the map to the game
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Make the game open world
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After 5 waves, the game over message should appear.
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I can't start the game please fix this
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Make main menu
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(spawnParticle, {' Line Number: 244 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update 1000 lines
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Correct the trajectory of bullets
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Add weapon to character
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Make it harder
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Make it harder
Code edit (1 edits merged)
Please save this source code
/**** * 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 = 12; self.directionX = 0; self.directionY = 0; self.update = function () { // Store previous position for trail effect if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; } self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Create trail particle if (Math.random() < 0.7) { var trailParticle = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, tint: 0xFFFF88, alpha: 0.6 }); trailParticle.x = self.lastX; trailParticle.y = self.lastY; game.addChild(trailParticle); // Fade out trail particle tween(trailParticle, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 200, onFinish: function onFinish() { trailParticle.destroy(); } }); } self.lastX = self.x; self.lastY = self.y; }; 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 to player var weaponGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); weaponGraphics.x = 25; // Position weapon to the right of player weaponGraphics.y = 0; self.speed = 4; self.health = 1; self.lastShootTime = 0; self.shootInterval = 500; // milliseconds 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 = 2; self.health = 1; self.maxHealth = 1; // Create health bar background var healthBarBg = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 0.5, tint: 0x333333 }); healthBarBg.y = -140; self.addChild(healthBarBg); // Create health bar fill var healthBarFill = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 0.5, tint: 0xFF0000 }); healthBarFill.y = -140; self.addChild(healthBarFill); self.healthBarFill = healthBarFill; self.update = function () { if (player) { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Add pulsing effect based on distance to player var pulseIntensity = Math.max(0.1, 1 - distance / 500); var pulseSpeed = self.speed * 0.1; self.scaleX = 1 + Math.sin(gameTime * pulseSpeed) * pulseIntensity * 0.2; self.scaleY = 1 + Math.sin(gameTime * pulseSpeed) * pulseIntensity * 0.2; // Add red tint when close to player if (distance < 200) { self.tint = 0xFF6666; } else { self.tint = 0xFFFFFF; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E2E2E }); /**** * Game Code ****/ // Game state management var gameState = 'menu'; // 'menu', 'playing', 'gameOver' var menuContainer; var playButton; // Game variables var player; var zombies = []; var bullets = []; var dragNode = null; var gameTime = 0; var zombieSpawnRate = 50; // frames between spawns var zombieSpeed = 4; var zombiesKilled = 0; var waveNumber = 1; var comboCount = 0; var comboTimer = 0; var comboDecayTime = 180; // 3 seconds at 60fps var scoreMultiplier = 1; // Create main menu menuContainer = new Container(); game.addChild(menuContainer); // Menu title var titleTxt = new Text2('ZOMBIE SHOOTER', { size: 120, fill: 0xFF4444 }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 2732 / 2 - 200; menuContainer.addChild(titleTxt); // Play button background var playButtonBg = LK.getAsset('zombie', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 0.8, tint: 0x44AA44 }); playButtonBg.x = 2048 / 2; playButtonBg.y = 2732 / 2 + 50; menuContainer.addChild(playButtonBg); // Play button text var playButtonTxt = new Text2('PLAY', { size: 80, fill: 0xFFFFFF }); playButtonTxt.anchor.set(0.5, 0.5); playButtonTxt.x = 2048 / 2; playButtonTxt.y = 2732 / 2 + 50; menuContainer.addChild(playButtonTxt); // Store reference to play button for event handling playButton = playButtonBg; // Make sure menu is visible at start menuContainer.visible = true; gameState = 'menu'; // Game UI Elements (initially hidden) var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; LK.gui.top.addChild(scoreTxt); var waveTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveTxt.anchor.set(0, 0); waveTxt.x = 120; waveTxt.y = 20; waveTxt.visible = false; LK.gui.top.addChild(waveTxt); var timeTxt = new Text2('Time: 0s', { size: 50, fill: 0xFFFFFF }); timeTxt.anchor.set(1, 0); timeTxt.x = -20; timeTxt.y = 20; timeTxt.visible = false; LK.gui.topRight.addChild(timeTxt); var comboTxt = new Text2('', { size: 80, fill: 0xFFAA00 }); comboTxt.anchor.set(0.5, 0.5); comboTxt.visible = false; LK.gui.center.addChild(comboTxt); // Game initialization function function initializeGame() { // Reset game variables gameTime = 0; zombiesKilled = 0; waveNumber = 1; comboCount = 0; comboTimer = 0; scoreMultiplier = 1; zombieSpawnRate = 50; zombieSpeed = 4; // Clear existing game objects if (player) { player.destroy(); } for (var i = 0; i < zombies.length; i++) { zombies[i].destroy(); } for (var j = 0; j < bullets.length; j++) { bullets[j].destroy(); } zombies = []; bullets = []; // Initialize player player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Reset score LK.setScore(0); scoreTxt.setText('Score: 0'); // Show game UI scoreTxt.visible = true; waveTxt.visible = true; timeTxt.visible = true; comboTxt.visible = true; // Hide menu menuContainer.visible = false; // Set game state gameState = 'playing'; } // Don't initialize player immediately - wait for menu interaction // Helper functions function spawnZombie() { var zombie = new Zombie(); var side = Math.floor(Math.random() * 4); switch (side) { case 0: // top zombie.x = Math.random() * 2048; zombie.y = -50; break; case 1: // right zombie.x = 2048 + 50; zombie.y = Math.random() * 2732; break; case 2: // bottom zombie.x = Math.random() * 2048; zombie.y = 2732 + 50; break; case 3: // left zombie.x = -50; zombie.y = Math.random() * 2732; break; } zombie.speed = zombieSpeed; // Add spawn effect - start small and grow zombie.scaleX = 0.1; zombie.scaleY = 0.1; zombie.alpha = 0.3; // Create spawn particles for (var sp = 0; sp < 6; sp++) { var spawnParticle = LK.getAsset('zombie', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2, tint: 0x00FF00, alpha: 0.8 }); spawnParticle.x = zombie.x; spawnParticle.y = zombie.y; var angle = sp / 6 * Math.PI * 2; spawnParticle.velocityX = Math.cos(angle) * 3; spawnParticle.velocityY = Math.sin(angle) * 3; game.addChild(spawnParticle); // Animate spawn particles tween(spawnParticle, { alpha: 0, scaleX: 0.05, scaleY: 0.05, x: spawnParticle.x + spawnParticle.velocityX * 20, y: spawnParticle.y + spawnParticle.velocityY * 20 }, { duration: 400, onFinish: function onFinish() { spawnParticle.destroy(); } }); } // Animate zombie growth tween(zombie, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 500 }); zombies.push(zombie); game.addChild(zombie); } function findNearestZombie() { var nearestZombie = null; var nearestDistance = Infinity; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - player.x; var dy = zombie.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestZombie = zombie; } } return nearestZombie; } function shootBullet() { var target = findNearestZombie(); if (!target) return; var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; // Calculate zombie's movement direction var zombieDx = player.x - target.x; var zombieDy = player.y - target.y; var zombieDistance = Math.sqrt(zombieDx * zombieDx + zombieDy * zombieDy); var zombieDirectionX = zombieDistance > 0 ? zombieDx / zombieDistance : 0; var zombieDirectionY = zombieDistance > 0 ? zombieDy / zombieDistance : 0; // Predict where zombie will be var timeToTarget = zombieDistance / bullet.speed; var predictedX = target.x + zombieDirectionX * target.speed * timeToTarget; var predictedY = target.y + zombieDirectionY * target.speed * timeToTarget; // Aim at predicted position var dx = predictedX - player.x; var dy = predictedY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { bullet.directionX = dx / distance; bullet.directionY = dy / distance; } // Create muzzle flash effect var muzzleFlash = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3, tint: 0xFFFF00, alpha: 0.8 }); muzzleFlash.x = player.x + 25; // Position at weapon location muzzleFlash.y = player.y; game.addChild(muzzleFlash); // Animate muzzle flash fade out tween(muzzleFlash, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 100, onFinish: function onFinish() { muzzleFlash.destroy(); } }); bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } function updateDifficulty() { waveNumber = Math.floor(gameTime / 1200) + 1; // New wave every 20 seconds zombieSpawnRate = Math.max(15, 50 - waveNumber * 8); zombieSpeed = 4 + (waveNumber - 1) * 1.2; waveTxt.setText('Wave: ' + waveNumber); } // Event handlers function handleMove(x, y, obj) { if (dragNode) { // Keep player within screen bounds dragNode.x = Math.max(30, Math.min(2048 - 30, x)); dragNode.y = Math.max(30, Math.min(2732 - 30, y)); } } game.move = handleMove; game.down = function (x, y, obj) { if (gameState === 'menu') { // Check if play button was clicked var buttonBounds = playButton.getBounds(); var buttonCenterX = playButton.x; var buttonCenterY = playButton.y; var buttonWidth = buttonBounds.width; var buttonHeight = buttonBounds.height; // Simple bounds check if (x >= buttonCenterX - buttonWidth / 2 && x <= buttonCenterX + buttonWidth / 2 && y >= buttonCenterY - buttonHeight / 2 && y <= buttonCenterY + buttonHeight / 2) { initializeGame(); } } else if (gameState === 'playing') { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { // Only update game logic when playing if (gameState !== 'playing') { return; } gameTime++; // Update UI timeTxt.setText('Time: ' + Math.floor(gameTime / 60) + 's'); // Update combo system if (comboTimer > 0) { comboTimer--; if (comboTimer <= 0) { comboCount = 0; scoreMultiplier = 1; comboTxt.setText(''); } } // Update difficulty updateDifficulty(); // Check if player has completed 5 waves if (waveNumber > 5) { // Player completed 5 waves - show game over gameState = 'menu'; menuContainer.visible = true; scoreTxt.visible = false; waveTxt.visible = false; timeTxt.visible = false; comboTxt.visible = false; LK.showGameOver(); return; } // Spawn zombies if (gameTime % zombieSpawnRate === 0) { spawnZombie(); // Spawn additional zombies in later waves if (waveNumber >= 2 && gameTime % (zombieSpawnRate * 2) === 0) { spawnZombie(); } if (waveNumber >= 3 && gameTime % (zombieSpawnRate * 3) === 0) { spawnZombie(); } if (waveNumber >= 4 && gameTime % (zombieSpawnRate * 4) === 0) { spawnZombie(); } } // Auto-shoot if (gameTime % 60 === 0) { // Shoot every 1 second shootBullet(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Remove bullets that are off screen if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-zombie collisions for (var j = zombies.length - 1; j >= 0; j--) { var zombie = zombies[j]; if (bullet.intersects(zombie)) { // Zombie hit LK.getSound('zombieHit').play(); // Update combo system comboCount++; comboTimer = comboDecayTime; scoreMultiplier = Math.min(5, 1 + Math.floor(comboCount / 3)); // Show combo text if (comboCount > 2) { comboTxt.setText('COMBO x' + scoreMultiplier); comboTxt.alpha = 1; comboTxt.scaleX = 1.5; comboTxt.scaleY = 1.5; // Animate combo text tween(comboTxt, { scaleX: 1, scaleY: 1, alpha: 0.7 }, { duration: 300 }); } // Create explosion effect at zombie position var explosionParticles = []; for (var p = 0; p < 8; p++) { var particle = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, tint: 0xFF4444 }); particle.x = zombie.x; particle.y = zombie.y; var angle = p / 8 * Math.PI * 2; particle.velocityX = Math.cos(angle) * 8; particle.velocityY = Math.sin(angle) * 8; particle.life = 30; explosionParticles.push(particle); game.addChild(particle); } // Animate explosion particles var _animateExplosion = function animateExplosion() { for (var ep = explosionParticles.length - 1; ep >= 0; ep--) { var particle = explosionParticles[ep]; particle.x += particle.velocityX; particle.y += particle.velocityY; particle.velocityX *= 0.9; particle.velocityY *= 0.9; particle.alpha = particle.life / 30; particle.life--; if (particle.life <= 0) { particle.destroy(); explosionParticles.splice(ep, 1); } } if (explosionParticles.length > 0) { LK.setTimeout(_animateExplosion, 16); } }; _animateExplosion(); zombie.destroy(); zombies.splice(j, 1); bullet.destroy(); bullets.splice(i, 1); zombiesKilled++; LK.setScore(LK.getScore() + 10 * scoreMultiplier + Math.floor(gameTime / 60)); scoreTxt.setText('Score: ' + LK.getScore()); // Flash effect LK.effects.flashObject(zombie, 0xFF0000, 200); break; } } } // Check player-zombie collisions for (var k = 0; k < zombies.length; k++) { var zombie = zombies[k]; if (player.intersects(zombie)) { // Player hit - game over // Add screen shake effect var shakeIntensity = 20; var shakeDuration = 60; var shakeFrames = 0; var originalX = game.x; var originalY = game.y; var _shakeEffect = function shakeEffect() { if (shakeFrames < shakeDuration) { game.x = originalX + (Math.random() - 0.5) * shakeIntensity; game.y = originalY + (Math.random() - 0.5) * shakeIntensity; shakeFrames++; LK.setTimeout(_shakeEffect, 16); } else { game.x = originalX; game.y = originalY; } }; _shakeEffect(); LK.effects.flashScreen(0xFF0000, 1000); // Reset to menu state gameState = 'menu'; menuContainer.visible = true; scoreTxt.visible = false; waveTxt.visible = false; timeTxt.visible = false; comboTxt.visible = false; LK.showGameOver(); return; } } // Remove zombies that are too far off screen (cleanup) for (var l = zombies.length - 1; l >= 0; l--) { var zombie = zombies[l]; if (zombie.x < -200 || zombie.x > 2248 || zombie.y < -200 || zombie.y > 2932) { zombie.destroy(); zombies.splice(l, 1); } } }; // Start background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -460,8 +460,20 @@
}
}
// Update difficulty
updateDifficulty();
+ // Check if player has completed 5 waves
+ if (waveNumber > 5) {
+ // Player completed 5 waves - show game over
+ gameState = 'menu';
+ menuContainer.visible = true;
+ scoreTxt.visible = false;
+ waveTxt.visible = false;
+ timeTxt.visible = false;
+ comboTxt.visible = false;
+ LK.showGameOver();
+ return;
+ }
// Spawn zombies
if (gameTime % zombieSpawnRate === 0) {
spawnZombie();
// Spawn additional zombies in later waves