User prompt
The character is still very fast
User prompt
The character is very fast
User prompt
Remove the shop
User prompt
I can't leave the store, fix this
User prompt
I can't get anything from the store and I can't leave
User prompt
Enlarge text in the shop
User prompt
Make the buttons in the shop functional instead of non-functional
User prompt
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
User prompt
Optimize the game
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Add grass to the ground and a black barrier at the end of the map
User prompt
Add and expand the map to the game
User prompt
Make the game open world
User prompt
After 5 waves, the game over message should appear.
User prompt
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
User prompt
Update 1000 lines
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Correct the trajectory of bullets
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Add weapon to character
User prompt
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;
gameContainer.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 PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
tint: 0x00FF00
});
self.type = 'speed'; // 'speed', 'damage', 'fireRate'
self.duration = 600; // 10 seconds at 60fps
self.bobOffset = Math.random() * Math.PI * 2;
self.update = function () {
// Bobbing animation
self.y += Math.sin(gameTime * 0.1 + self.bobOffset) * 0.5;
self.rotation += 0.05;
};
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 powerUps = [];
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;
var playerFireRate = 60; // frames between shots
var playerDamage = 1;
var playerSpeed = 4;
// Map system variables
var mapWidth = 6144; // 3x wider than screen
var mapHeight = 8196; // 3x taller than screen
var cameraOffsetX = 0;
var cameraOffsetY = 0;
var gameContainer;
// Create game container for camera system
gameContainer = new Container();
game.addChild(gameContainer);
// 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 = gameContainer.addChild(new Player());
player.x = mapWidth / 2;
player.y = mapHeight / 2;
// Create grass ground covering
var grassTileSize = 100;
var grassTilesX = Math.ceil(mapWidth / grassTileSize);
var grassTilesY = Math.ceil(mapHeight / grassTileSize);
for (var gx = 0; gx < grassTilesX; gx++) {
for (var gy = 0; gy < grassTilesY; gy++) {
var grassTile = LK.getAsset('grass', {
anchorX: 0,
anchorY: 0
});
grassTile.x = gx * grassTileSize;
grassTile.y = gy * grassTileSize;
gameContainer.addChild(grassTile);
}
}
// Create black barriers at map edges
var mapBounds = [];
var barrierThickness = 50;
// Top barrier
var topBarrier = LK.getAsset('barrier', {
anchorX: 0,
anchorY: 0,
scaleX: mapWidth / 100,
scaleY: barrierThickness / 100
});
topBarrier.x = 0;
topBarrier.y = -barrierThickness;
gameContainer.addChild(topBarrier);
mapBounds.push(topBarrier);
// Bottom barrier
var bottomBarrier = LK.getAsset('barrier', {
anchorX: 0,
anchorY: 0,
scaleX: mapWidth / 100,
scaleY: barrierThickness / 100
});
bottomBarrier.x = 0;
bottomBarrier.y = mapHeight;
gameContainer.addChild(bottomBarrier);
mapBounds.push(bottomBarrier);
// Left barrier
var leftBarrier = LK.getAsset('barrier', {
anchorX: 0,
anchorY: 0,
scaleX: barrierThickness / 100,
scaleY: mapHeight / 100
});
leftBarrier.x = -barrierThickness;
leftBarrier.y = 0;
gameContainer.addChild(leftBarrier);
mapBounds.push(leftBarrier);
// Right barrier
var rightBarrier = LK.getAsset('barrier', {
anchorX: 0,
anchorY: 0,
scaleX: barrierThickness / 100,
scaleY: mapHeight / 100
});
rightBarrier.x = mapWidth;
rightBarrier.y = 0;
gameContainer.addChild(rightBarrier);
mapBounds.push(rightBarrier);
// Create map boundary indicators (grey inner boundaries)
// Top boundary
var topBound = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,
scaleX: mapWidth / 16,
scaleY: 2,
tint: 0x444444
});
topBound.x = 0;
topBound.y = 0;
gameContainer.addChild(topBound);
mapBounds.push(topBound);
// Bottom boundary
var bottomBound = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,
scaleX: mapWidth / 16,
scaleY: 2,
tint: 0x444444
});
bottomBound.x = 0;
bottomBound.y = mapHeight - 32;
gameContainer.addChild(bottomBound);
mapBounds.push(bottomBound);
// Left boundary
var leftBound = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: mapHeight / 16,
tint: 0x444444
});
leftBound.x = 0;
leftBound.y = 0;
gameContainer.addChild(leftBound);
mapBounds.push(leftBound);
// Right boundary
var rightBound = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: mapHeight / 16,
tint: 0x444444
});
rightBound.x = mapWidth - 32;
rightBound.y = 0;
gameContainer.addChild(rightBound);
mapBounds.push(rightBound);
// Reset camera position
cameraOffsetX = 0;
cameraOffsetY = 0;
// 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() * mapWidth;
zombie.y = -50;
break;
case 1:
// right
zombie.x = mapWidth + 50;
zombie.y = Math.random() * mapHeight;
break;
case 2:
// bottom
zombie.x = Math.random() * mapWidth;
zombie.y = mapHeight + 50;
break;
case 3:
// left
zombie.x = -50;
zombie.y = Math.random() * mapHeight;
break;
}
// Create different zombie types based on level
var zombieType = Math.random();
if (waveNumber >= 3 && zombieType < 0.3) {
// Fast zombie
zombie.speed = zombieSpeed * 1.8;
zombie.health = 1;
zombie.maxHealth = 1;
zombie.tint = 0xFF8888;
zombie.scaleX = 0.8;
zombie.scaleY = 0.8;
} else if (waveNumber >= 5 && zombieType < 0.5) {
// Tank zombie
zombie.speed = zombieSpeed * 0.6;
zombie.health = 3;
zombie.maxHealth = 3;
zombie.tint = 0x888888;
zombie.scaleX = 1.3;
zombie.scaleY = 1.3;
} else {
// Normal zombie
zombie.speed = zombieSpeed;
zombie.health = 1;
zombie.maxHealth = 1;
}
// 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;
gameContainer.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);
gameContainer.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;
gameContainer.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);
gameContainer.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) {
// Convert screen coordinates to world coordinates
var worldX = x - cameraOffsetX;
var worldY = y - cameraOffsetY;
// Keep player within map bounds
dragNode.x = Math.max(75, Math.min(mapWidth - 75, worldX));
dragNode.y = Math.max(75, Math.min(mapHeight - 75, worldY));
}
}
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('');
}
}
// Continuously increase difficulty based on score instead of waves
var currentScore = LK.getScore();
zombieSpawnRate = Math.max(10, 50 - Math.floor(currentScore / 100) * 2);
zombieSpeed = 4 + Math.floor(currentScore / 200) * 0.5;
waveNumber = Math.floor(currentScore / 500) + 1;
waveTxt.setText('Level: ' + waveNumber);
// Spawn zombies with dynamic frequency based on score
if (gameTime % zombieSpawnRate === 0) {
spawnZombie();
// Spawn additional zombies based on current level
var additionalSpawns = Math.floor(waveNumber / 2);
for (var spawn = 0; spawn < additionalSpawns; spawn++) {
if (gameTime % (zombieSpawnRate * (spawn + 2)) === 0) {
spawnZombie();
}
}
}
// Update camera to follow player
if (player) {
var targetCameraX = -(player.x - 2048 / 2);
var targetCameraY = -(player.y - 2732 / 2);
// Smooth camera movement
cameraOffsetX += (targetCameraX - cameraOffsetX) * 0.1;
cameraOffsetY += (targetCameraY - cameraOffsetY) * 0.1;
// Keep camera within map bounds
cameraOffsetX = Math.max(-(mapWidth - 2048), Math.min(0, cameraOffsetX));
cameraOffsetY = Math.max(-(mapHeight - 2732), Math.min(0, cameraOffsetY));
// Apply camera offset to game container
gameContainer.x = cameraOffsetX;
gameContainer.y = cameraOffsetY;
}
// Spawn power-ups occasionally
if (gameTime % 1800 === 0) {
// Every 30 seconds
var powerUp = new PowerUp();
powerUp.x = Math.random() * (mapWidth - 200) + 100;
powerUp.y = Math.random() * (mapHeight - 200) + 100;
var powerTypes = ['speed', 'damage', 'fireRate'];
powerUp.type = powerTypes[Math.floor(Math.random() * powerTypes.length)];
switch (powerUp.type) {
case 'speed':
powerUp.tint = 0x00FF00;
break;
case 'damage':
powerUp.tint = 0xFF0000;
break;
case 'fireRate':
powerUp.tint = 0x0000FF;
break;
}
powerUps.push(powerUp);
gameContainer.addChild(powerUp);
}
// Auto-shoot with dynamic fire rate
if (gameTime % playerFireRate === 0) {
shootBullet();
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Remove bullets that are off screen (expanded map)
if (bullet.x < -200 || bullet.x > mapWidth + 200 || bullet.y < -200 || bullet.y > mapHeight + 200) {
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();
zombie.health -= playerDamage;
// Update health bar
if (zombie.healthBarFill) {
zombie.healthBarFill.scaleX = 3 * (zombie.health / zombie.maxHealth);
}
// Only destroy zombie if health reaches 0
if (zombie.health <= 0) {
// 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);
gameContainer.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);
zombiesKilled++;
LK.setScore(LK.getScore() + 10 * scoreMultiplier + Math.floor(gameTime / 60));
scoreTxt.setText('Score: ' + LK.getScore());
// Flash effect
LK.effects.flashObject(zombie, 0xFF0000, 200);
} else {
// Zombie damaged but not destroyed
LK.effects.flashObject(zombie, 0xFFAAAA, 100);
}
bullet.destroy();
bullets.splice(i, 1);
break;
}
}
}
// Check power-up collection
for (var p = powerUps.length - 1; p >= 0; p--) {
var powerUp = powerUps[p];
if (player.intersects(powerUp)) {
// Apply power-up effect
switch (powerUp.type) {
case 'speed':
player.speed = Math.min(8, player.speed + 1);
break;
case 'damage':
playerDamage += 1;
break;
case 'fireRate':
playerFireRate = Math.max(20, playerFireRate - 10);
break;
}
// Show power-up collection effect
LK.effects.flashObject(powerUp, 0xFFFF00, 200);
powerUp.destroy();
powerUps.splice(p, 1);
LK.setScore(LK.getScore() + 50);
scoreTxt.setText('Score: ' + LK.getScore());
}
}
// 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 < -400 || zombie.x > mapWidth + 400 || zombie.y < -400 || zombie.y > mapHeight + 400) {
zombie.destroy();
zombies.splice(l, 1);
}
}
};
// Start background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -285,10 +285,71 @@
// Initialize player
player = gameContainer.addChild(new Player());
player.x = mapWidth / 2;
player.y = mapHeight / 2;
- // Create map boundary indicators
+ // Create grass ground covering
+ var grassTileSize = 100;
+ var grassTilesX = Math.ceil(mapWidth / grassTileSize);
+ var grassTilesY = Math.ceil(mapHeight / grassTileSize);
+ for (var gx = 0; gx < grassTilesX; gx++) {
+ for (var gy = 0; gy < grassTilesY; gy++) {
+ var grassTile = LK.getAsset('grass', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ grassTile.x = gx * grassTileSize;
+ grassTile.y = gy * grassTileSize;
+ gameContainer.addChild(grassTile);
+ }
+ }
+ // Create black barriers at map edges
var mapBounds = [];
+ var barrierThickness = 50;
+ // Top barrier
+ var topBarrier = LK.getAsset('barrier', {
+ anchorX: 0,
+ anchorY: 0,
+ scaleX: mapWidth / 100,
+ scaleY: barrierThickness / 100
+ });
+ topBarrier.x = 0;
+ topBarrier.y = -barrierThickness;
+ gameContainer.addChild(topBarrier);
+ mapBounds.push(topBarrier);
+ // Bottom barrier
+ var bottomBarrier = LK.getAsset('barrier', {
+ anchorX: 0,
+ anchorY: 0,
+ scaleX: mapWidth / 100,
+ scaleY: barrierThickness / 100
+ });
+ bottomBarrier.x = 0;
+ bottomBarrier.y = mapHeight;
+ gameContainer.addChild(bottomBarrier);
+ mapBounds.push(bottomBarrier);
+ // Left barrier
+ var leftBarrier = LK.getAsset('barrier', {
+ anchorX: 0,
+ anchorY: 0,
+ scaleX: barrierThickness / 100,
+ scaleY: mapHeight / 100
+ });
+ leftBarrier.x = -barrierThickness;
+ leftBarrier.y = 0;
+ gameContainer.addChild(leftBarrier);
+ mapBounds.push(leftBarrier);
+ // Right barrier
+ var rightBarrier = LK.getAsset('barrier', {
+ anchorX: 0,
+ anchorY: 0,
+ scaleX: barrierThickness / 100,
+ scaleY: mapHeight / 100
+ });
+ rightBarrier.x = mapWidth;
+ rightBarrier.y = 0;
+ gameContainer.addChild(rightBarrier);
+ mapBounds.push(rightBarrier);
+ // Create map boundary indicators (grey inner boundaries)
// Top boundary
var topBound = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,