User prompt
Put the minimap in the bottom right
User prompt
Add minimap
User prompt
güncelleme yap
User prompt
Make the player slow
User prompt
Oyuncunun hızını yavaş yap
User prompt
Zombilerin canını yükselt
User prompt
Optimize et
User prompt
Çok lag oluyor
User prompt
Mini harita yap
User prompt
Hız yavaş yap
User prompt
Herşeyı güncelle
User prompt
Oyuncunun hızını 0.5 yap
User prompt
Karakterın hızını 0.5 yap
User prompt
Karakterı yavaş yap
User prompt
Karakter çok hız lı
User prompt
Lan karakterimiz çok yavaş olsun
User prompt
Karakterimiz çok yavaş olsun
User prompt
Please fix the bug: 'ReferenceError: minimapPlayer is not defined' in or related to this line: 'if (minimapPlayer) {' Line Number: 529
User prompt
Oyundaki bütün kastıracak şeyleri sil
User prompt
Hızlı ateş etsin
User prompt
Karakterimize bir can barı ekle
User prompt
Oyuna çok detay koy
User prompt
Slow down the character
User prompt
Karakteri yavaş yap
User prompt
Make the character slow
/****
* 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 () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
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 = 0.05;
self.health = 3;
self.maxHealth = 3;
self.lastShootTime = 0;
self.shootInterval = 500; // milliseconds
// Create health bar background
var healthBarBg = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 0.6,
tint: 0x333333
});
healthBarBg.y = -100;
self.addChild(healthBarBg);
// Create health bar fill
var healthBarFill = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 0.6,
tint: 0x00FF00
});
healthBarFill.y = -100;
self.addChild(healthBarFill);
self.healthBarFill = healthBarFill;
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
// Remove bobbing animation for performance
self.update = function () {};
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 = 3;
self.maxHealth = 3;
// 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) {
// Add slight randomization to movement for more natural AI
var randomOffset = (Math.random() - 0.5) * 0.3;
var moveX = (dx / distance + randomOffset) * self.speed;
var moveY = (dy / distance + randomOffset) * self.speed;
self.x += moveX;
self.y += moveY;
// Rotate zombie to face player
self.rotation = Math.atan2(dy, dx) + Math.PI / 2;
}
}
};
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 = 40; // frames between spawns - faster spawning
var zombieSpeed = 3;
var zombiesKilled = 0;
var waveNumber = 1;
var comboCount = 0;
var comboTimer = 0;
var comboDecayTime = 180; // 3 seconds at 60fps
var scoreMultiplier = 1;
var playerFireRate = 12; // frames between shots - even faster shooting
var playerDamage = 1;
var playerSpeed = 0.05; // Make player speed much slower
var maxZombiesOnScreen = 8; // Further reduce zombies for better performance
var powerUpSpawnRate = 1800; // 30 seconds at 60fps
// 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';
// Minimap system
var minimapContainer;
var minimapBackground;
var minimapPlayerDot;
var minimapZombieDots = [];
var minimapWidth = 200;
var minimapHeight = 200;
var minimapScale = minimapWidth / mapWidth;
// Game UI Elements (initially hidden)
var scoreTxt = new Text2('Score: 0', {
size: 55,
fill: 0xFFDD00
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.visible = false;
LK.gui.top.addChild(scoreTxt);
var waveTxt = new Text2('Level: 1', {
size: 45,
fill: 0x00DDFF
});
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: 45,
fill: 0xFFFFFF
});
timeTxt.anchor.set(1, 0);
timeTxt.x = -20;
timeTxt.y = 20;
timeTxt.visible = false;
LK.gui.topRight.addChild(timeTxt);
// Add kill counter
var killTxt = new Text2('Kills: 0', {
size: 45,
fill: 0xFF6666
});
killTxt.anchor.set(0, 0);
killTxt.x = 120;
killTxt.y = 80;
killTxt.visible = false;
LK.gui.top.addChild(killTxt);
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 map boundary indicators
var mapBounds = [];
// 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');
// Initialize minimap
minimapContainer = new Container();
minimapContainer.x = 2048 - minimapWidth - 20;
minimapContainer.y = 20;
minimapContainer.visible = false;
LK.gui.topRight.addChild(minimapContainer);
// Minimap background
minimapBackground = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,
scaleX: minimapWidth / 16,
scaleY: minimapHeight / 16,
tint: 0x222222
});
minimapContainer.addChild(minimapBackground);
// Minimap border
var minimapBorder = LK.getAsset('bullet', {
anchorX: 0,
anchorY: 0,
scaleX: (minimapWidth + 4) / 16,
scaleY: (minimapHeight + 4) / 16,
tint: 0x666666
});
minimapBorder.x = -2;
minimapBorder.y = -2;
minimapContainer.addChild(minimapBorder);
// Player dot on minimap
minimapPlayerDot = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
tint: 0x00FF00
});
minimapContainer.addChild(minimapPlayerDot);
// Show game UI
scoreTxt.visible = true;
waveTxt.visible = true;
timeTxt.visible = true;
comboTxt.visible = true;
killTxt.visible = true;
minimapContainer.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 >= 2 && zombieType < 0.25) {
// Fast zombie (runner)
zombie.speed = zombieSpeed * 1.5;
zombie.health = 3;
zombie.maxHealth = 3;
zombie.tint = 0xFF6666;
zombie.scaleX = 0.7;
zombie.scaleY = 0.7;
} else if (waveNumber >= 4 && zombieType < 0.4) {
// Tank zombie (brute)
zombie.speed = zombieSpeed * 0.5;
zombie.health = 8;
zombie.maxHealth = 8;
zombie.tint = 0x666666;
zombie.scaleX = 1.4;
zombie.scaleY = 1.4;
} else if (waveNumber >= 6 && zombieType < 0.15) {
// Elite zombie (boss)
zombie.speed = zombieSpeed * 0.8;
zombie.health = 12;
zombie.maxHealth = 12;
zombie.tint = 0x440044;
zombie.scaleX = 1.2;
zombie.scaleY = 1.2;
} else {
// Normal zombie
zombie.speed = zombieSpeed;
zombie.health = 5;
zombie.maxHealth = 5;
}
// Spawn effects removed
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;
// Improved targeting with lead calculation
var dx = target.x - player.x;
var dy = target.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Calculate lead time based on bullet speed and target speed
var leadTime = distance / bullet.speed;
var predictedX = target.x + target.speed * Math.cos(target.rotation || 0) * leadTime;
var predictedY = target.y + target.speed * Math.sin(target.rotation || 0) * leadTime;
// Aim at predicted position
var aimDx = predictedX - player.x;
var aimDy = predictedY - player.y;
var aimDistance = Math.sqrt(aimDx * aimDx + aimDy * aimDy);
if (aimDistance > 0) {
bullet.directionX = aimDx / aimDistance;
bullet.directionY = aimDy / aimDistance;
}
// Add slight weapon spread for realism
var spread = (Math.random() - 0.5) * 0.1;
bullet.directionX += spread;
bullet.directionY += spread;
// Muzzle flash effect removed
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') {
// Normal gameplay - allow player movement
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(40, 80 - Math.floor(currentScore / 100) * 2); // Much slower spawning
zombieSpeed = 2.0 + Math.floor(currentScore / 300) * 0.15; // Even slower speed increase
waveNumber = Math.floor(currentScore / 400) + 1;
waveTxt.setText('Level: ' + waveNumber);
// Spawn zombies with reduced frequency
if (gameTime % zombieSpawnRate === 0 && zombies.length < maxZombiesOnScreen) {
spawnZombie();
// Reduce additional spawns for performance
var additionalSpawns = Math.floor(waveNumber / 5);
for (var spawn = 0; spawn < additionalSpawns; spawn++) {
if (gameTime % (zombieSpawnRate * (spawn + 3)) === 0 && zombies.length < maxZombiesOnScreen) {
spawnZombie();
}
}
}
// Update camera to follow player
if (player) {
var targetCameraX = -(player.x - 2048 / 2);
var targetCameraY = -(player.y - 2732 / 2);
// Direct camera movement
cameraOffsetX = targetCameraX;
cameraOffsetY = targetCameraY;
// 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 % powerUpSpawnRate === 0) {
// Every 15 seconds
var powerUp = new PowerUp();
powerUp.x = Math.random() * (mapWidth - 200) + 100;
powerUp.y = Math.random() * (mapHeight - 200) + 100;
var powerTypes = ['speed', 'damage', 'fireRate', 'health'];
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;
case 'health':
powerUp.tint = 0xFF00FF;
break;
}
powerUps.push(powerUp);
gameContainer.addChild(powerUp);
}
// Auto-shoot with much reduced frequency for performance
if (gameTime % Math.max(playerFireRate, 25) === 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;
comboTxt.scaleY = 1;
// Combo text animation removed
}
// Explosion particles removed
zombie.destroy();
zombies.splice(j, 1);
zombiesKilled++;
LK.setScore(LK.getScore() + 10 * scoreMultiplier + Math.floor(gameTime / 60));
scoreTxt.setText('Score: ' + LK.getScore());
killTxt.setText('Kills: ' + zombiesKilled);
// Flash effects removed
} else {
// Zombie damaged but not destroyed
// Flash effects removed
}
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(4, player.speed + 0.5);
break;
case 'damage':
playerDamage += 1;
break;
case 'fireRate':
playerFireRate = Math.max(5, playerFireRate - 3);
break;
case 'health':
player.health = Math.min(player.maxHealth, player.health + 1);
if (player.healthBarFill) {
player.healthBarFill.scaleX = 4 * (player.health / player.maxHealth);
}
break;
}
// Power-up collection effect removed
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 - reduce health
player.health -= 1;
// Update health bar
if (player.healthBarFill) {
player.healthBarFill.scaleX = 4 * (player.health / player.maxHealth);
}
// Flash player red briefly
LK.effects.flashObject(player, 0xFF0000, 500);
// Remove the zombie that hit the player
zombie.destroy();
zombies.splice(k, 1);
k--; // Adjust index after removal
// Check if player is dead
if (player.health <= 0) {
// Screen shake effect removed
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;
killTxt.visible = false;
if (minimapContainer) minimapContainer.visible = false;
LK.showGameOver();
return;
}
}
}
// Update minimap every 30 frames to reduce lag
if (minimapContainer && minimapContainer.visible && gameTime % 30 === 0) {
// Update player position on minimap
if (player && minimapPlayerDot) {
minimapPlayerDot.x = player.x / mapWidth * minimapWidth;
minimapPlayerDot.y = player.y / mapHeight * minimapHeight;
}
// Clear old zombie dots
for (var m = 0; m < minimapZombieDots.length; m++) {
minimapZombieDots[m].destroy();
}
minimapZombieDots = [];
// Add zombie dots to minimap (limit to closest 10 zombies)
var sortedZombies = zombies.slice().sort(function (a, b) {
var distA = Math.sqrt((a.x - player.x) * (a.x - player.x) + (a.y - player.y) * (a.y - player.y));
var distB = Math.sqrt((b.x - player.x) * (b.x - player.x) + (b.y - player.y) * (b.y - player.y));
return distA - distB;
});
for (var n = 0; n < Math.min(5, sortedZombies.length); n++) {
var zombie = sortedZombies[n];
var zombieDot = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4,
tint: 0xFF0000
});
zombieDot.x = zombie.x / mapWidth * minimapWidth;
zombieDot.y = zombie.y / mapHeight * minimapHeight;
minimapContainer.addChild(zombieDot);
minimapZombieDots.push(zombieDot);
}
}
// Remove zombies that are too far off screen (cleanup) - check less frequently
if (gameTime % 60 === 0) {
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
@@ -35,9 +35,9 @@
scaleY: 1.5
});
weaponGraphics.x = 25; // Position weapon to the right of player
weaponGraphics.y = 0;
- self.speed = 0.1;
+ self.speed = 0.05;
self.health = 3;
self.maxHealth = 3;
self.lastShootTime = 0;
self.shootInterval = 500; // milliseconds
@@ -159,9 +159,9 @@
var comboDecayTime = 180; // 3 seconds at 60fps
var scoreMultiplier = 1;
var playerFireRate = 12; // frames between shots - even faster shooting
var playerDamage = 1;
-var playerSpeed = 0.1; // Make player speed even slower
+var playerSpeed = 0.05; // Make player speed much slower
var maxZombiesOnScreen = 8; // Further reduce zombies for better performance
var powerUpSpawnRate = 1800; // 30 seconds at 60fps
// Map system variables
var mapWidth = 6144; // 3x wider than screen