User prompt
az zombi gelsin
User prompt
zombi sayısı puan artıkça artmasın
User prompt
düşman dikey olarak gelsin, sekmesin, yön değiştirmesin
User prompt
powerup gelmesin
User prompt
oyuncunun yanlarındaki powerupları kaldır
User prompt
her 20 zombide bir 3 saniye zombi gelmeyince bir sonraki 20 zombilik periodu 5 artır
User prompt
puan 1000e ulaşınca powerupın yerine karakter koy
User prompt
duran poweruplara ateş edince yeni character oluşsun
User prompt
tıklanınca değil de ateş edince olsun
User prompt
powerupa tıklanınca yeni character oluşsun
User prompt
yukarıdan powerup düşmesin
User prompt
yukarıdan powerup düşmesin
User prompt
her 300 score olunca bu olayı gerçekleştir
User prompt
her 20 zombide bir 3 saniye zombi gelmesin
User prompt
yukarıdan powerup yağıyor düzelt
User prompt
her düşman saldırısı wave olsun her wavede 2 zombi sayısı artsın. (wave 1: 5 zombi)
User prompt
biraz uzağa
User prompt
biraz uzağa
User prompt
az daha yana
User prompt
oyuncunun az sağına ve soluna artı butonları ekle
User prompt
zombiler wave 1 ile wave 10 arasında olsun
User prompt
Compilation error[L18]: Plugins failed to load.
User prompt
zombileri daha çok ama yavaş yap
User prompt
en sona nesne ekle düşman ona ulaşırsa can gitsin
User prompt
karakter ilerlemesin
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
flipY: 1 // flip vertically
});
// Target coordinates for the bullet
self.targetX = null;
self.targetY = null;
self.speed = 48; // pixels per frame, positive value
self.dirX = 0;
self.dirY = -1;
self.setTarget = function (tx, ty) {
// Calculate direction vector
var dx = tx - self.x;
var dy = ty - self.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 0) {
self.dirX = dx / len;
self.dirY = dy / len;
} else {
self.dirX = 0;
self.dirY = -1;
}
self.targetX = tx;
self.targetY = ty;
};
self.update = function () {
// Store lastX/lastY for event triggers
if (typeof self.lastX === "undefined") self.lastX = self.x;
if (typeof self.lastY === "undefined") self.lastY = self.y;
// Move in direction
self.x += self.dirX * self.speed;
self.y += self.dirY * self.speed;
// Rotate bullet sprite to face movement direction
if (self.dirX !== 0 || self.dirY !== 0) {
// atan2 returns angle in radians, 0 is to the right, so subtract Math.PI/2 to make 0 point up
bulletSprite.rotation = Math.atan2(self.dirY, self.dirX) - Math.PI / 2;
}
// Update lastX/lastY for next frame
self.lastX = self.x;
self.lastY = self.y;
};
return self;
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = enemySprite.width * 0.5;
self.speed = 3 + Math.random() * 3; // much slower zombies
self.update = function () {
self.y += self.speed;
// No horizontal movement, no bouncing, no direction change
};
return self;
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsSprite.width;
self.height = obsSprite.height;
self.speed = 12 + Math.random() * 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = playerSprite.width * 0.5;
self.lives = 3;
self.invincible = false;
self.invincibleTicks = 0;
self.shootCooldown = 0;
self.update = function () {
if (self.invincible) {
self.invincibleTicks--;
if (self.invincibleTicks <= 0) {
self.invincible = false;
playerSprite.alpha = 1;
} else {
// Flicker effect
playerSprite.alpha = LK.ticks % 10 < 5 ? 0.4 : 1;
}
}
if (self.shootCooldown > 0) self.shootCooldown--;
};
// Called when player is hit
self.hit = function () {
if (self.invincible) return;
self.lives--;
self.invincible = true;
self.invincibleTicks = 90; // 1.5 seconds
playerSprite.alpha = 0.4;
LK.effects.flashObject(self, 0xff0000, 500);
LK.getSound('hit').play();
};
// Called when player picks up a powerup
self.powerup = function () {
self.invincible = true;
self.invincibleTicks = 180; // 3 seconds
playerSprite.alpha = 0.4;
LK.getSound('powerup').play();
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
var puSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = puSprite.width * 0.5;
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Game state variables
// Player character: blue box
// Enemy: red ellipse
// Obstacle: orange box
// Bullet: yellow box
// Powerup: green ellipse
// Sound effects
// Music
var player;
var bullets = [];
var enemies = [];
// Removed obstacles array as obstacles are deleted from the game
var powerups = [];
var dragNode = null;
var lastTouch = {
x: 0,
y: 0
};
var scoreTxt, livesTxt;
var spawnTick = 0;
var difficulty = 1;
var gameOver = false;
// Goal object at the bottom
var goalObj = null;
// UI
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
livesTxt = new Text2('♥♥♥', {
size: 90,
fill: 0xFF5252
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
// Start music
LK.playMusic('arcadebg');
// Create player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 350;
game.addChild(player);
// Create goal object at the bottom center
goalObj = LK.getAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 100,
scaleX: 1.2,
scaleY: 1.2
});
game.addChild(goalObj);
// Helper: update lives display
function updateLives() {
var s = '';
for (var i = 0; i < player.lives; i++) s += '♥';
livesTxt.setText(s);
}
// Helper: spawn enemy
function spawnEnemy() {
var e = new Enemy();
e.x = 200 + Math.random() * (2048 - 400);
e.y = -100;
enemies.push(e);
game.addChild(e);
}
// Removed spawnObstacle function as obstacles are deleted from the game
// Powerup spawn helper removed as per requirements
// Touch controls: drag player
game.down = function (x, y, obj) {
// Don't allow drag from top left 100x100
if (x < 100 && y < 100) return;
if (player && !gameOver) {
dragNode = player;
lastTouch.x = x;
lastTouch.y = y;
}
};
game.move = function (x, y, obj) {
if (dragNode && !gameOver) {
// Player movement disabled: do not update player.x or player.y
lastTouch.x = x;
lastTouch.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Tap to shoot (anywhere except top left 100x100)
game.on('down', function (x, y, obj) {
if (x < 100 && y < 100) return;
if (player && !gameOver && player.shootCooldown <= 0) {
var b = new Bullet();
b.x = player.x;
b.y = player.y - player.radius - 20;
b.setTarget(x, y); // Set bullet direction toward tap
bullets.push(b);
game.addChild(b);
player.shootCooldown = 12; // 0.2s
LK.getSound('shoot').play();
}
});
// Main game loop
game.update = function () {
if (gameOver) return;
// Increase difficulty over time
// (difficulty and score no longer affect zombie spawn rate)
// Player update
player.update();
// Spawn logic
spawnTick++;
if (spawnTick % 40 === 0) {
// fixed spawn rate, not affected by score/difficulty
// spawn fewer zombies, lower chance
if (Math.random() < 0.5) spawnEnemy();
}
// Powerup spawning removed as per requirements
// Bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
if (b.y < -60) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Bullet hits enemy
for (var j = enemies.length - 1; j >= 0; j--) {
var e = enemies[j];
if (b.intersects(e)) {
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
LK.getSound('enemyDown').play();
e.destroy();
enemies.splice(j, 1);
b.destroy();
bullets.splice(i, 1);
break;
}
}
}
// Enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.update();
// Enemy reaches goal object
if (goalObj && e.intersects(goalObj)) {
if (!player.invincible) {
player.hit();
updateLives();
if (player.lives <= 0) {
gameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
e.destroy();
enemies.splice(i, 1);
continue;
}
if (e.y > 2732 + 100) {
e.destroy();
enemies.splice(i, 1);
continue;
}
// Enemy hits player
if (e.intersects(player)) {
if (!player.invincible) {
player.hit();
updateLives();
if (player.lives <= 0) {
gameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
e.destroy();
enemies.splice(i, 1);
}
}
// Obstacles removed from game
// Powerup logic removed as per requirements
};
// Score display
scoreTxt.setText(LK.getScore());
updateLives(); ===================================================================
--- original.js
+++ change.js
@@ -259,13 +259,12 @@
// Player update
player.update();
// Spawn logic
spawnTick++;
- if (spawnTick % 20 === 0) {
+ if (spawnTick % 40 === 0) {
// fixed spawn rate, not affected by score/difficulty
- // spawn more zombies, higher chance
- if (Math.random() < 0.85) spawnEnemy();
- if (Math.random() < 0.25) spawnEnemy(); // sometimes spawn two at once
+ // spawn fewer zombies, lower chance
+ if (Math.random() < 0.5) spawnEnemy();
}
// Powerup spawning removed as per requirements
// Bullets
for (var i = bullets.length - 1; i >= 0; i--) {
soldier pixel. In-Game asset. 2d. High contrast. No shadows
pixel ammo. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixel zombie character. In-Game asset. 2d. High contrast. No shadows
pixel brick wall. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Red zombie pixel. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blood pixel. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixel shotgun. In-Game asset. 2d. High contrast. No shadows