/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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 = 15; self.directionX = 0; self.directionY = -1; // Default direction is up self.setDirection = function (dirX, dirY) { var length = Math.sqrt(dirX * dirX + dirY * dirY); if (length > 0) { self.directionX = dirX / length; self.directionY = dirY / length; } }; 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 }); self.health = 100; self.speed = 8; self.fireRate = 15; // Frames between shots self.fireCounter = 0; self.powerUpDuration = 300; // 5 seconds at 60fps self.speedBoostTimer = 0; self.fireRateBoostTimer = 0; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.health = 0; return true; // Player died } // Flash player red when taking damage LK.effects.flashObject(self, 0xff0000, 300); LK.getSound('playerHit').play(); return false; // Player still alive }; self.applySpeedBoost = function () { self.speed = 16; self.speedBoostTimer = self.powerUpDuration; // Tint player to indicate boost tween(playerGraphics, { tint: 0x00ffff }, { duration: 300 }); }; self.applyFireRateBoost = function () { self.fireRate = 5; self.fireRateBoostTimer = self.powerUpDuration; // Tint player to indicate boost tween(playerGraphics, { tint: 0xff9900 }, { duration: 300 }); }; self.update = function () { // Handle power-up timers if (self.speedBoostTimer > 0) { self.speedBoostTimer--; if (self.speedBoostTimer === 0) { self.speed = 8; tween(playerGraphics, { tint: 0xffffff }, { duration: 300 }); } } if (self.fireRateBoostTimer > 0) { self.fireRateBoostTimer--; if (self.fireRateBoostTimer === 0) { self.fireRate = 15; tween(playerGraphics, { tint: 0xffffff }, { duration: 300 }); } } // Keep player in bounds if (self.x < 50) { self.x = 50; } if (self.x > 2048 - 50) { self.x = 2048 - 50; } if (self.y < 50) { self.y = 50; } if (self.y > 2732 - 50) { self.y = 2732 - 50; } // Update fire counter if (self.fireCounter > 0) { self.fireCounter--; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.type = "health"; // Default type self.setup = function (type) { self.type = type; // Remove any existing children while (self.children.length > 0) { self.removeChild(self.children[0]); } // Attach appropriate asset based on type if (type === "health") { self.attachAsset('healthPack', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === "speed") { self.attachAsset('speedBoost', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === "fireRate") { self.attachAsset('fireRateBoost', { anchorX: 0.5, anchorY: 0.5 }); } // Make power-ups pulsate self.pulsateDirection = 1; return self; }; self.update = function () { // Pulsate effect if (self.scale.x >= 1.2) { self.pulsateDirection = -0.01; } else if (self.scale.x <= 0.8) { self.pulsateDirection = 0.01; } self.scale.x += self.pulsateDirection; self.scale.y += self.pulsateDirection; }; 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.takeDamage = function (amount) { self.health -= amount; // Flash zombie when hit LK.effects.flashObject(self, 0xff0000, 150); LK.getSound('zombieHit').play(); return self.health <= 0; }; self.setTarget = function (target) { self.target = target; }; self.update = function () { if (!self.target) { return; } // Calculate direction to player var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Normalize and apply speed self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Game state variables var player; var zombies = []; var bullets = []; var powerUps = []; var targetPosition = { x: 0, y: 0 }; var isShooting = false; var gameActive = true; var waveNumber = 1; var zombiesKilled = 0; var score = 0; var nextWaveTimer = 0; var powerUpSpawnTimer = 0; // UI Elements var scoreTxt; var waveTxt; var healthTxt; // Initialize game function initGame() { // Create player player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Set initial target position to player position targetPosition.x = player.x; targetPosition.y = player.y; // Initialize UI setupUI(); // Set score LK.setScore(0); // Start first wave spawnWave(); // Start background music LK.playMusic('bgMusic'); } function setupUI() { // Score text scoreTxt = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); // Wave text waveTxt = new Text2('Wave: 1', { size: 70, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); // Health text healthTxt = new Text2('Health: 100', { size: 70, fill: 0xFFFFFF }); healthTxt.anchor.set(1, 0); LK.gui.topLeft.addChild(healthTxt); // Position texts with some padding scoreTxt.x = -20; // Right align with padding scoreTxt.y = 20; waveTxt.y = 20; healthTxt.x = 120; // Left align with padding to avoid menu icon healthTxt.y = 20; } function spawnWave() { var zombiesToSpawn = 5 + waveNumber * 2; for (var i = 0; i < zombiesToSpawn; i++) { spawnZombie(); } // Update wave text waveTxt.setText('Wave: ' + waveNumber); // Increase wave number for next wave waveNumber++; } function spawnZombie() { var zombie = new Zombie(); // Determine spawn position (outside the visible area) var side = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left switch (side) { case 0: // top zombie.x = Math.random() * 2048; zombie.y = -100; break; case 1: // right zombie.x = 2048 + 100; zombie.y = Math.random() * 2732; break; case 2: // bottom zombie.x = Math.random() * 2048; zombie.y = 2732 + 100; break; case 3: // left zombie.x = -100; zombie.y = Math.random() * 2732; break; } // Set target to player zombie.setTarget(player); // Slightly randomize speed for variety zombie.speed = 2 + Math.random() * 0.5 * (waveNumber * 0.2); // Add to game and array game.addChild(zombie); zombies.push(zombie); } function spawnBullet() { if (player.fireCounter > 0) { return; } // Reset fire counter player.fireCounter = player.fireRate; // Create new bullet var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; // Set direction towards target var dx = targetPosition.x - player.x; var dy = targetPosition.y - player.y; bullet.setDirection(dx, dy); // Add to game and array game.addChild(bullet); bullets.push(bullet); // Play sound LK.getSound('shoot').play(); } function spawnPowerUp() { var powerUp = new PowerUp(); // Randomly determine type var randomType = Math.floor(Math.random() * 3); var type; switch (randomType) { case 0: type = "health"; break; case 1: type = "speed"; break; case 2: type = "fireRate"; break; } powerUp.setup(type); // Set random position (away from edges) powerUp.x = 100 + Math.random() * (2048 - 200); powerUp.y = 100 + Math.random() * (2732 - 200); // Add to game and array game.addChild(powerUp); powerUps.push(powerUp); // Reset spawn timer (10-15 seconds) powerUpSpawnTimer = 600 + Math.floor(Math.random() * 300); } function updateBullets() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Update bullet position bullet.update(); // Check if bullet is off-screen if (bullet.x < -50 || bullet.x > 2048 + 50 || bullet.y < -50 || bullet.y > 2732 + 50) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check for collisions with zombies for (var j = zombies.length - 1; j >= 0; j--) { var zombie = zombies[j]; if (bullet.intersects(zombie)) { // Damage zombie if (zombie.takeDamage(1)) { // Zombie died zombie.destroy(); zombies.splice(j, 1); // Increase score zombiesKilled++; score += 10; LK.setScore(score); scoreTxt.setText('Score: ' + score); } // Remove bullet bullet.destroy(); bullets.splice(i, 1); break; } } } } function updateZombies() { for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; // Update zombie movement zombie.update(); // Check for collision with player if (zombie.intersects(player)) { if (player.takeDamage(10)) { // Player died gameOver(); return; } // Update health text healthTxt.setText('Health: ' + player.health); // Remove zombie zombie.destroy(); zombies.splice(i, 1); } } // Check if all zombies are cleared if (zombies.length === 0 && gameActive) { if (nextWaveTimer === 0) { nextWaveTimer = 180; // 3 seconds at 60fps } } } function updatePowerUps() { for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; // Update power-up animation powerUp.update(); // Check for collision with player if (powerUp.intersects(player)) { // Apply power-up effect if (powerUp.type === "health") { player.health = Math.min(100, player.health + 25); healthTxt.setText('Health: ' + player.health); } else if (powerUp.type === "speed") { player.applySpeedBoost(); } else if (powerUp.type === "fireRate") { player.applyFireRateBoost(); } // Play sound LK.getSound('powerUp').play(); // Remove power-up powerUp.destroy(); powerUps.splice(i, 1); } } } function movePlayer() { if (!gameActive) { return; } var dx = targetPosition.x - player.x; var dy = targetPosition.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { player.x += dx / distance * player.speed; player.y += dy / distance * player.speed; } } function gameOver() { gameActive = false; LK.showGameOver(); } // Event handlers game.down = function (x, y, obj) { if (!gameActive) { return; } targetPosition.x = x; targetPosition.y = y; isShooting = true; }; game.move = function (x, y, obj) { if (!gameActive) { return; } targetPosition.x = x; targetPosition.y = y; }; game.up = function (x, y, obj) { isShooting = false; }; // Game update loop game.update = function () { // Only update if game is active if (gameActive) { // Update player player.update(); // Move player towards target movePlayer(); // Handle shooting if (isShooting) { spawnBullet(); } // Update game elements updateBullets(); updateZombies(); updatePowerUps(); // Handle wave timer if (nextWaveTimer > 0) { nextWaveTimer--; if (nextWaveTimer === 0) { spawnWave(); } } // Handle power-up spawn timer if (powerUpSpawnTimer > 0) { powerUpSpawnTimer--; } else { spawnPowerUp(); } } }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,516 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.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 = 15;
+ self.directionX = 0;
+ self.directionY = -1; // Default direction is up
+ self.setDirection = function (dirX, dirY) {
+ var length = Math.sqrt(dirX * dirX + dirY * dirY);
+ if (length > 0) {
+ self.directionX = dirX / length;
+ self.directionY = dirY / length;
+ }
+ };
+ 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
+ });
+ self.health = 100;
+ self.speed = 8;
+ self.fireRate = 15; // Frames between shots
+ self.fireCounter = 0;
+ self.powerUpDuration = 300; // 5 seconds at 60fps
+ self.speedBoostTimer = 0;
+ self.fireRateBoostTimer = 0;
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ self.health = 0;
+ return true; // Player died
+ }
+ // Flash player red when taking damage
+ LK.effects.flashObject(self, 0xff0000, 300);
+ LK.getSound('playerHit').play();
+ return false; // Player still alive
+ };
+ self.applySpeedBoost = function () {
+ self.speed = 16;
+ self.speedBoostTimer = self.powerUpDuration;
+ // Tint player to indicate boost
+ tween(playerGraphics, {
+ tint: 0x00ffff
+ }, {
+ duration: 300
+ });
+ };
+ self.applyFireRateBoost = function () {
+ self.fireRate = 5;
+ self.fireRateBoostTimer = self.powerUpDuration;
+ // Tint player to indicate boost
+ tween(playerGraphics, {
+ tint: 0xff9900
+ }, {
+ duration: 300
+ });
+ };
+ self.update = function () {
+ // Handle power-up timers
+ if (self.speedBoostTimer > 0) {
+ self.speedBoostTimer--;
+ if (self.speedBoostTimer === 0) {
+ self.speed = 8;
+ tween(playerGraphics, {
+ tint: 0xffffff
+ }, {
+ duration: 300
+ });
+ }
+ }
+ if (self.fireRateBoostTimer > 0) {
+ self.fireRateBoostTimer--;
+ if (self.fireRateBoostTimer === 0) {
+ self.fireRate = 15;
+ tween(playerGraphics, {
+ tint: 0xffffff
+ }, {
+ duration: 300
+ });
+ }
+ }
+ // Keep player in bounds
+ if (self.x < 50) {
+ self.x = 50;
+ }
+ if (self.x > 2048 - 50) {
+ self.x = 2048 - 50;
+ }
+ if (self.y < 50) {
+ self.y = 50;
+ }
+ if (self.y > 2732 - 50) {
+ self.y = 2732 - 50;
+ }
+ // Update fire counter
+ if (self.fireCounter > 0) {
+ self.fireCounter--;
+ }
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ self.type = "health"; // Default type
+ self.setup = function (type) {
+ self.type = type;
+ // Remove any existing children
+ while (self.children.length > 0) {
+ self.removeChild(self.children[0]);
+ }
+ // Attach appropriate asset based on type
+ if (type === "health") {
+ self.attachAsset('healthPack', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (type === "speed") {
+ self.attachAsset('speedBoost', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (type === "fireRate") {
+ self.attachAsset('fireRateBoost', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ // Make power-ups pulsate
+ self.pulsateDirection = 1;
+ return self;
+ };
+ self.update = function () {
+ // Pulsate effect
+ if (self.scale.x >= 1.2) {
+ self.pulsateDirection = -0.01;
+ } else if (self.scale.x <= 0.8) {
+ self.pulsateDirection = 0.01;
+ }
+ self.scale.x += self.pulsateDirection;
+ self.scale.y += self.pulsateDirection;
+ };
+ 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.takeDamage = function (amount) {
+ self.health -= amount;
+ // Flash zombie when hit
+ LK.effects.flashObject(self, 0xff0000, 150);
+ LK.getSound('zombieHit').play();
+ return self.health <= 0;
+ };
+ self.setTarget = function (target) {
+ self.target = target;
+ };
+ self.update = function () {
+ if (!self.target) {
+ return;
+ }
+ // Calculate direction to player
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ // Normalize and apply speed
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x333333
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var player;
+var zombies = [];
+var bullets = [];
+var powerUps = [];
+var targetPosition = {
+ x: 0,
+ y: 0
+};
+var isShooting = false;
+var gameActive = true;
+var waveNumber = 1;
+var zombiesKilled = 0;
+var score = 0;
+var nextWaveTimer = 0;
+var powerUpSpawnTimer = 0;
+// UI Elements
+var scoreTxt;
+var waveTxt;
+var healthTxt;
+// Initialize game
+function initGame() {
+ // Create player
+ player = new Player();
+ player.x = 2048 / 2;
+ player.y = 2732 / 2;
+ game.addChild(player);
+ // Set initial target position to player position
+ targetPosition.x = player.x;
+ targetPosition.y = player.y;
+ // Initialize UI
+ setupUI();
+ // Set score
+ LK.setScore(0);
+ // Start first wave
+ spawnWave();
+ // Start background music
+ LK.playMusic('bgMusic');
+}
+function setupUI() {
+ // Score text
+ scoreTxt = new Text2('Score: 0', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(scoreTxt);
+ // Wave text
+ waveTxt = new Text2('Wave: 1', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ waveTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(waveTxt);
+ // Health text
+ healthTxt = new Text2('Health: 100', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ healthTxt.anchor.set(1, 0);
+ LK.gui.topLeft.addChild(healthTxt);
+ // Position texts with some padding
+ scoreTxt.x = -20; // Right align with padding
+ scoreTxt.y = 20;
+ waveTxt.y = 20;
+ healthTxt.x = 120; // Left align with padding to avoid menu icon
+ healthTxt.y = 20;
+}
+function spawnWave() {
+ var zombiesToSpawn = 5 + waveNumber * 2;
+ for (var i = 0; i < zombiesToSpawn; i++) {
+ spawnZombie();
+ }
+ // Update wave text
+ waveTxt.setText('Wave: ' + waveNumber);
+ // Increase wave number for next wave
+ waveNumber++;
+}
+function spawnZombie() {
+ var zombie = new Zombie();
+ // Determine spawn position (outside the visible area)
+ var side = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left
+ switch (side) {
+ case 0:
+ // top
+ zombie.x = Math.random() * 2048;
+ zombie.y = -100;
+ break;
+ case 1:
+ // right
+ zombie.x = 2048 + 100;
+ zombie.y = Math.random() * 2732;
+ break;
+ case 2:
+ // bottom
+ zombie.x = Math.random() * 2048;
+ zombie.y = 2732 + 100;
+ break;
+ case 3:
+ // left
+ zombie.x = -100;
+ zombie.y = Math.random() * 2732;
+ break;
+ }
+ // Set target to player
+ zombie.setTarget(player);
+ // Slightly randomize speed for variety
+ zombie.speed = 2 + Math.random() * 0.5 * (waveNumber * 0.2);
+ // Add to game and array
+ game.addChild(zombie);
+ zombies.push(zombie);
+}
+function spawnBullet() {
+ if (player.fireCounter > 0) {
+ return;
+ }
+ // Reset fire counter
+ player.fireCounter = player.fireRate;
+ // Create new bullet
+ var bullet = new Bullet();
+ bullet.x = player.x;
+ bullet.y = player.y;
+ // Set direction towards target
+ var dx = targetPosition.x - player.x;
+ var dy = targetPosition.y - player.y;
+ bullet.setDirection(dx, dy);
+ // Add to game and array
+ game.addChild(bullet);
+ bullets.push(bullet);
+ // Play sound
+ LK.getSound('shoot').play();
+}
+function spawnPowerUp() {
+ var powerUp = new PowerUp();
+ // Randomly determine type
+ var randomType = Math.floor(Math.random() * 3);
+ var type;
+ switch (randomType) {
+ case 0:
+ type = "health";
+ break;
+ case 1:
+ type = "speed";
+ break;
+ case 2:
+ type = "fireRate";
+ break;
+ }
+ powerUp.setup(type);
+ // Set random position (away from edges)
+ powerUp.x = 100 + Math.random() * (2048 - 200);
+ powerUp.y = 100 + Math.random() * (2732 - 200);
+ // Add to game and array
+ game.addChild(powerUp);
+ powerUps.push(powerUp);
+ // Reset spawn timer (10-15 seconds)
+ powerUpSpawnTimer = 600 + Math.floor(Math.random() * 300);
+}
+function updateBullets() {
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ // Update bullet position
+ bullet.update();
+ // Check if bullet is off-screen
+ if (bullet.x < -50 || bullet.x > 2048 + 50 || bullet.y < -50 || bullet.y > 2732 + 50) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Check for collisions with zombies
+ for (var j = zombies.length - 1; j >= 0; j--) {
+ var zombie = zombies[j];
+ if (bullet.intersects(zombie)) {
+ // Damage zombie
+ if (zombie.takeDamage(1)) {
+ // Zombie died
+ zombie.destroy();
+ zombies.splice(j, 1);
+ // Increase score
+ zombiesKilled++;
+ score += 10;
+ LK.setScore(score);
+ scoreTxt.setText('Score: ' + score);
+ }
+ // Remove bullet
+ bullet.destroy();
+ bullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+}
+function updateZombies() {
+ for (var i = zombies.length - 1; i >= 0; i--) {
+ var zombie = zombies[i];
+ // Update zombie movement
+ zombie.update();
+ // Check for collision with player
+ if (zombie.intersects(player)) {
+ if (player.takeDamage(10)) {
+ // Player died
+ gameOver();
+ return;
+ }
+ // Update health text
+ healthTxt.setText('Health: ' + player.health);
+ // Remove zombie
+ zombie.destroy();
+ zombies.splice(i, 1);
+ }
+ }
+ // Check if all zombies are cleared
+ if (zombies.length === 0 && gameActive) {
+ if (nextWaveTimer === 0) {
+ nextWaveTimer = 180; // 3 seconds at 60fps
+ }
+ }
+}
+function updatePowerUps() {
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ // Update power-up animation
+ powerUp.update();
+ // Check for collision with player
+ if (powerUp.intersects(player)) {
+ // Apply power-up effect
+ if (powerUp.type === "health") {
+ player.health = Math.min(100, player.health + 25);
+ healthTxt.setText('Health: ' + player.health);
+ } else if (powerUp.type === "speed") {
+ player.applySpeedBoost();
+ } else if (powerUp.type === "fireRate") {
+ player.applyFireRateBoost();
+ }
+ // Play sound
+ LK.getSound('powerUp').play();
+ // Remove power-up
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ }
+ }
+}
+function movePlayer() {
+ if (!gameActive) {
+ return;
+ }
+ var dx = targetPosition.x - player.x;
+ var dy = targetPosition.y - player.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 5) {
+ player.x += dx / distance * player.speed;
+ player.y += dy / distance * player.speed;
+ }
+}
+function gameOver() {
+ gameActive = false;
+ LK.showGameOver();
+}
+// Event handlers
+game.down = function (x, y, obj) {
+ if (!gameActive) {
+ return;
+ }
+ targetPosition.x = x;
+ targetPosition.y = y;
+ isShooting = true;
+};
+game.move = function (x, y, obj) {
+ if (!gameActive) {
+ return;
+ }
+ targetPosition.x = x;
+ targetPosition.y = y;
+};
+game.up = function (x, y, obj) {
+ isShooting = false;
+};
+// Game update loop
+game.update = function () {
+ // Only update if game is active
+ if (gameActive) {
+ // Update player
+ player.update();
+ // Move player towards target
+ movePlayer();
+ // Handle shooting
+ if (isShooting) {
+ spawnBullet();
+ }
+ // Update game elements
+ updateBullets();
+ updateZombies();
+ updatePowerUps();
+ // Handle wave timer
+ if (nextWaveTimer > 0) {
+ nextWaveTimer--;
+ if (nextWaveTimer === 0) {
+ spawnWave();
+ }
+ }
+ // Handle power-up spawn timer
+ if (powerUpSpawnTimer > 0) {
+ powerUpSpawnTimer--;
+ } else {
+ spawnPowerUp();
+ }
+ }
+};
+// Initialize the game
+initGame();
\ No newline at end of file
a two d zombies \. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
speed boast. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
first aid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire boaster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a two way road with houses upper view two d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows