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improve wave massega design
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 171
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Please fix the bug: 'Timeout.tick error: this.spawnWaveZombies is not a function' in or related to this line: 'this.spawnWaveZombies(zombieComposition);' Line Number: 175
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Please fix the bug: 'Timeout.tick error: this.spawnWaveZombies is not a function' in or related to this line: 'this.spawnWaveZombies(zombieComposition);' Line Number: 175
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Please fix the bug: 'Timeout.tick error: this.spawnWaveZombies is not a function' in or related to this line: 'this.spawnWaveZombies(zombieComposition);' Line Number: 175
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When the wave message is shown then the wave starts instantly. You can do this by saying that when the wave message is shown the tab starts a timer of 3 seconds and then the wave starts.
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make score txt slightly left
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make score txt slightly left
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make score txt slightly left
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 171
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 162
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"Create a wave system for a zombie shooter game that increases the difficulty over time by spawning more zombies in each wave. The system should: Start with a small number of zombies (e.g., 5 zombies in the first wave). Gradually increase the zombie count by 1 or 2 with each subsequent wave (e.g., 6 zombies in the second wave, 8 zombies in the third wave, etc.). Introduce variations in zombie types, such as faster zombies or stronger zombies, as the waves progress. Include a delay between waves that can decrease slightly as the game progresses, increasing the challenge. Display a message on screen announcing the start of each new wave and the number of zombies to defeat. after every wave a message is shown on screen wava (no)
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 158
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Please fix the bug: 'Uncaught ReferenceError: shootBullet is not defined' in or related to this line: 'shootBullet();' Line Number: 236
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 170
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 158
Code edit (1 edits merged)
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"Create a wave system for a zombie shooter game that increases the difficulty over time by spawning more zombies in each wave. The system should: Start with a small number of zombies (e.g., 5 zombies in the first wave). Gradually increase the zombie count by 1 or 2 with each subsequent wave (e.g., 6 zombies in the second wave, 8 zombies in the third wave, etc.). Introduce variations in zombie types, such as faster zombies or stronger zombies, as the waves progress. Include a delay between waves that can decrease slightly as the game progresses, increasing the challenge. Display a message on screen announcing the start of each new wave and the number of zombies to defeat.
/**** * Classes ****/ // Bullet class 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.update = function () { self.x += self.speed; }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.health = 100; self.update = function () {}; self.takeDamage = function (amount) { self.health -= amount; }; }); // Zombie class 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.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var magnitude = Math.sqrt(dx * dx + dy * dy); dx /= magnitude; dy /= magnitude; self.x += dx * self.speed; self.y += dy * self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Function to display wave messages function displayWaveMessage(wave, zombieCount) { var waveMessage = new Text2('Wave ' + wave + ': ' + zombieCount + ' Zombies!', { size: 100, fill: 0xFFFFFF }); waveMessage.anchor.set(0.5, 0); LK.gui.top.addChild(waveMessage); waveMessage.x = 2048 / 2; waveMessage.y = 150; // Remove the message after 2 seconds LK.setTimeout(function () { waveMessage.destroy(); }, 2000); } // Function to start a new wave function startNewWave() { waveInProgress = true; var zombiesToSpawn = zombiesPerWave + Math.floor(currentWave / 2); displayWaveMessage(currentWave, zombiesToSpawn); for (var i = 0; i < zombiesToSpawn; i++) { spawnZombie(); } currentWave++; waveInProgress = false; } // Wave system variables var currentWave = 1; var zombiesPerWave = 5; var waveDelay = 3000; // 3 seconds delay between waves var waveInProgress = false; var background = game.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Initialize player var player = game.addChild(new Player()); player.x = 150; player.y = 2732 / 2; // Initialize health bar var healthBarBorder = LK.getAsset('healthBarBorder', { anchorX: 0.5, anchorY: 0.5 }); healthBarBorder.x = 2048 - healthBarBorder.width / 2 - 50; healthBarBorder.y = 2732 - 50; game.addChild(healthBarBorder); var healthBar = LK.getAsset('healthBar', { anchorX: 0, // Align to the left side anchorY: 0.5 }); healthBar.x = healthBarBorder.x - healthBarBorder.width / 2; // Align to left side of border healthBar.y = healthBarBorder.y; game.addChild(healthBar); // Initialize score var score = 0; var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 2048 / 2; scoreTxt.y = 50; // Bullet and zombie tracking var bullets = []; var zombies = []; // Spawn zombies function spawnZombie() { var zombie = new Zombie(); zombie.x = 2048; zombie.y = Math.random() * 2732; // Introduce variations in zombie types if (currentWave > 3) { zombie.speed += Math.random() * 0.5; // Faster zombies } if (currentWave > 5) { zombie.health = 2; // Stronger zombies } zombies.push(zombie); game.addChild(zombie); } // Shooting bullets function shootBullet() { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } // Update loop game.update = function () { player.update(); // Update health bar width and position if (player.health > 0) { healthBar.width = player.health * 10; } else { healthBar.width = 0; LK.showGameOver(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].x > 2048) { bullets[i].destroy(); bullets.splice(i, 1); } } // Update zombies for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].update(); if (zombies[j].intersects(player)) { player.takeDamage(10); zombies[j].destroy(); zombies.splice(j, 1); LK.getSound('zombieHit').play(); } } // Bullet-zombie collisions for (var k = bullets.length - 1; k >= 0; k--) { for (var l = zombies.length - 1; l >= 0; l--) { if (bullets[k].intersects(zombies[l])) { score += 10; scoreTxt.setText('Score: ' + score); bullets[k].destroy(); zombies[l].destroy(); bullets.splice(k, 1); zombies.splice(l, 1); LK.getSound('zombieKill').play(); break; } } } // Check if wave is in progress or needs to start if (!waveInProgress && zombies.length === 0) { LK.setTimeout(startNewWave, waveDelay); waveDelay = Math.max(1000, waveDelay - 100); // Decrease delay but not less than 1 second } }; // Player controls game.down = function (x, y, obj) { shootBullet(); }; game.move = function (x, y, obj) { player.x = x; player.y = y; };
/****
* Classes
****/
// Bullet class
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.update = function () {
self.x += self.speed;
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.health = 100;
self.update = function () {};
self.takeDamage = function (amount) {
self.health -= amount;
};
});
// Zombie class
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.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
dx /= magnitude;
dy /= magnitude;
self.x += dx * self.speed;
self.y += dy * self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Function to display wave messages
function displayWaveMessage(wave, zombieCount) {
var waveMessage = new Text2('Wave ' + wave + ': ' + zombieCount + ' Zombies!', {
size: 100,
fill: 0xFFFFFF
});
waveMessage.anchor.set(0.5, 0);
LK.gui.top.addChild(waveMessage);
waveMessage.x = 2048 / 2;
waveMessage.y = 150;
// Remove the message after 2 seconds
LK.setTimeout(function () {
waveMessage.destroy();
}, 2000);
}
// Function to start a new wave
function startNewWave() {
waveInProgress = true;
var zombiesToSpawn = zombiesPerWave + Math.floor(currentWave / 2);
displayWaveMessage(currentWave, zombiesToSpawn);
for (var i = 0; i < zombiesToSpawn; i++) {
spawnZombie();
}
currentWave++;
waveInProgress = false;
}
// Wave system variables
var currentWave = 1;
var zombiesPerWave = 5;
var waveDelay = 3000; // 3 seconds delay between waves
var waveInProgress = false;
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 0
});
// Initialize player
var player = game.addChild(new Player());
player.x = 150;
player.y = 2732 / 2;
// Initialize health bar
var healthBarBorder = LK.getAsset('healthBarBorder', {
anchorX: 0.5,
anchorY: 0.5
});
healthBarBorder.x = 2048 - healthBarBorder.width / 2 - 50;
healthBarBorder.y = 2732 - 50;
game.addChild(healthBarBorder);
var healthBar = LK.getAsset('healthBar', {
anchorX: 0,
// Align to the left side
anchorY: 0.5
});
healthBar.x = healthBarBorder.x - healthBarBorder.width / 2; // Align to left side of border
healthBar.y = healthBarBorder.y;
game.addChild(healthBar);
// Initialize score
var score = 0;
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = 2048 / 2;
scoreTxt.y = 50;
// Bullet and zombie tracking
var bullets = [];
var zombies = [];
// Spawn zombies
function spawnZombie() {
var zombie = new Zombie();
zombie.x = 2048;
zombie.y = Math.random() * 2732;
// Introduce variations in zombie types
if (currentWave > 3) {
zombie.speed += Math.random() * 0.5; // Faster zombies
}
if (currentWave > 5) {
zombie.health = 2; // Stronger zombies
}
zombies.push(zombie);
game.addChild(zombie);
}
// Shooting bullets
function shootBullet() {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
// Update loop
game.update = function () {
player.update();
// Update health bar width and position
if (player.health > 0) {
healthBar.width = player.health * 10;
} else {
healthBar.width = 0;
LK.showGameOver();
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].x > 2048) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update zombies
for (var j = zombies.length - 1; j >= 0; j--) {
zombies[j].update();
if (zombies[j].intersects(player)) {
player.takeDamage(10);
zombies[j].destroy();
zombies.splice(j, 1);
LK.getSound('zombieHit').play();
}
}
// Bullet-zombie collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = zombies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(zombies[l])) {
score += 10;
scoreTxt.setText('Score: ' + score);
bullets[k].destroy();
zombies[l].destroy();
bullets.splice(k, 1);
zombies.splice(l, 1);
LK.getSound('zombieKill').play();
break;
}
}
}
// Check if wave is in progress or needs to start
if (!waveInProgress && zombies.length === 0) {
LK.setTimeout(startNewWave, waveDelay);
waveDelay = Math.max(1000, waveDelay - 100); // Decrease delay but not less than 1 second
}
};
// Player controls
game.down = function (x, y, obj) {
shootBullet();
};
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
make player like this style
make full legs of this player
bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
more dangorous
make horror
red heart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rename text to -- Zombie Killed