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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
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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.health = 30; // Default health for zombies 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 ****/ 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 = []; /**** * Wave System ****/ var wave = 1; var zombiesToDefeat = 5; // Initial zombie count var waveDelay = 2000; // Delay in milliseconds between waves var waveAnnouncement = new Text2('Wave 1: Defeat 5 zombies', { size: 50, fill: 0xFFFFFF }); waveAnnouncement.anchor.set(0.5, 0.5); waveAnnouncement.x = 2048 / 2; waveAnnouncement.y = 200; LK.gui.top.addChild(waveAnnouncement); var countdownText = new Text2('Next wave in: 00', { size: 50, fill: 0xFFFFFF }); countdownText.anchor.set(0.5, 0.5); countdownText.x = 2048 / 2; countdownText.y = 150; LK.gui.top.addChild(countdownText); var isWaveInProgress = false; // Track if a wave is in progress var countdownTime = 0; // Countdown time for the next wave // Function to spawn different types of zombies function spawnZombie() { var zombie = new Zombie(); zombie.x = 2048; zombie.y = Math.random() * 2732; // Introduce variations in zombie types based on wave if (wave > 5) { // Stronger zombie (more health) zombie.health = 50; } else if (wave > 3) { // Faster zombie (higher speed) zombie.speed = 3; } zombies.push(zombie); game.addChild(zombie); } // Function to start a new wave function startWave() { if (isWaveInProgress) { return; } // Avoid starting multiple waves at once isWaveInProgress = true; // Show wave announcement waveAnnouncement.setText("Wave ".concat(wave, ": Defeat ").concat(zombiesToDefeat, " zombies")); // Spawn zombies for the current wave for (var i = 0; i < zombiesToDefeat; i++) { spawnZombie(); } // Increase difficulty for the next wave zombiesToDefeat += wave % 2 === 0 ? 2 : 1; // Increment by 1 or 2 waveDelay = Math.max(1500, waveDelay - 100); // Decrease wave delay, but not below 1500ms wave++; // Increment wave number // Set countdown for the next wave countdownTime = Math.floor(waveDelay / 1000); // Convert to seconds countdownText.setText("Next wave in: ".concat(countdownTime, "s")); // Set a timer to start the next wave after the current delay LK.setTimeout(function () { isWaveInProgress = false; startWave(); }, waveDelay); } // Countdown Update function updateCountdown() { if (countdownTime > 0) { countdownTime--; countdownText.setText("Next wave in: ".concat(countdownTime, "s")); } } /**** * 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; } } } // Spawn zombies if the current wave is not in progress if (!isWaveInProgress && zombies.length === 0) { startWave(); } // Update countdown for the next wave updateCountdown(); }; // Player controls game.down = function (x, y, obj) { shootBullet(); }; game.move = function (x, y, obj) { player.x = x; player.y = y; };
===================================================================
--- original.js
+++ change.js
@@ -153,9 +153,9 @@
// Set countdown for the next wave
countdownTime = Math.floor(waveDelay / 1000); // Convert to seconds
countdownText.setText("Next wave in: ".concat(countdownTime, "s"));
// Set a timer to start the next wave after the current delay
- setTimeout(function () {
+ LK.setTimeout(function () {
isWaveInProgress = false;
startWave();
}, waveDelay);
}
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