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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)
Please save this source code
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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 (type) { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.speed = 2; if (self.type === 'fast') { self.speed = 4; } else if (self.type === 'strong') { self.speed = 1; } 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 = []; // Spawn zombies function spawnZombie() { var type = 'normal'; if (LK.ticks > 1200) { type = 'fast'; } else if (LK.ticks > 2400) { type = 'strong'; } var zombie = new Zombie(type); zombie.x = 2048; zombie.y = Math.random() * 2732; 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(); if (LK.ticks % 600 === 0) { var waveTxt = new Text2('Wave ' + LK.ticks / 600 + ' Start!', { size: 100, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.x = 2048 / 2; waveTxt.y = 2732 / 2; LK.setTimeout(function () { waveTxt.destroy(); }, 2000); } // 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 every 60 ticks if (LK.ticks % 60 === 0) { for (var i = 0; i < Math.floor(LK.ticks / 600) + 5; i++) { spawnZombie(); } } }; // 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
@@ -27,15 +27,21 @@
self.health -= amount;
};
});
// Zombie class
-var Zombie = Container.expand(function () {
+var Zombie = Container.expand(function (type) {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.type = type;
self.speed = 2;
+ if (self.type === 'fast') {
+ self.speed = 4;
+ } else if (self.type === 'strong') {
+ self.speed = 1;
+ }
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
@@ -94,9 +100,15 @@
var bullets = [];
var zombies = [];
// Spawn zombies
function spawnZombie() {
- var zombie = new Zombie();
+ var type = 'normal';
+ if (LK.ticks > 1200) {
+ type = 'fast';
+ } else if (LK.ticks > 2400) {
+ type = 'strong';
+ }
+ var zombie = new Zombie(type);
zombie.x = 2048;
zombie.y = Math.random() * 2732;
zombies.push(zombie);
game.addChild(zombie);
@@ -112,8 +124,21 @@
}
// Update loop
game.update = function () {
player.update();
+ if (LK.ticks % 600 === 0) {
+ var waveTxt = new Text2('Wave ' + LK.ticks / 600 + ' Start!', {
+ size: 100,
+ fill: 0xFFFFFF
+ });
+ waveTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(waveTxt);
+ waveTxt.x = 2048 / 2;
+ waveTxt.y = 2732 / 2;
+ LK.setTimeout(function () {
+ waveTxt.destroy();
+ }, 2000);
+ }
// Update health bar width and position
if (player.health > 0) {
healthBar.width = player.health * 10;
} else {
@@ -154,9 +179,11 @@
}
}
// Spawn zombies every 60 ticks
if (LK.ticks % 60 === 0) {
- spawnZombie();
+ for (var i = 0; i < Math.floor(LK.ticks / 600) + 5; i++) {
+ spawnZombie();
+ }
}
};
// Player controls
game.down = function (x, y, obj) {
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