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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 ****/ /**** * Base Container Class ****/ var BaseContainer = Container.expand(function () { var self = Container.call(this); self.health = 1; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); /**** * Player Class ****/ var Player = BaseContainer.expand(function () { var self = BaseContainer.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.health = 100; self.update = function () {}; return self; }); /**** * Bullet Class ****/ var Bullet = BaseContainer.expand(function () { var self = BaseContainer.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 1; self.update = function () { self.x += self.speed; }; return self; }); var BaseZombie = BaseContainer.expand(function () { var self = BaseContainer.call(this); 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); if (magnitude > 0) { dx /= magnitude; dy /= magnitude; self.x += dx * self.speed; self.y += dy * self.speed; } }; return self; }); var WeakZombie = BaseZombie.expand(function () { var self = BaseZombie.call(this); var zombieGraphics = self.attachAsset('weakZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 1; self.damage = 10; return self; }); var ToughZombie = BaseZombie.expand(function () { var self = BaseZombie.call(this); var zombieGraphics = self.attachAsset('toughZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.health = 3; self.damage = 20; return self; }); /**** * Wave System ****/ var FastZombie = BaseZombie.expand(function () { var self = BaseZombie.call(this); var zombieGraphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.health = 1; self.damage = 15; return self; }); /**** * Initialize Game ****/ /**** * Game Initialization ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ /**** * Wave System ****/ /***** * Zombie Shooter Game * Full Implementation with Wave System *****/ // Background var WaveSystem = { currentWave: 0, zombiesRemaining: 0, waveCooldown: 300, // Initial delay between waves (5 seconds at 60 FPS) zombieTypes: [WeakZombie, FastZombie, ToughZombie], startNextWave: function startNextWave() { this.currentWave++; // Calculate number of zombies for this wave var zombieCount = 5 + this.currentWave * 2; this.zombiesRemaining = zombieCount; // Reduce wave cooldown slightly (but not below 60 frames) this.waveCooldown = Math.max(60, 300 - this.currentWave * 15); // Create wave announcement text var waveText = new Text2('Wave ' + this.currentWave + '\n' + zombieCount + ' Zombies To Defeat!', { size: 100, fill: 0xFF0000, align: 'center' }); waveText.anchor.set(0.5, 0.5); waveText.x = 2048 / 2; waveText.y = 2732 / 2; game.addChild(waveText); // Play wave start sound LK.getSound('waveStart').play(); // Remove text after 2 seconds setTimeout(function () { game.removeChild(waveText); }, 2000); // Spawn zombies for this wave this.spawnWaveZombies(zombieCount); }, spawnWaveZombies: function spawnWaveZombies(count) { for (var i = 0; i < count; i++) { // Determine zombie type based on wave number var ZombieClass = this.getZombieTypeForWave(); var zombie = new ZombieClass(); zombie.x = 2048; // Start from right side of screen zombie.y = Math.random() * 2732; zombies.push(zombie); game.addChild(zombie); } }, getZombieTypeForWave: function getZombieTypeForWave() { // As waves progress, increase likelihood of more difficult zombies var typeIndex = Math.floor(this.currentWave / 3); typeIndex = Math.min(typeIndex, this.zombieTypes.length - 1); return this.zombieTypes[typeIndex]; } }; 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, anchorY: 0.5 }); healthBar.x = healthBarBorder.x - healthBarBorder.width / 2; 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 = []; /**** * Game Mechanics ****/ // 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(); } /**** * Game 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(); // Zombie-player collision if (zombies[j].intersects(player)) { player.takeDamage(zombies[j].damage); 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])) { // Zombie takes damage from bullet if (zombies[l].takeDamage(bullets[k].damage)) { score += 10; scoreTxt.setText('Score: ' + score); zombies[l].destroy(); zombies.splice(l, 1); LK.getSound('zombieKill').play(); } bullets[k].destroy(); bullets.splice(k, 1); break; } } } // Wave system management if (LK.ticks % WaveSystem.waveCooldown === 0) { // If no zombies exist, start a new wave if (zombies.length === 0) { WaveSystem.startNextWave(); } } }; /**** * Game Controls ****/ game.down = function (x, y, obj) { shootBullet(); }; game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Start the first wave when the game begins WaveSystem.startNextWave();
===================================================================
--- original.js
+++ change.js
@@ -1,68 +1,173 @@
/****
* Classes
****/
-// Bullet class
-var Bullet = Container.expand(function () {
+/****
+* Base Container Class
+****/
+var BaseContainer = 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;
+ self.health = 1;
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ return self.health <= 0;
};
+ return self;
});
-// Player class
-var Player = Container.expand(function () {
- var self = Container.call(this);
+/****
+* Player Class
+****/
+var Player = BaseContainer.expand(function () {
+ var self = BaseContainer.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;
- };
+ return self;
});
-// Zombie class
-var Zombie = Container.expand(function (type) {
- var self = Container.call(this);
- var zombieGraphics = self.attachAsset('zombie', {
+/****
+* Bullet Class
+****/
+var Bullet = BaseContainer.expand(function () {
+ var self = BaseContainer.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.type = type;
+ self.speed = 15;
+ self.damage = 1;
+ self.update = function () {
+ self.x += self.speed;
+ };
+ return self;
+});
+var BaseZombie = BaseContainer.expand(function () {
+ var self = BaseContainer.call(this);
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;
+ if (magnitude > 0) {
+ dx /= magnitude;
+ dy /= magnitude;
+ self.x += dx * self.speed;
+ self.y += dy * self.speed;
+ }
};
+ return self;
});
+var WeakZombie = BaseZombie.expand(function () {
+ var self = BaseZombie.call(this);
+ var zombieGraphics = self.attachAsset('weakZombie', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.health = 1;
+ self.damage = 10;
+ return self;
+});
+var ToughZombie = BaseZombie.expand(function () {
+ var self = BaseZombie.call(this);
+ var zombieGraphics = self.attachAsset('toughZombie', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 1.5;
+ self.health = 3;
+ self.damage = 20;
+ return self;
+});
+/****
+* Wave System
+****/
+var FastZombie = BaseZombie.expand(function () {
+ var self = BaseZombie.call(this);
+ var zombieGraphics = self.attachAsset('fastZombie', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4;
+ self.health = 1;
+ self.damage = 15;
+ return self;
+});
/****
* Initialize Game
****/
+/****
+* Game Initialization
+****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
+/****
+* Wave System
+****/
+/*****
+* Zombie Shooter Game
+* Full Implementation with Wave System
+*****/
+// Background
+var WaveSystem = {
+ currentWave: 0,
+ zombiesRemaining: 0,
+ waveCooldown: 300,
+ // Initial delay between waves (5 seconds at 60 FPS)
+ zombieTypes: [WeakZombie, FastZombie, ToughZombie],
+ startNextWave: function startNextWave() {
+ this.currentWave++;
+ // Calculate number of zombies for this wave
+ var zombieCount = 5 + this.currentWave * 2;
+ this.zombiesRemaining = zombieCount;
+ // Reduce wave cooldown slightly (but not below 60 frames)
+ this.waveCooldown = Math.max(60, 300 - this.currentWave * 15);
+ // Create wave announcement text
+ var waveText = new Text2('Wave ' + this.currentWave + '\n' + zombieCount + ' Zombies To Defeat!', {
+ size: 100,
+ fill: 0xFF0000,
+ align: 'center'
+ });
+ waveText.anchor.set(0.5, 0.5);
+ waveText.x = 2048 / 2;
+ waveText.y = 2732 / 2;
+ game.addChild(waveText);
+ // Play wave start sound
+ LK.getSound('waveStart').play();
+ // Remove text after 2 seconds
+ setTimeout(function () {
+ game.removeChild(waveText);
+ }, 2000);
+ // Spawn zombies for this wave
+ this.spawnWaveZombies(zombieCount);
+ },
+ spawnWaveZombies: function spawnWaveZombies(count) {
+ for (var i = 0; i < count; i++) {
+ // Determine zombie type based on wave number
+ var ZombieClass = this.getZombieTypeForWave();
+ var zombie = new ZombieClass();
+ zombie.x = 2048; // Start from right side of screen
+ zombie.y = Math.random() * 2732;
+ zombies.push(zombie);
+ game.addChild(zombie);
+ }
+ },
+ getZombieTypeForWave: function getZombieTypeForWave() {
+ // As waves progress, increase likelihood of more difficult zombies
+ var typeIndex = Math.floor(this.currentWave / 3);
+ typeIndex = Math.min(typeIndex, this.zombieTypes.length - 1);
+ return this.zombieTypes[typeIndex];
+ }
+};
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 0
});
@@ -79,12 +184,11 @@
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.x = healthBarBorder.x - healthBarBorder.width / 2;
healthBar.y = healthBarBorder.y;
game.addChild(healthBar);
// Initialize score
var score = 0;
@@ -98,22 +202,11 @@
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);
-}
+/****
+* Game Mechanics
+****/
// Shooting bullets
function shootBullet() {
var bullet = new Bullet();
bullet.x = player.x;
@@ -121,24 +214,13 @@
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
-// Update loop
+/****
+* Game 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 {
@@ -155,10 +237,11 @@
}
// Update zombies
for (var j = zombies.length - 1; j >= 0; j--) {
zombies[j].update();
+ // Zombie-player collision
if (zombies[j].intersects(player)) {
- player.takeDamage(10);
+ player.takeDamage(zombies[j].damage);
zombies[j].destroy();
zombies.splice(j, 1);
LK.getSound('zombieHit').play();
}
@@ -166,30 +249,38 @@
// 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);
+ // Zombie takes damage from bullet
+ if (zombies[l].takeDamage(bullets[k].damage)) {
+ score += 10;
+ scoreTxt.setText('Score: ' + score);
+ zombies[l].destroy();
+ zombies.splice(l, 1);
+ LK.getSound('zombieKill').play();
+ }
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();
+ // Wave system management
+ if (LK.ticks % WaveSystem.waveCooldown === 0) {
+ // If no zombies exist, start a new wave
+ if (zombies.length === 0) {
+ WaveSystem.startNextWave();
}
}
};
-// Player controls
+/****
+* Game Controls
+****/
game.down = function (x, y, obj) {
shootBullet();
};
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
-};
\ No newline at end of file
+};
+// Start the first wave when the game begins
+WaveSystem.startNextWave();
\ No newline at end of file
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