User prompt
not working
User prompt
not working
User prompt
The flow of the game should be like this: First the user clicks on play game and then the game starts.
User prompt
Let's add main menu in which there are 2 options, first is Play Game and second is High Score. Whenuser click on the Play Game option, the game starts and when user click on the High Score button, the tab shows the player's high score.
User prompt
delay for next wave is 4 second pls
User prompt
wave WAVE ' + this.currentWave + '\n' + '⚔️ Zombie Invasion ⚔️\n' + '🧟 Weak: ' + zombieComposition.weakCount + '\n' + '⚡ Fast: ' + zombieComposition.fastCount + '\n' + '💪 Tough: ' + zombieComposition.toughCount, This message will remain visible until the wave is finished
User prompt
when wave completed then wave message is shown pls
User prompt
Please fix the bug: 'zombie.spawn is not a function' in or related to this line: 'zombie.spawn();' Line Number: 289
User prompt
Please fix the bug: 'powerUp.spawn is not a function' in or related to this line: 'powerUp.spawn();' Line Number: 307
User prompt
Please fix the bug: 'zombie.spawn is not a function' in or related to this line: 'zombie.spawn();' Line Number: 289
Code edit (1 edits merged)
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User prompt
after the txt message disappear then zombie spawn
Code edit (1 edits merged)
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User prompt
wave txt is shown for 2 seconds
Code edit (1 edits merged)
Please save this source code
User prompt
decrease chance of power up to 0.6
Code edit (1 edits merged)
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User prompt
send to slightly right
User prompt
send to slightly right
User prompt
send to slightly left
Code edit (1 edits merged)
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User prompt
")" Now instead of this symbol it should be written how many zombies have died so far.
Code edit (1 edits merged)
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Code edit (4 edits merged)
Please save this source code
User prompt
send to slightly up
/**** * Classes ****/ /**** * Base Container Class ****/ var BaseContainer = Container.expand(function () { var self = Container.call(this); self.health = 1; self.maxHealth = 1; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; self.heal = function (amount) { self.health = Math.min(self.health + amount, self.maxHealth); }; return self; }); /**** * Power-Up Class ****/ var PowerUp = BaseContainer.expand(function () { var self = BaseContainer.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.type = ['speedBoost', 'damageBoost', 'healthBoost'][Math.floor(Math.random() * 3)]; self.speed = -5; self.update = function () { self.x += self.speed; }; 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.maxHealth = 100; self.powerUpDuration = 0; self.powerUpType = null; self.bulletDamageMultiplier = 1; self.activatePowerUp = function (type) { self.powerUpType = type; self.powerUpDuration = 300; // 5 seconds at 60 FPS switch (type) { case 'speedBoost': self.speed *= 2; break; case 'damageBoost': self.bulletDamageMultiplier = 2; break; case 'healthBoost': self.health = self.maxHealth; // Fully restore health break; } }; self.updatePowerUp = function () { if (self.powerUpDuration > 0) { self.powerUpDuration--; if (self.powerUpDuration <= 0) { // Reset power-up effects self.speed = 10; self.bulletDamageMultiplier = 1; self.powerUpType = null; } } }; self.update = function () { self.updatePowerUp(); }; 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; }); /**** * Zombie Base Class ****/ 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; }); /**** * Specific Zombie Types ****/ 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; }); 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 ****/ /**** * Wave System ****/ /**** * Game Initialization ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ // Image Assets /**** * Wave System ****/ // Sound Assets // Image Assets /***** * Zombie Shooter Game * Full Implementation with Enhanced Features *****/ // Background var WaveSystem = { currentWave: 0, zombiesRemaining: 0, zombiesKilled: 0, waveCooldown: 300, powerUpSpawnChance: 0.4, zombieTypes: [{ type: WeakZombie, baseCount: 3 }, { type: FastZombie, baseCount: 2 }, { type: ToughZombie, baseCount: 1 }], startNextWave: function startNextWave() { this.currentWave++; this.zombiesKilled = 0; var zombieComposition = this.calculateZombieComposition(); this.zombiesRemaining = zombieComposition.total; var waveText = new Text2('WAVE ' + this.currentWave + '\n' + '⚔️ Zombie Invasion ⚔️\n' + '🧟 Weak: ' + zombieComposition.weakCount + '\n' + '⚡ Fast: ' + zombieComposition.fastCount + '\n' + '💪 Tough: ' + zombieComposition.toughCount, { size: 70, fill: 0xFF0000, align: 'center' }); waveText.anchor.set(0.5, 0.5); waveText.x = 2048 / 2; waveText.y = 2732 / 2; game.addChild(waveText); LK.getSound('waveStart').play(); LK.setTimeout(function () { game.removeChild(waveText); }, 2000); this.spawnWaveZombies(zombieComposition); if (Math.random() < this.powerUpSpawnChance) { this.spawnPowerUp(); } }, calculateZombieComposition: function calculateZombieComposition() { var weakBase = this.zombieTypes[0].baseCount + Math.floor(this.currentWave / 2); var fastBase = this.zombieTypes[1].baseCount + Math.floor(this.currentWave / 3); var toughBase = this.zombieTypes[2].baseCount + Math.floor(this.currentWave / 4); var composition = { weakCount: weakBase, fastCount: fastBase, toughCount: toughBase }; composition.total = composition.weakCount + composition.fastCount + composition.toughCount; return composition; }, spawnWaveZombies: function spawnWaveZombies(zombieComposition) { for (var i = 0; i < zombieComposition.weakCount; i++) { this.spawnZombie(WeakZombie); } for (var j = 0; j < zombieComposition.fastCount; j++) { this.spawnZombie(FastZombie); } for (var k = 0; k < zombieComposition.toughCount; k++) { this.spawnZombie(ToughZombie); } }, spawnZombie: function spawnZombie(ZombieClass) { var zombie = new ZombieClass(); zombie.x = 2048; zombie.y = Math.random() * 2732; zombies.push(zombie); game.addChild(zombie); }, spawnPowerUp: function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = 2048; powerUp.y = Math.random() * 2732; powerUps.push(powerUp); game.addChild(powerUp); }, zombieKilled: function zombieKilled() { this.zombiesRemaining--; this.zombiesKilled++; if (scoreTxt) { scoreTxt.setText('Score: ' + score + ' | Zombies Killed: ' + this.zombiesKilled); } } }; var background = game.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Player var player = game.addChild(new Player()); player.x = 150; player.y = 2732 / 2; // 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); // Tracking Arrays var bullets = []; var zombies = []; var powerUps = []; // Score var score = 0; var scoreTxt = new Text2('Score: 0 | Zombies Killed: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 2048 / 2 - 150; scoreTxt.y = 50; // Power-Up Bar var powerUpBar = null; // Add text 'Killed Zombie =)' at the bottom left of the screen var killedZombieText = new Text2('Killed Zombie =)', { size: 130, fill: 0xFFFFFF }); killedZombieText.anchor.set(0, 0); killedZombieText.x = 10; killedZombieText.y = 100; game.addChild(killedZombieText); /**** * Game Mechanics ****/ 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(); // Health Bar Update if (player.health > 0) { healthBar.width = player.health * 10; } else { healthBar.width = 0; LK.showGameOver(); } // Power-Up Bar Update if (player.powerUpType) { if (!powerUpBar) { powerUpBar = LK.getAsset('powerUpBar', { anchorX: 0, anchorY: 0.5 }); powerUpBar.x = healthBarBorder.x - healthBarBorder.width / 2; powerUpBar.y = healthBarBorder.y + 50; game.addChild(powerUpBar); } powerUpBar.width = player.powerUpDuration / 300 * 500; } else if (powerUpBar) { game.removeChild(powerUpBar); powerUpBar = null; } // Bullets Update for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].x > 2048) { bullets[i].destroy(); bullets.splice(i, 1); } } // Zombies Update for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].update(); if (zombies[j].intersects(player)) { player.takeDamage(zombies[j].damage); zombies[j].destroy(); zombies.splice(j, 1); LK.getSound('zombieHit').play(); } } // Power-Ups Update for (var p = powerUps.length - 1; p >= 0; p--) { powerUps[p].update(); // Power-up collection if (powerUps[p].intersects(player)) { player.activatePowerUp(powerUps[p].type); LK.getSound('powerUp').play(); powerUps[p].destroy(); powerUps.splice(p, 1); } // Remove power-ups that go off-screen if (powerUps[p] && powerUps[p].x < -100) { powerUps[p].destroy(); powerUps.splice(p, 1); } } // 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])) { // Calculate damage with potential power-up multiplier var damage = bullets[k].damage * (player.bulletDamageMultiplier || 1); if (zombies[l].takeDamage(damage)) { score += 10; WaveSystem.zombieKilled(); 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 (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; }; // Game Over Handler (if not already defined) LK.showGameOver = function () { // Create game over screen var gameOverText = new Text2('GAME OVER\nScore: ' + score, { size: 100, fill: 0xFF0000, align: 'center' }); gameOverText.anchor.set(0.5, 0.5); gameOverText.x = 2048 / 2; gameOverText.y = 2732 / 2; game.addChild(gameOverText); // Add restart button var restartButton = new Text2('RESTART', { size: 50, fill: 0xFFFFFF, align: 'center' }); restartButton.anchor.set(0.5, 0.5); restartButton.x = 2048 / 2; restartButton.y = 2732 / 2 + 200; game.addChild(restartButton); // Restart functionality restartButton.interactive = true; restartButton.on('mousedown', function () { // Reset game state score = 0; zombies = []; bullets = []; powerUps = []; // Reset player player.health = 100; player.powerUpType = null; player.powerUpDuration = 0; player.bulletDamageMultiplier = 1; // Reset wave system WaveSystem.currentWave = 0; // Remove game over elements game.removeChild(gameOverText); game.removeChild(restartButton); // Restart the game WaveSystem.startNextWave(); }); }; // Start the first wave when the game begins WaveSystem.startNextWave();
===================================================================
--- original.js
+++ change.js
@@ -307,9 +307,9 @@
fill: 0xFFFFFF
});
killedZombieText.anchor.set(0, 0);
killedZombieText.x = 10;
-killedZombieText.y = 140;
+killedZombieText.y = 100;
game.addChild(killedZombieText);
/****
* Game Mechanics
****/
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