User prompt
Maden boyutunda ağaç yani Wood ve Berries spawnlanmasın ve zombi yerine iskelet spawn olsun ve arka planını siyah yap oranın
User prompt
Maden boyutunda Demir Elmas kömür ruby ve çok fazla taş spawn olsun ve maden boyutuna girmek için bir tuş yarat
User prompt
2. bir kısım olarak Maden boyutunu yarat oradada iskeletler bize ok atsın
User prompt
yazıları daha küçük yapabilirmisin ekrana sığmıyor bazıları
User prompt
Yay için Ok yapmamız gereksin zombi hızını düşür
User prompt
oyunda craft yapabilelim bu kaynakları da Wood Stone Berries gibi alt kısma yaz çalışma masası fırın zırh masası silah masası yapabilelim
User prompt
bunları taş odun ve meyveler gibi bulabilelim haritada vede açık dünyası olsun yani haritayı biraz daha büyüt
User prompt
yeni kaynaklar ekle mesela demir altın elmas ruby zümrüt gibi kömür vb zırh yapabilelim ve açık dünyası olsun
User prompt
geceleri bize saldırmaya zombiler gelsin ve kılıç ve yay üretebilelim
Code edit (1 edits merged)
Please save this source code
User prompt
Craft Survival: Island Escape
Initial prompt
Craft Survival Game island
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Arrow projectile
var Arrow = Container.expand(function () {
var self = Container.call(this);
self.type = 'arrow';
self.speed = 38;
self.damage = 18;
self.target = null;
self.lastX = 0;
self.lastY = 0;
self.attachAsset('wood', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.2
});
self.children[0].tint = 0xffe066;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.target) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 2) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
}
};
return self;
});
// Bow weapon
var Bow = Container.expand(function () {
var self = Container.call(this);
self.type = 'bow';
self.damage = 18;
self.range = 600;
self.cooldown = 50;
self.lastAttackTick = -1000;
self.attachAsset('wood', {
anchorX: 0.5,
anchorY: 0.5
});
self.children[0].tint = 0x8fd3ff;
return self;
});
// Bush (for berries)
var Bush = Container.expand(function () {
var self = Container.call(this);
self.type = 'bush';
self.attachAsset('bush', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.inventory = {
wood: 0,
stone: 0,
berry: 0,
iron: 0,
gold: 0,
diamond: 0,
ruby: 0,
emerald: 0,
coal: 0,
arrow: 0,
// arrows for bow
// Workstations
workbench: 0,
furnace: 0,
armorbench: 0,
weaponbench: 0
};
self.health = 100;
self.hunger = 100;
self.hasShelter = false;
self.hasRaft = false;
self.update = function () {};
return self;
});
// Raft
var Raft = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('raft', {
anchorX: 0.5,
anchorY: 1
});
return self;
});
// Resource base class
var Resource = Container.expand(function () {
var self = Container.call(this);
self.type = '';
self.collected = false;
self.update = function () {};
return self;
});
// Wood resource
var Wood = Resource.expand(function () {
var self = Resource.call(this);
self.type = 'wood';
self.attachAsset('wood', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Stone resource
var Stone = Resource.expand(function () {
var self = Resource.call(this);
self.type = 'stone';
self.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Berry resource
var Berry = Resource.expand(function () {
var self = Resource.call(this);
self.type = 'berry';
self.attachAsset('berry', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Rock (for stone)
var Rock = Container.expand(function () {
var self = Container.call(this);
self.type = 'rock';
self.attachAsset('rock', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Shelter
var Shelter = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('shelter', {
anchorX: 0.5,
anchorY: 1
});
return self;
});
// Sword weapon
var Sword = Container.expand(function () {
var self = Container.call(this);
self.type = 'sword';
self.damage = 30;
self.range = 180;
self.cooldown = 30;
self.lastAttackTick = -1000;
self.attachAsset('wood', {
anchorX: 0.5,
anchorY: 0.5
});
self.children[0].tint = 0xcccccc;
return self;
});
// Tree (for wood)
var Tree = Container.expand(function () {
var self = Container.call(this);
self.type = 'tree';
self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1
});
return self;
});
// Zombie enemy (attacks at night)
var Zombie = Container.expand(function () {
var self = Container.call(this);
self.type = 'zombie';
self.speed = 4 + Math.random() * 2.5;
self.target = null;
self.damage = 12;
self.lastX = 0;
self.lastY = 0;
self.attachAsset('player', {
// reuse player shape, but tint
anchorX: 0.5,
anchorY: 0.5
});
self.children[0].tint = 0x4b2e83; // purple zombie
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
if (self.target) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 2) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Sky blue for day
});
/****
* Game Code
****/
// Shapes for resources, player, and environment
// --- Global variables ---
var player;
var resources = [];
var interactables = [];
var shelter = null;
var raft = null;
var day = 1;
var isNight = false;
var nightOverlay;
var hungerTimer;
var dayNightTimer;
var dragging = false;
var dragOffset = {
x: 0,
y: 0
};
var selectedInteractable = null;
// --- Mine dimension ---
var inMine = false;
var mineBtn = null;
var mineResources = [];
var mineInteractables = [];
// --- Zombies, weapons, arrows ---
var zombies = [];
var zombieSpawnTimer = null;
var playerWeapon = null;
var arrows = [];
// --- UI Elements ---
var healthTxt = new Text2('Health: 100', {
size: 40,
fill: "#fff"
});
healthTxt.anchor.set(0, 0);
LK.gui.top.addChild(healthTxt);
var hungerTxt = new Text2('Hunger: 100', {
size: 40,
fill: "#fff"
});
hungerTxt.anchor.set(0, 0);
LK.gui.top.addChild(hungerTxt);
hungerTxt.y = 50;
var dayTxt = new Text2('Day: 1', {
size: 40,
fill: "#fff"
});
dayTxt.anchor.set(0, 0);
LK.gui.top.addChild(dayTxt);
dayTxt.y = 100;
// --- Inventory UI for all resources ---
var invTxt = new Text2('Wood: 0 Stone: 0 Berries: 0 Iron: 0 Gold: 0 Diamond: 0 Ruby: 0 Emerald: 0 Coal: 0', {
size: 32,
fill: "#fff"
});
invTxt.anchor.set(0.5, 0);
LK.gui.bottom.addChild(invTxt);
invTxt.y = -80;
// --- Crafting UI for workstations ---
var craftWorkbenchBtn = new Text2('Craft Workbench', {
size: 32,
fill: 0xFFE4B5
});
craftWorkbenchBtn.anchor.set(0.5, 0);
craftWorkbenchBtn.y = -320;
craftWorkbenchBtn.x = 0;
LK.gui.bottom.addChild(craftWorkbenchBtn);
var craftFurnaceBtn = new Text2('Craft Furnace', {
size: 32,
fill: 0xFFE4B5
});
craftFurnaceBtn.anchor.set(0.5, 0);
craftFurnaceBtn.y = -360;
craftFurnaceBtn.x = 0;
LK.gui.bottom.addChild(craftFurnaceBtn);
var craftArmorBenchBtn = new Text2('Craft Armor Bench', {
size: 32,
fill: 0xFFE4B5
});
craftArmorBenchBtn.anchor.set(0.5, 0);
craftArmorBenchBtn.y = -400;
craftArmorBenchBtn.x = 0;
LK.gui.bottom.addChild(craftArmorBenchBtn);
var craftWeaponBenchBtn = new Text2('Craft Weapon Bench', {
size: 32,
fill: 0xFFE4B5
});
craftWeaponBenchBtn.anchor.set(0.5, 0);
craftWeaponBenchBtn.y = -440;
craftWeaponBenchBtn.x = 0;
LK.gui.bottom.addChild(craftWeaponBenchBtn);
// --- Helper functions ---
function updateUI() {
healthTxt.setText('Health: ' + Math.max(0, Math.round(player.health)));
hungerTxt.setText('Hunger: ' + Math.max(0, Math.round(player.hunger)));
dayTxt.setText('Day: ' + day);
invTxt.setText('Wood: ' + player.inventory.wood + ' Stone: ' + player.inventory.stone + ' Berries: ' + player.inventory.berry + ' Iron: ' + player.inventory.iron + ' Gold: ' + player.inventory.gold + ' Diamond: ' + player.inventory.diamond + ' Ruby: ' + player.inventory.ruby + ' Emerald: ' + player.inventory.emerald + ' Coal: ' + player.inventory.coal + ' Arrows: ' + player.inventory.arrow);
}
function spawnResource(type, x, y) {
var res;
if (type === 'wood') {
res = new Wood();
} else if (type === 'stone') {
res = new Stone();
} else if (type === 'berry') {
res = new Berry();
} else if (type === 'iron') {
res = new Resource();
res.type = 'iron';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0xaaaaaa;
} else if (type === 'gold') {
res = new Resource();
res.type = 'gold';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0xffd700;
} else if (type === 'diamond') {
res = new Resource();
res.type = 'diamond';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0x00ffff;
} else if (type === 'ruby') {
res = new Resource();
res.type = 'ruby';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0xff0044;
} else if (type === 'emerald') {
res = new Resource();
res.type = 'emerald';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0x00ff44;
} else if (type === 'coal') {
res = new Resource();
res.type = 'coal';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0x222222;
}
res.x = x;
res.y = y;
resources.push(res);
game.addChild(res);
}
function spawnInteractable(type, x, y) {
var obj;
if (type === 'tree') {
obj = new Tree();
} else if (type === 'rock') {
obj = new Rock();
} else if (type === 'bush') {
obj = new Bush();
}
obj.x = x;
obj.y = y;
interactables.push(obj);
game.addChild(obj);
}
function removeResource(res) {
res.destroy();
var idx = resources.indexOf(res);
if (idx !== -1) resources.splice(idx, 1);
}
function removeInteractable(obj) {
obj.destroy();
var idx = interactables.indexOf(obj);
if (idx !== -1) interactables.splice(idx, 1);
}
function showNightOverlay() {
if (!nightOverlay) {
nightOverlay = LK.getAsset('nightOverlay', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
nightOverlay.alpha = 0.5;
game.addChild(nightOverlay);
} else {
nightOverlay.alpha = 0.5;
}
}
function hideNightOverlay() {
if (nightOverlay) nightOverlay.alpha = 0;
}
// --- Zombie spawning and cleanup ---
function spawnZombie() {
var z = new Zombie();
// Spawn at random edge
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// left
z.x = 0;
z.y = 400 + Math.random() * 1800;
} else if (edge === 1) {
// right
z.x = 2048;
z.y = 400 + Math.random() * 1800;
} else if (edge === 2) {
// top
z.x = 200 + Math.random() * 1600;
z.y = 0;
} else {
// bottom
z.x = 200 + Math.random() * 1600;
z.y = 2732;
}
z.target = player;
zombies.push(z);
game.addChild(z);
}
function clearZombies() {
for (var i = 0; i < zombies.length; i++) {
zombies[i].destroy();
}
zombies = [];
}
function startZombieSpawning() {
zombieSpawnTimer = LK.setInterval(function () {
if (isNight) {
spawnZombie();
}
}, 2500);
}
function stopZombieSpawning() {
if (zombieSpawnTimer) LK.clearInterval(zombieSpawnTimer);
clearZombies();
}
function startDayNightCycle() {
dayNightTimer = LK.setInterval(function () {
isNight = !isNight;
if (isNight) {
showNightOverlay();
startZombieSpawning();
} else {
hideNightOverlay();
stopZombieSpawning();
day += 1;
updateUI();
}
}, 20000); // 20 seconds per phase
}
function stopDayNightCycle() {
if (dayNightTimer) LK.clearInterval(dayNightTimer);
}
function startHunger() {
hungerTimer = LK.setInterval(function () {
if (isNight && !player.hasShelter) {
player.health -= 2;
}
player.hunger -= 1;
if (player.hunger <= 0) {
player.health -= 2;
}
if (player.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
updateUI();
}, 1200);
}
function stopHunger() {
if (hungerTimer) LK.clearInterval(hungerTimer);
}
function tryCollectResource(res) {
if (res.type === 'wood') {
player.inventory.wood += 1;
} else if (res.type === 'stone') {
player.inventory.stone += 1;
} else if (res.type === 'berry') {
player.inventory.berry += 1;
player.hunger = Math.min(100, player.hunger + 10);
} else if (res.type === 'iron') {
player.inventory.iron += 1;
} else if (res.type === 'gold') {
player.inventory.gold += 1;
} else if (res.type === 'diamond') {
player.inventory.diamond += 1;
} else if (res.type === 'ruby') {
player.inventory.ruby += 1;
} else if (res.type === 'emerald') {
player.inventory.emerald += 1;
} else if (res.type === 'coal') {
player.inventory.coal += 1;
}
removeResource(res);
updateUI();
}
function tryInteract(obj) {
if (obj.type === 'tree') {
spawnResource('wood', obj.x + Math.random() * 60 - 30, obj.y + 80);
removeInteractable(obj);
} else if (obj.type === 'rock') {
spawnResource('stone', obj.x, obj.y + 40);
removeInteractable(obj);
} else if (obj.type === 'bush') {
spawnResource('berry', obj.x, obj.y + 20);
removeInteractable(obj);
}
}
function canBuildShelter() {
return !player.hasShelter && player.inventory.wood >= 5 && player.inventory.stone >= 3;
}
function buildShelter() {
player.inventory.wood -= 5;
player.inventory.stone -= 3;
player.hasShelter = true;
shelter = new Shelter();
shelter.x = player.x + 180;
shelter.y = player.y + 100;
game.addChild(shelter);
updateUI();
}
function canBuildRaft() {
return !player.hasRaft && player.inventory.wood >= 10 && player.inventory.stone >= 5;
}
function buildRaft() {
player.inventory.wood -= 10;
player.inventory.stone -= 5;
player.hasRaft = true;
raft = new Raft();
raft.x = 2048 - 300;
raft.y = 2732 - 200;
game.addChild(raft);
updateUI();
}
function tryEscape() {
if (player.hasRaft && Math.abs(player.x - raft.x) < 150 && Math.abs(player.y - raft.y) < 150) {
LK.showYouWin();
}
}
// --- Game Setup ---
function setupIsland() {
// Place trees, rocks, bushes randomly
for (var i = 0; i < 6; i++) {
spawnInteractable('tree', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
}
for (var i = 0; i < 5; i++) {
spawnInteractable('rock', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
}
for (var i = 0; i < 4; i++) {
spawnInteractable('bush', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
}
// New resource spawns
for (var i = 0; i < 3; i++) {
spawnResource('iron', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
spawnResource('gold', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
spawnResource('diamond', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
spawnResource('ruby', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
spawnResource('emerald', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
spawnResource('coal', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
}
}
// --- Player Setup ---
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// --- Initial Island ---
setupIsland();
updateUI();
startDayNightCycle();
startHunger();
// --- Mine Button ---
mineBtn = new Text2('Enter Mine', {
size: 36,
fill: 0xeeeeee
});
mineBtn.anchor.set(0.5, 0);
mineBtn.y = -380;
mineBtn.x = 640;
LK.gui.bottom.addChild(mineBtn);
// --- Setup Mine ---
function setupMine() {
// Clear previous mine resources/interactables
for (var i = 0; i < mineResources.length; i++) {
mineResources[i].destroy();
}
for (var i = 0; i < mineInteractables.length; i++) {
mineInteractables[i].destroy();
}
mineResources = [];
mineInteractables = [];
// Spawn lots of stone, iron, diamond, coal, ruby
for (var i = 0; i < 18; i++) {
var t = Math.random();
var type = 'stone';
if (t < 0.18) type = 'iron';else if (t < 0.36) type = 'diamond';else if (t < 0.54) type = 'coal';else if (t < 0.72) type = 'ruby';
// else stone
var x = 200 + Math.random() * 1600;
var y = 400 + Math.random() * 1800;
var res = null;
if (type === 'stone') {
res = new Stone();
} else if (type === 'iron') {
res = new Resource();
res.type = 'iron';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0xaaaaaa;
} else if (type === 'diamond') {
res = new Resource();
res.type = 'diamond';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0x00ffff;
} else if (type === 'coal') {
res = new Resource();
res.type = 'coal';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0x222222;
} else if (type === 'ruby') {
res = new Resource();
res.type = 'ruby';
res.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
res.children[0].tint = 0xff0044;
}
res.x = x;
res.y = y;
mineResources.push(res);
}
// Add to game
for (var i = 0; i < mineResources.length; i++) {
game.addChild(mineResources[i]);
}
// Add some rocks as interactables
for (var i = 0; i < 6; i++) {
var rock = new Rock();
rock.x = 200 + Math.random() * 1600;
rock.y = 400 + Math.random() * 1800;
mineInteractables.push(rock);
game.addChild(rock);
}
}
// --- Touch Controls ---
// Mine button logic
mineBtn.down = function (x, y, obj) {
if (!inMine) {
// Enter mine
inMine = true;
// Hide all island resources/interactables
for (var i = 0; i < resources.length; i++) {
resources[i].visible = false;
}
for (var i = 0; i < interactables.length; i++) {
interactables[i].visible = false;
}
if (shelter) shelter.visible = false;
if (raft) raft.visible = false;
// Remove zombies from screen
for (var i = 0; i < zombies.length; i++) {
zombies[i].visible = false;
}
// Remove arrows from screen
for (var i = 0; i < arrows.length; i++) {
arrows[i].visible = false;
}
// Setup mine
setupMine();
// Move player to mine entrance
player.x = 2048 / 2;
player.y = 2732 / 2;
// Change button text
mineBtn.setText('Exit Mine');
} else {
// Exit mine
inMine = false;
// Remove mine resources/interactables
for (var i = 0; i < mineResources.length; i++) {
mineResources[i].destroy();
}
for (var i = 0; i < mineInteractables.length; i++) {
mineInteractables[i].destroy();
}
mineResources = [];
mineInteractables = [];
// Show all island resources/interactables
for (var i = 0; i < resources.length; i++) {
resources[i].visible = true;
}
for (var i = 0; i < interactables.length; i++) {
interactables[i].visible = true;
}
if (shelter) shelter.visible = true;
if (raft) raft.visible = true;
// Show zombies/arrows again
for (var i = 0; i < zombies.length; i++) {
zombies[i].visible = true;
}
for (var i = 0; i < arrows.length; i++) {
arrows[i].visible = true;
}
// Move player to island center
player.x = 2048 / 2;
player.y = 2732 / 2;
// Change button text
mineBtn.setText('Enter Mine');
}
};
game.down = function (x, y, obj) {
// Don't allow dragging from top left 100x100
if (x < 100 && y < 100) return;
// --- WEAPON ATTACK ---
if (playerWeapon) {
// Sword: tap near player to attack
if (playerWeapon.type === 'sword') {
if (LK.ticks - playerWeapon.lastAttackTick > playerWeapon.cooldown) {
for (var i = zombies.length - 1; i >= 0; i--) {
var z = zombies[i];
var dx = z.x - player.x;
var dy = z.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < playerWeapon.range) {
z.destroy();
zombies.splice(i, 1);
playerWeapon.lastAttackTick = LK.ticks;
LK.effects.flashObject(playerWeapon, 0xffff00, 200);
break;
}
}
}
}
// Bow: tap anywhere to shoot arrow toward tap
else if (playerWeapon.type === 'bow') {
if (LK.ticks - playerWeapon.lastAttackTick > playerWeapon.cooldown) {
// Require at least 1 arrow in inventory to shoot
if (player.inventory.arrow && player.inventory.arrow > 0) {
// Find closest zombie in range
var closest = null;
var minDist = 99999;
for (var i = 0; i < zombies.length; i++) {
var z = zombies[i];
var dx = z.x - player.x;
var dy = z.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < playerWeapon.range && dist < minDist) {
closest = z;
minDist = dist;
}
}
if (closest) {
var arrow = new Arrow();
arrow.x = player.x + 60;
arrow.y = player.y;
arrow.target = closest;
arrows.push(arrow);
game.addChild(arrow);
player.inventory.arrow -= 1;
updateUI();
playerWeapon.lastAttackTick = LK.ticks;
LK.effects.flashObject(playerWeapon, 0x66ccff, 200);
}
}
}
}
}
// Check if touching interactable
if (!inMine) {
for (var i = 0; i < interactables.length; i++) {
var it = interactables[i];
if (player.intersects(it)) {
selectedInteractable = it;
return;
}
}
// Check if touching resource
for (var j = 0; j < resources.length; j++) {
var res = resources[j];
if (player.intersects(res)) {
tryCollectResource(res);
return;
}
}
} else {
// In mine: check mine interactables/resources
for (var i = 0; i < mineInteractables.length; i++) {
var it = mineInteractables[i];
if (player.intersects(it)) {
// Use same logic as rocks
spawnResource('stone', it.x, it.y + 40);
it.destroy();
mineInteractables.splice(i, 1);
updateUI();
return;
}
}
for (var j = 0; j < mineResources.length; j++) {
var res = mineResources[j];
if (player.intersects(res)) {
// Use tryCollectResource logic, but remove from mineResources
if (res.type === 'wood') {
player.inventory.wood += 1;
} else if (res.type === 'stone') {
player.inventory.stone += 1;
} else if (res.type === 'berry') {
player.inventory.berry += 1;
player.hunger = Math.min(100, player.hunger + 10);
} else if (res.type === 'iron') {
player.inventory.iron += 1;
} else if (res.type === 'gold') {
player.inventory.gold += 1;
} else if (res.type === 'diamond') {
player.inventory.diamond += 1;
} else if (res.type === 'ruby') {
player.inventory.ruby += 1;
} else if (res.type === 'emerald') {
player.inventory.emerald += 1;
} else if (res.type === 'coal') {
player.inventory.coal += 1;
}
res.destroy();
mineResources.splice(j, 1);
updateUI();
return;
}
}
}
// Check if touching raft
if (raft && player.intersects(raft)) {
tryEscape();
return;
}
// Start dragging player
dragging = true;
dragOffset.x = x - player.x;
dragOffset.y = y - player.y;
};
game.move = function (x, y, obj) {
if (dragging) {
player.x = Math.max(60, Math.min(2048 - 60, x - dragOffset.x));
player.y = Math.max(120, Math.min(2732 - 60, y - dragOffset.y));
// If shelter exists, keep it near player
if (shelter) {
shelter.x = player.x + 180;
shelter.y = player.y + 100;
}
}
};
game.up = function (x, y, obj) {
dragging = false;
if (selectedInteractable) {
if (player.intersects(selectedInteractable)) {
tryInteract(selectedInteractable);
}
selectedInteractable = null;
}
};
// --- Crafting Buttons ---
var craftShelterBtn = new Text2('Build Shelter', {
size: 40,
fill: 0xFFE4B5
});
craftShelterBtn.anchor.set(0.5, 0);
craftShelterBtn.y = -180;
craftShelterBtn.x = 0;
LK.gui.bottom.addChild(craftShelterBtn);
var craftRaftBtn = new Text2('Build Raft', {
size: 40,
fill: 0xFFE4B5
});
craftRaftBtn.anchor.set(0.5, 0);
craftRaftBtn.y = -220;
craftRaftBtn.x = 0;
LK.gui.bottom.addChild(craftRaftBtn);
// --- Craft Sword and Bow Buttons ---
var craftSwordBtn = new Text2('Craft Sword', {
size: 40,
fill: 0xeeeeee
});
craftSwordBtn.anchor.set(0.5, 0);
craftSwordBtn.y = -260;
craftSwordBtn.x = 0;
LK.gui.bottom.addChild(craftSwordBtn);
var craftBowBtn = new Text2('Craft Bow', {
size: 40,
fill: 0xeeeeee
});
craftBowBtn.anchor.set(0.5, 0);
craftBowBtn.y = -300;
craftBowBtn.x = 0;
LK.gui.bottom.addChild(craftBowBtn);
// --- Crafting logic for workstations ---
function canCraftWorkbench() {
return player.inventory.wood >= 6 && player.inventory.stone >= 2;
}
function canCraftFurnace() {
return player.inventory.stone >= 8 && player.inventory.coal >= 2;
}
function canCraftArmorBench() {
return player.inventory.wood >= 4 && player.inventory.iron >= 2;
}
function canCraftWeaponBench() {
return player.inventory.wood >= 4 && player.inventory.stone >= 2 && player.inventory.iron >= 1;
}
function craftWorkbench() {
player.inventory.wood -= 6;
player.inventory.stone -= 2;
player.inventory.workbench += 1;
updateUI();
}
function craftFurnace() {
player.inventory.stone -= 8;
player.inventory.coal -= 2;
player.inventory.furnace += 1;
updateUI();
}
function craftArmorBench() {
player.inventory.wood -= 4;
player.inventory.iron -= 2;
player.inventory.armorbench += 1;
updateUI();
}
function craftWeaponBench() {
player.inventory.wood -= 4;
player.inventory.stone -= 2;
player.inventory.iron -= 1;
player.inventory.weaponbench += 1;
updateUI();
}
craftWorkbenchBtn.down = function (x, y, obj) {
if (canCraftWorkbench()) {
craftWorkbench();
}
};
craftFurnaceBtn.down = function (x, y, obj) {
if (canCraftFurnace()) {
craftFurnace();
}
};
craftArmorBenchBtn.down = function (x, y, obj) {
if (canCraftArmorBench()) {
craftArmorBench();
}
};
craftWeaponBenchBtn.down = function (x, y, obj) {
if (canCraftWeaponBench()) {
craftWeaponBench();
}
};
craftShelterBtn.down = function (x, y, obj) {
if (canBuildShelter()) {
buildShelter();
}
};
craftRaftBtn.down = function (x, y, obj) {
if (canBuildRaft()) {
buildRaft();
}
};
// --- Crafting logic for sword, bow, and arrows ---
function canCraftSword() {
return (!playerWeapon || playerWeapon.type !== 'sword') && player.inventory.wood >= 3 && player.inventory.stone >= 2;
}
function canCraftBow() {
return (!playerWeapon || playerWeapon.type !== 'bow') && player.inventory.wood >= 4 && player.inventory.berry >= 2;
}
// Craft 5 arrows for 1 wood and 1 stone
function canCraftArrows() {
return player.inventory.wood >= 1 && player.inventory.stone >= 1;
}
function craftSword() {
player.inventory.wood -= 3;
player.inventory.stone -= 2;
if (playerWeapon) {
playerWeapon.destroy();
}
playerWeapon = new Sword();
playerWeapon.x = player.x + 60;
playerWeapon.y = player.y;
game.addChild(playerWeapon);
updateUI();
}
function craftBow() {
player.inventory.wood -= 4;
player.inventory.berry -= 2;
if (playerWeapon) {
playerWeapon.destroy();
}
playerWeapon = new Bow();
playerWeapon.x = player.x + 60;
playerWeapon.y = player.y;
game.addChild(playerWeapon);
updateUI();
}
function craftArrows() {
player.inventory.wood -= 1;
player.inventory.stone -= 1;
player.inventory.arrow += 5;
updateUI();
}
craftSwordBtn.down = function (x, y, obj) {
if (canCraftSword()) {
craftSword();
}
};
craftBowBtn.down = function (x, y, obj) {
if (canCraftBow()) {
craftBow();
}
};
// Arrow crafting button
var craftArrowBtn = new Text2('Craft 5 Arrows', {
size: 40,
fill: 0xeeeeee
});
craftArrowBtn.anchor.set(0.5, 0);
craftArrowBtn.y = -340;
craftArrowBtn.x = 320;
LK.gui.bottom.addChild(craftArrowBtn);
craftArrowBtn.down = function (x, y, obj) {
if (canCraftArrows()) {
craftArrows();
}
};
// --- Game Update Loop ---
game.update = function () {
// Randomly respawn resources
if (LK.ticks % 180 === 0) {
var t = Math.random();
if (t < 0.33) {
spawnInteractable('tree', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
} else if (t < 0.66) {
spawnInteractable('rock', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
} else {
spawnInteractable('bush', 200 + Math.random() * 1600, 400 + Math.random() * 1800);
}
}
// --- ZOMBIE LOGIC ---
for (var i = zombies.length - 1; i >= 0; i--) {
var z = zombies[i];
z.update();
// If zombie reaches player
if (z.lastWasIntersecting === undefined) z.lastWasIntersecting = false;
var nowIntersect = z.intersects(player);
if (!z.lastWasIntersecting && nowIntersect) {
if (!player.hasShelter) {
player.health -= z.damage;
LK.effects.flashObject(player, 0xff0000, 400);
updateUI();
if (player.health <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
z.lastWasIntersecting = nowIntersect;
// Remove zombie if dead or off screen
if (z.x < -100 || z.x > 2148 || z.y < -100 || z.y > 2832) {
z.destroy();
zombies.splice(i, 1);
}
}
// --- ARROW LOGIC ---
for (var j = arrows.length - 1; j >= 0; j--) {
var a = arrows[j];
a.update();
// Hit zombie?
for (var k = zombies.length - 1; k >= 0; k--) {
var z = zombies[k];
if (a.intersects(z)) {
z.destroy();
zombies.splice(k, 1);
a.destroy();
arrows.splice(j, 1);
break;
}
}
// Remove arrow if off screen
if (a.x < -100 || a.x > 2148 || a.y < -100 || a.y > 2832) {
a.destroy();
arrows.splice(j, 1);
}
}
// --- WEAPON FOLLOW PLAYER ---
if (playerWeapon) {
playerWeapon.x = player.x + 60;
playerWeapon.y = player.y;
}
// If night and no shelter, health drops faster
if (isNight && !player.hasShelter) {
healthTxt.tint = 0xff4444;
} else {
healthTxt.tint = 0xffffff;
}
// If raft built, show escape hint
if (player.hasRaft && raft) {
// Optionally, could show a message
}
};
// --- Cleanup on Game Over/Win ---
LK.on('gameover', function () {
stopDayNightCycle();
stopHunger();
stopZombieSpawning();
clearZombies();
for (var i = 0; i < arrows.length; i++) {
arrows[i].destroy();
}
arrows = [];
if (playerWeapon) {
playerWeapon.destroy();
playerWeapon = null;
}
});
LK.on('youwin', function () {
stopDayNightCycle();
stopHunger();
stopZombieSpawning();
clearZombies();
for (var i = 0; i < arrows.length; i++) {
arrows[i].destroy();
}
arrows = [];
if (playerWeapon) {
playerWeapon.destroy();
playerWeapon = null;
}
}); ===================================================================
--- original.js
+++ change.js
@@ -245,8 +245,13 @@
x: 0,
y: 0
};
var selectedInteractable = null;
+// --- Mine dimension ---
+var inMine = false;
+var mineBtn = null;
+var mineResources = [];
+var mineInteractables = [];
// --- Zombies, weapons, arrows ---
var zombies = [];
var zombieSpawnTimer = null;
var playerWeapon = null;
@@ -600,9 +605,154 @@
setupIsland();
updateUI();
startDayNightCycle();
startHunger();
+// --- Mine Button ---
+mineBtn = new Text2('Enter Mine', {
+ size: 36,
+ fill: 0xeeeeee
+});
+mineBtn.anchor.set(0.5, 0);
+mineBtn.y = -380;
+mineBtn.x = 640;
+LK.gui.bottom.addChild(mineBtn);
+// --- Setup Mine ---
+function setupMine() {
+ // Clear previous mine resources/interactables
+ for (var i = 0; i < mineResources.length; i++) {
+ mineResources[i].destroy();
+ }
+ for (var i = 0; i < mineInteractables.length; i++) {
+ mineInteractables[i].destroy();
+ }
+ mineResources = [];
+ mineInteractables = [];
+ // Spawn lots of stone, iron, diamond, coal, ruby
+ for (var i = 0; i < 18; i++) {
+ var t = Math.random();
+ var type = 'stone';
+ if (t < 0.18) type = 'iron';else if (t < 0.36) type = 'diamond';else if (t < 0.54) type = 'coal';else if (t < 0.72) type = 'ruby';
+ // else stone
+ var x = 200 + Math.random() * 1600;
+ var y = 400 + Math.random() * 1800;
+ var res = null;
+ if (type === 'stone') {
+ res = new Stone();
+ } else if (type === 'iron') {
+ res = new Resource();
+ res.type = 'iron';
+ res.attachAsset('stone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ res.children[0].tint = 0xaaaaaa;
+ } else if (type === 'diamond') {
+ res = new Resource();
+ res.type = 'diamond';
+ res.attachAsset('stone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ res.children[0].tint = 0x00ffff;
+ } else if (type === 'coal') {
+ res = new Resource();
+ res.type = 'coal';
+ res.attachAsset('stone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ res.children[0].tint = 0x222222;
+ } else if (type === 'ruby') {
+ res = new Resource();
+ res.type = 'ruby';
+ res.attachAsset('stone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ res.children[0].tint = 0xff0044;
+ }
+ res.x = x;
+ res.y = y;
+ mineResources.push(res);
+ }
+ // Add to game
+ for (var i = 0; i < mineResources.length; i++) {
+ game.addChild(mineResources[i]);
+ }
+ // Add some rocks as interactables
+ for (var i = 0; i < 6; i++) {
+ var rock = new Rock();
+ rock.x = 200 + Math.random() * 1600;
+ rock.y = 400 + Math.random() * 1800;
+ mineInteractables.push(rock);
+ game.addChild(rock);
+ }
+}
// --- Touch Controls ---
+// Mine button logic
+mineBtn.down = function (x, y, obj) {
+ if (!inMine) {
+ // Enter mine
+ inMine = true;
+ // Hide all island resources/interactables
+ for (var i = 0; i < resources.length; i++) {
+ resources[i].visible = false;
+ }
+ for (var i = 0; i < interactables.length; i++) {
+ interactables[i].visible = false;
+ }
+ if (shelter) shelter.visible = false;
+ if (raft) raft.visible = false;
+ // Remove zombies from screen
+ for (var i = 0; i < zombies.length; i++) {
+ zombies[i].visible = false;
+ }
+ // Remove arrows from screen
+ for (var i = 0; i < arrows.length; i++) {
+ arrows[i].visible = false;
+ }
+ // Setup mine
+ setupMine();
+ // Move player to mine entrance
+ player.x = 2048 / 2;
+ player.y = 2732 / 2;
+ // Change button text
+ mineBtn.setText('Exit Mine');
+ } else {
+ // Exit mine
+ inMine = false;
+ // Remove mine resources/interactables
+ for (var i = 0; i < mineResources.length; i++) {
+ mineResources[i].destroy();
+ }
+ for (var i = 0; i < mineInteractables.length; i++) {
+ mineInteractables[i].destroy();
+ }
+ mineResources = [];
+ mineInteractables = [];
+ // Show all island resources/interactables
+ for (var i = 0; i < resources.length; i++) {
+ resources[i].visible = true;
+ }
+ for (var i = 0; i < interactables.length; i++) {
+ interactables[i].visible = true;
+ }
+ if (shelter) shelter.visible = true;
+ if (raft) raft.visible = true;
+ // Show zombies/arrows again
+ for (var i = 0; i < zombies.length; i++) {
+ zombies[i].visible = true;
+ }
+ for (var i = 0; i < arrows.length; i++) {
+ arrows[i].visible = true;
+ }
+ // Move player to island center
+ player.x = 2048 / 2;
+ player.y = 2732 / 2;
+ // Change button text
+ mineBtn.setText('Enter Mine');
+ }
+};
game.down = function (x, y, obj) {
// Don't allow dragging from top left 100x100
if (x < 100 && y < 100) return;
// --- WEAPON ATTACK ---
@@ -659,22 +809,67 @@
}
}
}
// Check if touching interactable
- for (var i = 0; i < interactables.length; i++) {
- var it = interactables[i];
- if (player.intersects(it)) {
- selectedInteractable = it;
- return;
+ if (!inMine) {
+ for (var i = 0; i < interactables.length; i++) {
+ var it = interactables[i];
+ if (player.intersects(it)) {
+ selectedInteractable = it;
+ return;
+ }
}
- }
- // Check if touching resource
- for (var j = 0; j < resources.length; j++) {
- var res = resources[j];
- if (player.intersects(res)) {
- tryCollectResource(res);
- return;
+ // Check if touching resource
+ for (var j = 0; j < resources.length; j++) {
+ var res = resources[j];
+ if (player.intersects(res)) {
+ tryCollectResource(res);
+ return;
+ }
}
+ } else {
+ // In mine: check mine interactables/resources
+ for (var i = 0; i < mineInteractables.length; i++) {
+ var it = mineInteractables[i];
+ if (player.intersects(it)) {
+ // Use same logic as rocks
+ spawnResource('stone', it.x, it.y + 40);
+ it.destroy();
+ mineInteractables.splice(i, 1);
+ updateUI();
+ return;
+ }
+ }
+ for (var j = 0; j < mineResources.length; j++) {
+ var res = mineResources[j];
+ if (player.intersects(res)) {
+ // Use tryCollectResource logic, but remove from mineResources
+ if (res.type === 'wood') {
+ player.inventory.wood += 1;
+ } else if (res.type === 'stone') {
+ player.inventory.stone += 1;
+ } else if (res.type === 'berry') {
+ player.inventory.berry += 1;
+ player.hunger = Math.min(100, player.hunger + 10);
+ } else if (res.type === 'iron') {
+ player.inventory.iron += 1;
+ } else if (res.type === 'gold') {
+ player.inventory.gold += 1;
+ } else if (res.type === 'diamond') {
+ player.inventory.diamond += 1;
+ } else if (res.type === 'ruby') {
+ player.inventory.ruby += 1;
+ } else if (res.type === 'emerald') {
+ player.inventory.emerald += 1;
+ } else if (res.type === 'coal') {
+ player.inventory.coal += 1;
+ }
+ res.destroy();
+ mineResources.splice(j, 1);
+ updateUI();
+ return;
+ }
+ }
}
// Check if touching raft
if (raft && player.intersects(raft)) {
tryEscape();