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Fix Bug: 'TypeError: BloodSplatter.forEach is not a function' in this line: 'BloodSplatter.forEach(function (zombie) {' Line Number: 253
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Fix Bug: 'TypeError: BloodSplatter.forEach is not a function' in this line: 'BloodSplatter.forEach(function (zombie) {' Line Number: 251
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Fix Bug: 'TypeError: BloodSplatter.forEach is not a function' in this line: 'BloodSplatter.forEach(function (zombie) {' Line Number: 249
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Quand un flash de type LK.effects.flashScreen est utilisé rend visible tous les zombies pendant 200ms
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Quand les robots tir ajoute un flash LK.effects.flashScreen(0xffffff, 100)
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Fix Bug: 'ReferenceError: killDIsplay is not defined' in this line: 'killDIsplay.killText.visible = false;' Line Number: 328
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A chaque tir du hero fait un "LK.effects.flashScreen" de 100ms
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redn invisible "torch"
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in this line: 'var torchAngle = hero.torchGraphics.rotation;' Line Number: 433
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in this line: 'var torchAngle = hero.torchGraphics.rotation;' Line Number: 433
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in this line: 'var torchAngle = hero.torchGraphics.rotation;' Line Number: 433
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Supprime l'asset de la torch
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Fix Bug: 'TypeError: XMLHttpRequest is not a constructor' in this line: 'var xhr = new XMLHttpRequest();' Line Number: 338
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Fix Bug: 'Uncaught ReferenceError: $ is not defined' in this line: 'var test = $("body").load("ajax/test.html #container");' Line Number: 313
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Fix Bug: 'Uncaught TypeError: XMLHttpRequest is not a constructor' in this line: 'var xhr = new XMLHttpRequest();' Line Number: 313
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Fix Bug: 'Uncaught TypeError: XMLHttpRequest is not a constructor' in this line: 'var xhr = new XMLHttpRequest();' Line Number: 313
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'stringify')' in this line: 'var post = JSON.stringify(postObj);' Line Number: 337
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Fix Bug: 'TypeError: XMLHttpRequest is not a constructor' in this line: 'var xhr = new XMLHttpRequest();' Line Number: 338
/**** * Classes ****/ var ZombieCountDisplay = Container.expand(function () { var self = Container.call(this); self.zombieCountText = new Text2('Zombies: 0', { size: 100, fill: "#ffffff" }); self.zombieCountText.anchor.set(1, 0); self.zombieCountText.y = 240; // Position below the credit display self.updateZombieCount = function (zombieCount) { self.zombieCountText.setText('Zombies: ' + zombieCount); }; LK.gui.topRight.addChild(self.zombieCountText); }); var BuyRobotButton = Container.expand(function () { var self = Container.call(this); self.buttonGraphics = self.createAsset('buyRobotButton', 'Buy Robot Button', 0.5, 0.5); self.buttonGraphics.interactive = true; self.buttonGraphics.buttonMode = true; self.buttonGraphics.tint = 0x808080; // Set the background color to grey self.buttonGraphics.zIndex = 100; self.cost = 40; self.costText = new Text2(self.cost + ' credits', { size: 50, fill: "#ffffff" }); self.costText.anchor.set(0.5, 0); self.costText.y = 80; // Position below the button self.addChild(self.costText); self.on('down', function (obj) { if (credits >= self.cost && (!robot || robot.length < 2)) { credits -= self.cost; creditDisplay.updateCredits(credits); var newRobot = new Robot(); newRobot.x = Math.random() * (2048 * 0.6) + 2048 * 0.2; var targetYPositions = [2732 / 2 + 150, 2732 / 2 - 150]; newRobot.y = 2732; // Start at the bottom of the screen robot = robot ? robot.concat(newRobot) : [newRobot]; // Assign unique target Y position to each robot newRobot.targetY = targetYPositions[robot.length % targetYPositions.length]; game.addChild(newRobot); } }); }); var ScoreDisplay = Container.expand(function () { var self = Container.call(this); self.scoreText = new Text2('Kills: 0', { size: 100, fill: "#ffffff" }); self.scoreText.anchor.set(1, 0); self.updateScore = function (score) { self.scoreText.setText('Kills: ' + score); }; LK.gui.topRight.addChild(self.scoreText); }); var MuzzleFlash = Container.expand(function () { var self = Container.call(this); var flashGraphics = self.createAsset('muzzleFlash', 'Muzzle flash', 0.5, 0.5); flashGraphics.alpha = 0.5; self.zIndex = -5; }); var BloodSplatter = Container.expand(function (type) { var self = Container.call(this); self.createBloodSplatter = function (type) { var assetName; switch (type) { case 1: assetName = 'bloodSplatter1'; break; case 2: assetName = 'bloodSplatter2'; break; case 3: assetName = 'bloodSplatter3'; break; default: assetName = 'bloodSplatter1'; } return self.createAsset(assetName, 'Blood splatter', 0.5, 0.5); }; var bloodGraphics = self.createBloodSplatter(type); bloodGraphics.rotation = Math.random() * Math.PI * 2; self.visible = false; }); var AmmoDisplay = Container.expand(function () { var self = Container.call(this); self.ammoText = new Text2('Ammo: 20', { size: 100, fill: "#ffffff" }); self.ammoText.anchor.set(1, 1); self.updateAmmo = function (ammoCount) { self.ammoText.setText('Ammo: ' + ammoCount); }; LK.gui.bottomRight.addChild(self.ammoText); }); var CreditDisplay = Container.expand(function () { var self = Container.call(this); self.creditText = new Text2('Credits: 0', { size: 100, fill: "#ffffff" }); self.creditText.anchor.set(1, 0); self.creditText.y = 120; // Position below the score display self.updateCredits = function (credits) { self.creditText.setText('Credits: ' + credits); }; LK.gui.topRight.addChild(self.creditText); }); // Define the Robot class var Robot = Container.expand(function () { var self = Container.call(this); var robotGraphics = self.createAsset('robot', 'Reinforcement robot', 0.5, 0.5); self.speed = 2; self.health = 100; self.lastShotTime = 0; self.move = function (targetY) { var stopPosition = 2732 * 0.6; // 40% from the bottom of the screen if (self.y > stopPosition) { self.y -= self.speed; } else { self.speed = 0; } }; self.shoot = function () { if (LK.ticks - self.lastShotTime >= 120) { var closestZombie = null; var closestDistance = Number.MAX_VALUE; for (var i = 0; i < zombies.length; i++) { var dx = self.x - zombies[i].x; var dy = self.y - zombies[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestZombie = zombies[i]; } } if (closestZombie) { var angle = Math.atan2(closestZombie.y - self.y, closestZombie.x - self.x); robotGraphics.rotation = angle; // Orient the robot towards the target var bullet = new HeroBullet(); // Use HeroBullet for robot shooting bullet.x = self.x + Math.cos(angle) * 40; // Position the bullet at the robot's gun bullet.y = self.y + Math.sin(angle) * 40; // Position the bullet at the robot's gun bullet.rotation = angle; robotBullets.push(bullet); // Add to robotBullets array var muzzleFlash = new MuzzleFlash(); var flashOffsetX = 150 * Math.cos(angle); // Offset for muzzle flash to align with a longer barrel var flashOffsetY = 150 * Math.sin(angle); // Offset for muzzle flash to align with a longer barrel muzzleFlash.x = self.x + flashOffsetX; muzzleFlash.y = self.y + flashOffsetY; muzzleFlash.rotation = angle; // Orient MuzzleFlash in the same direction as the robot muzzleFlash.zIndex = 1; // Ensure MuzzleFlash appears above other game elements muzzleFlash.visible = true; // Make MuzzleFlash visible when shooting game.addChildAt(muzzleFlash, 0); LK.setTimeout(function () { muzzleFlash.destroy(); }, 200); game.addChildAt(muzzleFlash, 0); LK.setTimeout(function () { muzzleFlash.destroy(); }, 400); game.addChild(bullet); } self.lastShotTime = LK.ticks; } }; }); // Define the RobotBullet class var RobotBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('robotBullet', 'Robot bullet', 0.5, 1); self.speed = 10; self.move = function () { self.y -= self.speed; }; }); // Define the Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5); self.ammo = 20; self.reloadTime = null; self.torchGraphics = LK.getAsset('torch', 'Hero torch', 0.5, 0); self.torchGraphics.visible = false; self.orientTorch = function (mousePos) { var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x); self.torchGraphics.rotation = angle; self.torchGraphics.visible = true; heroGraphics.rotation = angle; }; self.speed = 5; self.move = function (direction) { self.x += direction.x * self.speed; self.y += direction.y * self.speed; }; self.shoot = function (mousePos) { if (self.ammo > 0 && (!self.lastShotTime || LK.ticks - self.lastShotTime >= 10) && (!self.reloadTime || LK.ticks - self.reloadTime >= 180)) { var bullet = new HeroBullet(); bullet.x = self.x + 5; bullet.y = self.y - 80; var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x); bullet.rotation = angle; bullets.push(bullet); game.addChild(bullet); self.lastShotTime = LK.ticks; self.ammo--; ammoDisplay.updateAmmo(self.ammo); var muzzleFlash = new MuzzleFlash(); var flashOffsetX = 80 * Math.cos(angle); // Offset for muzzle flash to align with the barrel var flashOffsetY = 80 * Math.sin(angle); // Offset for muzzle flash to align with the barrel muzzleFlash.x = self.x + flashOffsetX; muzzleFlash.y = self.y + flashOffsetY; muzzleFlash.rotation = angle; // Orient MuzzleFlash in the same direction as the torch muzzleFlash.zIndex = 1; // Ensure MuzzleFlash appears above other game elements muzzleFlash.visible = true; // Make MuzzleFlash visible when shooting game.addChildAt(muzzleFlash, 0); LK.setTimeout(function () { muzzleFlash.destroy(); }, 200); game.addChildAt(muzzleFlash, 0); LK.setTimeout(function () { muzzleFlash.destroy(); }, 400); } else if (self.ammo === 0 && (!self.reloadTime || LK.ticks - self.reloadTime >= 180)) { self.ammo = 20; ammoDisplay.updateAmmo(self.ammo); self.reloadTime = LK.ticks; } }; }); // Define the TorchLight class var TorchLight = Container.expand(function () { var self = Container.call(this); var lightGraphics = self.createAsset('torchLight', 'Torch light zone', 0.5, 1); self.updatePosition = function (heroPos, torchAngle) { self.x = heroPos.x; self.y = heroPos.y; self.rotation = torchAngle + Math.PI / 2; // Adjust the size and shape of the light zone // Adjust the size and shape of the light zone to simulate a cone of light lightGraphics.width = 600; // Width of the light cone lightGraphics.height = 8000; // Length of the light cone // Set the alpha to a lower value to simulate light lightGraphics.alpha = 0.3; // Set the pivot to the bottom center of the light cone lightGraphics.pivot.x = 0; lightGraphics.pivot.y = 0; }; }); // Define the HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero bullet', 0.5, 1); self.speed = 50; self.move = function () { self.x += Math.cos(self.rotation) * self.speed; self.y += Math.sin(self.rotation) * self.speed; }; }); // Define the Zombie class var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.createAsset('zombie', 'Zombie enemy', 0.5, 0.5); self.speed = 1 + Math.floor(score / 10) * 0.5; self.health = 50; self.healthBar = self.createAsset('healthBar', 'Zombie health bar', 0.5, 0); self.healthBar.width = self.health * 7; self.healthBar.height = 15; self.healthBar.y = -110; self.move = function (heroPos, torchAngle) { var targetPos = robot && robot.length > 0 && robot.some(function (r) { return r.health > 0; }) ? { x: robot.find(function (r) { return r.health > 0; }).x, y: robot.find(function (r) { return r.health > 0; }).y } : heroPos; var angleToTarget = Math.atan2(targetPos.y - self.y, targetPos.x - self.x); self.x += Math.cos(angleToTarget) * self.speed; self.y += Math.sin(angleToTarget) * self.speed; if (heroPos) { var angleToZombie = Math.atan2(self.y - heroPos.y, self.x - heroPos.x); var angleDifference = Math.abs(torchAngle - angleToZombie); if (angleDifference < 0.12) { // Assuming torch has a cone of visibility of 0.5 radians self.visible = true; } else { self.visible = false; } } self.healthBar.width = self.health * 10; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays function showCustomGameOverScreen() { var gameOverContainer = new Container(); var scoreText = new Text2('Score: ' + score, { size: 200, fill: "#ffffff" }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2; scoreText.y = 200; gameOverContainer.addChild(scoreText); // Hide AmmoDisplay, CreditDisplay, and ZombieCountDisplay zombieCountDisplay.zombieCountText.visible = false; creditDisplay.creditText.visible = false; ammoDisplay.ammoText.visible = false; // Hide all other game elements for (var i = 0; i < game.children.length; i++) { if (game.children[i] !== gameOverContainer) { game.children[i].visible = false; } } // TODO: Implement score history display var closeButton = new Container(); var closeButtonText = new Text2('Close', { size: 100, fill: "#ffffff" }); closeButtonText.anchor.set(0.5, 0.5); closeButton.addChild(closeButtonText); closeButton.x = 2048 / 2; closeButton.y = 2732 - 200; closeButton.interactive = true; closeButton.buttonMode = true; closeButton.on('down', function () { gameOverContainer.destroy(); LK.showGameOver(); }); gameOverContainer.addChild(closeButton); game.addChild(gameOverContainer); } var robot; var robotBullets = []; var torchLight = game.addChild(new TorchLight()); var bullets = []; var zombies = []; var hero; var isGameOver = false; var score = 0; var ammoDisplay = new AmmoDisplay(); var credits = 0; var creditDisplay = new CreditDisplay(); var zombieCountDisplay = new ZombieCountDisplay(); var scoreDisplay = new ScoreDisplay(); // Create the hero hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 100; // Position hero near the bottom of the screen // Add BuyRobotButton to the game var buyRobotButton = game.addChild(new BuyRobotButton()); buyRobotButton.x = 150; // Position button at the bottom left buyRobotButton.y = 2732 - 150; // Game logic and event handlers LK.on('keydown', function (obj) { var direction = { x: 0, y: 0 }; var e = obj.event; switch (e.keyCode) { case 37: // left arrow direction.x = -1; break; case 39: // right arrow direction.x = 1; break; case 38: // up arrow direction.y = -1; break; case 40: // down arrow direction.y = 1; break; } hero.move(direction); }); LK.on('tick', function () { if (isGameOver) { showCustomGameOverScreen(); return; } // Move bullets and check for off-screen for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i]) { bullets[i].move(); for (var j = zombies.length - 1; j >= 0; j--) { if (bullets[i] && bullets[i].intersects(zombies[j])) { bullets[i].destroy(); bullets.splice(i, 1); zombies[j].health -= Math.floor(Math.random() * (20 + 1)) + 20; if (zombies[j].health <= 0) { var bloodSplatterType = Math.floor(Math.random() * 3) + 1; // Randomly choose a blood splatter type between 1 and 3 var bloodSplatter = new BloodSplatter(bloodSplatterType); bloodSplatter.x = zombies[j].x; bloodSplatter.y = zombies[j].y; game.addChildAt(bloodSplatter, 0); zombies[j].destroy(); zombies.splice(j, 1); score++; credits += Math.floor(Math.random() * 2) + 1; // Zombies now give a random amount of credits between 1 and 2 scoreDisplay.updateScore(score); creditDisplay.updateCredits(credits); zombieCountDisplay.updateZombieCount(zombies.length); } break; } } if (bullets[i] && (bullets[i].x < 0 || bullets[i].x > 2048 || bullets[i].y < 0 || bullets[i].y > 2732)) { bullets[i].destroy(); bullets.splice(i, 1); } } } // Handle torch orientation and make zombies visible if illuminated var torchPos = { x: hero.x, y: hero.y }; var torchAngle = hero.torchGraphics.rotation; // Update torch light position var heroPos = { x: hero.x, y: hero.y }; var torchAngle = hero.torchGraphics.rotation; torchLight.updatePosition(heroPos, torchAngle); // Update visibility of blood splatters based on torch light for (var i = game.children.length - 1; i >= 0; i--) { var obj = game.children[i]; if (obj instanceof BloodSplatter) { var distanceToTorch = Math.sqrt(Math.pow(obj.x - hero.x, 2) + Math.pow(obj.y - hero.y, 2)); var angleToTorch = Math.atan2(obj.y - hero.y, obj.x - hero.x) - torchAngle; // Check if within torch light angle and range if (distanceToTorch <= 8000 && Math.abs(angleToTorch) <= 0.12) { obj.visible = true; } else { obj.visible = false; } } } // Move and shoot with the robot if (robot && robot.length > 0) { for (var i = robot.length - 1; i >= 0; i--) { robot[i].move(robot[i].targetY); robot[i].shoot(); if (robot[i].y < -50 || robot[i].health <= 0) { // If the robot moves off-screen or dies robot[i].destroy(); robot.splice(i, 1); } } } // Move robot bullets, check for off-screen, and apply damage to zombies for (var i = robotBullets.length - 1; i >= 0; i--) { if (robotBullets[i]) { robotBullets[i].move(); for (var j = zombies.length - 1; j >= 0; j--) { if (robotBullets[i] && robotBullets[i].intersects(zombies[j])) { robotBullets[i].destroy(); robotBullets.splice(i, 1); zombies[j].health -= Math.floor(Math.random() * (20 + 1)) + 20; if (zombies[j].health <= 0) { var bloodSplatterType = Math.floor(Math.random() * 3) + 1; var bloodSplatter = new BloodSplatter(bloodSplatterType); bloodSplatter.x = zombies[j].x; bloodSplatter.y = zombies[j].y; game.addChildAt(bloodSplatter, 0); zombies[j].destroy(); zombies.splice(j, 1); score++; scoreDisplay.updateScore(score); } break; } } if (robotBullets[i] && robotBullets[i].y < 0) { robotBullets[i].destroy(); robotBullets.splice(i, 1); } } } // Move zombies and check for collision with hero and robot for (var j = zombies.length - 1; j >= 0; j--) { zombies[j].move(torchPos, torchAngle); if (zombies[j].y > 2732) { zombies[j].destroy(); zombies.splice(j, 1); } else if (zombies[j].intersects(hero) && zombies[j].visible) { isGameOver = true; } else if (robot) { for (var k = robot.length - 1; k >= 0; k--) { if (zombies[j].intersects(robot[k])) { robot[k].health = 0; robot[k].destroy(); robot.splice(k, 1); } } } } game.on('move', function (obj) { var mousePos = obj.event.getLocalPosition(game); hero.orientTorch(mousePos); }); game.on('down', function (obj) { var mousePos = obj.event.getLocalPosition(game); hero.shoot(mousePos); }); // Spawn the robot reinforcement when the player purchases it // Removed the automatic robot spawn code block // Spawn zombies var spawnRate = Math.max(30, 120 - Math.floor(score / 5) * 5); if (LK.ticks % spawnRate == 0) { // Spawn a zombie every 2 seconds var zombie = new Zombie(); zombie.x = Math.random() * 2048; zombie.y = -50; // Start off-screen zombies.push(zombie); game.addChild(zombie); zombieCountDisplay.updateZombieCount(zombies.length); } if (LK.ticks === 1) { var zombie = new Zombie(); zombie.x = hero.x; // Spawn next to the player zombie.y = hero.y - 300; zombies.push(zombie); game.addChild(zombie); zombieCountDisplay.updateZombieCount(zombies.length); } });
/****
* Classes
****/
var ZombieCountDisplay = Container.expand(function () {
var self = Container.call(this);
self.zombieCountText = new Text2('Zombies: 0', {
size: 100,
fill: "#ffffff"
});
self.zombieCountText.anchor.set(1, 0);
self.zombieCountText.y = 240; // Position below the credit display
self.updateZombieCount = function (zombieCount) {
self.zombieCountText.setText('Zombies: ' + zombieCount);
};
LK.gui.topRight.addChild(self.zombieCountText);
});
var BuyRobotButton = Container.expand(function () {
var self = Container.call(this);
self.buttonGraphics = self.createAsset('buyRobotButton', 'Buy Robot Button', 0.5, 0.5);
self.buttonGraphics.interactive = true;
self.buttonGraphics.buttonMode = true;
self.buttonGraphics.tint = 0x808080; // Set the background color to grey
self.buttonGraphics.zIndex = 100;
self.cost = 40;
self.costText = new Text2(self.cost + ' credits', {
size: 50,
fill: "#ffffff"
});
self.costText.anchor.set(0.5, 0);
self.costText.y = 80; // Position below the button
self.addChild(self.costText);
self.on('down', function (obj) {
if (credits >= self.cost && (!robot || robot.length < 2)) {
credits -= self.cost;
creditDisplay.updateCredits(credits);
var newRobot = new Robot();
newRobot.x = Math.random() * (2048 * 0.6) + 2048 * 0.2;
var targetYPositions = [2732 / 2 + 150, 2732 / 2 - 150];
newRobot.y = 2732; // Start at the bottom of the screen
robot = robot ? robot.concat(newRobot) : [newRobot];
// Assign unique target Y position to each robot
newRobot.targetY = targetYPositions[robot.length % targetYPositions.length];
game.addChild(newRobot);
}
});
});
var ScoreDisplay = Container.expand(function () {
var self = Container.call(this);
self.scoreText = new Text2('Kills: 0', {
size: 100,
fill: "#ffffff"
});
self.scoreText.anchor.set(1, 0);
self.updateScore = function (score) {
self.scoreText.setText('Kills: ' + score);
};
LK.gui.topRight.addChild(self.scoreText);
});
var MuzzleFlash = Container.expand(function () {
var self = Container.call(this);
var flashGraphics = self.createAsset('muzzleFlash', 'Muzzle flash', 0.5, 0.5);
flashGraphics.alpha = 0.5;
self.zIndex = -5;
});
var BloodSplatter = Container.expand(function (type) {
var self = Container.call(this);
self.createBloodSplatter = function (type) {
var assetName;
switch (type) {
case 1:
assetName = 'bloodSplatter1';
break;
case 2:
assetName = 'bloodSplatter2';
break;
case 3:
assetName = 'bloodSplatter3';
break;
default:
assetName = 'bloodSplatter1';
}
return self.createAsset(assetName, 'Blood splatter', 0.5, 0.5);
};
var bloodGraphics = self.createBloodSplatter(type);
bloodGraphics.rotation = Math.random() * Math.PI * 2;
self.visible = false;
});
var AmmoDisplay = Container.expand(function () {
var self = Container.call(this);
self.ammoText = new Text2('Ammo: 20', {
size: 100,
fill: "#ffffff"
});
self.ammoText.anchor.set(1, 1);
self.updateAmmo = function (ammoCount) {
self.ammoText.setText('Ammo: ' + ammoCount);
};
LK.gui.bottomRight.addChild(self.ammoText);
});
var CreditDisplay = Container.expand(function () {
var self = Container.call(this);
self.creditText = new Text2('Credits: 0', {
size: 100,
fill: "#ffffff"
});
self.creditText.anchor.set(1, 0);
self.creditText.y = 120; // Position below the score display
self.updateCredits = function (credits) {
self.creditText.setText('Credits: ' + credits);
};
LK.gui.topRight.addChild(self.creditText);
});
// Define the Robot class
var Robot = Container.expand(function () {
var self = Container.call(this);
var robotGraphics = self.createAsset('robot', 'Reinforcement robot', 0.5, 0.5);
self.speed = 2;
self.health = 100;
self.lastShotTime = 0;
self.move = function (targetY) {
var stopPosition = 2732 * 0.6; // 40% from the bottom of the screen
if (self.y > stopPosition) {
self.y -= self.speed;
} else {
self.speed = 0;
}
};
self.shoot = function () {
if (LK.ticks - self.lastShotTime >= 120) {
var closestZombie = null;
var closestDistance = Number.MAX_VALUE;
for (var i = 0; i < zombies.length; i++) {
var dx = self.x - zombies[i].x;
var dy = self.y - zombies[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestZombie = zombies[i];
}
}
if (closestZombie) {
var angle = Math.atan2(closestZombie.y - self.y, closestZombie.x - self.x);
robotGraphics.rotation = angle; // Orient the robot towards the target
var bullet = new HeroBullet(); // Use HeroBullet for robot shooting
bullet.x = self.x + Math.cos(angle) * 40; // Position the bullet at the robot's gun
bullet.y = self.y + Math.sin(angle) * 40; // Position the bullet at the robot's gun
bullet.rotation = angle;
robotBullets.push(bullet); // Add to robotBullets array
var muzzleFlash = new MuzzleFlash();
var flashOffsetX = 150 * Math.cos(angle); // Offset for muzzle flash to align with a longer barrel
var flashOffsetY = 150 * Math.sin(angle); // Offset for muzzle flash to align with a longer barrel
muzzleFlash.x = self.x + flashOffsetX;
muzzleFlash.y = self.y + flashOffsetY;
muzzleFlash.rotation = angle; // Orient MuzzleFlash in the same direction as the robot
muzzleFlash.zIndex = 1; // Ensure MuzzleFlash appears above other game elements
muzzleFlash.visible = true; // Make MuzzleFlash visible when shooting
game.addChildAt(muzzleFlash, 0);
LK.setTimeout(function () {
muzzleFlash.destroy();
}, 200);
game.addChildAt(muzzleFlash, 0);
LK.setTimeout(function () {
muzzleFlash.destroy();
}, 400);
game.addChild(bullet);
}
self.lastShotTime = LK.ticks;
}
};
});
// Define the RobotBullet class
var RobotBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('robotBullet', 'Robot bullet', 0.5, 1);
self.speed = 10;
self.move = function () {
self.y -= self.speed;
};
});
// Define the Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
self.ammo = 20;
self.reloadTime = null;
self.torchGraphics = LK.getAsset('torch', 'Hero torch', 0.5, 0);
self.torchGraphics.visible = false;
self.orientTorch = function (mousePos) {
var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x);
self.torchGraphics.rotation = angle;
self.torchGraphics.visible = true;
heroGraphics.rotation = angle;
};
self.speed = 5;
self.move = function (direction) {
self.x += direction.x * self.speed;
self.y += direction.y * self.speed;
};
self.shoot = function (mousePos) {
if (self.ammo > 0 && (!self.lastShotTime || LK.ticks - self.lastShotTime >= 10) && (!self.reloadTime || LK.ticks - self.reloadTime >= 180)) {
var bullet = new HeroBullet();
bullet.x = self.x + 5;
bullet.y = self.y - 80;
var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x);
bullet.rotation = angle;
bullets.push(bullet);
game.addChild(bullet);
self.lastShotTime = LK.ticks;
self.ammo--;
ammoDisplay.updateAmmo(self.ammo);
var muzzleFlash = new MuzzleFlash();
var flashOffsetX = 80 * Math.cos(angle); // Offset for muzzle flash to align with the barrel
var flashOffsetY = 80 * Math.sin(angle); // Offset for muzzle flash to align with the barrel
muzzleFlash.x = self.x + flashOffsetX;
muzzleFlash.y = self.y + flashOffsetY;
muzzleFlash.rotation = angle; // Orient MuzzleFlash in the same direction as the torch
muzzleFlash.zIndex = 1; // Ensure MuzzleFlash appears above other game elements
muzzleFlash.visible = true; // Make MuzzleFlash visible when shooting
game.addChildAt(muzzleFlash, 0);
LK.setTimeout(function () {
muzzleFlash.destroy();
}, 200);
game.addChildAt(muzzleFlash, 0);
LK.setTimeout(function () {
muzzleFlash.destroy();
}, 400);
} else if (self.ammo === 0 && (!self.reloadTime || LK.ticks - self.reloadTime >= 180)) {
self.ammo = 20;
ammoDisplay.updateAmmo(self.ammo);
self.reloadTime = LK.ticks;
}
};
});
// Define the TorchLight class
var TorchLight = Container.expand(function () {
var self = Container.call(this);
var lightGraphics = self.createAsset('torchLight', 'Torch light zone', 0.5, 1);
self.updatePosition = function (heroPos, torchAngle) {
self.x = heroPos.x;
self.y = heroPos.y;
self.rotation = torchAngle + Math.PI / 2;
// Adjust the size and shape of the light zone
// Adjust the size and shape of the light zone to simulate a cone of light
lightGraphics.width = 600; // Width of the light cone
lightGraphics.height = 8000; // Length of the light cone
// Set the alpha to a lower value to simulate light
lightGraphics.alpha = 0.3;
// Set the pivot to the bottom center of the light cone
lightGraphics.pivot.x = 0;
lightGraphics.pivot.y = 0;
};
});
// Define the HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('heroBullet', 'Hero bullet', 0.5, 1);
self.speed = 50;
self.move = function () {
self.x += Math.cos(self.rotation) * self.speed;
self.y += Math.sin(self.rotation) * self.speed;
};
});
// Define the Zombie class
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.createAsset('zombie', 'Zombie enemy', 0.5, 0.5);
self.speed = 1 + Math.floor(score / 10) * 0.5;
self.health = 50;
self.healthBar = self.createAsset('healthBar', 'Zombie health bar', 0.5, 0);
self.healthBar.width = self.health * 7;
self.healthBar.height = 15;
self.healthBar.y = -110;
self.move = function (heroPos, torchAngle) {
var targetPos = robot && robot.length > 0 && robot.some(function (r) {
return r.health > 0;
}) ? {
x: robot.find(function (r) {
return r.health > 0;
}).x,
y: robot.find(function (r) {
return r.health > 0;
}).y
} : heroPos;
var angleToTarget = Math.atan2(targetPos.y - self.y, targetPos.x - self.x);
self.x += Math.cos(angleToTarget) * self.speed;
self.y += Math.sin(angleToTarget) * self.speed;
if (heroPos) {
var angleToZombie = Math.atan2(self.y - heroPos.y, self.x - heroPos.x);
var angleDifference = Math.abs(torchAngle - angleToZombie);
if (angleDifference < 0.12) {
// Assuming torch has a cone of visibility of 0.5 radians
self.visible = true;
} else {
self.visible = false;
}
}
self.healthBar.width = self.health * 10;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
function showCustomGameOverScreen() {
var gameOverContainer = new Container();
var scoreText = new Text2('Score: ' + score, {
size: 200,
fill: "#ffffff"
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 200;
gameOverContainer.addChild(scoreText);
// Hide AmmoDisplay, CreditDisplay, and ZombieCountDisplay
zombieCountDisplay.zombieCountText.visible = false;
creditDisplay.creditText.visible = false;
ammoDisplay.ammoText.visible = false;
// Hide all other game elements
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] !== gameOverContainer) {
game.children[i].visible = false;
}
}
// TODO: Implement score history display
var closeButton = new Container();
var closeButtonText = new Text2('Close', {
size: 100,
fill: "#ffffff"
});
closeButtonText.anchor.set(0.5, 0.5);
closeButton.addChild(closeButtonText);
closeButton.x = 2048 / 2;
closeButton.y = 2732 - 200;
closeButton.interactive = true;
closeButton.buttonMode = true;
closeButton.on('down', function () {
gameOverContainer.destroy();
LK.showGameOver();
});
gameOverContainer.addChild(closeButton);
game.addChild(gameOverContainer);
}
var robot;
var robotBullets = [];
var torchLight = game.addChild(new TorchLight());
var bullets = [];
var zombies = [];
var hero;
var isGameOver = false;
var score = 0;
var ammoDisplay = new AmmoDisplay();
var credits = 0;
var creditDisplay = new CreditDisplay();
var zombieCountDisplay = new ZombieCountDisplay();
var scoreDisplay = new ScoreDisplay();
// Create the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 100; // Position hero near the bottom of the screen
// Add BuyRobotButton to the game
var buyRobotButton = game.addChild(new BuyRobotButton());
buyRobotButton.x = 150; // Position button at the bottom left
buyRobotButton.y = 2732 - 150;
// Game logic and event handlers
LK.on('keydown', function (obj) {
var direction = {
x: 0,
y: 0
};
var e = obj.event;
switch (e.keyCode) {
case 37:
// left arrow
direction.x = -1;
break;
case 39:
// right arrow
direction.x = 1;
break;
case 38:
// up arrow
direction.y = -1;
break;
case 40:
// down arrow
direction.y = 1;
break;
}
hero.move(direction);
});
LK.on('tick', function () {
if (isGameOver) {
showCustomGameOverScreen();
return;
}
// Move bullets and check for off-screen
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i]) {
bullets[i].move();
for (var j = zombies.length - 1; j >= 0; j--) {
if (bullets[i] && bullets[i].intersects(zombies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
zombies[j].health -= Math.floor(Math.random() * (20 + 1)) + 20;
if (zombies[j].health <= 0) {
var bloodSplatterType = Math.floor(Math.random() * 3) + 1; // Randomly choose a blood splatter type between 1 and 3
var bloodSplatter = new BloodSplatter(bloodSplatterType);
bloodSplatter.x = zombies[j].x;
bloodSplatter.y = zombies[j].y;
game.addChildAt(bloodSplatter, 0);
zombies[j].destroy();
zombies.splice(j, 1);
score++;
credits += Math.floor(Math.random() * 2) + 1; // Zombies now give a random amount of credits between 1 and 2
scoreDisplay.updateScore(score);
creditDisplay.updateCredits(credits);
zombieCountDisplay.updateZombieCount(zombies.length);
}
break;
}
}
if (bullets[i] && (bullets[i].x < 0 || bullets[i].x > 2048 || bullets[i].y < 0 || bullets[i].y > 2732)) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
}
// Handle torch orientation and make zombies visible if illuminated
var torchPos = {
x: hero.x,
y: hero.y
};
var torchAngle = hero.torchGraphics.rotation;
// Update torch light position
var heroPos = {
x: hero.x,
y: hero.y
};
var torchAngle = hero.torchGraphics.rotation;
torchLight.updatePosition(heroPos, torchAngle);
// Update visibility of blood splatters based on torch light
for (var i = game.children.length - 1; i >= 0; i--) {
var obj = game.children[i];
if (obj instanceof BloodSplatter) {
var distanceToTorch = Math.sqrt(Math.pow(obj.x - hero.x, 2) + Math.pow(obj.y - hero.y, 2));
var angleToTorch = Math.atan2(obj.y - hero.y, obj.x - hero.x) - torchAngle;
// Check if within torch light angle and range
if (distanceToTorch <= 8000 && Math.abs(angleToTorch) <= 0.12) {
obj.visible = true;
} else {
obj.visible = false;
}
}
}
// Move and shoot with the robot
if (robot && robot.length > 0) {
for (var i = robot.length - 1; i >= 0; i--) {
robot[i].move(robot[i].targetY);
robot[i].shoot();
if (robot[i].y < -50 || robot[i].health <= 0) {
// If the robot moves off-screen or dies
robot[i].destroy();
robot.splice(i, 1);
}
}
}
// Move robot bullets, check for off-screen, and apply damage to zombies
for (var i = robotBullets.length - 1; i >= 0; i--) {
if (robotBullets[i]) {
robotBullets[i].move();
for (var j = zombies.length - 1; j >= 0; j--) {
if (robotBullets[i] && robotBullets[i].intersects(zombies[j])) {
robotBullets[i].destroy();
robotBullets.splice(i, 1);
zombies[j].health -= Math.floor(Math.random() * (20 + 1)) + 20;
if (zombies[j].health <= 0) {
var bloodSplatterType = Math.floor(Math.random() * 3) + 1;
var bloodSplatter = new BloodSplatter(bloodSplatterType);
bloodSplatter.x = zombies[j].x;
bloodSplatter.y = zombies[j].y;
game.addChildAt(bloodSplatter, 0);
zombies[j].destroy();
zombies.splice(j, 1);
score++;
scoreDisplay.updateScore(score);
}
break;
}
}
if (robotBullets[i] && robotBullets[i].y < 0) {
robotBullets[i].destroy();
robotBullets.splice(i, 1);
}
}
}
// Move zombies and check for collision with hero and robot
for (var j = zombies.length - 1; j >= 0; j--) {
zombies[j].move(torchPos, torchAngle);
if (zombies[j].y > 2732) {
zombies[j].destroy();
zombies.splice(j, 1);
} else if (zombies[j].intersects(hero) && zombies[j].visible) {
isGameOver = true;
} else if (robot) {
for (var k = robot.length - 1; k >= 0; k--) {
if (zombies[j].intersects(robot[k])) {
robot[k].health = 0;
robot[k].destroy();
robot.splice(k, 1);
}
}
}
}
game.on('move', function (obj) {
var mousePos = obj.event.getLocalPosition(game);
hero.orientTorch(mousePos);
});
game.on('down', function (obj) {
var mousePos = obj.event.getLocalPosition(game);
hero.shoot(mousePos);
});
// Spawn the robot reinforcement when the player purchases it
// Removed the automatic robot spawn code block
// Spawn zombies
var spawnRate = Math.max(30, 120 - Math.floor(score / 5) * 5);
if (LK.ticks % spawnRate == 0) {
// Spawn a zombie every 2 seconds
var zombie = new Zombie();
zombie.x = Math.random() * 2048;
zombie.y = -50; // Start off-screen
zombies.push(zombie);
game.addChild(zombie);
zombieCountDisplay.updateZombieCount(zombies.length);
}
if (LK.ticks === 1) {
var zombie = new Zombie();
zombie.x = hero.x; // Spawn next to the player
zombie.y = hero.y - 300;
zombies.push(zombie);
game.addChild(zombie);
zombieCountDisplay.updateZombieCount(zombies.length);
}
});
Un zombie en 2D vue du dessus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down shooter blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down shooter blood texture. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down character with gun de dos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. topdown shooter
top down robot with gun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. topdown shooter
2d top down zombie boss. Single Game Texture. In-Game asset. 2d. no background. High contrast. No shadows.
weapon reload 2d icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dark background horror. 2d. Blank background. High contrast. No shadows.
replace robot by wall
barbelé militaire 2d
Arrière plan sombre d'horreur avec un angle vu depuis le haut. 2d. Blank background. High contrast. No shadows.