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Code edit (1 edits merged)
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met l'opacité de l'arriere plan à 20%
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met le ground en arriere plan de tout
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met en place le ground
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ajout un asset pour le sol de la map
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sauvegarde le score à la fin du gameover dans le tableau des scores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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enregistre le score final ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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A la fin sauvegarde le score en ligne ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
ajoute un son en arriere plan qui fonctionne en boucle quand il est finis il ce relance
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ajoute un son de game over
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Please fix the bug: 'buyTrencherButton1 is not defined' in or related to this line: 'var buttons = [buyRobotButton1, buyRobotButton2, buyRobotButton3, buyTrencherButton1];' Line Number: 612
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ajoute un son pour la destruction d'un robot
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ajout le son robot_shoot lors du tir du robot
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quand les robot tir utilise le son du tir
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quand un boss spawn il faut un son
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quand les zombie meurt fait un son et un son different pour les boss
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ajoute un son pour le rechargement
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Joue le son gun_fire à chaque tir
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Migrate to the latest version of LK
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Please fix the bug: 'TypeError: LK.saveScoreOnline is not a function' in or related to this line: 'LK.saveScoreOnline(score, function (success) {' Line Number: 548
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sauvegarde le score dans une base de donnes en ligne et affiche un ecran des score à la fin du jeu quand tu meurt
/**** 
* Plugins
****/ 
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var AmmoDisplay = Container.expand(function () {
	var self = Container.call(this);
	self.ammoText = new Text2('Ammo: 20', {
		size: 100,
		fill: 0xFFFFFF
	});
	self.ammoText.anchor.set(1, 1);
	self.updateAmmo = function (ammoCount) {
		self.ammoText.setText('Ammo: ' + ammoCount);
	};
	LK.gui.bottomRight.addChild(self.ammoText);
});
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, {
			anchorX: 0.5,
			anchorY: 0.5
		});
	};
	var bloodGraphics = self.createBloodSplatter(type);
	bloodGraphics.rotation = Math.random() * Math.PI * 2;
	self.visible = false;
});
var BuyRobotButton = Container.expand(function (buttonAsset, cost, robotType) {
	var self = Container.call(this);
	self.buttonGraphics = self.createAsset(buttonAsset, {
		anchorX: 0.5,
		anchorY: 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 = cost;
	self.costText = new Text2(self.cost + ' credits', {
		size: 50,
		fill: 0xFFFFFF
	});
	self.costText.anchor.set(0.5, 0);
	self.costText.y = 80; // Position below the button
	self.addChild(self.costText);
	self.on('down', function (x, y, obj) {
		if (credits >= self.cost) {
			var newRobot = new Robot(robotType);
			newRobot.y = 2732; // Start at the bottom of the screen
			// Define target X positions to 25%, 50%, and 75% of the width
			var targetXPositions = [2048 * 0.25, 2048 * 0.5, 2048 * 0.75];
			var lowestLevelRobotIndex = -1;
			var lowestLevel = Infinity;
			var robotAdded = false; // Flag to check if robot is added
			// Check if the target position is free before placing the robot or find the lowest level robot
			for (var i = 0; i < targetXPositions.length; i++) {
				var positionFree = true;
				for (var j = 0; j < robot.length; j++) {
					if (robot[j].x === targetXPositions[i]) {
						positionFree = false;
						// Check if the current robot is of a lower level than the one being purchased
						if (robot[j].robotType < robotType) {
							if (robot[j].robotType < lowestLevel) {
								lowestLevel = robot[j].robotType;
								lowestLevelRobotIndex = j;
							}
						}
						break;
					}
				}
				if (positionFree) {
					newRobot.x = targetXPositions[i];
					robot = robot ? robot.concat(newRobot) : [newRobot];
					game.addChild(newRobot);
					robotAdded = true;
					break;
				} else if (lowestLevelRobotIndex !== -1 && robot.length === 3) {
					// Replace the lowest level robot with the new one
					robot[lowestLevelRobotIndex].destroy();
					robot.splice(lowestLevelRobotIndex, 1, newRobot);
					newRobot.x = targetXPositions[lowestLevelRobotIndex];
					game.addChild(newRobot);
					robotAdded = true;
					break;
				}
			}
			if (robotAdded) {
				credits -= self.cost;
				creditDisplay.updateCredits(credits);
			}
			// Call updateButtonOpacity initially to set the correct opacity
			updateButtonOpacity();
		}
	});
});
// Define the BuyTrencherButton class
var BuyTrencherButton = Container.expand(function (buttonAsset, cost) {
	var self = Container.call(this);
	self.buttonGraphics = self.createAsset(buttonAsset, {
		anchorX: 0.5,
		anchorY: 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 = cost;
	self.costText = new Text2(self.cost + ' credits', {
		size: 50,
		fill: 0xFFFFFF
	});
	self.costText.anchor.set(0.5, 0);
	self.costText.y = 80; // Position below the button
	self.addChild(self.costText);
	self.on('down', function (x, y, obj) {
		if (credits >= self.cost) {
			// Implement the logic to add a Trencher to the game
			credits -= self.cost;
			creditDisplay.updateCredits(credits);
			updateButtonOpacity();
		}
	});
});
var CreditDisplay = Container.expand(function () {
	var self = Container.call(this);
	self.creditText = new Text2('Credits: 0', {
		size: 100,
		fill: 0xFFFFFF
	});
	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 Hero class
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.ammo = 20;
	self.reloadTime = null;
	self.torchGraphics = self.attachAsset('torch', {
		anchorX: 0.5
	});
	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 = false;
		heroGraphics.rotation = angle;
	};
	self.speed = 5;
	self._move_migrated = 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 >= 90)) {
			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;
			self.torchGraphics.rotation = angle;
			heroGraphics.rotation = angle;
			bullets.push(bullet);
			game.addChild(bullet);
			self.lastShotTime = LK.ticks;
			LK.getSound('gun_fire').play();
			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);
			globalLightShow = true;
			LK.setTimeout(function () {
				muzzleFlash.destroy();
				globalLightShow = false;
			}, 100);
			// Flash the screen for 100ms when the hero shoots
			LK.effects.flashScreen(0xffffff, 100);
		} else if (self.ammo === 0 && (!self.reloadTime || LK.ticks - self.reloadTime >= 90)) {
			self.ammo = 20;
			ammoDisplay.updateAmmo(self.ammo);
			self.reloadTime = LK.ticks;
			LK.getSound('reloading').play();
			var reloadIcon = new ReloadIcon();
			var reloadingText = new Text2('Reloading...', {
				size: 90,
				fill: '#ffffff',
				fontWeight: 'bold'
			});
			reloadingText.x = self.x;
			reloadingText.y = self.y - 250; // Position above the reload icon
			reloadingText.anchor.set(0.5, 0.5);
			game.addChild(reloadIcon);
			game.addChild(reloadingText);
			reloadIcon.show(self.x, self.y);
			LK.setTimeout(function () {
				reloadingText.destroy();
			}, 1500); // Destroy the text after 1.5 seconds (reload time)
		}
	};
});
// Define the HeroBullet class
var HeroBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('heroBullet', {
		anchorX: 0.5,
		anchorY: 1
	});
	self.speed = 50;
	self._move_migrated = function () {
		self.x += Math.cos(self.rotation) * self.speed;
		self.y += Math.sin(self.rotation) * self.speed;
	};
});
var MuzzleFlash = Container.expand(function () {
	var self = Container.call(this);
	var flashGraphics = self.attachAsset('muzzleFlash', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	flashGraphics.alpha = 0.5;
	self.zIndex = -5;
});
var ReloadIcon = Container.expand(function () {
	var self = Container.call(this);
	var reloadGraphics = self.attachAsset('reloadIcon', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.show = function (heroX, heroY) {
		self.x = heroX;
		self.y = heroY - 450;
		self.visible = true;
		self.rotationSpeed = Math.PI * 2; // One full rotation per second
		self.lastRotationTime = LK.ticks;
		LK.on('tick', function () {
			if (self.visible && LK.ticks - self.lastRotationTime >= 1) {
				self.rotation += self.rotationSpeed / 60; // Divide by 60 because 'tick' operates at 60FPS
				self.lastRotationTime = LK.ticks;
			}
		});
		LK.setTimeout(function () {
			self.visible = false;
		}, 1500); // Hide the icon after 1.5 seconds (reload time)
	};
});
// Define the Robot class
var Robot = Container.expand(function (robotType) {
	var self = Container.call(this);
	var speedFireMultiplicator = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
	var robotGraphics = self.attachAsset('robot', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Display the robot level below the robot
	self.levelDisplay = new Text2('Level: ' + robotType, {
		size: 50,
		fill: 0xFFFFFF
	});
	self.robotType = robotType;
	self.levelDisplay.anchor.set(0.5, 0);
	self.levelDisplay.y = robotGraphics.height / 2 + 10; // Position below the robot graphics
	self.addChild(self.levelDisplay);
	self.healthBar = self.attachAsset('healthBarRobot', {
		anchorX: 0.5,
		anchorY: 1
	});
	self.healthBar.width = 100;
	self.healthBar.height = 10;
	self.healthBar.y = -robotGraphics.height / 2 - 20; // Position the health bar above the robot
	self.speed = 2;
	self.health = 50;
	self.lastShotTime = 0;
	self._move_migrated = function (targetY) {
		var stopPosition = 2732 * 0.65; // 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 >= 100 / speedFireMultiplicator) {
			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 dmgMultiplicator = 1; // Define a default damage multiplier
				var bullet = new HeroBullet(speedFireMultiplicator); // 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
				self.healthBar.width = self.health / 20 * 100; // Update health bar width based on health
				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);
				globalLightShow = true;
				LK.setTimeout(function () {
					muzzleFlash.destroy();
					globalLightShow = false;
				}, 100);
				game.addChild(bullet);
				LK.getSound('robot_shoot').play();
				LK.effects.flashScreen(0xffffff, 100);
			}
			self.lastShotTime = LK.ticks;
		}
	};
});
// Define the RobotBullet class
var RobotBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('robotBullet', {
		anchorX: 0.5,
		anchorY: 1
	});
	self.speed = 10;
	self._move_migrated = function () {
		self.y -= self.speed;
	};
});
var ScoreDisplay = Container.expand(function () {
	var self = Container.call(this);
	self.scoreText = new Text2('Kills: 0', {
		size: 100,
		fill: 0xFFFFFF
	});
	self.scoreText.anchor.set(1, 0);
	self.updateScore = function (score) {
		self.scoreText.setText('Kills: ' + score);
	};
	LK.gui.topRight.addChild(self.scoreText);
});
// Define the TorchLight class
var TorchLight = Container.expand(function () {
	var self = Container.call(this);
	var lightGraphics = self.attachAsset('torchLight', {
		anchorX: 0.5,
		anchorY: 1
	});
	self.rotation = -90;
	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 Zombie class
var Zombie = Container.expand(function (isBoss) {
	var self = Container.call(this);
	Zombie.prototype.calculateTargetPosition = function (heroPos, robots) {
		var targetPos = heroPos;
		if (robots && robots.length > 0) {
			var closestRobot = null;
			var closestDistance = Number.MAX_VALUE;
			for (var i = 0; i < robots.length; i++) {
				if (robots[i].health > 0) {
					var dx = this.x - robots[i].x;
					var dy = this.y - robots[i].y;
					var distance = Math.sqrt(dx * dx + dy * dy);
					if (distance < closestDistance) {
						closestDistance = distance;
						closestRobot = robots[i];
					}
				}
			}
			if (closestRobot) {
				targetPos = {
					x: closestRobot.x,
					y: closestRobot.y
				};
			}
		}
		return targetPos;
	};
	self.isBoss = isBoss;
	if (isBoss) {
		var zombieGraphics = self.attachAsset('bossZombie', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		self.speed = 0.5 + Math.floor(score / 50);
		self.health = Math.floor(Math.random() * (120 - 60 + 1)) + 60;
	} else {
		var zombieGraphics = self.attachAsset('zombie', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		self.speed = 0.8 + Math.floor(score / 30);
		self.health = 50;
	}
	self.healthBar = self.attachAsset('healthBar', {
		anchorX: 0.5
	});
	self.healthBar.width = self.health * 7;
	self.healthBar.height = 10;
	self.healthBar.y = -110;
	self._move_migrated = function (heroPos, torchAngle) {
		var targetPos = this.calculateTargetPosition(heroPos, robot);
		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);
			var distanceToHero = Math.sqrt(Math.pow(self.x - heroPos.x, 2) + Math.pow(self.y - heroPos.y, 2));
			if (distanceToHero <= 400) {
				self.visible = true;
				self.alpha = 1;
			} else if (angleDifference < 0.12) {
				// Assuming torch has a cone of visibility of 0.5 radians
				self.visible = true;
				self.alpha = 1;
			} else {
				if (globalLightShow) {
					self.visible = true;
					self.alpha = 0.5;
				} else {
					self.visible = false;
				}
			}
		}
		self.healthBar.width = self.health * 10;
	};
});
var ZombieCountDisplay = Container.expand(function () {
	var self = Container.call(this);
	self.zombieCountText = new Text2('Zombies: 0', {
		size: 100,
		fill: 0xFFFFFF
	});
	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);
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundAsset: 'nightBackground' // Set night background image for the game
});
/**** 
* Game Code
****/ 
// Initialize important asset arrays
var zombiesSpawnedCount = 0;
LK.playMusic('background_music', {
	loop: true
});
function showCustomGameOverScreen() {
	var gameOverContainer = new Container();
	var scoreText = new Text2('Score: ' + score, {
		size: 200,
		fill: 0xFFFFFF
	});
	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;
	scoreDisplay.scoreText.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: 0xFFFFFF
	});
	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();
	});
	// Create a 'Game Over' text object
	var gameOverText = new Text2('Game Over', {
		size: 200,
		fill: 0xFFFFFF
	});
	gameOverText.anchor.set(0.5, 0.5);
	gameOverText.x = 2048 / 2;
	gameOverText.y = 2732 * 0.3;
	gameOverContainer.addChild(gameOverText);
	var gameOverSprite = LK.getAsset('gameOverSprite', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	gameOverSprite.x = 50 / 2;
	gameOverSprite.y = gameOverText.y + 20;
	gameOverContainer.addChild(gameOverSprite);
	LK.getSound('game_over').play(); // Play game over sound
	gameOverContainer.addChild(closeButton);
	// Save the score online
	storage.score = score;
	// Save the score online
	storage.score = score;
	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();
var globalLightShow = false;
// Create the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 100; // Position hero near the bottom of the screen
// Function to update button opacity based on available credits
function updateButtonOpacity() {
	var buttons = [buyRobotButton1, buyRobotButton2, buyRobotButton3];
	buttons.forEach(function (button) {
		if (button && button.buttonGraphics) {
			button.buttonGraphics.alpha = credits >= button.cost ? 1 : 0.3;
		}
	});
}
// Add BuyRobotButton to the game
var buyRobotButton1 = game.addChild(new BuyRobotButton('robotButton1', 40, '1'));
buyRobotButton1.x = 150; // Position button at the bottom left
buyRobotButton1.y = 2732 - 250;
// Add BuyRobotButton3 to the game
var buyRobotButton2 = game.addChild(new BuyRobotButton('robotButton2', 100, '2'));
buyRobotButton2.x = 150; // Position button at the bottom left, aligned with the first button
buyRobotButton2.y = 2732 - 500; // Position the third button above the second button
// Add BuyRobotButton2 to the game
var buyRobotButton3 = game.addChild(new BuyRobotButton('robotButton3', 200, '3'));
buyRobotButton3.x = 150; // Position button at the bottom left, aligned with the first button
buyRobotButton3.y = 2732 - 750; // Position the second button above the first button
// Add TrencherButton to the game
//var buyTrencherButton1 = game.addChild(new BuyTrencherButton('trencherButton', 10));
//buyTrencherButton1.x = buyRobotButton1.x + 280; // Position button next to the RobotButton3
//buyTrencherButton1.y = buyRobotButton1.y; // Position the Trencher button below the RobotButton3 with a 50px gap
// Call updateButtonOpacity initially to set the correct opacity
updateButtonOpacity();
// 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_migrated(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_migrated();
			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) {
						LK.getSound('zombie_death').play();
						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++;
						if (zombies[j]) {
							credits += zombies[j].isBoss ? 4 : 2; // Boss zombies give double credits
						}
						scoreDisplay.updateScore(score);
						creditDisplay.updateCredits(credits);
						updateButtonOpacity();
						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_migrated(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_migrated();
			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) {
						if (zombies[j].isBoss) {
							LK.getSound('boss_death').play();
						} else {
							LK.getSound('zombie_death').play();
						}
						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++;
						if (zombies[j]) {
							credits += zombies[j].isBoss ? 2 : 1; // Double credits for boss kills by robots
						}
						scoreDisplay.updateScore(score);
						creditDisplay.updateCredits(credits);
						zombieCountDisplay.updateZombieCount(zombies.length);
						updateButtonOpacity();
					}
					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_migrated(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 -= 10;
					robot[k].healthBar.width = robot[k].health / 20 * 100; // Update health bar width based on health
					if (robot[k].health <= 0) {
						LK.getSound('robot_destruction').play();
						robot[k].destroy();
						robot.splice(k, 1);
					}
					zombies[j].destroy();
					zombies.splice(j, 1);
				}
			}
		}
	}
	game.on('move', function (x, y, obj) {
		var mousePos = game.toLocal(obj.global);
		hero.orientTorch(mousePos);
	});
	game.on('down', function (x, y, obj) {
		var mousePos = game.toLocal(obj.global);
		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 / 8) * 5);
	if (LK.ticks % spawnRate == 0) {
		// Spawn a zombie every 2 seconds
		var zombie;
		if (zombiesSpawnedCount % 20 == 0 && zombiesSpawnedCount !== 0) {
			// Spawn a boss zombie every 15 zombies spawned
			zombie = new Zombie(true);
			LK.getSound('boss_spawn').play(); // Play sound when a boss spawns
		} else {
			zombie = new Zombie();
		}
		zombiesSpawnedCount++;
		zombie.x = Math.random() * 2048;
		zombie.y = -50; // Start off-screen
		zombies.push(zombie);
		game.addChild(zombie);
		zombieCountDisplay.updateZombieCount(zombies.length);
	}
	/*
	if (LK.ticks == 0) {
	// Spawn a zombie every 2 seconds
	var zombie;
	zombie = new Zombie();
	zombiesSpawnedCount++;
	zombie.x = hero.x;
	zombie.y = hero.y - 300; // Start off-screen
	zombies.push(zombie);
	game.addChild(zombie);
	zombieCountDisplay.updateZombieCount(zombies.length);
	}
	*/
}); ===================================================================
--- original.js
+++ change.js
@@ -566,8 +566,10 @@
 	LK.getSound('game_over').play(); // Play game over sound
 	gameOverContainer.addChild(closeButton);
 	// Save the score online
 	storage.score = score;
+	// Save the score online
+	storage.score = score;
 	game.addChild(gameOverContainer);
 }
 var robot = [];
 var robotBullets = [];
:quality(85)/https://cdn.frvr.ai/65a587523047400dd7aca131.png%3F3) 
 Un zombie en 2D vue du dessus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65a59c71c7f2cd91869b7f53.png%3F3) 
 Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65a5a4edc7f2cd91869b7fa9.png%3F3) 
 top down shooter blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65a5a87ac7f2cd91869b8014.png%3F3) 
 top down shooter blood texture. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65a5aab9c7f2cd91869b805e.png%3F3) 
 top down character with gun de dos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. topdown shooter
:quality(85)/https://cdn.frvr.ai/65a5b095c7014704a23393f0.png%3F3) 
 top down robot with gun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. topdown shooter
:quality(85)/https://cdn.frvr.ai/65a703cedd8adf36bf99aff5.png%3F3) 
 2d top down zombie boss. Single Game Texture. In-Game asset. 2d. no background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65a7b3b8ec6a05b2bc5a13dc.png%3F3) 
 weapon reload 2d icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65a7e1a3ec6a05b2bc5a1694.png%3F3) 
 Dark background horror. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65aaf19870cae27edb2a6f7e.png%3F3) 
 replace robot by wall
:quality(85)/https://cdn.frvr.ai/65aaf37770cae27edb2a6fa5.png%3F3) 
 barbelé militaire 2d
:quality(85)/https://cdn.frvr.ai/67d87f86e29a93a861dd0d29.png%3F3) 
 Arrière plan sombre d'horreur avec un angle vu depuis le haut. 2d. Blank background. High contrast. No shadows.