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Le comportement de advanced robot doit etre exactement le meme que robot
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augmente les credit de depart à 999
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le robot à 100 credit doit tiré deux fois plus vite
Code edit (2 edits merged)
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Met le deuxieme bouton un peu plus haut
Code edit (2 edits merged)
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Créer un deuxieme bouton pour 100 crédit qui permet aussi d'avoir un robot mais qui fait deux fois plus de dommage
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Fix Bug: 'TypeError: obj.event.stopPropagation is not a function' in this line: 'obj.event.stopPropagation();' Line Number: 20
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Quand tu clic sur le bouton empeche un tir du hero par erreur
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Change le curseur de la souris quand tu passe au dessus du bouton
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Met le bouton au premier plan
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Met un arriere plan gris sur le bouton
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Affiche le prix de 20 credit à coté du bouton du robot
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Le robot doit aussi faire gagné des crédits
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Ajoute un bouton en bas à gauche qui contre 20 credit te permet d'acheter un robot
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Ajout en dessous du score des kills un crédits et à chaque fois que un zombie meurt nous gagnons 1 à 2 crédit aléatoirement
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Ajoute 3 bouton en bas à gauche avec des tarifs 20 credits, 40 credits et 100 credits
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Un nouveau robot arrive tout les 5 scores
Code edit (1 edits merged)
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La difficulté augmente la vitesse des zombies mais pas les pv
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Le robot doit aussi faire des dommages comme le hero aux zombies
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Fix Bug: 'ReferenceError: muzzleFlash2 is not defined' in this line: 'game.addChildAt(muzzleFlash2, 0);' Line Number: 162
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/**** 
* Classes
****/
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 = 20;
	self.costText = new Text2('20 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) {
			credits -= self.cost;
			creditDisplay.updateCredits(credits);
			robot = new Robot();
			robot.x = 2048 / 2;
			robot.y = 2732; // Start at the bottom of the screen
			game.addChild(robot);
		}
	});
});
var BuyAdvancedRobotButton = Container.expand(function () {
	var self = Container.call(this);
	self.buttonGraphics = self.createAsset('buyAdvancedRobotButton', 'Buy Advanced Robot Button', 0.5, 0.5);
	self.buttonGraphics.interactive = true;
	self.buttonGraphics.buttonMode = true;
	self.buttonGraphics.tint = 0x808080;
	self.buttonGraphics.zIndex = 100;
	self.cost = 100;
	self.costText = new Text2('100 credits', {
		size: 50,
		fill: "#ffffff"
	});
	self.costText.anchor.set(0.5, 0);
	self.costText.y = 80;
	self.addChild(self.costText);
	self.on('down', function (obj) {
		if (credits >= self.cost && !advancedRobot) {
			credits -= self.cost;
			creditDisplay.updateCredits(credits);
			advancedRobot = new AdvancedRobot();
			advancedRobot.x = 2048 / 2;
			advancedRobot.y = 2732; // Start at the bottom of the screen
			game.addChild(advancedRobot);
		}
	});
});
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 AdvancedRobot class
var AdvancedRobot = Container.expand(function () {
	var self = Container.call(this);
	var robotGraphics = self.createAsset('advancedRobot', 'Advanced reinforcement robot', 0.5, 0.5);
	self.speed = 2;
	self.health = 100;
	self.damage = 40; // Advanced robot does double damage
	self.lastShotTime = 0;
	self.move = Robot.prototype.move;
	self.shoot = Robot.prototype.shoot;
});
// 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 () {
		if (self.y > 2732 / 2) {
			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.health > 0 ? {
			x: robot.x,
			y: robot.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
var robot;
var advancedRobot;
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 = 999;
var creditDisplay = new CreditDisplay();
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());
// Add BuyAdvancedRobotButton to the game
var buyAdvancedRobotButton = game.addChild(new BuyAdvancedRobotButton());
buyAdvancedRobotButton.x = 150; // Position button at the bottom left
buyAdvancedRobotButton.y = 2732 - 400; // Position higher than the first robot button
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) {
		LK.showGameOver();
		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; // Add 1 to 2 credits randomly
						scoreDisplay.updateScore(score);
						creditDisplay.updateCredits(credits += Math.floor(Math.random() * 3) + 1); // Add 1 to 3 credits randomly
						creditDisplay.updateCredits(credits);
					}
					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.move();
		robot.shoot();
		if (robot.y < -50 || robot.health <= 0) {
			// If the robot moves off-screen or dies
			robot.destroy();
			robot = null;
		}
	}
	// 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 && zombies[j].intersects(robot)) {
			robot.health = 0;
		}
	}
	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);
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -127,15 +127,9 @@
 	self.health = 100;
 	self.damage = 40; // Advanced robot does double damage
 	self.lastShotTime = 0;
 	self.move = Robot.prototype.move;
-	self.shoot = function () {
-		if (LK.ticks - self.lastShotTime >= 60) {
-			// Shooting logic similar to Robot but with self.damage for bullet damage
-			// ... (rest of the shooting logic here, using self.damage instead of hardcoded values)
-			self.lastShotTime = LK.ticks;
-		}
-	};
+	self.shoot = Robot.prototype.shoot;
 });
 // Define the Robot class
 var Robot = Container.expand(function () {
 	var self = Container.call(this);
: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.
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 Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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 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.
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 weapon reload 2d icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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: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.