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Tous comme les bouton pour les robots, fait en sorte que le bouton pour la trancher ait une opacité plus faible si le joueur n'a pas assez de credits
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met le bouton pour la trancher à coté du bouton pour le robot
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Ajoute à coté des bouton d'achat de robot un bouton d'achat de trancher
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Peux tu optimisé le code
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Peux tu optimisé le code
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Peux tu optimisé en regroupant les doublons de code identique dans des fonctions avec des parametres
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Affiche le nombre de chargeurs au dessus du nombre de munitions
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Je veux que le joueur commence avec 5 chargeurs et à chaque rechargement réduit le nombre de chargeur de 1
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En dessous du texte Game Over ajoute une sprite GameOver
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Fix Bug: 'ReferenceError: gameOverImage is not defined' in this line: 'gameOverContainer.addChild(gameOverImage);' Line Number: 467
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L'image gameOverImage ne s'affiche pas
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Quand l'ecran des scores s'affiche ajoute au centre un sprite "gameoverimage"
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Met l'image gameoverimage au premier plan
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Quand l'ecran des scores s'affiche ajoute au centre un sprite "gameoverimage"
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Ajoute un sprite au centre de l'ecran des scores
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Quand l'ecran des scores s'affiche ajoute une image au centre en 500 par 500
/****
* Classes
****/
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)
};
});
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 (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: "#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) {
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();
}
});
});
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.attachAsset('muzzleFlash', {
anchorX: 0.5,
anchorY: 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, {
anchorX: 0.5,
anchorY: 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 TrencherButton class
var TrencherButton = 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: "#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) {
// Implement the logic to add a Trencher to the game
credits -= self.cost;
creditDisplay.updateCredits(credits);
updateButtonOpacity();
}
});
});
// 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: "#ffffff"
});
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 = 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.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 = function () {
self.y -= self.speed;
};
});
// 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 = 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;
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;
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 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 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 = 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 (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 = 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;
};
});
/****
* 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;
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;
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: "#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();
});
// Create a 'Game Over' text object
var gameOverText = new Text2('Game Over', {
size: 200,
fill: "#ffffff"
});
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);
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();
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, buyTrencherButton1];
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 TrencherButton('trencherButton', 150));
buyTrencherButton.x = buyRobotButton1.x + 280; // Position button next to the RobotButton3
buyTrencherButton.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(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++;
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(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++;
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(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) {
robot[k].destroy();
robot.splice(k, 1);
}
zombies[j].destroy();
zombies.splice(j, 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 / 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);
} 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
@@ -185,9 +185,9 @@
anchorY: 0.5
});
self.buttonGraphics.interactive = true;
self.buttonGraphics.buttonMode = true;
- self.buttonGraphics.alpha = credits >= self.cost ? 1 : 0.3; // Set the button opacity based on available credits
+ 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,
@@ -574,9 +574,9 @@
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];
+ var buttons = [buyRobotButton1, buyRobotButton2, buyRobotButton3, buyTrencherButton1];
buttons.forEach(function (button) {
if (button && button.buttonGraphics) {
button.buttonGraphics.alpha = credits >= button.cost ? 1 : 0.3;
}
@@ -594,9 +594,9 @@
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 buyTrencherButton = game.addChild(new TrencherButton('trencherButton', 150));
+var buyTrencherButton1 = game.addChild(new TrencherButton('trencherButton', 150));
buyTrencherButton.x = buyRobotButton1.x + 280; // Position button next to the RobotButton3
buyTrencherButton.y = buyRobotButton1.y; // Position the Trencher button below the RobotButton3 with a 50px gap
// Call updateButtonOpacity initially to set the correct opacity
updateButtonOpacity();
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.