User prompt
Each exp orb should give a fixed 1 EXP. It doesn't seem to be the case right now. We need to fix that.
User prompt
You need to change the leveling system. In order to move to the next level, I need to have the same amount of exp orbs as my current level. (So if I started at level 1, I need 1 exp orb to move to level 2, 2 exp orbs to move to level 3, 3 exp orbs to move to level 4.)
User prompt
"Death" sound when killing an enemy. I want to play a "hit" sound when hitting an enemy. Right now, the hit sound plays when an enemy dies, but the hit sound should play when I hit the enemy, not when the enemy dies. The death sound should play when the enemy dies.
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Do it for me.
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I want to use the image named "seamlessBackGround" in the background.
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Please fix the bug: 'TypeError: e.takeDamage is not a function' in or related to this line: 'if (e.takeDamage(dmg)) {' Line Number: 594
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var gfx = new Graphics();' Line Number: 778
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'cdCnt')' in or related to this line: 'if (--inst.cdCnt <= 0) {' Line Number: 302
Code edit (5 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'cdCnt')' in or related to this line: 'if (--inst.cdCnt <= 0) {' Line Number: 304
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'BrickProj.parent.update.call(b);' Line Number: 680
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'BrickProj.parent.update.call(p);' Line Number: 754
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Please fix the bug: 'ReferenceError: fireWeapon is not defined' in or related to this line: 'fireWeapon(key, inst, meta);' Line Number: 223
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Please fix the bug: 'ReferenceError: meta is not defined' in or related to this line: 'if (e.intersectsCircle(arc.x, arc.y, meta.range * inst.rngMul) && e.takeDamage(arc.dmg)) {' Line Number: 383
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Please fix the bug: 'spawnWave is not defined' in or related to this line: 'spawnWave();' Line Number: 1076
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Please fix the bug: 'ReferenceError: dropExpOrb is not defined' in or related to this line: 'dropExpOrb(en.x, en.y, en.expValue);' Line Number: 593
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); self.active = true; var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0xff0000 }); self.update = function () { if (!player || !self.active) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 80) { self.active = false; // Kill all non-boss enemies on screen for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.type !== 'boss') { var screenDx = Math.abs(enemy.x - player.x); var screenDy = Math.abs(enemy.y - player.y); if (screenDx < 1024 && screenDy < 1366) { dropExpOrb(enemy.x, enemy.y, enemy.expValue); enemy.destroy(); enemies.splice(i, 1); } } } LK.effects.flashScreen(0xff0000, 300); self.destroy(); return true; } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); self.damage = 10; self.speed = 15; self.dirX = 0; self.dirY = 0; self.piercing = 1; self.hitEnemies = []; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Seviye seçim ekranı açıkken hiçbir şey yapma if (skillSelectionActive) { return; } // Hareket this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; // Ekranın çok uzağına çıktıysa sil var dx = this.x - player.x; var dy = this.y - player.y; if (Math.abs(dx) > 2000 || Math.abs(dy) > 2000) { this.destroy(); var bi = bullets.indexOf(this); if (bi >= 0) { bullets.splice(bi, 1); } return; } // “Menzil” filtresi: bu top silahının menzili WEAPONS.ball.range var maxRange = WEAPONS.ball.range * (player.weapons && player.weapons.ball ? player.weapons.ball.rngMul : 1); // (Eğer o envanterde yoksa rngMul=1 varsaydık) // Düşmana çarpma kontrolü & menzil filtresi for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this.intersects(e) && isWithinRange(e, maxRange)) { damageEnemy(e, this.damage); this.destroy(); var bi2 = bullets.indexOf(this); if (bi2 >= 0) { bullets.splice(bi2, 1); } return; } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.hp = 20; self.maxHp = 20; self.damage = 10; self.speed = 2; self.expValue = 5; self.type = 'normal'; var enemyGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { self.hp -= amount; LK.effects.flashObject(self, 0xff0000, 200); if (self.hp <= 0) { return true; // Enemy died } return false; // Enemy still alive }; self.update = function () { if (!player || skillSelectionActive) { return; } // 1) Oyuncuya olan vektörü bul var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); // 2) Eğer düşman, oyuncuya 150 pikselden yakınsa hareket etme if (dist > 150) { // 3) Aksi halde 50px uzaktan hareket et self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Burada asla destroy() yok; sadece hareketi sınırlıyoruz }; return self; }); var TankZombie = Enemy.expand(function () { var self = Enemy.call(this); self.hp = 60; self.maxHp = 60; self.damage = 20; self.speed = 1; self.expValue = 15; self.type = 'tank'; var graphics = self.attachAsset('tankZombie', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var FastZombie = Enemy.expand(function () { var self = Enemy.call(this); self.hp = 15; self.maxHp = 15; self.damage = 8; self.speed = 4; self.expValue = 8; self.type = 'fast'; var graphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Boss = Enemy.expand(function () { var self = Enemy.call(this); self.hp = 500; self.maxHp = 500; self.damage = 30; self.speed = 1.5; self.expValue = 100; self.type = 'boss'; var graphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var ExpOrb = Container.expand(function () { var self = Container.call(this); // 1) spawnTime kaydet self.spawnTime = gameTime; self.value = 5; self.magnetSpeed = 0; var orbGraphics = self.attachAsset('expOrb', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // ORB YAŞI (frame cinsinden) var age = gameTime - self.spawnTime; // 2) Eğer 10 saniye geçmişse (600 frame), orb’u yok et ve listeden çıkar if (age >= 600) { // yok et self.destroy(); var idx = expOrbs.indexOf(self); if (idx >= 0) { expOrbs.splice(idx, 1); } return; } // 3) Son 5 saniyede (age >= 300), yanıp sönme uygulaması if (age >= 300) { // kalan süre var remaining = 600 - age; // 300’den 0’a kadar azalır // blink periyodu: remaining / 50’ye bağlı (en hızlı 1 frame’lik periyot) var blinkInterval = Math.ceil(remaining / 50); if (blinkInterval < 1) { blinkInterval = 1; } // yaşa göre çift/tek periyoda bölerek görünürlüğü değiştir var phase = Math.floor(age / blinkInterval); self.visible = phase % 2 === 0; } else { // son 5 saniye değilse görünür olsun self.visible = true; } // 4) Normal manyetik çekim hareketi if (!player || self.magnetSpeed === 0) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.magnetSpeed; self.y += dy / dist * self.magnetSpeed; } }; return self; }); var Joystick = Container.expand(function () { var self = Container.call(this); self.active = false; self.dirX = 0; self.dirY = 0; var base = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5 }); base.alpha = 0.5; var knob = self.attachAsset('joystickKnob', { anchorX: 0.5, anchorY: 0.5 }); knob.alpha = 0.7; self.setKnobPosition = function (x, y) { var dx = x - base.x; var dy = y - base.y; var dist = Math.sqrt(dx * dx + dy * dy); var maxDist = 60; if (dist > maxDist) { dx = dx / dist * maxDist; dy = dy / dist * maxDist; } knob.x = dx; knob.y = dy; self.dirX = dx / maxDist; self.dirY = dy / maxDist; }; self.reset = function () { knob.x = 0; knob.y = 0; self.dirX = 0; self.dirY = 0; self.active = false; }; return self; }); var Magnet = Container.expand(function () { var self = Container.call(this); self.active = true; var magnetGraphics = self.attachAsset('magnet', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0x0099ff }); self.update = function () { if (!player || !self.active) { return; } var dx = player.x - self.x; var dy = player.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 80) { self.active = false; // Magnetize all exp orbs on screen for (var i = 0; i < expOrbs.length; i++) { var orb = expOrbs[i]; var orbDx = Math.abs(orb.x - player.x); var orbDy = Math.abs(orb.y - player.y); if (orbDx < 1024 && orbDy < 1366) { orb.magnetSpeed = 20; } } self.destroy(); return true; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.level = 1; self.exp = 0; self.expToNext = 10; self.hp = 100; self.maxHp = 100; self.damage = 10; self.fireRate = 30; self.bulletSpeed = 15; self.moveSpeed = 5; self.pickupRange = 100; self.lastFire = 0; /* ===== WEAPON INVENTORY ===== */ self.weapons = {}; // key → instance var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { self.hp -= amount; LK.effects.flashObject(self, 0xff0000, 300); if (self.hp <= 0) { LK.showGameOver(); } }; self.gainExp = function (amount) { // Ne gelirse gelsin, doğrudan 1 seviye atla: self.levelUp(); }; self.update = function () { for (var k in self.weapons) { var inst = self.weapons[k], meta = WEAPONS[k]; if (--inst.cdCnt <= 0) { fireWeapon(k, inst, meta); inst.cdCnt = meta.cd; } } }; self.levelUp = function () { self.level++; self.exp = 0; self.expToNext = self.level * 15; self.maxHp += 10; self.hp = self.maxHp; LK.getSound('levelup').play(); showSkillSelection(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ /* ==== UNIVERSAL HELPERS ==== */ function isWithinRange(e, maxRange) { var dx = e.x - player.x; var dy = e.y - player.y; return dx * dx + dy * dy <= maxRange * maxRange; } function addWeapon(key) { // <-- artık global if (player && Object.keys(player.weapons).length >= 6) { return; // Zaten 6 silah varsa yeni eklemeye izin verme } var m = WEAPONS[key]; var target = player ? player : { weapons: {} }; // sınıf kurulumunda da çalışsın target.weapons[key] = { cd: m.cd, cdCnt: m.cd, dmgMul: 1, rngMul: 1, sizeMul: 1, amount: 1, upgrade: 0, enchTaken: [] }; } function rand(min, max) { return min + Math.random() * (max - min); } function distSq(a, b) { var dx = a.x - b.x, dy = a.y - b.y; return dx * dx + dy * dy; } function unitDir(from, to) { var dx = to.x - from.x, dy = to.y - from.y, d = Math.sqrt(dx * dx + dy * dy); return { dx: dx / d, dy: dy / d, len: d }; } /* ==== WEAPON META TABLE ==== */ var WEAPONS = { sword: { cd: 120, dmg: 5, range: 250, type: 'melee', ench: ["Sword Damage+", "Sword Attack Speed+", "Sword Range+", "Sword Size+"], up: ["Sword +1", "Sword +2", "Sword +3"] }, boomerang: { cd: 180, dmg: 3, range: 600, type: 'boomerang', ench: ["Boomerang Damage+", "Boomerang Attack Speed+", "Boomerang Range+", "Boomerang Size+"], up: ["Boomerang +1", "Boomerang +2", "Boomerang +3"] }, ball: { cd: 180, dmg: 3, range: 600, type: 'ball', ench: ["Ball Damage+", "Ball Attack Speed+", "Ball Range+", "Ball Size+"], up: ["Ball +1", "Ball +2", "Ball +3"] }, rocket: { cd: 240, dmg: 10, range: 600, type: 'rocket', ench: ["Rocket Damage+", "Rocket Attack Speed+", "Rocket Range+", "Rocket Size+"], up: ["Rocket +1", "Rocket +2", "Rocket +3"] }, brick: { cd: 180, dmg: 8, range: 600, type: 'brick', ench: ["Brick Damage+", "Brick Attack Speed+", "Brick Range+", "Brick Size+"], up: ["Back 75°", "Front 45°", "Back 45°"] }, lightning: { cd: 180, dmg: 14, range: 600, type: 'lightning', ench: ["Lightning Damage+", "Lightning Attack Speed+", "Lightning Range+", "Lightning Size+"], up: ["Lightning +1", "Lightning +2", "Lightning +3"] }, aura: { cd: 60, dmg: 4, range: 300, type: 'aura', ench: ["Aura Damage+", "Aura Attack Speed+", "Aura Range+", "Aura Size+"], up: ["Slow 25%", "Slow 50%", "Slow 75%"] }, molotov: { cd: 180, dmg: 8, range: 600, type: 'molotov', ench: ["Molotov Damage+", "Molotov Attack Speed+", "Molotov Range+", "Molotov Size+"], up: ["Molotov +1", "Molotov +2", "Molotov +3"] }, shuriken: { cd: 180, dmg: 3, range: 300, type: 'shuriken', ench: ["Shuriken Damage+", "Shuriken Attack Speed+", "Shuriken Range+", "Shuriken Size+"], up: ["Shuriken +1", "Shuriken +2", "Shuriken +3"] } }; var player; var enemies = []; var bullets = []; var expOrbs = []; var joystick; var gameTime = 0; var waveNumber = 1; var bossSpawned = false; var selectedSkills = []; var camera = { x: 0, y: 0 }; var gameContainer; var skillSelectionActive = false; var pickups = []; var lastPickupSpawn = 0; // Initialize game world gameContainer = game.addChild(new Container()); // Tile seamless background image to cover the visible area and follow the camera var bgTileAsset = LK.getAsset('seamlessBackGround', { anchorX: 0, anchorY: 0 }); var bgTileWidth = bgTileAsset.width; var bgTileHeight = bgTileAsset.height; var bgTilesX = Math.ceil(2048 / bgTileWidth) + 2; // +2 for safe margin var bgTilesY = Math.ceil(2732 / bgTileHeight) + 2; var backgroundTiles = []; for (var i = 0; i < bgTilesX; i++) { for (var j = 0; j < bgTilesY; j++) { var tile = LK.getAsset('seamlessBackGround', { anchorX: 0, anchorY: 0 }); tile.x = i * bgTileWidth; tile.y = j * bgTileHeight; gameContainer.addChild(tile); backgroundTiles.push(tile); } } // Create player player = gameContainer.addChild(new Player()); player.x = 1024; player.y = 1366; addWeapon('sword'); // Create joystick joystick = new Joystick(); joystick.x = 0; joystick.y = -200; LK.gui.bottom.addChild(joystick); // UI Elements var timerText = new Text2('00:00', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var levelText = new Text2('Level 1', { size: 60, fill: 0xFFFF00 }); levelText.anchor.set(0, 0); levelText.y = 100; levelText.x = 50; LK.gui.top.addChild(levelText); var hpText = new Text2('HP: 100/100', { size: 60, fill: 0xFF0000 }); hpText.anchor.set(1, 0); hpText.y = 100; hpText.x = -50; LK.gui.top.addChild(hpText); // Spawn functions function spawnEnemy(type, x, y) { var enemy; switch (type) { case 'fast': enemy = new FastZombie(); break; case 'tank': enemy = new TankZombie(); break; case 'boss': enemy = new Boss(); break; default: enemy = new Enemy(); } enemy.x = x; enemy.y = y; enemies.push(enemy); gameContainer.addChild(enemy); } function spawnWave() { var spawnCount = 5 + waveNumber * 2; var spawnRadius = 1500; for (var i = 0; i < spawnCount; i++) { // Check if we've reached the enemy limit if (enemies.length >= 30) { break; } var angle = Math.random() * Math.PI * 2; var x = player.x + Math.cos(angle) * spawnRadius; var y = player.y + Math.sin(angle) * spawnRadius; var type = 'normal'; if (waveNumber > 5 && Math.random() < 0.3) { type = 'fast'; } if (waveNumber > 10 && Math.random() < 0.2) { type = 'tank'; } spawnEnemy(type, x, y); } } function dropExpOrb(x, y, value) { var orb = new ExpOrb(); orb.x = x; orb.y = y; orb.value = value; expOrbs.push(orb); gameContainer.addChild(orb); } /* =============================================================== */ /* NINE-WEAPON FIRE / PROJECTILES */ /* =============================================================== */ function nearestEnemy() { var best = null, bestD = 1e9; for (var i = 0; i < enemies.length; i++) { var d = distSq(player, enemies[i]); if (d < bestD) { best = enemies[i]; bestD = d; } } return best; } function damageEnemy(e, dmg) { if (e.takeDamage(dmg)) { // Ölünce exp orb düşür: dropExpOrb(e.x, e.y, e.expValue); // Sonra düşmanı kaldır ve yok et: var idx = enemies.indexOf(e); enemies.splice(idx, 1); e.destroy(); LK.getSound('hit').play(); } } /* ---- sword (melee slash) ---- */ function swingSword(inst) { var sorted = enemies.slice().sort(function (a, b) { return distSq(player, a) - distSq(player, b); }); if (sorted.length === 0) { return; } for (var n = 0; n < inst.amount; n++) { var idx = n < sorted.length ? n : 0; var target = sorted[idx]; var dir = unitDir(player, target); var arc = gameContainer.addChild(new Container()); arc.x = player.x; arc.y = player.y; arc.attachAsset('swordHit', { anchorX: 0, anchorY: 0.5, rotation: Math.atan2(dir.dy, dir.dx), scaleX: inst.sizeMul, scaleY: inst.sizeMul }); arc.life = 10; arc.dmg = WEAPONS.sword.dmg * inst.dmgMul; arc.hitList = []; arc.update = function () { if (--this.life <= 0) { this.destroy(); return; } var maxRange = WEAPONS.sword.range * inst.rngMul; for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // hem arc.intersects hem oyuncudan menzil kontrolü if (this.hitList.indexOf(e) === -1 && this.intersects(e) && isWithinRange(e, maxRange)) { this.hitList.push(e); damageEnemy(e, this.dmg); } } }; } } /* ---- boomerang ---- */ function fireBoomerang(inst) { var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); // Bu silahın menzilini WEAPONS tablosundan alıp, inst.rngMul ile ölçekleyebiliriz: var maxRange = WEAPONS.boomerang.range * inst.rngMul; for (var n = 0; n < inst.amount; n++) { var p = gameContainer.addChild(new Container()); p.attachAsset('boomerang', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.speed = 12; p.dmg = WEAPONS.boomerang.dmg * inst.dmgMul; p.life = 300; p.update = function () { if (skillSelectionActive) { return; } // 1) Hareket this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; // 2) “life” 150’de geri dönüş if (--this.life === 150) { var u = unitDir(this, player); this.dirX = u.dx; this.dirY = u.dy; } // 3) Boomerang ekranın çok dışına çıktıysa sil var dx = this.x - player.x; var dy = this.y - player.y; if (Math.abs(dx) > 2000 || Math.abs(dy) > 2000) { this.destroy(); var idx = bullets.indexOf(this); if (idx >= 0) { bullets.splice(idx, 1); } return; } // 4) Düşmanlara çarpma kontrolü & menzil filtresi for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // e, oyuncudan maxRange uzaklık içindeyse vur: if (this.intersects(e) && isWithinRange(e, maxRange)) { damageEnemy(e, this.dmg); this.destroy(); var idx2 = bullets.indexOf(this); if (idx2 >= 0) { bullets.splice(idx2, 1); } return; } } // 5) “life” sıfırlandıysa sil if (this.life <= 0) { this.destroy(); var idx3 = bullets.indexOf(this); if (idx3 >= 0) { bullets.splice(idx3, 1); } } }; bullets.push(p); } } /* ---- top (rebound ball) ---- */ function fireBall(inst) { var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); for (var n = 0; n < inst.amount; n++) { var p = new Bullet(); p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.damage = 12 * inst.dmgMul; p.speed = 14; bullets.push(p); gameContainer.addChild(p); } } /* ---- rocket ---- */ function fireRocket(inst) { var target = nearestEnemy(); if (!target) { return; } var dir = unitDir(player, target); // Bu silahın menzili: var maxRange = WEAPONS.rocket.range * inst.rngMul; for (var n = 0; n < inst.amount; n++) { var p = gameContainer.addChild(new Container()); p.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; p.dirX = dir.dx; p.dirY = dir.dy; p.speed = 10; p.dmg = WEAPONS.rocket.dmg * inst.dmgMul; p.update = function () { if (skillSelectionActive) { return; } // 1) Hareket this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; // 2) Düşmana çarpma kontrolü & menzil filtresi for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // Eğer bu e, oyuncudan maxRange uzaklık içindeyse AoE hasar uygula if (this.intersects(e) && isWithinRange(e, maxRange)) { LK.getSound('rocketBoom').play(); // a) Dairesel patlama efekti: // Yarıçapı örneğin 80px olan turuncu bir daire çiziyoruz, // yarım saniye sonra yok olmalı (30 frame = 0.5s). var explosion = gameContainer.addChild(new Container()); // Daire efektini LK.getAsset ile oluşturuyoruz: var gfx = LK.getAsset('molotovFlame', { anchorX: 0.5, anchorY: 0.5, scaleX: inst.rngMul * (80 / 70), // 70: orijinal yarıçap, 80: istenen yarıçap scaleY: inst.rngMul * (80 / 70), alpha: 0.6, tint: 0xFFAA00 }); explosion.addChild(gfx); explosion.x = this.x; explosion.y = this.y; explosion.life = 30; // 30 frame = 0.5 saniye (60FPS varsayımıyla) explosion.update = function () { if (--this.life <= 0) { this.destroy(); } else { // Her frame biraz şeffaflaştırmak için: this.children[0].alpha = this.life / 30 * 0.6; } }; // b) AoE hasar: yine sadece menzil içindekileri vur for (var k = enemies.length - 1; k >= 0; k--) { var e2 = enemies[k]; if (distSq(this, e2) < 16000 && isWithinRange(e2, maxRange)) { damageEnemy(e2, this.dmg); } } // c) Bu roketi sil this.destroy(); var bi = bullets.indexOf(this); if (bi >= 0) { bullets.splice(bi, 1); } return; } } // 3) Ekranın dışına çıkarsa sil var dx = this.x - player.x; var dy = this.y - player.y; if (Math.abs(dx) > 2000 || Math.abs(dy) > 2000) { this.destroy(); var bi2 = bullets.indexOf(this); if (bi2 >= 0) { bullets.splice(bi2, 1); } return; } }; bullets.push(p); } } /* ---- brick ---- */ function throwBrick(inst, angDeg) { var rad = angDeg * Math.PI / 180; var p = gameContainer.addChild(new Container()); p.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; p.vx = Math.cos(rad) * 14; p.vy = Math.sin(rad) * 14; p.g = 0.3; p.dmg = WEAPONS.brick.dmg * inst.dmgMul; // Bu silahın menzili: var maxRange = WEAPONS.brick.range * inst.rngMul; p.update = function () { if (skillSelectionActive) { return; } // 1) Yerçekimi ve hareket this.vy += this.g; this.x += this.vx; this.y += this.vy; // 2) Düşmana çarpma kontrolü & menzil filtresi for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; if (this.intersects(e) && isWithinRange(e, maxRange)) { damageEnemy(e, this.dmg); this.destroy(); return; } } // 3) Belirli mesafeden uzaklaşırsa yok et var dx = this.x - player.x; var dy = this.y - player.y; if (Math.abs(dx) > 2000 || Math.abs(dy) > 2000) { this.destroy(); return; } }; } /* ---- lightning ---- */ function castLightning(inst) { // 1) Menzildeki düşmanları filtrele var maxRange = WEAPONS.lightning.range * inst.rngMul; var candidates = enemies.filter(function (e) { var dx = e.x - player.x; var dy = e.y - player.y; return dx * dx + dy * dy <= maxRange * maxRange; }); if (candidates.length === 0) { return; } // 2) Rastgele birini seç var victim = candidates[Math.floor(Math.random() * candidates.length)]; // 3) Efekti ekle var l = gameContainer.addChild(new Container()); l.attachAsset('lightning', { anchorX: 0.5, anchorY: 1 }); l.x = victim.x; l.y = victim.y; l.life = 15; l.update = function () { if (skillSelectionActive) { return; } if (--this.life === 14) { damageEnemy(victim, WEAPONS.lightning.dmg * inst.dmgMul); } if (this.life <= 0) { this.destroy(); } }; } /* ---- aura ---- */ var auraField = null; function ensureAura(inst) { // 1) Sadece ilk defa oluşturulacak: if (!auraField) { auraField = player.addChild(new Container()); auraField.attachAsset('auraField', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); // Oyuncunun tam ortası (yerel koordinat): auraField.x = 0; auraField.y = 0; } // 2) Hasar uygulama kısmı (oyuncudan r uzaklıktaysa vur): var r = WEAPONS.aura.range * inst.rngMul; for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; var dx = e.x - player.x; var dy = e.y - player.y; if (dx * dx + dy * dy < r * r) { damageEnemy(e, inst.dmgMul * 5); } } } /* ---- molotov ---- */ function throwMolotov(inst) { var a = Math.random() * Math.PI * 2, d = rand(300, 600), tx = player.x + Math.cos(a) * d, ty = player.y + Math.sin(a) * d; var p = gameContainer.addChild(new Container()); p.attachAsset('molotov', { anchorX: 0.5, anchorY: 0.5 }); p.x = player.x; p.y = player.y; var u = unitDir(p, { x: tx, y: ty }); p.dirX = u.dx; p.dirY = u.dy; p.speed = 16; p.life = 60; p.update = function () { if (skillSelectionActive) { return; } this.x += this.dirX * this.speed; this.y += this.dirY * this.speed; if (--this.life <= 0) { spawnFlame(tx, ty, inst); this.destroy(); } }; bullets.push(p); } /* ---- molotov flame ---- */ function spawnFlame(x, y, inst) { var f = gameContainer.addChild(new Container()); f.attachAsset('molotovFlame', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4 }); f.x = x; f.y = y; f.life = 60; f.dmg = WEAPONS.molotov.dmg * inst.dmgMul; // Molotov alanının menzili (örnek olarak 70→çevrede yarıçap 70px) var maxFlameRange = 70 * inst.rngMul; f.update = function () { if (skillSelectionActive) { return; } // 1) Düşmana hasar kontrolü & menzil filtresi for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; // “distSq(f,e) < 4900” yerine “4900 = 70^2” diyorduk. // Şimdi ek olarak oyuncudan menzil kontrolü de ekleyelim: if (distSq(f, e) < maxFlameRange * maxFlameRange && isWithinRange(e, maxFlameRange)) { damageEnemy(e, this.dmg); } } // 2) Ömür kontrolü if (--this.life <= 0) { this.destroy(); return; } // 3) Ekranın uzağına çıktıysa sil var dx = this.x - player.x; var dy = this.y - player.y; if (Math.abs(dx) > 2000 || Math.abs(dy) > 2000) { this.destroy(); return; } }; } /* ---- shuriken ring ---- */ var shurikenObjs = []; function maintainShurikens(inst) { if (shurikenObjs.length !== inst.amount) { shurikenObjs.forEach(function (s) { return s.destroy(); }); shurikenObjs = []; var n = inst.amount, r = WEAPONS.shuriken.range * inst.rngMul; // şuriken menzili for (var i = 0; i < n; i++) { var s = gameContainer.addChild(new Container()); s.attachAsset('shuriken', { anchorX: 0.5, anchorY: 0.5 }); s.angle = i / n * Math.PI * 2; s.update = function () { if (skillSelectionActive) { return; } this.angle += 0.15; this.x = player.x + Math.cos(this.angle) * r; this.y = player.y + Math.sin(this.angle) * r; // Her bir düşmanı kontrol et: hem shuriken çarpışma hem oyuncudan menzil for (var k = enemies.length - 1; k >= 0; k--) { var e = enemies[k]; if (this.intersects(e) && isWithinRange(e, r)) { damageEnemy(e, WEAPONS.shuriken.dmg * inst.dmgMul); } } }; shurikenObjs.push(s); } } } /* ---- ana fireWeapon anahtarı ---- */ function fireWeapon(key, inst, meta) { switch (meta.type) { case 'melee': swingSword(inst); break; case 'boomerang': fireBoomerang(inst); break; case 'ball': fireBall(inst); break; case 'rocket': fireRocket(inst); break; case 'brick': throwBrick(inst, 75); if (inst.upgrade > 0) { throwBrick(inst, -75); } if (inst.upgrade > 1) { throwBrick(inst, 45); } if (inst.upgrade > 2) { throwBrick(inst, -45); } break; case 'lightning': for (var n = 0; n < inst.amount; n++) { castLightning(inst); } break; case 'aura': ensureAura(inst); break; case 'molotov': for (var n = 0; n < inst.amount; n++) { throwMolotov(inst); } break; case 'shuriken': maintainShurikens(inst); break; } } function showSkillSelection() { skillSelectionActive = true; // 1) Yeni bir Overlay (seçim ekranı) oluşturuyoruz var ov = game.addChild(new Container()); ov.x = 1024; ov.y = 1366; var choices = []; // 2) Eğer oyuncu seviyesi 5'in katı ise (5,10,15,...) if (player.level % 5 === 0) { var ownedCount = Object.keys(player.weapons).length; // 2.a) Hâlâ < 6 silah sahibi ise: yeni silah açma seçenekleri if (ownedCount < 6) { // Kilidi açılmamış silahlar havuzunu al var pool = Object.keys(WEAPONS).filter(function (key) { return !player.weapons[key]; }); // Havuzdan rastgele 3 silah göster while (choices.length < 3 && pool.length > 0) { var rnd = Math.floor(Math.random() * pool.length); choices.push(pool.splice(rnd, 1)[0]); } } else { // 2.b) Zaten 6 silah sahibi ise: önce silahların upgrade durumlarını kontrol et var upgradePool = []; Object.keys(player.weapons).forEach(function (key) { var inst = player.weapons[key]; if (inst.upgrade < 3) { // Eğer bu silah hâlâ < 3 aşama güçlendirilmişse, // “bu silahın bir sonraki upgrade aşaması” havuza eklenir. upgradePool.push({ w: key }); } }); if (upgradePool.length > 0) { // 2.b.i) En az bir silah yükseltmesi kalmış demektir: // Rastgele en fazla 3 tane “silah güçlendirme” seçeneği göster. while (choices.length < 3 && upgradePool.length > 0) { var rnd2 = Math.floor(Math.random() * upgradePool.length); choices.push({ w: upgradePool[rnd2].w, type: "upgrade" }); upgradePool.splice(rnd2, 1); } } else { // 2.b.ii) Tüm 6 silah zaten upgrade === 3 ise: // Bu aşamadan sonra artık sadece efsun kartı göster. for (var i = 0; i < 3; i++) { // (a) Sahip olunan silah anahtarlarını al var ownedKeys2 = Object.keys(player.weapons); // (b) O listeden rastgele bir silah seç var randomKey2 = ownedKeys2[Math.floor(Math.random() * ownedKeys2.length)]; // (c) Seçilen silahın efsun listesinden rastgele bir efsun seç var enchList = WEAPONS[randomKey2].ench; var rnd3 = enchList[Math.floor(Math.random() * enchList.length)]; // (d) Kartı ekle choices.push({ w: randomKey2, e: rnd3 }); } } } } else { // 3) Seviye 5'in katı değilse: doğrudan efsun kartları göster for (var j = 0; j < 3; j++) { // (a) Önce sahip olunan silah anahtarlarının listesini al var ownedKeys = Object.keys(player.weapons); // (b) O listeden rastgele bir silah seç var randomKey = ownedKeys[Math.floor(Math.random() * ownedKeys.length)]; // (c) Seçilen silahın efsun listesinden rastgele bir efsun seç var enchList = WEAPONS[randomKey].ench; var rnd4 = enchList[Math.floor(Math.random() * enchList.length)]; // (d) Kartı choices dizisine ekle choices.push({ w: randomKey, e: rnd4 }); } } // 4) choices dizisini “3 adet kart” olarak UI’da çizelim choices.forEach(function (c, idx) { var card = ov.addChild(new Container()); card.attachAsset('skillCard', { anchorX: 0.5, anchorY: 0.5 }); card.x = (idx - 1) * 450; card.y = 0; var label, fn; if (typeof c === "string") { // c, yeni kilidi açılacak silahın anahtarı (ör. "boomerang") var key = c; var own = !!player.weapons[key]; if (!own) { // Hâlâ envanterde yoksa “Unlock <silah adı>” label = "Unlock " + key; fn = function fn() { addWeapon(key); }; } else if (player.weapons[key].upgrade < 3) { // Silah zaten varsa ve upgrade < 3 ise: label = WEAPONS[key].up[player.weapons[key].upgrade]; fn = function fn() { player.weapons[key].upgrade++; player.weapons[key].amount++; }; } else { // Eğer upgrade === 3’e ulaşmışsa: label = "No Option"; fn = function fn() {}; } } else if (c.type === "upgrade") { // c = { w: "sword", type:"upgrade" } var wkey = c.w; label = WEAPONS[wkey].up[player.weapons[wkey].upgrade]; fn = function fn() { player.weapons[wkey].upgrade++; player.weapons[wkey].amount++; }; } else { // c = { w: "<silahAnahtarı>", e: "<SilahName> Damage+" veya "<SilahName> Attack Speed+" vb. } var w2 = c.w; var efsun = c.e; label = efsun; fn = function fn() { var inst = player.weapons[w2]; // Efsun metni "<SilahName> Damage+" ile bitiyorsa hasar çarpanını %10 artır: if (efsun.endsWith(" Damage+")) { inst.dmgMul *= 1.1; } // Efsun metni "<SilahName> Attack Speed+" ile bitiyorsa cd süresini %10 azalt: if (efsun.endsWith(" Attack Speed+")) { inst.cd *= 0.9; } // Efsun metni "<SilahName> Range+" ile bitiyorsa menzil çarpanını %10 artır: if (efsun.endsWith(" Range+")) { inst.rngMul *= 1.1; } // Efsun metni "<SilahName> Size+" ile bitiyorsa boyut çarpanını %10 artır: if (efsun.endsWith(" Size+")) { inst.sizeMul *= 1.1; } }; } var txt = new Text2(label, { size: 40, fill: 0xffffff }); txt.anchor.set(0.5); card.addChild(txt); card.down = function () { fn(); ov.destroy(); skillSelectionActive = false; levelText.setText('Level ' + player.level); }; }); } // Input handling game.down = function (x, y, obj) { if (skillSelectionActive) { return; } var localPos = game.toLocal({ x: x, y: y }); if (localPos.y > 2000) { joystick.active = true; joystick.setKnobPosition(0, 0); } }; game.move = function (x, y, obj) { if (!joystick.active || skillSelectionActive) { return; } var localPos = LK.gui.bottom.toLocal({ x: x, y: y }); var dx = localPos.x - joystick.x; var dy = localPos.y - joystick.y; joystick.setKnobPosition(dx, dy); }; game.up = function (x, y, obj) { joystick.reset(); }; // Game update game.update = function () { if (skillSelectionActive) { return; } gameTime++; // Update timer → geçen süreyi göster var elapsedSeconds = Math.floor(gameTime / 60); var minutes = Math.floor(elapsedSeconds / 60); var seconds = elapsedSeconds % 60; timerText.setText((minutes < 10 ? '0' + minutes : minutes) + ':' + (seconds < 10 ? '0' + seconds : seconds)); // Update UI hpText.setText('HP: ' + player.hp + '/' + player.maxHp); // Player movement if (joystick.active) { player.x += joystick.dirX * player.moveSpeed; player.y += joystick.dirY * player.moveSpeed; } /* Fire weapons / aura etc. */ player.update(); // Camera follow player camera.x = player.x - 1024; camera.y = player.y - 1366; gameContainer.x = -camera.x; gameContainer.y = -camera.y; // Update background tiles to always cover the visible area if (backgroundTiles && backgroundTiles.length) { var startX = Math.floor(camera.x / bgTileWidth) * bgTileWidth; var startY = Math.floor(camera.y / bgTileHeight) * bgTileHeight; var idx = 0; for (var i = 0; i < bgTilesX; i++) { for (var j = 0; j < bgTilesY; j++) { var tile = backgroundTiles[idx++]; tile.x = startX + i * bgTileWidth; tile.y = startY + j * bgTileHeight; } } } // Spawn waves if (gameTime % 300 === 0) { waveNumber++; spawnWave(); } // Spawn boss every 3 minutes if (gameTime % (180 * 60) === 0 && !bossSpawned && enemies.length < 30) { spawnEnemy('boss', player.x + 400, player.y); bossSpawned = true; } // Update enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - player.x; var dy = enemy.y - player.y; var distSq = dx * dx + dy * dy; // 150 piksel mesafe için distSq <= 22500 kullanıyoruz. if (distSq <= 22500) { if (enemy.lastHitTime === undefined || gameTime - enemy.lastHitTime >= 60) { player.takeDamage(enemy.damage); enemy.lastHitTime = gameTime; } } } // Update exp orbs for (var i = expOrbs.length - 1; i >= 0; i--) { var orb = expOrbs[i]; var dx = orb.x - player.x; var dy = orb.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.pickupRange) { orb.magnetSpeed = 10; } if (orb.intersects(player)) { player.gainExp(orb.value); orb.destroy(); expOrbs.splice(i, 1); LK.getSound('pickup').play(); } } // Spawn pickups randomly if (gameTime - lastPickupSpawn > 1800 && Math.random() < 0.1) { lastPickupSpawn = gameTime; var pickup; var angle = Math.random() * Math.PI * 2; var distance = 300 + Math.random() * 500; var pickupX = player.x + Math.cos(angle) * distance; var pickupY = player.y + Math.sin(angle) * distance; if (Math.random() < 0.5) { pickup = new Bomb(); } else { pickup = new Magnet(); } pickup.x = pickupX; pickup.y = pickupY; pickups.push(pickup); gameContainer.addChild(pickup); } // Update pickups for (var i = pickups.length - 1; i >= 0; i--) { var pickup = pickups[i]; if (!pickup.active) { pickups.splice(i, 1); } } }; // Initial spawn spawnWave();
===================================================================
--- original.js
+++ change.js
@@ -410,25 +410,25 @@
/* ==== WEAPON META TABLE ==== */
var WEAPONS = {
sword: {
cd: 120,
- dmg: 10,
+ dmg: 5,
range: 250,
type: 'melee',
ench: ["Sword Damage+", "Sword Attack Speed+", "Sword Range+", "Sword Size+"],
up: ["Sword +1", "Sword +2", "Sword +3"]
},
boomerang: {
cd: 180,
- dmg: 5,
+ dmg: 3,
range: 600,
type: 'boomerang',
ench: ["Boomerang Damage+", "Boomerang Attack Speed+", "Boomerang Range+", "Boomerang Size+"],
up: ["Boomerang +1", "Boomerang +2", "Boomerang +3"]
},
ball: {
cd: 180,
- dmg: 5,
+ dmg: 3,
range: 600,
type: 'ball',
ench: ["Ball Damage+", "Ball Attack Speed+", "Ball Range+", "Ball Size+"],
up: ["Ball +1", "Ball +2", "Ball +3"]
@@ -450,33 +450,33 @@
up: ["Back 75°", "Front 45°", "Back 45°"]
},
lightning: {
cd: 180,
- dmg: 8,
+ dmg: 14,
range: 600,
type: 'lightning',
ench: ["Lightning Damage+", "Lightning Attack Speed+", "Lightning Range+", "Lightning Size+"],
up: ["Lightning +1", "Lightning +2", "Lightning +3"]
},
aura: {
cd: 60,
- dmg: 5,
+ dmg: 4,
range: 300,
type: 'aura',
ench: ["Aura Damage+", "Aura Attack Speed+", "Aura Range+", "Aura Size+"],
up: ["Slow 25%", "Slow 50%", "Slow 75%"]
},
molotov: {
cd: 180,
- dmg: 10,
+ dmg: 8,
range: 600,
type: 'molotov',
ench: ["Molotov Damage+", "Molotov Attack Speed+", "Molotov Range+", "Molotov Size+"],
up: ["Molotov +1", "Molotov +2", "Molotov +3"]
},
shuriken: {
cd: 180,
- dmg: 5,
+ dmg: 3,
range: 300,
type: 'shuriken',
ench: ["Shuriken Damage+", "Shuriken Attack Speed+", "Shuriken Range+", "Shuriken Size+"],
up: ["Shuriken +1", "Shuriken +2", "Shuriken +3"]
@@ -500,18 +500,30 @@
var pickups = [];
var lastPickupSpawn = 0;
// Initialize game world
gameContainer = game.addChild(new Container());
-// Add seamless background image
-var background = LK.getAsset('seamlessBackGround', {
+// Tile seamless background image to cover the visible area and follow the camera
+var bgTileAsset = LK.getAsset('seamlessBackGround', {
anchorX: 0,
- anchorY: 0,
- x: 0,
- y: 0,
- width: 2048,
- height: 2732
+ anchorY: 0
});
-gameContainer.addChild(background);
+var bgTileWidth = bgTileAsset.width;
+var bgTileHeight = bgTileAsset.height;
+var bgTilesX = Math.ceil(2048 / bgTileWidth) + 2; // +2 for safe margin
+var bgTilesY = Math.ceil(2732 / bgTileHeight) + 2;
+var backgroundTiles = [];
+for (var i = 0; i < bgTilesX; i++) {
+ for (var j = 0; j < bgTilesY; j++) {
+ var tile = LK.getAsset('seamlessBackGround', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ tile.x = i * bgTileWidth;
+ tile.y = j * bgTileHeight;
+ gameContainer.addChild(tile);
+ backgroundTiles.push(tile);
+ }
+}
// Create player
player = gameContainer.addChild(new Player());
player.x = 1024;
player.y = 1366;
@@ -1316,8 +1328,21 @@
camera.x = player.x - 1024;
camera.y = player.y - 1366;
gameContainer.x = -camera.x;
gameContainer.y = -camera.y;
+ // Update background tiles to always cover the visible area
+ if (backgroundTiles && backgroundTiles.length) {
+ var startX = Math.floor(camera.x / bgTileWidth) * bgTileWidth;
+ var startY = Math.floor(camera.y / bgTileHeight) * bgTileHeight;
+ var idx = 0;
+ for (var i = 0; i < bgTilesX; i++) {
+ for (var j = 0; j < bgTilesY; j++) {
+ var tile = backgroundTiles[idx++];
+ tile.x = startX + i * bgTileWidth;
+ tile.y = startY + j * bgTileHeight;
+ }
+ }
+ }
// Spawn waves
if (gameTime % 300 === 0) {
waveNumber++;
spawnWave();
Survivor.io style 2D sword swing effect made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows. It should only have a slash effect, no swords. The slash effect should also be in the shape of a half moon.
Survivor.io style 2D round soccer ball made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A 2D Survivor.io style lightning strike from a cloud in the sky to the ground, made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A red and blue Survivor.io style 2D U-shaped (with N and S) magnet made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D shuriken made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D brick made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D missile rocket made by HABBY PTE. LTD.
A 2D green radiating circular aura in the Survivor.io style made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A 2D bomb in the style of Survivor.io, made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
A 2D circular burning effect in Survivor.io style made by HABBY PTE. LTD. (not only the surroundings but also the inside burns) In-Game asset. 2d. High contrast. No shadows
A 2D molotov in the Survivor.io style made by HABBY PTE. LTD.. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D greenish exp sphere made by HABBY PTE. LTD. No exp written on it. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D half-moon orange boomerang made by HABBY PTE. LTD. In-Game asset. 2d. High contrast. No shadows
Survivor.io style 2D 1 chicken leg.. In-Game asset. 2d. High contrast. No shadows
2D survivor.io game style atomic boom effect front view. No text written on it.
2D. Ranged zombie. attacks with poisonous saliva. In-Game asset. 2d. High contrast. No shadows
2D. Child (small) zombie. He has a small saw in his hand.. In-Game asset. 2d. High contrast. No shadows
2D. Fat zombie. His hands are too big.. In-Game asset. 2d. High contrast. No shadows
Poisonous green circular saliva. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Small green claw slash effect. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Giant boss angry reddish zombie. 2D.. In-Game asset. 2d. High contrast. No shadows
Small saw slash effect. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Big red fist slash effect. 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
Kanlı kemik 2D. Top View.. In-Game asset. 2d. High contrast. No shadows
2D character that looks like a prophet and holds a holy book in his hand.. In-Game asset. 2d. High contrast. No shadows
A background image (wallpaper) representing an old prophet-like man with white hair and beard, wearing a priest's robe (hooded) and holding a holy book (christianity, cross) in his hand, fighting against zombies.. In-Game asset. 2d. High contrast. No shadows
Zombie flesh and bone themed 2D cardboard hollow (without text) horizontal rectangular button.. In-Game asset. 2d. High contrast. No shadows
2D. Healer zombie. Like a female zombie in a healer costume.. In-Game asset. 2d. High contrast. No shadows
2D. Brain illustrated healing potion.. In-Game asset. 2d. High contrast. No shadows
A healing blood pool with circular zombie brain and bone particles. Green + (healing) symbols on top. 2D.. In-Game asset. 2d. High contrast. No shadows
2D. Survivor.io game style skill card. No text written on it. No symbols on it. Just the blank card. Green.. In-Game asset. 2d. High contrast. No shadows
2D. Cartoon. The rise of the zombie ghost spirit from the ground.. In-Game asset. 2d. High contrast. No shadows
levelup
Sound effect
hit
Sound effect
rocketBoom
Sound effect
pickup
Sound effect
backGroundMusic
Music
death
Sound effect
damageTaken
Sound effect
mainMenuMusic
Music
deathScreenMusic
Music
swordSoundEffect
Sound effect
bumerangSoundEffect
Sound effect
brickSoundEffect
Sound effect
lightningSoundEffect
Sound effect
ballSoundEffect
Sound effect
rocketSoundEffect
Sound effect
auraSoundEffect
Sound effect
molotovSoundEffect
Sound effect
molotovBoom
Sound effect
introSpeech
Sound effect
bombBoomSound
Sound effect