User prompt
Let zombies return wherever we go
User prompt
Let's move the gun to wherever our mouse cursor is.
User prompt
Let the gun turn to wherever we shoot
User prompt
Tank zombies 30 bullets, normal zombies 5 bullets, fast zombies die in 5 bullets
User prompt
we have just rifle adn we can shoot
User prompt
more big
User prompt
make more bigger zombies
User prompt
Let's have guns and be able to shoot
Code edit (1 edits merged)
Please save this source code
User prompt
Mall Escape: Zombie Survival
User prompt
We are trying to escape from zombies, we are in a mall, zombies are dropping weapons and bullets with a low probability and we have a knife, they are trying to take items such as armor, helmets, bags from the stores, so that health-replenishing and speed-giving items can be found in the stores.
Initial prompt
Please continue polishing my design document.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetX, targetY, damage) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.damage = damage; self.speed = 8; // Calculate direction var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.dirX = dx / distance; self.dirY = dy / distance; } else { self.dirX = 1; self.dirY = 0; } // Set rotation to match direction bulletGraphics.rotation = Math.atan2(dy, dx); self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; return self; }); var Item = Container.expand(function (itemType) { var self = Container.call(this); var itemGraphics = self.attachAsset(itemType, { anchorX: 0.5, anchorY: 0.5 }); self.type = itemType; self.collected = false; self.collect = function () { if (self.collected) return false; var success = false; switch (self.type) { case 'helmet': case 'armor': case 'backpack': player.equipArmor(self.type); success = true; break; case 'healthPack': player.heal(50); success = true; break; case 'food': player.heal(25); success = true; break; case 'energyDrink': player.speed = player.baseSpeed + 1; // Speed boost timer LK.setTimeout(function () { player.speed = player.baseSpeed; }, 10000); success = true; break; case 'pistol': case 'rifle': case 'shotgun': player.equipWeapon(self.type); success = true; break; case 'ammo': // For now, just give points LK.setScore(LK.getScore() + 5); success = true; break; } if (success) { self.collected = true; LK.getSound('pickup').play(); return true; } return false; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Player stats self.maxHealth = 100; self.health = self.maxHealth; self.speed = 3; self.baseSpeed = 3; self.weapon = 'knife'; self.weaponDamage = 25; self.attackCooldown = 0; self.shootCooldown = 0; self.isRangedWeapon = false; self.armor = 0; self.inventorySize = 3; self.inventory = []; // Equipment visuals self.weaponSprite = null; self.helmetSprite = null; self.armorSprite = null; self.backpackSprite = null; self.equipWeapon = function (weaponType) { if (self.weaponSprite) { self.removeChild(self.weaponSprite); } self.weapon = weaponType; self.weaponSprite = self.attachAsset(weaponType, { anchorX: 0.5, anchorY: 0.5, x: 35, y: 0 }); switch (weaponType) { case 'knife': self.weaponDamage = 25; self.isRangedWeapon = false; break; case 'pistol': self.weaponDamage = 40; self.isRangedWeapon = true; break; case 'rifle': self.weaponDamage = 60; self.isRangedWeapon = true; break; case 'shotgun': self.weaponDamage = 80; self.isRangedWeapon = true; break; } }; self.equipArmor = function (armorType) { if (armorType === 'helmet' && !self.helmetSprite) { self.helmetSprite = self.attachAsset('helmet', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -35 }); self.armor += 20; } else if (armorType === 'armor' && !self.armorSprite) { self.armorSprite = self.attachAsset('armor', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 10 }); self.armor += 30; } else if (armorType === 'backpack' && !self.backpackSprite) { self.backpackSprite = self.attachAsset('backpack', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 40 }); self.inventorySize += 3; } }; self.takeDamage = function (damage) { var actualDamage = Math.max(1, damage - self.armor); self.health -= actualDamage; LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { LK.showGameOver(); } }; self.heal = function (amount) { self.health = Math.min(self.maxHealth, self.health + amount); }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } if (self.shootCooldown > 0) { self.shootCooldown--; } }; // Start with knife self.equipWeapon('knife'); return self; }); var Store = Container.expand(function (storeType) { var self = Container.call(this); var storeGraphics = self.attachAsset('store', { anchorX: 0.5, anchorY: 0.5 }); self.type = storeType; self.items = []; self.looted = false; // Generate items based on store type var itemTypes = []; switch (storeType) { case 'armor': itemTypes = ['helmet', 'armor']; break; case 'sporting': itemTypes = ['backpack', 'energyDrink']; break; case 'food': itemTypes = ['food', 'healthPack']; break; case 'electronics': itemTypes = ['ammo', 'energyDrink']; break; } // Create 2-3 items per store var numItems = 2 + Math.floor(Math.random() * 2); for (var i = 0; i < numItems; i++) { var itemType = itemTypes[Math.floor(Math.random() * itemTypes.length)]; var item = new Item(itemType); item.x = self.x + (Math.random() - 0.5) * 80; item.y = self.y + (Math.random() - 0.5) * 60; self.items.push(item); game.addChild(item); } return self; }); var Zombie = Container.expand(function (type) { var self = Container.call(this); var zombieType = type || 'zombie'; var zombieGraphics = self.attachAsset(zombieType, { anchorX: 0.5, anchorY: 0.5 }); // Zombie stats based on type switch (zombieType) { case 'zombie': self.health = 50; self.speed = 1; self.damage = 15; self.points = 10; break; case 'fastZombie': self.health = 30; self.speed = 2.5; self.damage = 12; self.points = 15; break; case 'tankZombie': self.health = 120; self.speed = 0.7; self.damage = 25; self.points = 25; break; } self.maxHealth = self.health; self.type = zombieType; self.attackCooldown = 0; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xff0000, 150); if (self.health <= 0) { return true; // Dead } return false; }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } // Move towards player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack player if close enough - adjusted for much bigger zombies var attackRange = zombieType === 'tankZombie' ? 110 : zombieType === 'zombie' ? 90 : 80; if (distance < attackRange && self.attackCooldown <= 0) { player.takeDamage(self.damage); self.attackCooldown = 60; // 1 second at 60fps LK.getSound('hit').play(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c2c2c }); /**** * Game Code ****/ // Sounds // Mall elements // Items // Zombies // Player and weapons // Game variables var player; var zombies = []; var bullets = []; var items = []; var stores = []; var walls = []; var zombieSpawnTimer = 0; var zombieSpawnRate = 180; // 3 seconds at 60fps var difficultyTimer = 0; var gameTime = 0; // UI Elements var healthText = new Text2('Health: 100', { size: 40, fill: 0xFF0000 }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; // Avoid menu icon var scoreText = new Text2('Score: 0', { size: 40, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var weaponText = new Text2('Weapon: Knife', { size: 35, fill: 0xFFFF00 }); weaponText.anchor.set(1, 0); LK.gui.topRight.addChild(weaponText); // Create player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Create mall layout function createMallLayout() { // Create walls around the perimeter for (var x = 0; x < 2048; x += 100) { var topWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); topWall.x = x + 50; topWall.y = 50; walls.push(topWall); var bottomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); bottomWall.x = x + 50; bottomWall.y = 2682; walls.push(bottomWall); } for (var y = 100; y < 2632; y += 100) { var leftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); leftWall.x = 50; leftWall.y = y + 50; walls.push(leftWall); var rightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); rightWall.x = 1998; rightWall.y = y + 50; walls.push(rightWall); } // Create stores var storeTypes = ['armor', 'sporting', 'food', 'electronics']; var storePositions = [{ x: 300, y: 400 }, { x: 700, y: 400 }, { x: 1100, y: 400 }, { x: 1500, y: 400 }, { x: 300, y: 800 }, { x: 700, y: 800 }, { x: 1100, y: 800 }, { x: 1500, y: 800 }, { x: 300, y: 1200 }, { x: 700, y: 1200 }, { x: 1100, y: 1200 }, { x: 1500, y: 1200 }]; for (var i = 0; i < storePositions.length; i++) { var storeType = storeTypes[i % storeTypes.length]; var store = game.addChild(new Store(storeType)); store.x = storePositions[i].x; store.y = storePositions[i].y; stores.push(store); } } function spawnZombie() { var zombieTypes = ['zombie', 'zombie', 'zombie', 'fastZombie', 'tankZombie']; var zombieType = zombieTypes[Math.floor(Math.random() * zombieTypes.length)]; // Make tank zombies rarer early on if (zombieType === 'tankZombie' && gameTime < 1800) { zombieType = 'zombie'; } var zombie = game.addChild(new Zombie(zombieType)); // Spawn at random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top zombie.x = Math.random() * 1948 + 100; zombie.y = 150; break; case 1: // Right zombie.x = 1898; zombie.y = Math.random() * 2432 + 150; break; case 2: // Bottom zombie.x = Math.random() * 1948 + 100; zombie.y = 2582; break; case 3: // Left zombie.x = 150; zombie.y = Math.random() * 2432 + 150; break; } zombies.push(zombie); } function checkCollisions() { // Player vs items for (var i = items.length - 1; i >= 0; i--) { var item = items[i]; if (player.intersects(item) && item.collect()) { item.destroy(); items.splice(i, 1); } } // Player vs store items for (var s = 0; s < stores.length; s++) { var store = stores[s]; for (var i = store.items.length - 1; i >= 0; i--) { var item = store.items[i]; if (player.intersects(item) && item.collect()) { item.destroy(); store.items.splice(i, 1); } } } // Bullet vs zombie collisions for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; var bulletHit = false; // Check if bullet is out of bounds if (bullet.x < 0 || bullet.x > 2048 || bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); bullets.splice(b, 1); continue; } // Check bullet vs zombies for (var z = zombies.length - 1; z >= 0; z--) { var zombie = zombies[z]; if (bullet.intersects(zombie)) { if (zombie.takeDamage(bullet.damage)) { // Zombie died LK.setScore(LK.getScore() + zombie.points); LK.getSound('zombieHit').play(); // Random drop chance if (Math.random() < 0.12) { var dropTypes = ['pistol', 'rifle', 'shotgun', 'ammo', 'healthPack']; var dropType = dropTypes[Math.floor(Math.random() * dropTypes.length)]; var drop = new Item(dropType); drop.x = zombie.x; drop.y = zombie.y; items.push(drop); game.addChild(drop); } zombie.destroy(); zombies.splice(z, 1); } bullet.destroy(); bullets.splice(b, 1); bulletHit = true; break; } } if (bulletHit) continue; } // Player melee attacks zombies (only for knife) if (!player.isRangedWeapon && player.attackCooldown <= 0) { for (var z = zombies.length - 1; z >= 0; z--) { var zombie = zombies[z]; var distance = Math.sqrt((player.x - zombie.x) * (player.x - zombie.x) + (player.y - zombie.y) * (player.y - zombie.y)); var meleeRange = zombie.type === 'tankZombie' ? 120 : zombie.type === 'zombie' ? 100 : 90; if (distance < meleeRange) { if (zombie.takeDamage(player.weaponDamage)) { // Zombie died LK.setScore(LK.getScore() + zombie.points); LK.getSound('zombieHit').play(); // Random drop chance if (Math.random() < 0.12) { var dropTypes = ['pistol', 'rifle', 'shotgun', 'ammo', 'healthPack']; var dropType = dropTypes[Math.floor(Math.random() * dropTypes.length)]; var drop = new Item(dropType); drop.x = zombie.x; drop.y = zombie.y; items.push(drop); game.addChild(drop); } zombie.destroy(); zombies.splice(z, 1); } player.attackCooldown = 30; // Half second break; } } } } function updateUI() { healthText.setText('Health: ' + Math.max(0, Math.floor(player.health))); scoreText.setText('Score: ' + LK.getScore()); weaponText.setText('Weapon: ' + player.weapon.charAt(0).toUpperCase() + player.weapon.slice(1)); } // Input handling var targetX = player.x; var targetY = player.y; var isPressed = false; function tryShoot(x, y) { if (player.isRangedWeapon && player.shootCooldown <= 0) { var bullet = new Bullet(player.x, player.y, x, y, player.weaponDamage); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); // Set cooldown based on weapon type switch (player.weapon) { case 'pistol': player.shootCooldown = 20; // 0.33 seconds break; case 'rifle': player.shootCooldown = 15; // 0.25 seconds break; case 'shotgun': player.shootCooldown = 40; // 0.67 seconds break; } } } game.down = function (x, y, obj) { targetX = x; targetY = y; isPressed = true; tryShoot(x, y); }; game.move = function (x, y, obj) { targetX = x; targetY = y; if (isPressed) { tryShoot(x, y); } }; game.up = function (x, y, obj) { isPressed = false; }; // Initialize mall createMallLayout(); game.update = function () { gameTime++; // Move player towards target var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { player.x += dx / distance * player.speed; player.y += dy / distance * player.speed; } // Keep player in bounds player.x = Math.max(100, Math.min(1948, player.x)); player.y = Math.max(150, Math.min(2582, player.y)); // Spawn zombies zombieSpawnTimer++; if (zombieSpawnTimer >= zombieSpawnRate) { spawnZombie(); zombieSpawnTimer = 0; } // Increase difficulty over time difficultyTimer++; if (difficultyTimer >= 1800) { // Every 30 seconds zombieSpawnRate = Math.max(60, zombieSpawnRate - 10); difficultyTimer = 0; } // Update game objects player.update(); for (var z = 0; z < zombies.length; z++) { zombies[z].update(); } for (var b = 0; b < bullets.length; b++) { bullets[b].update(); } // Check collisions checkCollisions(); // Update UI updateUI(); };
===================================================================
--- original.js
+++ change.js
@@ -279,10 +279,10 @@
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
- // Attack player if close enough - adjusted for bigger zombies
- var attackRange = zombieType === 'tankZombie' ? 60 : zombieType === 'zombie' ? 50 : 45;
+ // Attack player if close enough - adjusted for much bigger zombies
+ var attackRange = zombieType === 'tankZombie' ? 110 : zombieType === 'zombie' ? 90 : 80;
if (distance < attackRange && self.attackCooldown <= 0) {
player.takeDamage(self.damage);
self.attackCooldown = 60; // 1 second at 60fps
LK.getSound('hit').play();
@@ -520,9 +520,9 @@
if (!player.isRangedWeapon && player.attackCooldown <= 0) {
for (var z = zombies.length - 1; z >= 0; z--) {
var zombie = zombies[z];
var distance = Math.sqrt((player.x - zombie.x) * (player.x - zombie.x) + (player.y - zombie.y) * (player.y - zombie.y));
- var meleeRange = zombie.type === 'tankZombie' ? 70 : zombie.type === 'zombie' ? 60 : 55;
+ var meleeRange = zombie.type === 'tankZombie' ? 120 : zombie.type === 'zombie' ? 100 : 90;
if (distance < meleeRange) {
if (zombie.takeDamage(player.weaponDamage)) {
// Zombie died
LK.setScore(LK.getScore() + zombie.points);
military knife. In-Game asset. 2d. High contrast. No shadows. miltary knife
bullet. In-Game asset. 2d. High contrast. No shadows
ak 47 . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
soldier without weopen. In-Game asset. 2d. High contrast. No shadows
healty pack middle white plus. In-Game asset. 2d. High contrast. No shadows
bulletproof armor. In-Game asset. 2d. High contrast. No shadows
redbull energy drink. In-Game asset. 2d. High contrast. No shadows
ammo box but gray. In-Game asset. 2d. High contrast. No shadows
sandwich. In-Game asset. 2d. High contrast. No shadows
brown backpack. In-Game asset. 2d. High contrast. No shadows
glock 18. In-Game asset. 2d. High contrast. No shadows
kebab. In-Game asset. 2d. High contrast. No shadows
m249. In-Game asset. 2d. High contrast. No shadows
gray cement. In-Game asset. 2d. High contrast. No shadows
biker helmet. In-Game asset. 2d. High contrast. No shadows
helmet look like soo good bullet proff. In-Game asset. 2d. High contrast. No shadows