User prompt
Shotguns or pistols can drop from chests or zombies and we can pick them up and they come with bullets
User prompt
add game kebab loot and it can be eatable and give 20 hp
User prompt
add new epsode more difficult
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'price')' in or related to this line: 'if (currentScore >= item.price) {' Line Number: 468
User prompt
Each episode should be harder than the previous one.
User prompt
There should be random chests in each section, these should take 3 bullets and random items should come out of them, at most two. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
There will be random chests in each section, these will take 3 bullets and random items will come out of them. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
To continue to the 2nd section, contact the soldier. To pass the 2nd section, it is necessary to kill 20 normal, 7 fast and 2 tanks.
User prompt
At the end of each level, items that can be purchased with our score from the armored vehicle will come energy drink 50 scores 30 bullets 50 scores health pack 100 scores sandwich 20 scores ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Create ArmoredVehicle class for military rescue vehicles ✅ Replace basic armored car with proper militarycar class in victory sequence
User prompt
give eksrta 30 bullet
User prompt
When you kill 15 normal, 5 fast and 1 tankzombie, the "episode is over" message will appear.Create ArmoredVehicle class for military rescue vehicles Replace basic armored car with proper ArmoredVehicle class in victory sequence
User prompt
soldiers should come with armored military vehicles
User prompt
Energy drink increases my speed and fire rate for 10 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When I buy armor, let the armor decrease before I die.
User prompt
When we kill 15 normal, 3 fast and 1 tank, no more zombies will come and 2 soldiers will come to the screen with an armored car.
User prompt
When we kill 15 normal, 3 fast and 1 tank, no more zombies will come and 2 soldiers will come to the screen with an armored car.
User prompt
zombies drop food and energy drink inside
User prompt
Let the zombies hit 10 and the tank hit 15
User prompt
Fast zombies should have 3 bullets and tanks should have 20 bullets.
User prompt
Put 1 more charger
User prompt
don't stop
User prompt
go to where the cursor is pointing
User prompt
its stil not wprking
User prompt
its not working
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ArmoredVehicle = Container.expand(function () {
var self = Container.call(this);
// Main vehicle body using tank zombie as base
var vehicleBody = self.attachAsset('tankZombie', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 0.8
});
// Change tint to military green
vehicleBody.tint = 0x4a5d23;
// Add armor plating details using wall assets
var frontArmor = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 80,
y: 0,
scaleX: 0.3,
scaleY: 0.8
});
frontArmor.tint = 0x2d3016;
var sideArmor1 = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -40,
scaleX: 1.0,
scaleY: 0.2
});
sideArmor1.tint = 0x2d3016;
var sideArmor2 = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 40,
scaleX: 1.0,
scaleY: 0.2
});
sideArmor2.tint = 0x2d3016;
// Add weapon turret using rifle
var turret = self.attachAsset('rifle', {
anchorX: 0.2,
anchorY: 0.5,
x: 0,
y: -20,
scaleX: 1.5,
scaleY: 1.5
});
turret.tint = 0x2d3016;
return self;
});
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 Chest = Container.expand(function () {
var self = Container.call(this);
// Use wall asset to create chest appearance
var chestBody = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.6
});
chestBody.tint = 0x8B4513; // Brown color for chest
// Add chest lid using another wall asset
var chestLid = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
y: -20,
scaleX: 0.9,
scaleY: 0.3
});
chestLid.tint = 0x654321; // Darker brown for lid
self.opened = false;
self.cost = 3; // Costs 3 bullets to open
self.openChest = function () {
if (self.opened) return false;
// Check if player has enough bullets
if (currentMagazineBullets + totalBullets < self.cost) {
return false; // Not enough bullets
}
// Deduct bullets (prioritize magazine bullets first)
var bulletsToDeduct = self.cost;
if (currentMagazineBullets >= bulletsToDeduct) {
currentMagazineBullets -= bulletsToDeduct;
} else {
bulletsToDeduct -= currentMagazineBullets;
currentMagazineBullets = 0;
totalBullets -= bulletsToDeduct;
}
self.opened = true;
// Visual feedback - change chest appearance
chestLid.y = -30; // Lift the lid
chestBody.tint = 0x555555; // Darken the chest
// Generate random item
var chestDropTypes = ['rifle', 'ammo', 'healthPack', 'food', 'energyDrink', 'helmet', 'armor', 'backpack'];
var dropType = chestDropTypes[Math.floor(Math.random() * chestDropTypes.length)];
// Create and spawn the item
var drop = new Item(dropType);
drop.x = self.x;
drop.y = self.y + 60; // Spawn below the chest
items.push(drop);
game.addChild(drop);
// Play pickup sound for feedback
LK.getSound('pickup').play();
return true;
};
// Handle interaction
self.down = function (x, y, obj) {
self.openChest();
};
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(player.maxHealth);
success = true;
break;
case 'food':
player.heal(20);
success = true;
break;
case 'energyDrink':
// Store original values for restoration
var originalSpeed = player.speed;
var originalShootCooldown = player.shootCooldown;
// Apply speed boost
player.speed = player.baseSpeed * 1.5;
// Apply fire rate boost (lower cooldown = faster shooting)
player.shootCooldown = Math.max(1, player.shootCooldown * 0.6);
// Use tween to smoothly fade back to normal after 10 seconds
tween(player, {
speed: originalSpeed
}, {
duration: 10000,
easing: tween.easeOut
});
// Restore shoot cooldown after 10 seconds
LK.setTimeout(function () {
player.shootCooldown = originalShootCooldown;
}, 10000);
success = true;
break;
case 'rifle':
player.equipWeapon(self.type);
success = true;
break;
case 'ammo':
totalBullets += 30; // Add one magazine worth of bullets
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 'rifle':
self.weaponDamage = 60;
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 += 50; // Increase armor by 50
} 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) {
// First use armor to absorb damage
if (self.armor > 0) {
var armorAbsorbed = Math.min(damage, self.armor);
self.armor -= armorAbsorbed;
damage -= armorAbsorbed;
}
// Any remaining damage goes to health
if (damage > 0) {
self.health -= damage;
}
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 rifle
self.equipWeapon('rifle');
return self;
});
var Shop = Container.expand(function () {
var self = Container.call(this);
self.isOpen = false;
self.shopUI = null;
self.items = [{
name: 'Energy Drink',
price: 50,
type: 'energyDrink'
}, {
name: '30 Bullets',
price: 50,
type: 'ammo'
}, {
name: 'Health Pack',
price: 100,
type: 'healthPack'
}, {
name: 'Sandwich',
price: 20,
type: 'food'
}];
self.openShop = function () {
if (self.isOpen) return;
self.isOpen = true;
// Create shop background
var shopBg = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 12
});
shopBg.tint = 0x333333;
shopBg.alpha = 0.9;
shopBg.x = 1024;
shopBg.y = 1366;
game.addChild(shopBg);
// Create shop title
var titleText = new Text2('MILITARY SHOP', {
size: 60,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 800;
game.addChild(titleText);
// Create score display
var scoreDisplay = new Text2('Your Score: ' + LK.getScore(), {
size: 40,
fill: 0xFFD700
});
scoreDisplay.anchor.set(0.5, 0.5);
scoreDisplay.x = 1024;
scoreDisplay.y = 900;
game.addChild(scoreDisplay);
// Create item buttons
var itemButtons = [];
for (var i = 0; i < self.items.length; i++) {
var item = self.items[i];
var yPos = 1000 + i * 150;
// Item button background
var buttonBg = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6,
scaleY: 1.2
});
buttonBg.tint = LK.getScore() >= item.price ? 0x4a5d23 : 0x8b4513;
buttonBg.x = 1024;
buttonBg.y = yPos;
game.addChild(buttonBg);
// Item text
var itemText = new Text2(item.name + ' - ' + item.price + ' points', {
size: 35,
fill: LK.getScore() >= item.price ? 0xFFFFFF : 0x888888
});
itemText.anchor.set(0.5, 0.5);
itemText.x = 1024;
itemText.y = yPos;
game.addChild(itemText);
// Store references for interaction
buttonBg.itemIndex = i;
buttonBg.down = function (x, y, obj) {
self.buyItem(obj.itemIndex);
};
itemButtons.push({
bg: buttonBg,
text: itemText
});
}
// Close button
var closeButton = LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1
});
closeButton.tint = 0xff0000;
closeButton.x = 1024;
closeButton.y = 1800;
game.addChild(closeButton);
var closeText = new Text2('CLOSE', {
size: 40,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 1024;
closeText.y = 1800;
game.addChild(closeText);
closeButton.down = function () {
self.closeShop();
};
// Store UI elements for cleanup
self.shopUI = {
elements: [shopBg, titleText, scoreDisplay, closeButton, closeText].concat(itemButtons.map(function (btn) {
return btn.bg;
}), itemButtons.map(function (btn) {
return btn.text;
}))
};
};
self.buyItem = function (itemIndex) {
var item = self.items[itemIndex];
var currentScore = LK.getScore();
if (currentScore >= item.price) {
// Deduct score
LK.setScore(currentScore - item.price);
// Apply item effect
switch (item.type) {
case 'energyDrink':
// Store original values for restoration
var originalSpeed = player.speed;
var originalShootCooldown = player.shootCooldown;
// Apply speed boost
player.speed = player.baseSpeed * 1.5;
// Apply fire rate boost
player.shootCooldown = Math.max(1, player.shootCooldown * 0.6);
// Use tween to smoothly fade back to normal after 10 seconds
tween(player, {
speed: originalSpeed
}, {
duration: 10000,
easing: tween.easeOut
});
// Restore shoot cooldown after 10 seconds
LK.setTimeout(function () {
player.shootCooldown = originalShootCooldown;
}, 10000);
break;
case 'ammo':
totalBullets += 30;
break;
case 'healthPack':
player.heal(player.maxHealth);
break;
case 'food':
player.heal(20);
break;
}
LK.getSound('pickup').play();
self.closeShop();
self.openShop(); // Refresh shop display
}
};
self.closeShop = function () {
if (!self.isOpen) return;
self.isOpen = false;
// Clean up UI elements
if (self.shopUI) {
for (var i = 0; i < self.shopUI.elements.length; i++) {
if (self.shopUI.elements[i] && self.shopUI.elements[i].destroy) {
self.shopUI.elements[i].destroy();
}
}
self.shopUI = null;
}
};
return self;
});
var Soldier = Container.expand(function () {
var self = Container.call(this);
var soldierGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Equip soldier with rifle
var rifleSprite = self.attachAsset('rifle', {
anchorX: 0.5,
anchorY: 0.5,
x: 35,
y: 0
});
// Equip soldier with helmet
var helmetSprite = self.attachAsset('helmet', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -35
});
// Equip soldier with armor
var armorSprite = self.attachAsset('armor', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 10
});
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,
scaleX: 0.5,
// Reduce width by 50%
scaleY: 0.5 // Reduce height by 50%
});
// Zombie stats based on type
switch (zombieType) {
case 'zombie':
self.health = 300; // 5 bullets (60 damage per bullet)
self.speed = 0.5;
self.damage = 15; // Increased damage
self.points = 10;
break;
case 'fastZombie':
self.health = 180; // 3 bullets (60 damage per bullet)
self.speed = 1.5;
self.damage = 8; // Reduced damage
self.points = 15;
break;
case 'tankZombie':
self.health = 1200; // 20 bullets (60 damage per bullet)
self.speed = 0.4;
self.damage = 15;
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--;
}
// Always aggressively pursue player position
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Increase pursuit speed based on distance - zombies move faster when player is farther
var pursuitMultiplier = Math.min(2, distance / 200);
var actualSpeed = self.speed * (1 + pursuitMultiplier);
self.x += dx / distance * actualSpeed;
self.y += dy / distance * actualSpeed;
}
// 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 shop = new Shop();
var player;
var zombies = [];
var bullets = [];
var items = [];
var chests = [];
var walls = [];
var zombieSpawnTimer = 0;
var zombieSpawnRate = 180; // 3 seconds at 60fps
var difficultyTimer = 0;
var gameTime = 0;
// Level progression variables
var currentLevel = 1;
var maxLevels = 5;
var normalZombiesKilled = 0;
var fastZombiesKilled = 0;
var tankZombiesKilled = 0;
var normalZombiesToKill = 15;
var fastZombiesToKill = 5;
var tankZombiesToKill = 1;
var currentSection = 1;
// Magazine system
var totalBullets = 120; // Added 30 extra bullets (90 + 30)
var bulletsPerMagazine = 30;
var currentMagazineBullets = bulletsPerMagazine;
var isReloading = false;
var reloadTimer = 0;
var reloadTime = 120; // 2 seconds at 60fps
// UI Elements
var healthText = new Text2('Health: 100', {
size: 40,
fill: 0xFFFFFF // Change health text color to white
});
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);
var ammoText = new Text2('Ammo: 30/90', {
size: 35,
fill: 0x00FFFF
});
ammoText.anchor.set(1, 0);
ammoText.y = 50;
LK.gui.topRight.addChild(ammoText);
// 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);
}
}
function spawnChest() {
// Spawn chest at random location in playable area, avoiding walls
var chest = game.addChild(new Chest());
// Random position in playable area (avoiding walls and edges)
chest.x = Math.random() * 1700 + 200; // 200 to 1900
chest.y = Math.random() * 2200 + 300; // 300 to 2500
chests.push(chest);
}
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);
}
}
// 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() < 0.50) {
var dropTypes = ['rifle', 'ammo', 'healthPack', 'food', 'energyDrink'];
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);
}
// Track zombie kills for level progression
switch (zombie.type) {
case 'zombie':
normalZombiesKilled++;
break;
case 'fastZombie':
fastZombiesKilled++;
break;
case 'tankZombie':
tankZombiesKilled++;
break;
}
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() < 0.50) {
var dropTypes = ['rifle', 'ammo', 'healthPack', 'food', 'energyDrink'];
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)) + ' + Armor: ' + player.armor);
scoreText.setText('Score: ' + LK.getScore());
weaponText.setText('Weapon: ' + player.weapon.charAt(0).toUpperCase() + player.weapon.slice(1));
if (isReloading) {
ammoText.setText('Reloading... ' + Math.ceil(reloadTimer / 60) + 's');
} else {
ammoText.setText('Ammo: ' + currentMagazineBullets + '/' + totalBullets);
}
}
// Input handling
var targetX = player.x;
var targetY = player.y;
var isPressed = false;
var keys = {
w: false,
a: false,
s: false,
d: false
};
function tryShoot(x, y) {
if (player.isRangedWeapon && player.shootCooldown <= 0 && currentMagazineBullets > 0 && !isReloading) {
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();
currentMagazineBullets--;
// Set cooldown based on weapon type
switch (player.weapon) {
case 'rifle':
player.shootCooldown = 15; // 0.25 seconds
break;
}
}
}
function tryReload() {
if (isReloading || currentMagazineBullets >= bulletsPerMagazine || totalBullets <= 0) {
return;
}
var bulletsNeeded = bulletsPerMagazine - currentMagazineBullets;
var bulletsToReload = Math.min(bulletsNeeded, totalBullets);
if (bulletsToReload > 0) {
isReloading = true;
reloadTimer = reloadTime;
}
}
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;
// Rotate weapon to follow cursor
if (player.weaponSprite) {
var dx = x - player.x;
var dy = y - player.y;
player.weaponSprite.rotation = Math.atan2(dy, dx);
}
if (isPressed) {
tryShoot(x, y);
}
};
game.up = function (x, y, obj) {
isPressed = false;
};
// Note: LK engine sandbox doesn't support document API
// WASD movement will be handled through touch/mouse simulation
// Touch controls for mobile compatibility
var touchStartX = 0;
var touchStartY = 0;
var isTouching = false;
// Initialize mall
createMallLayout();
// Spawn initial chests for section 1
for (var i = 0; i < 2; i++) {
spawnChest();
}
// Add armor charging station
var armorCharger = new Item('armor');
armorCharger.x = 500;
armorCharger.y = 500;
items.push(armorCharger);
game.addChild(armorCharger);
game.update = function () {
gameTime++;
// Move player toward cursor position continuously
var moveX = 0;
var moveY = 0;
var dx = targetX - player.x;
var dy = targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 10) {
// Only move if not very close to target
var dirX = dx / distance;
var dirY = dy / distance;
moveX = dirX * player.speed;
moveY = dirY * player.speed;
}
player.x += moveX;
player.y += moveY;
// Continuous shooting when pressed
if (isPressed) {
tryShoot(targetX, targetY);
}
// 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;
}
// Spawn chests randomly in each section
if (Math.random() < 0.001 && chests.length < 3) {
// Low chance, max 3 chests per section
spawnChest();
}
// Increase difficulty over time
difficultyTimer++;
if (difficultyTimer >= 1800) {
// Every 30 seconds
zombieSpawnRate = Math.max(60, zombieSpawnRate - 10);
difficultyTimer = 0;
}
// Handle reload system
if (isReloading) {
reloadTimer--;
if (reloadTimer <= 0) {
var bulletsNeeded = bulletsPerMagazine - currentMagazineBullets;
var bulletsToReload = Math.min(bulletsNeeded, totalBullets);
currentMagazineBullets += bulletsToReload;
totalBullets -= bulletsToReload;
isReloading = false;
}
} else if (currentMagazineBullets <= 0 && totalBullets > 0) {
// Auto reload when magazine is empty
tryReload();
}
// Check level completion - victory when all required zombies are killed
if (normalZombiesKilled >= normalZombiesToKill && fastZombiesKilled >= fastZombiesToKill && tankZombiesKilled >= tankZombiesToKill) {
// Stop spawning zombies by setting spawn rate to impossible value
zombieSpawnRate = 999999;
// Clear any remaining zombies on screen
for (var z = zombies.length - 1; z >= 0; z--) {
zombies[z].destroy();
zombies.splice(z, 1);
}
// Display appropriate completion message based on section
var messageText = currentSection === 1 ? 'Episode is over!' : 'Section 2 Complete!';
var victoryText = new Text2(messageText, {
size: 80,
fill: 0x00FF00
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 1024;
victoryText.y = 1366;
game.addChild(victoryText);
// After 3 seconds, show soldiers and armored car
LK.setTimeout(function () {
victoryText.destroy();
// Create soldier 1
var soldier1 = game.addChild(new Soldier());
soldier1.x = 300;
soldier1.y = 1366;
// Create soldier 2
var soldier2 = game.addChild(new Soldier());
soldier2.x = 1748;
soldier2.y = 1366;
// Create armored military vehicle
var armoredVehicle = game.addChild(new ArmoredVehicle());
armoredVehicle.x = 1024;
armoredVehicle.y = 200;
// Add shop interaction to vehicle
armoredVehicle.down = function (x, y, obj) {
shop.openShop();
};
// Add soldier interaction for section 2 progression
soldier1.down = function (x, y, obj) {
// Update to section 2
currentSection = 2;
// Reset kill counters for section 2
normalZombiesKilled = 0;
fastZombiesKilled = 0;
tankZombiesKilled = 0;
// Update requirements for section 2
normalZombiesToKill = 20;
fastZombiesToKill = 7;
tankZombiesToKill = 2;
// Reset spawn rate and restart zombie spawning
zombieSpawnRate = 180;
zombieSpawnTimer = 0;
// Clear victory elements
soldier1.destroy();
soldier2.destroy();
armoredVehicle.destroy();
shopInstructionText.destroy();
finalText.destroy();
// Clear all chests for new section
for (var c = chests.length - 1; c >= 0; c--) {
chests[c].destroy();
chests.splice(c, 1);
}
// Display section 2 start message
var sectionText = new Text2('Section 2 - Contact established!', {
size: 60,
fill: 0x00FF00
});
sectionText.anchor.set(0.5, 0.5);
sectionText.x = 1024;
sectionText.y = 1366;
game.addChild(sectionText);
// Remove message after 3 seconds
LK.setTimeout(function () {
sectionText.destroy();
}, 3000);
};
soldier2.down = function (x, y, obj) {
// Same interaction as soldier1
soldier1.down(x, y, obj);
};
// Add instruction text
var shopInstructionText = new Text2('Click vehicle to open shop', {
size: 40,
fill: 0xFFFFFF
});
shopInstructionText.anchor.set(0.5, 0.5);
shopInstructionText.x = 1024;
shopInstructionText.y = 400;
game.addChild(shopInstructionText);
// Show final victory message
var finalText = new Text2('You are rescued!', {
size: 100,
fill: 0xFFD700
});
finalText.anchor.set(0.5, 0.5);
finalText.x = 1024;
finalText.y = 1000;
game.addChild(finalText);
// Show you win after soldiers arrive
LK.setTimeout(function () {
LK.showYouWin();
}, 3000);
}, 3000);
}
// 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
@@ -84,8 +84,67 @@
self.y += self.dirY * self.speed;
};
return self;
});
+var Chest = Container.expand(function () {
+ var self = Container.call(this);
+ // Use wall asset to create chest appearance
+ var chestBody = self.attachAsset('wall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.8,
+ scaleY: 0.6
+ });
+ chestBody.tint = 0x8B4513; // Brown color for chest
+ // Add chest lid using another wall asset
+ var chestLid = self.attachAsset('wall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: -20,
+ scaleX: 0.9,
+ scaleY: 0.3
+ });
+ chestLid.tint = 0x654321; // Darker brown for lid
+ self.opened = false;
+ self.cost = 3; // Costs 3 bullets to open
+ self.openChest = function () {
+ if (self.opened) return false;
+ // Check if player has enough bullets
+ if (currentMagazineBullets + totalBullets < self.cost) {
+ return false; // Not enough bullets
+ }
+ // Deduct bullets (prioritize magazine bullets first)
+ var bulletsToDeduct = self.cost;
+ if (currentMagazineBullets >= bulletsToDeduct) {
+ currentMagazineBullets -= bulletsToDeduct;
+ } else {
+ bulletsToDeduct -= currentMagazineBullets;
+ currentMagazineBullets = 0;
+ totalBullets -= bulletsToDeduct;
+ }
+ self.opened = true;
+ // Visual feedback - change chest appearance
+ chestLid.y = -30; // Lift the lid
+ chestBody.tint = 0x555555; // Darken the chest
+ // Generate random item
+ var chestDropTypes = ['rifle', 'ammo', 'healthPack', 'food', 'energyDrink', 'helmet', 'armor', 'backpack'];
+ var dropType = chestDropTypes[Math.floor(Math.random() * chestDropTypes.length)];
+ // Create and spawn the item
+ var drop = new Item(dropType);
+ drop.x = self.x;
+ drop.y = self.y + 60; // Spawn below the chest
+ items.push(drop);
+ game.addChild(drop);
+ // Play pickup sound for feedback
+ LK.getSound('pickup').play();
+ return true;
+ };
+ // Handle interaction
+ self.down = function (x, y, obj) {
+ self.openChest();
+ };
+ return self;
+});
var Item = Container.expand(function (itemType) {
var self = Container.call(this);
var itemGraphics = self.attachAsset(itemType, {
anchorX: 0.5,
@@ -546,8 +605,9 @@
var player;
var zombies = [];
var bullets = [];
var items = [];
+var chests = [];
var walls = [];
var zombieSpawnTimer = 0;
var zombieSpawnRate = 180; // 3 seconds at 60fps
var difficultyTimer = 0;
@@ -635,8 +695,16 @@
rightWall.y = y + 50;
walls.push(rightWall);
}
}
+function spawnChest() {
+ // Spawn chest at random location in playable area, avoiding walls
+ var chest = game.addChild(new Chest());
+ // Random position in playable area (avoiding walls and edges)
+ chest.x = Math.random() * 1700 + 200; // 200 to 1900
+ chest.y = Math.random() * 2200 + 300; // 300 to 2500
+ chests.push(chest);
+}
function spawnZombie() {
var zombieTypes = ['zombie', 'zombie', 'zombie', 'fastZombie', 'tankZombie'];
var zombieType = zombieTypes[Math.floor(Math.random() * zombieTypes.length)];
// Make tank zombies rarer early on
@@ -837,8 +905,12 @@
var touchStartY = 0;
var isTouching = false;
// Initialize mall
createMallLayout();
+// Spawn initial chests for section 1
+for (var i = 0; i < 2; i++) {
+ spawnChest();
+}
// Add armor charging station
var armorCharger = new Item('armor');
armorCharger.x = 500;
armorCharger.y = 500;
@@ -873,8 +945,13 @@
if (zombieSpawnTimer >= zombieSpawnRate) {
spawnZombie();
zombieSpawnTimer = 0;
}
+ // Spawn chests randomly in each section
+ if (Math.random() < 0.001 && chests.length < 3) {
+ // Low chance, max 3 chests per section
+ spawnChest();
+ }
// Increase difficulty over time
difficultyTimer++;
if (difficultyTimer >= 1800) {
// Every 30 seconds
@@ -953,8 +1030,13 @@
soldier2.destroy();
armoredVehicle.destroy();
shopInstructionText.destroy();
finalText.destroy();
+ // Clear all chests for new section
+ for (var c = chests.length - 1; c >= 0; c--) {
+ chests[c].destroy();
+ chests.splice(c, 1);
+ }
// Display section 2 start message
var sectionText = new Text2('Section 2 - Contact established!', {
size: 60,
fill: 0x00FF00
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