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Shotguns or pistols can drop from chests or zombies and we can pick them up and they come with bullets
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add game kebab loot and it can be eatable and give 20 hp
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add new epsode more difficult
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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
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Each episode should be harder than the previous one.
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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
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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
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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.
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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
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Create ArmoredVehicle class for military rescue vehicles ✅ Replace basic armored car with proper militarycar class in victory sequence
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give eksrta 30 bullet
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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
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soldiers should come with armored military vehicles
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Energy drink increases my speed and fire rate for 10 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When I buy armor, let the armor decrease before I die.
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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.
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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.
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zombies drop food and energy drink inside
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Let the zombies hit 10 and the tank hit 15
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Fast zombies should have 3 bullets and tanks should have 20 bullets.
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Put 1 more charger
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don't stop
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go to where the cursor is pointing
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its stil not wprking
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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', 'pistol', 'shotgun', 'ammo', 'healthPack', 'food', 'energyDrink', 'helmet', 'armor', 'backpack', 'kebab']; 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 'kebab': 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': case 'pistol': case 'shotgun': player.equipWeapon(self.type); // Add bullets when picking up weapons if (self.type === 'pistol') { totalBullets += 45; // Pistol comes with 45 bullets (1.5 magazines) } else if (self.type === 'shotgun') { totalBullets += 24; // Shotgun comes with 24 shells (3 magazines of 8) } else if (self.type === 'rifle') { totalBullets += 60; // Rifle comes with 60 bullets (2 magazines) } 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; case 'pistol': self.weaponDamage = 40; 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 += 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' }, { name: 'Kebab', price: 25, type: 'kebab' }, { name: 'Pistol', price: 200, type: 'pistol' }, { name: 'Shotgun', price: 300, type: 'shotgun' }]; 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) { // Validate itemIndex to prevent undefined access if (itemIndex < 0 || itemIndex >= self.items.length) { return; // Exit early if invalid index } 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; case 'kebab': player.heal(20); break; case 'pistol': player.equipWeapon('pistol'); totalBullets += 45; // Pistol comes with 45 bullets break; case 'shotgun': player.equipWeapon('shotgun'); totalBullets += 24; // Shotgun comes with 24 shells 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': if (currentSection === 3) { self.health = 480; // 8 bullets in section 3 self.speed = 1.0; // Much faster in section 3 self.damage = 30; // High damage in section 3 } else if (currentSection === 2) { self.health = 360; // 6 bullets in section 2 self.speed = 0.7; // Faster in section 2 self.damage = 20; // More damage in section 2 } else { self.health = 300; // 5 bullets in section 1 self.speed = 0.5; // Base speed self.damage = 15; // Base damage } self.points = 10; break; case 'fastZombie': if (currentSection === 3) { self.health = 300; // 5 bullets in section 3 self.speed = 2.8; // Extremely fast in section 3 self.damage = 18; // High damage in section 3 } else if (currentSection === 2) { self.health = 240; // 4 bullets in section 2 self.speed = 2.0; // Much faster in section 2 self.damage = 12; // More damage in section 2 } else { self.health = 180; // 3 bullets in section 1 self.speed = 1.5; // Base fast speed self.damage = 8; // Base damage } self.points = 15; break; case 'tankZombie': if (currentSection === 3) { self.health = 1800; // 30 bullets in section 3 self.speed = 0.8; // Faster tank in section 3 self.damage = 40; // Massive damage in section 3 } else if (currentSection === 2) { self.health = 1500; // 25 bullets in section 2 self.speed = 0.6; // Faster in section 2 self.damage = 25; // Much more damage in section 2 } else { self.health = 1200; // 20 bullets in section 1 self.speed = 0.4; // Base tank speed self.damage = 15; // Base tank damage } 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; var maxSections = 3; // Added section 3 // Magazine system var totalBullets = 120; // Added 30 extra bullets (90 + 30) var bulletsPerMagazine = 30; var currentMagazineBullets = bulletsPerMagazine; function getBulletsPerMagazine() { switch (player.weapon) { case 'rifle': return 30; case 'pistol': return 15; case 'shotgun': return 8; default: return 30; } } 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, zombieType; // Different spawn patterns for each section if (currentSection === 3) { // Section 3: Extremely aggressive spawning with high chance of dangerous zombies zombieTypes = ['zombie', 'fastZombie', 'fastZombie', 'tankZombie', 'tankZombie']; zombieType = zombieTypes[Math.floor(Math.random() * zombieTypes.length)]; // In section 3, frequently spawn multiple zombies at once if (Math.random() < 0.6) { // 60% chance to spawn extra zombie var extraZombie = game.addChild(new Zombie('fastZombie')); // Spawn extra zombie at different edge var extraSide = Math.floor(Math.random() * 4); switch (extraSide) { case 0: extraZombie.x = Math.random() * 1948 + 100; extraZombie.y = 150; break; case 1: extraZombie.x = 1898; extraZombie.y = Math.random() * 2432 + 150; break; case 2: extraZombie.x = Math.random() * 1948 + 100; extraZombie.y = 2582; break; case 3: extraZombie.x = 150; extraZombie.y = Math.random() * 2432 + 150; break; } zombies.push(extraZombie); // 25% chance to spawn a third zombie in section 3 if (Math.random() < 0.25) { var thirdZombie = game.addChild(new Zombie('zombie')); var thirdSide = Math.floor(Math.random() * 4); switch (thirdSide) { case 0: thirdZombie.x = Math.random() * 1948 + 100; thirdZombie.y = 150; break; case 1: thirdZombie.x = 1898; thirdZombie.y = Math.random() * 2432 + 150; break; case 2: thirdZombie.x = Math.random() * 1948 + 100; thirdZombie.y = 2582; break; case 3: thirdZombie.x = 150; thirdZombie.y = Math.random() * 2432 + 150; break; } zombies.push(thirdZombie); } } } else if (currentSection === 2) { // Section 2: More aggressive spawning with higher chance of dangerous zombies zombieTypes = ['zombie', 'zombie', 'fastZombie', 'fastZombie', 'tankZombie']; zombieType = zombieTypes[Math.floor(Math.random() * zombieTypes.length)]; // In section 2, occasionally spawn multiple zombies at once if (Math.random() < 0.3) { // 30% chance to spawn extra zombie var extraZombie = game.addChild(new Zombie('zombie')); // Spawn extra zombie at different edge var extraSide = Math.floor(Math.random() * 4); switch (extraSide) { case 0: extraZombie.x = Math.random() * 1948 + 100; extraZombie.y = 150; break; case 1: extraZombie.x = 1898; extraZombie.y = Math.random() * 2432 + 150; break; case 2: extraZombie.x = Math.random() * 1948 + 100; extraZombie.y = 2582; break; case 3: extraZombie.x = 150; extraZombie.y = Math.random() * 2432 + 150; break; } zombies.push(extraZombie); } } else { // Section 1: Original spawn pattern zombieTypes = ['zombie', 'zombie', 'zombie', 'fastZombie', 'tankZombie']; 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', 'pistol', 'shotgun', 'ammo', 'healthPack', 'food', 'energyDrink', 'kebab']; 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', 'pistol', 'shotgun', 'ammo', 'healthPack', 'food', 'energyDrink', 'kebab']; 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; case 'pistol': player.shootCooldown = 10; // 0.17 seconds - faster than rifle break; case 'shotgun': player.shootCooldown = 45; // 0.75 seconds - slower but more damage break; } } } function tryReload() { var weaponMagazineSize = getBulletsPerMagazine(); if (isReloading || currentMagazineBullets >= weaponMagazineSize || totalBullets <= 0) { return; } var bulletsNeeded = weaponMagazineSize - 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 (max 2) 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 < 2) { // Low chance, max 2 chests per section spawnChest(); } // Increase difficulty over time difficultyTimer++; if (difficultyTimer >= 1800) { // Every 30 seconds if (currentSection === 3) { // Section 3: Extremely aggressive difficulty scaling zombieSpawnRate = Math.max(25, zombieSpawnRate - 20); } else if (currentSection === 2) { // Section 2: More aggressive difficulty scaling zombieSpawnRate = Math.max(45, zombieSpawnRate - 15); } else { // Section 1: Original difficulty scaling zombieSpawnRate = Math.max(60, zombieSpawnRate - 10); } difficultyTimer = 0; } // Handle reload system if (isReloading) { reloadTimer--; if (reloadTimer <= 0) { var weaponMagazineSize = getBulletsPerMagazine(); var bulletsNeeded = weaponMagazineSize - 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; if (currentSection === 1) { messageText = 'Section 1 Complete!'; } else if (currentSection === 2) { messageText = 'Section 2 Complete!'; } else { messageText = 'All Sections Complete! You Survived!'; } var victoryText = new Text2(messageText, { size: currentSection === 3 ? 70 : 80, fill: currentSection === 3 ? 0xFFD700 : 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 progression soldier1.down = function (x, y, obj) { if (currentSection === 1) { // 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 - faster spawning for section 2 zombieSpawnRate = 120; // Faster spawning (2 seconds instead of 3) zombieSpawnTimer = 0; // 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); } else if (currentSection === 2) { // Update to section 3 currentSection = 3; // Reset kill counters for section 3 normalZombiesKilled = 0; fastZombiesKilled = 0; tankZombiesKilled = 0; // Update requirements for section 3 (much harder) normalZombiesToKill = 35; fastZombiesToKill = 15; tankZombiesToKill = 5; // Reset spawn rate and restart zombie spawning - very fast spawning for section 3 zombieSpawnRate = 80; // Very fast spawning (1.33 seconds) zombieSpawnTimer = 0; // Display section 3 start message var sectionText = new Text2('Final Section 3 - Survive the Onslaught!', { size: 50, fill: 0xFF0000 // Red text for danger }); sectionText.anchor.set(0.5, 0.5); sectionText.x = 1024; sectionText.y = 1366; game.addChild(sectionText); // Remove message after 4 seconds LK.setTimeout(function () { sectionText.destroy(); }, 4000); } // 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); } }; 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 only after section 3 if (currentSection === 3) { 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); } else { var finalText = new Text2('Contact the soldier to continue!', { size: 60, fill: 0xFFFFFF }); finalText.anchor.set(0.5, 0.5); finalText.x = 1024; finalText.y = 1000; game.addChild(finalText); } }, 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
@@ -125,9 +125,9 @@
// 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', 'kebab'];
+ var chestDropTypes = ['rifle', 'pistol', 'shotgun', 'ammo', 'healthPack', 'food', 'energyDrink', 'helmet', 'armor', 'backpack', 'kebab'];
var dropType = chestDropTypes[Math.floor(Math.random() * chestDropTypes.length)];
// Create and spawn the item
var drop = new Item(dropType);
drop.x = self.x;
@@ -195,9 +195,19 @@
}, 10000);
success = true;
break;
case 'rifle':
+ case 'pistol':
+ case 'shotgun':
player.equipWeapon(self.type);
+ // Add bullets when picking up weapons
+ if (self.type === 'pistol') {
+ totalBullets += 45; // Pistol comes with 45 bullets (1.5 magazines)
+ } else if (self.type === 'shotgun') {
+ totalBullets += 24; // Shotgun comes with 24 shells (3 magazines of 8)
+ } else if (self.type === 'rifle') {
+ totalBullets += 60; // Rifle comes with 60 bullets (2 magazines)
+ }
success = true;
break;
case 'ammo':
totalBullets += 30; // Add one magazine worth of bullets
@@ -253,8 +263,16 @@
case 'rifle':
self.weaponDamage = 60;
self.isRangedWeapon = true;
break;
+ case 'pistol':
+ self.weaponDamage = 40;
+ self.isRangedWeapon = true;
+ break;
+ case 'shotgun':
+ self.weaponDamage = 80;
+ self.isRangedWeapon = true;
+ break;
}
};
self.equipArmor = function (armorType) {
if (armorType === 'helmet' && !self.helmetSprite) {
@@ -337,8 +355,16 @@
}, {
name: 'Kebab',
price: 25,
type: 'kebab'
+ }, {
+ name: 'Pistol',
+ price: 200,
+ type: 'pistol'
+ }, {
+ name: 'Shotgun',
+ price: 300,
+ type: 'shotgun'
}];
self.openShop = function () {
if (self.isOpen) return;
self.isOpen = true;
@@ -481,8 +507,16 @@
break;
case 'kebab':
player.heal(20);
break;
+ case 'pistol':
+ player.equipWeapon('pistol');
+ totalBullets += 45; // Pistol comes with 45 bullets
+ break;
+ case 'shotgun':
+ player.equipWeapon('shotgun');
+ totalBullets += 24; // Shotgun comes with 24 shells
+ break;
}
LK.getSound('pickup').play();
self.closeShop();
self.openShop(); // Refresh shop display
@@ -671,8 +705,20 @@
// Magazine system
var totalBullets = 120; // Added 30 extra bullets (90 + 30)
var bulletsPerMagazine = 30;
var currentMagazineBullets = bulletsPerMagazine;
+function getBulletsPerMagazine() {
+ switch (player.weapon) {
+ case 'rifle':
+ return 30;
+ case 'pistol':
+ return 15;
+ case 'shotgun':
+ return 8;
+ default:
+ return 30;
+ }
+}
var isReloading = false;
var reloadTimer = 0;
var reloadTime = 120; // 2 seconds at 60fps
// UI Elements
@@ -901,9 +947,9 @@
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', 'kebab'];
+ var dropTypes = ['rifle', 'pistol', 'shotgun', 'ammo', 'healthPack', 'food', 'energyDrink', 'kebab'];
var dropType = dropTypes[Math.floor(Math.random() * dropTypes.length)];
var drop = new Item(dropType);
drop.x = zombie.x;
drop.y = zombie.y;
@@ -945,9 +991,9 @@
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', 'kebab'];
+ var dropTypes = ['rifle', 'pistol', 'shotgun', 'ammo', 'healthPack', 'food', 'energyDrink', 'kebab'];
var dropType = dropTypes[Math.floor(Math.random() * dropTypes.length)];
var drop = new Item(dropType);
drop.x = zombie.x;
drop.y = zombie.y;
@@ -996,16 +1042,23 @@
switch (player.weapon) {
case 'rifle':
player.shootCooldown = 15; // 0.25 seconds
break;
+ case 'pistol':
+ player.shootCooldown = 10; // 0.17 seconds - faster than rifle
+ break;
+ case 'shotgun':
+ player.shootCooldown = 45; // 0.75 seconds - slower but more damage
+ break;
}
}
}
function tryReload() {
- if (isReloading || currentMagazineBullets >= bulletsPerMagazine || totalBullets <= 0) {
+ var weaponMagazineSize = getBulletsPerMagazine();
+ if (isReloading || currentMagazineBullets >= weaponMagazineSize || totalBullets <= 0) {
return;
}
- var bulletsNeeded = bulletsPerMagazine - currentMagazineBullets;
+ var bulletsNeeded = weaponMagazineSize - currentMagazineBullets;
var bulletsToReload = Math.min(bulletsNeeded, totalBullets);
if (bulletsToReload > 0) {
isReloading = true;
reloadTimer = reloadTime;
@@ -1105,9 +1158,10 @@
// Handle reload system
if (isReloading) {
reloadTimer--;
if (reloadTimer <= 0) {
- var bulletsNeeded = bulletsPerMagazine - currentMagazineBullets;
+ var weaponMagazineSize = getBulletsPerMagazine();
+ var bulletsNeeded = weaponMagazineSize - currentMagazineBullets;
var bulletsToReload = Math.min(bulletsNeeded, totalBullets);
currentMagazineBullets += bulletsToReload;
totalBullets -= bulletsToReload;
isReloading = false;
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