User prompt
Grafikleri iyileştirsene ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kontrolleri geliştir
User prompt
Biraz ses eklermisin yeme sesi ölüm sesi vb.
User prompt
Bu oyunu günümüze uyarlıyarak yap
User prompt
Biraz hızlı yılan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yilanın hızını biraz daha arttır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haritayı biraz küçült
User prompt
Yılan hızlı hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yilan daha akıcı hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween.to(snake[0], {' Line Number: 181 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
Please save this source code
User prompt
bu oyun mobilde de oyunansın
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'kahıwh is not defined' in or related to this line: 'kahıwh;' Line Number: 55
Code edit (2 edits merged)
Please save this source code
User prompt
yılan kasmadan hareket etsin ama biraz yavaş hareket etsin google oyunlardaki yılan gibi
User prompt
yılanın hızını biraz azalt
User prompt
yılan biraz daha kasmadan hareket etmesini sağlarmısın
Initial prompt
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Apple = Container.expand(function () {
var self = Container.call(this);
var appleGraphics = self.attachAsset('apple', {
anchorX: 0.5,
anchorY: 0.5
});
self.spawn = function () {
var gridSize = 40;
var padding = 80; // Increased padding for mobile visibility
var maxX = Math.floor((2048 - padding * 2) / gridSize);
var maxY = Math.floor((2732 - padding * 2) / gridSize);
self.x = padding + Math.floor(Math.random() * maxX) * gridSize + gridSize / 2;
self.y = padding + Math.floor(Math.random() * maxY) * gridSize + gridSize / 2;
};
return self;
});
var SnakeHead = Container.expand(function () {
var self = Container.call(this);
var headGraphics = self.attachAsset('snakeHead', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var SnakeSegment = Container.expand(function () {
var self = Container.call(this);
var segmentGraphics = self.attachAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1B5E20
});
/****
* Game Code
****/
var gridSize = 40;
var snake = [];
var snakeDirection = {
x: 1,
y: 0
};
var nextDirection = {
x: 1,
y: 0
};
var apple = null;
var gameSpeed = 20; // Slower for smoother movement
var moveCounter = 0;
var isMoving = false; // Track if snake is currently moving
var isGameRunning = true;
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize snake with 3 segments
function initializeSnake() {
snake = [];
var startX = 1024;
var startY = 1366;
// Create head
var head = game.addChild(new SnakeHead());
head.x = startX;
head.y = startY;
snake.push(head);
// Create initial body segments
for (var i = 1; i < 3; i++) {
var segment = game.addChild(new SnakeSegment());
segment.x = startX - i * gridSize;
segment.y = startY;
snake.push(segment);
}
}
// Create apple
function createApple() {
if (apple) {
apple.destroy();
}
apple = game.addChild(new Apple());
apple.spawn();
// Make sure apple doesn't spawn on snake
var appleOnSnake = true;
var attempts = 0;
while (appleOnSnake && attempts < 50) {
appleOnSnake = false;
for (var i = 0; i < snake.length; i++) {
if (Math.abs(apple.x - snake[i].x) < gridSize && Math.abs(apple.y - snake[i].y) < gridSize) {
appleOnSnake = true;
apple.spawn();
break;
}
}
attempts++;
}
}
// Move snake
function moveSnake() {
if (!isGameRunning || isMoving) {
return;
}
isMoving = true;
snakeDirection.x = nextDirection.x;
snakeDirection.y = nextDirection.y;
var head = snake[0];
var newX = head.x + snakeDirection.x * gridSize;
var newY = head.y + snakeDirection.y * gridSize;
// Check wall collisions
if (newX < 20 || newX > 2028 || newY < 20 || newY > 2712) {
isMoving = false;
gameOver();
return;
}
// Check self collision
for (var i = 1; i < snake.length; i++) {
if (Math.abs(newX - snake[i].x) < gridSize && Math.abs(newY - snake[i].y) < gridSize) {
isMoving = false;
gameOver();
return;
}
}
// Check apple collision
var ateApple = false;
if (apple && Math.abs(newX - apple.x) < gridSize && Math.abs(newY - apple.y) < gridSize) {
ateApple = true;
LK.setScore(LK.getScore() + 1);
scoreTxt.setText('Score: ' + LK.getScore());
LK.getSound('eat').play();
createApple();
}
// Store old positions for smooth animation
var oldPositions = [];
for (var i = 0; i < snake.length; i++) {
oldPositions[i] = {
x: snake[i].x,
y: snake[i].y
};
}
// Move all segments
if (!ateApple) {
// Remove tail if not growing
var tail = snake.pop();
tail.destroy();
}
// Add new head
var newHead = game.addChild(new SnakeHead());
newHead.x = head.x; // Start at current position
newHead.y = head.y;
snake.unshift(newHead);
// Convert old head to body segment
if (snake.length > 1) {
var oldHead = snake[1];
var newSegment = game.addChild(new SnakeSegment());
newSegment.x = oldHead.x;
newSegment.y = oldHead.y;
snake[1] = newSegment;
oldHead.destroy();
}
// Animate movement smoothly
var animationDuration = 400; // Longer duration for smoother movement
tween(snake[0], {
x: newX,
y: newY
}, {
duration: animationDuration,
easing: tween.easeOut
});
// Animate body segments to follow with slight delay for more natural movement
for (var i = 1; i < snake.length; i++) {
if (i < oldPositions.length) {
tween(snake[i], {
x: oldPositions[i - 1].x,
y: oldPositions[i - 1].y
}, {
duration: animationDuration,
easing: tween.easeOut
});
}
}
// Reset movement flag after animation completes
LK.setTimeout(function () {
isMoving = false;
}, animationDuration);
}
function gameOver() {
isGameRunning = false;
LK.showGameOver();
}
// Touch controls
var touchStartX = 0;
var touchStartY = 0;
var minSwipeDistance = 30;
game.down = function (x, y, obj) {
touchStartX = x;
touchStartY = y;
};
game.up = function (x, y, obj) {
if (!isGameRunning) {
return;
}
var deltaX = x - touchStartX;
var deltaY = y - touchStartY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Handle tap (short touch) for direction change
if (distance < minSwipeDistance) {
// Tap to turn - cycle through directions based on current direction
if (snakeDirection.x === 1) {
// Moving right, turn down
nextDirection = {
x: 0,
y: 1
};
} else if (snakeDirection.x === -1) {
// Moving left, turn up
nextDirection = {
x: 0,
y: -1
};
} else if (snakeDirection.y === 1) {
// Moving down, turn left
nextDirection = {
x: -1,
y: 0
};
} else if (snakeDirection.y === -1) {
// Moving up, turn right
nextDirection = {
x: 1,
y: 0
};
}
return;
}
// Determine swipe direction
if (Math.abs(deltaX) > Math.abs(deltaY)) {
// Horizontal swipe
if (deltaX > 0 && snakeDirection.x === 0) {
// Swipe right
nextDirection = {
x: 1,
y: 0
};
} else if (deltaX < 0 && snakeDirection.x === 0) {
// Swipe left
nextDirection = {
x: -1,
y: 0
};
}
} else {
// Vertical swipe
if (deltaY > 0 && snakeDirection.y === 0) {
// Swipe down
nextDirection = {
x: 0,
y: 1
};
} else if (deltaY < 0 && snakeDirection.y === 0) {
// Swipe up
nextDirection = {
x: 0,
y: -1
};
}
}
};
// Initialize game
initializeSnake();
createApple();
// Game update loop
game.update = function () {
if (!isGameRunning) {
return;
}
moveCounter++;
if (moveCounter >= gameSpeed && !isMoving) {
moveCounter = 0;
moveSnake();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -59,9 +59,9 @@
x: 1,
y: 0
};
var apple = null;
-var gameSpeed = 15; // Optimized for mobile performance
+var gameSpeed = 20; // Slower for smoother movement
var moveCounter = 0;
var isMoving = false; // Track if snake is currently moving
var isGameRunning = true;
var scoreTxt = new Text2('Score: 0', {
@@ -172,23 +172,25 @@
snake[1] = newSegment;
oldHead.destroy();
}
// Animate movement smoothly
- var animationDuration = 300; // 300ms for smooth movement
+ var animationDuration = 400; // Longer duration for smoother movement
tween(snake[0], {
x: newX,
y: newY
}, {
- duration: animationDuration
+ duration: animationDuration,
+ easing: tween.easeOut
});
- // Animate body segments to follow
+ // Animate body segments to follow with slight delay for more natural movement
for (var i = 1; i < snake.length; i++) {
if (i < oldPositions.length) {
tween(snake[i], {
x: oldPositions[i - 1].x,
y: oldPositions[i - 1].y
}, {
- duration: animationDuration
+ duration: animationDuration,
+ easing: tween.easeOut
});
}
}
// Reset movement flag after animation completes
@@ -290,7 +292,5 @@
if (moveCounter >= gameSpeed && !isMoving) {
moveCounter = 0;
moveSnake();
}
-};
-//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
-//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
\ No newline at end of file
+};
\ No newline at end of file