User prompt
yılanın hızlanma süreci daha yavaş olsun. Arada da bazı kaya engelleri çıksın
User prompt
yılan yandığında da yanma efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yangın söndürülürken su püskürtme efekti olsun
User prompt
sesi kapatma tuşu ekle
User prompt
Asset kısmına collect.wav dosyası ekledim. Su alınca o ses çıksın
User prompt
Ateşler çık hızlı çoğalıyor ateşler bu kadar hızlı çoğalmasın
User prompt
Su daha fazla olsun. Yangınları söndürmeye yetmiyor
User prompt
Ses efektleri de yükle, arkaya da bir müzik koy
User prompt
If the snake is going to the right, if it's at the bottom, if I click on it a little, go to the top. It doesn't necessarily have to be towards the top of the middle of the screen
User prompt
Yılana göre hangi yöne tıklarsan o yöne dön
User prompt
O halde kontrolü daha kolay hale getir
User prompt
Yılan dokunulduğu tarafa sağa sola ya da yukarı doğru yön değiştirsin
User prompt
Ateşin içinden birkaç tane hayvan çıksın, sular daha fazla çıksın
User prompt
Sular daha sık çıksın
User prompt
Suların boyutu büyüsün, daha sık çıksın
User prompt
Tamam joystick olmasın
User prompt
Oyun çok çabuk hızlanıyor hemen hızlanmasın. Ateşten çıkan hayvanlar daha uzağa gitsin. Ekrandan kaybolana kadar gitsin ve boyutları da biraz genişlesin. Yangın büyüdükçe ateşin etrafındaki alana gelince de yangın sönsün
User prompt
Ateşin seviyesi arttıkça onu söndürme noktaları da genişlesin.
User prompt
yılanın gövde deseni de yöne göre dönsün
User prompt
bir de ateş büyüdükçe ateşin kapladığı alana gelince ateş sönsün sadece merkeze gelince değil
User prompt
12 saniye olsun
User prompt
10 saniye yapalım
User prompt
ateşin leveli 7 saniyede bir değişsin
User prompt
ateş çok hızlı büyüyor. Büyüme hızı levele göre değişsin.
User prompt
Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: 18501249' in or related to this line: 'tween(fireGraphics, {' Line Number: 77 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Animal = Container.expand(function () { var self = Container.call(this); var animalGraphics = self.attachAsset('animal', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() - 0.5) * 4; self.speedY = (Math.random() - 0.5) * 4; self.lifeTime = 300; // 5 seconds at 60fps self.update = function () { self.x += self.speedX; self.y += self.speedY; self.lifeTime--; if (self.lifeTime <= 0) { self.destroy(); } }; return self; }); var Fire = Container.expand(function (size) { var self = Container.call(this); self.size = size || 1; self.maxSize = 10; // Maximum fire size self.waterNeeded = self.size; self.growthTimer = 0; // Fire grows every 12 seconds (720 ticks at 60fps) self.growthInterval = 720; // 12 seconds fixed interval var fireGraphics = self.attachAsset(self.size === 1 ? 'smallFire' : 'largeFire', { anchorX: 0.5, anchorY: 0.5 }); // Add flickering animation self.animOffset = Math.random() * Math.PI * 2; self.update = function () { // Growth logic - fire grows every 7 seconds self.growthTimer++; if (self.growthTimer >= self.growthInterval && self.size < self.maxSize) { self.size++; self.waterNeeded = self.size; self.growthTimer = 0; // Update size text if (self.sizeText) { self.sizeText.setText(self.size.toString()); } // Update visual scale based on size var scale = 1 + (self.size - 1) * 0.2; // Increase scale by 20% per size level tween(fireGraphics, { scaleX: scale, scaleY: scale }, { duration: 500, easing: tween.easeOut }); // Change color intensity based on size var intensity = Math.min(1, 0.5 + (self.size - 1) * 0.1); var redComponent = 0xFF; var greenBlueComponent = Math.floor((1 - intensity) * 0x44); var redTint = redComponent << 16 | greenBlueComponent << 8 | greenBlueComponent; tween(fireGraphics, { tint: redTint }, { duration: 500, easing: tween.easeOut }); } // Flickering animation var flicker = 0.8 + Math.sin(LK.ticks * 0.1 + self.animOffset) * 0.2; fireGraphics.alpha = flicker; var baseScaleX = fireGraphics.scaleX || 1; var baseScaleY = fireGraphics.scaleY || 1; fireGraphics.scaleX = baseScaleX + Math.sin(LK.ticks * 0.08 + self.animOffset) * 0.1; fireGraphics.scaleY = baseScaleY + Math.sin(LK.ticks * 0.08 + self.animOffset) * 0.1; }; return self; }); var SnakeSegment = Container.expand(function (isHead) { var self = Container.call(this); var segmentGraphics = self.attachAsset(isHead ? 'snakeHead' : 'snakeBody', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var WaterDroplet = Container.expand(function () { var self = Container.call(this); var waterGraphics = self.attachAsset('water', { anchorX: 0.5, anchorY: 0.5 }); // Add floating animation self.animOffset = Math.random() * Math.PI * 2; self.update = function () { waterGraphics.y = Math.sin(LK.ticks * 0.05 + self.animOffset) * 5; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ // Add forest background var forestBackground = game.attachAsset('forest', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Game variables var snake = []; var snakeDirection = { x: 1, y: 0 }; var nextDirection = { x: 1, y: 0 }; var gridSize = 60; var gameWidth = 2048; var gameHeight = 2732; var cols = Math.floor(gameWidth / gridSize); var rows = Math.floor(gameHeight / gridSize); var waterDroplets = []; var fires = []; var waterCollected = 0; var moveTimer = 0; var moveInterval = 15; // Snake moves every 15 ticks var gameRunning = true; var animals = []; var maxFires = 1; // Start with 1 fire, increase with level // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var waterTxt = new Text2('Water: 0', { size: 50, fill: 0x1E90FF }); waterTxt.anchor.set(1, 0); waterTxt.x = -20; waterTxt.y = 80; LK.gui.topRight.addChild(waterTxt); // Initialize snake function initSnake() { // Create initial snake with 3 segments for (var i = 0; i < 3; i++) { var segment = new SnakeSegment(i === 0); segment.x = (5 - i) * gridSize + gridSize / 2; segment.y = 5 * gridSize + gridSize / 2; snake.push(segment); game.addChild(segment); } } // Convert grid coordinates to world coordinates function gridToWorld(gridX, gridY) { return { x: gridX * gridSize + gridSize / 2, y: gridY * gridSize + gridSize / 2 }; } // Convert world coordinates to grid coordinates function worldToGrid(worldX, worldY) { return { x: Math.floor(worldX / gridSize), y: Math.floor(worldY / gridSize) }; } // Get random empty grid position function getRandomEmptyPosition() { var attempts = 0; while (attempts < 100) { var gridX = Math.floor(Math.random() * cols); var gridY = Math.floor(Math.random() * rows); var worldPos = gridToWorld(gridX, gridY); var occupied = false; // Check if position is occupied by snake for (var i = 0; i < snake.length; i++) { var snakeGrid = worldToGrid(snake[i].x, snake[i].y); if (snakeGrid.x === gridX && snakeGrid.y === gridY) { occupied = true; break; } } // Check if position is occupied by water if (!occupied) { for (var i = 0; i < waterDroplets.length; i++) { var waterGrid = worldToGrid(waterDroplets[i].x, waterDroplets[i].y); if (waterGrid.x === gridX && waterGrid.y === gridY) { occupied = true; break; } } } // Check if position is occupied by fire if (!occupied) { for (var i = 0; i < fires.length; i++) { var fireGrid = worldToGrid(fires[i].x, fires[i].y); if (fireGrid.x === gridX && fireGrid.y === gridY) { occupied = true; break; } } } if (!occupied) { return worldPos; } attempts++; } // Fallback to center if no empty position found return gridToWorld(Math.floor(cols / 2), Math.floor(rows / 2)); } // Spawn water droplet function spawnWater() { var pos = getRandomEmptyPosition(); var water = new WaterDroplet(); water.x = pos.x; water.y = pos.y; waterDroplets.push(water); game.addChild(water); } // Spawn fire function spawnFire() { var pos = getRandomEmptyPosition(); var fireSize = Math.random() < 0.7 ? 1 : 2; // 70% chance for small fire var fire = new Fire(fireSize); fire.x = pos.x; fire.y = pos.y; // Add size display text fire.sizeText = new Text2(fire.size.toString(), { size: 30, fill: 0xFFFFFF }); fire.sizeText.anchor.set(0.5, 0.5); fire.sizeText.x = 0; fire.sizeText.y = -50; fire.addChild(fire.sizeText); fires.push(fire); game.addChild(fire); // Spawn multiple escaping animals near fire var animalCount = Math.floor(Math.random() * 3) + 2; // 2-4 animals for (var j = 0; j < animalCount; j++) { var animal = new Animal(); animal.x = pos.x + (Math.random() - 0.5) * 120; animal.y = pos.y + (Math.random() - 0.5) * 120; animals.push(animal); game.addChild(animal); } } // Move snake function moveSnake() { if (!gameRunning) { return; } // Update direction snakeDirection.x = nextDirection.x; snakeDirection.y = nextDirection.y; // Calculate new head position var head = snake[0]; var headGrid = worldToGrid(head.x, head.y); var newHeadGrid = { x: headGrid.x + snakeDirection.x, y: headGrid.y + snakeDirection.y }; // Check boundaries if (newHeadGrid.x < 0 || newHeadGrid.x >= cols || newHeadGrid.y < 0 || newHeadGrid.y >= rows) { gameOver(); return; } // Check self collision for (var i = 0; i < snake.length; i++) { var segmentGrid = worldToGrid(snake[i].x, snake[i].y); if (segmentGrid.x === newHeadGrid.x && segmentGrid.y === newHeadGrid.y) { gameOver(); return; } } // Move snake body and rotate segments for (var i = snake.length - 1; i > 0; i--) { // Store previous position for rotation calculation var prevX = snake[i].x; var prevY = snake[i].y; // Move to new position snake[i].x = snake[i - 1].x; snake[i].y = snake[i - 1].y; // Calculate direction for body segment rotation var dirX = snake[i].x - prevX; var dirY = snake[i].y - prevY; // Rotate body segment based on movement direction if (dirX > 0 && dirY === 0) { // Moving right snake[i].children[0].rotation = 0; } else if (dirX < 0 && dirY === 0) { // Moving left snake[i].children[0].rotation = Math.PI; } else if (dirX === 0 && dirY > 0) { // Moving down snake[i].children[0].rotation = Math.PI / 2; } else if (dirX === 0 && dirY < 0) { // Moving up snake[i].children[0].rotation = -Math.PI / 2; } } // Move head var newHeadPos = gridToWorld(newHeadGrid.x, newHeadGrid.y); head.x = newHeadPos.x; head.y = newHeadPos.y; // Rotate head based on direction if (snakeDirection.x === 1 && snakeDirection.y === 0) { // Moving right head.children[0].rotation = 0; } else if (snakeDirection.x === -1 && snakeDirection.y === 0) { // Moving left head.children[0].rotation = Math.PI; } else if (snakeDirection.x === 0 && snakeDirection.y === 1) { // Moving down head.children[0].rotation = Math.PI / 2; } else if (snakeDirection.x === 0 && snakeDirection.y === -1) { // Moving up head.children[0].rotation = -Math.PI / 2; } // Check water collection for (var i = waterDroplets.length - 1; i >= 0; i--) { var water = waterDroplets[i]; var waterGrid = worldToGrid(water.x, water.y); if (waterGrid.x === newHeadGrid.x && waterGrid.y === newHeadGrid.y) { // Collect water waterCollected++; waterTxt.setText('Water: ' + waterCollected); LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); // Grow snake var lastSegment = snake[snake.length - 1]; var newSegment = new SnakeSegment(false); newSegment.x = lastSegment.x; newSegment.y = lastSegment.y; snake.push(newSegment); game.addChild(newSegment); // Remove water water.destroy(); waterDroplets.splice(i, 1); // Play sound LK.getSound('collect').play(); // Spawn new water spawnWater(); break; } } // Check fire extinguishing - use area-based collision instead of grid-based for (var i = fires.length - 1; i >= 0; i--) { var fire = fires[i]; // Calculate fire's collision radius based on size var fireRadius = gridSize / 2 + (fire.size - 1) * 10; // Base radius + size bonus // Calculate distance between snake head and fire center var deltaX = head.x - fire.x; var deltaY = head.y - fire.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Check if snake head is within fire's area if (distance <= fireRadius) { if (waterCollected >= fire.waterNeeded) { // Extinguish fire waterCollected -= fire.waterNeeded; waterTxt.setText('Water: ' + waterCollected); LK.setScore(LK.getScore() + (fire.size === 1 ? 50 : 100)); scoreTxt.setText('Score: ' + LK.getScore()); // Remove fire fire.destroy(); fires.splice(i, 1); // Play sound LK.getSound('extinguish').play(); // Spawn extra water after extinguishing fire spawnWater(); if (waterDroplets.length < 5) { spawnWater(); } // Spawn new fire if needed if (fires.length < maxFires) { spawnFire(); } // Flash effect LK.effects.flashObject(head, 0x00FF00, 300); } else { // Snake burns when touching fire without enough water LK.effects.flashObject(head, 0xFF0000, 500); gameOver(); return; } break; } } } // Game over function gameOver() { gameRunning = false; LK.showGameOver(); } // Touch controls game.down = function (x, y, obj) { // No need to store touch start position for direct touch controls }; game.up = function (x, y, obj) { if (!gameRunning) { return; } // Get snake head position var head = snake[0]; var snakeX = head.x; var snakeY = head.y; // Calculate direction from snake head to touch position var deltaX = x - snakeX; var deltaY = y - snakeY; // Turn based on snake's current direction and touch relative position if (snakeDirection.x === 1) { // Snake moving right if (deltaY < 0) { // Touch above snake - turn up nextDirection = { x: 0, y: -1 }; } else if (deltaY > 0) { // Touch below snake - turn down nextDirection = { x: 0, y: 1 }; } } else if (snakeDirection.x === -1) { // Snake moving left if (deltaY < 0) { // Touch above snake - turn up nextDirection = { x: 0, y: -1 }; } else if (deltaY > 0) { // Touch below snake - turn down nextDirection = { x: 0, y: 1 }; } } else if (snakeDirection.y === 1) { // Snake moving down if (deltaX < 0) { // Touch left of snake - turn left nextDirection = { x: -1, y: 0 }; } else if (deltaX > 0) { // Touch right of snake - turn right nextDirection = { x: 1, y: 0 }; } } else if (snakeDirection.y === -1) { // Snake moving up if (deltaX < 0) { // Touch left of snake - turn left nextDirection = { x: -1, y: 0 }; } else if (deltaX > 0) { // Touch right of snake - turn right nextDirection = { x: 1, y: 0 }; } } }; // Initialize game initSnake(); spawnWater(); spawnWater(); spawnWater(); spawnWater(); spawnFire(); // Start background music LK.playMusic('bgmusic'); // Game update loop game.update = function () { if (!gameRunning) { return; } moveTimer++; if (moveTimer >= moveInterval) { moveTimer = 0; moveSnake(); } // Spawn additional water periodically if (LK.ticks % 80 === 0 && waterDroplets.length < 6) { spawnWater(); } // Increase difficulty - add more fires at higher scores var currentLevel = Math.floor(LK.getScore() / 300) + 1; maxFires = Math.min(currentLevel, 5); // Maximum 5 fires if (fires.length < maxFires && LK.ticks % 900 === 0) { spawnFire(); } // Clean up dead animals for (var i = animals.length - 1; i >= 0; i--) { if (animals[i].lifeTime <= 0) { animals.splice(i, 1); } } // Make game slightly faster as score increases if (LK.getScore() > 0 && LK.getScore() % 200 === 0) { moveInterval = Math.max(8, moveInterval - 1); } };
===================================================================
--- original.js
+++ change.js
@@ -384,8 +384,13 @@
fire.destroy();
fires.splice(i, 1);
// Play sound
LK.getSound('extinguish').play();
+ // Spawn extra water after extinguishing fire
+ spawnWater();
+ if (waterDroplets.length < 5) {
+ spawnWater();
+ }
// Spawn new fire if needed
if (fires.length < maxFires) {
spawnFire();
}
@@ -487,8 +492,10 @@
// Initialize game
initSnake();
spawnWater();
spawnWater();
+spawnWater();
+spawnWater();
spawnFire();
// Start background music
LK.playMusic('bgmusic');
// Game update loop
@@ -501,9 +508,9 @@
moveTimer = 0;
moveSnake();
}
// Spawn additional water periodically
- if (LK.ticks % 100 === 0 && waterDroplets.length < 4) {
+ if (LK.ticks % 80 === 0 && waterDroplets.length < 6) {
spawnWater();
}
// Increase difficulty - add more fires at higher scores
var currentLevel = Math.floor(LK.getScore() / 300) + 1;