User prompt
simple swipe boat control
User prompt
fix swipe control boal
User prompt
make smooth control a boat
User prompt
smoot swipe control a boat no bounching
User prompt
smooth swipe control boat
User prompt
swipe to control boat
User prompt
increase lure speed fishing line
User prompt
fishingline speed movement
User prompt
increase speed fish
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increase speed legendary fish
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remove the interface depth feature
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delete text DEEP
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Move the distance between the boat and the fish on the screen so that they don't look close
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Keep the distance between the boat and the fish on the screen
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extend the fishing line to the bottom of the screen
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reduce the number of fish so it doesn't lag
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reduce the number of obstacles so there is no lag
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lengthen the fishing line
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boat explodes after hitting obstacle
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obstacles are sea mines
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reduce quantity of obstacle
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unlimited number of scores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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infinite score
User prompt
extreme reduce obstacle
Code edit (1 edits merged)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Boat = Container.expand(function () {
var self = Container.call(this);
var boatGraphics = self.attachAsset('boat', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.isCasting = false;
self.lineLength = 0;
self.maxLineLength = 300;
self.lineSpeed = 3;
var fishingLine = self.attachAsset('fishingLine', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: 50,
visible: false,
height: 0
});
var fishHook = self.attachAsset('fishHook', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 50,
visible: false
});
self.castLine = function () {
if (!self.isCasting) {
self.isCasting = true;
fishingLine.visible = true;
fishHook.visible = true;
LK.getSound('cast').play();
}
};
self.reelIn = function () {
self.isCasting = false;
};
self.update = function () {
if (self.isCasting && self.lineLength < self.maxLineLength) {
self.lineLength += self.lineSpeed;
fishingLine.height = self.lineLength;
fishHook.y = 50 + self.lineLength;
} else if (!self.isCasting && self.lineLength > 0) {
self.lineLength -= self.lineSpeed * 2;
fishingLine.height = self.lineLength;
fishHook.y = 50 + self.lineLength;
}
if (self.lineLength <= 0 && !self.isCasting) {
fishingLine.visible = false;
fishHook.visible = false;
self.lineLength = 0;
}
};
self.getHookPosition = function () {
return {
x: self.x,
y: self.y + 50 + self.lineLength
};
};
self.down = function (x, y, obj) {
self.castLine();
};
self.up = function (x, y, obj) {
self.reelIn();
};
return self;
});
var Fish = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
var assetId, points;
switch (self.type) {
case 'rare':
assetId = 'rareFish';
points = 50;
self.speed = 3;
break;
case 'legendary':
assetId = 'legendaryFish';
points = 100;
self.speed = 4;
break;
default:
assetId = 'fish';
points = 10;
self.speed = 2;
}
self.points = points;
var fishGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Randomly set the direction (left or right)
self.direction = Math.random() > 0.5 ? 1 : -1;
// If moving right, flip the fish
if (self.direction > 0) {
fishGraphics.scaleX = -1;
}
self.update = function () {
self.x += self.speed * self.direction;
// If fish goes off screen, remove it
if (self.direction > 0 && self.x > 2048 + fishGraphics.width || self.direction < 0 && self.x < -fishGraphics.width) {
self.shouldRemove = true;
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.1; // Extremely reduced obstacle speed
self.update = function () {
self.y -= self.speed;
if (self.y < -obstacleGraphics.height) {
self.shouldRemove = true;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var boat;
var fishes = [];
var obstacles = [];
var score = 0;
var isGameOver = false;
var waterLevel = 0;
var fishSpawnRate = 0.02;
var obstacleSpawnRate = 0.01;
var backgroundSpeed = 1;
var highScore = storage.highScore || 0;
// Create water background
var water = LK.getAsset('water', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(water);
// Initialize boat
boat = new Boat();
boat.x = 2048 / 2;
boat.y = 300;
game.addChild(boat);
// Create score text
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create high score text
var highScoreTxt = new Text2('High Score: ' + highScore, {
size: 50,
fill: 0xFFD700
});
highScoreTxt.anchor.set(0.5, 0);
highScoreTxt.y = 150;
LK.gui.top.addChild(highScoreTxt);
// Create depth indicator
var depthTxt = new Text2('Depth: 0m', {
size: 60,
fill: 0xFFFFFF
});
depthTxt.anchor.set(0.5, 0);
depthTxt.y = 80;
LK.gui.top.addChild(depthTxt);
// Handle touch/click events for the game area
game.down = function (x, y, obj) {
if (!isGameOver && !boat.isCasting) {
boat.castLine();
}
};
game.up = function (x, y, obj) {
if (!isGameOver && boat.isCasting) {
boat.reelIn();
}
};
// Handle touch move for navigating the boat
var isDraggingBoat = false;
game.move = function (x, y, obj) {
if (isDraggingBoat) {
boat.x = x;
// Keep boat within game bounds
boat.x = Math.max(boat.x, 100);
boat.x = Math.min(boat.x, 2048 - 100);
}
};
// Drag boat horizontally
boat.down = function (x, y, obj) {
isDraggingBoat = true;
};
boat.up = function (x, y, obj) {
isDraggingBoat = false;
boat.castLine();
};
// Function to spawn fish
function spawnFish() {
if (Math.random() < fishSpawnRate) {
var fishType;
var random = Math.random();
if (random < 0.05 && waterLevel > 500) {
fishType = 'legendary';
} else if (random < 0.2 && waterLevel > 200) {
fishType = 'rare';
} else {
fishType = 'normal';
}
var fish = new Fish(fishType);
// Random position on left or right side
if (fish.direction > 0) {
fish.x = -fish.width / 2;
} else {
fish.x = 2048 + fish.width / 2;
}
// Random depth, deeper as the game progresses
var minDepth = 400;
var maxDepth = Math.min(2732 - 100, 400 + waterLevel);
fish.y = minDepth + Math.random() * (maxDepth - minDepth);
fishes.push(fish);
game.addChild(fish);
}
}
// Function to spawn obstacles
function spawnObstacle() {
if (Math.random() < obstacleSpawnRate) {
var obstacle = new Obstacle();
obstacle.x = 100 + Math.random() * (2048 - 200);
obstacle.y = 2732 + obstacle.height;
obstacles.push(obstacle);
game.addChild(obstacle);
}
}
// Function to check if hook caught a fish
function checkFishCatch() {
if (!boat.isCasting) return;
var hookPos = boat.getHookPosition();
for (var i = fishes.length - 1; i >= 0; i--) {
var fish = fishes[i];
var distance = Math.sqrt(Math.pow(hookPos.x - fish.x, 2) + Math.pow(hookPos.y - fish.y, 2));
if (distance < 40) {
// Hook caught a fish
// Add points based on fish type
score += fish.points;
LK.setScore(score);
scoreTxt.setText('Score: ' + score);
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('High Score: ' + highScore);
// Flash high score text when broken
LK.effects.flashObject(highScoreTxt, 0xFFD700, 1000);
}
// Play catch sound
LK.getSound('catch').play();
// Flash effect
LK.effects.flashObject(fish, 0xFFFFFF, 500);
// Remove the fish
fish.destroy();
fishes.splice(i, 1);
// Reel in after catching
boat.reelIn();
break;
}
}
}
// Function to check boat collision with obstacles
function checkObstacleCollisions() {
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (boat.intersects(obstacle)) {
// Hit an obstacle
LK.effects.flashScreen(0xFF0000, 500);
LK.getSound('splash').play();
// No game over from obstacles, just remove them
obstacle.destroy();
obstacles.splice(i, 1);
}
}
}
// Update game loop
game.update = function () {
if (isGameOver) return;
// Update water level (depth)
waterLevel += backgroundSpeed * 0.1;
depthTxt.setText('Depth: ' + Math.floor(waterLevel) + 'm');
// Increase difficulty based on depth
fishSpawnRate = 0.02 + waterLevel / 10000;
obstacleSpawnRate = 0.0001 + waterLevel / 100000; // Extremely reduced obstacle spawn rate
// Spawn game elements
spawnFish();
spawnObstacle();
// Update all game objects
// Update fishes
for (var i = fishes.length - 1; i >= 0; i--) {
var fish = fishes[i];
if (fish.shouldRemove) {
fish.destroy();
fishes.splice(i, 1);
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (obstacle.shouldRemove) {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Check for fish catch
checkFishCatch();
// Check for obstacle collisions
checkObstacleCollisions();
// No winning condition - allow unlimited play
// Game continues indefinitely so players can achieve the highest score possible
};
// Play background music
LK.playMusic('backgroundNature', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -119,9 +119,9 @@
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 0.3; // Significantly reduced obstacle speed
+ self.speed = 0.1; // Extremely reduced obstacle speed
self.update = function () {
self.y -= self.speed;
if (self.y < -obstacleGraphics.height) {
self.shouldRemove = true;
@@ -308,9 +308,9 @@
waterLevel += backgroundSpeed * 0.1;
depthTxt.setText('Depth: ' + Math.floor(waterLevel) + 'm');
// Increase difficulty based on depth
fishSpawnRate = 0.02 + waterLevel / 10000;
- obstacleSpawnRate = 0.001 + waterLevel / 50000; // Drastically reduced obstacle spawn rate
+ obstacleSpawnRate = 0.0001 + waterLevel / 100000; // Extremely reduced obstacle spawn rate
// Spawn game elements
spawnFish();
spawnObstacle();
// Update all game objects
horizontal image sea tuna. In-Game asset. 2d. High contrast. No shadows
horizontal image Snapper fish. In-Game asset. 2d. High contrast. No shadows
horizontal image blue marlin fish. In-Game asset. 2d. High contrast. No shadows
sea mine. In-Game asset. 2d. High contrast. No shadows
quite blue under water of sea
horizontal top down image submarine. In-Game asset. 2d. High contrast. No shadows
vertical harpoon head. In-Game asset. 2d. High contrast. No shadows