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
User prompt
increase speed legendary fish
User prompt
remove the interface depth feature
User prompt
delete text DEEP
User prompt
Move the distance between the boat and the fish on the screen so that they don't look close
User prompt
Keep the distance between the boat and the fish on the screen
User prompt
extend the fishing line to the bottom of the screen
User prompt
reduce the number of fish so it doesn't lag
User prompt
reduce the number of obstacles so there is no lag
User prompt
lengthen the fishing line
User prompt
boat explodes after hitting obstacle
User prompt
obstacles are sea mines
User prompt
reduce quantity of obstacle
User prompt
unlimited number of scores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
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 = 2400; // Increased to reach bottom of screen (screen height is 2732, boat is at y=300) self.lineSpeed = 3; self.isExploding = false; self.explodeScale = 1; 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.lastHookPosition = self.getHookPosition(); // Function to adjust fish positions to maintain distance self.maintainFishDistance = function () { if (!self.isCasting || !fishes || fishes.length === 0) return; var hookPos = self.getHookPosition(); var minAllowedDistance = 300; // Minimum allowed distance between hook and fish for (var i = 0; i < fishes.length; i++) { var fish = fishes[i]; var verticalDistance = Math.abs(fish.y - hookPos.y); // If fish is too close to the hook, move it away if (verticalDistance < minAllowedDistance) { // Determine direction to move the fish if (fish.y > hookPos.y) { fish.y += 5; // Move down faster } else { fish.y -= 5; // Move up faster } } } }; self.explode = function () { if (self.isExploding) return; self.isExploding = true; boatGraphics.tint = 0xFF3300; // Fire color function animateExplosion() { self.explodeScale += 0.2; boatGraphics.scale.set(self.explodeScale); boatGraphics.alpha -= 0.1; if (boatGraphics.alpha > 0) { LK.setTimeout(animateExplosion, 30); } else { // Boat destroyed completely self.visible = false; isGameOver = true; LK.showGameOver(); } } animateExplosion(); }; 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 = 2; // Reduce speed to decrease frequency of updates break; case 'legendary': assetId = 'legendaryFish'; points = 100; self.speed = 2.5; // Reduce speed to decrease frequency of updates break; default: assetId = 'fish'; points = 10; self.speed = 1.5; // Reduce speed to decrease frequency of updates } 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 () { // Only update position every other frame to reduce computational load if (LK.ticks % 2 === 0) { 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; } // If boat is casting and fish is visible but too close to hook, maintain a greater distance if (boat && boat.isCasting) { var hookPos = boat.getHookPosition(); var verticalDistance = Math.abs(self.y - hookPos.y); // If fish is too close to hook vertically, move it away from the hook if (verticalDistance < 300) { // Move fish away from hook's vertical position to maintain distance if (self.y > hookPos.y) { self.y += 3; // Move down faster } else { self.y -= 3; // Move up faster } } // If fish is extremely far, still bring it back to visible area else if (verticalDistance > 1500) { // Move fish toward hook's vertical position, but keep distance if (self.y > hookPos.y) { self.y -= 1; } else { self.y += 1; } } } } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Sea mine asset (round shape with spikes) var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, tint: 0x333333, // Dark gray color for sea mines scaleX: 0.7, // Smaller size to reduce impact scaleY: 0.7 // Smaller size to reduce impact }); // Create spikes around the mine (using rotation) - reduced number of spikes for (var i = 0; i < 4; i++) { // Reduced from 8 to 4 spikes var spike = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0, scaleX: 0.15, scaleY: 0.4, tint: 0x333333 }); spike.rotation = i * Math.PI / 2; // 4 spikes at 90 degree intervals spike.x = Math.cos(spike.rotation) * 15; // Reduced distance spike.y = Math.sin(spike.rotation) * 15; // Reduced distance } self.speed = 0.08; // Even more reduced obstacle speed // Add simplified pulsing animation effect self.pulsePhase = Math.random() * Math.PI * 2; // Random starting phase self.update = function () { // Pulsing animation for sea mine - update less frequently to save CPU if (LK.ticks % 3 === 0) { // Only update animation every 3 frames var pulseFactor = 0.08 * Math.sin(self.pulsePhase); obstacleGraphics.scaleX = 0.7 + pulseFactor; obstacleGraphics.scaleY = 0.7 + pulseFactor; self.pulsePhase += 0.03; // Slower animation } 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() { // Limit the maximum number of fish to prevent lag if (fishes.length >= 10) return; // Don't create more than 10 fish at a time // Significantly reduced spawn chance if (Math.random() < fishSpawnRate * 0.3) { 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); // If the boat is casting, ensure fish spawn with a good distance from the hook if (boat.isCasting) { var hookPos = boat.getHookPosition(); // Calculate a vertical area maintaining significant distance from the hook var minDistance = 300; // Minimum distance from hook in pixels var maxDistance = 1000; // Maximum distance from hook in pixels // Create two possible spawn zones: above or below the hook with minimum distance var lowerZoneStart = hookPos.y + minDistance; var upperZoneEnd = hookPos.y - minDistance; if (Math.random() < 0.5 && upperZoneEnd > 400) { // Spawn above the hook with minimum distance minDepth = Math.max(400, 400); maxDepth = Math.min(upperZoneEnd, 400 + waterLevel); } else { // Spawn below the hook with minimum distance minDepth = Math.max(lowerZoneStart, 400); 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() { // Limit the maximum number of obstacles to prevent lag if (obstacles.length >= 5) return; // Don't create more than 5 obstacles at a time if (Math.random() < obstacleSpawnRate) { var obstacle = new Obstacle(); // Sea mines float at varying depths obstacle.x = 100 + Math.random() * (2048 - 200); obstacle.y = 2732 + obstacle.height; // Add simple floating movement to sea mines obstacle.floatDirection = Math.random() > 0.5 ? 1 : -1; obstacle.floatSpeed = 0.1 + Math.random() * 0.1; // Reduced speed variation obstacle.floatPhase = Math.random() * Math.PI * 2; 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 < 60) { // Increase catch radius to compensate for greater distance // 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() { var _loop = function _loop() { obstacle = obstacles[i]; if (boat.intersects(obstacle)) { var _animateExplosion = function animateExplosion() { explosionSize += 0.2; obstacle.scale.set(explosionSize); obstacle.alpha -= 0.1; if (obstacle.alpha > 0) { LK.setTimeout(_animateExplosion, 30); } else { // Remove the sea mine after explosion completes obstacle.destroy(); obstacles.splice(i, 1); } }; // Hit a sea mine - create explosion effect LK.effects.flashScreen(0xFF0000, 800); LK.getSound('splash').play(); // Create explosion animation explosionSize = 1; obstacle.tint = 0xFF3300; // Explosion color _animateExplosion(); // Make boat explode boat.explode(); return 0; // break } // Also check if fishing line hits sea mine if (boat.isCasting) { hookPos = boat.getHookPosition(); distance = Math.sqrt(Math.pow(hookPos.x - obstacle.x, 2) + Math.pow(hookPos.y - obstacle.y, 2)); if (distance < 60) { // Hook hit a sea mine LK.effects.flashScreen(0xFF5500, 500); LK.getSound('splash').play(); // Trigger mine explosion obstacle.tint = 0xFF3300; obstacle.scale.set(1.5); LK.setTimeout(function () { obstacle.destroy(); obstacles.splice(i, 1); }, 300); // Reel in after hitting mine boat.reelIn(); return 0; // break } } }, obstacle, explosionSize, hookPos, distance, _ret; for (var i = obstacles.length - 1; i >= 0; i--) { _ret = _loop(); if (_ret === 0) break; } } // Update game loop game.update = function () { if (isGameOver || boat.isExploding) return; // Increase difficulty based on depth waterLevel += backgroundSpeed * 0.1; depthTxt.setText('th: ' + Math.floor(waterLevel) + 'm'); // Increase difficulty based on depth fishSpawnRate = 0.005 + waterLevel / 20000; // Further reduced fish spawn rate obstacleSpawnRate = 0.0001 + waterLevel / 100000; // Extremely reduced sea mine spawn rate to prevent lag // Spawn game elements spawnFish(); spawnObstacle(); // Keep track of current hook position and maintain fish distance if (boat.isCasting) { boat.lastHookPosition = boat.getHookPosition(); boat.maintainFishDistance(); // Call the method to keep fish at a distance } // Update all game objects // Update fishes - only process a subset each frame if there are many var fishesToProcess = Math.min(fishes.length, 5); // Process max 5 fish per frame for (var i = fishes.length - 1; i >= Math.max(0, fishes.length - fishesToProcess); i--) { var fish = fishes[i]; if (fish.shouldRemove) { fish.destroy(); fishes.splice(i, 1); } } // Update obstacles (sea mines) for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; // Add gentle floating motion to sea mines - less frequently if (obstacle.floatPhase !== undefined && LK.ticks % 4 === 0) { // Only update floating every 4 frames obstacle.floatPhase += 0.01; // Slower movement obstacle.x += Math.sin(obstacle.floatPhase) * obstacle.floatSpeed * obstacle.floatDirection * 0.5; // Reduced movement } 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
@@ -478,9 +478,9 @@
game.update = function () {
if (isGameOver || boat.isExploding) return;
// Increase difficulty based on depth
waterLevel += backgroundSpeed * 0.1;
- depthTxt.setText('Depth: ' + Math.floor(waterLevel) + 'm');
+ depthTxt.setText('th: ' + Math.floor(waterLevel) + 'm');
// Increase difficulty based on depth
fishSpawnRate = 0.005 + waterLevel / 20000; // Further reduced fish spawn rate
obstacleSpawnRate = 0.0001 + waterLevel / 100000; // Extremely reduced sea mine spawn rate to prevent lag
// Spawn game elements
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