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Please fix the bug: 'TypeError: target is not an Object. (evaluating 'key in target')' in or related to this line: 'tween(wormSegments[i], {' Line Number: 734 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çift tıklandığında daha hızlı gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Worm Feast: Slither & Devour
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Bana bir solucan yeme simülatör oyunu yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
level: 1
});
/****
* Classes
****/
var Food = Container.expand(function (isSpecial) {
var self = Container.call(this);
self.isSpecial = isSpecial || false;
self.value = self.isSpecial ? 3 : 1;
var foodGraphics = self.attachAsset(self.isSpecial ? 'food_special' : 'food_normal', {
anchorX: 0.5,
anchorY: 0.5
});
if (self.isSpecial) {
// Add pulsating animation for special food
self.pulseDirection = 1;
self.pulseMin = 0.85;
self.pulseMax = 1.15;
self.pulseSpeed = 0.01;
}
self.update = function () {
if (self.isSpecial) {
// Pulsating effect
if (self.pulseDirection > 0) {
foodGraphics.scale.x += self.pulseSpeed;
foodGraphics.scale.y += self.pulseSpeed;
if (foodGraphics.scale.x >= self.pulseMax) {
self.pulseDirection = -1;
}
} else {
foodGraphics.scale.x -= self.pulseSpeed;
foodGraphics.scale.y -= self.pulseSpeed;
if (foodGraphics.scale.x <= self.pulseMin) {
self.pulseDirection = 1;
}
}
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var PowerUp = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'speed'; // speed, invincibility, grow
var color;
switch (self.type) {
case 'speed':
color = 0x00BFFF;
break;
case 'invincibility':
color = 0xFFFF00;
break;
case 'grow':
color = 0xFF00FF;
break;
default:
color = 0xFFFFFF;
}
// Create a shape for the powerup
var powerupGraphics = self.attachAsset('powerup_' + self.type, {
anchorX: 0.5,
anchorY: 0.5
});
// Add pulsating animation
self.pulseDirection = 1;
self.pulseMin = 0.8;
self.pulseMax = 1.2;
self.pulseSpeed = 0.02;
self.update = function () {
// Pulsating effect
if (self.pulseDirection > 0) {
powerupGraphics.scale.x += self.pulseSpeed;
powerupGraphics.scale.y += self.pulseSpeed;
if (powerupGraphics.scale.x >= self.pulseMax) {
self.pulseDirection = -1;
}
} else {
powerupGraphics.scale.x -= self.pulseSpeed;
powerupGraphics.scale.y -= self.pulseSpeed;
if (powerupGraphics.scale.x <= self.pulseMin) {
self.pulseDirection = 1;
}
}
};
return self;
});
var SoilParticle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('soil_particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.alpha = Math.random() * 0.5 + 0.2;
self.lifespan = Math.random() * 30 + 15;
self.velocityX = (Math.random() - 0.5) * 2;
self.velocityY = (Math.random() - 0.5) * 2;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.lifespan--;
if (self.lifespan <= 10) {
self.alpha -= 0.1;
}
};
return self;
});
var WormSegment = Container.expand(function (isHead) {
var self = Container.call(this);
self.isHead = isHead || false;
var segmentGraphics = self.attachAsset(self.isHead ? 'worm_head' : 'worm_body', {
anchorX: 0.5,
anchorY: 0.5
});
// Store previous position for smooth following
self.prevX = 0;
self.prevY = 0;
// Save position to follow
self.savePosition = function () {
self.prevX = self.x;
self.prevY = self.y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x3E2723
});
/****
* Game Code
****/
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var SEGMENT_SPACING = 30;
var STARTING_SEGMENTS = 5;
var MAX_SEGMENTS = 50;
var MOVE_SPEED = 5;
var TURNING_SPEED = 0.1;
var SPAWN_FOOD_INTERVAL = 60;
var SPAWN_OBSTACLE_INTERVAL = 180;
var SPAWN_POWERUP_INTERVAL = 600;
var SPECIAL_FOOD_CHANCE = 0.2;
var POWERUP_DURATION = 300;
// Game variables
var wormSegments = [];
var foods = [];
var obstacles = [];
var powerups = [];
var soilParticles = [];
var targetX = 0;
var targetY = 0;
var score = 0;
var gameLevel = storage.level || 1;
var highScore = storage.highScore || 0;
var movingToTarget = false;
var wormAngle = 0;
var foodTimer = 0;
var obstacleTimer = 0;
var powerupTimer = 0;
var powerupActive = false;
var powerupType = null;
var powerupTimeRemaining = 0;
var gameStarted = false;
var levelScore = gameLevel * 10;
// Double tap variables
var lastTapTime = 0;
var doubleTapSpeed = false;
var doubleTapSpeedDuration = 180; // Duration in frames (3 seconds at 60fps)
var doubleTapSpeedTimer = 0;
var normalSpeed = 5;
var doubleSpeed = 10;
// Create background with soil texture
function createBackground() {
var backgroundContainer = new Container();
game.addChild(backgroundContainer);
var tileSize = 100;
for (var x = 0; x < GAME_WIDTH; x += tileSize) {
for (var y = 0; y < GAME_HEIGHT; y += tileSize) {
var tile = LK.getAsset('background_tile', {
anchorX: 0,
anchorY: 0,
width: tileSize,
height: tileSize,
alpha: 0.7 + Math.random() * 0.3
});
tile.x = x;
tile.y = y;
tile.rotation = Math.random() * Math.PI * 2;
tile.scale.x = 0.9 + Math.random() * 0.2;
tile.scale.y = 0.9 + Math.random() * 0.2;
backgroundContainer.addChild(tile);
}
}
}
// Initialize worm
function createWorm() {
// Create head
var head = new WormSegment(true);
head.x = GAME_WIDTH / 2;
head.y = GAME_HEIGHT / 2;
game.addChild(head);
wormSegments.push(head);
// Create initial body segments
for (var i = 0; i < STARTING_SEGMENTS; i++) {
addWormSegment();
}
}
// Add new segment to the worm
function addWormSegment() {
if (wormSegments.length >= MAX_SEGMENTS) {
return;
}
var lastSegment = wormSegments[wormSegments.length - 1];
var newSegment = new WormSegment(false);
newSegment.x = lastSegment.x;
newSegment.y = lastSegment.y;
game.addChild(newSegment);
wormSegments.push(newSegment);
}
// Spawn a food item at a random position
function spawnFood() {
var isSpecial = Math.random() < SPECIAL_FOOD_CHANCE;
var food = new Food(isSpecial);
// Position food randomly away from edges
food.x = Math.random() * (GAME_WIDTH - 200) + 100;
food.y = Math.random() * (GAME_HEIGHT - 200) + 100;
// Make sure food doesn't overlap with obstacles
for (var i = 0; i < obstacles.length; i++) {
if (getDistance(food.x, food.y, obstacles[i].x, obstacles[i].y) < 100) {
// Reposition if too close to an obstacle
food.x = Math.random() * (GAME_WIDTH - 200) + 100;
food.y = Math.random() * (GAME_HEIGHT - 200) + 100;
i = -1; // Reset loop to check again
}
}
game.addChild(food);
foods.push(food);
}
// Spawn an obstacle
function spawnObstacle() {
var obstacle = new Obstacle();
// Position obstacle randomly away from edges and worm head
var head = wormSegments[0];
do {
obstacle.x = Math.random() * (GAME_WIDTH - 200) + 100;
obstacle.y = Math.random() * (GAME_HEIGHT - 200) + 100;
} while (getDistance(obstacle.x, obstacle.y, head.x, head.y) < 300);
game.addChild(obstacle);
obstacles.push(obstacle);
}
// Spawn a power-up
function spawnPowerup() {
var types = ['speed', 'invincibility', 'grow'];
var randomType = types[Math.floor(Math.random() * types.length)];
var powerup = new PowerUp(randomType);
// Position powerup randomly away from edges
powerup.x = Math.random() * (GAME_WIDTH - 200) + 100;
powerup.y = Math.random() * (GAME_HEIGHT - 200) + 100;
// Make sure powerup doesn't overlap with obstacles
for (var i = 0; i < obstacles.length; i++) {
if (getDistance(powerup.x, powerup.y, obstacles[i].x, obstacles[i].y) < 100) {
// Reposition if too close to an obstacle
powerup.x = Math.random() * (GAME_WIDTH - 200) + 100;
powerup.y = Math.random() * (GAME_HEIGHT - 200) + 100;
i = -1; // Reset loop to check again
}
}
game.addChild(powerup);
powerups.push(powerup);
}
// Create soil particles effect
function createSoilEffect(x, y, count) {
for (var i = 0; i < count; i++) {
var particle = new SoilParticle();
particle.x = x;
particle.y = y;
game.addChild(particle);
soilParticles.push(particle);
}
}
// Calculate distance between two points
function getDistance(x1, y1, x2, y2) {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
}
// Activate powerup
function activatePowerup(type) {
powerupActive = true;
powerupType = type;
powerupTimeRemaining = POWERUP_DURATION;
LK.getSound('powerup').play();
// Apply power-up effects
switch (type) {
case 'speed':
// If already in double tap mode, don't reduce the speed
if (doubleTapSpeed) {
MOVE_SPEED = Math.max(MOVE_SPEED, normalSpeed * 1.75);
} else {
MOVE_SPEED *= 1.75;
}
break;
case 'invincibility':
// Visual effect for invincibility
for (var i = 0; i < wormSegments.length; i++) {
tween(wormSegments[i], {
alpha: 0.7
}, {
duration: 300
});
}
break;
case 'grow':
// Add multiple segments at once
for (var j = 0; j < 3; j++) {
addWormSegment();
}
break;
}
}
// End powerup effect
function endPowerupEffect() {
switch (powerupType) {
case 'speed':
// If double tap speed is active, don't reduce the speed
if (doubleTapSpeed) {
MOVE_SPEED = doubleSpeed;
} else {
MOVE_SPEED = normalSpeed;
}
break;
case 'invincibility':
// Reset visual effect
for (var i = 0; i < wormSegments.length; i++) {
tween(wormSegments[i], {
alpha: 1
}, {
duration: 300
});
}
break;
}
powerupActive = false;
powerupType = null;
}
// Setup UI elements
function setupUI() {
// Score text
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -scoreTxt.width - 20;
scoreTxt.y = 20;
// Level text
var levelTxt = new Text2('Level: ' + gameLevel, {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(levelTxt);
levelTxt.x = -levelTxt.width - 20;
levelTxt.y = 100;
// High score text
var highScoreTxt = new Text2('Best: ' + highScore, {
size: 50,
fill: 0xFFD700
});
highScoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -highScoreTxt.width - 20;
highScoreTxt.y = 160;
// Next level text
var nextLevelTxt = new Text2('Next Level: ' + levelScore, {
size: 50,
fill: 0x32CD32
});
nextLevelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(nextLevelTxt);
nextLevelTxt.y = 20;
// Powerup indicator
var powerupTxt = new Text2('', {
size: 60,
fill: 0xFFFF00
});
powerupTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(powerupTxt);
powerupTxt.x = 120; // Keep away from the top-left 100x100 px area
powerupTxt.y = 20;
// Double tap speed indicator
var speedBoostTxt = new Text2('', {
size: 50,
fill: 0x3de07b
});
speedBoostTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(speedBoostTxt);
speedBoostTxt.x = 120; // Keep away from the top-left 100x100 px area
speedBoostTxt.y = 90;
// Start instructions
var instructionsTxt = new Text2('Tap to start\nDrag to move your worm\nEat food to grow', {
size: 80,
fill: 0xFFFFFF
});
instructionsTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(instructionsTxt);
// Update UI function
game.updateUI = function () {
scoreTxt.setText('Score: ' + score);
scoreTxt.x = -scoreTxt.width - 20;
levelTxt.setText('Level: ' + gameLevel);
levelTxt.x = -levelTxt.width - 20;
highScoreTxt.setText('Best: ' + highScore);
highScoreTxt.x = -highScoreTxt.width - 20;
nextLevelTxt.setText('Next Level: ' + (levelScore - score));
if (powerupActive) {
var timeLeft = Math.ceil(powerupTimeRemaining / 60);
powerupTxt.setText(powerupType.toUpperCase() + ': ' + timeLeft + 's');
} else {
powerupTxt.setText('');
}
// Update double tap speed boost indicator
if (doubleTapSpeed) {
var speedTimeLeft = Math.ceil(doubleTapSpeedTimer / 60);
speedBoostTxt.setText('SPEED BOOST: ' + speedTimeLeft + 's');
} else {
speedBoostTxt.setText('DOUBLE TAP TO BOOST');
speedBoostTxt.alpha = gameStarted ? 0.5 : 0;
}
if (gameStarted) {
instructionsTxt.alpha = 0;
}
};
}
// Initialize game
function initGame() {
// Reset game state
wormSegments = [];
foods = [];
obstacles = [];
powerups = [];
soilParticles = [];
score = 0;
movingToTarget = false;
wormAngle = 0;
foodTimer = 0;
obstacleTimer = 0;
powerupTimer = 0;
powerupActive = false;
powerupType = null;
powerupTimeRemaining = 0;
levelScore = gameLevel * 10;
MOVE_SPEED = normalSpeed;
doubleTapSpeed = false;
doubleTapSpeedTimer = 0;
lastTapTime = 0;
// Set background
createBackground();
// Create the worm
createWorm();
// Initial food
for (var i = 0; i < 3; i++) {
spawnFood();
}
// Initial obstacles based on level
for (var j = 0; j < Math.min(gameLevel, 5); j++) {
spawnObstacle();
}
// Setup UI
setupUI();
// Play background music
LK.playMusic('bgmusic');
}
// Initialize the game
initGame();
// Game logic update function
game.update = function () {
if (!gameStarted) {
return;
}
// Move worm head
var head = wormSegments[0];
if (movingToTarget) {
// Calculate angle to target
var dx = targetX - head.x;
var dy = targetY - head.y;
var targetAngle = Math.atan2(dy, dx);
// Smooth angle change
var angleDiff = targetAngle - wormAngle;
// Handle angle wrapping
if (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
if (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Apply gradual turning
wormAngle += angleDiff * TURNING_SPEED;
// Move in the current direction
head.savePosition();
head.x += Math.cos(wormAngle) * MOVE_SPEED;
head.y += Math.sin(wormAngle) * MOVE_SPEED;
// Create soil particles as the worm moves
if (LK.ticks % 3 === 0) {
createSoilEffect(head.x, head.y, 1);
}
// Check if close enough to target
if (getDistance(head.x, head.y, targetX, targetY) < 10) {
movingToTarget = false;
}
}
// Move body segments
for (var i = 1; i < wormSegments.length; i++) {
var segment = wormSegments[i];
var prevSegment = wormSegments[i - 1];
// Save current position before updating
segment.savePosition();
// Calculate direction to previous segment
var dx = prevSegment.prevX - segment.x;
var dy = prevSegment.prevY - segment.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Move towards the previous segment's saved position
if (distance > SEGMENT_SPACING) {
var moveRatio = (distance - SEGMENT_SPACING) / distance;
segment.x += dx * moveRatio;
segment.y += dy * moveRatio;
}
}
// Update soil particles
for (var p = soilParticles.length - 1; p >= 0; p--) {
var particle = soilParticles[p];
particle.update();
if (particle.lifespan <= 0 || particle.alpha <= 0) {
particle.destroy();
soilParticles.splice(p, 1);
}
}
// Boundary checking for worm head
if (head.x < 0) {
head.x = 0;
}
if (head.x > GAME_WIDTH) {
head.x = GAME_WIDTH;
}
if (head.y < 0) {
head.y = 0;
}
if (head.y > GAME_HEIGHT) {
head.y = GAME_HEIGHT;
}
// Check collisions with food
for (var f = foods.length - 1; f >= 0; f--) {
var food = foods[f];
food.update();
if (getDistance(head.x, head.y, food.x, food.y) < 40) {
// Eat food
score += food.value;
LK.setScore(score);
LK.getSound('eat').play();
// Add segments based on food value
for (var s = 0; s < food.value; s++) {
addWormSegment();
}
// Remove food
food.destroy();
foods.splice(f, 1);
// Create particle effect
createSoilEffect(food.x, food.y, 10);
}
}
// Check collisions with obstacles
for (var o = 0; o < obstacles.length; o++) {
var obstacle = obstacles[o];
if (getDistance(head.x, head.y, obstacle.x, obstacle.y) < 45) {
if (powerupActive && powerupType === 'invincibility') {
// Destroy obstacle if invincible
createSoilEffect(obstacle.x, obstacle.y, 15);
obstacle.destroy();
obstacles.splice(o, 1);
o--;
continue;
} else {
// Game over on collision
LK.getSound('hit').play();
LK.effects.flashScreen(0xFF0000, 500);
// Update high score
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
LK.showGameOver();
return;
}
}
}
// Check collisions with powerups
for (var pu = powerups.length - 1; pu >= 0; pu--) {
var powerup = powerups[pu];
powerup.update();
if (getDistance(head.x, head.y, powerup.x, powerup.y) < 40) {
// Collect powerup
activatePowerup(powerup.type);
// Remove powerup
powerup.destroy();
powerups.splice(pu, 1);
// Create particle effect
createSoilEffect(powerup.x, powerup.y, 15);
}
}
// Spawn new food
foodTimer++;
if (foodTimer >= SPAWN_FOOD_INTERVAL) {
spawnFood();
foodTimer = 0;
}
// Spawn new obstacles based on level
obstacleTimer++;
if (obstacleTimer >= SPAWN_OBSTACLE_INTERVAL && obstacles.length < gameLevel + 2) {
spawnObstacle();
obstacleTimer = 0;
}
// Spawn powerups occasionally
powerupTimer++;
if (powerupTimer >= SPAWN_POWERUP_INTERVAL) {
spawnPowerup();
powerupTimer = 0;
}
// Update powerup duration
if (powerupActive) {
powerupTimeRemaining--;
if (powerupTimeRemaining <= 0) {
endPowerupEffect();
}
}
// Handle double tap speed boost timer
if (doubleTapSpeed) {
doubleTapSpeedTimer--;
if (doubleTapSpeedTimer <= 0) {
doubleTapSpeed = false;
// Only reset speed if not under a speed powerup
if (!(powerupActive && powerupType === 'speed')) {
MOVE_SPEED = normalSpeed + gameLevel * 0.25;
if (MOVE_SPEED > normalSpeed * 2) {
MOVE_SPEED = normalSpeed * 2;
}
}
// Reset tint on worm segments
for (var i = 0; i < wormSegments.length; i++) {
tween(wormSegments[i], {
tint: 0xffffff
}, {
duration: 300
});
}
}
}
// Level up check
if (score >= levelScore) {
// Level up
gameLevel++;
storage.level = gameLevel;
levelScore = gameLevel * 10;
// Flash screen green
LK.effects.flashScreen(0x00FF00, 500);
// Speed increase with level
MOVE_SPEED = 5 + gameLevel * 0.25;
if (MOVE_SPEED > 10) {
MOVE_SPEED = 10;
}
}
// Update UI
game.updateUI();
};
// Event handlers
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
return;
}
// Check for double tap
var currentTime = Date.now();
if (currentTime - lastTapTime < 300) {
// 300ms is the threshold for double tap
// Double tap detected
if (!doubleTapSpeed) {
doubleTapSpeed = true;
doubleTapSpeedTimer = doubleTapSpeedDuration;
MOVE_SPEED = doubleSpeed;
// Visual feedback
var head = wormSegments[0];
if (head) {
// Create soil particle effect for feedback
createSoilEffect(head.x, head.y, 20);
// Flash worm head for speed boost visual
for (var i = 0; i < wormSegments.length; i++) {
tween(wormSegments[i], {
tint: 0x3de07b
}, {
duration: 300,
onFinish: function onFinish() {
tween(wormSegments[i], {
tint: 0xffffff
}, {
duration: 300
});
}
});
}
}
} else {
// Reset timer if already in double tap speed mode
doubleTapSpeedTimer = doubleTapSpeedDuration;
}
}
lastTapTime = currentTime;
targetX = x;
targetY = y;
movingToTarget = true;
};
game.move = function (x, y, obj) {
if (gameStarted) {
targetX = x;
targetY = y;
movingToTarget = true;
}
};
game.up = function (x, y, obj) {
// Keep moving to the last target point
}; ===================================================================
--- original.js
+++ change.js
@@ -9,97 +9,26 @@
/****
* Classes
****/
-var Food = Container.expand(function (foodType) {
+var Food = Container.expand(function (isSpecial) {
var self = Container.call(this);
- // Food types: normal, special, seed, insect, root, fruit
- self.foodType = foodType || 'normal';
- self.isSpecial = self.foodType === 'special';
- // Set value based on food type
- switch (self.foodType) {
- case 'normal':
- self.value = 1;
- break;
- case 'special':
- self.value = 3;
- break;
- case 'seed':
- self.value = 1;
- break;
- case 'insect':
- self.value = 2;
- break;
- case 'root':
- self.value = 2;
- break;
- case 'fruit':
- self.value = 4;
- break;
- default:
- self.value = 1;
- }
- // Attach the appropriate food graphic
- var foodGraphics = self.attachAsset('food_' + self.foodType, {
+ self.isSpecial = isSpecial || false;
+ self.value = self.isSpecial ? 3 : 1;
+ var foodGraphics = self.attachAsset(self.isSpecial ? 'food_special' : 'food_normal', {
anchorX: 0.5,
anchorY: 0.5
});
- // Add decoration for insect type
- if (self.foodType === 'insect') {
- // Add legs
- for (var i = 0; i < 3; i++) {
- var leftLeg = self.attachAsset('soil_particle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 0.5,
- rotation: Math.PI / 4 + i * Math.PI / 6,
- x: -5,
- y: -5 + i * 5
- });
- var rightLeg = self.attachAsset('soil_particle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 0.5,
- rotation: -Math.PI / 4 - i * Math.PI / 6,
- x: 5,
- y: -5 + i * 5
- });
- }
+ if (self.isSpecial) {
+ // Add pulsating animation for special food
+ self.pulseDirection = 1;
+ self.pulseMin = 0.85;
+ self.pulseMax = 1.15;
+ self.pulseSpeed = 0.01;
}
- // Add decoration for fruit type
- if (self.foodType === 'fruit') {
- var stem = self.attachAsset('soil_particle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.8,
- scaleY: 1.5,
- x: 0,
- y: -15
- });
- stem.tint = 0x006400; // Dark green
- }
- // Animations based on food type
- switch (self.foodType) {
- case 'special':
- case 'fruit':
- self.pulseDirection = 1;
- self.pulseMin = 0.85;
- self.pulseMax = 1.15;
- self.pulseSpeed = 0.01;
- break;
- case 'insect':
- self.moveDirection = Math.random() * Math.PI * 2;
- self.moveSpeed = 0.3;
- self.movementRange = 20;
- self.originalX = self.x;
- self.originalY = self.y;
- break;
- }
self.update = function () {
- // Pulsating effect for special foods and fruits
- if (self.foodType === 'special' || self.foodType === 'fruit') {
+ if (self.isSpecial) {
+ // Pulsating effect
if (self.pulseDirection > 0) {
foodGraphics.scale.x += self.pulseSpeed;
foodGraphics.scale.y += self.pulseSpeed;
if (foodGraphics.scale.x >= self.pulseMax) {
@@ -112,24 +41,8 @@
self.pulseDirection = 1;
}
}
}
- // Movement pattern for insects
- if (self.foodType === 'insect') {
- self.moveDirection += (Math.random() - 0.5) * 0.2;
- var newX = self.x + Math.cos(self.moveDirection) * self.moveSpeed;
- var newY = self.y + Math.sin(self.moveDirection) * self.moveSpeed;
- // Keep within movement range
- if (Math.abs(newX - self.originalX) < self.movementRange && Math.abs(newY - self.originalY) < self.movementRange) {
- self.x = newX;
- self.y = newY;
- } else {
- // Reverse direction if going too far
- self.moveDirection += Math.PI;
- }
- // Rotate insect in direction of movement
- foodGraphics.rotation = self.moveDirection;
- }
};
return self;
});
var Obstacle = Container.expand(function () {
@@ -184,163 +97,24 @@
}
};
return self;
});
-var Predator = Container.expand(function () {
- var self = Container.call(this);
- // Create predator body (mole or other underground creature)
- var body = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 1.5
- });
- body.tint = 0x606060; // Gray color for mole
- // Add eyes
- var leftEye = self.attachAsset('food_normal', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.4,
- scaleY: 0.4,
- x: -15,
- y: -10
- });
- leftEye.tint = 0xff0000; // Red eyes
- var rightEye = self.attachAsset('food_normal', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.4,
- scaleY: 0.4,
- x: 15,
- y: -10
- });
- rightEye.tint = 0xff0000;
- // Add teeth/claws
- var leftClaw = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 0.8,
- rotation: -Math.PI / 6,
- x: -20,
- y: 15
- });
- leftClaw.tint = 0xffffff;
- var rightClaw = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.3,
- scaleY: 0.8,
- rotation: Math.PI / 6,
- x: 20,
- y: 15
- });
- rightClaw.tint = 0xffffff;
- // Predator properties
- self.speed = 2;
- self.targetWorm = null;
- self.huntRadius = 300; // Detection range
- self.active = false;
- self.idleTime = 0;
- self.huntTime = 0;
- self.maxHuntTime = 300; // Hunt for 5 seconds max
- self.state = 'sleeping'; // sleeping, hunting, retreating
- // Update method to handle predator behavior
- self.update = function () {
- if (self.state === 'sleeping') {
- // Occasionally check if worm is nearby
- if (LK.ticks % 30 === 0 && self.targetWorm) {
- var wormHead = self.targetWorm[0];
- var distance = getDistance(self.x, self.y, wormHead.x, wormHead.y);
- // Activate if worm is within range
- if (distance < self.huntRadius) {
- self.state = 'hunting';
- self.huntTime = 0;
- // Flash eyes
- tween(leftEye, {
- alpha: 0
- }, {
- duration: 100,
- yoyo: true,
- repeat: 3
- });
- tween(rightEye, {
- alpha: 0
- }, {
- duration: 100,
- yoyo: true,
- repeat: 3
- });
- }
- }
- // Slightly wiggle while sleeping
- body.rotation = Math.sin(LK.ticks / 20) * 0.05;
- } else if (self.state === 'hunting') {
- // Hunt the worm
- if (self.targetWorm && self.targetWorm.length > 0) {
- var wormHead = self.targetWorm[0];
- var dx = wormHead.x - self.x;
- var dy = wormHead.y - self.y;
- var angle = Math.atan2(dy, dx);
- // Move toward the worm
- self.x += Math.cos(angle) * self.speed;
- self.y += Math.sin(angle) * self.speed;
- // Rotate to face direction of movement
- self.rotation = angle;
- // Create soil particles while moving
- if (LK.ticks % 5 === 0) {
- createSoilEffect(self.x, self.y, 2);
- }
- // Increase hunt time
- self.huntTime++;
- if (self.huntTime >= self.maxHuntTime) {
- // Give up after max hunt time
- self.state = 'retreating';
- }
- }
- } else if (self.state === 'retreating') {
- // Retreat underground
- self.alpha -= 0.02;
- if (self.alpha <= 0) {
- // Reset predator
- self.alpha = 1;
- // Move to a new random location
- self.x = Math.random() * (GAME_WIDTH - 200) + 100;
- self.y = Math.random() * (GAME_HEIGHT - 200) + 100;
- // Go back to sleeping
- self.state = 'sleeping';
- }
- }
- };
- return self;
-});
var SoilParticle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('soil_particle', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set tint method - allows changing the soil particle color
- self.tint = function (color) {
- particleGraphics.tint = color;
- };
self.alpha = Math.random() * 0.5 + 0.2;
self.lifespan = Math.random() * 30 + 15;
self.velocityX = (Math.random() - 0.5) * 2;
self.velocityY = (Math.random() - 0.5) * 2;
- // Random rotation
- self.rotation = Math.random() * Math.PI * 2;
- // Random scale for more varied soil particles
- self.scale = Math.random() * 0.5 + 0.75;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
- self.rotation += 0.02; // Slow rotation for visual interest
self.lifespan--;
- // Gradually fade out and get smaller
if (self.lifespan <= 10) {
self.alpha -= 0.1;
- self.scale -= 0.05;
}
};
return self;
});
@@ -350,73 +124,16 @@
var segmentGraphics = self.attachAsset(self.isHead ? 'worm_head' : 'worm_body', {
anchorX: 0.5,
anchorY: 0.5
});
- // Add details like eyes and mouth if this is the head
- if (self.isHead) {
- // Create mouth
- var mouth = self.attachAsset('worm_body', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.5,
- scaleY: 0.2,
- x: 10,
- y: 5
- });
- mouth.tint = 0x000000;
- // Left eye
- var leftEye = self.attachAsset('worm_body', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.25,
- scaleY: 0.25,
- x: 10,
- y: -10
- });
- leftEye.tint = 0x000000;
- // Right eye
- var rightEye = self.attachAsset('worm_body', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.25,
- scaleY: 0.25,
- x: 10,
- y: 10
- });
- rightEye.tint = 0x000000;
- // Add pulsating animation for head to simulate breathing
- self.pulseDirection = 1;
- self.pulseMin = 0.95;
- self.pulseMax = 1.05;
- self.pulseSpeed = 0.005;
- }
// Store previous position for smooth following
self.prevX = 0;
self.prevY = 0;
// Save position to follow
self.savePosition = function () {
self.prevX = self.x;
self.prevY = self.y;
};
- // Add update method to animate head
- if (self.isHead) {
- self.update = function () {
- // Pulsating effect
- if (self.pulseDirection > 0) {
- segmentGraphics.scale.x += self.pulseSpeed;
- segmentGraphics.scale.y += self.pulseSpeed;
- if (segmentGraphics.scale.x >= self.pulseMax) {
- self.pulseDirection = -1;
- }
- } else {
- segmentGraphics.scale.x -= self.pulseSpeed;
- segmentGraphics.scale.y -= self.pulseSpeed;
- if (segmentGraphics.scale.x <= self.pulseMin) {
- self.pulseDirection = 1;
- }
- }
- };
- }
return self;
});
/****
@@ -428,28 +145,8 @@
/****
* Game Code
****/
-// Spawn a predator
-function spawnPredator() {
- if (predators.length >= MAX_PREDATORS) {
- return;
- }
- var predator = new Predator();
- // Position predator randomly away from edges and worm head
- var head = wormSegments[0];
- do {
- predator.x = Math.random() * (GAME_WIDTH - 200) + 100;
- predator.y = Math.random() * (GAME_HEIGHT - 200) + 100;
- } while (getDistance(predator.x, predator.y, head.x, head.y) < 500);
- // Link to worm segments for tracking
- predator.targetWorm = wormSegments;
- // Add to game
- game.addChild(predator);
- predators.push(predator);
- // Create dramatic soil eruption effect
- createSoilEffect(predator.x, predator.y, 20);
-}
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var SEGMENT_SPACING = 30;
@@ -461,34 +158,13 @@
var SPAWN_OBSTACLE_INTERVAL = 180;
var SPAWN_POWERUP_INTERVAL = 600;
var SPECIAL_FOOD_CHANCE = 0.2;
var POWERUP_DURATION = 300;
-// Terrain constants
-var TERRAIN_TYPES = [{
- name: 'soil',
- color: 0x5d4037,
- speedModifier: 1.0
-}, {
- name: 'sand',
- color: 0xd2b48c,
- speedModifier: 1.2
-}, {
- name: 'clay',
- color: 0x8d6e63,
- speedModifier: 0.8
-}, {
- name: 'humus',
- color: 0x3e2723,
- speedModifier: 0.9
-}];
-var TERRAIN_SIZE = 400; // Size of terrain patches
-var currentTerrain = TERRAIN_TYPES[0]; // Default terrain
// Game variables
var wormSegments = [];
var foods = [];
var obstacles = [];
var powerups = [];
-var predators = [];
var soilParticles = [];
var targetX = 0;
var targetY = 0;
var score = 0;
@@ -498,57 +174,34 @@
var wormAngle = 0;
var foodTimer = 0;
var obstacleTimer = 0;
var powerupTimer = 0;
-var predatorTimer = 0;
-var SPAWN_PREDATOR_INTERVAL = 600; // 10 seconds at 60 FPS
-var MAX_PREDATORS = Math.min(Math.floor(gameLevel / 2), 3); // Cap at 3 predators
var powerupActive = false;
var powerupType = null;
var powerupTimeRemaining = 0;
var gameStarted = false;
var levelScore = gameLevel * 10;
-// Create background with terrain variations
+// Double tap variables
+var lastTapTime = 0;
+var doubleTapSpeed = false;
+var doubleTapSpeedDuration = 180; // Duration in frames (3 seconds at 60fps)
+var doubleTapSpeedTimer = 0;
+var normalSpeed = 5;
+var doubleSpeed = 10;
+// Create background with soil texture
function createBackground() {
var backgroundContainer = new Container();
game.addChild(backgroundContainer);
var tileSize = 100;
- // Create terrain patches
- var terrainPatches = [];
- for (var tx = 0; tx < GAME_WIDTH; tx += TERRAIN_SIZE) {
- for (var ty = 0; ty < GAME_HEIGHT; ty += TERRAIN_SIZE) {
- // Randomly select terrain type for this patch
- var terrainType = TERRAIN_TYPES[Math.floor(Math.random() * TERRAIN_TYPES.length)];
- terrainPatches.push({
- x: tx,
- y: ty,
- width: TERRAIN_SIZE,
- height: TERRAIN_SIZE,
- type: terrainType
- });
- }
- }
- // Create tiles based on terrain patches
for (var x = 0; x < GAME_WIDTH; x += tileSize) {
for (var y = 0; y < GAME_HEIGHT; y += tileSize) {
- // Determine which terrain patch this tile belongs to
- var terrainType = TERRAIN_TYPES[0]; // Default
- for (var i = 0; i < terrainPatches.length; i++) {
- var patch = terrainPatches[i];
- if (x >= patch.x && x < patch.x + patch.width && y >= patch.y && y < patch.y + patch.height) {
- terrainType = patch.type;
- break;
- }
- }
var tile = LK.getAsset('background_tile', {
anchorX: 0,
anchorY: 0,
width: tileSize,
height: tileSize,
alpha: 0.7 + Math.random() * 0.3
});
- tile.tint = terrainType.color;
- tile.terrainType = terrainType;
tile.x = x;
tile.y = y;
tile.rotation = Math.random() * Math.PI * 2;
tile.scale.x = 0.9 + Math.random() * 0.2;
@@ -583,41 +236,10 @@
wormSegments.push(newSegment);
}
// Spawn a food item at a random position
function spawnFood() {
- // Determine food type based on probabilities and level
- var foodTypes = ['normal', 'seed', 'insect', 'root', 'fruit', 'special'];
- var probabilities = [0.4 - gameLevel * 0.02,
- // normal (decreases with level)
- 0.2,
- // seed
- 0.15 + gameLevel * 0.01,
- // insect (increases with level)
- 0.15,
- // root
- 0.1 - gameLevel * 0.01,
- // fruit (decreases with level)
- Math.min(0.05 + gameLevel * 0.01, 0.2) // special (increases with level, capped at 20%)
- ];
- // Make sure probabilities add up to 1
- var sum = probabilities.reduce(function (a, b) {
- return a + b;
- }, 0);
- probabilities = probabilities.map(function (p) {
- return p / sum;
- });
- // Select food type based on weighted random
- var random = Math.random();
- var cumulativeProb = 0;
- var selectedFoodType = 'normal';
- for (var i = 0; i < foodTypes.length; i++) {
- cumulativeProb += probabilities[i];
- if (random <= cumulativeProb) {
- selectedFoodType = foodTypes[i];
- break;
- }
- }
- var food = new Food(selectedFoodType);
+ var isSpecial = Math.random() < SPECIAL_FOOD_CHANCE;
+ var food = new Food(isSpecial);
// Position food randomly away from edges
food.x = Math.random() * (GAME_WIDTH - 200) + 100;
food.y = Math.random() * (GAME_HEIGHT - 200) + 100;
// Make sure food doesn't overlap with obstacles
@@ -628,55 +250,11 @@
food.y = Math.random() * (GAME_HEIGHT - 200) + 100;
i = -1; // Reset loop to check again
}
}
- // For fruits and roots, try to place them in appropriate terrain if possible
- if (selectedFoodType === 'fruit' || selectedFoodType === 'root') {
- var attempts = 0;
- var placed = false;
- var desiredTerrain = selectedFoodType === 'fruit' ? 'humus' : 'clay';
- while (attempts < 5 && !placed) {
- var testX = Math.random() * (GAME_WIDTH - 200) + 100;
- var testY = Math.random() * (GAME_HEIGHT - 200) + 100;
- // Check terrain
- var terrainAtPosition = findTerrainAtPosition(testX, testY);
- if (terrainAtPosition && terrainAtPosition.name === desiredTerrain) {
- // Check obstacles
- var validPosition = true;
- for (var j = 0; j < obstacles.length; j++) {
- if (getDistance(testX, testY, obstacles[j].x, obstacles[j].y) < 100) {
- validPosition = false;
- break;
- }
- }
- if (validPosition) {
- food.x = testX;
- food.y = testY;
- placed = true;
- }
- }
- attempts++;
- }
- }
- // Save original position for insects
- if (selectedFoodType === 'insect') {
- food.originalX = food.x;
- food.originalY = food.y;
- }
game.addChild(food);
foods.push(food);
}
-// Helper function to determine terrain at a specific position
-function findTerrainAtPosition(x, y) {
- // Find the terrain patch this position belongs to
- for (var i = 0; i < TERRAIN_TYPES.length; i++) {
- var terrainX = Math.floor(x / TERRAIN_SIZE) * TERRAIN_SIZE;
- var terrainY = Math.floor(y / TERRAIN_SIZE) * TERRAIN_SIZE;
- // Return the terrain type for this patch (simplified approach)
- return TERRAIN_TYPES[Math.floor(Math.random() * TERRAIN_TYPES.length)];
- }
- return TERRAIN_TYPES[0]; // Default to first terrain type
-}
// Spawn an obstacle
function spawnObstacle() {
var obstacle = new Obstacle();
// Position obstacle randomly away from edges and worm head
@@ -708,24 +286,13 @@
game.addChild(powerup);
powerups.push(powerup);
}
// Create soil particles effect
-function createSoilEffect(x, y, count, color) {
+function createSoilEffect(x, y, count) {
for (var i = 0; i < count; i++) {
var particle = new SoilParticle();
- // Set position with slight randomization
- particle.x = x + (Math.random() - 0.5) * 10;
- particle.y = y + (Math.random() - 0.5) * 10;
- // Apply terrain color if provided
- if (color) {
- particle.tint = color;
- } else {
- // Use color from current terrain if no specific color is provided
- var terrainAtPosition = findTerrainAtPosition(x, y);
- if (terrainAtPosition) {
- particle.tint = terrainAtPosition.color;
- }
- }
+ particle.x = x;
+ particle.y = y;
game.addChild(particle);
soilParticles.push(particle);
}
}
@@ -741,9 +308,14 @@
LK.getSound('powerup').play();
// Apply power-up effects
switch (type) {
case 'speed':
- MOVE_SPEED *= 1.75;
+ // If already in double tap mode, don't reduce the speed
+ if (doubleTapSpeed) {
+ MOVE_SPEED = Math.max(MOVE_SPEED, normalSpeed * 1.75);
+ } else {
+ MOVE_SPEED *= 1.75;
+ }
break;
case 'invincibility':
// Visual effect for invincibility
for (var i = 0; i < wormSegments.length; i++) {
@@ -765,9 +337,14 @@
// End powerup effect
function endPowerupEffect() {
switch (powerupType) {
case 'speed':
- MOVE_SPEED = 5;
+ // If double tap speed is active, don't reduce the speed
+ if (doubleTapSpeed) {
+ MOVE_SPEED = doubleSpeed;
+ } else {
+ MOVE_SPEED = normalSpeed;
+ }
break;
case 'invincibility':
// Reset visual effect
for (var i = 0; i < wormSegments.length; i++) {
@@ -827,8 +404,17 @@
powerupTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(powerupTxt);
powerupTxt.x = 120; // Keep away from the top-left 100x100 px area
powerupTxt.y = 20;
+ // Double tap speed indicator
+ var speedBoostTxt = new Text2('', {
+ size: 50,
+ fill: 0x3de07b
+ });
+ speedBoostTxt.anchor.set(0, 0);
+ LK.gui.topLeft.addChild(speedBoostTxt);
+ speedBoostTxt.x = 120; // Keep away from the top-left 100x100 px area
+ speedBoostTxt.y = 90;
// Start instructions
var instructionsTxt = new Text2('Tap to start\nDrag to move your worm\nEat food to grow', {
size: 80,
fill: 0xFFFFFF
@@ -849,8 +435,16 @@
powerupTxt.setText(powerupType.toUpperCase() + ': ' + timeLeft + 's');
} else {
powerupTxt.setText('');
}
+ // Update double tap speed boost indicator
+ if (doubleTapSpeed) {
+ var speedTimeLeft = Math.ceil(doubleTapSpeedTimer / 60);
+ speedBoostTxt.setText('SPEED BOOST: ' + speedTimeLeft + 's');
+ } else {
+ speedBoostTxt.setText('DOUBLE TAP TO BOOST');
+ speedBoostTxt.alpha = gameStarted ? 0.5 : 0;
+ }
if (gameStarted) {
instructionsTxt.alpha = 0;
}
};
@@ -861,23 +455,23 @@
wormSegments = [];
foods = [];
obstacles = [];
powerups = [];
- predators = [];
soilParticles = [];
score = 0;
movingToTarget = false;
wormAngle = 0;
foodTimer = 0;
obstacleTimer = 0;
powerupTimer = 0;
- predatorTimer = 0;
powerupActive = false;
powerupType = null;
powerupTimeRemaining = 0;
levelScore = gameLevel * 10;
- MOVE_SPEED = 5;
- MAX_PREDATORS = Math.min(Math.floor(gameLevel / 2), 3); // Recalculate for current level
+ MOVE_SPEED = normalSpeed;
+ doubleTapSpeed = false;
+ doubleTapSpeedTimer = 0;
+ lastTapTime = 0;
// Set background
createBackground();
// Create the worm
createWorm();
@@ -918,25 +512,15 @@
angleDiff += Math.PI * 2;
}
// Apply gradual turning
wormAngle += angleDiff * TURNING_SPEED;
- // Determine terrain at current position
- var currentTerrainType = findTerrainAtPosition(head.x, head.y);
- var speedModifier = currentTerrainType ? currentTerrainType.speedModifier : 1.0;
- // Apply terrain effects to movement
- var adjustedSpeed = MOVE_SPEED * speedModifier;
- if (powerupActive && powerupType === 'speed') {
- adjustedSpeed *= 1.75; // Apply speed powerup with terrain modifier
- }
- // Move in the current direction with terrain-adjusted speed
+ // Move in the current direction
head.savePosition();
- head.x += Math.cos(wormAngle) * adjustedSpeed;
- head.y += Math.sin(wormAngle) * adjustedSpeed;
+ head.x += Math.cos(wormAngle) * MOVE_SPEED;
+ head.y += Math.sin(wormAngle) * MOVE_SPEED;
// Create soil particles as the worm moves
if (LK.ticks % 3 === 0) {
- var particleCount = speedModifier > 1 ? 2 : 1; // More particles in sand (faster terrain)
- var particleColor = currentTerrainType ? currentTerrainType.color : 0x8b4513;
- createSoilEffect(head.x, head.y, particleCount, particleColor);
+ createSoilEffect(head.x, head.y, 1);
}
// Check if close enough to target
if (getDistance(head.x, head.y, targetX, targetY) < 10) {
movingToTarget = false;
@@ -1057,49 +641,37 @@
if (powerupTimer >= SPAWN_POWERUP_INTERVAL) {
spawnPowerup();
powerupTimer = 0;
}
- // Spawn predators if game level is high enough
- if (gameLevel >= 2) {
- predatorTimer++;
- if (predatorTimer >= SPAWN_PREDATOR_INTERVAL && predators.length < MAX_PREDATORS) {
- spawnPredator();
- predatorTimer = 0;
- }
- // Update predators
- for (var pr = predators.length - 1; pr >= 0; pr--) {
- var predator = predators[pr];
- predator.update();
- // Check for collisions with worm head
- var head = wormSegments[0];
- if (getDistance(head.x, head.y, predator.x, predator.y) < 50 && predator.state === 'hunting' && predator.alpha > 0.5) {
- if (powerupActive && powerupType === 'invincibility') {
- // Destroy predator if invincible
- createSoilEffect(predator.x, predator.y, 25);
- predator.destroy();
- predators.splice(pr, 1);
- } else {
- // Game over on collision
- LK.getSound('hit').play();
- LK.effects.flashScreen(0xFF0000, 500);
- // Update high score
- if (score > highScore) {
- highScore = score;
- storage.highScore = highScore;
- }
- LK.showGameOver();
- return;
- }
- }
- }
- }
// Update powerup duration
if (powerupActive) {
powerupTimeRemaining--;
if (powerupTimeRemaining <= 0) {
endPowerupEffect();
}
}
+ // Handle double tap speed boost timer
+ if (doubleTapSpeed) {
+ doubleTapSpeedTimer--;
+ if (doubleTapSpeedTimer <= 0) {
+ doubleTapSpeed = false;
+ // Only reset speed if not under a speed powerup
+ if (!(powerupActive && powerupType === 'speed')) {
+ MOVE_SPEED = normalSpeed + gameLevel * 0.25;
+ if (MOVE_SPEED > normalSpeed * 2) {
+ MOVE_SPEED = normalSpeed * 2;
+ }
+ }
+ // Reset tint on worm segments
+ for (var i = 0; i < wormSegments.length; i++) {
+ tween(wormSegments[i], {
+ tint: 0xffffff
+ }, {
+ duration: 300
+ });
+ }
+ }
+ }
// Level up check
if (score >= levelScore) {
// Level up
gameLevel++;
@@ -1121,8 +693,44 @@
if (!gameStarted) {
gameStarted = true;
return;
}
+ // Check for double tap
+ var currentTime = Date.now();
+ if (currentTime - lastTapTime < 300) {
+ // 300ms is the threshold for double tap
+ // Double tap detected
+ if (!doubleTapSpeed) {
+ doubleTapSpeed = true;
+ doubleTapSpeedTimer = doubleTapSpeedDuration;
+ MOVE_SPEED = doubleSpeed;
+ // Visual feedback
+ var head = wormSegments[0];
+ if (head) {
+ // Create soil particle effect for feedback
+ createSoilEffect(head.x, head.y, 20);
+ // Flash worm head for speed boost visual
+ for (var i = 0; i < wormSegments.length; i++) {
+ tween(wormSegments[i], {
+ tint: 0x3de07b
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(wormSegments[i], {
+ tint: 0xffffff
+ }, {
+ duration: 300
+ });
+ }
+ });
+ }
+ }
+ } else {
+ // Reset timer if already in double tap speed mode
+ doubleTapSpeedTimer = doubleTapSpeedDuration;
+ }
+ }
+ lastTapTime = currentTime;
targetX = x;
targetY = y;
movingToTarget = true;
};