User prompt
En küçük balıklara çarpınca ölmesin
User prompt
Sol alt köşedeki yazı biraz daha büyük olsun
User prompt
Balık büyüdükçe rengi değişsin
User prompt
Yeşil balıkları yiyince ölmesin
User prompt
Denizin dibinde mercan gibi şeyler olsun
User prompt
Balıklara pul gibi ayrıntılar ekle
User prompt
Yedikçe daha büyük balıklar gelsin
User prompt
Küçük balıklar fazla kaçmasın
User prompt
Baloncuklar az olsun
User prompt
Yeşil balıklar biraz daha çok olsun
User prompt
Balıkların boyutunda sayısına göre büyük olsun
User prompt
Sadece 1,2,3,4 gibi sayılar olsun ve yazıların puntolu daha büyük olsun
User prompt
Balıkların üzerinde büyüklüklerinin sayısı yazsın
Code edit (1 edits merged)
Please save this source code
User prompt
Hungry Fish Frenzy
Initial prompt
Ben bir balık yeme oyununyapmak istiyorum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bubble = Container.expand(function () { var self = Container.call(this); var size = 20 + Math.random() * 40; var bubbleGraphic = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5, width: size, height: size, alpha: 0.6 }); self.speed = 1 + Math.random() * 2; self.update = function () { self.y -= self.speed; // Add slight horizontal drift self.x += Math.sin(LK.ticks / 20 + self.y / 100) * 0.5; // Remove when offscreen if (self.y < -50) { self.destroy(); } }; return self; }); var Coral = Container.expand(function () { var self = Container.call(this); var coralGraphic = self.attachAsset('coral', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Coral does not move, so no update logic is needed }; return self; }); var Fish = Container.expand(function (type, size, speed, color) { var self = Container.call(this); self.type = type || 'player'; self.fishSize = size || 1; self.speed = speed || 3; self.fishColor = color || 0x3498db; self.direction = 1; // 1 = right, -1 = left // Create fish body var fishBody = self.attachAsset(type + 'Fish', { anchorX: 0.5, anchorY: 0.5 }); // Add scales to fish body var scaleCount = Math.floor(self.fishSize * 5); for (var s = 0; s < scaleCount; s++) { var scale = LK.getAsset('bubble', { anchorX: 0.5, anchorY: 0.5, width: 5, height: 5, tint: 0xFFFFFF }); scale.x = (Math.random() - 0.5) * fishBody.width * 0.8; scale.y = (Math.random() - 0.5) * fishBody.height * 0.8; self.addChild(scale); } // Create eye var eyeSize = self.type === 'large' ? self.fishSize * 5 : self.fishSize * 10; var eye = LK.getAsset('bubble', { anchorX: 0.5, anchorY: 0.5, width: eyeSize, height: eyeSize, tint: 0xffffff }); eye.x = type === 'player' ? 30 : fishBody.width * 0.3; eye.y = type === 'player' ? -10 : -fishBody.height * 0.1; self.addChild(eye); // Create pupil var pupil = LK.getAsset('bubble', { anchorX: 0.5, anchorY: 0.5, width: eyeSize * 0.5, height: eyeSize * 0.5, tint: 0x000000 }); pupil.x = eye.x + 2; pupil.y = eye.y; self.addChild(pupil); // Create tail var tail = LK.getAsset('foodParticle', { anchorX: 0.5, anchorY: 0.5, width: fishBody.width * 0.4, height: fishBody.height * 0.6, tint: self.fishColor - 0x202020 // Darker shade of the fish color }); tail.x = type === 'player' ? -40 : -fishBody.width * 0.4; self.addChild(tail); // Set fish properties self.width = fishBody.width; self.height = fishBody.height; self.originalWidth = fishBody.width; self.originalHeight = fishBody.height; // Movement AI for non-player fish self.updateMovement = function () { if (self.type !== 'player') { // Random direction change if (self.type !== 'small' && Math.random() < 0.005) { self.direction = -self.direction; self.scale.x = -self.direction; } // Random vertical movement if (Math.random() < 0.05) { self.verticalDirection = Math.random() > 0.5 ? 1 : -1; } // Move horizontally self.x += self.speed * self.direction; // Move vertically if direction is set if (self.verticalDirection) { self.y += self.verticalDirection * (self.speed * 0.5); // Stop vertical movement randomly if (Math.random() < 0.1) { self.verticalDirection = 0; } } // Wrap around screen if (self.x < -100) { self.x = 2148; } if (self.x > 2148) { self.x = -100; } // Bounce off top and bottom if (self.y < 100) { self.y = 100; self.verticalDirection = 1; } if (self.y > 2632) { self.y = 2632; self.verticalDirection = -1; } } }; // Fish can eat other fish that are smaller than them self.canEat = function (otherFish) { return self.fishSize > otherFish.fishSize * 1.2; }; // Grow fish size self.grow = function (amount) { self.fishSize += amount; var newScale = 0.5 + self.fishSize * 0.5; tween(self.scale, { x: self.direction * newScale, y: newScale }, { duration: 300, easing: tween.elasticOut }); if (self.type === 'player') { LK.getSound('grow').play(); } }; // Check if this fish is visible on screen self.isOnScreen = function () { return self.x >= -100 && self.x <= 2148 && self.y >= -100 && self.y <= 2832; }; // Update method called every frame self.update = function () { self.updateMovement(); if (LK.ticks % 360 === 0) { // Create a bubble every 360 frames (10 bubbles per minute at 60 FPS) var bubble = new Bubble(); bubble.x = self.x + (self.direction === 1 ? fishBody.width / 2 : -fishBody.width / 2); bubble.y = self.y; game.addChild(bubble); bubbles.push(bubble); } }; // Create size text var sizeText = new Text2(self.fishSize.toFixed(0), { // Display size as an integer size: 50, // Increase font size fill: 0xFFFFFF }); sizeText.anchor.set(0.5, 1); sizeText.y = -fishBody.height / 2 - 10; self.addChild(sizeText); // Update size text when fish grows self.grow = function (amount) { self.fishSize += amount; var newScale = 1 + (self.fishSize - 1) * 0.2; tween(self.scale, { x: self.direction * newScale, y: newScale }, { duration: 300, easing: tween.elasticOut }); sizeText.setText(self.fishSize.toFixed(1)); // Update size text with one decimal place sizeText.scale.set(newScale); // Adjust text size based on fish size if (self.type === 'player') { LK.getSound('grow').play(); // Display 'Nice' or 'Cool' text randomly var growText = Math.random() > 0.5 ? 'Nice' : 'Cool'; var growTextDisplay = new Text2(growText, { size: 100, fill: 0xFFFFFF }); growTextDisplay.anchor.set(1, 0); // Set anchor to top-right corner growTextDisplay.x = self.width / 2; // Position at the top-right corner of the fish growTextDisplay.y = -self.height / 2; self.addChild(growTextDisplay); tween(growTextDisplay, { alpha: 0, y: growTextDisplay.y - 50 }, { duration: 1000, onComplete: function onComplete() { growTextDisplay.destroy(); } }); // Change color based on size if (self.fishSize < 2) { self.fishColor = 0x3498db; // Blue } else if (self.fishSize < 3) { self.fishColor = 0xe74c3c; // Red } else { self.fishColor = 0x9b59b6; // Purple } fishBody.tint = self.fishColor; tail.tint = self.fishColor; } }; return self; }); var FoodParticle = Container.expand(function () { var self = Container.call(this); var foodGraphic = self.attachAsset('foodParticle', { anchorX: 0.5, anchorY: 0.5 }); self.value = 0.1; self.speed = 0.5 + Math.random() * 1; // Slowly sink self.update = function () { self.y += self.speed; // Add slight horizontal drift self.x += Math.sin(LK.ticks / 10 + self.y / 100) * 0.3; // Remove when offscreen if (self.y > 2800) { self.destroy(); } }; return self; }); var Powerup = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'speed'; var powerupGraphic = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); // Different colors for different power-ups if (self.type === 'speed') { powerupGraphic.tint = 0xe67e22; // Orange } else if (self.type === 'invincibility') { powerupGraphic.tint = 0xe74c3c; // Red } else if (self.type === 'magnet') { powerupGraphic.tint = 0x9b59b6; // Purple } // Floating animation self.update = function () { self.y += Math.sin(LK.ticks / 10) * 0.5; // Slowly sink if (LK.ticks % 3 === 0) { self.y += 0.5; } // Remove when offscreen if (self.y > 2800) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4682B4 // Steel blue color }); /**** * Game Code ****/ // Game variables var player; var enemies = []; var bubbles = []; var foodParticles = []; var powerups = []; var score = 0; var highScore = storage.highScore || 0; var playerIsInvincible = false; var hasMagnet = false; var isGameActive = true; // Game difficulty settings var difficulty = 1; var maxEnemies = 15; var enemySpawnRate = 120; // frames between enemy spawns var foodSpawnRate = 60; // frames between food spawns var powerupSpawnRate = 600; // frames between powerup spawns // Track if player is being dragged var isDragging = false; // Setup UI elements var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); scoreText.x = 150; scoreText.y = 50; var highScoreText = new Text2('High Score: ' + highScore, { size: 50, fill: 0xFFFFFF }); highScoreText.anchor.set(1, 0); LK.gui.topRight.addChild(highScoreText); highScoreText.x = -50; highScoreText.y = 120; var sizeText = new Text2('Size: 1.0', { size: 60, fill: 0xFFFFFF }); sizeText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(sizeText); sizeText.x = 50; sizeText.y = -50; var statusText = new Text2('', { size: 45, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0); LK.gui.top.addChild(statusText); statusText.y = 120; // Initialize player fish function initializeGame() { // Add coral objects to the game for (var i = 0; i < 5; i++) { var coral = new Coral(); coral.x = 200 + i * 700; // Further increased spacing between corals coral.y = 2500; game.addChild(coral); } // Add seaweed and rocks to the game for (var j = 0; j < 3; j++) { var seaweed = new Coral(); seaweed.x = 400 + j * 600; seaweed.y = 2600; game.addChild(seaweed); } for (var k = 0; k < 3; k++) { var rock = new Coral(); rock.x = 600 + k * 800; rock.y = 2700; game.addChild(rock); } // Reset game state player = new Fish('player', 1, 3, 0x3498db); // Reduced speed from 5 to 3 for heavier movement player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Reset game state enemies = []; bubbles = []; foodParticles = []; powerups = []; score = 0; playerIsInvincible = false; hasMagnet = false; isGameActive = true; difficulty = 1; // Update UI scoreText.setText('Score: 0'); sizeText.setText('Size: 1.0'); statusText.setText(''); // Start game music LK.playMusic('oceanTheme'); } // Initialize the game initializeGame(); // Function to spawn bubbles function spawnBubble() { if (Math.random() < 0.02) { var bubble = new Bubble(); bubble.x = Math.random() * 2048; bubble.y = 2732 + 50; game.addChild(bubble); bubbles.push(bubble); } } // Function to spawn food particles function spawnFood() { if (LK.ticks % foodSpawnRate === 0) { var food = new FoodParticle(); food.x = Math.random() * 2048; food.y = -50; game.addChild(food); foodParticles.push(food); } } // Function to spawn power-ups function spawnPowerup() { if (LK.ticks % powerupSpawnRate === 0 && Math.random() < 0.3) { var types = ['speed', 'invincibility', 'magnet']; var type = types[Math.floor(Math.random() * types.length)]; var powerup = new Powerup(type); powerup.x = 100 + Math.random() * (2048 - 200); powerup.y = -50; game.addChild(powerup); powerups.push(powerup); } } // Function to spawn enemy fish function spawnEnemy() { if (LK.ticks % enemySpawnRate === 0 && enemies.length < maxEnemies) { // Decide fish size relative to player var sizeFactor; var rnd = Math.random(); if (rnd < 0.6) { // 60% chance for smaller fish sizeFactor = 0.5 + Math.random() * 0.4; } else if (rnd < 0.85) { // 25% chance for similar sized fish sizeFactor = 0.9 + Math.random() * 0.2; } else { // 15% chance for larger fish sizeFactor = 1.2 + Math.random() * (difficulty * 0.5); } var fishSize = player.fishSize * sizeFactor; // Determine fish type based on size var fishType; if (fishSize < 1) { fishType = 'small'; } else if (fishSize < 2) { fishType = 'medium'; } else { fishType = 'large'; } // Create the enemy var enemy = new Fish(fishType, fishSize, 1 + Math.random() * 3); // Position on either left or right side of screen var fromLeft = Math.random() > 0.5; enemy.x = fromLeft ? -100 : 2148; enemy.y = 200 + Math.random() * (2732 - 400); enemy.direction = fromLeft ? 1 : -1; enemy.scale.x = enemy.direction; // Add to game game.addChild(enemy); enemies.push(enemy); } } // Function to check collisions between player and other entities function checkCollisions() { if (!isGameActive) { return; } // Check collisions with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // If enemy is off-screen for too long, remove it if (!enemy.isOnScreen() && (enemy.x < -200 || enemy.x > 2248)) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player if (player.intersects(enemy)) { if (player.canEat(enemy) || playerIsInvincible) { // Player eats enemy var growAmount = enemy.fishSize * 0.1; player.grow(growAmount); // Update score score += Math.floor(enemy.fishSize * 10) + Math.floor(enemy.fishSize); scoreText.setText('Score: ' + score); sizeText.setText('Size: ' + player.fishSize.toFixed(1)); // Display 'Kill' text statusText.setText('Kill'); LK.setTimeout(function () { statusText.setText(''); }, 1000); // Check for high score if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreText.setText('High Score: ' + highScore); } // Remove enemy enemy.destroy(); enemies.splice(i, 1); // Play eat sound LK.getSound('eat').play(); // Increase difficulty if (score > difficulty * 100) { difficulty++; enemySpawnRate = Math.max(40, 120 - difficulty * 5); foodSpawnRate = Math.max(30, 60 - difficulty * 2); } } else if (!playerIsInvincible && enemy.fishColor !== 0x2ecc71 && enemy.type !== 'small') { // Player gets eaten LK.effects.flashScreen(0xff0000, 1000); statusText.setText('Kill'); isGameActive = false; LK.showGameOver(); // End the game and show game over screen } } } // Check collisions with food particles for (var j = foodParticles.length - 1; j >= 0; j--) { var food = foodParticles[j]; // If food is magnet-attracted if (hasMagnet) { var dx = player.x - food.x; var dy = player.y - food.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 300) { var factor = 0.05; food.x += dx * factor; food.y += dy * factor; } } // Check collision if (player.intersects(food)) { // Player eats food player.grow(food.value); score += 1; scoreText.setText('Score: ' + score); sizeText.setText('Size: ' + player.fishSize.toFixed(1)); // Check for high score if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreText.setText('High Score: ' + highScore); } // Remove food food.destroy(); foodParticles.splice(j, 1); } } // Check collisions with powerups for (var k = powerups.length - 1; k >= 0; k--) { var powerup = powerups[k]; if (player.intersects(powerup)) { // Apply powerup effect if (powerup.type === 'speed') { // Speed boost player.speed = 10; statusText.setText('Speed Boost!'); LK.setTimeout(function () { player.speed = 5; statusText.setText(''); }, 5000); } else if (powerup.type === 'invincibility') { // Invincibility playerIsInvincible = true; statusText.setText('Invincible!'); player.alpha = 0.7; LK.setTimeout(function () { playerIsInvincible = false; statusText.setText(''); player.alpha = 1; }, 7000); } else if (powerup.type === 'magnet') { // Food magnet hasMagnet = true; statusText.setText('Food Magnet!'); LK.setTimeout(function () { hasMagnet = false; statusText.setText(''); }, 10000); } // Remove powerup powerup.destroy(); powerups.splice(k, 1); } } } // Update game state game.update = function () { if (!isGameActive) { return; } // Spawn entities spawnBubble(); spawnFood(); spawnEnemy(); spawnPowerup(); // Update entities that don't have auto-update for (var i = 0; i < bubbles.length; i++) { if (bubbles[i] && typeof bubbles[i].update === 'function') { bubbles[i].update(); } } for (var j = 0; j < foodParticles.length; j++) { if (foodParticles[j] && typeof foodParticles[j].update === 'function') { foodParticles[j].update(); } } for (var k = 0; k < powerups.length; k++) { if (powerups[k] && typeof powerups[k].update === 'function') { powerups[k].update(); } } // Check collisions checkCollisions(); // Update player direction based on movement if (isDragging && player.lastX) { if (player.x > player.lastX + 5) { player.direction = 1; player.scale.x = player.direction * (1 + (player.fishSize - 1) * 0.2); } else if (player.x < player.lastX - 5) { player.direction = -1; player.scale.x = player.direction * (1 + (player.fishSize - 1) * 0.2); } } // Store player's last position player.lastX = player.x; player.lastY = player.y; }; // Handle touch/mouse input for player movement game.down = function (x, y) { isDragging = true; player.x = x; player.y = y; }; game.move = function (x, y) { if (isDragging) { player.x = x; player.y = y; } }; game.up = function () { isDragging = false; };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bubble = Container.expand(function () {
var self = Container.call(this);
var size = 20 + Math.random() * 40;
var bubbleGraphic = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
width: size,
height: size,
alpha: 0.6
});
self.speed = 1 + Math.random() * 2;
self.update = function () {
self.y -= self.speed;
// Add slight horizontal drift
self.x += Math.sin(LK.ticks / 20 + self.y / 100) * 0.5;
// Remove when offscreen
if (self.y < -50) {
self.destroy();
}
};
return self;
});
var Coral = Container.expand(function () {
var self = Container.call(this);
var coralGraphic = self.attachAsset('coral', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Coral does not move, so no update logic is needed
};
return self;
});
var Fish = Container.expand(function (type, size, speed, color) {
var self = Container.call(this);
self.type = type || 'player';
self.fishSize = size || 1;
self.speed = speed || 3;
self.fishColor = color || 0x3498db;
self.direction = 1; // 1 = right, -1 = left
// Create fish body
var fishBody = self.attachAsset(type + 'Fish', {
anchorX: 0.5,
anchorY: 0.5
});
// Add scales to fish body
var scaleCount = Math.floor(self.fishSize * 5);
for (var s = 0; s < scaleCount; s++) {
var scale = LK.getAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
width: 5,
height: 5,
tint: 0xFFFFFF
});
scale.x = (Math.random() - 0.5) * fishBody.width * 0.8;
scale.y = (Math.random() - 0.5) * fishBody.height * 0.8;
self.addChild(scale);
}
// Create eye
var eyeSize = self.type === 'large' ? self.fishSize * 5 : self.fishSize * 10;
var eye = LK.getAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
width: eyeSize,
height: eyeSize,
tint: 0xffffff
});
eye.x = type === 'player' ? 30 : fishBody.width * 0.3;
eye.y = type === 'player' ? -10 : -fishBody.height * 0.1;
self.addChild(eye);
// Create pupil
var pupil = LK.getAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
width: eyeSize * 0.5,
height: eyeSize * 0.5,
tint: 0x000000
});
pupil.x = eye.x + 2;
pupil.y = eye.y;
self.addChild(pupil);
// Create tail
var tail = LK.getAsset('foodParticle', {
anchorX: 0.5,
anchorY: 0.5,
width: fishBody.width * 0.4,
height: fishBody.height * 0.6,
tint: self.fishColor - 0x202020 // Darker shade of the fish color
});
tail.x = type === 'player' ? -40 : -fishBody.width * 0.4;
self.addChild(tail);
// Set fish properties
self.width = fishBody.width;
self.height = fishBody.height;
self.originalWidth = fishBody.width;
self.originalHeight = fishBody.height;
// Movement AI for non-player fish
self.updateMovement = function () {
if (self.type !== 'player') {
// Random direction change
if (self.type !== 'small' && Math.random() < 0.005) {
self.direction = -self.direction;
self.scale.x = -self.direction;
}
// Random vertical movement
if (Math.random() < 0.05) {
self.verticalDirection = Math.random() > 0.5 ? 1 : -1;
}
// Move horizontally
self.x += self.speed * self.direction;
// Move vertically if direction is set
if (self.verticalDirection) {
self.y += self.verticalDirection * (self.speed * 0.5);
// Stop vertical movement randomly
if (Math.random() < 0.1) {
self.verticalDirection = 0;
}
}
// Wrap around screen
if (self.x < -100) {
self.x = 2148;
}
if (self.x > 2148) {
self.x = -100;
}
// Bounce off top and bottom
if (self.y < 100) {
self.y = 100;
self.verticalDirection = 1;
}
if (self.y > 2632) {
self.y = 2632;
self.verticalDirection = -1;
}
}
};
// Fish can eat other fish that are smaller than them
self.canEat = function (otherFish) {
return self.fishSize > otherFish.fishSize * 1.2;
};
// Grow fish size
self.grow = function (amount) {
self.fishSize += amount;
var newScale = 0.5 + self.fishSize * 0.5;
tween(self.scale, {
x: self.direction * newScale,
y: newScale
}, {
duration: 300,
easing: tween.elasticOut
});
if (self.type === 'player') {
LK.getSound('grow').play();
}
};
// Check if this fish is visible on screen
self.isOnScreen = function () {
return self.x >= -100 && self.x <= 2148 && self.y >= -100 && self.y <= 2832;
};
// Update method called every frame
self.update = function () {
self.updateMovement();
if (LK.ticks % 360 === 0) {
// Create a bubble every 360 frames (10 bubbles per minute at 60 FPS)
var bubble = new Bubble();
bubble.x = self.x + (self.direction === 1 ? fishBody.width / 2 : -fishBody.width / 2);
bubble.y = self.y;
game.addChild(bubble);
bubbles.push(bubble);
}
};
// Create size text
var sizeText = new Text2(self.fishSize.toFixed(0), {
// Display size as an integer
size: 50,
// Increase font size
fill: 0xFFFFFF
});
sizeText.anchor.set(0.5, 1);
sizeText.y = -fishBody.height / 2 - 10;
self.addChild(sizeText);
// Update size text when fish grows
self.grow = function (amount) {
self.fishSize += amount;
var newScale = 1 + (self.fishSize - 1) * 0.2;
tween(self.scale, {
x: self.direction * newScale,
y: newScale
}, {
duration: 300,
easing: tween.elasticOut
});
sizeText.setText(self.fishSize.toFixed(1)); // Update size text with one decimal place
sizeText.scale.set(newScale); // Adjust text size based on fish size
if (self.type === 'player') {
LK.getSound('grow').play();
// Display 'Nice' or 'Cool' text randomly
var growText = Math.random() > 0.5 ? 'Nice' : 'Cool';
var growTextDisplay = new Text2(growText, {
size: 100,
fill: 0xFFFFFF
});
growTextDisplay.anchor.set(1, 0); // Set anchor to top-right corner
growTextDisplay.x = self.width / 2; // Position at the top-right corner of the fish
growTextDisplay.y = -self.height / 2;
self.addChild(growTextDisplay);
tween(growTextDisplay, {
alpha: 0,
y: growTextDisplay.y - 50
}, {
duration: 1000,
onComplete: function onComplete() {
growTextDisplay.destroy();
}
});
// Change color based on size
if (self.fishSize < 2) {
self.fishColor = 0x3498db; // Blue
} else if (self.fishSize < 3) {
self.fishColor = 0xe74c3c; // Red
} else {
self.fishColor = 0x9b59b6; // Purple
}
fishBody.tint = self.fishColor;
tail.tint = self.fishColor;
}
};
return self;
});
var FoodParticle = Container.expand(function () {
var self = Container.call(this);
var foodGraphic = self.attachAsset('foodParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 0.1;
self.speed = 0.5 + Math.random() * 1;
// Slowly sink
self.update = function () {
self.y += self.speed;
// Add slight horizontal drift
self.x += Math.sin(LK.ticks / 10 + self.y / 100) * 0.3;
// Remove when offscreen
if (self.y > 2800) {
self.destroy();
}
};
return self;
});
var Powerup = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'speed';
var powerupGraphic = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
// Different colors for different power-ups
if (self.type === 'speed') {
powerupGraphic.tint = 0xe67e22; // Orange
} else if (self.type === 'invincibility') {
powerupGraphic.tint = 0xe74c3c; // Red
} else if (self.type === 'magnet') {
powerupGraphic.tint = 0x9b59b6; // Purple
}
// Floating animation
self.update = function () {
self.y += Math.sin(LK.ticks / 10) * 0.5;
// Slowly sink
if (LK.ticks % 3 === 0) {
self.y += 0.5;
}
// Remove when offscreen
if (self.y > 2800) {
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x4682B4 // Steel blue color
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var bubbles = [];
var foodParticles = [];
var powerups = [];
var score = 0;
var highScore = storage.highScore || 0;
var playerIsInvincible = false;
var hasMagnet = false;
var isGameActive = true;
// Game difficulty settings
var difficulty = 1;
var maxEnemies = 15;
var enemySpawnRate = 120; // frames between enemy spawns
var foodSpawnRate = 60; // frames between food spawns
var powerupSpawnRate = 600; // frames between powerup spawns
// Track if player is being dragged
var isDragging = false;
// Setup UI elements
var scoreText = new Text2('Score: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.top.addChild(scoreText);
scoreText.x = 150;
scoreText.y = 50;
var highScoreText = new Text2('High Score: ' + highScore, {
size: 50,
fill: 0xFFFFFF
});
highScoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(highScoreText);
highScoreText.x = -50;
highScoreText.y = 120;
var sizeText = new Text2('Size: 1.0', {
size: 60,
fill: 0xFFFFFF
});
sizeText.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(sizeText);
sizeText.x = 50;
sizeText.y = -50;
var statusText = new Text2('', {
size: 45,
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0);
LK.gui.top.addChild(statusText);
statusText.y = 120;
// Initialize player fish
function initializeGame() {
// Add coral objects to the game
for (var i = 0; i < 5; i++) {
var coral = new Coral();
coral.x = 200 + i * 700; // Further increased spacing between corals
coral.y = 2500;
game.addChild(coral);
}
// Add seaweed and rocks to the game
for (var j = 0; j < 3; j++) {
var seaweed = new Coral();
seaweed.x = 400 + j * 600;
seaweed.y = 2600;
game.addChild(seaweed);
}
for (var k = 0; k < 3; k++) {
var rock = new Coral();
rock.x = 600 + k * 800;
rock.y = 2700;
game.addChild(rock);
}
// Reset game state
player = new Fish('player', 1, 3, 0x3498db); // Reduced speed from 5 to 3 for heavier movement
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// Reset game state
enemies = [];
bubbles = [];
foodParticles = [];
powerups = [];
score = 0;
playerIsInvincible = false;
hasMagnet = false;
isGameActive = true;
difficulty = 1;
// Update UI
scoreText.setText('Score: 0');
sizeText.setText('Size: 1.0');
statusText.setText('');
// Start game music
LK.playMusic('oceanTheme');
}
// Initialize the game
initializeGame();
// Function to spawn bubbles
function spawnBubble() {
if (Math.random() < 0.02) {
var bubble = new Bubble();
bubble.x = Math.random() * 2048;
bubble.y = 2732 + 50;
game.addChild(bubble);
bubbles.push(bubble);
}
}
// Function to spawn food particles
function spawnFood() {
if (LK.ticks % foodSpawnRate === 0) {
var food = new FoodParticle();
food.x = Math.random() * 2048;
food.y = -50;
game.addChild(food);
foodParticles.push(food);
}
}
// Function to spawn power-ups
function spawnPowerup() {
if (LK.ticks % powerupSpawnRate === 0 && Math.random() < 0.3) {
var types = ['speed', 'invincibility', 'magnet'];
var type = types[Math.floor(Math.random() * types.length)];
var powerup = new Powerup(type);
powerup.x = 100 + Math.random() * (2048 - 200);
powerup.y = -50;
game.addChild(powerup);
powerups.push(powerup);
}
}
// Function to spawn enemy fish
function spawnEnemy() {
if (LK.ticks % enemySpawnRate === 0 && enemies.length < maxEnemies) {
// Decide fish size relative to player
var sizeFactor;
var rnd = Math.random();
if (rnd < 0.6) {
// 60% chance for smaller fish
sizeFactor = 0.5 + Math.random() * 0.4;
} else if (rnd < 0.85) {
// 25% chance for similar sized fish
sizeFactor = 0.9 + Math.random() * 0.2;
} else {
// 15% chance for larger fish
sizeFactor = 1.2 + Math.random() * (difficulty * 0.5);
}
var fishSize = player.fishSize * sizeFactor;
// Determine fish type based on size
var fishType;
if (fishSize < 1) {
fishType = 'small';
} else if (fishSize < 2) {
fishType = 'medium';
} else {
fishType = 'large';
}
// Create the enemy
var enemy = new Fish(fishType, fishSize, 1 + Math.random() * 3);
// Position on either left or right side of screen
var fromLeft = Math.random() > 0.5;
enemy.x = fromLeft ? -100 : 2148;
enemy.y = 200 + Math.random() * (2732 - 400);
enemy.direction = fromLeft ? 1 : -1;
enemy.scale.x = enemy.direction;
// Add to game
game.addChild(enemy);
enemies.push(enemy);
}
}
// Function to check collisions between player and other entities
function checkCollisions() {
if (!isGameActive) {
return;
}
// Check collisions with enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// If enemy is off-screen for too long, remove it
if (!enemy.isOnScreen() && (enemy.x < -200 || enemy.x > 2248)) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with player
if (player.intersects(enemy)) {
if (player.canEat(enemy) || playerIsInvincible) {
// Player eats enemy
var growAmount = enemy.fishSize * 0.1;
player.grow(growAmount);
// Update score
score += Math.floor(enemy.fishSize * 10) + Math.floor(enemy.fishSize);
scoreText.setText('Score: ' + score);
sizeText.setText('Size: ' + player.fishSize.toFixed(1));
// Display 'Kill' text
statusText.setText('Kill');
LK.setTimeout(function () {
statusText.setText('');
}, 1000);
// Check for high score
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreText.setText('High Score: ' + highScore);
}
// Remove enemy
enemy.destroy();
enemies.splice(i, 1);
// Play eat sound
LK.getSound('eat').play();
// Increase difficulty
if (score > difficulty * 100) {
difficulty++;
enemySpawnRate = Math.max(40, 120 - difficulty * 5);
foodSpawnRate = Math.max(30, 60 - difficulty * 2);
}
} else if (!playerIsInvincible && enemy.fishColor !== 0x2ecc71 && enemy.type !== 'small') {
// Player gets eaten
LK.effects.flashScreen(0xff0000, 1000);
statusText.setText('Kill');
isGameActive = false;
LK.showGameOver(); // End the game and show game over screen
}
}
}
// Check collisions with food particles
for (var j = foodParticles.length - 1; j >= 0; j--) {
var food = foodParticles[j];
// If food is magnet-attracted
if (hasMagnet) {
var dx = player.x - food.x;
var dy = player.y - food.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 300) {
var factor = 0.05;
food.x += dx * factor;
food.y += dy * factor;
}
}
// Check collision
if (player.intersects(food)) {
// Player eats food
player.grow(food.value);
score += 1;
scoreText.setText('Score: ' + score);
sizeText.setText('Size: ' + player.fishSize.toFixed(1));
// Check for high score
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreText.setText('High Score: ' + highScore);
}
// Remove food
food.destroy();
foodParticles.splice(j, 1);
}
}
// Check collisions with powerups
for (var k = powerups.length - 1; k >= 0; k--) {
var powerup = powerups[k];
if (player.intersects(powerup)) {
// Apply powerup effect
if (powerup.type === 'speed') {
// Speed boost
player.speed = 10;
statusText.setText('Speed Boost!');
LK.setTimeout(function () {
player.speed = 5;
statusText.setText('');
}, 5000);
} else if (powerup.type === 'invincibility') {
// Invincibility
playerIsInvincible = true;
statusText.setText('Invincible!');
player.alpha = 0.7;
LK.setTimeout(function () {
playerIsInvincible = false;
statusText.setText('');
player.alpha = 1;
}, 7000);
} else if (powerup.type === 'magnet') {
// Food magnet
hasMagnet = true;
statusText.setText('Food Magnet!');
LK.setTimeout(function () {
hasMagnet = false;
statusText.setText('');
}, 10000);
}
// Remove powerup
powerup.destroy();
powerups.splice(k, 1);
}
}
}
// Update game state
game.update = function () {
if (!isGameActive) {
return;
}
// Spawn entities
spawnBubble();
spawnFood();
spawnEnemy();
spawnPowerup();
// Update entities that don't have auto-update
for (var i = 0; i < bubbles.length; i++) {
if (bubbles[i] && typeof bubbles[i].update === 'function') {
bubbles[i].update();
}
}
for (var j = 0; j < foodParticles.length; j++) {
if (foodParticles[j] && typeof foodParticles[j].update === 'function') {
foodParticles[j].update();
}
}
for (var k = 0; k < powerups.length; k++) {
if (powerups[k] && typeof powerups[k].update === 'function') {
powerups[k].update();
}
}
// Check collisions
checkCollisions();
// Update player direction based on movement
if (isDragging && player.lastX) {
if (player.x > player.lastX + 5) {
player.direction = 1;
player.scale.x = player.direction * (1 + (player.fishSize - 1) * 0.2);
} else if (player.x < player.lastX - 5) {
player.direction = -1;
player.scale.x = player.direction * (1 + (player.fishSize - 1) * 0.2);
}
}
// Store player's last position
player.lastX = player.x;
player.lastY = player.y;
};
// Handle touch/mouse input for player movement
game.down = function (x, y) {
isDragging = true;
player.x = x;
player.y = y;
};
game.move = function (x, y) {
if (isDragging) {
player.x = x;
player.y = y;
}
};
game.up = function () {
isDragging = false;
};