User prompt
Kil gibi yazılar daha büyük yazılsın
User prompt
Nice cool gibi ifadeler balığın sağ üst köşesinde yer alsın
User prompt
Bir balığı öldürdüğümde kill yazsın
User prompt
Öldüğünde oyun bitsin
User prompt
Öldüğünde direk tekrar oyna butonu çıksın
User prompt
Öldüğünde direk tekrar yazısı çıkmasın onun yerine kill yazsın
User prompt
Oyunda kayalık yosun gibi şeyler olsun
User prompt
Dakikada balığın ağzından on tane baloncuk çıksın
User prompt
Balık büyüdüğünde Nice cool gibi ifadeler çıksın
User prompt
Fazla çıkmasın
User prompt
Balıkların ağızlarından da baloncuk çıksın
User prompt
Score ile High Score’un arasında boşluk olsun
User prompt
Biraz daha koyu
User prompt
Tonu biraz daha aç
User prompt
Arka planı mavi yap
User prompt
Yeşil bir zemin yap
User prompt
Boşlukları dah fazla artır
User prompt
Mercanlar arasıboşlukları artır
User prompt
Kendi balığımız biraz daha ağır hareket etsin
User prompt
Sayılar buçuklu da olsun
User prompt
Balıkların kuyrukları kendi renklerinin biraz daha koyu tonlarında olsun
User prompt
Büyük gözlü balıkların gözleri %50 oranında küçülsün
User prompt
Balık yedikçe sayı yedigimiz rakip sayısı kadar artsın
User prompt
Baloncuklar biraz daha az olsun
User prompt
Küçük balıklar kaçmasınlar
/****
* 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.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
});
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();
};
// 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(0)); // Update size text as an integer
sizeText.scale.set(newScale); // Adjust text size based on fish size
if (self.type === 'player') {
LK.getSound('grow').play();
// 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: 0x1a5276 // Deep blue ocean 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 = 50;
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 * 400;
coral.y = 2500;
game.addChild(coral);
}
// Reset game state
player = new Fish('player', 1, 5, 0x3498db);
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);
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 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);
LK.showGameOver();
isGameActive = false;
}
}
}
// 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;
}; ===================================================================
--- original.js
+++ change.js
@@ -355,9 +355,9 @@
// Initialize the game
initializeGame();
// Function to spawn bubbles
function spawnBubble() {
- if (Math.random() < 0.05) {
+ if (Math.random() < 0.02) {
var bubble = new Bubble();
bubble.x = Math.random() * 2048;
bubble.y = 2732 + 50;
game.addChild(bubble);