User prompt
make the food shoot a lot more projectiles when the background is red
User prompt
increase the number of projectiles shot when the background is red
User prompt
make the projectiles shoot much much faster when the background is red, it needs to shoot extremely much
User prompt
increase the projectiles shot when the background is red by 50%
User prompt
make the food shoot many more projectiles when the background is red
User prompt
make the food shoot faster and with more speed when the spikes appear
User prompt
make spikes biggeer
User prompt
make less spikes and make a bigger space between them
User prompt
spikes has to be bigger and all around the wall, they also have to be lethal
User prompt
make it so every 5 seconds, spikes come out of the wall and the background turns red
User prompt
Fix Bug: 'ReferenceError: rampageMode is not defined' in this line: 'var projectileLifetime = rampageMode.active ? 500 : 3500;' Line Number: 67
User prompt
Fix Bug: 'ReferenceError: rampageMode is not defined' in this line: 'var projectileLifetime = rampageMode.active ? 500 : 3500;' Line Number: 67
User prompt
Fix Bug: 'ReferenceError: rampageMode is not defined' in this line: 'var projectileLifetime = rampageMode.active ? 500 : 3500;' Line Number: 67
User prompt
Fix Bug: 'ReferenceError: rampageMode is not defined' in this line: 'var projectileLifetime = rampageMode.active ? 500 : 3500;' Line Number: 67
/**** * Classes ****/ var HomingProjectile = Container.expand(function (target) { var self = Container.call(this); var projectileGraphic = self.createAsset('projectile', 'Homing Projectile', 0.5, 0.5); projectileGraphic.scale.set(0.5); self.speed = backgroundRed ? 10 : 5; self.target = target; self.move = function () { var directionX = self.target.x - self.x; var directionY = self.target.y - self.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); var homingFactor = 0.5; self.x += directionX / magnitude * self.speed * homingFactor; self.y += directionY / magnitude * self.speed * homingFactor; }; }); var SnakeSegment = Container.expand(function () { var self = Container.call(this); var segmentGraphic = self.createAsset('snakeSegment', 'Snake Segment', 0.5, 0.5); self.move = function (x, y) { self.x = x; self.y = y; }; }); var Food = Container.expand(function () { var self = Container.call(this); var foodGraphic = self.createAsset('food', 'Food', 0.5, 0.5); self.projectiles = []; self.shoot = function (targetX, targetY) { var projectileCount = backgroundRed ? 50 : 1; for (var i = 0; i < projectileCount; i++) { var projectile = new HomingProjectile(snake[0]); projectile.x = self.x; projectile.y = self.y; self.projectiles.push(projectile); game.addChild(projectile); LK.setTimeout(function (projectile) { return function () { projectile.destroy(); var index = self.projectiles.indexOf(projectile); if (index > -1) { self.projectiles.splice(index, 1); } }; }(projectile), backgroundRed ? 2000 : 3500); } }; self.place = function (x, y) { self.x = x; self.y = y; }; self.moveProjectiles = function () { for (var i = self.projectiles.length - 1; i >= 0; i--) { self.projectiles[i].move(); if (self.projectiles[i].x < 0 || self.projectiles[i].x > 2048 || self.projectiles[i].y < 0 || self.projectiles[i].y > 2732) { self.projectiles[i].destroy(); self.projectiles.splice(i, 1); } } }; }); var Projectile = Container.expand(function () { var self = Container.call(this); var projectileGraphic = self.createAsset('projectile', 'Lethal Projectile', 0.5, 0.5); projectileGraphic.scale.set(0.5); self.speed = 4; self.direction = { x: 0, y: 1 }; self.move = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; self.setDirection = function (x, y) { self.direction.x = x; self.direction.y = y; }; }); var WallSpike = Container.expand(function () { var self = Container.call(this); var spikeGraphic = self.createAsset('wallSpike', 'Wall Spike', 0.5, 0.5); self.move = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1F7A1F //Change background color to green for pool table }); /**** * Game Code ****/ var snake = []; var food; var direction = { x: 0, y: 0 }; var spikes = []; var spikeTimer = 0; var spikeInterval = 5000; // 5 seconds var backgroundRed = false; var nextDirection = { x: 0, y: 0 }; var gridSize = 64; var score = 0; var scoreTxt; var isGameOver = false; function initGame() { // Initialize the snake in the center of the screen var initialX = 2048 / 2; var initialY = 2732 / 2; var snakeHead = new SnakeSegment(); snakeHead.move(initialX, initialY); snake.push(snakeHead); game.addChild(snakeHead); // Initialize the food at a random position placeFood(); // Initialize score display scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Set initial direction direction = { x: gridSize, y: 0 }; } function placeFood() { var foodX = Math.floor(Math.random() * ((2048 - gridSize * 2) / gridSize)) * gridSize + gridSize * 1.5; var foodY = Math.floor(Math.random() * ((2732 - gridSize * 2) / gridSize)) * gridSize + gridSize * 1.5; if (!food) { food = new Food(); game.addChild(food); } food.place(foodX, foodY); } function updateScore() { score += 1; scoreTxt.setText(score.toString()); } function gameOver() { isGameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } function handleInput(obj) { var touchPos = obj.event.getLocalPosition(game); var head = snake[0]; var deltaX = touchPos.x - head.x; var deltaY = touchPos.y - head.y; var magnitude = Math.sqrt(deltaX * deltaX + deltaY * deltaY); nextDirection = { x: deltaX / magnitude * gridSize, y: deltaY / magnitude * gridSize }; } game.on('down', handleInput); LK.on('tick', function () { if (isGameOver) { return; } // Update direction direction = nextDirection; // Move snake var newX = snake[0].x + direction.x * 0.2; var newY = snake[0].y + direction.y * 0.2; // Check for collisions with walls if (newX < 0 || newX > 2048 || newY < 0 || newY > 2732) { gameOver(); return; } // Check for collisions with self for (var i = 1; i < snake.length; i++) { if (snake[i].x === newX && snake[i].y === newY) { gameOver(); return; } } // Check for food collision if (snake[0].intersects(food)) { var tail = snake[snake.length - 1]; var newSegment1 = new SnakeSegment(); var newSegment2 = new SnakeSegment(); var newSegmentX1 = tail.x - direction.x; var newSegmentY1 = tail.y - direction.y; var newSegmentX2 = newSegmentX1 - direction.x; var newSegmentY2 = newSegmentY1 - direction.y; newSegment1.move(newSegmentX1, newSegmentY1); newSegment2.move(newSegmentX2, newSegmentY2); snake.push(newSegment1); snake.push(newSegment2); game.addChild(newSegment1); game.addChild(newSegment2); updateScore(); placeFood(); } // Move snake segments for (var i = snake.length - 1; i > 0; i--) { snake[i].move(snake[i - 1].x, snake[i - 1].y); } // Move head last snake[0].move(newX, newY); // Food shoots projectiles randomly if (Math.random() < 0.005) { // 0.5% chance each tick food.shoot(snake[0].x, snake[0].y); } // Move projectiles food.moveProjectiles(); // Check for collisions with projectiles for (var i = 0; i < food.projectiles.length; i++) { if (snake[0].intersects(food.projectiles[i])) { gameOver(); return; } } }); LK.on('tick', function () { if (isGameOver) { return; } spikeTimer += 1000 / 60; // Increment timer based on 60FPS tick if (spikeTimer >= spikeInterval) { spikeTimer = 0; // Reset timer backgroundRed = !backgroundRed; // Toggle background state if (backgroundRed) { game.setBackgroundColor(0xff0000); // Set background to red // Create spikes around the entire wall perimeter var spikeSize = 128; // Increasing each spike to 128x128 var spikeSpacing = 3 * spikeSize; // Triple the space between spikes to accommodate larger size for (var x = 0; x < 2048; x += spikeSpacing) { var spikeTop = new WallSpike(); spikeTop.move(x, 0); spikes.push(spikeTop); game.addChild(spikeTop); var spikeBottom = new WallSpike(); spikeBottom.move(x, 2732 - spikeSize); spikes.push(spikeBottom); game.addChild(spikeBottom); } for (var y = spikeSpacing; y < 2732 - spikeSpacing; y += spikeSpacing) { var spikeLeft = new WallSpike(); spikeLeft.move(0, y); spikes.push(spikeLeft); game.addChild(spikeLeft); var spikeRight = new WallSpike(); spikeRight.move(2048 - spikeSize, y); spikes.push(spikeRight); game.addChild(spikeRight); } } else { game.setBackgroundColor(0x1F7A1F); // Set background to green // Remove spikes while (spikes.length > 0) { var spikeToRemove = spikes.pop(); spikeToRemove.destroy(); } } } // Check for collisions with spikes for (var i = 0; i < spikes.length; i++) { if (snake[0].intersects(spikes[i])) { gameOver(); return; } } // Existing game tick logic... }); // Start the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -28,9 +28,9 @@
var self = Container.call(this);
var foodGraphic = self.createAsset('food', 'Food', 0.5, 0.5);
self.projectiles = [];
self.shoot = function (targetX, targetY) {
- var projectileCount = backgroundRed ? 20 : 1;
+ var projectileCount = backgroundRed ? 50 : 1;
for (var i = 0; i < projectileCount; i++) {
var projectile = new HomingProjectile(snake[0]);
projectile.x = self.x;
projectile.y = self.y;
a wooden brown chair. In-Game asset. Blank background. High contrast.
a blue apple with a gun. In-Game asset. Blank background. High contrast.
the 8 balls from pool. In-Game asset. Blank background. High contrast.
a table with a gun. In-Game asset. Blank background. High contrast.
a roundsaw. In-Game asset. Blank background. High contrast.