User prompt
make a rampage mode happen every 4 seconds, making the food shoot very fast and spikes come out of the wall, make it last 3 seconds
User prompt
make the rampage event happen every 4 seconds
User prompt
make the rampage mode have a chance of happening every 4 seconds
User prompt
make a rampage that can happen, making the food shoot many more projectiles and spikes come out of the wall, and make it last for 5 seconds
User prompt
can you add something random but funny? i want a suprise
User prompt
make it so the snake follows the cursor
User prompt
fix bugs
User prompt
make the projectiles disappear after 3.5 seconds
User prompt
Fix Bug: 'ReferenceError: food is not defined' in this line: 'food.shoot(snake[0].x, snake[0].y);' Line Number: 208
User prompt
Fix Bug: 'ReferenceError: food is not defined' in this line: 'for (var i = 0; i < food.projectiles.length; i++) {' Line Number: 215
User prompt
Fix Bug: 'ReferenceError: food is not defined' in this line: 'food.moveProjectiles();' Line Number: 211
User prompt
make it 2 apples instead of one
User prompt
Fix Bug: 'TypeError: food.moveProjectiles is not a function' in this line: 'food.moveProjectiles();' Line Number: 236
User prompt
Fix Bug: 'TypeError: food.moveProjectiles is not a function' in this line: 'food.moveProjectiles();' Line Number: 227
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'if (food && !food.isDestroyed && food.projectiles.length > 0) {' Line Number: 234
User prompt
Fix Bug: 'TypeError: food.shoot is not a function' in this line: 'food.shoot(snake[0].x, snake[0].y);' Line Number: 231
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var i = 0; i < food.projectiles.length; i++) {' Line Number: 235
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var i = 0; i < food.projectiles.length; i++) {' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var i = 0; i < food.projectiles.length; i++) {' Line Number: 234
User prompt
make it so there is a 5% chance to spawn a deceptivefood instead of the regular food
User prompt
fix bug
User prompt
Fix Bug: 'TypeError: food.moveProjectiles is not a function' in this line: 'food.moveProjectiles();' Line Number: 227
User prompt
Fix Bug: 'TypeError: food.moveProjectiles is not a function' in this line: 'food.moveProjectiles();' Line Number: 227
User prompt
make it so there is a chance to spawn another apple that just disappears right before colliding with it
User prompt
make the cursor a magnet for the snake
/**** * Classes ****/ var Spikes = Container.expand(function () { var self = Container.call(this); var spikesGraphic = self.createAsset('spikes', 'Wall Spikes', 0.5, 0.5); self.place = function (x, y) { self.x = x; self.y = y; }; }); var RampageMode = Container.expand(function () { var self = Container.call(this); self.active = false; self.activate = function () { self.active = true; // Spawn spikes from the walls var leftSpikes = new Spikes(); var rightSpikes = new Spikes(); leftSpikes.place(0, 2732 / 2); rightSpikes.place(2048, 2732 / 2); game.addChild(leftSpikes); game.addChild(rightSpikes); LK.setTimeout(function () { leftSpikes.destroy(); rightSpikes.destroy(); }, 3000); LK.setTimeout(self.deactivate, 3000); }; self.deactivate = function () { self.active = false; }; }); 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 = 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 projectile = new HomingProjectile(snake[0]); projectile.x = self.x; projectile.y = self.y; self.projectiles.push(projectile); game.addChild(projectile); var projectileLifetime = rampageMode.active ? 500 : 3500; LK.setTimeout(function () { projectile.destroy(); var index = self.projectiles.indexOf(projectile); if (index > -1) { self.projectiles.splice(index, 1); } }, projectileLifetime); }; 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; }; }); /**** * 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 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 }; // Initialize rampage mode var rampageMode = new RampageMode(); LK.setInterval(rampageMode.activate, 4000); } 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; } } }); // Start the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,37 @@
/****
* Classes
****/
+var Spikes = Container.expand(function () {
+ var self = Container.call(this);
+ var spikesGraphic = self.createAsset('spikes', 'Wall Spikes', 0.5, 0.5);
+ self.place = function (x, y) {
+ self.x = x;
+ self.y = y;
+ };
+});
+var RampageMode = Container.expand(function () {
+ var self = Container.call(this);
+ self.active = false;
+ self.activate = function () {
+ self.active = true;
+ // Spawn spikes from the walls
+ var leftSpikes = new Spikes();
+ var rightSpikes = new Spikes();
+ leftSpikes.place(0, 2732 / 2);
+ rightSpikes.place(2048, 2732 / 2);
+ game.addChild(leftSpikes);
+ game.addChild(rightSpikes);
+ LK.setTimeout(function () {
+ leftSpikes.destroy();
+ rightSpikes.destroy();
+ }, 3000);
+ LK.setTimeout(self.deactivate, 3000);
+ };
+ self.deactivate = function () {
+ self.active = false;
+ };
+});
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);
@@ -27,35 +57,23 @@
var Food = Container.expand(function () {
var self = Container.call(this);
var foodGraphic = self.createAsset('food', 'Food', 0.5, 0.5);
self.projectiles = [];
- self.isRampage = false;
- self.rampageTimer = null;
- self.shoot = function (targetX, targetY, isRampageShot) {
+ self.shoot = function (targetX, targetY) {
var projectile = new HomingProjectile(snake[0]);
projectile.x = self.x;
projectile.y = self.y;
self.projectiles.push(projectile);
game.addChild(projectile);
- if (!isRampageShot) {
- LK.setTimeout(function () {
- projectile.destroy();
- var index = self.projectiles.indexOf(projectile);
- if (index > -1) {
- self.projectiles.splice(index, 1);
- }
- }, 3500);
- }
+ var projectileLifetime = rampageMode.active ? 500 : 3500;
+ LK.setTimeout(function () {
+ projectile.destroy();
+ var index = self.projectiles.indexOf(projectile);
+ if (index > -1) {
+ self.projectiles.splice(index, 1);
+ }
+ }, projectileLifetime);
};
- self.startRampage = function () {
- self.isRampage = true;
- self.rampageTimer = LK.setInterval(function () {
- self.isRampage = true;
- LK.setTimeout(function () {
- self.isRampage = false;
- }, 5000);
- }, 4000);
- };
self.place = function (x, y) {
self.x = x;
self.y = y;
};
@@ -86,16 +104,8 @@
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.place = function (x, y) {
- self.x = x;
- self.y = y;
- };
-});
/****
* Initialize Game
****/
@@ -141,8 +151,11 @@
direction = {
x: gridSize,
y: 0
};
+ // Initialize rampage mode
+ var rampageMode = new RampageMode();
+ LK.setInterval(rampageMode.activate, 4000);
}
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;
@@ -217,45 +230,13 @@
snake[i].move(snake[i - 1].x, snake[i - 1].y);
}
// Move head last
snake[0].move(newX, newY);
- // Food shoots projectiles randomly or in rampage mode
- if (food.isRampage) {
- for (var i = 0; i < 5; i++) {
- food.shoot(snake[0].x, snake[0].y, true);
- }
- } else if (Math.random() < 0.005) {
+ // Food shoots projectiles randomly
+ if (Math.random() < 0.005) {
// 0.5% chance each tick
food.shoot(snake[0].x, snake[0].y);
}
- // Create wall spikes during rampage
- if (food.isRampage && LK.ticks % 12 === 0) {
- var spike = new WallSpike();
- var side = Math.floor(Math.random() * 4);
- var position = Math.random() * (side % 2 === 0 ? 2048 : 2732);
- switch (side) {
- case 0:
- // top
- spike.place(position, 0);
- break;
- case 1:
- // right
- spike.place(2048, position);
- break;
- case 2:
- // bottom
- spike.place(position, 2732);
- break;
- case 3:
- // left
- spike.place(0, position);
- break;
- }
- game.addChild(spike);
- LK.setTimeout(function () {
- spike.destroy();
- }, 5000);
- }
// Move projectiles
food.moveProjectiles();
// Check for collisions with projectiles
for (var i = 0; i < food.projectiles.length; i++) {
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.