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 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;
function initGame() {
// Initialize rampage mode
rampageMode = new RampageMode();
LK.setInterval(rampageMode.activate, 4000);
// Rest of initGame code...
}
}
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();
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.