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
===================================================================
--- original.js
+++ change.js
@@ -1,37 +1,7 @@
/****
* 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);
@@ -63,16 +33,15 @@
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);
+ }, 3500);
};
self.place = function (x, y) {
self.x = x;
self.y = y;
@@ -104,8 +73,16 @@
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
****/
@@ -121,8 +98,12 @@
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
};
@@ -151,15 +132,8 @@
direction = {
x: gridSize,
y: 0
};
- // Initialize rampage mode
- var rampageMode = new RampageMode();
- function initGame() {
- // Set interval for activating rampage mode
- 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;
@@ -249,6 +223,34 @@
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
+ for (var i = 0; i < 4; i++) {
+ var spike = new WallSpike();
+ spike.move(i * 512, 2732); // Position spikes at the bottom
+ spikes.push(spike);
+ game.addChild(spike);
+ }
+ } else {
+ game.setBackgroundColor(0x1F7A1F); // Set background to green
+ // Remove spikes
+ while (spikes.length > 0) {
+ var spikeToRemove = spikes.pop();
+ spikeToRemove.destroy();
+ }
+ }
+ }
+ // Existing game tick logic...
+});
// Start the game
initGame();
\ No newline at end of file
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.