/****
* 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();
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.