User prompt
Make the music start playing as soon as the game begins.
User prompt
When the game ends, play a music track that continues until the player presses 'Play Again'."
User prompt
Play a cat sound when the snake hits the rocks.
User prompt
Add the 'NamNam' music to the game and include a button to toggle the music on and off.
User prompt
Add that the 'KOCAM' entity grants 50 points when collected
User prompt
In level 2, all objects that the snake collides with—such as food, rocks, etc.—should be destroyed (disappear)."
User prompt
1. "Make the player win when the score reaches 800, and display the message: 'Eline sağlık yavrum kazandın'." 2. "Make the snake's tail more visible."
User prompt
"Update the new level message to say: 'Çok yeteneklisin bebi'." 2. "When reaching level 2, keep all core game mechanics the same, but increase the difficulty by making the behavior of food, bombs, and rocks more challenging.
User prompt
Remove the win condition at 500 points and implement a level system instead. The level should increase every 500 points."
User prompt
"Reduce the initial amount of rock and bomb items, then increase their quantity as the score increases to keep the game easy at the start."
User prompt
"Change the 'yaşam' entity's name to 'KOCAM'."
User prompt
"Change the health entity's name to 'KOCAM'
User prompt
1- "Add a level system to the game where the player levels up every 500 points. When leveling up, the game should pause and display a message like 'You advanced to the next level.'" 2. "With each level, increase the number of food items spawning, and extend the disappearance time of all items by 5 seconds."
User prompt
The snake's health should start at 200, and each time it eats a normal food item, its health increases by 10."
User prompt
Let the player win when the score reaches 500 instead."
User prompt
1-"All food items, rocks, and all objects should never overlap; their positions must be distinct. For example, rocks and health-giving food should not spawn on top of each other. 2-"Let's decrease the game difficulty a bit. When the score reaches 1000, the snake wins the game, the game pauses, and a 'You Win' message appears on the screen.
User prompt
"All food items, rocks, and all objects should never overlap; their positions must be distinct. For example, rocks and health-giving food should not spawn on top of each other.
User prompt
Remove the 'KOCAM' entity
User prompt
All food items that the snake doesn't collide with, including rocks and poison, should disappear after 7 seconds."
User prompt
1-"Add a new entity named 'KOCAM' and allow me to upload an image for it "2 - The 'KOCAM' entity should appear around the map when the score reaches 400, just like the rocks. When the snake eats it, a cat sound should play."
User prompt
Also increase the spawn rate of health-giving food items.
User prompt
"More food items that reduce the snake's health should spawn, and they should appear more frequently on the screen."
User prompt
"When the score reaches 300, display the message 'Seni seviyorum' at the top-left corner of the screen for 3 seconds, then hide it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: normalFoodCount is not defined' in or related to this line: 'normalFoodCount += 1;' Line Number: 424
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BodyPart = Container.expand(function () { var self = Container.call(this); var bodyPart = self.attachAsset('head', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, tint: 0x00FFFF // Cyan tint for better visibility }); // Add animation properties self.originalScale = 1.2; // Larger scale self.isAnimating = false; self.animationDirection = 1; // Rotate the body part based on direction self.setDirection = function (direction) { if (direction === 'up') { bodyPart.rotation = 0; } else if (direction === 'down') { bodyPart.rotation = Math.PI; } else if (direction === 'left') { bodyPart.rotation = -Math.PI / 2; } else if (direction === 'right') { bodyPart.rotation = Math.PI / 2; } }; // Start wiggle animation for body parts self.startWiggleAnimation = function () { if (self.isAnimating) return; self.isAnimating = true; self.animateWiggle(); }; // Stop wiggle animation self.stopWiggleAnimation = function () { self.isAnimating = false; tween.stop(bodyPart, { scaleX: true, scaleY: true }); bodyPart.scaleX = self.originalScale; bodyPart.scaleY = self.originalScale; }; // Animate wiggle effect self.animateWiggle = function () { if (!self.isAnimating) return; var scaleOffset = 0.05; var duration = 250; // Determine which axis to animate based on direction var direction = self.animationDirection; var targetScaleX = self.originalScale; var targetScaleY = self.originalScale; // Wiggle based on body orientation if (bodyPart.rotation === 0 || bodyPart.rotation === Math.PI) { // For up/down movement, wiggle horizontally targetScaleX = self.originalScale + scaleOffset * direction; } else { // For left/right movement, wiggle vertically targetScaleY = self.originalScale + scaleOffset * direction; } tween(bodyPart, { scaleX: targetScaleX, scaleY: targetScaleY }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { self.animationDirection *= -1; if (self.isAnimating) { self.animateWiggle(); } } }); }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); // Create a bomb obstacle using rock image asset with red tint var bomb = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5, tint: 0xFF0000, // Red tint to distinguish from rocks scaleX: 0.8, scaleY: 0.8 }); return self; }); var BonusFood = Container.expand(function () { var self = Container.call(this); // Create the bonus food var bonusFood = self.attachAsset('bonusFood', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Food = Container.expand(function () { var self = Container.call(this); // Create the food var food = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var HealthBar = Container.expand(function () { var self = Container.call(this); // Create the health bar container box var barContainer = self.attachAsset('healbar', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000, alpha: 0.7, scaleX: 2, scaleY: 0.5 }); // Create the bar background (red) var barBg = self.attachAsset('healbar', { anchorX: 0, anchorY: 0.5, tint: 0xFF0000, scaleX: 1.9, scaleY: 0.4, x: -barContainer.width / 2 + 5, y: 0 }); // Create the health indicator (green) var healthIndicator = self.attachAsset('healbar', { anchorX: 0, anchorY: 0.5, tint: 0x00FF00, scaleX: 1.9, scaleY: 0.4, x: -barContainer.width / 2 + 5, y: 0 }); self.updateHealth = function (health) { // Health ranges from 0 to 200, convert to scale between 0 and 1.9 (max bar width) var healthWidth = health / 200 * 1.9; healthIndicator.scaleX = healthWidth; }; return self; }); var KOCAM = Container.expand(function () { var self = Container.call(this); // Create the life var life = self.attachAsset('life', { anchorX: 0.5, anchorY: 0.5 }); }); var LevelUpMessage = Container.expand(function () { var self = Container.call(this); // Create the level up message background var background = self.attachAsset('healbar', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000, alpha: 0.8, scaleX: 20, scaleY: 8 }); // Create the level up message text var message = new Text2('', { size: 64, fill: 0xFFFFFF }); message.anchor.set(0.5, 0.5); self.addChild(message); // Method to update the text self.setLevel = function (level) { message.setText('Çok yeteneklisin bebi'); }; // Method to show the message with animation self.show = function () { self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; // Animate message appearance tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeOutElastic }); }; // Method to hide the message with animation self.hide = function (callback) { tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (callback) callback(); } }); }; return self; }); var Pause = Container.expand(function () { var self = Container.call(this); // Create the pause button var pause = self.attachAsset('pause', { anchorX: 0.5, anchorY: 0.5 }); // Event handler called when a press happens on element. self.down = function (x, y, obj) { if (!game.paused) { game.paused = true; pause.id = 'resume'; } else { game.paused = false; pause.id = 'pause'; } }; return self; }); // Poison class has been removed var Rock = Container.expand(function () { var self = Container.call(this); // Create a rock obstacle using rock image asset var rock = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); return self; }); var Snake = Container.expand(function () { var self = Container.call(this); // Create the head of the snake var head = self.attachAsset('head', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the snake's direction and speed self.direction = 'up'; self.speed = 5; self.previousPositions = []; // Update the head rotation based on direction self.updateHeadRotation = function () { if (self.direction === 'up') { head.rotation = 0; } else if (self.direction === 'down') { head.rotation = Math.PI; } else if (self.direction === 'left') { head.rotation = -Math.PI / 2; } else if (self.direction === 'right') { head.rotation = Math.PI / 2; } }; self.moveHead = function (newDirection) { if (newDirection === 'up' && this.direction !== 'down') { this.direction = 'up'; self.updateHeadRotation(); } else if (newDirection === 'down' && this.direction !== 'up') { this.direction = 'down'; self.updateHeadRotation(); } else if (newDirection === 'left' && this.direction !== 'right') { this.direction = 'left'; self.updateHeadRotation(); } else if (newDirection === 'right' && this.direction !== 'left') { this.direction = 'right'; self.updateHeadRotation(); } }; // Initialize with the correct rotation self.updateHeadRotation(); return self; }); var StarTrail = Container.expand(function () { var self = Container.call(this); // Create a star-like shape using an asset var star = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Set initial properties self.alpha = 1; self.fadeSpeed = 0.03; // Slower fade for more visibility self.rotationSpeed = 0.1; self.tailLength = 0; self.maxTailLength = 45; // Longer tail self.growSpeed = 0.8; // Grow faster self.tailColor = 0xFFFF00; // Bright yellow for tail star.tint = 0xFFFFFF; // White for star head // Update method to handle fading, rotation and tail growth self.update = function () { // Rotate the star star.rotation += self.rotationSpeed; // Fade out more slowly self.alpha -= self.fadeSpeed; // Grow tail initially if (self.tailLength < self.maxTailLength) { self.tailLength += self.growSpeed; } // If fully transparent, mark for removal if (self.alpha <= 0) { self.shouldRemove = true; } }; return self; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add a background to the game // Import tween plugin for animations var background = game.addChildAt(LK.getAsset('newBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.7 // Reduce opacity to improve visibility of game elements }), 0); // Add background as the bottom-most layer // Start playing background music as soon as the game begins LK.playMusic('gameOverMusic'); // Initialize pause button var pause = game.addChild(new Pause()); // Position the pause button a little to the left from the top right corner of the game pause.x = 2048 - pause.width; pause.y = 50; // Move the pause button a little down var snake = game.addChild(new Snake()); snake.body = []; // Position the snake at the center of the game snake.x = 2048 / 2; snake.y = 2732 / 2; // Initialize food var food = game.addChild(new Food()); // Position the food at a random location within the game food.x = Math.random() * 2048; food.y = Math.random() * 2732; // Initialize poison var bonusFood = game.addChild(new BonusFood()); // Poison food item has been removed bonusFood.x = -100; bonusFood.y = -100; var life = game.addChild(new KOCAM()); // Hide the life when the game starts life.x = -100; life.y = -100; // Hide the poison when the game starts game.update = function () { if (game.paused) { return; } // Update the snake's position based on its direction and speed if (snake.direction === 'up') { snake.y -= snake.speed * 2.25; } else if (snake.direction === 'down') { snake.y += snake.speed * 2.25; } else if (snake.direction === 'left') { snake.x -= snake.speed * 2.25; } else if (snake.direction === 'right') { snake.x += snake.speed * 2.25; } // Level 2+ mechanics - Moving bombs if (enableMovingBombs && bombs.length > 0) { for (var mb = 0; mb < bombs.length; mb++) { // Move bombs toward snake occasionally if (LK.ticks % 60 === 0) { // Target the snake with a chance if (Math.random() < 0.5) { // Calculate direction toward snake var dx = snake.x - bombs[mb].x; var dy = snake.y - bombs[mb].y; // Normalize and apply speed var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { bombs[mb].x += dx / dist * bombSpeed; bombs[mb].y += dy / dist * bombSpeed; } } else { // Random movement bombs[mb].x += (Math.random() * 2 - 1) * bombSpeed * 2; bombs[mb].y += (Math.random() * 2 - 1) * bombSpeed * 2; } } } } // Level 2+ mechanics - Teleporting food if (enableFoodTeleport && LK.ticks % 180 === 0 && food && food.parent) { // 5% chance food will teleport every 3 seconds if (Math.random() < 0.05) { // Teleport food to a new location do { food.x = Math.random() * (2048 - food.width) + food.width / 2; food.y = Math.random() * (2732 - food.height) + food.height / 2; } while ( // Ensure food doesn't spawn at the border (food.x < 100 || food.x > 1948) && (food.y < 100 || food.y > 2632) || // Ensure food doesn't overlap with other game objects checkOverlap(food, bonusFood, 100) || checkOverlap(food, life, 100) || positionOverlapsAny(food.x, food.y, [rocks, bombs], 100)); // Visual effect for teleportation LK.effects.flashObject(food, 0x00FFFF, 300); } } // Level 2+ mechanics - Random rock spawning based on level if (level >= 2 && Math.random() < rockSpawnRate && !game.paused) { var randomRock = new Rock(); do { randomRock.x = Math.random() * (2048 - 200) + 100; randomRock.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure random rock doesn't spawn near snake Math.abs(randomRock.x - snake.x) < 200 && Math.abs(randomRock.y - snake.y) < 200 || // Ensure random rock doesn't overlap with other game objects checkOverlap(randomRock, food, 100) || checkOverlap(randomRock, bonusFood, 100) || checkOverlap(randomRock, life, 100) || positionOverlapsAny(randomRock.x, randomRock.y, [rocks, bombs], 100)); game.addChild(randomRock); rocks.push(randomRock); // Remove the rock after the current item duration LK.setTimeout(function () { if (rocks.includes(randomRock) && randomRock.parent) { // Remove rock from array and game for (var i = 0; i < rocks.length; i++) { if (rocks[i] === randomRock) { rocks[i].destroy(); rocks.splice(i, 1); break; } } } }, itemDuration / 2); // Half duration for random rocks to make them more challenging } // Store the current position of the snake head snake.previousPositions.unshift({ x: snake.x, y: snake.y, direction: snake.direction }); // Limit the previous positions array to the length of the body plus some buffer if (snake.previousPositions.length > snake.body.length + 10) { snake.previousPositions.pop(); } // Update the position of the body parts to follow the head's previous positions for (var i = 0; i < snake.body.length; i++) { if (i + 1 < snake.previousPositions.length) { // Make sure the body part is added to the game at the bottom layer // to ensure it stays behind the head game.addChildAt(snake.body[i], 0); // Position the body part based on the previous position of the head snake.body[i].x = snake.previousPositions[i + 1].x; snake.body[i].y = snake.previousPositions[i + 1].y; snake.body[i].setDirection(snake.previousPositions[i + 1].direction); // Manage animation for body parts // Start animation if not already animating if (!snake.body[i].isAnimating) { snake.body[i].startWiggleAnimation(); } // Set animation phase offset based on position in snake body // This creates a wave-like effect through the snake's body snake.body[i].animationDirection = i % 2 === 0 ? 1 : -1; // Create star trail effect behind each body part for more visibility (once every few frames) if (LK.ticks % 2 === 0) { // More frequent trails var star = new StarTrail(); star.x = snake.body[i].x; star.y = snake.body[i].y; // Less randomness for more consistent tail appearance star.x += Math.random() * 6 - 3; star.y += Math.random() * 6 - 3; // Place star trail behind the snake but above the background game.addChildAt(star, game.getChildIndex(background) + 1); if (!starTrails) { starTrails = []; } starTrails.push(star); } } } // Update and clean up star trails if (starTrails) { for (var j = starTrails.length - 1; j >= 0; j--) { starTrails[j].update(); // Create comet trail effect with gradual color change if (starTrails[j].tailLength > 0 && LK.ticks % 2 === 0) { // Calculate color based on alpha var colorIntensity = Math.floor(starTrails[j].alpha * 255); var tailColor = colorIntensity << 16 | colorIntensity << 8 | Math.floor(colorIntensity * 0.7); // Apply color tint to create glowing effect if (starTrails[j].children[0]) { starTrails[j].children[0].tint = tailColor; } // Scale effect for comet-like appearance var scaleFactor = 0.5 + starTrails[j].alpha * 0.5; starTrails[j].scaleX = scaleFactor; starTrails[j].scaleY = scaleFactor; } if (starTrails[j].shouldRemove) { starTrails[j].destroy(); starTrails.splice(j, 1); } } } // Check if the snake's head intersects with the food if (snake.intersects(food)) { // Increase the score by 50 instead of 10 score += 50; // Update the score text scoreTxt.setText('Score: ' + score); // Check if player reached 800 points to win if (score >= 800) { // Show win message var winMessage = new LevelUpMessage(); winMessage.setLevel(level); winMessage.x = 2048 / 2; winMessage.y = 2732 / 2; game.addChild(winMessage); winMessage.show(); // Flash screen green for win LK.effects.flashScreen(0x00FF00, 500); // Show "You win" with custom message LK.showYouWin("Eline sağlık yavrum kazandın"); return; } // Check for level up (every 500 points) if (!isLevelingUp && score >= lastLevelUpScore + 500) { // Level up! level++; lastLevelUpScore = Math.floor(score / 500) * 500; // Increase item duration by 5 seconds per level itemDuration = baseItemDuration + (level - 1) * 5000; // Increase food spawn count with level foodSpawnCount = Math.min(level, 4); // Cap at 4 food items // Pause the game during level up game.paused = true; isLevelingUp = true; // Create and display level up message var levelMessage = new LevelUpMessage(); levelMessage.setLevel(level); levelMessage.x = 2048 / 2; levelMessage.y = 2732 / 2; game.addChild(levelMessage); levelMessage.show(); // Update level text updateLevelText(); // Flash screen green for level up LK.effects.flashScreen(0x00FF00, 300); // If reaching level 2 or higher, apply more challenging behaviors if (level >= 2) { // Update bomb speed increases bombSpeed = 3; // Enable moving bombs enableMovingBombs = true; // Enable food teleportation enableFoodTeleport = true; // Make rock spawning more frequent rockSpawnRate = 0.01; } // Resume game after 2 seconds LK.setTimeout(function () { levelMessage.hide(function () { levelMessage.destroy(); game.paused = false; isLevelingUp = false; // Spawn additional food based on level spawnMultipleFood(); }); }, 2000); } // Increase the food consumed count foodConsumed += 1; // Track normal food items for poison spawning normalFoodCount += 1; // Every 3 normal food items, trigger spawning of 3 poison items if (normalFoodCount >= 3) { poisonToSpawn += 3; normalFoodCount = 0; } // Increase health by 10, up to maximum 200 health = Math.min(health + 10, 200); // Update health bar updateHealthBar(); // Add a new body part to the snake var newBodyPart = new BodyPart(); // Set the direction of the new body part newBodyPart.setDirection(snake.direction); // If no previous positions exist, create initial position if (snake.previousPositions.length <= snake.body.length) { var lastPos; if (snake.body.length === 0) { lastPos = { x: snake.x, y: snake.y }; } else { var lastBodyPart = snake.body[snake.body.length - 1]; lastPos = { x: lastBodyPart.x, y: lastBodyPart.y }; } // Calculate position based on direction if (snake.direction === 'up') { newBodyPart.x = lastPos.x; newBodyPart.y = lastPos.y + 50; // Use a fixed offset } else if (snake.direction === 'down') { newBodyPart.x = lastPos.x; newBodyPart.y = lastPos.y - 50; } else if (snake.direction === 'left') { newBodyPart.x = lastPos.x + 50; newBodyPart.y = lastPos.y; } else if (snake.direction === 'right') { newBodyPart.x = lastPos.x - 50; newBodyPart.y = lastPos.y; } } else { // Use the position from previous positions array var pos = snake.previousPositions[snake.body.length]; newBodyPart.x = pos.x; newBodyPart.y = pos.y; } // Initialize animation properties and start animation for the new body part newBodyPart.startWiggleAnimation(); // Add scale animation when adding new body part newBodyPart.scaleX = 0; newBodyPart.scaleY = 0; tween(newBodyPart, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOutElastic }); snake.body.push(newBodyPart); game.addChild(newBodyPart); // Create an initial burst of star trail when a new body part is added for (var s = 0; s < 10; s++) { var star = new StarTrail(); star.x = newBodyPart.x + (Math.random() * 60 - 30); star.y = newBodyPart.y + (Math.random() * 60 - 30); star.alpha = 0.8 + Math.random() * 0.2; star.fadeSpeed = 0.03 + Math.random() * 0.02; star.rotationSpeed = 0.05 + Math.random() * 0.1; // Place star above background but below game elements game.addChildAt(star, game.getChildIndex(background) + 1); starTrails.push(star); } // Check if it's time to show the bonus food if (score % 150 === 0) { // Position the bonus food at a new random location within the game, ensuring it does not appear on the border or overlap other objects do { bonusFood.x = Math.random() * (2048 - bonusFood.width) + bonusFood.width / 2; bonusFood.y = Math.random() * (2732 - bonusFood.height) + bonusFood.height / 2; } while ( // Ensure bonus food doesn't spawn at the border (bonusFood.x < 100 || bonusFood.x > 1948) && (bonusFood.y < 100 || bonusFood.y > 2632) || // Ensure bonus food doesn't overlap with other game objects checkOverlap(bonusFood, food, 100) || checkOverlap(bonusFood, life, 100) || positionOverlapsAny(bonusFood.x, bonusFood.y, [rocks, bombs], 100)); // Show the bonus food for the current item duration LK.setTimeout(function () { bonusFood.x = -100; bonusFood.y = -100; }, itemDuration); } // Display "Seni seviyorum" message inside the health bar if (score >= 300 && !messageDisplayed) { // Create a flag to track whether the message has been displayed messageDisplayed = true; // Show the message inside the health bar var loveMessage = new Text2('Seni seviyorum', { size: 32, fill: 0xFFFFFF }); // Center the message loveMessage.anchor.set(0.5, 0.5); // Add message to the health bar healthBar.addChild(loveMessage); // Start with zero scale and fade in loveMessage.scaleX = 0; loveMessage.scaleY = 0; loveMessage.alpha = 0; // Animate the message appearance tween(loveMessage, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 500, easing: tween.elasticOut }); // Keep the message visible permanently } // Check if it's time to show the life - increased frequency from every 100 points to every 50 points if (score !== 0 && score % 50 === 0 && score != previousScore) { previousScore = score; // Position the life at a new random location within the game, ensuring it does not appear on the border or overlap other objects do { life.x = Math.random() * (2048 - life.width) + life.width / 2; life.y = Math.random() * (2732 - life.height) + life.height / 2; } while ( // Ensure life doesn't spawn at the border (life.x < 100 || life.x > 1948) && (life.y < 100 || life.y > 2632) || // Ensure life doesn't overlap with other game objects checkOverlap(life, food, 100) || checkOverlap(life, bonusFood, 100) || positionOverlapsAny(life.x, life.y, [rocks, bombs], 100)); // Show the life for the current item duration LK.setTimeout(function () { life.x = -100; life.y = -100; }, itemDuration); } // Randomly spawn additional life items during gameplay (independent of score) if (Math.random() < 0.005 && !game.paused) { // 0.5% chance per frame var randomLife = new KOCAM(); do { randomLife.x = Math.random() * (2048 - 200) + 100; randomLife.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure random life doesn't spawn near snake Math.abs(randomLife.x - snake.x) < 200 && Math.abs(randomLife.y - snake.y) < 200 || // Ensure random life doesn't overlap with other game objects checkOverlap(randomLife, food, 100) || checkOverlap(randomLife, bonusFood, 100) || checkOverlap(randomLife, life, 100) || positionOverlapsAny(randomLife.x, randomLife.y, [rocks, bombs], 100)); game.addChild(randomLife); // Remove the life after the current item duration if not collected LK.setTimeout(function () { randomLife.destroy(); }, itemDuration); } // Poison spawning has been removed // Spawn rocks and bombs when score passes various thresholds, starting with fewer and increasing if (score > 100 && score < 200 && rocks.length === 0) { // Start with fewer rocks (2 initially) and increase with score var rockCount = 2; // Adjust rock count based on score if (score > 150) rockCount = 3; // Spawn rocks in random positions for (var r = 0; r < rockCount; r++) { var rock = new Rock(); // Position rocks randomly but avoid placing directly on snake do { rock.x = Math.random() * (2048 - 200) + 100; rock.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure rock doesn't spawn near snake Math.abs(rock.x - snake.x) < 200 && Math.abs(rock.y - snake.y) < 200 || // Ensure rock doesn't overlap with other game objects checkOverlap(rock, food, 100) || checkOverlap(rock, bonusFood, 100) || checkOverlap(rock, life, 100) || positionOverlapsAny(rock.x, rock.y, [rocks, bombs], 100)); game.addChild(rock); rocks.push(rock); // Set timeout to remove rock after the current item duration if not collided with LK.setTimeout(function () { // Check if rock still exists in the array and game if (rocks.includes(rock) && rock.parent) { // Remove rock from array and game for (var i = 0; i < rocks.length; i++) { if (rocks[i] === rock) { rocks[i].destroy(); rocks.splice(i, 1); break; } } } }, itemDuration); } // Gradually increase bomb count based on score var bombCount = 2; // Start with fewer bombs // Adjust bomb count based on score if (score > 150) bombCount = 3; // Add bomb obstacles for (var b = 0; b < bombCount; b++) { var bomb = new Bomb(); // Position bombs randomly but avoid placing directly on snake do { bomb.x = Math.random() * (2048 - 200) + 100; bomb.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure bomb doesn't spawn near snake Math.abs(bomb.x - snake.x) < 200 && Math.abs(bomb.y - snake.y) < 200 || // Ensure bomb doesn't overlap with other game objects checkOverlap(bomb, food, 100) || checkOverlap(bomb, bonusFood, 100) || checkOverlap(bomb, life, 100) || positionOverlapsAny(bomb.x, bomb.y, [rocks, bombs], 100)); game.addChild(bomb); bombs.push(bomb); } } // Additional bombs when score reaches higher thresholds - with reduced initial counts if (score > 200 && score < 300 && !bombsSpawned200 || score > 300 && score < 400 && !bombsSpawned300 || score > 400 && !bombsSpawned400) { // Set the appropriate flag if (score > 200 && score < 300) bombsSpawned200 = true;else if (score > 300 && score < 400) bombsSpawned300 = true;else if (score > 400) bombsSpawned400 = true; // Number of bombs increases with score, but starts lower var bombCount = 3; // Start with fewer bombs at 200 points if (score > 300) bombCount = 5; // Moderate increase at 300 points if (score > 400) bombCount = 8; // Larger increase at 400 points // Spawn bombs for (var b = 0; b < bombCount; b++) { var difficultyBomb = new Bomb(); do { difficultyBomb.x = Math.random() * (2048 - 200) + 100; difficultyBomb.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure difficulty bomb doesn't spawn near snake Math.abs(difficultyBomb.x - snake.x) < 200 && Math.abs(difficultyBomb.y - snake.y) < 200 || // Ensure difficulty bomb doesn't overlap with other game objects checkOverlap(difficultyBomb, food, 100) || checkOverlap(difficultyBomb, bonusFood, 100) || checkOverlap(difficultyBomb, life, 100) || positionOverlapsAny(difficultyBomb.x, difficultyBomb.y, [rocks, bombs], 100)); game.addChild(difficultyBomb); bombs.push(difficultyBomb); } } // Remove rocks when score reaches 200 if (score >= 200 && rocks.length > 0) { // Remove all rocks for (var i = rocks.length - 1; i >= 0; i--) { rocks[i].destroy(); rocks.splice(i, 1); } } // Spawn bombs at milestone scores, with increasing frequency as score increases if (score > 100 && score % 50 === 0 && score !== previousBombScore) { previousBombScore = score; // Start with fewer bombs and increase with score var bombCount; if (score <= 150) { bombCount = 1; // Just 1 bomb initially } else if (score <= 250) { bombCount = 1 + Math.floor(Math.random() * 2); // 1-2 bombs } else if (score <= 350) { bombCount = 2; // 2 bombs } else { bombCount = 2 + Math.floor(Math.random() * 2); // 2-3 bombs } for (var i = 0; i < bombCount; i++) { var bomb = new Bomb(); // Position the bomb randomly but avoid placing directly on snake do { bomb.x = Math.random() * (2048 - 200) + 100; bomb.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure bomb doesn't spawn near snake Math.abs(bomb.x - snake.x) < 200 && Math.abs(bomb.y - snake.y) < 200 || // Ensure bomb doesn't overlap with other game objects checkOverlap(bomb, food, 100) || checkOverlap(bomb, bonusFood, 100) || checkOverlap(bomb, life, 100) || positionOverlapsAny(bomb.x, bomb.y, [rocks, bombs], 100)); game.addChild(bomb); bombs.push(bomb); // Remove the bomb after the current item duration LK.setTimeout(function () { if (bombs.length > 0) { for (var i = 0; i < bombs.length; i++) { if (bombs[i] === bomb) { bombs[i].destroy(); bombs.splice(i, 1); break; } } } }, itemDuration); } } // Randomly spawn additional bombs during gameplay with probability based on score if (Math.random() < getBombSpawnProbability() && !game.paused) { // Dynamic probability based on score var randomBomb = new Bomb(); do { randomBomb.x = Math.random() * (2048 - 200) + 100; randomBomb.y = Math.random() * (2732 - 200) + 100; } while ( // Ensure random bomb doesn't spawn near snake Math.abs(randomBomb.x - snake.x) < 200 && Math.abs(randomBomb.y - snake.y) < 200 || // Ensure random bomb doesn't overlap with other game objects checkOverlap(randomBomb, food, 100) || checkOverlap(randomBomb, bonusFood, 100) || checkOverlap(randomBomb, life, 100) || positionOverlapsAny(randomBomb.x, randomBomb.y, [rocks, bombs], 100)); game.addChild(randomBomb); bombs.push(randomBomb); // Remove the bomb after the current item duration LK.setTimeout(function () { if (bombs.length > 0) { for (var j = 0; j < bombs.length; j++) { if (bombs[j] === randomBomb) { bombs[j].destroy(); bombs.splice(j, 1); break; } } } }, itemDuration); } // Position the food at a new random location within the game, ensuring it does not appear on the border or overlap with other objects do { food.x = Math.random() * (2048 - food.width) + food.width / 2; food.y = Math.random() * (2732 - food.height) + food.height / 2; } while ( // Ensure food doesn't spawn at the border (food.x < 100 || food.x > 1948) && (food.y < 100 || food.y > 2632) || // Ensure food doesn't overlap with other game objects checkOverlap(food, bonusFood, 100) || checkOverlap(food, life, 100) || positionOverlapsAny(food.x, food.y, [rocks, bombs], 100)); // Set a timeout to remove food after the current item duration if not eaten LK.setTimeout(function () { // Only reposition if the food is still in the game (hasn't been eaten) if (food && food.parent) { // Position food offscreen food.x = -100; food.y = -100; // Spawn new food do { food.x = Math.random() * (2048 - food.width) + food.width / 2; food.y = Math.random() * (2732 - food.height) + food.height / 2; } while ( // Ensure food doesn't spawn at the border (food.x < 100 || food.x > 1948) && (food.y < 100 || food.y > 2632) || // Ensure food doesn't overlap with other game objects checkOverlap(food, bonusFood, 100) || checkOverlap(food, life, 100) || positionOverlapsAny(food.x, food.y, [rocks, bombs], 100)); } }, itemDuration); // Play baby sound when food is eaten LK.getSound('yiyecek').play(); } // Check if the snake's head intersects with the bonus food if (snake.intersects(bonusFood)) { // Increase the score by 50 score += 50; // Update the score text scoreTxt.setText('Score: ' + score); // Play the bonus food sound LK.getSound('bonusfood').play(); // In level 2+, destroy the bonus food rather than just hiding it if (level >= 2) { // Create a replacement bonus food bonusFood.destroy(); bonusFood = game.addChild(new BonusFood()); bonusFood.x = -100; bonusFood.y = -100; } else { // Hide the bonus food bonusFood.x = -100; bonusFood.y = -100; } } // Check if the snake's head intersects with the life if (snake.intersects(life)) { // Increase the lives by 1, up to a maximum of 8 if (lives < 8) { lives += 1; // Update the lives text livesTxt.setText('Lives: ' + lives); // Update health bar updateHealthBar(); // Play the life sound LK.getSound('life').play(); } // In level 2+, destroy the life rather than just hiding it if (level >= 2) { // Create a replacement life life.destroy(); life = game.addChild(new KOCAM()); life.x = -100; life.y = -100; } else { // Hide the life life.x = -100; life.y = -100; } } // Poison food item has been removed // Check if the snake's head has moved out of the screen if (snake.x < 0) { snake.x = 2048; } else if (snake.x > 2048) { snake.x = 0; } else if (snake.y < 0) { snake.y = 2732; } else if (snake.y > 2732) { snake.y = 0; } // Check for collision with rocks for (var r = 0; r < rocks.length; r++) { if (snake.intersects(rocks[r])) { // Play cat sound when snake hits rocks LK.getSound('cat').play(); // Track if this is the first or second collision if (!snake.rockCollision) { // First collision - reduce health by 70 snake.rockCollision = true; health -= 70; // Ensure health doesn't go below 0 if (health < 0) health = 0; // Update the health bar updateHealthBar(); // Flash screen red for visual feedback LK.effects.flashScreen(0xFF0000, 300); // Push snake back a bit from the rock if (snake.direction === 'up') { snake.y += 50; } else if (snake.direction === 'down') { snake.y -= 50; } else if (snake.direction === 'left') { snake.x += 50; } else if (snake.direction === 'right') { snake.x -= 50; } // Make the rock disappear rocks[r].destroy(); rocks.splice(r, 1); } else { // Second collision - snake dies // Stop any currently playing music LK.stopMusic(); // Play game over music that will continue until player presses Play Again LK.playMusic('gameOverMusic'); // Flash screen red for visual feedback LK.effects.flashScreen(0xFF0000, 500); LK.showGameOver(); } break; } } // Check for collision with bombs for (var b = 0; b < bombs.length; b++) { if (snake.intersects(bombs[b])) { // Increase damage - decrease health by 30 for bomb collision (up from 20) health -= 30; // Ensure health doesn't go below 0 if (health < 0) health = 0; // Update health bar updateHealthBar(); // Flash screen red for visual feedback with longer duration LK.effects.flashScreen(0xFF0000, 300); // Play the poison sound LK.getSound('poison').play(); // Make bomb explosion effect LK.effects.flashObject(bombs[b], 0xFF0000, 200); // Remove the bomb after collision bombs[b].destroy(); bombs.splice(b, 1); // Check if health has hit 0 if (health === 0) { // Stop any currently playing music LK.stopMusic(); // Play game over music that will continue until player presses Play Again LK.playMusic('gameOverMusic'); // Show game over screen LK.showGameOver(); } break; } } }; // Initialize lives, score, food consumed var lives = 3; var score = 0; var previousScore = 0; var previousBombScore = 0; var foodConsumed = 0; var normalFoodCount = 0; // Initialize normalFoodCount var poisonToSpawn = 0; // Initialize poisonToSpawn var starTrails = []; var rocks = []; // Array to hold rock obstacles var bombs = []; // Array to hold bomb obstacles var messageDisplayed = false; // Flag to track if "I love you" message has been displayed // Variables to track bomb spawning at different score thresholds var bombsSpawned200 = false; var bombsSpawned300 = false; var bombsSpawned400 = false; var lastBombSpawnTime = 0; // Track when bombs were last spawned // Level system variables - level increases every 500 points var level = 1; var lastLevelUpScore = 0; var isLevelingUp = false; var baseItemDuration = 7000; // Base duration for items in milliseconds var itemDuration = baseItemDuration; // Current duration for items, will increase with level var foodSpawnCount = 1; // Number of food items to spawn // Level 2+ difficulty variables var bombSpeed = 0; // Speed at which bombs move var enableMovingBombs = false; // Whether bombs should move var enableFoodTeleport = false; // Whether food should teleport var rockSpawnRate = 0.002; // Base rate for spawning rocks var lastFoodTeleportTime = 0; // Track when food last teleported // Function to check if two objects overlap function checkOverlap(obj1, obj2, minDistance) { if (!obj1 || !obj2) return false; var dx = Math.abs(obj1.x - obj2.x); var dy = Math.abs(obj1.y - obj2.y); return dx < minDistance && dy < minDistance; } // Function to check if a position overlaps with any objects in arrays function positionOverlapsAny(x, y, objectArrays, minDistance) { for (var i = 0; i < objectArrays.length; i++) { var array = objectArrays[i]; if (!array) continue; for (var j = 0; j < array.length; j++) { var obj = array[j]; if (!obj) continue; var dx = Math.abs(x - obj.x); var dy = Math.abs(y - obj.y); if (dx < minDistance && dy < minDistance) { return true; } } } return false; } // Create lives text var livesTxt = new Text2('Lives: ' + lives, { size: 32, fill: 0xFFFFFF }); livesTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(livesTxt); // Create score text var scoreTxt = new Text2('Score: ' + score, { size: 32, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create level text var levelTxt = new Text2('Level: ' + level, { size: 32, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = -10; // Offset from right edge LK.gui.topRight.addChild(levelTxt); // Initialize health var health = 200; // Create and position health bar var healthBar = game.addChild(new HealthBar()); healthBar.x = 2048 / 2; healthBar.y = 50; // Function to update health bar function updateHealthBar() { healthBar.updateHealth(health); } // Function to calculate bomb spawn probability based on score function getBombSpawnProbability() { // Start with a very low probability if (score < 100) { return 0.001; // 0.1% chance } else if (score < 200) { return 0.003; // 0.3% chance } else if (score < 300) { return 0.005; // 0.5% chance } else if (score < 400) { return 0.007; // 0.7% chance } else { return 0.01; // 1% chance - same as original } } // Function to spawn multiple food items based on the current level function spawnMultipleFood() { // We always keep the main food item // Spawn additional food items based on level for (var i = 0; i < foodSpawnCount - 1; i++) { // Create additional food item var additionalFood = new Food(); // Position at random location that doesn't overlap with other objects do { additionalFood.x = Math.random() * (2048 - additionalFood.width) + additionalFood.width / 2; additionalFood.y = Math.random() * (2732 - additionalFood.height) + additionalFood.height / 2; } while ( // Ensure food doesn't spawn at the border (additionalFood.x < 100 || additionalFood.x > 1948) && (additionalFood.y < 100 || additionalFood.y > 2632) || // Ensure food doesn't overlap with other game objects checkOverlap(additionalFood, food, 100) || checkOverlap(additionalFood, bonusFood, 100) || checkOverlap(additionalFood, life, 100) || positionOverlapsAny(additionalFood.x, additionalFood.y, [rocks, bombs], 100)); // Add food to game game.addChild(additionalFood); // Set timeout to remove food after the current item duration LK.setTimeout(function () { if (additionalFood && additionalFood.parent) { additionalFood.destroy(); } }, itemDuration); } } // Function to update level text function updateLevelText() { levelTxt.setText('Level: ' + level); } // Initialize health bar display updateHealthBar(); // Initialize level text updateLevelText(); game.down = function (x, y, obj) { if (game.paused) { return; } // Change the snake's direction to always move in the direction of the front area of the snake head which is not connected to the snake body if (x > snake.x && snake.direction !== 'left' && snake.direction !== 'right') { snake.moveHead('right'); } else if (x < snake.x && snake.direction !== 'right' && snake.direction !== 'left') { snake.moveHead('left'); } else if (y > snake.y && snake.direction !== 'up' && snake.direction !== 'down') { snake.moveHead('down'); } else if (y < snake.y && snake.direction !== 'down' && snake.direction !== 'up') { snake.moveHead('up'); } };
===================================================================
--- original.js
+++ change.js
@@ -329,17 +329,19 @@
/****
* Game Code
****/
-// Import tween plugin for animations
// Add a background to the game
+// Import tween plugin for animations
var background = game.addChildAt(LK.getAsset('newBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.7 // Reduce opacity to improve visibility of game elements
}), 0); // Add background as the bottom-most layer
+// Start playing background music as soon as the game begins
+LK.playMusic('gameOverMusic');
// Initialize pause button
var pause = game.addChild(new Pause());
// Position the pause button a little to the left from the top right corner of the game
pause.x = 2048 - pause.width;
Pause icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
havuç. In-Game asset. 2d. High contrast. No shadows
çilek. In-Game asset. 2d. High contrast. No shadows
boynuna bir kurdele ve eline de uçan bir balon
böğürtlen ormanı. In-Game asset. 2d. High contrast. No shadows
taş. In-Game asset. 2d. High contrast. No shadows
mesaj kutusu. In-Game asset. 2d. High contrast. No shadows