User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'head.filters = [{' Line Number: 166
User prompt
Make the snake's body and all effects more visible over the background
User prompt
Ensure that the background does not cover or interfere with the visibility of the snake's body and any particle effects.
User prompt
"Each time food is eaten, the character should grow by adding a new segment of the same character behind the head. The new segment should be positioned directly behind the head, and a trailing star-like effect should follow the growing body, like a shooting star
User prompt
Apply an animation to the body segments to give the appearance of walking or movement. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1- Play a baby sound when the food is eaten 2- The growing body should never go in front of the head; it must always stay behind the head.
User prompt
"The head should always be in front, and the growing body should follow directly behind it, continuing right from the back of the head
User prompt
Keep the snake's tail balanced with its head, and ensure the view stays centered on the head.
User prompt
Play a baby sound when the food is eaten
Remix started
Copy Snake Xenzia 2024
/****
* 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
});
// Add a glow/shadow filter to increase visibility
bodyPart.filters = [{
type: 'glow',
color: 0x000000,
strength: 3,
quality: 1
}];
// Add animation properties
self.originalScale = 1;
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 BonusFood = Container.expand(function () {
var self = Container.call(this);
// Create the bonus food
var bonusFood = self.attachAsset('bonusFood', {
anchorX: 0.5,
anchorY: 0.5
});
});
var Food = Container.expand(function () {
var self = Container.call(this);
// Create the food
var food = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5
});
});
var Life = Container.expand(function () {
var self = Container.call(this);
// Create the life
var life = self.attachAsset('life', {
anchorX: 0.5,
anchorY: 0.5
});
});
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';
}
};
});
var Poison = Container.expand(function () {
var self = Container.call(this);
// Create the poison
var poison = self.attachAsset('poison', {
anchorX: 0.5,
anchorY: 0.5
});
});
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
});
// Add a stronger glow filter to the snake head to make it stand out
head.filters = [{
type: 'glow',
color: 0xFFFFFF,
strength: 5,
quality: 1
}];
// 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: 0.5,
scaleY: 0.5
});
// Add a glow effect to increase visibility
star.filters = [{
type: 'glow',
color: 0xFFFFFF,
strength: 3,
quality: 1
}];
// Set initial properties
self.alpha = 1;
self.fadeSpeed = 0.03; // Slower fade for better visibility
self.rotationSpeed = 0.1;
// Update method to handle fading and rotation
self.update = function () {
// Rotate the star
star.rotation += self.rotationSpeed;
// Fade out
self.alpha -= self.fadeSpeed;
// 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
****/
// Import tween plugin for animations
// Add a background to the game with reduced opacity to ensure visibility of snake and effects
var background = game.addChild(LK.getAsset('newBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Set background alpha to 0.4 to make it more transparent and improve snake visibility
background.alpha = 0.4;
// 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());
// Hide the bonus food when the game starts
bonusFood.x = -100;
bonusFood.y = -100;
var poison = game.addChild(new Poison());
// Initialize life
var life = game.addChild(new Life());
// Hide the life when the game starts
life.x = -100;
life.y = -100;
// Hide the poison when the game starts
poison.x = -100;
poison.y = -100;
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;
}
// 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 the last body part (once every few frames)
if (i === snake.body.length - 1 && LK.ticks % 5 === 0) {
var star = new StarTrail();
star.x = snake.body[i].x;
star.y = snake.body[i].y;
game.addChild(star);
// Make sure starTrails is initialized
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();
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
score += 10;
// Update the score text
scoreTxt.setText('Score: ' + score);
// Increase the food consumed count
foodConsumed += 1;
// 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 < 5; s++) {
var star = new StarTrail();
star.x = newBodyPart.x + (Math.random() * 40 - 20);
star.y = newBodyPart.y + (Math.random() * 40 - 20);
star.alpha = 0.8 + Math.random() * 0.2;
game.addChild(star);
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
do {
bonusFood.x = Math.random() * (2048 - bonusFood.width) + bonusFood.width / 2;
bonusFood.y = Math.random() * (2732 - bonusFood.height) + bonusFood.height / 2;
} while ((bonusFood.x < 100 || bonusFood.x > 1948) && (bonusFood.y < 100 || bonusFood.y > 2632));
// Show the bonus food for 8 seconds
LK.setTimeout(function () {
bonusFood.x = -100;
bonusFood.y = -100;
}, 8000);
}
// Check if it's time to show the life
if (score !== 0 && score % 100 === 0 && score != previousScore) {
previousScore = score;
// Position the life at a new random location within the game, ensuring it does not appear on the border
do {
life.x = Math.random() * (2048 - life.width) + life.width / 2;
life.y = Math.random() * (2732 - life.height) + life.height / 2;
} while ((life.x < 100 || life.x > 1948) && (life.y < 100 || life.y > 2632));
// Show the life for 10 seconds
LK.setTimeout(function () {
life.x = -100;
life.y = -100;
}, 10000);
}
// Check if it's time to show the poison
if (foodConsumed === 8 && !poisonGenerated) {
// Position the poison at a new random location within the game, ensuring it does not appear on the border
do {
poison.x = Math.random() * (2048 - poison.width) + poison.width / 2;
poison.y = Math.random() * (2732 - poison.height) + poison.height / 2;
} while ((poison.x < 100 || poison.x > 1948) && (poison.y < 100 || poison.y > 2632));
// Show the poison for 8 seconds
LK.setTimeout(function () {
poison.x = -100;
poison.y = -100;
}, 8000);
poisonGenerated = true;
foodConsumed = 0; // Reset the food consumed count after generating poison
}
// Position the food at a new random location within the game, ensuring it does not appear on the border
do {
food.x = Math.random() * (2048 - food.width) + food.width / 2;
food.y = Math.random() * (2732 - food.height) + food.height / 2;
} while ((food.x < 100 || food.x > 1948) && (food.y < 100 || food.y > 2632));
// 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();
// 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);
// Play the life sound
LK.getSound('life').play();
}
// Hide the life
life.x = -100;
life.y = -100;
}
// Check if the snake's head intersects with the poison
if (snake.intersects(poison)) {
// Decrease the lives
lives -= 1;
// Update the lives text
livesTxt.setText('Lives: ' + lives);
// Play the poison sound
LK.getSound('poison').play();
// Hide the poison
poison.x = -100;
poison.y = -100;
// Reset the food consumed count after consuming poison
foodConsumed = 0;
// Check if the lives have hit 0
if (lives === 0) {
// Show game over
LK.getSound('GameOver').play();
LK.showGameOver();
}
}
// 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;
}
};
// Initialize lives, score, food consumed and poison generated
var lives = 3;
var score = 0;
var previousScore = 0;
var foodConsumed = 0;
var poisonGenerated = false;
var starTrails = []; // Initialize star trails array properly
// Create lives text with larger font and shadow for better visibility
var livesTxt = new Text2('Lives: ' + lives, {
size: 40,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5
});
livesTxt.anchor.set(0, 0);
livesTxt.x = 120; // Move away from top-left corner menu icon
LK.gui.topLeft.addChild(livesTxt);
// Create score text with larger font and shadow for better visibility
var scoreTxt = new Text2('Score: ' + score, {
size: 40,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
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
@@ -314,8 +314,9 @@
var star = new StarTrail();
star.x = snake.body[i].x;
star.y = snake.body[i].y;
game.addChild(star);
+ // Make sure starTrails is initialized
if (!starTrails) {
starTrails = [];
}
starTrails.push(star);
@@ -514,9 +515,9 @@
var score = 0;
var previousScore = 0;
var foodConsumed = 0;
var poisonGenerated = false;
-var starTrails = [];
+var starTrails = []; // Initialize star trails array properly
// Create lives text with larger font and shadow for better visibility
var livesTxt = new Text2('Lives: ' + lives, {
size: 40,
fill: 0xFFFFFF,
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