User prompt
make the balls move slower
User prompt
Update the fruit init method to use level-based speed multiplier
User prompt
make some balls fly from left to right and straight down. let thembounce of the walls if they have not been sliced
User prompt
decrease how high the balls go by a quarter. spawn new balls from random points on the bottom of the screen and in random directions
User prompt
double the sizes of the fruits and make them go much higher and slower
User prompt
make the fruits bounce higher and slower
Code edit (1 edits merged)
Please save this source code
User prompt
Fruit Ninja Physics
Initial prompt
a fruit slashing game where player swipes to slash fruit. 5 types of fruit of different sizes, the smallest being 200px and increasing with 50 pixels hence. use real physics
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Blade = Container.expand(function () { var self = Container.call(this); self.active = false; self.points = []; self.maxPoints = 10; self.trail = []; for (var i = 0; i < self.maxPoints; i++) { var trailPart = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.trail.push(trailPart); } self.update = function () { // Update trail visuals for (var i = 0; i < self.trail.length; i++) { if (i < self.points.length) { var point = self.points[i]; var trailPart = self.trail[i]; trailPart.x = point.x; trailPart.y = point.y; trailPart.alpha = 1 - i / self.points.length; if (i > 0) { var prevPoint = self.points[i - 1]; var angle = Math.atan2(point.y - prevPoint.y, point.x - prevPoint.x); trailPart.rotation = angle; } } else { self.trail[i].alpha = 0; } } }; self.addPoint = function (x, y) { self.points.unshift({ x: x, y: y }); if (self.points.length > self.maxPoints) { self.points.pop(); } }; self.reset = function () { self.points = []; self.active = false; for (var i = 0; i < self.trail.length; i++) { self.trail[i].alpha = 0; } }; return self; }); var Fruit = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'apple'; self.sliced = false; self.width = 0; self.height = 0; self.points = 0; self.baseSpeed = 0; var fruitGraphics; switch (self.type) { case 'watermelon': self.width = 240; self.height = 240; self.points = 5; self.baseSpeed = 1.8; // Much slower base speed break; case 'apple': self.width = 180; self.height = 180; self.points = 4; self.baseSpeed = 2.0; // Much slower base speed break; case 'orange': self.width = 160; self.height = 160; self.points = 3; self.baseSpeed = 2.2; // Much slower base speed break; case 'kiwi': self.width = 120; self.height = 120; self.points = 2; self.baseSpeed = 2.5; // Much slower base speed break; case 'strawberry': self.width = 100; self.height = 100; self.points = 1; self.baseSpeed = 2.7; // Much slower base speed break; case 'bomb': self.width = 160; self.height = 160; self.points = -10; self.baseSpeed = 2.0; // Much slower base speed break; } fruitGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.gravity = 0.03; // Reduced gravity for slower falling self.rotationSpeed = (Math.random() - 0.5) * 0.025; // Even slower rotation self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var currentLevel = Math.floor(LK.getScore() / 50) + 1; var levelMultiplier = 1 + (currentLevel - 1) * 0.1; // 10% increase per level var speed = (self.baseSpeed + Math.random() * 1.5) * levelMultiplier; // Reduced random speed component self.vx = Math.cos(angle) * speed; self.vy = -Math.sin(angle) * speed - 10; // Further reduced initial upward velocity }; self.slice = function () { if (self.sliced || self.type === 'bomb') { return; } self.sliced = true; // Remove the whole fruit fruitGraphics.alpha = 0; // Create two halves var half1 = self.attachAsset(self.type + '_half', { anchorX: 0.5, anchorY: 0, y: -self.height / 4 }); var half2 = self.attachAsset(self.type + '_half', { anchorX: 0.5, anchorY: 0, y: -self.height / 4, rotation: Math.PI }); // Apply different physics to the halves half1.vx = self.vx + (Math.random() - 0.5) * 2; half1.vy = self.vy; half1.rotationSpeed = (Math.random() - 0.5) * 0.2; half2.vx = self.vx - (Math.random() - 0.5) * 2; half2.vy = self.vy; half2.rotationSpeed = (Math.random() - 0.5) * 0.2; self.half1 = half1; self.half2 = half2; return self.points; }; self.update = function () { if (!self.sliced) { // Update whole fruit self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = GAME_WIDTH - self.width / 2; } } else { // Update halves self.half1.vy += self.gravity; self.half1.x += self.half1.vx; self.half1.y += self.half1.vy; self.half1.rotation += self.half1.rotationSpeed; self.half2.vy += self.gravity; self.half2.x += self.half2.vx; self.half2.y += self.half2.vy; self.half2.rotation += self.half2.rotationSpeed; } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3498DB }); /**** * Game Code ****/ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var SPAWN_INTERVAL_MIN = 2500; // Longer spawn intervals for slower fruits var SPAWN_INTERVAL_MAX = 4000; var SPAWN_COUNT_MIN = 1; var SPAWN_COUNT_MAX = 2; // Fewer fruits at once to avoid overcrowding with larger fruits var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry']; var BOMB_PROBABILITY = 0.1; // Game variables var fruits = []; var blade = null; var lastSpawnTime = 0; var nextSpawnTime = 0; var gameActive = true; var comboCount = 0; var comboTimer = 0; var comboTimeout = 1000; // ms to reset combo // UI elements var scoreTxt; var comboTxt; function setupGame() { // Create blade blade = game.addChild(new Blade()); // Set up score display scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 30; LK.gui.top.addChild(scoreTxt); // Set up combo display comboTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 140; comboTxt.alpha = 0; LK.gui.top.addChild(comboTxt); // Set initial spawn time nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; // Play background music LK.playMusic('gameMusic'); } function spawnFruits() { var count = Math.floor(Math.random() * (SPAWN_COUNT_MAX - SPAWN_COUNT_MIN + 1)) + SPAWN_COUNT_MIN; for (var i = 0; i < count; i++) { var isBomb = Math.random() < BOMB_PROBABILITY; var type = isBomb ? 'bomb' : FRUIT_TYPES[Math.floor(Math.random() * FRUIT_TYPES.length)]; var fruit = new Fruit(type); // Determine flight pattern var pattern = Math.random(); if (pattern < 0.5) { // Horizontal flight from left to right var x = -fruit.width; var y = Math.random() * (GAME_HEIGHT / 2) + 300; fruit.x = x; fruit.y = y; fruit.vx = fruit.baseSpeed + Math.random() * 2; fruit.vy = 0; } else { // Vertical drop var x = Math.random() * (GAME_WIDTH - 200) + 100; var direction = Math.random(); // Random direction between 0 and 1 fruit.init(x, GAME_HEIGHT, direction); } game.addChild(fruit); fruits.push(fruit); } // Schedule next spawn nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; } function updateCombo() { if (comboCount > 1) { comboTxt.setText('COMBO x' + comboCount + '!'); comboTxt.alpha = 1; // Add combo bonus points LK.setScore(LK.getScore() + comboCount * 2); // Play combo sound LK.getSound('combo').play(); // Animate combo text tween(comboTxt, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } comboCount = 0; } function handleBladeCollisions() { if (!blade.active || blade.points.length < 2) { return; } var startPoint = blade.points[0]; var endPoint = blade.points[1]; for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (!fruit.sliced && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, fruit.x, fruit.y, fruit.width / 2)) { if (fruit.type === 'bomb') { // Game over when hitting a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 800); LK.showGameOver(); return; } // Slice the fruit var points = fruit.slice(); LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); // Play slice sound LK.getSound('slice').play(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } } } function lineIntersectsCircle(x1, y1, x2, y2, cx, cy, r) { // Find the closest point on the line segment to the circle center var dx = x2 - x1; var dy = y2 - y1; var len = Math.sqrt(dx * dx + dy * dy); // Normalize direction vector dx /= len; dy /= len; // Vector from line start to circle center var vx = cx - x1; var vy = cy - y1; // Project this vector onto the line direction var projection = vx * dx + vy * dy; // Clamp projection to line segment projection = Math.max(0, Math.min(len, projection)); // Find the closest point on the line segment var closestX = x1 + projection * dx; var closestY = y1 + projection * dy; // Check if this point is within the circle var distanceSquared = (cx - closestX) * (cx - closestX) + (cy - closestY) * (cy - closestY); return distanceSquared <= r * r; } // Game update function game.update = function () { // Check if we need to spawn new fruits var currentTime = Date.now(); if (currentTime >= nextSpawnTime) { spawnFruits(); } // Update all fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; fruit.update(); // Remove fruits that are off-screen if (fruit.isOffScreen()) { fruit.destroy(); fruits.splice(i, 1); } } // Check for blade collisions handleBladeCollisions(); // Update blade blade.update(); // Check combo timer if (comboCount > 0 && Date.now() > comboTimer) { updateCombo(); } }; // Handle touch/mouse events game.down = function (x, y, obj) { blade.active = true; blade.reset(); blade.addPoint(x, y); }; game.move = function (x, y, obj) { if (blade.active) { blade.addPoint(x, y); handleBladeCollisions(); } }; game.up = function (x, y, obj) { blade.active = false; }; // Start the game setupGame();
===================================================================
--- original.js
+++ change.js
@@ -70,58 +70,58 @@
case 'watermelon':
self.width = 240;
self.height = 240;
self.points = 5;
- self.baseSpeed = 3.5; // Much slower base speed
+ self.baseSpeed = 1.8; // Much slower base speed
break;
case 'apple':
self.width = 180;
self.height = 180;
self.points = 4;
- self.baseSpeed = 4; // Much slower base speed
+ self.baseSpeed = 2.0; // Much slower base speed
break;
case 'orange':
self.width = 160;
self.height = 160;
self.points = 3;
- self.baseSpeed = 4.5; // Much slower base speed
+ self.baseSpeed = 2.2; // Much slower base speed
break;
case 'kiwi':
self.width = 120;
self.height = 120;
self.points = 2;
- self.baseSpeed = 5; // Much slower base speed
+ self.baseSpeed = 2.5; // Much slower base speed
break;
case 'strawberry':
self.width = 100;
self.height = 100;
self.points = 1;
- self.baseSpeed = 5.5; // Much slower base speed
+ self.baseSpeed = 2.7; // Much slower base speed
break;
case 'bomb':
self.width = 160;
self.height = 160;
self.points = -10;
- self.baseSpeed = 4; // Much slower base speed
+ self.baseSpeed = 2.0; // Much slower base speed
break;
}
fruitGraphics = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
- self.gravity = 0.0625; // Increased gravity by 25% for lower bounces
- self.rotationSpeed = (Math.random() - 0.5) * 0.05; // Slower rotation
+ self.gravity = 0.03; // Reduced gravity for slower falling
+ self.rotationSpeed = (Math.random() - 0.5) * 0.025; // Even slower rotation
self.init = function (x, y, direction) {
self.x = x;
self.y = y;
var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16;
var currentLevel = Math.floor(LK.getScore() / 50) + 1;
var levelMultiplier = 1 + (currentLevel - 1) * 0.1; // 10% increase per level
- var speed = (self.baseSpeed + Math.random() * 3) * levelMultiplier;
+ var speed = (self.baseSpeed + Math.random() * 1.5) * levelMultiplier; // Reduced random speed component
self.vx = Math.cos(angle) * speed;
- self.vy = -Math.sin(angle) * speed - 15; // Reduced initial upward velocity by 25% for lower bounces
+ self.vy = -Math.sin(angle) * speed - 10; // Further reduced initial upward velocity
};
self.slice = function () {
if (self.sliced || self.type === 'bomb') {
return;
@@ -198,10 +198,10 @@
****/
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
-var SPAWN_INTERVAL_MIN = 2000; // Longer spawn intervals for slower fruits
-var SPAWN_INTERVAL_MAX = 3500;
+var SPAWN_INTERVAL_MIN = 2500; // Longer spawn intervals for slower fruits
+var SPAWN_INTERVAL_MAX = 4000;
var SPAWN_COUNT_MIN = 1;
var SPAWN_COUNT_MAX = 2; // Fewer fruits at once to avoid overcrowding with larger fruits
var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry'];
var BOMB_PROBABILITY = 0.1;
red bomb. In-Game asset. 2d. High contrast. No shadows
Head of pepe meme. each face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of doge meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of troll face meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of think smart guy meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of white y u no meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Clock. In-Game asset. 3d. High contrast. No shadows
Red Heart. In-Game asset. 3d. High contrast. No shadows
gattling gun. In-Game asset. 2d. High contrast. No shadows