User prompt
Avoid it
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Avoid freezing
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Add 200 units distance between 2 food in row
User prompt
Add 300 units distance between 2 food in row
User prompt
Add 400 units distance between 2 food in row
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Add 500 units distance between 2 food in row
User prompt
Add 200 units distance between 2 food in row
User prompt
Set minimum 200 unit distance between 2 loaded food in row
User prompt
Also change the sides where you put food to be the game variable
User prompt
If you dont put the food also to the left side of the screen the game will be so boring SO REPAIR THIS ISSUE!
User prompt
If you dont put the food also to the left side of the screen the game will be boring. Dont you wanna this...
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YOU SHOULD LOAD THE FOOD ALWAYS IN THE FENCE!
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Give fence cordinates
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Fix it
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Fix it
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Avoid the food appearance int the corner of the fence asset
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Give more food appearance in the left side and on the top of fence
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Reduce food appearance at the fence corner to the half
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Never load food at the same place 2 times in row
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Double the food distance from the sides
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Not working
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Increase foods distance to the double
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Set more distance between 2 food
User prompt
Food also can appear on the top of fence and the left side of the fence
User prompt
Food appear also in the middlle of fence, upper and left side to be more changeable
/**** * Classes ****/ // Food class for items the snake can eat var Food = Container.expand(function () { var self = Container.call(this); var foodGraphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); // Randomly position the food on the screen self.randomizePosition = function () { do { self.x = Math.floor(Math.random() * (fence.width - 6 * self.width)) + fence.x + 3 * self.width; self.y = Math.floor(Math.random() * (fence.height - 6 * self.height)) + fence.y + 3 * self.height; } while (!fence.intersects(self) || self.y < fence.y + fence.height / 2 || self.x > fence.x + fence.width / 2); }; return self; }); // Food Counter class for displaying the number of food items consumed var FoodCounter = Container.expand(function () { var self = Container.call(this); var counter = 0; var counterText = new Text2(counter.toString(), { size: 150, fill: 0x000000 }); counterText.anchor.set(0.5, 0); self.addChild(counterText); self.updateCounter = function (newCount) { counter = newCount; counterText.setText(counter.toString()); }; self.update = function () { counterText.x = 2048 / 2; counterText.y = 2732 / 2 - 1000; }; return self; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Snake class for both player and computer-controlled snakes var Snake = Container.expand(function () { var self = Container.call(this); self.segments = []; self.direction = { x: 1, y: 0 }; // Initial direction to the right self.speed = 1.25; // Speed of the snake // Initialize snake with a given length self.init = function (length, startX, startY) { for (var i = 0; i < length; i++) { var segment = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: startX - i * 20, y: startY }); self.segments.push(segment); } }; // Update snake position self.update = function () { // Store the previous position of the head var prevX = self.segments[0].x; var prevY = self.segments[0].y; // Move the head in the current direction self.segments[0].x += self.direction.x * self.speed; self.segments[0].y += self.direction.y * self.speed; // Move each segment to the position of the previous one for (var i = 1; i < self.segments.length; i++) { var tempX = self.segments[i].x; var tempY = self.segments[i].y; self.segments[i].x = prevX; self.segments[i].y = prevY; prevX = tempX; prevY = tempY; } // Check if the last segment is off the screen var lastSegment = self.segments[self.segments.length - 1]; if (lastSegment.x < 0 || lastSegment.x > 2048 || lastSegment.y < 0 || lastSegment.y > 2732) { // Remove the last segment from the snake and return it to the pool self.segmentPool.push(self.segments.pop()); } }; // Initialize an object pool for the snake segments self.segmentPool = []; // Grow the snake by adding a new segment self.grow = function () { var lastSegment = self.segments[self.segments.length - 1]; var newSegment; // Check if there are any segments in the pool if (self.segmentPool.length > 0) { // Reuse a segment from the pool newSegment = self.segmentPool.pop(); newSegment.x = lastSegment.x; newSegment.y = lastSegment.y; } else { // Create a new segment newSegment = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: lastSegment.x, y: lastSegment.y }); } self.segments.push(newSegment); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Change background color to black }); /**** * Game Code ****/ // Initialize screen var screen = game.attachAsset('screen', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 200, color: 0x8FBC8F // Beige green color }); game.addChild(screen); // Initialize phone var phone = game.attachAsset('phone', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 900 }); game.addChild(phone); // Initialize transparent square var fence = game.attachAsset('fence', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 200 }); game.addChild(fence); // Initialize player snake var playerSnake = new Snake(); playerSnake.init(5, fence.x, fence.y); game.addChild(playerSnake); // Initialize food var food = new Food(); food.x = fence.x; food.y = fence.y; game.addChild(food); // Initialize food counter var foodCounter = new FoodCounter(); foodCounter.updateCounter(0); // Start the counter from 0 game.addChild(foodCounter); // Ensure that every game start and restart contains minimum 1 food LK.on('restart', function () { food = new Food(); food.x = fence.x; food.y = fence.y; game.addChild(food); }); // Handle game updates game.update = function () { if (LK.ticks % 1 == 0) { // Update every 60Hz playerSnake.update(); // Check if player snake is at the edge of the fence for (var i = 0; i < playerSnake.segments.length; i++) { if (!fence.intersects(playerSnake.segments[i])) { // If the snake is at the right edge of the fence, load it to the left edge if (playerSnake.segments[i].x > fence.x + fence.width / 2) { playerSnake.segments[i].x = fence.x - fence.width / 2; } // If the snake is at the left edge of the fence, load it to the right edge else if (playerSnake.segments[i].x < fence.x - fence.width / 2) { playerSnake.segments[i].x = fence.x + fence.width / 2; } // If the snake is at the top edge of the fence, load it to the bottom edge else if (playerSnake.segments[i].y < fence.y - fence.height / 2) { playerSnake.segments[i].y = fence.y + fence.height / 2; } // If the snake is at the bottom edge of the fence, load it to the top edge else if (playerSnake.segments[i].y > fence.y + fence.height / 2) { playerSnake.segments[i].y = fence.y - fence.height / 2; } } } // Check for collision with food if (playerSnake.segments[0].intersects(food)) { playerSnake.grow(); food.randomizePosition(); foodCounter.updateCounter(playerSnake.segments.length - 5); // Update the food counter } } }; // Handle player input for snake direction game.down = function (x, y, obj) { var head = playerSnake.segments[0]; if (Math.abs(x - head.x) > Math.abs(y - head.y)) { if (x > head.x) { playerSnake.direction = { x: 1, y: 0 }; } else if (x < head.x) { playerSnake.direction = { x: -1, y: 0 }; } } else { if (y > head.y) { playerSnake.direction = { x: 0, y: 1 }; } else if (y < head.y) { playerSnake.direction = { x: 0, y: -1 }; } } console.log("Game was clicked at", x, y); }; ;
===================================================================
--- original.js
+++ change.js
@@ -10,10 +10,10 @@
});
// Randomly position the food on the screen
self.randomizePosition = function () {
do {
- self.x = Math.floor(Math.random() * (fence.width - 3 * self.width)) + fence.x + 1.5 * self.width;
- self.y = Math.floor(Math.random() * (fence.height - 3 * self.height)) + fence.y + 1.5 * self.height;
+ self.x = Math.floor(Math.random() * (fence.width - 6 * self.width)) + fence.x + 3 * self.width;
+ self.y = Math.floor(Math.random() * (fence.height - 6 * self.height)) + fence.y + 3 * self.height;
} while (!fence.intersects(self) || self.y < fence.y + fence.height / 2 || self.x > fence.x + fence.width / 2);
};
return self;
});