User prompt
Increase the snake growing by 5 but count just one by one
User prompt
I asked from you change only the countings but not the growing! Fix it!
User prompt
I don't care just change the countings from up by 5 to one by one.
User prompt
The snake growing is still not enough and too slowly. Increase the growing scale for better visual but avoid lags.
User prompt
The snake growing is still not enough and too slowly. Increase the growing scale for better visual but avoid lags.
User prompt
The snake is not growing after it eat the the food. Fix it.
User prompt
The snake is not growing when it eaten
User prompt
Avoid it
User prompt
Avoid freezing
User prompt
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
User prompt
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...
User prompt
YOU SHOULD LOAD THE FOOD ALWAYS IN THE FENCE!
User prompt
Give fence cordinates
User prompt
Fix it
User prompt
Fix it
User prompt
Avoid the food appearance int the corner of the fence asset
User prompt
Give more food appearance in the left side and on the top of fence
User prompt
Reduce food appearance at the fence corner to the half
/**** * 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 () { var lastPosition = { x: self.x, y: self.y }; do { self.x = Math.floor(Math.random() * (game.width - 24 * self.width)) + game.x + 12 * self.width; self.y = Math.floor(Math.random() * (game.height - 24 * self.height)) + game.y + 12 * self.height; } while (!game.intersects(self) || self.y < game.y + game.height / 2 || Math.abs(self.x - lastPosition.x) < 200 && Math.abs(self.y - lastPosition.y) < 200); }; 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 }); segment.lastX = segment.x; segment.lastY = segment.y; self.segments.push(segment); } }; // Update snake position self.update = function () { // Store the previous position of the head if (self.lastX === undefined) { self.lastX = self.segments[0].x; } if (self.lastY === undefined) { self.lastY = self.segments[0].y; } var prevX = self.lastX; var prevY = self.lastY; self.lastX = self.segments[0].x; self.lastY = 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 = Math.max(0, Math.min(2048, prevX)); self.segments[i].y = Math.max(0, Math.min(2732, prevY)); self.segments[i].lastX = self.segments[i].x; self.segments[i].lastY = self.segments[i].y; 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) { lastSegment.x = Math.max(0, Math.min(2048, lastSegment.x)); // Ensure x is within bounds lastSegment.y = Math.max(0, Math.min(2732, lastSegment.y)); // Ensure y is within bounds // Remove the last segment from the snake and return it to the pool var removedSegment = self.segments.pop(); self.removeChild(removedSegment); // Remove from display self.segmentPool.push(removedSegment); } }; // 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 = Math.max(0, Math.min(2048, lastSegment.x)); newSegment.y = Math.max(0, Math.min(2732, lastSegment.y)); // Initialize last positions for pooled segment newSegment.lastX = newSegment.x; newSegment.lastY = newSegment.y; // Re-add the pooled segment to the display self.addChild(newSegment); } else { // Create a new segment newSegment = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: lastSegment.x, y: lastSegment.y }); // Initialize last positions for new segment newSegment.lastX = newSegment.x; newSegment.lastY = newSegment.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); // Define fence coordinates var fenceCoordinates = { topLeft: { x: fence.x - fence.width / 2, y: fence.y - fence.height / 2 }, topRight: { x: fence.x + fence.width / 2, y: fence.y - fence.height / 2 }, bottomLeft: { x: fence.x - fence.width / 2, y: fence.y + fence.height / 2 }, bottomRight: { x: fence.x + fence.width / 2, y: fence.y + fence.height / 2 } }; // 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
@@ -92,31 +92,48 @@
self.segments[i].lastY = self.segments[i].y;
prevX = tempX;
prevY = tempY;
}
- // Ensure all segments stay within bounds (wrapping is handled in the main update loop)
+ // 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) {
lastSegment.x = Math.max(0, Math.min(2048, lastSegment.x)); // Ensure x is within bounds
lastSegment.y = Math.max(0, Math.min(2732, lastSegment.y)); // Ensure y is within bounds
+ // Remove the last segment from the snake and return it to the pool
+ var removedSegment = self.segments.pop();
+ self.removeChild(removedSegment); // Remove from display
+ self.segmentPool.push(removedSegment);
}
};
// 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;
- // Always create a new segment for growth
- newSegment = self.attachAsset('snakeSegment', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: lastSegment.x,
- y: lastSegment.y
- });
- // Initialize last position tracking for the new segment
- newSegment.lastX = newSegment.x;
- newSegment.lastY = newSegment.y;
+ // 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 = Math.max(0, Math.min(2048, lastSegment.x));
+ newSegment.y = Math.max(0, Math.min(2732, lastSegment.y));
+ // Initialize last positions for pooled segment
+ newSegment.lastX = newSegment.x;
+ newSegment.lastY = newSegment.y;
+ // Re-add the pooled segment to the display
+ self.addChild(newSegment);
+ } else {
+ // Create a new segment
+ newSegment = self.attachAsset('snakeSegment', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: lastSegment.x,
+ y: lastSegment.y
+ });
+ // Initialize last positions for new segment
+ newSegment.lastX = newSegment.x;
+ newSegment.lastY = newSegment.y;
+ }
self.segments.push(newSegment);
};
return self;
});