User prompt
As the points increase, the fish should come faster and there should be no catching time for the big fish that come after 500 Points and eat other fish. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Octopuses should not be able to come out of the water and should come more rarely.
User prompt
Ahtapotlar ekranınOctopuses should come from inside the water, not outside the screen
User prompt
Octopuses should come with a lot of space, and their scores should be a little lower
User prompt
After 250 points, a vertically swimming octopus should be added to the game, but they should appear at very close intervals. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The user has 5 seconds to catch a fish when it appears. If player cannot catch it within 5 seconds, Player loses 1 life. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
But this is only true when the fish go in the opposite direction from where they came.
User prompt
For fish that leave the screen and cannot be caught, player lose 1 life.
User prompt
For fish that leave the screen and cannot be caught, we lose 1 life.
User prompt
We must have 3 lives in the game, one life must be lost for every fish not caught.
User prompt
Fish should be faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fish should come a little more frequently
User prompt
Some fish should come faster, some slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove the fishing rod, fishing line, and hook, instead the player must click on the fishes.
User prompt
The fishing line and hook must go in other directions and must be attached to the fishing rod and not outside of the fishing rod. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The user must move the fishing line and hook, just like the Gold Mining game. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yön tuşlarına basıldığında olta o yöne hareket etmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ekranda yön tuşları olmalı
User prompt
Fishing line and hook must be directed with the arrow keys. And it should work properly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fishing line and hook should go wherever the user clicks. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fishing line and hook must be attached to the fishing rod ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add fishing rod asset
User prompt
Make your fishing rod system like a Gold Mining game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove fishing rod
User prompt
İğnenin misinaya, oltanın altına, yani misinaya takılması gerekir. Ayrıca iğnenin her yöne hareket etmesi gerekir.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Fish = Container.expand(function (fishType, depth) {
var self = Container.call(this);
var fishGraphics = self.attachAsset(fishType, {
anchorX: 0.5,
anchorY: 0.5
});
self.fishType = fishType;
self.depth = depth;
self.speed = 2;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.value = fishType === 'smallFish' ? 10 : fishType === 'mediumFish' ? 25 : fishType === 'largeFish' ? 50 : 100;
self.caught = false;
self.isBigFish = fishType === 'bigFish';
self.lastEatingTime = 0;
// Set fish speed based on type
if (fishType === 'smallFish') {
self.speed = 3;
} else if (fishType === 'mediumFish') {
self.speed = 2;
} else if (fishType === 'largeFish') {
self.speed = 1.5;
} else {
self.speed = 1; // Big fish is slowest
}
self.update = function () {
if (!self.caught) {
self.x += self.speed * self.direction;
// Reverse direction if fish goes off screen
if (self.x < -100 || self.x > 2148) {
self.direction *= -1;
}
// Big fish eating behavior
if (self.isBigFish && LK.ticks - self.lastEatingTime > 60) {
for (var i = fish.length - 1; i >= 0; i--) {
var otherFish = fish[i];
if (otherFish !== self && !otherFish.caught && !otherFish.isBigFish) {
var distance = Math.sqrt(Math.pow(self.x - otherFish.x, 2) + Math.pow(self.y - otherFish.y, 2));
if (distance < 80) {
// Eat the fish
otherFish.destroy();
fish.splice(i, 1);
self.lastEatingTime = LK.ticks;
break;
}
}
}
}
}
};
return self;
});
var FishingLine = Container.expand(function () {
var self = Container.call(this);
self.segments = [];
self.hook = self.addChild(LK.getAsset('hook', {
anchorX: 0.5,
anchorY: 0.5
}));
self.maxLength = 1500;
self.currentLength = 0;
self.isDropping = false;
self.isReeling = false;
self.caughtFish = null;
self.startDrop = function () {
if (!self.isDropping && !self.isReeling) {
self.isDropping = true;
LK.getSound('splash').play();
}
};
self.startReel = function () {
if (self.isDropping && !self.isReeling) {
self.isDropping = false;
self.isReeling = true;
}
};
self.update = function () {
// Drop line
if (self.isDropping && self.currentLength < self.maxLength) {
self.currentLength += 8;
self.hook.x = 0; // Keep hook centered on line
self.hook.y = self.currentLength;
// Add line segments
if (self.currentLength % 20 === 0) {
var segment = self.addChild(LK.getAsset('fishingLine', {
anchorX: 0.5,
anchorY: 0.5
}));
segment.x = 0; // Keep segments aligned with fishing line center
segment.y = self.currentLength - 10;
self.segments.push(segment);
}
}
// Reel in line
if (self.isReeling && self.currentLength > 0) {
self.currentLength -= 6;
self.hook.x = 0; // Keep hook centered on line
self.hook.y = self.currentLength;
// Remove line segments
if (self.segments.length > 0 && self.currentLength % 20 === 0) {
var segment = self.segments.pop();
if (segment) {
segment.destroy();
}
}
// Move caught fish with hook
if (self.caughtFish) {
self.caughtFish.x = self.x + self.hook.x;
self.caughtFish.y = self.y + self.hook.y;
}
// Check if fully reeled in
if (self.currentLength <= 0) {
self.isReeling = false;
if (self.caughtFish) {
// Score points
LK.setScore(LK.getScore() + self.caughtFish.value);
scoreTxt.setText(LK.getScore());
// Remove caught fish
self.caughtFish.destroy();
for (var i = fish.length - 1; i >= 0; i--) {
if (fish[i] === self.caughtFish) {
fish.splice(i, 1);
break;
}
}
self.caughtFish = null;
LK.getSound('catch').play();
}
}
}
// Check for fish collision
if (!self.caughtFish && self.currentLength > 0) {
for (var i = 0; i < fish.length; i++) {
var currentFish = fish[i];
if (!currentFish.caught && self.hook.intersects(currentFish)) {
self.caughtFish = currentFish;
currentFish.caught = true;
self.startReel();
break;
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var fish = [];
var fishingLine;
var waterSurface = 500;
var fishSpawnTimer = 0;
// Create water
var water = game.addChild(LK.getAsset('water', {
anchorX: 0,
anchorY: 0,
x: 0,
y: waterSurface
}));
// Create fishing rod
var fishingRod = game.addChild(LK.getAsset('fishingRod', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: waterSurface
}));
// Create fishing line
fishingLine = game.addChild(new FishingLine());
fishingLine.x = 1024; // Start at rod base, will be updated by move events
fishingLine.y = waterSurface + 10; // Position line below rod tip
// Create score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 50;
// Initialize score
scoreTxt.setText(LK.getScore());
// Spawn fish function
function spawnFish() {
var fishTypes = ['smallFish', 'mediumFish', 'largeFish'];
var depths = [200, 400, 600]; // Shallow, medium, deep
var typeIndex = Math.floor(Math.random() * fishTypes.length);
var fishType = fishTypes[typeIndex];
var depth = depths[typeIndex] + Math.random() * 200;
var newFish = new Fish(fishType, depth);
newFish.x = Math.random() > 0.5 ? -50 : 2098;
newFish.y = waterSurface + depth;
fish.push(newFish);
game.addChild(newFish);
}
// Touch controls
game.down = function (x, y, obj) {
fishingLine.startDrop();
};
game.up = function (x, y, obj) {
if (fishingLine.isDropping) {
fishingLine.startReel();
}
};
game.move = function (x, y, obj) {
// Calculate angle from rod base to touch position
var rodBaseX = 1024; // Keep rod base at center
var rodBaseY = waterSurface;
var deltaX = x - rodBaseX;
var deltaY = y - rodBaseY;
var angle = Math.atan2(deltaY, deltaX) - Math.PI / 2; // Subtract PI/2 to correct for rod anchor point
// Limit rod rotation to reasonable angles (about 60 degrees each side)
var maxAngle = Math.PI / 3; // 60 degrees
angle = Math.max(-maxAngle, Math.min(maxAngle, angle));
// Rotate the fishing rod
fishingRod.rotation = angle;
// Calculate tip position based on rod rotation and anchor point
// Since rod anchor is at bottom center (0.5, 1), we calculate from the base
var rodLength = 200; // Rod height
var tipX = rodBaseX + Math.sin(angle) * rodLength;
var tipY = rodBaseY - Math.cos(angle) * rodLength; // Negative because we go up from base
// Move fishing line to below the rod tip position
fishingLine.x = tipX;
fishingLine.y = tipY + 10; // Position line slightly below rod tip
// Update all line segments to maintain relative position to fishing line
for (var i = 0; i < fishingLine.segments.length; i++) {
fishingLine.segments[i].x = 0; // Keep segments centered relative to fishing line
}
// Hook position is maintained relative to fishing line automatically
// No need to reset hook position here as it moves with the fishing line
// Move caught fish with the hook if there is one
if (fishingLine.caughtFish) {
fishingLine.caughtFish.x = fishingLine.x + fishingLine.hook.x;
fishingLine.caughtFish.y = fishingLine.y + fishingLine.hook.y;
}
};
// Game variables for random spawning
var nextFishSpawnTime = 180 + Math.random() * 240; // Random interval between 3-7 seconds
// Main game loop
game.update = function () {
// Spawn fish randomly
fishSpawnTimer++;
if (fishSpawnTimer >= nextFishSpawnTime) {
spawnFish();
fishSpawnTimer = 0;
// Set next random spawn time (3-7 seconds)
nextFishSpawnTime = 180 + Math.random() * 240;
}
// Clean up fish that are off screen
for (var i = fish.length - 1; i >= 0; i--) {
var currentFish = fish[i];
if (currentFish.x < -200 || currentFish.x > 2248) {
currentFish.destroy();
fish.splice(i, 1);
}
}
// Spawn big fish after 500 points with random intervals
var currentScore = LK.getScore();
if (currentScore >= 500 && Math.random() < 0.001) {
// 0.1% chance per frame (10 times less frequent)
var bigFish = new Fish('bigFish', 300 + Math.random() * 400);
bigFish.x = Math.random() > 0.5 ? -100 : 2148;
bigFish.y = waterSurface + bigFish.depth;
fish.push(bigFish);
game.addChild(bigFish);
}
}; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Fish = Container.expand(function (fishType, depth) {
var self = Container.call(this);
var fishGraphics = self.attachAsset(fishType, {
anchorX: 0.5,
anchorY: 0.5
});
self.fishType = fishType;
self.depth = depth;
self.speed = 2;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.value = fishType === 'smallFish' ? 10 : fishType === 'mediumFish' ? 25 : fishType === 'largeFish' ? 50 : 100;
self.caught = false;
self.isBigFish = fishType === 'bigFish';
self.lastEatingTime = 0;
// Set fish speed based on type
if (fishType === 'smallFish') {
self.speed = 3;
} else if (fishType === 'mediumFish') {
self.speed = 2;
} else if (fishType === 'largeFish') {
self.speed = 1.5;
} else {
self.speed = 1; // Big fish is slowest
}
self.update = function () {
if (!self.caught) {
self.x += self.speed * self.direction;
// Reverse direction if fish goes off screen
if (self.x < -100 || self.x > 2148) {
self.direction *= -1;
}
// Big fish eating behavior
if (self.isBigFish && LK.ticks - self.lastEatingTime > 60) {
for (var i = fish.length - 1; i >= 0; i--) {
var otherFish = fish[i];
if (otherFish !== self && !otherFish.caught && !otherFish.isBigFish) {
var distance = Math.sqrt(Math.pow(self.x - otherFish.x, 2) + Math.pow(self.y - otherFish.y, 2));
if (distance < 80) {
// Eat the fish
otherFish.destroy();
fish.splice(i, 1);
self.lastEatingTime = LK.ticks;
break;
}
}
}
}
}
};
return self;
});
var FishingLine = Container.expand(function () {
var self = Container.call(this);
self.segments = [];
self.hook = self.addChild(LK.getAsset('hook', {
anchorX: 0.5,
anchorY: 0.5
}));
self.maxLength = 1500;
self.currentLength = 0;
self.isDropping = false;
self.isReeling = false;
self.caughtFish = null;
self.startDrop = function () {
if (!self.isDropping && !self.isReeling) {
self.isDropping = true;
LK.getSound('splash').play();
}
};
self.startReel = function () {
if (self.isDropping && !self.isReeling) {
self.isDropping = false;
self.isReeling = true;
}
};
self.update = function () {
// Drop line
if (self.isDropping && self.currentLength < self.maxLength) {
self.currentLength += 8;
self.hook.x = 0; // Keep hook centered on line
self.hook.y = self.currentLength;
// Add line segments
if (self.currentLength % 20 === 0) {
var segment = self.addChild(LK.getAsset('fishingLine', {
anchorX: 0.5,
anchorY: 0.5
}));
segment.x = 0; // Keep segments aligned with fishing line center
segment.y = self.currentLength - 10;
self.segments.push(segment);
}
}
// Reel in line
if (self.isReeling && self.currentLength > 0) {
self.currentLength -= 6;
self.hook.x = 0; // Keep hook centered on line
self.hook.y = self.currentLength;
// Remove line segments
if (self.segments.length > 0 && self.currentLength % 20 === 0) {
var segment = self.segments.pop();
if (segment) {
segment.destroy();
}
}
// Move caught fish with hook
if (self.caughtFish) {
self.caughtFish.x = self.x + self.hook.x;
self.caughtFish.y = self.y + self.hook.y;
}
// Check if fully reeled in
if (self.currentLength <= 0) {
self.isReeling = false;
if (self.caughtFish) {
// Score points
LK.setScore(LK.getScore() + self.caughtFish.value);
scoreTxt.setText(LK.getScore());
// Remove caught fish
self.caughtFish.destroy();
for (var i = fish.length - 1; i >= 0; i--) {
if (fish[i] === self.caughtFish) {
fish.splice(i, 1);
break;
}
}
self.caughtFish = null;
LK.getSound('catch').play();
}
}
}
// Check for fish collision
if (!self.caughtFish && self.currentLength > 0) {
for (var i = 0; i < fish.length; i++) {
var currentFish = fish[i];
if (!currentFish.caught && self.hook.intersects(currentFish)) {
self.caughtFish = currentFish;
currentFish.caught = true;
self.startReel();
break;
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var fish = [];
var fishingLine;
var waterSurface = 500;
var fishSpawnTimer = 0;
// Create water
var water = game.addChild(LK.getAsset('water', {
anchorX: 0,
anchorY: 0,
x: 0,
y: waterSurface
}));
// Create fishing rod
var fishingRod = game.addChild(LK.getAsset('fishingRod', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: waterSurface
}));
// Create fishing line
fishingLine = game.addChild(new FishingLine());
fishingLine.x = 1024; // Start at rod base, will be updated by move events
fishingLine.y = waterSurface + 10; // Position line below rod tip
// Create score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 50;
// Initialize score
scoreTxt.setText(LK.getScore());
// Spawn fish function
function spawnFish() {
var fishTypes = ['smallFish', 'mediumFish', 'largeFish'];
var depths = [200, 400, 600]; // Shallow, medium, deep
var typeIndex = Math.floor(Math.random() * fishTypes.length);
var fishType = fishTypes[typeIndex];
var depth = depths[typeIndex] + Math.random() * 200;
var newFish = new Fish(fishType, depth);
newFish.x = Math.random() > 0.5 ? -50 : 2098;
newFish.y = waterSurface + depth;
fish.push(newFish);
game.addChild(newFish);
}
// Touch controls
game.down = function (x, y, obj) {
fishingLine.startDrop();
};
game.up = function (x, y, obj) {
if (fishingLine.isDropping) {
fishingLine.startReel();
}
};
game.move = function (x, y, obj) {
// Calculate angle from rod base to touch position
var rodBaseX = 1024; // Keep rod base at center
var rodBaseY = waterSurface;
var deltaX = x - rodBaseX;
var deltaY = y - rodBaseY;
var angle = Math.atan2(deltaY, deltaX) - Math.PI / 2; // Subtract PI/2 to correct for rod anchor point
// Limit rod rotation to reasonable angles (about 60 degrees each side)
var maxAngle = Math.PI / 3; // 60 degrees
angle = Math.max(-maxAngle, Math.min(maxAngle, angle));
// Rotate the fishing rod
fishingRod.rotation = angle;
// Calculate tip position based on rod rotation and anchor point
// Since rod anchor is at bottom center (0.5, 1), we calculate from the base
var rodLength = 200; // Rod height
var tipX = rodBaseX + Math.sin(angle) * rodLength;
var tipY = rodBaseY - Math.cos(angle) * rodLength; // Negative because we go up from base
// Move fishing line to below the rod tip position
fishingLine.x = tipX;
fishingLine.y = tipY + 10; // Position line slightly below rod tip
// Update all line segments to maintain relative position to fishing line
for (var i = 0; i < fishingLine.segments.length; i++) {
fishingLine.segments[i].x = 0; // Keep segments centered relative to fishing line
}
// Hook position is maintained relative to fishing line automatically
// No need to reset hook position here as it moves with the fishing line
// Move caught fish with the hook if there is one
if (fishingLine.caughtFish) {
fishingLine.caughtFish.x = fishingLine.x + fishingLine.hook.x;
fishingLine.caughtFish.y = fishingLine.y + fishingLine.hook.y;
}
};
// Game variables for random spawning
var nextFishSpawnTime = 180 + Math.random() * 240; // Random interval between 3-7 seconds
// Main game loop
game.update = function () {
// Spawn fish randomly
fishSpawnTimer++;
if (fishSpawnTimer >= nextFishSpawnTime) {
spawnFish();
fishSpawnTimer = 0;
// Set next random spawn time (3-7 seconds)
nextFishSpawnTime = 180 + Math.random() * 240;
}
// Clean up fish that are off screen
for (var i = fish.length - 1; i >= 0; i--) {
var currentFish = fish[i];
if (currentFish.x < -200 || currentFish.x > 2248) {
currentFish.destroy();
fish.splice(i, 1);
}
}
// Spawn big fish after 500 points with random intervals
var currentScore = LK.getScore();
if (currentScore >= 500 && Math.random() < 0.001) {
// 0.1% chance per frame (10 times less frequent)
var bigFish = new Fish('bigFish', 300 + Math.random() * 400);
bigFish.x = Math.random() > 0.5 ? -100 : 2148;
bigFish.y = waterSurface + bigFish.depth;
fish.push(bigFish);
game.addChild(bigFish);
}
};
Rubber Hose Style Blue Fish. In-Game asset. 2d. High contrast. No shadows
Rubber Hose Style Green Medium-Sized fish. In-Game asset. 2d. High contrast. No shadows
Rubber Hose Style Orange Happy Fish. In-Game asset. 2d. High contrast. No shadows
Rubber Hose Style Swimming pose Shark. It's Angry. In-Game asset. 2d. High contrast. No shadows
Rubber Hose Style octopus. In-Game asset. 2d. High contrast. No shadows