User prompt
shop butonunaa basılınca oyun dursun ve mağaza bölümü tüm oyunu kaplasın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
mağazaya girmek için bir buton ekle aşağıda olsun yine
User prompt
2. level yemekler 20 puan versin ve bu punalarıda mağazada satıcı yılandan süper almak için kullanılacak yavaşlama 5dk (150) hızlı gigachad (200) 2x çarpan (200) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
gigachad geldiği an kötü yılanlar yok olsun
User prompt
ekle GİGACHAD ! eğer iyi yıalnlar kötü yılan görüse haber versin 10 saniye sonra gigachad tüm kötü yılanları yok etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
iyi yılanlar kötü yıllanları gördüklerinde onları kovalayıp öldürsünler ve iyi yılanlar bir kötü yılan ölmemişse hala yaşar
User prompt
şimdi birde kötü yılanlar olsun onlarda bizi yemeye çalışsın ama iyi yıllanlar bizi korusun ekle
User prompt
kontorrler tersi çalışırken meslea sağ sol çalışamıyor
User prompt
kontroller ara sıra çalışmıyor ve hiç birşey ortalar dışuında spawn olmasın
User prompt
yılan konroller dışında kontrol edilemesin ve kontroller arasıra birleşip çapraz haraket etmesin
User prompt
score yazısını büyüt ve ortala
User prompt
score yerini kontrolleerin yanına koy
User prompt
kontrol tuşlarına kadar kaplasın ekranı
User prompt
oyunu büyüt
Code edit (1 edits merged)
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User prompt
yukarı ve aşağı butonlarındaki sayıları değiştir
User prompt
düzelt çünkü yukaerı butoonu aşağ götürüyor ama gidiip şimdi aşağa buttonunu yukarı buttonu gib yapma
User prompt
orda yukarı ve aşşağa ekle
User prompt
// Create visible walls around the game board function createWalls() { // Top and bottom walls for (var x = -1; x <= BOARD_WIDTH; x++) { // Top wall var topWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); topWall.x = boardOffsetX + x * GRID_SIZE; topWall.y = boardOffsetY - GRID_SIZE; // Bottom wall var bottomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); bottomWall.x = boardOffsetX + x * GRID_SIZE; bottomWall.y = boardOffsetY + BOARD_HEIGHT * GRID_SIZE; } // Left and right walls for (var y = 0; y < BOARD_HEIGHT; y++) { // Left wall var leftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); leftWall.x = boardOffsetX - GRID_SIZE; leftWall.y = boardOffsetY + y * GRID_SIZE; // Right wall var rightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); rightWall.x = boardOffsetX + BOARD_WIDTH * GRID_SIZE; rightWall.y = boardOffsetY + y * GRID_SIZE; } }
Code edit (1 edits merged)
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User prompt
tüm kontroll butonlarını kodlarını baştan yaz
User prompt
bağlılar olmasınlar
User prompt
ykarı ve aşağı butonu birbirlerinin aynısı oluyor bi yukarı bi ikiside aşağı
User prompt
yukarı aşaşğı gibi davranıyor
User prompt
yukarı gitmesini hani eksiden yukarısına tıkldııyorduk ya ordaki gibi olsum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var DirectionalButton = Container.expand(function (direction, assetId) { var self = Container.call(this); var graphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.direction = direction; // Add visual feedback when pressed self.down = function (x, y, obj) { if (!isGameRunning) { return; } // Prevent multiple rapid presses if (self.isPressed) { return; } self.isPressed = true; // Visual feedback - make button slightly smaller tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); // Change snake direction immediately changeDirection(self.direction); }; self.up = function (x, y, obj) { // Reset pressed state self.isPressed = false; // Return button to normal size tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); }; return self; }); var EnemySnake = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('enemySnake', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0xff4444; // Red tint for enemy self.moveSpeed = 1.5; self.direction = Math.random() * Math.PI * 2; self.chaseTimer = 0; self.isBeingRepelled = false; self.repelTimer = 0; self.update = function () { // Check if being repelled by friendly snakes self.isBeingRepelled = false; for (var i = 0; i < friendlySnakes.length; i++) { var friendlySnake = friendlySnakes[i]; var dist = Math.sqrt(Math.pow(self.x - friendlySnake.x, 2) + Math.pow(self.y - friendlySnake.y, 2)); if (dist < 150) { // Repel range self.isBeingRepelled = true; // Move away from friendly snake var angle = Math.atan2(self.y - friendlySnake.y, self.x - friendlySnake.x); self.direction = angle; break; } } // If not being repelled, chase the player if (!self.isBeingRepelled && snake.length > 0) { self.chaseTimer++; if (self.chaseTimer >= 30) { // Update chase direction every 0.5 seconds var playerHead = snake[0]; var playerScreenPos = gridToScreen(playerHead.x, playerHead.y); var angle = Math.atan2(playerScreenPos.y - self.y, playerScreenPos.x - self.x); self.direction = angle; self.chaseTimer = 0; } } // Move in current direction self.x += Math.cos(self.direction) * self.moveSpeed; self.y += Math.sin(self.direction) * self.moveSpeed; // Bounce off walls if (self.x < boardOffsetX || self.x > boardOffsetX + BOARD_WIDTH * GRID_SIZE) { self.direction = Math.PI - self.direction; } if (self.y < boardOffsetY || self.y > boardOffsetY + BOARD_HEIGHT * GRID_SIZE) { self.direction = -self.direction; } // Keep within bounds self.x = Math.max(boardOffsetX, Math.min(boardOffsetX + BOARD_WIDTH * GRID_SIZE, self.x)); self.y = Math.max(boardOffsetY, Math.min(boardOffsetY + BOARD_HEIGHT * GRID_SIZE, self.y)); }; return self; }); var Food = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Simple pulsing animation var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1; self.scaleX = scale; self.scaleY = scale; }; return self; }); var FriendlySnake = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('friendlySnake', { anchorX: 0.5, anchorY: 0.5 }); self.moveSpeed = 2; self.direction = Math.random() * Math.PI * 2; self.dropTimer = 0; self.maxDrops = 3; self.dropsLeft = 3; self.hasKilledEnemy = false; self.update = function () { // Check for nearby enemy snakes to chase var isChasing = false; var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemySnakes.length; i++) { var enemySnake = enemySnakes[i]; var dist = Math.sqrt(Math.pow(self.x - enemySnake.x, 2) + Math.pow(self.y - enemySnake.y, 2)); if (dist < 200) { // Detection range - notify GIGACHAD! if (!gigaChadNotified && enemySnakes.length > 0) { gigaChadNotified = true; if (!gigaChad) { gigaChad = game.addChild(new GigaChad()); } gigaChad.summon(); } if (dist < closestDistance) { closestDistance = dist; closestEnemy = enemySnake; isChasing = true; } } } // If chasing an enemy, move towards it if (isChasing && closestEnemy) { var angle = Math.atan2(closestEnemy.y - self.y, closestEnemy.x - self.x); self.direction = angle; self.moveSpeed = 3; // Increase speed when chasing } else { self.moveSpeed = 2; // Normal speed when not chasing } // Move in current direction self.x += Math.cos(self.direction) * self.moveSpeed; self.y += Math.sin(self.direction) * self.moveSpeed; // Check if we killed an enemy snake for (var i = enemySnakes.length - 1; i >= 0; i--) { var enemySnake = enemySnakes[i]; var dist = Math.sqrt(Math.pow(self.x - enemySnake.x, 2) + Math.pow(self.y - enemySnake.y, 2)); if (dist < 50) { // Kill range // Enemy snake is killed enemySnake.destroy(); enemySnakes.splice(i, 1); LK.setScore(LK.getScore() + 100); // Bonus for friendly snake killing enemy scoreTxt.setText('Score: ' + LK.getScore()); // Mark this friendly snake as having killed an enemy self.hasKilledEnemy = true; break; } } // Bounce off walls if (self.x < boardOffsetX || self.x > boardOffsetX + BOARD_WIDTH * GRID_SIZE) { self.direction = Math.PI - self.direction; } if (self.y < boardOffsetY || self.y > boardOffsetY + BOARD_HEIGHT * GRID_SIZE) { self.direction = -self.direction; } // Keep within bounds self.x = Math.max(boardOffsetX, Math.min(boardOffsetX + BOARD_WIDTH * GRID_SIZE, self.x)); self.y = Math.max(boardOffsetY, Math.min(boardOffsetY + BOARD_HEIGHT * GRID_SIZE, self.y)); // Drop food periodically self.dropTimer++; if (self.dropTimer >= 120 && self.dropsLeft > 0) { // Every 2 seconds self.dropFood(); self.dropTimer = 0; self.dropsLeft--; } // Remove after all drops are done - but only if hasn't killed an enemy if (self.dropsLeft <= 0 && !self.hasKilledEnemy) { tween(self, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); var index = friendlySnakes.indexOf(self); if (index > -1) { friendlySnakes.splice(index, 1); } } }); } }; self.dropFood = function () { var dropType = Math.random() < 0.3 ? 'level2' : 'normal'; var newFood; if (dropType === 'level2') { newFood = game.addChild(new Level2Food()); } else { newFood = game.addChild(new Food()); } // Convert screen position to grid position and clamp to board bounds var gridX = Math.round((self.x - boardOffsetX) / GRID_SIZE); var gridY = Math.round((self.y - boardOffsetY) / GRID_SIZE); // Ensure food stays within board bounds gridX = Math.max(0, Math.min(BOARD_WIDTH - 1, gridX)); gridY = Math.max(0, Math.min(BOARD_HEIGHT - 1, gridY)); // Set food position based on clamped grid coordinates var screenPos = gridToScreen(gridX, gridY); newFood.x = screenPos.x; newFood.y = screenPos.y; newFood.gridX = gridX; newFood.gridY = gridY; // Add to food array foodItems.push(newFood); }; return self; }); var GigaChad = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('gigachad', { anchorX: 0.5, anchorY: 0.5 }); self.isActive = false; self.destroyTimer = 0; self.destroyDelay = 600; // 10 seconds at 60fps self.summon = function () { if (self.isActive) return; // Already summoned self.isActive = true; self.destroyTimer = 0; // Position GIGACHAD at center of board self.x = boardOffsetX + BOARD_WIDTH * GRID_SIZE / 2; self.y = boardOffsetY + BOARD_HEIGHT * GRID_SIZE / 2; // Make GIGACHAD appear with dramatic effect self.alpha = 0; self.scaleX = 0.1; self.scaleY = 0.1; tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.bounceOut }); // Play summon sound LK.getSound('gigachadSummon').play(); // Flash screen to show GIGACHAD arrival LK.effects.flashScreen(0xFFD700, 1000); // Gold flash }; self.update = function () { if (!self.isActive) return; self.destroyTimer++; // Pulsing effect while waiting var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1; self.scaleX = pulse; self.scaleY = pulse; // Destroy all enemies after 10 seconds if (self.destroyTimer >= self.destroyDelay) { self.destroyAllEnemies(); } }; self.destroyAllEnemies = function () { // Destroy all enemy snakes for (var i = enemySnakes.length - 1; i >= 0; i--) { var enemySnake = enemySnakes[i]; // Flash enemy red before destroying tween(enemySnake, { tint: 0xFF0000, alpha: 0 }, { duration: 200, onFinish: function onFinish() { enemySnake.destroy(); } }); } // Clear enemy snakes array enemySnakes = []; // Play destroy sound LK.getSound('gigachadDestroy').play(); // Flash screen red for destruction LK.effects.flashScreen(0xFF0000, 1500); // Add massive score bonus LK.setScore(LK.getScore() + 500); scoreTxt.setText('Score: ' + LK.getScore()); // GIGACHAD disappears after completing his task tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { self.isActive = false; self.destroyTimer = 0; } }); }; return self; }); var Level2Food = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('level2Food', { anchorX: 0.5, anchorY: 0.5 }); self.foodType = 'level2'; self.update = function () { // Special pulsing animation for level 2 food var scale = 1 + Math.sin(LK.ticks * 0.15) * 0.3; self.scaleX = scale; self.scaleY = scale; // Color cycling effect var colorPhase = LK.ticks * 0.1 % (Math.PI * 2); var red = Math.floor(128 + 127 * Math.sin(colorPhase)); var green = Math.floor(128 + 127 * Math.sin(colorPhase + Math.PI * 2 / 3)); var blue = Math.floor(128 + 127 * Math.sin(colorPhase + Math.PI * 4 / 3)); graphics.tint = red << 16 | green << 8 | blue; }; return self; }); var Snake = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('snakeHead', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Game configuration var GRID_SIZE = 40; var BOARD_WIDTH = 35; var BOARD_HEIGHT = 50; var MOVE_DELAY = 8; // Frames between moves // Game state variables var snake = []; var snakeDirection = { x: 1, y: 0 }; var nextDirection = { x: 1, y: 0 }; var food = null; var moveCounter = 0; var isGameRunning = true; var friendlySnakes = []; var friendlySnakeTimer = 0; var enemySnakes = []; var enemySnakeTimer = 0; var foodItems = []; var gigaChad = null; var gigaChadNotified = false; // Calculate board position to center it horizontally and leave space for controls at bottom var boardOffsetX = (2048 - BOARD_WIDTH * GRID_SIZE) / 2; var boardOffsetY = 100; // Start closer to top, leaving space for controls at bottom // Create score display var scoreTxt = new Text2('Score: 0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0.5); // Position score centered horizontally and at control buttons level scoreTxt.x = 2048 / 2; // Center horizontally scoreTxt.y = 2732 - 300; // Same vertical level as control buttons game.addChild(scoreTxt); // Initialize snake with only head function initializeSnake() { snake = []; // Create head using new Snake class var head = game.addChild(new Snake()); head.x = boardOffsetX + 12 * GRID_SIZE; head.y = boardOffsetY + 25 * GRID_SIZE; snake.push({ x: 12, y: 25, obj: head }); } // Convert grid coordinates to screen coordinates function gridToScreen(gridX, gridY) { return { x: boardOffsetX + gridX * GRID_SIZE, y: boardOffsetY + gridY * GRID_SIZE }; } // Generate random food position function spawnFood() { var validPositions = []; // Find all valid positions (not occupied by snake) for (var x = 0; x < BOARD_WIDTH; x++) { for (var y = 0; y < BOARD_HEIGHT; y++) { var occupied = false; for (var i = 0; i < snake.length; i++) { if (snake[i].x === x && snake[i].y === y) { occupied = true; break; } } if (!occupied) { validPositions.push({ x: x, y: y }); } } } if (validPositions.length > 0) { var randomIndex = Math.floor(Math.random() * validPositions.length); var pos = validPositions[randomIndex]; if (food) { food.destroy(); } food = game.addChild(new Food()); var screenPos = gridToScreen(pos.x, pos.y); food.x = screenPos.x; food.y = screenPos.y; food.gridX = pos.x; food.gridY = pos.y; foodItems.push(food); } } // Check if position is valid (within bounds and not colliding with snake) function isValidPosition(x, y) { // Check bounds if (x < 0 || x >= BOARD_WIDTH || y < 0 || y >= BOARD_HEIGHT) { return false; } // No body collision check needed for head-only snake return true; } // Move snake function moveSnake() { if (!isGameRunning) { return; } // Direction is already updated immediately in changeDirection function // Calculate new head position var head = snake[0]; var newHeadX = head.x + snakeDirection.x; var newHeadY = head.y + snakeDirection.y; // Check if new position is valid if (!isValidPosition(newHeadX, newHeadY)) { // Game over isGameRunning = false; LK.getSound('gameOver').play(); LK.showGameOver(); return; } // Check if any food is eaten var ateFood = false; for (var i = foodItems.length - 1; i >= 0; i--) { var currentFood = foodItems[i]; if (currentFood && newHeadX === currentFood.gridX && newHeadY === currentFood.gridY) { ateFood = true; var points = currentFood.foodType === 'level2' ? 25 : 10; LK.setScore(LK.getScore() + points); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('eat').play(); // Flash food before removing tween(currentFood, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { currentFood.destroy(); } }); foodItems.splice(i, 1); if (currentFood === food) { food = null; spawnFood(); } break; } } // Simply move the existing head to new position (no growth) var headObj = snake[0].obj; var screenPos = gridToScreen(newHeadX, newHeadY); headObj.x = screenPos.x; headObj.y = screenPos.y; snake[0].x = newHeadX; snake[0].y = newHeadY; } // Handle direction changes function changeDirection(newDir) { // Prevent immediate reversal if (newDir.x === -snakeDirection.x && newDir.y === -snakeDirection.y) { return; } // Prevent diagonal movement - only allow pure horizontal or vertical movement if (newDir.x !== 0 && newDir.y !== 0) { return; } // Apply direction change immediately for responsive controls snakeDirection.x = newDir.x; snakeDirection.y = newDir.y; nextDirection.x = newDir.x; nextDirection.y = newDir.y; } // Remove touch controls - snake can only be controlled by buttons // Create visible walls around the game board function createWalls() { // Top and bottom walls for (var x = -1; x <= BOARD_WIDTH; x++) { // Top wall var topWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); topWall.x = boardOffsetX + x * GRID_SIZE; topWall.y = boardOffsetY - GRID_SIZE; // Bottom wall var bottomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); bottomWall.x = boardOffsetX + x * GRID_SIZE; bottomWall.y = boardOffsetY + BOARD_HEIGHT * GRID_SIZE; } // Left and right walls for (var y = -1; y <= BOARD_HEIGHT; y++) { // Left wall var leftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); leftWall.x = boardOffsetX - GRID_SIZE; leftWall.y = boardOffsetY + y * GRID_SIZE; // Right wall var rightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5 })); rightWall.x = boardOffsetX + BOARD_WIDTH * GRID_SIZE; rightWall.y = boardOffsetY + y * GRID_SIZE; } } // Create directional control buttons var upButton = game.addChild(new DirectionalButton({ x: 0, y: -1 }, 'upButton')); var downButton = game.addChild(new DirectionalButton({ x: 0, y: 1 }, 'downButton')); var leftButton = game.addChild(new DirectionalButton({ x: -1, y: 0 }, 'leftButton')); var rightButton = game.addChild(new DirectionalButton({ x: 1, y: 0 }, 'rightButton')); // Position buttons in bottom right corner var buttonSpacing = 140; var buttonBaseX = 2048 - 200; var buttonBaseY = 2732 - 300; // Up button upButton.x = buttonBaseX; upButton.y = buttonBaseY - buttonSpacing; // Down button downButton.x = buttonBaseX; downButton.y = buttonBaseY + buttonSpacing; // Left button leftButton.x = buttonBaseX - buttonSpacing; leftButton.y = buttonBaseY; // Right button rightButton.x = buttonBaseX + buttonSpacing; rightButton.y = buttonBaseY; // Add text labels to buttons var upText = new Text2('↑', { size: 60, fill: 0xFFFFFF }); upText.anchor.set(0.5, 0.5); upText.x = upButton.x; upText.y = upButton.y; game.addChild(upText); var downText = new Text2('↓', { size: 60, fill: 0xFFFFFF }); downText.anchor.set(0.5, 0.5); downText.x = downButton.x; downText.y = downButton.y; game.addChild(downText); var leftText = new Text2('←', { size: 60, fill: 0xFFFFFF }); leftText.anchor.set(0.5, 0.5); leftText.x = leftButton.x; leftText.y = leftButton.y; game.addChild(leftText); var rightText = new Text2('→', { size: 60, fill: 0xFFFFFF }); rightText.anchor.set(0.5, 0.5); rightText.x = rightButton.x; rightText.y = rightButton.y; game.addChild(rightText); // Initialize game createWalls(); initializeSnake(); spawnFood(); // Main game loop game.update = function () { if (!isGameRunning) { return; } moveCounter++; if (moveCounter >= MOVE_DELAY) { moveCounter = 0; moveSnake(); } // Spawn friendly snakes every 10 seconds (600 frames at 60fps) friendlySnakeTimer++; if (friendlySnakeTimer >= 600) { friendlySnakeTimer = 0; var friendlySnake = game.addChild(new FriendlySnake()); // Spawn at random edge position within board bounds only var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top - ensure spawn within board width friendlySnake.x = boardOffsetX + (Math.random() * (BOARD_WIDTH - 2) + 1) * GRID_SIZE; friendlySnake.y = boardOffsetY + GRID_SIZE; break; case 1: // Right - ensure spawn within board height friendlySnake.x = boardOffsetX + (BOARD_WIDTH - 1) * GRID_SIZE; friendlySnake.y = boardOffsetY + (Math.random() * (BOARD_HEIGHT - 2) + 1) * GRID_SIZE; break; case 2: // Bottom - ensure spawn within board width friendlySnake.x = boardOffsetX + (Math.random() * (BOARD_WIDTH - 2) + 1) * GRID_SIZE; friendlySnake.y = boardOffsetY + (BOARD_HEIGHT - 1) * GRID_SIZE; break; case 3: // Left - ensure spawn within board height friendlySnake.x = boardOffsetX + GRID_SIZE; friendlySnake.y = boardOffsetY + (Math.random() * (BOARD_HEIGHT - 2) + 1) * GRID_SIZE; break; } friendlySnakes.push(friendlySnake); } // Spawn enemy snakes every 8 seconds (480 frames at 60fps) enemySnakeTimer++; if (enemySnakeTimer >= 480) { enemySnakeTimer = 0; var enemySnake = game.addChild(new EnemySnake()); // Spawn at random edge position within board bounds only var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top - ensure spawn within board width enemySnake.x = boardOffsetX + (Math.random() * (BOARD_WIDTH - 2) + 1) * GRID_SIZE; enemySnake.y = boardOffsetY + GRID_SIZE; break; case 1: // Right - ensure spawn within board height enemySnake.x = boardOffsetX + (BOARD_WIDTH - 1) * GRID_SIZE; enemySnake.y = boardOffsetY + (Math.random() * (BOARD_HEIGHT - 2) + 1) * GRID_SIZE; break; case 2: // Bottom - ensure spawn within board width enemySnake.x = boardOffsetX + (Math.random() * (BOARD_WIDTH - 2) + 1) * GRID_SIZE; enemySnake.y = boardOffsetY + (BOARD_HEIGHT - 1) * GRID_SIZE; break; case 3: // Left - ensure spawn within board height enemySnake.x = boardOffsetX + GRID_SIZE; enemySnake.y = boardOffsetY + (Math.random() * (BOARD_HEIGHT - 2) + 1) * GRID_SIZE; break; } enemySnakes.push(enemySnake); } // Check collision between player and enemy snakes if (snake.length > 0) { var playerHead = snake[0]; var playerScreenPos = gridToScreen(playerHead.x, playerHead.y); for (var i = enemySnakes.length - 1; i >= 0; i--) { var enemySnake = enemySnakes[i]; var dist = Math.sqrt(Math.pow(playerScreenPos.x - enemySnake.x, 2) + Math.pow(playerScreenPos.y - enemySnake.y, 2)); if (dist < 60) { // Collision detected // Check if friendly snake is protecting var isProtected = false; for (var j = 0; j < friendlySnakes.length; j++) { var friendlySnake = friendlySnakes[j]; var friendlyDist = Math.sqrt(Math.pow(playerScreenPos.x - friendlySnake.x, 2) + Math.pow(playerScreenPos.y - friendlySnake.y, 2)); if (friendlyDist < 100) { // Protection range isProtected = true; // Remove the enemy snake as it's defeated by friendly snake enemySnake.destroy(); enemySnakes.splice(i, 1); LK.setScore(LK.getScore() + 50); // Bonus for protection scoreTxt.setText('Score: ' + LK.getScore()); break; } } if (!isProtected) { // Game over - player eaten by enemy snake isGameRunning = false; LK.getSound('gameOver').play(); LK.showGameOver(); return; } } } } // Reset GIGACHAD notification if no enemies remain if (enemySnakes.length === 0) { gigaChadNotified = false; } };
===================================================================
--- original.js
+++ change.js
@@ -135,9 +135,16 @@
for (var i = 0; i < enemySnakes.length; i++) {
var enemySnake = enemySnakes[i];
var dist = Math.sqrt(Math.pow(self.x - enemySnake.x, 2) + Math.pow(self.y - enemySnake.y, 2));
if (dist < 200) {
- // Detection range
+ // Detection range - notify GIGACHAD!
+ if (!gigaChadNotified && enemySnakes.length > 0) {
+ gigaChadNotified = true;
+ if (!gigaChad) {
+ gigaChad = game.addChild(new GigaChad());
+ }
+ gigaChad.summon();
+ }
if (dist < closestDistance) {
closestDistance = dist;
closestEnemy = enemySnake;
isChasing = true;
@@ -229,8 +236,93 @@
foodItems.push(newFood);
};
return self;
});
+var GigaChad = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('gigachad', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.isActive = false;
+ self.destroyTimer = 0;
+ self.destroyDelay = 600; // 10 seconds at 60fps
+ self.summon = function () {
+ if (self.isActive) return; // Already summoned
+ self.isActive = true;
+ self.destroyTimer = 0;
+ // Position GIGACHAD at center of board
+ self.x = boardOffsetX + BOARD_WIDTH * GRID_SIZE / 2;
+ self.y = boardOffsetY + BOARD_HEIGHT * GRID_SIZE / 2;
+ // Make GIGACHAD appear with dramatic effect
+ self.alpha = 0;
+ self.scaleX = 0.1;
+ self.scaleY = 0.1;
+ tween(self, {
+ alpha: 1,
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 500,
+ easing: tween.bounceOut
+ });
+ // Play summon sound
+ LK.getSound('gigachadSummon').play();
+ // Flash screen to show GIGACHAD arrival
+ LK.effects.flashScreen(0xFFD700, 1000); // Gold flash
+ };
+ self.update = function () {
+ if (!self.isActive) return;
+ self.destroyTimer++;
+ // Pulsing effect while waiting
+ var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
+ self.scaleX = pulse;
+ self.scaleY = pulse;
+ // Destroy all enemies after 10 seconds
+ if (self.destroyTimer >= self.destroyDelay) {
+ self.destroyAllEnemies();
+ }
+ };
+ self.destroyAllEnemies = function () {
+ // Destroy all enemy snakes
+ for (var i = enemySnakes.length - 1; i >= 0; i--) {
+ var enemySnake = enemySnakes[i];
+ // Flash enemy red before destroying
+ tween(enemySnake, {
+ tint: 0xFF0000,
+ alpha: 0
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ enemySnake.destroy();
+ }
+ });
+ }
+ // Clear enemy snakes array
+ enemySnakes = [];
+ // Play destroy sound
+ LK.getSound('gigachadDestroy').play();
+ // Flash screen red for destruction
+ LK.effects.flashScreen(0xFF0000, 1500);
+ // Add massive score bonus
+ LK.setScore(LK.getScore() + 500);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ // GIGACHAD disappears after completing his task
+ tween(self, {
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 1000,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ self.isActive = false;
+ self.destroyTimer = 0;
+ }
+ });
+ };
+ return self;
+});
var Level2Food = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('level2Food', {
anchorX: 0.5,
@@ -292,8 +384,10 @@
var friendlySnakeTimer = 0;
var enemySnakes = [];
var enemySnakeTimer = 0;
var foodItems = [];
+var gigaChad = null;
+var gigaChadNotified = false;
// Calculate board position to center it horizontally and leave space for controls at bottom
var boardOffsetX = (2048 - BOARD_WIDTH * GRID_SIZE) / 2;
var boardOffsetY = 100; // Start closer to top, leaving space for controls at bottom
// Create score display
@@ -654,5 +748,9 @@
}
}
}
}
+ // Reset GIGACHAD notification if no enemies remain
+ if (enemySnakes.length === 0) {
+ gigaChadNotified = false;
+ }
};
\ No newline at end of file
robotik yap
wall block. In-Game asset. 2d. High contrast. No shadows
energy ball. In-Game asset. 2d. High contrast. No shadows
frendly robotic snake. In-Game asset. 2d. High contrast. No shadows
rainbow energy. In-Game asset. 2d. High contrast. No shadows
enemy robotic snake. In-Game asset. 2d. High contrast. No shadows
Robotic GigaChad snake. In-Game asset. 2d. High contrast. No shadows
yellow and orange cube 2d. In-Game asset. 2d. High contrast. No shadows
button red 2d. In-Game asset. 2d. High contrast. No shadows