User prompt
shopta slowdown ile gigachadin metinlerini birbiriyle değiştir
User prompt
invetoriyde 1 tek gigichadşi seçbiliyoz soptada aynı hemde en üst butonda ortada olmalı oda bozuk
User prompt
eğer süperimiz varssa ve ölürsek artık süper kullanamıyoruz
User prompt
öldüğümüz zamn süper gimesin ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
peki snake coin göstergesinin üstünde olacaktı süper gücün bitmesine klan süre ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
süper gücün ne kadar zamnı kaldığını gösteren sayac ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
özellikler çalışmıyor
User prompt
invetory de use çalışmıyor isetden söyleyelim güçleirn özelliklerini slowdn 5 dk yavaşlama fast gigachad gigacahadin daha hızlı gelmesi 2x points SCOİN i 2x çarpma ve özelliklerin hepsi 5dk lik ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
özellikleri kullanamıyoruz ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
shoptakileri satın alabilmemizi ekle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
ayrıca shopta satın alamıyoruz
User prompt
oyunda invantoryde close olmasın ve coin yazan heryeri SCOİN olarak değiştir
User prompt
oyuna envanter ekle satın aldığımız şeyler için ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
ve shop da aldıklarımız bir yerde gözüksün ve kaç tane olduğunu basıınca o özellik açılsın
User prompt
scorey ve coins i Snake Coin (SCOİN) olarak değiştir
User prompt
oyunda gizli bir buton yap score nin üstünde bunun üstüne basınca sonsuz para gelsin
User prompt
shop butonuna 2. kez tıklanınca shop penceresi kapansın
User prompt
close butonu olmasın
User prompt
ama oraya uyarla ve büyüt
User prompt
shop penceresini direk sen küçültüp scorenin soluna koy
User prompt
close ye basınca oyun kaldığı yerden devam etsin
User prompt
close mağaza penceresini kapatacak
User prompt
close kapatmıyor
User prompt
mağaza yerindeki close çalışmıyor
User prompt
close buttonu çalışmıyor ve hep orada duran o yılanı kaldır
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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('Snake Coin (SCOİN): ' + 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 = shopEffects.speedGigachad.active ? 180 : 600; // 3 seconds if fast, 10 seconds normal 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 // Destroy all enemies immediately upon arrival self.destroyAllEnemies(); }; self.update = function () { if (!self.isActive) return; self.destroyTimer++; // Update destroy delay based on current speed effect status self.destroyDelay = shopEffects.speedGigachad.active ? 180 : 600; // Pulsing effect while active var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1; self.scaleX = pulse; self.scaleY = pulse; // Auto-deactivate after completing task (enemies destroyed immediately on summon) if (self.destroyTimer >= self.destroyDelay) { // 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; } }); } }; self.destroyAllEnemies = function () { // Destroy all enemy snakes immediately 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('Snake Coin (SCOİN): ' + LK.getScore()); }; 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 Merchant = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('friendlySnake', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0xFFD700; // Gold tint for merchant // Shop items with costs self.shopItems = { slowdown: { cost: 150, name: "Slowdown (5min)", active: false, duration: 18000 }, // 5 minutes at 60fps speedGigachad: { cost: 200, name: "Fast GIGACHAD", active: false }, doublePoints: { cost: 200, name: "2x Points", active: false, duration: 18000 } // 5 minutes at 60fps }; self.down = function (x, y, obj) { self.openShop(); }; self.openShop = function () { // Simple shop interface using score display var playerCoins = storage.coins || 0; var shopText = "SHOP (SCOİN: " + playerCoins + ")\n"; shopText += "1. Slowdown 5min - " + self.shopItems.slowdown.cost + " SCOİN\n"; shopText += "2. Fast GIGACHAD - " + self.shopItems.speedGigachad.cost + " SCOİN\n"; shopText += "3. 2x Points - " + self.shopItems.doublePoints.cost + " SCOİN"; // Flash screen to show shop is open LK.effects.flashScreen(0xFFD700, 500); }; return self; }); var ShopButton = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('shopButton', { anchorX: 0.5, anchorY: 0.5 }); graphics.tint = 0x4CAF50; // Green tint for shop button self.down = function (x, y, obj) { if (!isGameRunning && !isShopOpen) { return; } // Visual feedback - make button slightly smaller tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); // Toggle shop - close if open, open if closed if (isShopOpen) { self.closeShop(); } else { isShopOpen = true; self.openFullScreenShop(); } }; self.up = function (x, y, obj) { // Return button to normal size tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); }; self.openFullScreenShop = function () { // Create full-screen shop container shopContainer = new Container(); shopContainer.x = 0; shopContainer.y = 0; game.addChild(shopContainer); // Create semi-transparent background var shopBg = LK.getAsset('shopButton', { anchorX: 0, anchorY: 0, scaleX: 10.24, scaleY: 34.15 }); shopBg.tint = 0x000000; shopBg.alpha = 0.8; shopContainer.addChild(shopBg); // Get player coins var playerCoins = storage.coins || 0; // Create shop title var titleText = new Text2('SHOP', { size: 150, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; shopContainer.addChild(titleText); // Create coins display var coinsText = new Text2('SCOİN: ' + playerCoins, { size: 80, fill: 0xFFFFFF }); coinsText.anchor.set(0.5, 0.5); coinsText.x = 1024; coinsText.y = 450; shopContainer.addChild(coinsText); // Create shop items var yPos = 700; var itemSpacing = 200; // Slowdown item var slowdownButton = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5 }); slowdownButton.x = 1024; slowdownButton.y = yPos; slowdownButton.tint = playerCoins >= 150 ? 0x4CAF50 : 0x666666; shopContainer.addChild(slowdownButton); var slowdownText = new Text2('Slowdown 5min - 150 SCOİN', { size: 50, fill: 0xFFFFFF }); slowdownText.anchor.set(0.5, 0.5); slowdownText.x = 1024; slowdownText.y = yPos; shopContainer.addChild(slowdownText); // Speed GIGACHAD item yPos += itemSpacing; var speedButton = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5 }); speedButton.x = 1024; speedButton.y = yPos; speedButton.tint = playerCoins >= 200 ? 0x4CAF50 : 0x666666; shopContainer.addChild(speedButton); var speedText = new Text2('Fast GIGACHAD - 200 SCOİN', { size: 50, fill: 0xFFFFFF }); speedText.anchor.set(0.5, 0.5); speedText.x = 1024; speedText.y = yPos; shopContainer.addChild(speedText); // Double Points item yPos += itemSpacing; var doubleButton = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5 }); doubleButton.x = 1024; doubleButton.y = yPos; doubleButton.tint = playerCoins >= 200 ? 0x4CAF50 : 0x666666; shopContainer.addChild(doubleButton); var doubleText = new Text2('2x Points - 200 SCOİN', { size: 50, fill: 0xFFFFFF }); doubleText.anchor.set(0.5, 0.5); doubleText.x = 1024; doubleText.y = yPos; shopContainer.addChild(doubleText); // Add shop interaction handlers self.handleShopClick = function (x, y) { // Get fresh coin data for purchase validation var currentCoins = storage.coins || 0; // Check which button was clicked with very large click areas for mobile var localPos = shopContainer.toLocal({ x: x, y: y }); // Check item buttons - very large click areas spanning almost full width var itemY = 700; // Slowdown button - covers almost entire screen width if (Math.abs(localPos.y - itemY) < 100) { if (currentCoins >= 150) { // Initialize inventory if needed if (!storage.inventory) storage.inventory = { slowdown: 0, speedGigachad: 0, doublePoints: 0 }; // Complete the purchase storage.coins = currentCoins - 150; storage.inventory.slowdown = (storage.inventory.slowdown || 0) + 1; // Close shop and give feedback self.closeShop(); LK.effects.flashScreen(0x4CAF50, 500); // Green flash for successful purchase } else { // Not enough coins - red flash LK.effects.flashScreen(0xFF0000, 300); } return; } // Speed GIGACHAD button itemY += 200; if (Math.abs(localPos.y - itemY) < 100) { if (currentCoins >= 200) { // Initialize inventory if needed if (!storage.inventory) storage.inventory = { slowdown: 0, speedGigachad: 0, doublePoints: 0 }; // Complete the purchase storage.coins = currentCoins - 200; storage.inventory.speedGigachad = (storage.inventory.speedGigachad || 0) + 1; // Close shop and give feedback self.closeShop(); LK.effects.flashScreen(0x4CAF50, 500); // Green flash for successful purchase } else { // Not enough coins - red flash LK.effects.flashScreen(0xFF0000, 300); } return; } // Double points button itemY += 200; if (Math.abs(localPos.y - itemY) < 100) { if (currentCoins >= 200) { // Initialize inventory if needed if (!storage.inventory) storage.inventory = { slowdown: 0, speedGigachad: 0, doublePoints: 0 }; // Complete the purchase storage.coins = currentCoins - 200; storage.inventory.doublePoints = (storage.inventory.doublePoints || 0) + 1; // Close shop and give feedback self.closeShop(); LK.effects.flashScreen(0x4CAF50, 500); // Green flash for successful purchase } else { // Not enough coins - red flash LK.effects.flashScreen(0xFF0000, 300); } return; } }; self.closeShop = function () { isShopOpen = false; isGameRunning = true; // Resume game when closing shop if (shopContainer) { shopContainer.destroy(); shopContainer = null; } }; }; 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; var shopButton = null; var shopEffects = { slowdown: { active: false, timer: 0 }, speedGigachad: { active: false }, doublePoints: { active: false, timer: 0 } }; var isShopOpen = false; var shopContainer = null; // 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('Snake Coin (SCOİN): 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 basePoints = currentFood.foodType === 'level2' ? 20 : 10; var points = basePoints; // Apply double points effect if active if (shopEffects.doublePoints.active) { points = basePoints * 2; } // Convert points to coins for shop - also apply 2x multiplier to coin gain var coinGain = Math.floor(basePoints / 10); if (shopEffects.doublePoints.active) { coinGain = Math.floor(basePoints / 10) * 2; } var coins = storage.coins || 0; storage.coins = coins + coinGain; // 1 coin per 10 points, doubled if 2x active LK.setScore(LK.getScore() + points); scoreTxt.setText('Snake Coin (SCOİN): ' + 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(); // Merchant functionality is handled through the shop button // Create shop button at bottom center shopButton = game.addChild(new ShopButton()); shopButton.x = 2048 / 2; // Center horizontally shopButton.y = 2732 - 150; // Bottom of screen with some margin // Add shop button text var shopText = new Text2('SHOP', { size: 40, fill: 0xFFFFFF }); shopText.anchor.set(0.5, 0.5); shopText.x = shopButton.x; shopText.y = shopButton.y; game.addChild(shopText); // Create hidden money cheat button above score var hiddenMoneyButton = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.3 }); hiddenMoneyButton.x = scoreTxt.x; // Same x position as score hiddenMoneyButton.y = scoreTxt.y - 100; // 100 pixels above score hiddenMoneyButton.alpha = 0; // Make completely invisible game.addChild(hiddenMoneyButton); // Add click handler for hidden money button hiddenMoneyButton.down = function (x, y, obj) { // Give player 999999 coins storage.coins = (storage.coins || 0) + 999999; // Flash screen gold to indicate cheat activated LK.effects.flashScreen(0xFFD700, 500); }; // Initialize inventory storage if (!storage.inventory) { storage.inventory = { slowdown: 0, speedGigachad: 0, doublePoints: 0 }; } // Create inventory button var inventoryButton = game.addChild(LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); inventoryButton.x = 2048 / 2 - 250; // Left of shop button inventoryButton.y = 2732 - 150; // Same level as shop button inventoryButton.tint = 0x9C27B0; // Purple tint for inventory // Add inventory button text var inventoryText = new Text2('INVENTORY', { size: 30, fill: 0xFFFFFF }); inventoryText.anchor.set(0.5, 0.5); inventoryText.x = inventoryButton.x; inventoryText.y = inventoryButton.y; game.addChild(inventoryText); // Inventory system variables var isInventoryOpen = false; var inventoryContainer = null; // Add inventory button functionality inventoryButton.down = function (x, y, obj) { // Visual feedback tween(inventoryButton, { scaleX: 0.7, scaleY: 0.7 }, { duration: 100 }); // Toggle inventory if (isInventoryOpen) { closeInventory(); } else { openInventory(); } }; inventoryButton.up = function (x, y, obj) { // Return to normal size tween(inventoryButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100 }); }; // Function to open inventory function openInventory() { if (isInventoryOpen) return; isInventoryOpen = true; isGameRunning = false; // Pause game // Create inventory container inventoryContainer = new Container(); inventoryContainer.x = 0; inventoryContainer.y = 0; game.addChild(inventoryContainer); // Create background var inventoryBg = LK.getAsset('shopButton', { anchorX: 0, anchorY: 0, scaleX: 10.24, scaleY: 34.15 }); inventoryBg.tint = 0x2E2E2E; inventoryBg.alpha = 0.9; inventoryContainer.addChild(inventoryBg); // Title var titleText = new Text2('INVENTORY', { size: 120, fill: 0x9C27B0 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; inventoryContainer.addChild(titleText); // Current coins display var coinsText = new Text2('SCOİN: ' + (storage.coins || 0), { size: 60, fill: 0xFFD700 }); coinsText.anchor.set(0.5, 0.5); coinsText.x = 1024; coinsText.y = 400; inventoryContainer.addChild(coinsText); // Inventory items section var yPos = 550; var itemSpacing = 150; // Slowdown items var slowdownCount = storage.inventory.slowdown || 0; var slowdownStatusText = shopEffects.slowdown.active ? ' (ACTIVE - ' + Math.ceil((18000 - shopEffects.slowdown.timer) / 60) + 's left)' : ''; var slowdownItemText = new Text2('Slowdown 5min: ' + slowdownCount + slowdownStatusText, { size: 50, fill: shopEffects.slowdown.active ? 0x4CAF50 : 0xFFFFFF }); slowdownItemText.anchor.set(0.5, 0.5); slowdownItemText.x = 1024; slowdownItemText.y = yPos; inventoryContainer.addChild(slowdownItemText); // Use button for slowdown if (slowdownCount > 0 && !shopEffects.slowdown.active) { var useSlowdownBtn = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); useSlowdownBtn.x = 1024 + 300; useSlowdownBtn.y = yPos; useSlowdownBtn.tint = 0x4CAF50; inventoryContainer.addChild(useSlowdownBtn); var useSlowdownText = new Text2('USE', { size: 30, fill: 0xFFFFFF }); useSlowdownText.anchor.set(0.5, 0.5); useSlowdownText.x = useSlowdownBtn.x; useSlowdownText.y = useSlowdownBtn.y; inventoryContainer.addChild(useSlowdownText); } // Fast GIGACHAD items yPos += itemSpacing; var speedGigachadCount = storage.inventory.speedGigachad || 0; var speedStatusText = shopEffects.speedGigachad.active ? ' (ACTIVE)' : ''; var speedItemText = new Text2('Fast GIGACHAD: ' + speedGigachadCount + speedStatusText, { size: 50, fill: shopEffects.speedGigachad.active ? 0x4CAF50 : 0xFFFFFF }); speedItemText.anchor.set(0.5, 0.5); speedItemText.x = 1024; speedItemText.y = yPos; inventoryContainer.addChild(speedItemText); // Use button for speed GIGACHAD if (speedGigachadCount > 0 && !shopEffects.speedGigachad.active) { var useSpeedBtn = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); useSpeedBtn.x = 1024 + 300; useSpeedBtn.y = yPos; useSpeedBtn.tint = 0x4CAF50; inventoryContainer.addChild(useSpeedBtn); var useSpeedText = new Text2('USE', { size: 30, fill: 0xFFFFFF }); useSpeedText.anchor.set(0.5, 0.5); useSpeedText.x = useSpeedBtn.x; useSpeedText.y = useSpeedBtn.y; inventoryContainer.addChild(useSpeedText); } // Double Points items yPos += itemSpacing; var doublePointsCount = storage.inventory.doublePoints || 0; var doubleStatusText = shopEffects.doublePoints.active ? ' (ACTIVE - ' + Math.ceil((18000 - shopEffects.doublePoints.timer) / 60) + 's left)' : ''; var doubleItemText = new Text2('2x Points: ' + doublePointsCount + doubleStatusText, { size: 50, fill: shopEffects.doublePoints.active ? 0x4CAF50 : 0xFFFFFF }); doubleItemText.anchor.set(0.5, 0.5); doubleItemText.x = 1024; doubleItemText.y = yPos; inventoryContainer.addChild(doubleItemText); // Use button for double points if (doublePointsCount > 0 && !shopEffects.doublePoints.active) { var useDoubleBtn = LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); useDoubleBtn.x = 1024 + 300; useDoubleBtn.y = yPos; useDoubleBtn.tint = 0x4CAF50; inventoryContainer.addChild(useDoubleBtn); var useDoubleText = new Text2('USE', { size: 30, fill: 0xFFFFFF }); useDoubleText.anchor.set(0.5, 0.5); useDoubleText.x = useDoubleBtn.x; useDoubleText.y = useDoubleBtn.y; inventoryContainer.addChild(useDoubleText); } } // Function to close inventory function closeInventory() { isInventoryOpen = false; isGameRunning = true; if (inventoryContainer) { inventoryContainer.destroy(); inventoryContainer = null; } } // Function to handle inventory item usage function handleInventoryClick(x, y) { if (!isInventoryOpen || !inventoryContainer) return; var localPos = inventoryContainer.toLocal({ x: x, y: y }); // Check use buttons (positioned at x: 1024 + 300) with larger click areas var buttonX = 1024 + 300; var itemSpacing = 150; var startY = 550; // Slowdown use button - larger click area for mobile if (Math.abs(localPos.x - buttonX) < 100 && Math.abs(localPos.y - startY) < 75) { if ((storage.inventory.slowdown || 0) > 0 && !shopEffects.slowdown.active) { storage.inventory.slowdown--; shopEffects.slowdown.active = true; shopEffects.slowdown.timer = 0; // Save inventory changes storage.inventory = { slowdown: storage.inventory.slowdown, speedGigachad: storage.inventory.speedGigachad || 0, doublePoints: storage.inventory.doublePoints || 0 }; closeInventory(); LK.effects.flashScreen(0x4CAF50, 500); } return; } // Speed GIGACHAD use button - larger click area for mobile if (Math.abs(localPos.x - buttonX) < 100 && Math.abs(localPos.y - (startY + itemSpacing)) < 75) { if ((storage.inventory.speedGigachad || 0) > 0 && !shopEffects.speedGigachad.active) { storage.inventory.speedGigachad--; shopEffects.speedGigachad.active = true; // Save inventory changes storage.inventory = { slowdown: storage.inventory.slowdown || 0, speedGigachad: storage.inventory.speedGigachad, doublePoints: storage.inventory.doublePoints || 0 }; closeInventory(); LK.effects.flashScreen(0x4CAF50, 500); } return; } // Double Points use button - larger click area for mobile if (Math.abs(localPos.x - buttonX) < 100 && Math.abs(localPos.y - (startY + itemSpacing * 2)) < 75) { if ((storage.inventory.doublePoints || 0) > 0 && !shopEffects.doublePoints.active) { storage.inventory.doublePoints--; shopEffects.doublePoints.active = true; shopEffects.doublePoints.timer = 0; // Save inventory changes storage.inventory = { slowdown: storage.inventory.slowdown || 0, speedGigachad: storage.inventory.speedGigachad || 0, doublePoints: storage.inventory.doublePoints }; closeInventory(); LK.effects.flashScreen(0x4CAF50, 500); } return; } } // Add shop interaction handler game.down = function (x, y, obj) { if (isShopOpen && shopButton) { shopButton.handleShopClick(x, y); } else if (isInventoryOpen) { handleInventoryClick(x, y); } }; // Main game loop game.update = function () { if (!isGameRunning || isShopOpen || isInventoryOpen) { return; } moveCounter++; var currentMoveDelay = MOVE_DELAY; if (shopEffects.slowdown.active) { currentMoveDelay = MOVE_DELAY * 2; // Double the delay for slowdown effect } if (moveCounter >= currentMoveDelay) { 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('Snake Coin (SCOİN): ' + 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; } // Update shop effects if (shopEffects.slowdown.active) { shopEffects.slowdown.timer++; if (shopEffects.slowdown.timer >= 18000) { // 5 minutes shopEffects.slowdown.active = false; shopEffects.slowdown.timer = 0; } } if (shopEffects.doublePoints.active) { shopEffects.doublePoints.timer++; if (shopEffects.doublePoints.timer >= 18000) { // 5 minutes shopEffects.doublePoints.active = false; shopEffects.doublePoints.timer = 0; } } };
===================================================================
--- original.js
+++ change.js
@@ -275,8 +275,10 @@
};
self.update = function () {
if (!self.isActive) return;
self.destroyTimer++;
+ // Update destroy delay based on current speed effect status
+ self.destroyDelay = shopEffects.speedGigachad.active ? 180 : 600;
// Pulsing effect while active
var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
self.scaleX = pulse;
self.scaleY = pulse;
@@ -764,17 +766,18 @@
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' ? 20 : 10;
+ var basePoints = currentFood.foodType === 'level2' ? 20 : 10;
+ var points = basePoints;
// Apply double points effect if active
if (shopEffects.doublePoints.active) {
- points *= 2;
+ points = basePoints * 2;
}
// Convert points to coins for shop - also apply 2x multiplier to coin gain
- var coinGain = Math.floor(points / 10);
+ var coinGain = Math.floor(basePoints / 10);
if (shopEffects.doublePoints.active) {
- coinGain *= 2;
+ coinGain = Math.floor(basePoints / 10) * 2;
}
var coins = storage.coins || 0;
storage.coins = coins + coinGain; // 1 coin per 10 points, doubled if 2x active
LK.setScore(LK.getScore() + points);
@@ -1242,9 +1245,9 @@
}
moveCounter++;
var currentMoveDelay = MOVE_DELAY;
if (shopEffects.slowdown.active) {
- currentMoveDelay = MOVE_DELAY * 3; // Triple the delay for more noticeable slowdown
+ currentMoveDelay = MOVE_DELAY * 2; // Double the delay for slowdown effect
}
if (moveCounter >= currentMoveDelay) {
moveCounter = 0;
moveSnake();
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