User prompt
increase firerate after freaze done. Its like 3x firetrate just for 5 second. Show this with indicator. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
slider fill position is wrong fix that. It need start on slider fill image left edge
User prompt
incrase coin spawn rate
User prompt
Scale up the note slider. Change the slider background and fill image. Use new image for this. Its need to be tileable.
User prompt
Fix the note slider position. It outside of the screen
User prompt
note slider must be downside of the score text. Every time i hit the snake play hit sfx
User prompt
change slider visual. Slider x position must be centre of the screen. 5 second freeze time must be show with contdown indicator. Decrase coin spawn rate. I need to collect like Do, Re, Mi, Fa, Sol, La, Si and Do, Re, Mi, Fa, Sol, La, Si. after that freeze will be appear. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Each time I collect a coin, play a sound effect in the form of a musical note, preferably using a metal guitar. The notes should follow the order: Do, Re, Mi, Fa, Sol, La, Si. Once the final note (Si) is played, freeze all enemy snakes for 5 seconds. During this frozen state, the snakes should not be able to move, including any new snakes that spawn during this time. While frozen, their color should change to blue. Also, add a visual indicator at the top of the screen in the form of a slider that fills up with each coin collected. Each segment of the slider should correspond to a musical note. When the slider reaches the final note (Si) and is fully filled, it should display a snowflake icon to indicate that the freeze effect is active. After the 5 seconds have passed, the snakes return to normal, and the slider resets. The sequence starts again with the next coin collection, repeating the note progression and build-up to the freeze effect. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase music speed incrase amount. +Add snake dead sfx
User prompt
When i killed the snake dont breake the music loop. It just speed up. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a exiting music to background. Every time i killed a enemy snake. Music speed will be incrased ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Add a circle to player snake head. Its indicate player shooting range. It shuld be slightly visiable
User prompt
Snake lenght must be increase only 1 after eatign and kill enemy.
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background image size is 1020x1065,8 . Fix tiling Fix left top corner tiling issue
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background image size is 1024x928 . Fix tiling
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- add a gorund image it should be like hexagonal tilemap (sliter io like)
User prompt
Speed up fart nuke effects. It must disappear faster.
User prompt
Those nuke farts must be an asset. So i can change their visuals.
User prompt
Enemy nuke fart need to be differnt from player snake nuke fart. Dont change the players nuke fart. Change enemy snake nuke fart visual
User prompt
add a nuke fart to enemy snake. I trigger when take hit
User prompt
incrase firerate %50
User prompt
Dont destroy enemy snake use pooling system. When enemy snake is dead it need to return to pool. When i need new snake system need to fetch from pool an initialize that snake
User prompt
-Enemies need to spawn every 2 seconds. - Reduce player firerate - player bullet must be faced to enemy(rotate)
User prompt
enemies must be spawn outsides ıof the screen. When i reach the 1000 score i need to win. Enemi
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet var Bullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.owner = null; // 'player' or 'enemy' self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Enemy Snake Head var EnemyHead = Container.expand(function () { var self = Container.call(this); var head = self.attachAsset('enemyHead', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Enemy Snake Segment var EnemySegment = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemyBody', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Enemy Snake var EnemySnake = Container.expand(function () { var self = Container.call(this); self.segments = []; self.head = new EnemyHead(); self.addChild(self.head); self.segments.push(self.head); self.length = 4 + Math.floor(Math.random() * 3); self.speed = 13 + Math.random() * 4; self.targetX = 1024 + (Math.random() - 0.5) * 800; self.targetY = 1366 + (Math.random() - 0.5) * 1200; self.lastMoveX = 0; self.lastMoveY = 1; self.alive = true; // Initialize body for (var i = 1; i < self.length; i++) { var seg = new EnemySegment(); seg.x = self.head.x; seg.y = self.head.y + i * 80; self.addChild(seg); self.segments.push(seg); } // Move snake self.moveSnake = function (playerPos) { // Move toward player, but with some randomness var dx = 0, dy = 0; if (playerPos && typeof playerPos.x === "number" && typeof playerPos.y === "number" && self.head && typeof self.head.x === "number" && typeof self.head.y === "number") { dx = playerPos.x - self.head.x + (Math.random() - 0.5) * 200; dy = playerPos.y - self.head.y + (Math.random() - 0.5) * 200; } else { // fallback: move randomly if playerPos or self.head is not valid dx = (Math.random() - 0.5) * 200; dy = (Math.random() - 0.5) * 200; } var dist = Math.sqrt(dx * dx + dy * dy); var moveX = 0, moveY = 0; if (dist > 10) { moveX = dx / dist; moveY = dy / dist; self.lastMoveX = moveX; self.lastMoveY = moveY; } else { moveX = self.lastMoveX; moveY = self.lastMoveY; } self.head.x += moveX * self.speed; self.head.y += moveY * self.speed; // Rotate head to face movement direction if (Math.abs(moveX) > 0.01 || Math.abs(moveY) > 0.01) { self.head.rotation = Math.atan2(moveY, moveX); } // Move body for (var i = self.segments.length - 1; i > 0; i--) { var prev = self.segments[i - 1]; var seg = self.segments[i]; var pdx = prev.x - seg.x; var pdy = prev.y - seg.y; var pdist = Math.sqrt(pdx * pdx + pdy * pdy); if (pdist > 80) { seg.x += pdx / pdist * Math.min(self.speed, pdist - 80); seg.y += pdy / pdist * Math.min(self.speed, pdist - 80); } // Rotate segment to face previous segment if (i > 0 && (Math.abs(pdx) > 0.01 || Math.abs(pdy) > 0.01)) { seg.rotation = Math.atan2(pdy, pdx); } } }; // Update self.update = function (playerPos) { if (!self.alive) return; self.moveSnake(playerPos); }; // Get head position self.getHeadPos = function () { return { x: self.head.x, y: self.head.y }; }; // Get direction vector self.getDirection = function () { return { x: self.lastMoveX, y: self.lastMoveY }; }; // Die self.die = function () { self.alive = false; // Fade out for (var i = 0; i < self.segments.length; i++) { tween(self.segments[i], { alpha: 0 }, { duration: 400, easing: tween.linear, onFinish: function onFinish() { self.destroy(); } }); } }; return self; }); // (Flame Fart Burst removed) // Food var Food = Container.expand(function () { var self = Container.call(this); var food = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // MegaFart effect (nuke particle) var MegaFart = Container.expand(function () { var self = Container.call(this); // Create a big, semi-transparent ellipse as the nuke core var core = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 6 }); core.alpha = 0.35; core.tint = 0x00ffcc; // Add a second, larger, colored ellipse for the outer glow var glow = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10 }); glow.alpha = 0.18; glow.tint = 0x00ffff; // Animate: expand and fade out, then destroy self.play = function () { // Animate both core and glow tween(core, { scaleX: 10, scaleY: 10, alpha: 0 }, { duration: 700, easing: tween.easeOutCubic }); tween(glow, { scaleX: 16, scaleY: 16, alpha: 0 }, { duration: 700, easing: tween.easeOutCubic }); // Fade out and destroy container after animation tween(self, {}, { duration: 700, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // Player Snake var PlayerSnake = Container.expand(function () { var self = Container.call(this); self.segments = []; self.directions = []; self.head = new SnakeHead(); self.addChild(self.head); self.segments.push(self.head); self.length = 5; self.speed = 12; self.targetX = 1024; self.targetY = 1366; self.lastMoveX = 0; self.lastMoveY = -1; self.growPending = 0; self.lastFireTick = 0; // Initialize body for (var i = 1; i < self.length; i++) { var seg = new SnakeSegment(); seg.x = self.head.x; seg.y = self.head.y + i * 80; self.addChild(seg); self.segments.push(seg); } // Move snake self.moveSnake = function () { // Only move if dragNode is playerSnake (mouse/touch is held) if (_typeof(dragNode) === "object" && dragNode === self) { // Calculate direction to target var dx = self.targetX - self.head.x; var dy = self.targetY - self.head.y; var dist = Math.sqrt(dx * dx + dy * dy); var moveX = 0, moveY = 0; if (dist > 10) { moveX = dx / dist; moveY = dy / dist; self.lastMoveX = moveX; self.lastMoveY = moveY; } else { moveX = self.lastMoveX; moveY = self.lastMoveY; } // Move head self.head.x += moveX * self.speed; self.head.y += moveY * self.speed; // Rotate head to face movement direction if (dist > 10) { self.head.updateRotation(moveX, moveY); } // Move body for (var i = self.segments.length - 1; i > 0; i--) { var prev = self.segments[i - 1]; var seg = self.segments[i]; var pdx = prev.x - seg.x; var pdy = prev.y - seg.y; var pdist = Math.sqrt(pdx * pdx + pdy * pdy); if (pdist > 80) { seg.x += pdx / pdist * Math.min(self.speed, pdist - 80); seg.y += pdy / pdist * Math.min(self.speed, pdist - 80); } // Rotate segment to face previous segment seg.updateRotation(pdx, pdy); } } }; // Grow snake self.grow = function (n) { self.growPending += n; }; // Update self.update = function () { self.moveSnake(); // Handle growth if (self.growPending > 0) { var last = self.segments[self.segments.length - 1]; var seg = new SnakeSegment(); seg.x = last.x; seg.y = last.y; self.addChild(seg); self.segments.push(seg); self.growPending--; } }; // Get head position self.getHeadPos = function () { return { x: self.head.x, y: self.head.y }; }; // Get direction vector self.getDirection = function () { return { x: self.lastMoveX, y: self.lastMoveY }; }; return self; }); // Player Snake Head (uses snakeHead asset, rotates to face movement) var SnakeHead = Container.expand(function () { var self = Container.call(this); var head = self.attachAsset('snakeHead', { anchorX: 0.5, anchorY: 0.5 }); self._lastX = 0; self._lastY = 0; self._lastRotation = 0; self.updateRotation = function (dx, dy) { // Only update if movement is significant if (Math.abs(dx) > 0.01 || Math.abs(dy) > 0.01) { self._lastRotation = Math.atan2(dy, dx); self.rotation = self._lastRotation; } else { // If not moving, keep last rotation to prevent shaking self.rotation = self._lastRotation; } }; return self; }); // Player Snake Segment (uses snakeBody asset, rotates to face previous segment) var SnakeSegment = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('snakeBody', { anchorX: 0.5, anchorY: 0.5 }); self._lastRotation = 0; self.updateRotation = function (dx, dy) { if (Math.abs(dx) > 0.01 || Math.abs(dy) > 0.01) { self._lastRotation = Math.atan2(dy, dx); self.rotation = self._lastRotation; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // (flame asset removed) // Flame fart burst // Bullet // Food // Enemy snake head // Enemy snake body // Snake head (player) // Snake body segment (player) // Game variables function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var playerSnake; var enemySnakes = []; var foods = []; var bullets = []; // (flames array removed) var scoreTxt; var dragNode = null; var lastFireTick = 0; var spawnFoodTick = 0; var spawnEnemyTick = 0; var gameArea = { x: 120, y: 120, w: 2048 - 240, h: 2732 - 240 }; // leave margin for UI // Track current enemy snake length scaling with score var currentEnemySnakeLength = 0; // 0 means default (random 4-6), will be set after 100 score // Score display scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize player snake playerSnake = new PlayerSnake(); playerSnake.head.x = 1024; playerSnake.head.y = 1800; for (var i = 0; i < playerSnake.segments.length; i++) { playerSnake.segments[i].x = 1024; playerSnake.segments[i].y = 1800 + i * 80; } game.addChild(playerSnake); // Spawn initial food function spawnFood() { var f = new Food(); f.x = gameArea.x + 100 + Math.random() * (gameArea.w - 200); f.y = gameArea.y + 100 + Math.random() * (gameArea.h - 200); foods.push(f); game.addChild(f); } for (var i = 0; i < 8; i++) { spawnFood(); } // Spawn enemy snake function spawnEnemy() { // Determine enemy length based on score var enemyLength = 0; if (currentEnemySnakeLength > 0) { enemyLength = currentEnemySnakeLength; } else { enemyLength = 4 + Math.floor(Math.random() * 3); // default: 4-6 } // Create enemy snake with custom length if needed var e = new EnemySnake(); if (currentEnemySnakeLength > 0) { // Remove all but head while (e.segments.length > 1) { var seg = e.segments.pop(); seg.destroy(); } // Add segments to match desired length for (var i = 1; i < enemyLength; i++) { var seg = new EnemySegment(); seg.x = e.head.x; seg.y = e.head.y + i * 80; e.addChild(seg); e.segments.push(seg); } e.length = enemyLength; } // Spawn at random edge OUTSIDE the visible screen var edge = Math.floor(Math.random() * 4); if (edge === 0) { // top (above screen) e.head.x = gameArea.x + Math.random() * gameArea.w; e.head.y = gameArea.y - 200; } else if (edge === 1) { // bottom (below screen) e.head.x = gameArea.x + Math.random() * gameArea.w; e.head.y = gameArea.y + gameArea.h + 200; } else if (edge === 2) { // left (left of screen) e.head.x = gameArea.x - 200; e.head.y = gameArea.y + Math.random() * gameArea.h; } else { // right (right of screen) e.head.x = gameArea.x + gameArea.w + 200; e.head.y = gameArea.y + Math.random() * gameArea.h; } for (var i = 1; i < e.segments.length; i++) { e.segments[i].x = e.head.x; e.segments[i].y = e.head.y + i * 80; } enemySnakes.push(e); game.addChild(e); } for (var i = 0; i < 2; i++) { spawnEnemy(); } // Handle dragging game.down = function (x, y, obj) { dragNode = playerSnake; playerSnake.targetX = x; playerSnake.targetY = y; }; game.move = function (x, y, obj) { if (dragNode) { playerSnake.targetX = x; playerSnake.targetY = y; } }; game.up = function (x, y, obj) { dragNode = null; }; // Helper: check collision between two containers (circle-based) function circlesIntersect(a, b, rA, rB) { var dx = a.x - b.x; var dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); return dist < (rA + rB) * 0.5; } // Helper: clamp to game area function clampToArea(x, y) { x = Math.max(gameArea.x + 50, Math.min(gameArea.x + gameArea.w - 50, x)); y = Math.max(gameArea.y + 50, Math.min(gameArea.y + gameArea.h - 50, y)); return { x: x, y: y }; } // Main game update game.update = function () { // Update player snake playerSnake.update(); // Clamp player head to area var clamped = clampToArea(playerSnake.head.x, playerSnake.head.y); playerSnake.head.x = clamped.x; playerSnake.head.y = clamped.y; // Update enemy snakes for (var i = enemySnakes.length - 1; i >= 0; i--) { var e = enemySnakes[i]; if (!e.alive) continue; e.update(playerSnake.getHeadPos()); // Clamp enemy head to area var ce = clampToArea(e.head.x, e.head.y); e.head.x = ce.x; e.head.y = ce.y; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove if out of bounds if (b.x < gameArea.x - 60 || b.x > gameArea.x + gameArea.w + 60 || b.y < gameArea.y - 60 || b.y > gameArea.y + gameArea.h + 60) { b.destroy(); bullets.splice(i, 1); continue; } // Bullet hits enemy snake if (b.owner === 'player') { for (var j = 0; j < enemySnakes.length; j++) { var e = enemySnakes[j]; if (!e.alive) continue; if (circlesIntersect(b, e.head, 60, 60)) { // Hit! b.destroy(); bullets.splice(i, 1); // Shorten enemy snake or kill var killed = false; if (e.segments.length > 2) { var seg = e.segments.pop(); seg.destroy(); } else { e.die(); killed = true; } LK.setScore(LK.getScore() + 5); scoreTxt.setText(LK.getScore()); // Player fart effect when enemy is killed if (killed) { // Flash the head and all body segments for a more visible fart effect for (var f = 0; f < playerSnake.segments.length; f++) { LK.effects.flashObject(playerSnake.segments[f], 0xcccc00, 600); } } break; } } } // Bullet hits player (if we add enemy bullets in future) } // Player eats food for (var i = foods.length - 1; i >= 0; i--) { var food = foods[i]; if (circlesIntersect(playerSnake.head, food, 60, 35)) { food.destroy(); foods.splice(i, 1); playerSnake.grow(2); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // MegaFart effect: nuke particle at player head var megaFart = new MegaFart(); megaFart.x = playerSnake.head.x; megaFart.y = playerSnake.head.y; game.addChild(megaFart); megaFart.play(); // Win condition removed } } // Player collides with enemy snake head or body for (var i = 0; i < enemySnakes.length; i++) { var e = enemySnakes[i]; if (!e.alive) continue; // Head to head if (circlesIntersect(playerSnake.head, e.head, 60, 60)) { LK.effects.flashScreen(0xff3300, 800); LK.showGameOver(); return; } // Head to body for (var j = 1; j < e.segments.length; j++) { if (circlesIntersect(playerSnake.head, e.segments[j], 60, 40)) { LK.effects.flashScreen(0xff3300, 800); LK.showGameOver(); return; } } } // Player collides with self (not head) for (var i = 2; i < playerSnake.segments.length; i++) { if (circlesIntersect(playerSnake.head, playerSnake.segments[i], 60, 40)) { LK.effects.flashScreen(0xff3300, 800); LK.showGameOver(); return; } } // Spawn food spawnFoodTick++; if (spawnFoodTick > 40 && foods.length < 12) { spawnFood(); spawnFoodTick = 0; } // Spawn enemy spawnEnemyTick++; if (spawnEnemyTick > 80 && enemySnakes.length < 8) { spawnEnemy(); spawnEnemyTick = 0; } // Check and update enemy snake length scaling with score var score = LK.getScore(); if (score >= 1000) { LK.showYouWin(); return; } if (score >= 100) { // Every 100 points, increase enemy length by 2 (starting at 6) var newLen = 6 + Math.floor((score - 100) / 100) * 2; if (newLen !== currentEnemySnakeLength) { currentEnemySnakeLength = newLen; } } // Minigun: auto-fire at nearest enemy in range if (LK.ticks - lastFireTick > 4) { // ~15 shots/sec var nearest = null; var minDist = 99999; for (var i = 0; i < enemySnakes.length; i++) { var e = enemySnakes[i]; if (!e.alive) continue; var dx = e.head.x - playerSnake.head.x; var dy = e.head.y - playerSnake.head.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 600 && dist < minDist) { minDist = dist; nearest = e; } } if (nearest) { fireBulletAt(playerSnake.head.x, playerSnake.head.y, nearest.head.x, nearest.head.y, 'player'); lastFireTick = LK.ticks; } } }; // Fire bullet from (x0,y0) to (x1,y1) function fireBulletAt(x0, y0, x1, y1, owner) { var b = new Bullet(); b.x = x0; b.y = y0; var dx = x1 - x0; var dy = y1 - y0; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 38; b.vx = dx / dist * speed; b.vy = dy / dist * speed; b.owner = owner; bullets.push(b); game.addChild(b); } // (spawnFlameBurst removed) // Center score text scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); // No music or sound for MVP
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bullet = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.owner = null; // 'player' or 'enemy'
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Enemy Snake Head
var EnemyHead = Container.expand(function () {
var self = Container.call(this);
var head = self.attachAsset('enemyHead', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Enemy Snake Segment
var EnemySegment = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('enemyBody', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Enemy Snake
var EnemySnake = Container.expand(function () {
var self = Container.call(this);
self.segments = [];
self.head = new EnemyHead();
self.addChild(self.head);
self.segments.push(self.head);
self.length = 4 + Math.floor(Math.random() * 3);
self.speed = 13 + Math.random() * 4;
self.targetX = 1024 + (Math.random() - 0.5) * 800;
self.targetY = 1366 + (Math.random() - 0.5) * 1200;
self.lastMoveX = 0;
self.lastMoveY = 1;
self.alive = true;
// Initialize body
for (var i = 1; i < self.length; i++) {
var seg = new EnemySegment();
seg.x = self.head.x;
seg.y = self.head.y + i * 80;
self.addChild(seg);
self.segments.push(seg);
}
// Move snake
self.moveSnake = function (playerPos) {
// Move toward player, but with some randomness
var dx = 0,
dy = 0;
if (playerPos && typeof playerPos.x === "number" && typeof playerPos.y === "number" && self.head && typeof self.head.x === "number" && typeof self.head.y === "number") {
dx = playerPos.x - self.head.x + (Math.random() - 0.5) * 200;
dy = playerPos.y - self.head.y + (Math.random() - 0.5) * 200;
} else {
// fallback: move randomly if playerPos or self.head is not valid
dx = (Math.random() - 0.5) * 200;
dy = (Math.random() - 0.5) * 200;
}
var dist = Math.sqrt(dx * dx + dy * dy);
var moveX = 0,
moveY = 0;
if (dist > 10) {
moveX = dx / dist;
moveY = dy / dist;
self.lastMoveX = moveX;
self.lastMoveY = moveY;
} else {
moveX = self.lastMoveX;
moveY = self.lastMoveY;
}
self.head.x += moveX * self.speed;
self.head.y += moveY * self.speed;
// Rotate head to face movement direction
if (Math.abs(moveX) > 0.01 || Math.abs(moveY) > 0.01) {
self.head.rotation = Math.atan2(moveY, moveX);
}
// Move body
for (var i = self.segments.length - 1; i > 0; i--) {
var prev = self.segments[i - 1];
var seg = self.segments[i];
var pdx = prev.x - seg.x;
var pdy = prev.y - seg.y;
var pdist = Math.sqrt(pdx * pdx + pdy * pdy);
if (pdist > 80) {
seg.x += pdx / pdist * Math.min(self.speed, pdist - 80);
seg.y += pdy / pdist * Math.min(self.speed, pdist - 80);
}
// Rotate segment to face previous segment
if (i > 0 && (Math.abs(pdx) > 0.01 || Math.abs(pdy) > 0.01)) {
seg.rotation = Math.atan2(pdy, pdx);
}
}
};
// Update
self.update = function (playerPos) {
if (!self.alive) return;
self.moveSnake(playerPos);
};
// Get head position
self.getHeadPos = function () {
return {
x: self.head.x,
y: self.head.y
};
};
// Get direction vector
self.getDirection = function () {
return {
x: self.lastMoveX,
y: self.lastMoveY
};
};
// Die
self.die = function () {
self.alive = false;
// Fade out
for (var i = 0; i < self.segments.length; i++) {
tween(self.segments[i], {
alpha: 0
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
self.destroy();
}
});
}
};
return self;
});
// (Flame Fart Burst removed)
// Food
var Food = Container.expand(function () {
var self = Container.call(this);
var food = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// MegaFart effect (nuke particle)
var MegaFart = Container.expand(function () {
var self = Container.call(this);
// Create a big, semi-transparent ellipse as the nuke core
var core = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6,
scaleY: 6
});
core.alpha = 0.35;
core.tint = 0x00ffcc;
// Add a second, larger, colored ellipse for the outer glow
var glow = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 10,
scaleY: 10
});
glow.alpha = 0.18;
glow.tint = 0x00ffff;
// Animate: expand and fade out, then destroy
self.play = function () {
// Animate both core and glow
tween(core, {
scaleX: 10,
scaleY: 10,
alpha: 0
}, {
duration: 700,
easing: tween.easeOutCubic
});
tween(glow, {
scaleX: 16,
scaleY: 16,
alpha: 0
}, {
duration: 700,
easing: tween.easeOutCubic
});
// Fade out and destroy container after animation
tween(self, {}, {
duration: 700,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
// Player Snake
var PlayerSnake = Container.expand(function () {
var self = Container.call(this);
self.segments = [];
self.directions = [];
self.head = new SnakeHead();
self.addChild(self.head);
self.segments.push(self.head);
self.length = 5;
self.speed = 12;
self.targetX = 1024;
self.targetY = 1366;
self.lastMoveX = 0;
self.lastMoveY = -1;
self.growPending = 0;
self.lastFireTick = 0;
// Initialize body
for (var i = 1; i < self.length; i++) {
var seg = new SnakeSegment();
seg.x = self.head.x;
seg.y = self.head.y + i * 80;
self.addChild(seg);
self.segments.push(seg);
}
// Move snake
self.moveSnake = function () {
// Only move if dragNode is playerSnake (mouse/touch is held)
if (_typeof(dragNode) === "object" && dragNode === self) {
// Calculate direction to target
var dx = self.targetX - self.head.x;
var dy = self.targetY - self.head.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var moveX = 0,
moveY = 0;
if (dist > 10) {
moveX = dx / dist;
moveY = dy / dist;
self.lastMoveX = moveX;
self.lastMoveY = moveY;
} else {
moveX = self.lastMoveX;
moveY = self.lastMoveY;
}
// Move head
self.head.x += moveX * self.speed;
self.head.y += moveY * self.speed;
// Rotate head to face movement direction
if (dist > 10) {
self.head.updateRotation(moveX, moveY);
}
// Move body
for (var i = self.segments.length - 1; i > 0; i--) {
var prev = self.segments[i - 1];
var seg = self.segments[i];
var pdx = prev.x - seg.x;
var pdy = prev.y - seg.y;
var pdist = Math.sqrt(pdx * pdx + pdy * pdy);
if (pdist > 80) {
seg.x += pdx / pdist * Math.min(self.speed, pdist - 80);
seg.y += pdy / pdist * Math.min(self.speed, pdist - 80);
}
// Rotate segment to face previous segment
seg.updateRotation(pdx, pdy);
}
}
};
// Grow snake
self.grow = function (n) {
self.growPending += n;
};
// Update
self.update = function () {
self.moveSnake();
// Handle growth
if (self.growPending > 0) {
var last = self.segments[self.segments.length - 1];
var seg = new SnakeSegment();
seg.x = last.x;
seg.y = last.y;
self.addChild(seg);
self.segments.push(seg);
self.growPending--;
}
};
// Get head position
self.getHeadPos = function () {
return {
x: self.head.x,
y: self.head.y
};
};
// Get direction vector
self.getDirection = function () {
return {
x: self.lastMoveX,
y: self.lastMoveY
};
};
return self;
});
// Player Snake Head (uses snakeHead asset, rotates to face movement)
var SnakeHead = Container.expand(function () {
var self = Container.call(this);
var head = self.attachAsset('snakeHead', {
anchorX: 0.5,
anchorY: 0.5
});
self._lastX = 0;
self._lastY = 0;
self._lastRotation = 0;
self.updateRotation = function (dx, dy) {
// Only update if movement is significant
if (Math.abs(dx) > 0.01 || Math.abs(dy) > 0.01) {
self._lastRotation = Math.atan2(dy, dx);
self.rotation = self._lastRotation;
} else {
// If not moving, keep last rotation to prevent shaking
self.rotation = self._lastRotation;
}
};
return self;
});
// Player Snake Segment (uses snakeBody asset, rotates to face previous segment)
var SnakeSegment = Container.expand(function () {
var self = Container.call(this);
var body = self.attachAsset('snakeBody', {
anchorX: 0.5,
anchorY: 0.5
});
self._lastRotation = 0;
self.updateRotation = function (dx, dy) {
if (Math.abs(dx) > 0.01 || Math.abs(dy) > 0.01) {
self._lastRotation = Math.atan2(dy, dx);
self.rotation = self._lastRotation;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// (flame asset removed)
// Flame fart burst
// Bullet
// Food
// Enemy snake head
// Enemy snake body
// Snake head (player)
// Snake body segment (player)
// Game variables
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
var playerSnake;
var enemySnakes = [];
var foods = [];
var bullets = [];
// (flames array removed)
var scoreTxt;
var dragNode = null;
var lastFireTick = 0;
var spawnFoodTick = 0;
var spawnEnemyTick = 0;
var gameArea = {
x: 120,
y: 120,
w: 2048 - 240,
h: 2732 - 240
}; // leave margin for UI
// Track current enemy snake length scaling with score
var currentEnemySnakeLength = 0; // 0 means default (random 4-6), will be set after 100 score
// Score display
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize player snake
playerSnake = new PlayerSnake();
playerSnake.head.x = 1024;
playerSnake.head.y = 1800;
for (var i = 0; i < playerSnake.segments.length; i++) {
playerSnake.segments[i].x = 1024;
playerSnake.segments[i].y = 1800 + i * 80;
}
game.addChild(playerSnake);
// Spawn initial food
function spawnFood() {
var f = new Food();
f.x = gameArea.x + 100 + Math.random() * (gameArea.w - 200);
f.y = gameArea.y + 100 + Math.random() * (gameArea.h - 200);
foods.push(f);
game.addChild(f);
}
for (var i = 0; i < 8; i++) {
spawnFood();
}
// Spawn enemy snake
function spawnEnemy() {
// Determine enemy length based on score
var enemyLength = 0;
if (currentEnemySnakeLength > 0) {
enemyLength = currentEnemySnakeLength;
} else {
enemyLength = 4 + Math.floor(Math.random() * 3); // default: 4-6
}
// Create enemy snake with custom length if needed
var e = new EnemySnake();
if (currentEnemySnakeLength > 0) {
// Remove all but head
while (e.segments.length > 1) {
var seg = e.segments.pop();
seg.destroy();
}
// Add segments to match desired length
for (var i = 1; i < enemyLength; i++) {
var seg = new EnemySegment();
seg.x = e.head.x;
seg.y = e.head.y + i * 80;
e.addChild(seg);
e.segments.push(seg);
}
e.length = enemyLength;
}
// Spawn at random edge OUTSIDE the visible screen
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// top (above screen)
e.head.x = gameArea.x + Math.random() * gameArea.w;
e.head.y = gameArea.y - 200;
} else if (edge === 1) {
// bottom (below screen)
e.head.x = gameArea.x + Math.random() * gameArea.w;
e.head.y = gameArea.y + gameArea.h + 200;
} else if (edge === 2) {
// left (left of screen)
e.head.x = gameArea.x - 200;
e.head.y = gameArea.y + Math.random() * gameArea.h;
} else {
// right (right of screen)
e.head.x = gameArea.x + gameArea.w + 200;
e.head.y = gameArea.y + Math.random() * gameArea.h;
}
for (var i = 1; i < e.segments.length; i++) {
e.segments[i].x = e.head.x;
e.segments[i].y = e.head.y + i * 80;
}
enemySnakes.push(e);
game.addChild(e);
}
for (var i = 0; i < 2; i++) {
spawnEnemy();
}
// Handle dragging
game.down = function (x, y, obj) {
dragNode = playerSnake;
playerSnake.targetX = x;
playerSnake.targetY = y;
};
game.move = function (x, y, obj) {
if (dragNode) {
playerSnake.targetX = x;
playerSnake.targetY = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Helper: check collision between two containers (circle-based)
function circlesIntersect(a, b, rA, rB) {
var dx = a.x - b.x;
var dy = a.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
return dist < (rA + rB) * 0.5;
}
// Helper: clamp to game area
function clampToArea(x, y) {
x = Math.max(gameArea.x + 50, Math.min(gameArea.x + gameArea.w - 50, x));
y = Math.max(gameArea.y + 50, Math.min(gameArea.y + gameArea.h - 50, y));
return {
x: x,
y: y
};
}
// Main game update
game.update = function () {
// Update player snake
playerSnake.update();
// Clamp player head to area
var clamped = clampToArea(playerSnake.head.x, playerSnake.head.y);
playerSnake.head.x = clamped.x;
playerSnake.head.y = clamped.y;
// Update enemy snakes
for (var i = enemySnakes.length - 1; i >= 0; i--) {
var e = enemySnakes[i];
if (!e.alive) continue;
e.update(playerSnake.getHeadPos());
// Clamp enemy head to area
var ce = clampToArea(e.head.x, e.head.y);
e.head.x = ce.x;
e.head.y = ce.y;
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
// Remove if out of bounds
if (b.x < gameArea.x - 60 || b.x > gameArea.x + gameArea.w + 60 || b.y < gameArea.y - 60 || b.y > gameArea.y + gameArea.h + 60) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// Bullet hits enemy snake
if (b.owner === 'player') {
for (var j = 0; j < enemySnakes.length; j++) {
var e = enemySnakes[j];
if (!e.alive) continue;
if (circlesIntersect(b, e.head, 60, 60)) {
// Hit!
b.destroy();
bullets.splice(i, 1);
// Shorten enemy snake or kill
var killed = false;
if (e.segments.length > 2) {
var seg = e.segments.pop();
seg.destroy();
} else {
e.die();
killed = true;
}
LK.setScore(LK.getScore() + 5);
scoreTxt.setText(LK.getScore());
// Player fart effect when enemy is killed
if (killed) {
// Flash the head and all body segments for a more visible fart effect
for (var f = 0; f < playerSnake.segments.length; f++) {
LK.effects.flashObject(playerSnake.segments[f], 0xcccc00, 600);
}
}
break;
}
}
}
// Bullet hits player (if we add enemy bullets in future)
}
// Player eats food
for (var i = foods.length - 1; i >= 0; i--) {
var food = foods[i];
if (circlesIntersect(playerSnake.head, food, 60, 35)) {
food.destroy();
foods.splice(i, 1);
playerSnake.grow(2);
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
// MegaFart effect: nuke particle at player head
var megaFart = new MegaFart();
megaFart.x = playerSnake.head.x;
megaFart.y = playerSnake.head.y;
game.addChild(megaFart);
megaFart.play();
// Win condition removed
}
}
// Player collides with enemy snake head or body
for (var i = 0; i < enemySnakes.length; i++) {
var e = enemySnakes[i];
if (!e.alive) continue;
// Head to head
if (circlesIntersect(playerSnake.head, e.head, 60, 60)) {
LK.effects.flashScreen(0xff3300, 800);
LK.showGameOver();
return;
}
// Head to body
for (var j = 1; j < e.segments.length; j++) {
if (circlesIntersect(playerSnake.head, e.segments[j], 60, 40)) {
LK.effects.flashScreen(0xff3300, 800);
LK.showGameOver();
return;
}
}
}
// Player collides with self (not head)
for (var i = 2; i < playerSnake.segments.length; i++) {
if (circlesIntersect(playerSnake.head, playerSnake.segments[i], 60, 40)) {
LK.effects.flashScreen(0xff3300, 800);
LK.showGameOver();
return;
}
}
// Spawn food
spawnFoodTick++;
if (spawnFoodTick > 40 && foods.length < 12) {
spawnFood();
spawnFoodTick = 0;
}
// Spawn enemy
spawnEnemyTick++;
if (spawnEnemyTick > 80 && enemySnakes.length < 8) {
spawnEnemy();
spawnEnemyTick = 0;
}
// Check and update enemy snake length scaling with score
var score = LK.getScore();
if (score >= 1000) {
LK.showYouWin();
return;
}
if (score >= 100) {
// Every 100 points, increase enemy length by 2 (starting at 6)
var newLen = 6 + Math.floor((score - 100) / 100) * 2;
if (newLen !== currentEnemySnakeLength) {
currentEnemySnakeLength = newLen;
}
}
// Minigun: auto-fire at nearest enemy in range
if (LK.ticks - lastFireTick > 4) {
// ~15 shots/sec
var nearest = null;
var minDist = 99999;
for (var i = 0; i < enemySnakes.length; i++) {
var e = enemySnakes[i];
if (!e.alive) continue;
var dx = e.head.x - playerSnake.head.x;
var dy = e.head.y - playerSnake.head.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 600 && dist < minDist) {
minDist = dist;
nearest = e;
}
}
if (nearest) {
fireBulletAt(playerSnake.head.x, playerSnake.head.y, nearest.head.x, nearest.head.y, 'player');
lastFireTick = LK.ticks;
}
}
};
// Fire bullet from (x0,y0) to (x1,y1)
function fireBulletAt(x0, y0, x1, y1, owner) {
var b = new Bullet();
b.x = x0;
b.y = y0;
var dx = x1 - x0;
var dy = y1 - y0;
var dist = Math.sqrt(dx * dx + dy * dy);
var speed = 38;
b.vx = dx / dist * speed;
b.vy = dy / dist * speed;
b.owner = owner;
bullets.push(b);
game.addChild(b);
}
// (spawnFlameBurst removed)
// Center score text
scoreTxt.setText(LK.getScore());
scoreTxt.anchor.set(0.5, 0);
// No music or sound for MVP
cartoon snake texture. In-Game asset. 2d. High contrast. No shadows
cartoon snake head. In-Game asset. 2d. High contrast. No shadows
red
make it red
Remove this area. Make it image looks more circle
make it red and cursed
2d white empty thin circle png.. In-Game asset. 2d. High contrast. No shadows
make it rounded edge. And color is whtie