Code edit (1 edits merged)
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Add a circle to player snake head. Its indicate player shooting range. It shuld be slightly visiable
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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)
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Speed up fart nuke effects. It must disappear faster.
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Those nuke farts must be an asset. So i can change their visuals.
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Enemy nuke fart need to be differnt from player snake nuke fart. Dont change the players nuke fart. Change enemy snake nuke fart visual
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add a nuke fart to enemy snake. I trigger when take hit
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incrase firerate %50
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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
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-Enemies need to spawn every 2 seconds. - Reduce player firerate - player bullet must be faced to enemy(rotate)
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enemies must be spawn outsides ฤฑof the screen. When i reach the 1000 score i need to win. Enemi
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add longer enemys. They will come after get 100 score. Every 100 score pass enemies come longer and longer
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snake can be move only mouse button is holding.
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when snake reach the last mouse position dont change the face rotation
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when snake is not moving its head are shaking fix this
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Scale ratio isint working properly Fix this. It must be like triangle lookalike
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When player eating First segments are going to be bigger. For example if head scale is end tail scale is 0.2 and middle segments must be ratio scale in these two numbers. (The numbers is example use active scalse)
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Make a player snake tail more smaller than head. The segment scales are rated whit its positions
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add rotation to enemy head and segments like a players.
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Oh c onn. Use snake head asset for snake head. Use snake body asset for snake body. Fix immediately.
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I change the snake parts whit square. So you need to fix like its need to rotate when following the mouse.
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Add mega fart to player. This is like a nuke particle. It will be shown when player eat something
/**** * 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 all segments, then return to pool var faded = 0; var total = self.segments.length; for (var i = 0; i < self.segments.length; i++) { tween(self.segments[i], { alpha: 0 }, { duration: 400, easing: tween.linear, onFinish: function onFinish() { faded++; // When all segments faded, return to pool if (faded === total) { // Remove from parent if still attached if (self.parent) { self.parent.removeChild(self); } // Reset state for reuse self.resetForPool(); // Add to pool if (enemySnakePool.indexOf(self) === -1) { enemySnakePool.push(self); } } } }); } }; // Add a resetForPool method to clear state for reuse self.resetForPool = function () { // Reset alpha and visibility for all segments for (var i = 0; i < self.segments.length; i++) { self.segments[i].alpha = 1; } self.visible = false; self.alive = false; // Optionally reset other state if needed }; 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 ****/ // Game variables // Snake body segment (player) // Snake head (player) // Enemy snake body // Enemy snake head // Food // Bullet // Flame fart burst // (flame asset removed) 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 enemySnakePool = []; // Pool for dead/reusable enemy snakes 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 } // Fetch from pool or create new var e; if (enemySnakePool.length > 0) { e = enemySnakePool.pop(); // Remove from previous parent if needed if (e.parent) { e.parent.removeChild(e); } // Reset segments 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; // Reset alpha for all segments for (var i = 0; i < e.segments.length; i++) { e.segments[i].alpha = 1; } e.visible = true; e.alive = true; } else { // Create enemy snake with custom length if needed 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; } e.visible = true; e.alive = true; 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) { // Remove from active array if dead and pooled enemySnakes.splice(i, 1); 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 > 120 && enemySnakes.length < 8) { // 120 ticks โ 2 seconds at 60fps 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 > 30) { // 30 ticks โ 0.5 seconds at 60fps // ~2 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; // Rotate bullet to face direction of travel if (dist > 0.01) { b.rotation = Math.atan2(dy, dx); } 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
===================================================================
--- original.js
+++ change.js
@@ -131,21 +131,46 @@
};
// Die
self.die = function () {
self.alive = false;
- // Fade out
+ // Fade out all segments, then return to pool
+ var faded = 0;
+ var total = self.segments.length;
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();
+ faded++;
+ // When all segments faded, return to pool
+ if (faded === total) {
+ // Remove from parent if still attached
+ if (self.parent) {
+ self.parent.removeChild(self);
+ }
+ // Reset state for reuse
+ self.resetForPool();
+ // Add to pool
+ if (enemySnakePool.indexOf(self) === -1) {
+ enemySnakePool.push(self);
+ }
+ }
}
});
}
};
+ // Add a resetForPool method to clear state for reuse
+ self.resetForPool = function () {
+ // Reset alpha and visibility for all segments
+ for (var i = 0; i < self.segments.length; i++) {
+ self.segments[i].alpha = 1;
+ }
+ self.visible = false;
+ self.alive = false;
+ // Optionally reset other state if needed
+ };
return self;
});
// (Flame Fart Burst removed)
// Food
@@ -355,17 +380,17 @@
/****
* 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
+// Snake body segment (player)
+// Snake head (player)
+// Enemy snake body
+// Enemy snake head
+// Food
+// Bullet
+// Flame fart burst
+// (flame asset removed)
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -374,8 +399,9 @@
}, _typeof(o);
}
var playerSnake;
var enemySnakes = [];
+var enemySnakePool = []; // Pool for dead/reusable enemy snakes
var foods = [];
var bullets = [];
// (flames array removed)
var scoreTxt;
@@ -426,12 +452,17 @@
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
+ // Fetch from pool or create new
+ var e;
+ if (enemySnakePool.length > 0) {
+ e = enemySnakePool.pop();
+ // Remove from previous parent if needed
+ if (e.parent) {
+ e.parent.removeChild(e);
+ }
+ // Reset segments
while (e.segments.length > 1) {
var seg = e.segments.pop();
seg.destroy();
}
@@ -443,8 +474,33 @@
e.addChild(seg);
e.segments.push(seg);
}
e.length = enemyLength;
+ // Reset alpha for all segments
+ for (var i = 0; i < e.segments.length; i++) {
+ e.segments[i].alpha = 1;
+ }
+ e.visible = true;
+ e.alive = true;
+ } else {
+ // Create enemy snake with custom length if needed
+ 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) {
@@ -467,8 +523,10 @@
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;
}
+ e.visible = true;
+ e.alive = true;
enemySnakes.push(e);
game.addChild(e);
}
for (var i = 0; i < 2; i++) {
@@ -515,9 +573,13 @@
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;
+ if (!e.alive) {
+ // Remove from active array if dead and pooled
+ enemySnakes.splice(i, 1);
+ continue;
+ }
e.update(playerSnake.getHeadPos());
// Clamp enemy head to area
var ce = clampToArea(e.head.x, e.head.y);
e.head.x = ce.x;