User prompt
increase firerate after freaze done. Its like 3x firetrate just for 5 second. Show this with indicator. โช๐ก 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. โช๐ก 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. โช๐ก 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. โช๐ก 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 โช๐ก 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.
User prompt
background image size is 1020x1065,8 . Fix tiling Fix left top corner tiling issue
User prompt
background image size is 1024x928 . Fix tiling
User prompt
- 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 ฤฑof 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;
});
// EnemyMegaFart effect (distinct visuals for enemy snake nuke fart, now asset-based)
var EnemyMegaFart = Container.expand(function () {
var self = Container.call(this);
var fart = self.attachAsset('enemyNukeFart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
alpha: 0.85
});
// Animate: expand and fade out, then destroy
self.play = function () {
tween(fart, {
scaleX: 2.2,
scaleY: 2.2,
alpha: 0
}, {
duration: 400,
easing: tween.easeOutCubic
});
tween(self, {}, {
duration: 400,
onFinish: function onFinish() {
self.destroy();
}
});
};
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, now asset-based)
var MegaFart = Container.expand(function () {
var self = Container.call(this);
var fart = self.attachAsset('playerNukeFart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
alpha: 0.85
});
// Animate: expand and fade out, then destroy
self.play = function () {
tween(fart, {
scaleX: 2.2,
scaleY: 2.2,
alpha: 0
}, {
duration: 350,
easing: tween.easeOutCubic
});
tween(self, {}, {
duration: 350,
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
});
// Add a semi-transparent shooting range circle
var rangeRadius = 600; // matches minigun range in game.update
var rangeCircle = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: rangeRadius * 2 / 100,
// centerCircle asset is 100x100
scaleY: rangeRadius * 2 / 100,
alpha: 0.05,
// subtle visibility
x: 0,
y: 0
});
self.addChild(rangeCircle);
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
****/
// Start background music
LK.playMusic('bgMusic');
// Game variables
// Snake body segment (player)
// Snake head (player)
// Enemy snake body
// Enemy snake head
// Food
// Bullet
// Flame fart burst
// (flame asset removed)
// Nuke fart assets (player and enemy, can be replaced with custom art)
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 musicSpeed = 1.0; // Current music playback speed
var enemyKillCount = 0; // Track how many enemies killed
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
// Add hexagonal tilemap ground image, tile to fill game area
var groundTiles = [];
var tileW = 1020;
var tileH = 1065.8;
// Start tiling from (0,0) to ensure no gap in top/left corner
for (var y = 0; y < 2732; y += tileH) {
for (var x = 0; x < 2048; x += tileW) {
var tile = LK.getAsset('hexGround', {
anchorX: 0,
anchorY: 0,
x: x,
y: y
});
groundTiles.push(tile);
game.addChild(tile);
}
}
// 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;
// Nuke fart effect at enemy head when hit (use EnemyMegaFart for enemy snake)
var nukeFart = new EnemyMegaFart();
nukeFart.x = e.head.x;
nukeFart.y = e.head.y;
game.addChild(nukeFart);
nukeFart.play();
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) {
playerSnake.grow(1);
// 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);
}
// Increase music speed when enemy is killed
enemyKillCount++;
var newMusicSpeed = Math.min(2.0, 1.0 + enemyKillCount * 0.1); // Cap at 2x speed
if (newMusicSpeed > musicSpeed) {
// Use tween to smoothly transition music speed without breaking loop
tween({
speed: musicSpeed
}, {
speed: newMusicSpeed
}, {
duration: 500,
easing: tween.easeOutCubic,
onFinish: function onFinish() {
musicSpeed = newMusicSpeed;
}
});
}
}
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(1);
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 > 20) {
// 20 ticks โ 0.33 seconds at 60fps
// ~3 shots/sec (50% faster)
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
@@ -679,19 +679,20 @@
// Increase music speed when enemy is killed
enemyKillCount++;
var newMusicSpeed = Math.min(2.0, 1.0 + enemyKillCount * 0.1); // Cap at 2x speed
if (newMusicSpeed > musicSpeed) {
- musicSpeed = newMusicSpeed;
- // Smoothly transition music speed using tween
- LK.stopMusic();
- LK.playMusic('bgMusic', {
- fade: {
- start: 0,
- end: 0.7,
- duration: 200
+ // Use tween to smoothly transition music speed without breaking loop
+ tween({
+ speed: musicSpeed
+ }, {
+ speed: newMusicSpeed
+ }, {
+ duration: 500,
+ easing: tween.easeOutCubic,
+ onFinish: function onFinish() {
+ musicSpeed = newMusicSpeed;
}
});
- // Note: LK doesn't support dynamic playback rate, so we restart with excitement
}
}
break;
}
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