User prompt
add longer enemys. They will come after get 100 score. Every 100 score pass enemies come longer and longer
User prompt
snake can be move only mouse button is holding.
User prompt
when snake reach the last mouse position dont change the face rotation
User prompt
when snake is not moving its head are shaking fix this
User prompt
Scale ratio isint working properly Fix this. It must be like triangle lookalike
User prompt
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)
User prompt
Make a player snake tail more smaller than head. The segment scales are rated whit its positions
User prompt
add rotation to enemy head and segments like a players.
User prompt
Oh c onn. Use snake head asset for snake head. Use snake body asset for snake body. Fix immediately.
User prompt
I change the snake parts whit square. So you need to fix like its need to rotate when following the mouse.
User prompt
Add mega fart to player. This is like a nuke particle. It will be shown when player eat something
User prompt
- Player can fart every eating lure
User prompt
- Fart is not working properly. Fix this - Remove win condition
User prompt
-Add a fart to player. It trigger when player kill the enemy. - Increase enemy speed - Δ±NCREASE ENEMY SPAWN RATE -
User prompt
Remove enemy fart mechanic
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = playerPos.x - self.head.x + (Math.random() - 0.5) * 200;' Line Number: 79
Code edit (1 edits merged)
Please save this source code
User prompt
Snake Minigun Mayhem
Initial prompt
Make me a classic snake game. But add a minigun to this snake. It will be shoot when enemy is nearby. Every time shoot the enemy snake going to fart as flame.
/****
* 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
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// top
e.head.x = gameArea.x + Math.random() * gameArea.w;
e.head.y = gameArea.y - 120;
} else if (edge === 1) {
// bottom
e.head.x = gameArea.x + Math.random() * gameArea.w;
e.head.y = gameArea.y + gameArea.h + 120;
} else if (edge === 2) {
// left
e.head.x = gameArea.x - 120;
e.head.y = gameArea.y + Math.random() * gameArea.h;
} else {
// right
e.head.x = gameArea.x + gameArea.w + 120;
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 >= 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 ===================================================================
--- original.js
+++ change.js
@@ -388,8 +388,10 @@
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
@@ -417,9 +419,33 @@
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
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// top
@@ -596,8 +622,17 @@
if (spawnEnemyTick > 80 && enemySnakes.length < 8) {
spawnEnemy();
spawnEnemyTick = 0;
}
+ // Check and update enemy snake length scaling with score
+ var score = LK.getScore();
+ 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;
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