User prompt
que aparesca una flecha adonde se mueve el jugador
User prompt
Crea controles como en sliter io
User prompt
Crea controles para el jugador
User prompt
crea controles
User prompt
Quita el minimapa
User prompt
Que el mini mapa muestre las celulas y el fondo de el fondo del minimapa es como el de sliter io
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'minimapContainer.x = -minimapSize - minimapPadding;' Line Number: 235
User prompt
Porque no carga
User prompt
pon un mini mapa abajo ala derecha
User prompt
Para crecer la celula hay que comerse las celulas más pequeñas y los alimentos
User prompt
Que los botsse dispersen por el mapa
User prompt
un mapa como en sliter io
User prompt
Que el mapa del juego este abajo ala derecha
User prompt
Que el mapa sea grande
User prompt
Y tambien tamaño mas comun de 50 70 90
User prompt
Que haiga de diferentes tamaños los bots uno de 150 y otro de 300 otros de 1000
User prompt
Que el mapa sea como el de sliter io
User prompt
Que el mapa sea más grande y que haigan menis bots para que quepan
User prompt
que haiga 400 bots
User prompt
Crea controles io
Code edit (1 edits merged)
Please save this source code
User prompt
crea controles io
User prompt
Que el juego sea tipo io
Code edit (1 edits merged)
Please save this source code
User prompt
Cell Growth
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AICell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); // self.size is set on spawnAICell for variety self.speed = 2 + Math.random(); self.targetX = Math.random() * 8192; self.targetY = Math.random() * 8192; self.alive = true; self.lastX = self.x; self.lastY = self.y; self.update = function () { if (!self.alive) { return; } // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { // Pick new random target self.targetX = Math.random() * 14000; self.targetY = Math.random() * 14000; } // Keep within bounds if (self.x < self.size / 2) { self.x = self.size / 2; } if (self.x > 14000 - self.size / 2) { self.x = 14000 - self.size / 2; } if (self.y < self.size / 2) { self.y = self.size / 2; } if (self.y > 14000 - self.size / 2) { self.y = 14000 - self.size / 2; } self.lastX = self.x; self.lastY = self.y; }; self.grow = function (amount) { var oldSize = self.size; self.size += amount; var scale = self.size / 50; tween(cellGraphics, { scaleX: scale, scaleY: scale }, { duration: 200, easing: tween.easeOut }); self.speed = Math.max(0.8, 2.5 - (self.size - 50) / 60); }; return self; }); var Food = Container.expand(function () { var self = Container.call(this); var foodGraphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); self.size = 20; self.consumed = false; return self; }); var PlayerCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); self.size = 50; self.speed = 3; self.targetX = self.x; self.targetY = self.y; self.grow = function (amount) { var oldSize = self.size; self.size += amount; // Update visual scale var scale = self.size / 50; tween(cellGraphics, { scaleX: scale, scaleY: scale }, { duration: 200, easing: tween.easeOut }); // Reduce speed as size increases self.speed = Math.max(1, 3 - (self.size - 50) / 50); LK.getSound('grow').play(); LK.setScore(Math.floor(self.size)); }; self.update = function () { // io-style: Smoothly update target position toward drag/touch if (typeof dragging !== "undefined" && dragging && lastTouchX !== null && lastTouchY !== null) { // Smoothly interpolate target position toward lastTouchX/Y // The 0.15 factor controls how fast the cell's target moves toward the finger self.targetX += (lastTouchX - self.targetX) * 0.15; self.targetY += (lastTouchY - self.targetY) * 0.15; } // Move towards target position var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Keep within bounds if (self.x < self.size / 2) { self.x = self.size / 2; } if (self.x > 14000 - self.size / 2) { self.x = 14000 - self.size / 2; } if (self.y < self.size / 2) { self.y = self.size / 2; } if (self.y > 14000 - self.size / 2) { self.y = 14000 - self.size / 2; } }; return self; }); var Predator = Container.expand(function () { var self = Container.call(this); var predatorGraphics = self.attachAsset('predator', { anchorX: 0.5, anchorY: 0.5 }); self.size = 80; self.speed = 1; self.targetX = Math.random() * 8192; self.targetY = Math.random() * 8192; self.update = function () { // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { // Pick new random target self.targetX = Math.random() * 14000; self.targetY = Math.random() * 14000; } // Chase player if close enough if (playerCell) { var playerDx = playerCell.x - self.x; var playerDy = playerCell.y - self.y; var playerDistance = Math.sqrt(playerDx * playerDx + playerDy * playerDy); if (playerDistance < 300 && playerCell.size < self.size) { self.x += playerDx / playerDistance * self.speed * 1.5; self.y += playerDy / playerDistance * self.speed * 1.5; } } // Keep within bounds if (self.x < 0) { self.x = 0; } if (self.x > 14000) { self.x = 14000; } if (self.y < 0) { self.y = 0; } if (self.y > 14000) { self.y = 14000; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ var playerCell = null; var foods = []; var predators = []; var aiCells = []; var cellsEaten = 0; // Score display var scoreTxt = new Text2('Size: 50', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create a world container for all game objects (slither.io style) var world = new Container(); game.addChild(world); // Initialize player cell playerCell = new PlayerCell(); playerCell.x = 14000 / 2; playerCell.y = 14000 / 2; world.addChild(playerCell); // Generate initial food function spawnFood() { var food = new Food(); food.x = Math.random() * 14000; food.y = Math.random() * 14000; foods.push(food); world.addChild(food); } ; // Generate initial predators function spawnPredator() { var predator = new Predator(); predator.x = Math.random() * 14000; predator.y = Math.random() * 14000; predators.push(predator); world.addChild(predator); } // Generate AI cells function spawnAICell() { var ai = new AICell(); ai.x = Math.random() * 14000; ai.y = Math.random() * 14000; // Assign random size: 50, 70, 90, 150, 300, or 1000 var possibleSizes = [50, 70, 90, 150, 300, 1000]; var sizeIdx = Math.floor(Math.random() * possibleSizes.length); ai.size = possibleSizes[sizeIdx]; // Update scale to match new size var scale = ai.size / 50; if (ai.children && ai.children.length > 0) { var cellGraphics = ai.children[0]; cellGraphics.scaleX = scale; cellGraphics.scaleY = scale; } aiCells.push(ai); world.addChild(ai); } // Spawn initial food for (var i = 0; i < 50; i++) { spawnFood(); } // Spawn initial predators for (var i = 0; i < 5; i++) { spawnPredator(); } // Spawn initial AI cells for (var i = 0; i < 60; i++) { spawnAICell(); } // io-style drag controls: set a drag target, follow touch/mouse as long as pressed var dragging = false; var lastTouchX = null; var lastTouchY = null; game.down = function (x, y, obj) { dragging = true; lastTouchX = x; lastTouchY = y; if (playerCell) { playerCell.targetX = x; playerCell.targetY = y; } }; game.move = function (x, y, obj) { if (dragging && playerCell) { lastTouchX = x; lastTouchY = y; // Don't set targetX/Y directly here, let update handle smoothing } }; game.up = function (x, y, obj) { dragging = false; lastTouchX = null; lastTouchY = null; }; game.update = function () { if (!playerCell) { return; } // Camera logic: center world on playerCell, clamp to map bounds (slither.io style) var viewWidth = 2048; var viewHeight = 2732; var mapSize = 14000; // Calculate camera target position to center player var camTargetX = playerCell.x - viewWidth / 2; var camTargetY = playerCell.y - viewHeight / 2; // Clamp camera to map bounds camTargetX = Math.max(0, Math.min(camTargetX, mapSize - viewWidth)); camTargetY = Math.max(0, Math.min(camTargetY, mapSize - viewHeight)); // Smooth camera movement (slither.io style) if (typeof world.lastCamX === "undefined") world.lastCamX = camTargetX; if (typeof world.lastCamY === "undefined") world.lastCamY = camTargetY; world.lastCamX += (camTargetX - world.lastCamX) * 0.15; world.lastCamY += (camTargetY - world.lastCamY) * 0.15; // Move world container world.x = -Math.round(world.lastCamX); world.y = -Math.round(world.lastCamY); // AI cells update and logic for (var i = aiCells.length - 1; i >= 0; i--) { var ai = aiCells[i]; if (!ai.alive) { continue; } ai.update(); // AI eats food for (var j = foods.length - 1; j >= 0; j--) { var food = foods[j]; if (food.consumed) { continue; } var dx = ai.x - food.x; var dy = ai.y - food.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < ai.size / 2 + food.size / 2) { food.consumed = true; food.destroy(); foods.splice(j, 1); ai.grow(5); break; } } // AI eats other AI (io style) for (var k = aiCells.length - 1; k >= 0; k--) { if (i === k) { continue; } var other = aiCells[k]; if (!other.alive) { continue; } var dx = ai.x - other.x; var dy = ai.y - other.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < ai.size / 2 + other.size / 2) { if (ai.size > other.size * 1.2) { other.alive = false; other.destroy(); ai.grow(other.size / 2); aiCells.splice(k, 1); if (k < i) { i--; } // Adjust index if needed break; } } } // AI can eat player or be eaten by player var dxp = ai.x - playerCell.x; var dyp = ai.y - playerCell.y; var distp = Math.sqrt(dxp * dxp + dyp * dyp); if (distp < ai.size / 2 + playerCell.size / 2) { if (ai.size > playerCell.size * 1.2) { // Player is eaten by a larger AI cell LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else if (playerCell.size > ai.size * 1.2) { // Player eats smaller AI cell ai.alive = false; ai.destroy(); aiCells.splice(i, 1); playerCell.grow(ai.size / 2); cellsEaten++; LK.getSound('eat').play(); scoreTxt.setText('Size: ' + Math.floor(playerCell.size) + ' | Eaten: ' + cellsEaten); break; } } } // Check food collisions for player for (var i = foods.length - 1; i >= 0; i--) { var food = foods[i]; if (food.consumed) { continue; } var dx = playerCell.x - food.x; var dy = playerCell.y - food.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < playerCell.size / 2 + food.size / 2) { // Consume food food.consumed = true; food.destroy(); foods.splice(i, 1); playerCell.grow(5); cellsEaten++; LK.getSound('eat').play(); // Update score display scoreTxt.setText('Size: ' + Math.floor(playerCell.size) + ' | Eaten: ' + cellsEaten); } } // Check predator collisions for (var i = 0; i < predators.length; i++) { var predator = predators[i]; var dx = playerCell.x - predator.x; var dy = playerCell.y - predator.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < playerCell.size / 2 + predator.size / 2) { if (predator.size > playerCell.size) { // Game over - eaten by predator LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else if (playerCell.size > predator.size * 1.2) { // Player can eat predator predator.destroy(); predators.splice(i, 1); playerCell.grow(20); cellsEaten++; LK.getSound('eat').play(); scoreTxt.setText('Size: ' + Math.floor(playerCell.size) + ' | Eaten: ' + cellsEaten); // Spawn new predator spawnPredator(); i--; // Adjust index after removal } } } // Spawn new food periodically if (LK.ticks % 120 == 0 && foods.length < 40) { spawnFood(); } // Add more predators as player grows if (LK.ticks % 600 == 0 && predators.length < 8) { spawnPredator(); } // Add more AI cells as the game progresses if (LK.ticks % 300 == 0 && aiCells.length < 12) { spawnAICell(); } // --- Minimap update --- // Position minimap in bottom right, with padding minimapContainer.x = -minimapSize - minimapPadding; minimapContainer.y = -minimapSize - minimapPadding; // Player and AI cells on minimap // Player dot minimapPlayerDot.x = playerCell.x / minimapWorldSize * minimapSize; minimapPlayerDot.y = playerCell.y / minimapWorldSize * minimapSize; minimapPlayerDot.width = Math.max(12, playerCell.size * minimapSize / minimapWorldSize); minimapPlayerDot.height = minimapPlayerDot.width; // AI cells (blue) updateMinimapDots(aiCells, minimapAIDots, 0x00bfff, 10); // Food updateMinimapDots(foods, minimapFoodDots, 0xffff00, 7); // Predators updateMinimapDots(predators, minimapPredatorDots, 0xff0000, 14); // Win condition - reach size 300 if (playerCell.size >= 300) { LK.showYouWin(); } }; // --- Minimap Implementation --- // Minimap config var minimapSize = 320; // px, square minimap var minimapPadding = 32; // px from edge var minimapWorldSize = 14000; // world is 14000x14000 // Minimap container (overlay, not in world) var minimapContainer = new Container(); minimapContainer.width = minimapSize; minimapContainer.height = minimapSize; minimapContainer.x = -minimapSize; // will be positioned in update minimapContainer.y = -minimapSize; LK.gui.bottomRight.addChild(minimapContainer); // Minimap background with slither.io style grid var minimapBg = LK.getAsset('centerCircle', { width: minimapSize, height: minimapSize, color: 0x222222, anchorX: 0, anchorY: 0, scaleX: 1, scaleY: 1, x: 0, y: 0 }); minimapContainer.addChild(minimapBg); // Add grid lines to minimap (slither.io style) var gridSpacing = minimapSize / 8; for (var i = 1; i < 8; i++) { // Vertical lines var vline = LK.getAsset('centerCircle', { width: 2, height: minimapSize, color: 0x444444, anchorX: 0.5, anchorY: 0, x: Math.round(i * gridSpacing), y: 0 }); minimapContainer.addChild(vline); // Horizontal lines var hline = LK.getAsset('centerCircle', { width: minimapSize, height: 2, color: 0x444444, anchorX: 0, anchorY: 0.5, x: 0, y: Math.round(i * gridSpacing) }); minimapContainer.addChild(hline); } // Minimap dots for entities var minimapPlayerDot = LK.getAsset('centerCircle', { width: 18, height: 18, color: 0x00ff00, anchorX: 0.5, anchorY: 0.5 }); minimapContainer.addChild(minimapPlayerDot); var minimapAIDots = []; var minimapFoodDots = []; var minimapPredatorDots = []; // Helper to update minimap dots for a list of entities function updateMinimapDots(entityList, dotList, color, size) { // Add or remove dots to match entity count while (dotList.length < entityList.length) { var dot = LK.getAsset('centerCircle', { width: size, height: size, color: color, anchorX: 0.5, anchorY: 0.5 }); minimapContainer.addChild(dot); dotList.push(dot); } while (dotList.length > entityList.length) { var dot = dotList.pop(); dot.destroy(); } // Update positions for (var i = 0; i < entityList.length; i++) { var ent = entityList[i]; var dot = dotList[i]; dot.x = ent.x / minimapWorldSize * minimapSize; dot.y = ent.y / minimapWorldSize * minimapSize; dot.visible = ent.alive !== false && ent.consumed !== true; } } // --- End Minimap Implementation ---
===================================================================
--- original.js
+++ change.js
@@ -444,14 +444,15 @@
// --- Minimap update ---
// Position minimap in bottom right, with padding
minimapContainer.x = -minimapSize - minimapPadding;
minimapContainer.y = -minimapSize - minimapPadding;
+ // Player and AI cells on minimap
// Player dot
minimapPlayerDot.x = playerCell.x / minimapWorldSize * minimapSize;
minimapPlayerDot.y = playerCell.y / minimapWorldSize * minimapSize;
minimapPlayerDot.width = Math.max(12, playerCell.size * minimapSize / minimapWorldSize);
minimapPlayerDot.height = minimapPlayerDot.width;
- // AI cells
+ // AI cells (blue)
updateMinimapDots(aiCells, minimapAIDots, 0x00bfff, 10);
// Food
updateMinimapDots(foods, minimapFoodDots, 0xffff00, 7);
// Predators
@@ -472,9 +473,9 @@
minimapContainer.height = minimapSize;
minimapContainer.x = -minimapSize; // will be positioned in update
minimapContainer.y = -minimapSize;
LK.gui.bottomRight.addChild(minimapContainer);
-// Minimap background
+// Minimap background with slither.io style grid
var minimapBg = LK.getAsset('centerCircle', {
width: minimapSize,
height: minimapSize,
color: 0x222222,
@@ -485,8 +486,34 @@
x: 0,
y: 0
});
minimapContainer.addChild(minimapBg);
+// Add grid lines to minimap (slither.io style)
+var gridSpacing = minimapSize / 8;
+for (var i = 1; i < 8; i++) {
+ // Vertical lines
+ var vline = LK.getAsset('centerCircle', {
+ width: 2,
+ height: minimapSize,
+ color: 0x444444,
+ anchorX: 0.5,
+ anchorY: 0,
+ x: Math.round(i * gridSpacing),
+ y: 0
+ });
+ minimapContainer.addChild(vline);
+ // Horizontal lines
+ var hline = LK.getAsset('centerCircle', {
+ width: minimapSize,
+ height: 2,
+ color: 0x444444,
+ anchorX: 0,
+ anchorY: 0.5,
+ x: 0,
+ y: Math.round(i * gridSpacing)
+ });
+ minimapContainer.addChild(hline);
+}
// Minimap dots for entities
var minimapPlayerDot = LK.getAsset('centerCircle', {
width: 18,
height: 18,
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Cell Growth" and with the description "Control a growing cell that consumes food particles to increase in size while avoiding larger predators in this survival game.". No text on banner!
Alimento. In-Game asset. 2d. High contrast. No shadows
Celula. In-Game asset. 2d. High contrast. No shadows
Celula de rojos. In-Game asset. 2d. High contrast. No shadows
Pavo pierna. In-Game asset. 2d. High contrast. No shadows
Papa alimento. In-Game asset. 2d. High contrast. No shadows