User prompt
Ahora que todas las celulas tengan un nombre ramdom
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Pero que el primero tenga un nombre ramdom
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Muestra los puntos del #1
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var top5Scores = storage.get('top5Scores');' Line Number: 248
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Please fix the bug: 'storage.load is not a function' in or related to this line: 'storage.load('top5Scores', function (val) {' Line Number: 249
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var top5Scores = storage.get('top5Scores') || [];' Line Number: 248
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Muestra la puntuacion del top 5
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Pero algunos lo bregen matar no todos
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Que los bots bregen matar a el jugador
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La puntuacion se infinita
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Que las celulas sean mas rapidas las unicas lentas sean las de mas de 1000
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Que haiga mucho alimento solo cerca del jugador
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Que haigan un poco más de alimento
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Que el alimento no cuente como eart
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Error
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Que la comida haga crecer más
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Optimisa
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Que la camara tenga zoom
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Que haiga mucha comida
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Que haiga comida en el mapa mucha
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Que la comida no cuente como earte
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que entre mas pequeño mas rapido se muevan las celulas
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Controles tipo sliter io
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Crea controles deslizante tipo sliter io
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Crea controles para el jugador como en sliter io
/**** * 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) { // Speed: all cells are fast except those with size > 1000, which are slow var speed; if (self.size > 1000) { speed = 0.8; } else { speed = 5.5; } self.x += dx / distance * speed; self.y += dy / distance * 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 () { // Slither.io style drag controls: playerCell.targetX/Y is set by drag logic in game.move // 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) { // Speed: player is fast except when size > 1000, then slow var speed; if (self.size > 1000) { speed = 1.2; } else { speed = 7; } self.x += dx / distance * speed; self.y += dy / distance * 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) { // Predators are always slow self.x += dx / distance * 1.2; self.y += dy / distance * 1.2; } else { // Pick new random target self.targetX = Math.random() * 14000; self.targetY = Math.random() * 14000; } // Chase player if close enough if (typeof playerCell !== "undefined" && playerCell !== null) { 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, most near the player, some random for (var i = 0; i < 80; i++) { if (i < 60) { // Near player: in a ring 300-900px from player var angle = Math.random() * Math.PI * 2; var dist = 300 + Math.random() * 600; var fx = playerCell.x + Math.cos(angle) * dist; var fy = playerCell.y + Math.sin(angle) * dist; fx = Math.max(20, Math.min(fx, 14000 - 20)); fy = Math.max(20, Math.min(fy, 14000 - 20)); var food = new Food(); food.x = fx; food.y = fy; foods.push(food); world.addChild(food); } else { spawnFood(); } } // Spawn initial predators for (var i = 0; i < 5; i++) { spawnPredator(); } // Spawn initial AI cells for (var i = 0; i < 60; i++) { spawnAICell(); } // Slither.io style swipe/drag controls var dragging = false; var dragTouchId = null; var lastTouchX = null; var lastTouchY = null; var dragStartX = null; var dragStartY = null; var dragPlayerStartX = null; var dragPlayerStartY = null; game.down = function (x, y, obj) { // Start dragging from anywhere except top left 100x100 if (!(x < 100 && y < 100)) { dragging = true; dragTouchId = obj && obj.event && obj.event.identifier !== undefined ? obj.event.identifier : null; dragStartX = x; dragStartY = y; dragPlayerStartX = playerCell.x; dragPlayerStartY = playerCell.y; lastTouchX = x; lastTouchY = y; } }; game.move = function (x, y, obj) { if (dragging && (dragTouchId === null || obj && obj.event && obj.event.identifier === dragTouchId)) { lastTouchX = x; lastTouchY = y; // Calculate drag vector relative to drag start var dx = x - dragStartX; var dy = y - dragStartY; // Set a max drag distance for control sensitivity var maxDrag = 400; var dragLen = Math.sqrt(dx * dx + dy * dy); if (dragLen > maxDrag) { dx = dx * maxDrag / dragLen; dy = dy * maxDrag / dragLen; } // Set the target position for the player cell based on drag playerCell.targetX = dragPlayerStartX + dx * 8; playerCell.targetY = dragPlayerStartY + dy * 8; } }; game.up = function (x, y, obj) { if (dragging && (dragTouchId === null || obj && obj.event && obj.event.identifier === dragTouchId)) { dragging = false; dragTouchId = null; lastTouchX = null; lastTouchY = null; dragStartX = null; dragStartY = null; dragPlayerStartX = null; dragPlayerStartY = 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); // Do not increment cellsEaten for food LK.getSound('eat').play(); // Update score display scoreTxt.setText('Size: ' + Math.floor(playerCell.size)); } } // 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, but always near the player if (LK.ticks % 120 == 0 && foods.length < 65) { // Spawn food in a ring 300-700px from player, random angle var angle = Math.random() * Math.PI * 2; var dist = 300 + Math.random() * 400; var fx = playerCell.x + Math.cos(angle) * dist; var fy = playerCell.y + Math.sin(angle) * dist; // Clamp to map bounds fx = Math.max(20, Math.min(fx, 14000 - 20)); fy = Math.max(20, Math.min(fy, 14000 - 20)); var food = new Food(); food.x = fx; food.y = fy; foods.push(food); world.addChild(food); } // 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(); } // Win condition removed: score is now infinite };
===================================================================
--- original.js
+++ change.js
@@ -504,9 +504,6 @@
// Add more AI cells as the game progresses
if (LK.ticks % 300 == 0 && aiCells.length < 12) {
spawnAICell();
}
- // Win condition - reach size 300
- if (playerCell.size >= 300) {
- LK.showYouWin();
- }
+ // Win condition removed: score is now infinite
};
\ No newline at end of file
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