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make sure player speed does not drop below min of 3
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fix speedtext pos
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fix
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display current speed in gui for debug
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set player max speed, instead of multiplication to speed up, use fixed value
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store player speed. increase player speed slowly when not turning. turning slows the player
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the outline circle of bullets should be rendered first so it appear below everything else
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render bullet outline circle below score
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score needs to be in center do not use any LK.gui positions
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render player above the score
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draw score z-index between player and bullets player > score > bullts
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move score to cente
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fix score discplay
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make font bold and larger. change z-index of font to be drawn above bullets
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use monospace serif font.
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change z-index of player to be above score
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move bullets to be below score
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make red bullet circle appear below score
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse', hitArea: new Rectangle(49.5, 49.5, 1, 1) }); var bulletCircle = self.attachAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1, scaleX: 2, scaleY: 2 }); self.speed = 0.15; // Half the player's movement speed self.lifespan = 100; // 1 second lifespan (60 frames) self.update = function () { self.x += self.speedX * self.speed; self.y += self.speedY * self.speed; self.lifespan--; if (self.lifespan > 0) { self.alpha = 0.3; // Make the bullet half transparent } else { self.alpha = 0.6; // Make the bullet fully opaque } self.speed *= 0.99995; // Slow down the bullet over time self.scale.x += 0.0001; // Increase the bullet size over time self.scale.y += 0.0001; // Increase the bullet size over time bulletCircle.scale.x = self.scale.x * 2; // Update the circle size bulletCircle.scale.y = self.scale.y * 2; // Update the circle size // Change the bullet's color over time var progress = self.lifespan / 100; // Assuming lifespan is 100 frames var startColor = 0xff0000; // Red var endColor = 0x0000ff; // Blue var currentColor = interpolateColor(startColor, endColor, progress); bulletGraphics.tint = currentColor; if (self.y + bulletGraphics.height / 2 > 2732) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.y - bulletGraphics.height / 2 < 0) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.x + bulletGraphics.width / 2 > 2048) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } if (self.x - bulletGraphics.width / 2 < 0) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } }; }); var Pellet = Container.expand(function () { var self = Container.call(this); var pelletGraphics = self.attachAsset('pellet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.65; // Half the player's movement speed self.speedX = Math.random() * 2 - 1; // Random direction self.speedY = Math.random() * 2 - 1; // Random direction self.update = function () { self.x += self.speedX * self.speed; self.y += self.speedY * self.speed; if (self.y + pelletGraphics.height / 2 > 2732) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.y - pelletGraphics.height / 2 < 0) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.x + pelletGraphics.width / 2 > 2048) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } if (self.x - pelletGraphics.width / 2 < 0) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('snakeHead', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse' }); self.speed = 3; // Initialize player speed self.update = function () { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { // Only move if the distance is greater than a small threshold var speed = Math.min(Math.max(distance / 100, 3), 9); // Speed is proportional to distance, capped at 20 var newDirection = { x: dx / distance, y: dy / distance }; var directionChange = Math.abs(playerDirection.x - newDirection.x) + Math.abs(playerDirection.y - newDirection.y); if (directionChange > 0.01) { // If the player is turning, slow down self.speed *= 0.985; } else { // If the player is not turning, speed up self.speed += 0.03; } self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; playerDirection = newDirection; playerMovedDistance += distance; speedTxt.setText(Math.round(player.speed * 100) / 100); } // Check for collision with pellet for (var i = pellets.length - 1; i >= 0; i--) { if (self.intersects(pellets[i])) { console.log("Player intersects with pellet"); var redCircle = new RedCircle(); redCircle.x = pellets[i].x; redCircle.y = pellets[i].y; game.addChild(redCircle); pellets[i].destroy(); pellets.splice(i, 1); // Destroy bullets overlapping with redCircle on the frame it is created for (var j = bullets.length - 1; j >= 0; j--) { if (bullets[j].intersects(redCircle)) { bullets[j].destroy(); bullets.splice(j, 1); score++; scoreTxt.setText(score); } } // Play sound effect for pellet eaten LK.getSound('pelletEaten').play(); } } }; self.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); targetX = game_position.x; targetY = game_position.y; }; self.move = function (x, y, obj) { var game_position = game.toLocal(obj.global); targetX = game_position.x; targetY = game_position.y; }; }); // RedCircle class var RedCircle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); self.lifespan = Math.max(60 - Math.log(LK.getScore() + 1) * 5, 20); // Decrease lifespan as score increases self.update = function () { self.lifespan--; if (self.lifespan > 0) { self.alpha = self.lifespan / 60; // Fade out over time self.scale.x = self.scale.y = self.lifespan / 60; // Decrease size over time } else { self.destroy(); // Destroy the circle when it's fully faded } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Helper function to interpolate between two colors var scoreTxt = new Text2('0', { size: 400, fill: "#202000", font: "monospace", strokeThickness: 0 }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 2048 / 2; scoreTxt.y = 2732 / 2; game.addChild(scoreTxt); var speedTxt = new Text2('0', { size: 100, fill: "#ffffff", font: "monospace", strokeThickness: 0 }); speedTxt.anchor.set(0.5, 0); speedTxt.x = 2048 / 2; speedTxt.y = 50; LK.gui.top.addChild(speedTxt); // Add scoreTxt after bullets to ensure it is drawn above them function interpolateColor(color1, color2, factor) { var r1 = color1 >> 16 & 0xff; var g1 = color1 >> 8 & 0xff; var b1 = color1 & 0xff; var r2 = color2 >> 16 & 0xff; var g2 = color2 >> 8 & 0xff; var b2 = color2 & 0xff; var r = Math.round(r1 + factor * (r2 - r1)); var g = Math.round(g1 + factor * (g2 - g1)); var b = Math.round(b1 + factor * (b2 - b1)); return r << 16 | g << 8 | b; } var bullets = []; var score = 0; var gracePeriod = 180; // 3 seconds at 60FPS var playerDirection = { x: 0, y: 0 }; var playerMovedDistance = 0; var pellets = []; var player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); var targetX = player.x; var targetY = player.y; game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (gracePeriod <= 0 && bullets[i].lifespan <= 0) { var playerCenter = { x: player.x, y: player.y }; var bulletCenter = { x: bullets[i].x, y: bullets[i].y }; if (Math.abs(playerCenter.x - bulletCenter.x) < 50 && Math.abs(playerCenter.y - bulletCenter.y) < 50) { console.log("Bullet intersects with player center at:", playerCenter, "Bullet center at:", bulletCenter); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } if (gracePeriod > 0) { gracePeriod--; } if (pellets.length < 2 && LK.ticks % 60 == 0) { // Spawn a pellet every second if there are less than two pellets var newPellet = new Pellet(); // Ensure pellet does not spawn close to the wall var distance; do { newPellet.x = Math.random() * (2048 - 400) + 200; // Random x position newPellet.y = Math.random() * (2732 - 400) + 200; // Random y position distance = Math.sqrt(Math.pow(newPellet.x - player.x, 2) + Math.pow(newPellet.y - player.y, 2)); } while (distance < 500); // Ensure pellet spawns at least 500 units away from the player game.addChild(newPellet); pellets.push(newPellet); } if (playerMovedDistance >= 50 && LK.ticks % Math.max(20 - Math.log(LK.getScore() + 1), 5) == 0) { var newBullet = new Bullet(); newBullet.x = player.x - playerDirection.x * 60; // Spawn bullet closer to the player newBullet.y = player.y - playerDirection.y * 60; newBullet.speedX = playerDirection.x * 5; // Bullet moves in the player's direction newBullet.speedY = playerDirection.y * 5; bullets.push(newBullet); game.addChild(newBullet); // Play sound effect for bullet spawn LK.getSound('bulletSpawn').play(); } }; game.down = function (x, y, obj) { player.down(x, y, obj); }; game.move = function (x, y, obj) { player.move(x, y, obj); }; game.up = function (x, y, obj) { // No action needed on up event };
===================================================================
--- original.js
+++ change.js
@@ -200,15 +200,15 @@
scoreTxt.y = 2732 / 2;
game.addChild(scoreTxt);
var speedTxt = new Text2('0', {
size: 100,
- fill: "#fff",
+ fill: "#ffffff",
font: "monospace",
strokeThickness: 0
});
speedTxt.anchor.set(0.5, 0);
speedTxt.x = 2048 / 2;
-speedTxt.y = 0;
+speedTxt.y = 50;
LK.gui.top.addChild(speedTxt);
// Add scoreTxt after bullets to ensure it is drawn above them
function interpolateColor(color1, color2, factor) {
var r1 = color1 >> 16 & 0xff;