User prompt
Add rounds, first round minors, second round medium-small mixed, third round medium, fourth round major-medium, fifth round Major, sixth round all. If the player does all of them, he wins
User prompt
Let there be broken ships in between, when we collect those ships, our 20 lives will increase, if our health is full, it will increase our health by 10 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the medium ones reduce 10 lives, and the large ones reduce 20 lives
User prompt
Make a health bar, let our health be 100, let the waves reduce our health by 5 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make normals wawes 50% faster, mid wawes 25% faster,Big wawes 10% Faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove score
User prompt
Make a sea game, let the waves come, let's escape from the waves ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Wave Escape
Initial prompt
Play a sea game, let the waves come around us, let's escape from the waves.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boat = Container.expand(function () { var self = Container.call(this); // Attach boat graphics var boatGraphics = self.attachAsset('boat', { anchorX: 0.5, anchorY: 0.5 }); // Boat properties self.isDragging = false; self.lastIntersecting = false; // Position boat in center initially self.x = 2048 / 2; self.y = 2732 / 2; self.update = function () { // Add gentle bobbing animation boatGraphics.rotation = Math.sin(LK.ticks * 0.05) * 0.1; }; return self; }); var BrokenShip = Container.expand(function () { var self = Container.call(this); // Attach broken ship graphics var shipGraphics = self.attachAsset('broken_ship', { anchorX: 0.5, anchorY: 0.5 }); // Ship properties self.speed = 2; self.lastIntersecting = false; // Random spawn position self.x = Math.random() * 1800 + 124; // Keep away from edges self.y = -100; // Start above screen self.update = function () { // Move down slowly self.y += self.speed; // Add gentle floating animation shipGraphics.rotation = Math.sin(LK.ticks * 0.03) * 0.2; shipGraphics.x = Math.sin(LK.ticks * 0.02) * 5; }; // Check if ship is off screen self.isOffScreen = function () { return self.y > 2832; // Below screen }; return self; }); // Game variables var Wave = Container.expand(function (waveType, direction) { var self = Container.call(this); // Default parameters waveType = waveType || 'wave_medium'; direction = direction || 'down'; // Attach wave graphics var waveGraphics = self.attachAsset(waveType, { anchorX: 0.5, anchorY: 0.5 }); // Wave properties - adjust speed based on wave type if (waveType === 'wave_small') { self.speed = 4.5; // 50% faster (3 * 1.5) } else if (waveType === 'wave_medium') { self.speed = 3.75; // 25% faster (3 * 1.25) } else if (waveType === 'wave_large') { self.speed = 3.3; // 10% faster (3 * 1.1) } else { self.speed = 3; // Default speed } self.direction = direction; self.waveType = waveType; // Set initial position based on direction self.setStartPosition = function () { switch (self.direction) { case 'down': self.x = Math.random() * 2048; self.y = -200; break; case 'up': self.x = Math.random() * 2048; self.y = 2732 + 200; break; case 'right': self.x = -200; self.y = Math.random() * 2732; break; case 'left': self.x = 2048 + 200; self.y = Math.random() * 2732; break; } }; // Initialize starting position self.setStartPosition(); // Track last position for off-screen detection self.lastX = self.x; self.lastY = self.y; self.update = function () { // Move wave based on direction switch (self.direction) { case 'down': self.y += self.speed; break; case 'up': self.y -= self.speed; break; case 'right': self.x += self.speed; break; case 'left': self.x -= self.speed; break; } // Add subtle floating animation waveGraphics.y = Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 10; }; // Check if wave is off screen self.isOffScreen = function () { return self.x < -300 || self.x > 2348 || self.y < -300 || self.y > 3032; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1E3A5F // Deep ocean blue }); /**** * Game Code ****/ // Game variables // Wave assets - different sizes for variety // Boat asset // Sound effects // Tween library for smooth wave animations and effects var waves = []; var brokenShips = []; var boat; var dragNode = null; var gameStartTime = LK.ticks; var waveSpawnTimer = 0; var shipSpawnTimer = 0; var difficulty = 1; var playerHealth = 100; var maxHealth = 100; var currentRound = 1; var roundWaveCount = 0; var roundWaveTarget = 15; // Waves to spawn per round var roundCompleted = false; var roundDisplayTimer = 0; // Define wave types for each round var roundWaveTypes = { 1: ['wave_small'], // First round: minors only 2: ['wave_small', 'wave_medium'], // Second round: medium-small mixed 3: ['wave_medium'], // Third round: medium only 4: ['wave_medium', 'wave_large'], // Fourth round: major-medium mixed 5: ['wave_large'], // Fifth round: major only 6: ['wave_small', 'wave_medium', 'wave_large'] // Sixth round: all types }; // Create title text var titleTxt = new Text2('Wave Escape', { size: 120, fill: 0x87CEEB }); titleTxt.anchor.set(0.5, 0); titleTxt.y = 100; LK.gui.top.addChild(titleTxt); // Create health bar background var healthBarBg = LK.getAsset('healthBarBg', { width: 400, height: 40, color: 0x333333, shape: 'box' }); healthBarBg.x = 20; healthBarBg.y = 20; LK.gui.topLeft.addChild(healthBarBg); // Create health bar fill var healthBarFill = LK.getAsset('healthBarFill', { width: 396, height: 36, color: 0x00FF00, shape: 'box' }); healthBarFill.x = 22; healthBarFill.y = 22; LK.gui.topLeft.addChild(healthBarFill); // Create health text var healthTxt = new Text2('Health: 100', { size: 30, fill: 0xFFFFFF }); healthTxt.anchor.set(0, 0); healthTxt.x = 20; healthTxt.y = 70; LK.gui.topLeft.addChild(healthTxt); // Create round text var roundTxt = new Text2('Round 1 - Minor Waves', { size: 50, fill: 0xFFD700 }); roundTxt.anchor.set(0.5, 0); roundTxt.x = 1024; roundTxt.y = 200; game.addChild(roundTxt); // Fade out title after 3 seconds LK.setTimeout(function () { tween(titleTxt, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { titleTxt.destroy(); } }); }, 3000); // Create boat boat = game.addChild(new Boat()); // Wave directions for variety var waveDirections = ['down', 'up', 'left', 'right']; var waveTypes = ['wave_small', 'wave_medium', 'wave_large']; // Handle mouse/touch movement function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep boat within screen bounds if (dragNode.x < 40) dragNode.x = 40; if (dragNode.x > 2008) dragNode.x = 2008; if (dragNode.y < 40) dragNode.y = 40; if (dragNode.y > 2692) dragNode.y = 2692; } } game.move = handleMove; game.down = function (x, y, obj) { // Start dragging the boat dragNode = boat; boat.isDragging = true; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; if (boat) boat.isDragging = false; }; // Spawn wave function function spawnWave() { // Don't spawn if round is completed and waiting if (roundCompleted) return; var direction = waveDirections[Math.floor(Math.random() * waveDirections.length)]; // Get wave types for current round var availableWaveTypes = roundWaveTypes[currentRound] || ['wave_small']; var waveType = availableWaveTypes[Math.floor(Math.random() * availableWaveTypes.length)]; // Adjust spawn chance based on direction for balance if (Math.random() > 0.7) { var newWave = new Wave(waveType, direction); newWave.speed += difficulty * 0.5; // Increase speed with difficulty waves.push(newWave); game.addChild(newWave); roundWaveCount++; // Check if round target reached if (roundWaveCount >= roundWaveTarget) { roundCompleted = true; roundDisplayTimer = 180; // 3 seconds display } } } // Spawn broken ship function function spawnBrokenShip() { if (Math.random() > 0.3) { // 70% chance to spawn var newShip = new BrokenShip(); brokenShips.push(newShip); game.addChild(newShip); } } game.update = function () { // Handle round progression if (roundCompleted) { roundDisplayTimer--; // Update round text based on completion status if (roundDisplayTimer > 0) { if (currentRound < 6) { roundTxt.setText('Round ' + currentRound + ' Complete! Next: Round ' + (currentRound + 1)); } else { roundTxt.setText('All Rounds Complete! You Win!'); } } else { // Move to next round or win if (currentRound < 6) { currentRound++; roundWaveCount = 0; roundCompleted = false; // Update round display text var roundNames = { 1: 'Minor Waves', 2: 'Mixed Small-Medium', 3: 'Medium Waves', 4: 'Mixed Medium-Large', 5: 'Major Waves', 6: 'All Wave Types' }; roundTxt.setText('Round ' + currentRound + ' - ' + roundNames[currentRound]); } else { // Player completed all rounds - show victory LK.showYouWin(); return; } } } else { // Normal round display var roundNames = { 1: 'Minor Waves', 2: 'Mixed Small-Medium', 3: 'Medium Waves', 4: 'Mixed Medium-Large', 5: 'Major Waves', 6: 'All Wave Types' }; var progress = Math.min(roundWaveCount, roundWaveTarget); roundTxt.setText('Round ' + currentRound + ' - ' + roundNames[currentRound] + ' (' + progress + '/' + roundWaveTarget + ')'); } // Update survival time var survivalTime = Math.floor((LK.ticks - gameStartTime) / 60); // Increase difficulty over time difficulty = 1 + survivalTime / 30; // Spawn waves with increasing frequency waveSpawnTimer++; var spawnRate = Math.max(30 - Math.floor(difficulty * 5), 10); if (waveSpawnTimer >= spawnRate) { spawnWave(); waveSpawnTimer = 0; } // Spawn broken ships occasionally shipSpawnTimer++; if (shipSpawnTimer >= 180) { // Spawn every 3 seconds spawnBrokenShip(); shipSpawnTimer = 0; } // Update and check waves for (var i = waves.length - 1; i >= 0; i--) { var wave = waves[i]; // Initialize last position tracking if (wave.lastIntersecting === undefined) { wave.lastIntersecting = false; } // Check for collision with boat var currentIntersecting = wave.intersects(boat); if (!wave.lastIntersecting && currentIntersecting) { // Collision detected - reduce health based on wave type! var healthReduction = 5; // Default for small waves if (wave.waveType === 'wave_medium') { healthReduction = 10; } else if (wave.waveType === 'wave_large') { healthReduction = 20; } playerHealth -= healthReduction; LK.getSound('wave_crash').play(); // Flash effect on collision tween(boat, { alpha: 0.3 }, { duration: 100, onFinish: function onFinish() { tween(boat, { alpha: 1 }, { duration: 100 }); } }); LK.effects.flashScreen(0xFF0000, 500); // Update health bar var healthPercentage = playerHealth / maxHealth; healthBarFill.width = 396 * healthPercentage; // Change health bar color based on health level if (healthPercentage > 0.6) { healthBarFill.tint = 0x00FF00; // Green } else if (healthPercentage > 0.3) { healthBarFill.tint = 0xFFFF00; // Yellow } else { healthBarFill.tint = 0xFF0000; // Red } healthTxt.setText('Health: ' + playerHealth); // Check if health is depleted if (playerHealth <= 0) { LK.showGameOver(); return; } // Remove the wave that hit us wave.destroy(); waves.splice(i, 1); continue; } // Remove waves that are off screen if (wave.isOffScreen()) { wave.destroy(); waves.splice(i, 1); continue; } // Update last intersecting state wave.lastIntersecting = currentIntersecting; } // Update and check broken ships for (var j = brokenShips.length - 1; j >= 0; j--) { var ship = brokenShips[j]; // Initialize last position tracking if (ship.lastIntersecting === undefined) { ship.lastIntersecting = false; } // Check for collection with boat var shipIntersecting = ship.intersects(boat); if (!ship.lastIntersecting && shipIntersecting) { // Ship collected! var healthIncrease = 20; // If health is already full, increase max health by 10 if (playerHealth >= maxHealth) { maxHealth += 10; playerHealth = maxHealth; } else { // Otherwise restore 20 health, but don't exceed max playerHealth = Math.min(playerHealth + healthIncrease, maxHealth); } LK.getSound('collect_ship').play(); // Flash effect on collection (green) tween(boat, { tint: 0x00FF00 }, { duration: 200, onFinish: function onFinish() { tween(boat, { tint: 0xFFFFFF }, { duration: 200 }); } }); // Update health bar var healthPercentage = playerHealth / maxHealth; healthBarFill.width = 396 * healthPercentage; // Update health bar color if (healthPercentage > 0.6) { healthBarFill.tint = 0x00FF00; // Green } else if (healthPercentage > 0.3) { healthBarFill.tint = 0xFFFF00; // Yellow } else { healthBarFill.tint = 0xFF0000; // Red } healthTxt.setText('Health: ' + playerHealth); // Remove the collected ship ship.destroy(); brokenShips.splice(j, 1); continue; } // Remove ships that are off screen if (ship.isOffScreen()) { ship.destroy(); brokenShips.splice(j, 1); continue; } // Update last intersecting state ship.lastIntersecting = shipIntersecting; } // Add occasional splash sound for atmosphere if (LK.ticks % 300 === 0 && Math.random() > 0.7) { LK.getSound('splash').play(); } // Victory is now handled by round completion system };
===================================================================
--- original.js
+++ change.js
@@ -150,8 +150,27 @@
var shipSpawnTimer = 0;
var difficulty = 1;
var playerHealth = 100;
var maxHealth = 100;
+var currentRound = 1;
+var roundWaveCount = 0;
+var roundWaveTarget = 15; // Waves to spawn per round
+var roundCompleted = false;
+var roundDisplayTimer = 0;
+// Define wave types for each round
+var roundWaveTypes = {
+ 1: ['wave_small'],
+ // First round: minors only
+ 2: ['wave_small', 'wave_medium'],
+ // Second round: medium-small mixed
+ 3: ['wave_medium'],
+ // Third round: medium only
+ 4: ['wave_medium', 'wave_large'],
+ // Fourth round: major-medium mixed
+ 5: ['wave_large'],
+ // Fifth round: major only
+ 6: ['wave_small', 'wave_medium', 'wave_large'] // Sixth round: all types
+};
// Create title text
var titleTxt = new Text2('Wave Escape', {
size: 120,
fill: 0x87CEEB
@@ -187,8 +206,17 @@
healthTxt.anchor.set(0, 0);
healthTxt.x = 20;
healthTxt.y = 70;
LK.gui.topLeft.addChild(healthTxt);
+// Create round text
+var roundTxt = new Text2('Round 1 - Minor Waves', {
+ size: 50,
+ fill: 0xFFD700
+});
+roundTxt.anchor.set(0.5, 0);
+roundTxt.x = 1024;
+roundTxt.y = 200;
+game.addChild(roundTxt);
// Fade out title after 3 seconds
LK.setTimeout(function () {
tween(titleTxt, {
alpha: 0
@@ -228,16 +256,26 @@
if (boat) boat.isDragging = false;
};
// Spawn wave function
function spawnWave() {
+ // Don't spawn if round is completed and waiting
+ if (roundCompleted) return;
var direction = waveDirections[Math.floor(Math.random() * waveDirections.length)];
- var waveType = waveTypes[Math.floor(Math.random() * waveTypes.length)];
+ // Get wave types for current round
+ var availableWaveTypes = roundWaveTypes[currentRound] || ['wave_small'];
+ var waveType = availableWaveTypes[Math.floor(Math.random() * availableWaveTypes.length)];
// Adjust spawn chance based on direction for balance
if (Math.random() > 0.7) {
var newWave = new Wave(waveType, direction);
newWave.speed += difficulty * 0.5; // Increase speed with difficulty
waves.push(newWave);
game.addChild(newWave);
+ roundWaveCount++;
+ // Check if round target reached
+ if (roundWaveCount >= roundWaveTarget) {
+ roundCompleted = true;
+ roundDisplayTimer = 180; // 3 seconds display
+ }
}
}
// Spawn broken ship function
function spawnBrokenShip() {
@@ -248,8 +286,53 @@
game.addChild(newShip);
}
}
game.update = function () {
+ // Handle round progression
+ if (roundCompleted) {
+ roundDisplayTimer--;
+ // Update round text based on completion status
+ if (roundDisplayTimer > 0) {
+ if (currentRound < 6) {
+ roundTxt.setText('Round ' + currentRound + ' Complete! Next: Round ' + (currentRound + 1));
+ } else {
+ roundTxt.setText('All Rounds Complete! You Win!');
+ }
+ } else {
+ // Move to next round or win
+ if (currentRound < 6) {
+ currentRound++;
+ roundWaveCount = 0;
+ roundCompleted = false;
+ // Update round display text
+ var roundNames = {
+ 1: 'Minor Waves',
+ 2: 'Mixed Small-Medium',
+ 3: 'Medium Waves',
+ 4: 'Mixed Medium-Large',
+ 5: 'Major Waves',
+ 6: 'All Wave Types'
+ };
+ roundTxt.setText('Round ' + currentRound + ' - ' + roundNames[currentRound]);
+ } else {
+ // Player completed all rounds - show victory
+ LK.showYouWin();
+ return;
+ }
+ }
+ } else {
+ // Normal round display
+ var roundNames = {
+ 1: 'Minor Waves',
+ 2: 'Mixed Small-Medium',
+ 3: 'Medium Waves',
+ 4: 'Mixed Medium-Large',
+ 5: 'Major Waves',
+ 6: 'All Wave Types'
+ };
+ var progress = Math.min(roundWaveCount, roundWaveTarget);
+ roundTxt.setText('Round ' + currentRound + ' - ' + roundNames[currentRound] + ' (' + progress + '/' + roundWaveTarget + ')');
+ }
// Update survival time
var survivalTime = Math.floor((LK.ticks - gameStartTime) / 60);
// Increase difficulty over time
difficulty = 1 + survivalTime / 30;
@@ -394,9 +477,6 @@
// Add occasional splash sound for atmosphere
if (LK.ticks % 300 === 0 && Math.random() > 0.7) {
LK.getSound('splash').play();
}
- // Victory condition - survive for 5 minutes
- if (survivalTime >= 300) {
- LK.showYouWin();
- }
+ // Victory is now handled by round completion system
};
\ No newline at end of file