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; }); // 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 boat; var dragNode = null; var gameStartTime = LK.ticks; var waveSpawnTimer = 0; var difficulty = 1; // 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); // 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() { var direction = waveDirections[Math.floor(Math.random() * waveDirections.length)]; var waveType = waveTypes[Math.floor(Math.random() * waveTypes.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); } } game.update = function () { // 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; } // 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 - game over! 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(0x4A90E2, 1500); LK.showGameOver(); return; } // Remove waves that are off screen if (wave.isOffScreen()) { wave.destroy(); waves.splice(i, 1); continue; } // Update last intersecting state wave.lastIntersecting = currentIntersecting; } // 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(); } };
===================================================================
--- original.js
+++ change.js
@@ -35,10 +35,18 @@
var waveGraphics = self.attachAsset(waveType, {
anchorX: 0.5,
anchorY: 0.5
});
- // Wave properties
- self.speed = 3;
+ // 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 () {