User prompt
increase the vertical diving speed of the seagul at higher scores
User prompt
start the game with a score of 500
User prompt
increase the dive speed by to make it easier to snatch at higher score
User prompt
increase the dive speed by to make it easier to snatch at higher score
User prompt
increase by a lot the vertical arc of the seagull's dive to make it easier to snatch at higher score
User prompt
the vertical arc is too large at higher scores making it impossible to snatch
User prompt
increase the vertical and horizontal speed of the seagul as the score increases
User prompt
fix it so its 85
User prompt
objwavecrash should spawn at 80 and not 65
User prompt
objwavecrash should spawn at 80 and not 65
User prompt
increase seagull's speed increment at high scores
User prompt
when the seagul dives at high scores it becomes almost impossible to snatch anything, make it more friendly
User prompt
accelerate seagul, but do not modify the vertical
User prompt
as the score increases, make the dives more vertical and less curve
User prompt
rather than 50 score, make it 65
User prompt
as the score increases, make the dives more vertical and less curve
User prompt
1. **Reduce Dive Speed**: Gradually reduce the speed of the seagull's dive as the score increases. This will give players more control over the seagull's movements.
User prompt
objsinglefish should refill the hunger bar by 15% and add 15 to the score
User prompt
make sure objcartf is on the upper layer
User prompt
when objSingleFish intersects with objseagul, destroy objSingleFish and instantiate for two seconds objCartF at its position, refill the hunger bar by 30% and flash the screen yellow for 0.5 seconds and add 30 to the score
Code edit (1 edits merged)
Please save this source code
User prompt
the end position does not work, fix it
User prompt
fix it
User prompt
obj single fish var endX = 1175;
Code edit (1 edits merged)
Please save this source code
/****
* Classes
****/
var Background02 = Container.expand(function () {
var self = Container.call(this);
var background02Graphics = self.attachAsset('objBackground02', {
anchorX: 0.5,
anchorY: 0.5
});
// Add wind animation in the update method
self.update = function () {
// Simulate wind blowing by rotating the object slightly
self.rotation = Math.sin(LK.ticks / 120) * 0.05; // Rotate more back and forth with increased effect
};
});
var Background04 = Container.expand(function () {
var self = Container.call(this);
var background04Graphics = self.attachAsset('objBackground04', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
var Background06 = Container.expand(function () {
var self = Container.call(this);
var background06Graphics = self.attachAsset('objBackground06', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
self.rotation = Math.sin(LK.ticks / 60) * 0.05 + Math.sin(LK.ticks / 120) * 0.03; // Add a more complex rotation pattern
};
});
var Background07 = Container.expand(function () {
var self = Container.call(this);
var background07Graphics = self.attachAsset('objBackground07', {
anchorX: 0.5,
anchorY: 0.5
});
// Add wind animation in the update method
self.update = function () {
// Simulate wind blowing by rotating the object slightly
self.rotation = Math.sin(LK.ticks / 120) * 0.08; // Rotate a bit less back and forth
};
});
var Background13 = Container.expand(function () {
var self = Container.call(this);
var background13Graphics = self.attachAsset('objBackground13', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
self.update = function () {
var background13Graphics = self.children[0]; // Access the attached asset
self.x += self.speed * self.direction;
// Flip the image depending on the direction
background13Graphics.scale.x = self.direction * (0.75 + Math.random() * 0.25);
// Check if background13 is out of bounds horizontally
if (self.x > 2048 + background13Graphics.width / 2 || self.x < -background13Graphics.width / 2) {
self.destroy(); // Destroy background13 when it goes out of bounds
game.background13Active = false; // Reset the flag when objBackground13 is destroyed
}
};
});
var ObjCrab = Container.expand(function () {
var self = Container.call(this);
var crabGraphics = self.attachAsset('objCrab', {
anchorX: 0.5,
anchorY: 0.5
});
self.y = 2400;
self.speed = 2.2 + Math.random() * (3.5 - 2.2);
self.update = function () {
self.x += self.speed;
self.y += Math.sin(LK.ticks / 3) * 2; // Add vertical waddling effect
self.rotation = Math.sin(LK.ticks / 20) * 0.1; // Add rotation for waddling effect
if (self.attached) {
self.x = objContactPoint.x;
self.y = objContactPoint.y;
if (!self.scoreUpdated) {
self.scoreUpdated = true; // Ensure score is only updated once per snatch
self.snatchStartTick = LK.ticks; // Record the tick when snatch starts
flashScreenDuringSnatch(); // Start flashing the screen with various colors
waveEffect(); // Start wave effect
}
if (LK.ticks % 60 == 0 && self.attached) {
score += 5; // Increase score by 5 every second when snatch is true
}
}
// Check for intersection with objContactPoint
if (self.intersects(objContactPoint)) {
self.attached = true; // Set attached state to true when snatched
game.down = null; // Disable left click when a crab is snatched
if (hungerMeter.width < 2048) {
hungerMeter.width += 3; // Refill the hunger bar faster
hungerMeter.tint = 0x00ff00; // Change color to green when increasing
if (!game.objYum) {
game.objYum = game.addChild(LK.getAsset('objYum', {
anchorX: 0.5,
anchorY: 0.5
}));
game.objYum.x = game.objImHungry.x;
game.objYum.y = game.objImHungry.y;
}
game.objYum.visible = 1;
objStar.visible = 1;
pulsateScore(); // Call pulsate effect
}
}
// Check for intersection with objBackground08 only if not snatched
if (!self.attached && self.intersects(background8)) {
var sandDust = game.addChild(new ObjSandDust());
sandDust.x = self.x + 200;
sandDust.y = self.y;
self.destroy();
}
// Check if objCrab is out of bounds
if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) {
self.destroy();
if (crab && crab.attached) {
crab.attached = false; // Re-enable left click
LK.setTimeout(function () {
game.down = function (x, y, obj) {
if (!seagull.diving && !seagull.returning && (!crab || !crab.attached)) {
// Only start diving if not already diving or returning
seagull.diving = true;
seagull.diveTime = 0;
seagull.startX = seagull.x;
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
if (!gustSpawned && !gustCooldown) {
// Spawn objGust behind seagull
var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
objGust.x = seagull.x; // Position at the center of the seagull
objGust.y = seagull.y;
LK.setTimeout(function () {
objGust.destroy();
}, 100); // Destroy objGust after 0.1 seconds
gustSpawned = true; // Set gustSpawned flag to true
gustCooldown = true; // Set gustCooldown flag to true
LK.setTimeout(function () {
gustCooldown = false; // Reset gustCooldown flag after 2 seconds
}, 2000);
}
};
}, 500); // Re-enable left click after 0.5 second
} else {
// Failsafe: Ensure left click is re-enabled if crab is not attached
game.down = function (x, y, obj) {
if (!seagull.diving && !seagull.returning && (!crab || !crab.attached)) {
// Only start diving if not already diving or returning
seagull.diving = true;
seagull.diveTime = 0;
seagull.startX = seagull.x;
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
if (!gustSpawned && !gustCooldown) {
// Spawn objGust behind seagull
var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
objGust.x = seagull.x; // Position at the center of the seagull
objGust.y = seagull.y;
LK.setTimeout(function () {
objGust.destroy();
}, 100); // Destroy objGust after 0.1 seconds
gustSpawned = true; // Set gustSpawned flag to true
gustCooldown = true; // Set gustCooldown flag to true
LK.setTimeout(function () {
gustCooldown = false; // Reset gustCooldown flag after 2 seconds
}, 2000);
}
};
}
}
};
});
var ObjFish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('objFish', {
anchorX: 0.5,
anchorY: 0.5
});
var startX = 1000; // Centered X position
var startY = 1875; // Centered Y position
self.x = startX;
self.y = startY;
var scaleDirection = 1;
self.update = function () {
// Make the fish swim around its starting position
var newX = startX + Math.sin(LK.ticks / 60) * 50;
if (newX < self.x) {
fishGraphics.scale.x = -1; // Flip horizontally
} else {
fishGraphics.scale.x = 1; // Default orientation
}
self.x = newX;
self.y = startY + Math.cos(LK.ticks / 60) * 30;
// Slowly scale the fish up and down
if (self.scale.x >= 1.1) {
scaleDirection = -1;
} else if (self.scale.x <= 0.9) {
scaleDirection = 1;
}
self.scale.x += scaleDirection * 0.001;
self.scale.y += scaleDirection * 0.001;
};
});
var ObjGust = Container.expand(function () {
var self = Container.call(this);
var gustGraphics = self.attachAsset('objGust', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y -= 6; // Move vertically up
self.alpha -= 0.02; // Gradually disappear over 0.5 seconds (30 frames)
if (self.alpha <= 0) {
intersecting = false; // Reset intersecting flag
self.destroy(); // Destroy the object when fully transparent
}
};
});
var ObjMusica = Container.expand(function () {
var self = Container.call(this);
var musicaGraphics = self.attachAsset('objMusica', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 15) * 0.15; // Further reduced ripple vertical movement
self.x += Math.cos(LK.ticks / 35) * 0.15; // Further reduced ripple horizontal movement
};
});
var ObjNPC01 = Container.expand(function () {
var self = Container.call(this);
var npcGraphics = self.attachAsset('objNPC01', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.x += self.speed * self.direction;
if (self.x < -npcGraphics.width / 2 || self.x > 2048 + npcGraphics.width / 2) {
self.destroy();
if (activeGrawlix) {
activeGrawlix.destroy();
activeGrawlix = null;
}
game.npcActive = false;
}
// Check for intersection with objContactPoint
if (self.intersects(objContactPoint) && !self.accelerated) {
self.speed *= 2; // Double the speed
self.accelerated = true; // Ensure this happens only once
// Check if objGrawlix is already active before spawning a new one
if (!activeGrawlix) {
// Spawn objGrawlix over objNPC01
activeGrawlix = game.addChild(LK.getAsset('ObjGrawlix', {
anchorX: 0.5,
anchorY: 0.5
}));
}
activeGrawlix.x = self.x;
activeGrawlix.y = self.y;
activeGrawlix.startTick = LK.ticks; // Initialize startTick for grawlix
activeGrawlix.update = function () {
this.x = self.x;
this.y = self.y - 200;
if (!this.objPotatoes && LK.ticks - this.startTick >= 60) {
// 1 second delay at 60 FPS
this.objPotatoes = game.addChild(LK.getAsset('ObjPotatoes', {
anchorX: 0.5,
anchorY: 0.5
}));
this.objPotatoes.startTick = LK.ticks; // Initialize startTick for objPotatoes
this.objPotatoes.x = this.x;
this.objPotatoes.y = this.y;
this.objPotatoes.update = function () {
if (LK.ticks - this.startTick < 120) {
// 2 seconds at 60 FPS
this.y += 5; // Animate falling down a few pixels in Y
} else if (this.intersects(seagull)) {
// Destroy ObjPotatoes
this.destroy();
// Instantiate ObjCartoonP at ObjPotatoes's position
var ObjCartoonP = game.addChild(LK.getAsset('ObjCartoonP', {
anchorX: 0.5,
anchorY: 0.5
}));
ObjCartoonP.x = this.x;
ObjCartoonP.y = this.y;
// Destroy ObjCartoonP after 2 seconds
LK.setTimeout(function () {
ObjCartoonP.destroy();
}, 2000);
// Refill hunger bar by 20%
hungerMeter.width = Math.min(hungerMeter.width + 409.6, 2048);
// Add +20 to the score
score += 20;
// Flash screen yellow for 0.5 seconds
LK.effects.flashScreen(0xffff00, 500);
// Update score display
scoreText.setText('Score: ' + score);
}
};
}
};
}
};
});
var ObjPDroplet = Container.expand(function () {
var self = Container.call(this);
var dropletGraphics = self.attachAsset('objPDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 10 + Math.random() * 5; // Increased freefall speed with added y randomness
self.x += seagull.speed * seagull.direction * 0.1; // Follow the direction of the seagull on the X axis
if (self.y > 2600 + Math.random() * 200) {
// Check if it reaches anywhere near the bottom of the screen
var splash = game.addChild(new ObjPSplash());
splash.x = self.x;
splash.y = self.y;
self.destroy();
LK.setTimeout(function () {
splash.destroy();
}, 2000); // Destroy splash after 2 seconds
}
};
});
var ObjPSplash = Container.expand(function () {
var self = Container.call(this);
var splashGraphics = self.attachAsset('objPSplash', {
anchorX: 0.5,
anchorY: 0.5
});
});
var ObjSandDust = Container.expand(function () {
var self = Container.call(this);
var sandDustGraphics = self.attachAsset('objSandDust', {
anchorX: 0.5,
anchorY: 0.5
});
self.alpha = 1.0;
self.update = function () {
self.y -= 1; // Move upwards
self.alpha -= 0.01; // Gradually disappear over 2 seconds (60 frames per second)
if (self.alpha <= 0) {
self.destroy(); // Destroy the object when fully transparent
}
};
});
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
self.direction = 1;
self.diving = false;
self.diveTime = 0;
self.diveDuration = 60; // Total duration of the dive in frames
self.startX = 0;
self.startY = 0;
self.endX = 0;
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Target Y position for the dive
self.returning = false;
self.update = function () {
if (self.diving) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement
if (self.diveTime >= self.diveDuration) {
self.diveTime = 0;
self.diving = false;
self.returning = true; // Start returning to original position
gustSpawned = false; // Reset gustSpawned flag
self.startX = self.x; // Update startX to the current X
self.startY = self.y; // Update startY to the current Y (bottom of the dive)
self.endY = 475; // Return to the original Y position
self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2; // Move further ahead
}
} else if (self.returning) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement back
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement back
if (self.diveTime >= self.diveDuration) {
self.diveTime = 0;
self.returning = false; // End the return phase
self.diving = false; // Reset diving state
self.startX = self.x; // Reset startX for the next dive
self.startY = self.y; // Reset startY for the next dive
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Reset endY for the next dive
}
} else {
intersecting = false;
self.x += self.speed * self.direction;
self.y += Math.sin(LK.ticks / 10) * 5; // Add a hover effect
// Check if seagull is out of bounds horizontally
if (self.x > 2048 + seagullGraphics.width / 2 || self.x < -seagullGraphics.width / 2) {
self.direction *= -1; // Flip direction
self.x = Math.max(-seagullGraphics.width / 2, Math.min(2048 + seagullGraphics.width / 2, self.x)); // Keep seagull within bounds
self.y = Math.random() * (2732 * 0.3) + 100; // Random Y position in the upper 30% of the playspace with a 100px boundary
// Flip the seagull's graphics
seagullGraphics.scale.x *= -1;
}
}
// Update the score display
scoreText.setText('Score: ' + score);
// Decrease hungerMeter's width over time if seagull is not snatching fries or crab
if (hungerMeter.width > 0 && (!crab || !crab.attached)) {
if (crab && crab.attached && hungerMeter.width < 2048) {
hungerMeter.tint = 0xffffff; // Reset color when not decreasing
hungerMeter.width += 2; // Refill the hunger bar progressively
}
if (hungerMeter.width < 2048 * 0.35 && LK.ticks % 120 == 0) {
// Trigger shake intermittently every 2 seconds
screenShake(500, 15); // Shake for 500ms with increased intensity of 15 pixels
}
hungerMeter.width -= 1.5; // Decrease the rate of decrease
hungerMeter.tint = 0xff0000; // Change color to red when decreasing
scoreText.tint = 0xffffff; // Change score text color back to white
LK.clearInterval(pulsateInterval); // Stop pulsating effect
// Instantiate objImHungry for two seconds over objHead
if (!game.objImHungry) {
game.objImHungry = game.addChild(LK.getAsset('objImHungry', {
anchorX: 0.5,
anchorY: 0.5
}));
game.objImHungry.x = head.x + 150;
game.objImHungry.y = head.y - 25;
}
if (game.objYum) {
game.objYum.visible = 0;
}
objStar.visible = 0;
if (LK.ticks % 60 == 0) {
updateScore(score + 1 * scoreMultiplier);
self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
if (score >= lastScoreThreshold + 50) {
lastScoreThreshold += 50;
var objWaveCrash = game.addChild(LK.getAsset('objWaveCrash', {
anchorX: 0.5,
anchorY: 0.5
}));
objWaveCrash.x = 1025;
objWaveCrash.y = 1850;
LK.setTimeout(function () {
objWaveCrash.destroy();
if (!game.objSingleFish) {
game.objSingleFish = game.addChild(LK.getAsset('objSingleFish', {
anchorX: 0.5,
anchorY: 0.5
}));
game.objSingleFish.x = 1175;
game.objSingleFish.y = 1850;
var startX = game.objSingleFish.x;
var startY = game.objSingleFish.y;
var endY = 2150;
var duration = 60; // Duration of the animation in frames (1 second)
var currentFrame = 0;
game.objSingleFish.update = function () {
if (currentFrame <= duration) {
var t = currentFrame / duration;
game.objSingleFish.y = (1 - t) * startY + t * endY;
game.objSingleFish.scale.set(2.5); // Ensure it remains at 250% of its original scale
currentFrame++;
} else {
// Animate looking around by flipping horizontally
if (LK.ticks % 120 < 60) {
game.objSingleFish.scale.set(2.5, game.objSingleFish.scale.y); // Ensure it remains at 250% of its original scale while facing right
} else {
game.objSingleFish.scale.set(-2.5, game.objSingleFish.scale.y); // Ensure it remains at 250% of its original scale while facing left
}
}
};
game.objSingleFish.initialized = true;
}
}, 1000); // Delay of 1 second before replacing with objSingleFish
}
}
// Stop shake and pulsate effects
LK.clearInterval(shakeInterval);
if (pulsateIntervalActive) {
LK.clearInterval(pulsateInterval);
pulsateIntervalActive = false; // Reset flag when pulsateInterval is cleared
}
}
// Check if fries or crab leave the playspace
if (typeof crab !== 'undefined' && (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2)) {
crab.destroy();
}
// Initialize objBackground13 every 6 to 15 seconds
if (!game.background13Active && LK.ticks % (60 * (Math.floor(Math.random() * 10) + 6)) == 0) {
var background13 = game.addChildAt(new Background13(), game.getChildIndex(seagull) - 1);
background13.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
background13.x = background13.direction > 0 ? -background13.width / 2 : 2048 + background13.width / 2; // Start from the left or right edge of the playspace
background13.y = Math.random() * (2732 * 0.2) + 50; // Random Y position in the upper 20% of the playspace with a 50px boundary
game.background13Active = true; // Set the flag to indicate that objBackground13 is active
background13.update = function () {
var background13Graphics = this.children[0]; // Access the attached asset
this.x += this.speed * this.direction;
// Flip the image depending on the direction
background13Graphics.scale.x = this.direction;
// Check if background13 is out of bounds horizontally
if (this.x > 2048 + background13Graphics.width / 2 || this.x < -background13Graphics.width / 2) {
this.destroy(); // Destroy background13 when it goes out of bounds
game.background13Active = false; // Reset the flag when objBackground13 is destroyed
}
};
}
// Spawn ObjNPC01 every 15 to 25 seconds if not already active
if (!game.npcActive && LK.ticks % (60 * (Math.floor(Math.random() * 11) + 15)) == 0) {
var npc = game.addChildAt(new ObjNPC01(), game.getChildIndex(background3) + 1);
if (Math.random() > 0.5) {
npc.x = -npc.width / 2; // Start from outside the left edge of the playspace
npc.direction = 1; // Move towards the right
npc.children[0].scale.x *= -1; // Flip the visual horizontally
} else {
npc.x = 2048 + npc.width / 2; // Start from outside the right edge of the playspace
npc.direction = -1; // Move towards the left
}
npc.y = 1950;
npc.accelerated = false; // Initialize accelerated flag
game.npcActive = true;
}
// Spawn objCrab every 10 seconds
if (LK.ticks % (60 * 10) == 0) {
crab = new ObjCrab();
crab.attached = false; // Initialize attached state
crab.x = -crab.width / 2; // Start from the utmost left
game.addChildAt(crab, game.getChildIndex(background9)); // Add crab behind objBackground09
}
// Initialize ObjToast every 10 seconds if it does not exist
if (LK.ticks % (60 * 10) == 0 && !game.ObjToast) {
var ObjToast = game.addChild(LK.getAsset('ObjToast', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
}));
ObjToast.x = 75;
ObjToast.y = 1150;
game.ObjToast = ObjToast;
// Animate ObjToast
var startX = 75;
var startY = 1150; // Start from the bottom of the screen
var endX = 450;
var endY = 2090;
var duration = 60; // Duration of the animation in frames (1 second)
var currentFrame = 0;
ObjToast.x = startX;
ObjToast.y = startY;
ObjToast.update = function () {
if (currentFrame <= duration) {
var t = currentFrame / duration;
ObjToast.x = (1 - t) * startX + t * endX;
ObjToast.y = (1 - t) * startY + t * endY - 300 * t * (1 - t); // Parabolic movement
ObjToast.scale.set(0.5 + 0.5 * t); // Gradually scale by 50%
currentFrame++;
}
// Check for intersection with objSeagull
if (ObjToast.intersects(seagull)) {
// Destroy ObjToast
ObjToast.destroy();
game.ObjToast = null;
// Instantiate ObjMunch at ObjToast's position
var ObjMunch = game.addChild(LK.getAsset('ObjMunch', {
anchorX: 0.5,
anchorY: 0.5
}));
ObjMunch.x = ObjToast.x;
ObjMunch.y = ObjToast.y;
// Destroy ObjMunch after 1 second
LK.setTimeout(function () {
ObjMunch.destroy();
}, 1000);
// Refill hunger bar by 10%
hungerMeter.width = Math.min(hungerMeter.width + 204.8, 2048);
// Add +10 to the score
score += 10;
// Flash screen yellow for 0.5 seconds
LK.effects.flashScreen(0xffff00, 500);
// Update score display
scoreText.setText('Score: ' + score);
}
};
}
// Trigger game over when hungerMeter's width reaches 0
if (hungerMeter.width <= 0) {
var redOverlay = game.addChild(LK.getAsset('objRedOverlay', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1
}));
redOverlay.x = 1024;
redOverlay.y = 1366;
LK.setTimeout(function () {
var objDizzy = game.addChild(LK.getAsset('objDizzy', {
anchorX: 0.5,
anchorY: 0.5
}));
objDizzy.x = 1024;
objDizzy.y = 1366;
LK.setScore(score);
scoreText.visible = false; // Set visibility of score to 0 during game over
LK.setTimeout(function () {
LK.showGameOver(); //Calling this will destroy the 'Game' and reset entire game state.
}, 3000); // Delay game over by 3 seconds
}, 100); // Delay game over by 0.1 seconds
}
// Attach objContactPoint to the center of seagull
objContactPoint.x = self.x;
objContactPoint.y = self.y + 200;
// Check for intersection with objCrab
if (objContactPoint.intersects(crab)) {
// Add any additional logic for snatching the crab here
}
};
// Remove the down event from the seagull as we want to trigger it from anywhere in the playspace
});
var SeagullShadow = Container.expand(function () {
var self = Container.call(this);
var shadowGraphics = self.attachAsset('objSeagullShadow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.update = function () {
self.x = seagull.x + 20; // Offset shadow slightly
self.y = 2575 - 100; // Keep shadow at the bottom of the screen
// Calculate scale based on seagull's Y position
var maxScale = 3;
var minScale = 1;
var maxY = 2732 - seagull.height / 2 - 200;
var minY = 475;
var t = (seagull.y - minY) / (maxY - minY);
var scale = minScale + t * (maxScale - minScale);
self.scale.set(scale, scale);
};
});
var Smoke = Container.expand(function () {
var self = Container.call(this);
var smokeGraphics = self.attachAsset('objSmoke', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function updateScore(newScore) {
score = newScore;
scoreText.setText('Score: ' + score);
if (score >= lastScoreThreshold + 50) {
lastScoreThreshold += 50;
var objWaveCrash = game.addChild(LK.getAsset('objWaveCrash', {
anchorX: 0.5,
anchorY: 0.5
}));
objWaveCrash.x = 1025;
objWaveCrash.y = 1850;
LK.setTimeout(function () {
objWaveCrash.destroy();
if (!game.objSingleFish) {
game.objSingleFish = game.addChild(LK.getAsset('objSingleFish', {
anchorX: 0.5,
anchorY: 0.5
}));
}
if (!game.objSingleFish.initialized) {
game.objSingleFish.x = 1025;
game.objSingleFish.y = 1850;
var startX = game.objSingleFish.x;
var startY = game.objSingleFish.y;
var endY = 2100;
var duration = 60; // Duration of the animation in frames (1 second)
var currentFrame = 0;
game.objSingleFish.update = function () {
if (currentFrame <= duration) {
var t = currentFrame / duration;
game.objSingleFish.y = (1 - t) * startY + t * endY;
game.objSingleFish.scale.set(2.5); // Ensure it remains at 250% of its original scale
currentFrame++;
} else {
// Animate looking around by flipping horizontally
if (LK.ticks % 120 < 60) {
game.objSingleFish.scale.set(2.5, game.objSingleFish.scale.y); // Ensure it remains at 250% of its original scale while facing right
} else {
game.objSingleFish.scale.set(-2.5, game.objSingleFish.scale.y); // Ensure it remains at 250% of its original scale while facing left
}
}
};
game.objSingleFish.initialized = true;
}
if (!game.objSingleFish.initialized) {
game.objSingleFish.x = 1025;
game.objSingleFish.y = 1850;
var startX = game.objSingleFish.x;
var startY = game.objSingleFish.y;
var endX = 1175;
var endY = 2100;
var duration = 60; // Duration of the animation in frames (1 second)
var currentFrame = 0;
game.objSingleFish.update = function () {
if (currentFrame <= duration) {
var t = currentFrame / duration;
game.objSingleFish.y = (1 - t) * startY + t * endY;
game.objSingleFish.scale.set(1 + 1.5 * t); // Scale up by 250%
currentFrame++;
} else {
// Animate looking around by flipping horizontally
if (LK.ticks % 60 < 30) {
game.objSingleFish.scale.x = 1; // Face right
} else {
game.objSingleFish.scale.x = -1; // Face left
}
}
};
game.objSingleFish.initialized = true;
}
}, 1000); // Delay of 1 second before replacing with objSingleFish
}
}
game.npcActive = false;
var scoreMultiplier = 1; // Initialize scoreMultiplier variable
var lastScoreThreshold = 0; // Variable to track the last score threshold crossed
function waveEffect() {
if (crab && crab.attached) {
game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect
game.x += Math.cos(LK.ticks / 30) * 0.5; // Further lower the horizontal wave effect
objMultipliertext.visible = 1; // Set visibility to 1 when waveEffect is active
objMultipliertext.rotation += 0.05; // Rotate objMultipliertext
scoreMultiplier = 2; // Enable score multiplier
LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
} else {
game.y = 0; // Reset playspace position to original
game.x = 0; // Reset playspace position to original
objMultipliertext.visible = 0; // Set visibility to 0 when waveEffect is not active
objMultipliertext.rotation += 0.05; // Rotate objMultipliertext
scoreMultiplier = 1; // Disable score multiplier
}
}
function flashScreenDuringSnatch() {
var colors = [0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var colorIndex = 0;
function flash() {
if (crab && crab.attached) {
LK.effects.flashScreen(colors[colorIndex], 500);
colorIndex = (colorIndex + 1) % colors.length;
LK.setTimeout(flash, 500);
}
}
function waveEffect() {
if (crab && crab.attached) {
game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect
game.x += Math.cos(LK.ticks / 30) * 0.5; // Further lower the horizontal wave effect
LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
} else {
game.y = 0; // Reset playspace position to original
game.x = 0; // Reset playspace position to original
}
}
flash();
waveEffect();
}
function pulsateScore() {
var originalTint = scoreText.tint;
var pulsateDuration = 1000; // Duration of one pulsate cycle in milliseconds
function pulsate() {
scoreText.tint = 0x00ff00; // Change to green
LK.setTimeout(function () {
scoreText.tint = originalTint; // Change back to original color
}, pulsateDuration / 2);
}
pulsateInterval = LK.setInterval(pulsate, pulsateDuration);
pulsateIntervalActive = true; // Set flag to true when pulsateInterval is active
// Stop pulsating after a certain condition (e.g., hunger bar is full)
// LK.clearInterval(pulsateInterval);
}
LK.setInterval(function () {
var droplet = game.addChild(new ObjPDroplet());
droplet.x = seagull.x;
droplet.y = seagull.y;
droplet.direction = seagull.direction; // Set the direction of the droplet to match the seagull
}, (Math.random() * 10 + 10) * 1000); // Random interval between 10 to 20 seconds
var scaleUp = true;
LK.setInterval(function () {
if (scaleUp) {
objRadio.scale.x *= 1.1;
objRadio.scale.y *= 1.1;
} else {
objRadio.scale.x /= 1.1;
objRadio.scale.y /= 1.1;
}
scaleUp = !scaleUp;
}, 500);
function screenShake(duration, intensity) {
var originalX = game.x;
var originalY = game.y;
var shakeInterval = LK.setInterval(function () {
game.x = originalX + (Math.random() - 0.5) * intensity;
game.y = originalY + (Math.random() - 0.5) * intensity;
}, 16); // Shake every frame (60 FPS)
LK.setTimeout(function () {
LK.clearInterval(shakeInterval);
game.x = originalX;
game.y = originalY;
}, duration);
}
var crab; // Declare crab in the global scope
var activeGrawlix = null; // Declare a global variable to track the active objGrawlix
var snatchStartTick = 0; // Initialize snatchStartTick variable
var objContactPoint; // Declare objContactPoint in the global scope
var gustSpawned = false; // Flag to track if objGust has been spawned
var gustCooldown = false; // Flag to track if the cooldown period is active
var background = game.addChild(LK.getAsset('ObjBackground01', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 1024;
background.y = 1366;
var objSmoke = game.addChild(new Smoke());
objSmoke.x = 975;
objSmoke.y = 875;
var objFish = game.addChild(new ObjFish());
objFish.x = 1024;
objFish.y = 1366; // Position objFish at y 1366
objFish.visible = true; // Ensure objFish is visible
var background11 = game.addChild(LK.getAsset('objBackground11', {
anchorX: 0.5,
anchorY: 0.5
}));
background11.x = 25;
background11.y = 1300;
var background10 = game.addChild(LK.getAsset('objBackground10', {
anchorX: 0.5,
anchorY: 0.5
}));
// Removed duplicate objRadio instantiation
var objRadio = game.addChild(LK.getAsset('objRadio', {
anchorX: 0.5,
anchorY: 0.5
}));
objRadio.x = 265;
objRadio.y = 1165;
var objMusica = game.addChild(new ObjMusica());
objMusica.x = 400;
objMusica.y = 1100;
background10.x = 125;
background10.y = 2500;
var background9 = game.addChild(LK.getAsset('objBackground09', {
anchorX: 0.5,
anchorY: 0.5
}));
background9.x = 450;
background9.y = 2490;
var background8 = game.addChild(LK.getAsset('objBackground08', {
anchorX: 0.5,
anchorY: 0.5
}));
background8.x = 1475;
background8.y = 2455;
var background7 = game.addChild(new Background07());
background7.x = 150;
background7.y = 2650;
var background6 = game.addChild(new Background06());
background6.x = 1175;
background6.y = 1035;
var background4 = game.addChild(new Background04());
var objSos = game.addChild(LK.getAsset('ObjSos', {
anchorX: 0.5,
anchorY: 0.5
}));
objSos.rotation = -0.436332; // Rotate by -25 degrees (in radians)
objSos.x = 1110;
objSos.y = 850;
objSos.update = function () {
objSos.y += Math.sin(LK.ticks / 30) * 0.5; // Further reduced vertical wave effect
objSos.x += Math.cos(LK.ticks / 60) * 0.25; // Further reduced horizontal wave effect
};
var background5 = game.addChild(LK.getAsset('objBackground05', {
anchorX: 0.5,
anchorY: 0.5
}));
var objRadio = game.addChild(LK.getAsset('objRadio', {
anchorX: 0.5,
anchorY: 0.5
}));
objRadio.x = 265;
objRadio.y = 1165;
var background12 = game.addChild(LK.getAsset('objBackground12', {
anchorX: 0.5,
anchorY: 0.5
}));
background12.x = 850;
background12.y = 3335;
background5.x = 165;
background5.y = 1925;
background4.x = 1024;
background4.y = 990;
var background2 = game.addChild(new Background02());
background2.x = 1790;
background2.y = 1766;
var background3 = game.addChildAt(LK.getAsset('objBackground03', {
anchorX: 0.5,
anchorY: 0.5
}), game.getChildIndex(background2) - 1);
background3.x = 1824;
background3.y = 2166;
var seagull = game.addChild(new Seagull());
var seagullShadow = game.addChild(new SeagullShadow());
intersecting = false; // Reset intersecting flag
crabSmokeInstantiated = false; // Reset crab smoke flag
gustSpawned = false; // Reset gust spawned flag
gustCooldown = false; // Reset gust cooldown flag
seagull.x = -seagull.width / 2; // Start from outside the left edge of the playspace
seagull.y = 475;
if (typeof crab !== 'undefined') {
crab.attached = false; // Reset attached state for crab
crab.destroy(); // Ensure the crab is destroyed and reset
}
var hungerMeter = game.addChild(LK.getAsset('objHungerMeter', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048
}));
hungerMeter.x = 1024;
hungerMeter.y = 2650;
var objMultipliertext = game.addChildAt(LK.getAsset('objMultipliertext', {}), game.getChildIndex(background2) + 1);
objMultipliertext.x = 850;
objMultipliertext.y = 1250;
objMultipliertext.visible = 0; // Set visibility to 0 at the start of the game
objContactPoint = game.addChild(LK.getAsset('objContactPoint', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
objContactPoint.x = 1024;
objContactPoint.y = 1366;
// Create a text object to display the score
var scoreText = new Text2('Score: 0', {
size: 80,
fill: "#ffffff",
font: "Impact"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var score = 0;
scoreText.visible = true; // Reset visibility of score to 1 when game starts
game.background13Active = false; // Flag to track if objBackground13 is active
// Instantiate objStomach where objHungerFrame is and remove objHungerFrame from the playspace
var head = game.addChild(LK.getAsset('objHead', {
anchorX: 0.5,
anchorY: 0.5
}));
head.x = 1050;
head.y = 2635;
var objStar = game.addChildAt(LK.getAsset('objStar', {
anchorX: 0.5,
anchorY: 0.5
}), game.getChildIndex(head) - 1);
objStar.x = head.x - 45;
objStar.y = head.y - head.height / 2 - objStar.height / 2 + 235;
;
game.down = function (x, y, obj) {
if (!seagull.diving && !seagull.returning && (!crab || !crab.attached)) {
// Only start diving if not already diving or returning
seagull.diving = true;
seagull.diveTime = 0;
seagull.startX = seagull.x;
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
if (!gustSpawned && !gustCooldown) {
// Spawn objGust behind seagull
var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
objGust.x = seagull.x; // Position at the center of the seagull
objGust.y = seagull.y;
LK.setTimeout(function () {
objGust.destroy();
}, 100); // Destroy objGust after 0.1 seconds
gustSpawned = true; // Set gustSpawned flag to true
gustCooldown = true; // Set gustCooldown flag to true
LK.setTimeout(function () {
gustCooldown = false; // Reset gustCooldown flag after 2 seconds
}, 2000);
}
};
var pulsateInterval;
var pulsateIntervalActive = false; // Track if pulsateInterval is active
var shakeInterval;
Create a cartoon-style illustration of the ocean and an empty sandy beach from the perspective of a person standing on the beach. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of fries in a brown bag. The goal is to capture a lively and playful object. Front perspective. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of white drop of paint. The goal is to capture a lively and playful paint.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of white splash of paint. The goal is to capture a lively and playful paint. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a stomach The goal is to capture a lively and playful stomach... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of palm trees. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of beach rocks. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a wooden no feeding and no littering sign on a sandy stake.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a speech bubble that is written I'm Hungry!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a giant squid menacingly staring... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of palm trees leaves.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a dark silhouette of a seaplane, side profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of smoke.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a mix of colorful music notes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a crab from the back. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a sand cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an explosion of stars. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an speech bubble with the word "Yum!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make it more colorful in the top portion of the bricks
Create a cartoon-style illustration of a mix of a beach radio. Front View. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a close-up cartoon-style illustration of an dizzy seagull with his tongue sticking out on an empty sandy beach. The goal is to capture a lively and playful game over screen. Make sure 'game over' is written.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a close-up cartoon-style illustration of the letters "sos" in black. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a smiling face of a seagul with black shades with the words "Time Bonus" at the bottom of it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a seagul's face chomping down on a slice of bread make it comical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an red girly angry emoji. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a seagul's face chomping down on fries make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a seagul's face chomping down on a fish make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
three words 'dive to eat' in a cartoonish style with an arrow pointing down. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.