User prompt
make it so that if the score is smaller than 0, you lose
User prompt
make the speed of spawning of all falling objects slightly faster
Code edit (1 edits merged)
Please save this source code
User prompt
make it so that when a carp reaches the bottom, it takes points away in the same way as the onion
User prompt
remove the doublespeed function
User prompt
fix the golden sausage code so that golden sausages are also affected by the sausagespeedmultiplier
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.originalWidth = bulletGraphics.width; self.originalHeight = bulletGraphics.height; self.speed = -15; self._move_migrated = function () { self.y += self.speed; }; }); var Carp = Container.expand(function () { var self = Container.call(this); var carpGraphics = self.attachAsset('carp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self._move_migrated = function () { self.y += self.speed * sausageSpeedMultiplier; }; }); var EndScreen = Container.expand(function () { var self = Container.call(this); var endScreenBackground = self.attachAsset('shape', { width: 2048, height: 2732, color: 0x000000, shape: 'box' }); endScreenBackground.alpha = 0.8; var finalScoreTxt = new Text2('Final Score: ' + score.toString(), { size: 150, fill: '#ffffff', anchorX: 0.5, anchorY: 0.5 }); finalScoreTxt.x = 2048 / 2; finalScoreTxt.y = 2732 / 2 - 300; self.addChild(finalScoreTxt); var restartButton = new Text2('Start a New Game', { size: 100, fill: '#ffffff', anchorX: 0.5, anchorY: 0.5 }); restartButton.x = 2048 / 2; restartButton.y = 2732 / 2; restartButton.interactive = true; restartButton.buttonMode = true; restartButton.on('down', function () { LK.showGameOver(); }); self.addChild(restartButton); }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.scaleX = 0; self.scaleY = 0; self.animate = function () { if (self.scaleX < 1) { self.scaleX += 0.1; self.scaleY += 0.1; } else { self.destroy(); } }; }); var GoldenSausage = Container.expand(function () { var self = Container.call(this); var goldenSausageGraphics = self.attachAsset('goldenSausage', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; // 1.5 times the base speed of 2 self._move_migrated = function () { self.y += self.speed * sausageSpeedMultiplier; }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 70; self.doubleSpeedActive = false; self.doubleSpeedTimer = null; self.moveLeft = function () { self.x = Math.max(self.width / 2, self.x - self.speed); }; self.moveRight = function () { self.x = Math.min(2048 - self.width / 2, self.x + self.speed); }; self.shoot = function () { var bullets = []; var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); bullets.push(bullet); return bullets; }; self.changeAppearance = function () {}; }); var IceCube = Container.expand(function () { var self = Container.call(this); var iceCubeGraphics = self.attachAsset('iceCube', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self._move_migrated = function () { self.y += self.speed * sausageSpeedMultiplier; }; }); var Onion = Container.expand(function () { var self = Container.call(this); var onionGraphics = self.attachAsset('onion', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self._move_migrated = function () { self.y += self.speed * sausageSpeedMultiplier; }; }); var OnionExplosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('onionExplosion', { anchorX: 0.5, anchorY: 0.5 }); self.scaleX = 0; self.scaleY = 0; self.animate = function () { if (self.scaleX < 1) { self.scaleX += 0.1; self.scaleY += 0.1; } else { self.destroy(); } }; }); var Sausage = Container.expand(function () { var self = Container.call(this); var sausageGraphics = self.attachAsset('sausage', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self._move_migrated = function () { self.y += self.speed * sausageSpeedMultiplier; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 // Slightly brighter black background }); /**** * Game Code ****/ var sausageSpeedMultiplier = 1.0; var freezeMovement = false; // Initialize score function createExplosion(x, y) { var explosion = new Explosion(); explosion.x = x; explosion.y = y; game.addChild(explosion); } var score = 0; var scoreMultiplier = 1.0; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff", anchorX: 0.7, // Center align horizontally anchorY: 0.0 // Top align }); LK.gui.top.addChild(scoreTxt); var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 150; var bullets = []; var sausages = []; game.on('down', function (x, y, obj) { var touchPos = game.toLocal(obj.global); if (touchPos.x < hero.x) { hero.moveLeft(); } else if (touchPos.x > hero.x) { hero.moveRight(); } bullets = bullets.concat(hero.shoot()); }); LK.on('keydown', function (obj) { var event = obj.event; switch (event.keyCode) { case 37: // Left arrow key hero.moveLeft(); break; case 39: // Right arrow key hero.moveRight(); break; } }); LK.on('tick', function () { // Move bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i]._move_migrated(); if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } } // Move sausages and handle Onion and Carp scoring for (var j = sausages.length - 1; j >= 0; j--) { if (!freezeMovement) { sausages[j]._move_migrated(); } if (sausages[j].y > 2732) { if (sausages[j] instanceof Onion || sausages[j] instanceof Carp) { var pointsDeducted = 5 * scoreMultiplier; score -= Math.round(pointsDeducted); if (score < 0) { var endScreen = new EndScreen(); game.addChild(endScreen); LK.showGameOver(); } else { LK.setScore(score); scoreTxt.setText(score.toString()); } } sausages[j].destroy(); sausages.splice(j, 1); } } // Check for collisions between carps and hero for (var c = sausages.length - 1; c >= 0; c--) { if (sausages[c] && sausages[c] instanceof Carp && hero.intersects(sausages[c])) { createExplosion(sausages[c].x, sausages[c].y); // Update score when carps hit the hero score += Math.round(5 * scoreMultiplier); scoreTxt.setText(score.toString()); sausages[c].destroy(); sausages.splice(c, 1); } } // Check for collisions between sausages and hero for (var s = sausages.length - 1; s >= 0; s--) { if (sausages[s] && !(sausages[s] instanceof GoldenSausage) && hero.intersects(sausages[s])) { createExplosion(sausages[s].x, sausages[s].y); // Update score when sausages hit the hero score += 1; scoreTxt.setText(score.toString()); sausages[s].destroy(); sausages.splice(s, 1); } } // Check for collisions between bullets and sausages for (var b = bullets.length - 1; b >= 0; b--) { for (var s = sausages.length - 1; s >= 0; s--) { if (bullets[b] && sausages[s] && bullets[b].intersects(sausages[s])) { createExplosion(sausages[s].x, sausages[s].y); bullets[b].destroy(); bullets.splice(b, 1); sausages[s].destroy(); sausages.splice(s, 1); // Update score by 10 for golden sausage score += Math.round(1 * scoreMultiplier); scoreTxt.setText(score.toString()); break; } } } // Animate explosions for (var e = game.children.length - 1; e >= 0; e--) { if (game.children[e] instanceof Explosion) { game.children[e].animate(); } } sausageSpeedMultiplier += 0.0007; // Increment speed multiplier over time scoreMultiplier += 0.001; // Increment score multiplier over time // Spawn sausages and occasionally a golden sausage if (LK.ticks % 80 == 0) { // Reduced from 120 to 100 to increase spawn rate by 1.2 times var sausageType = Math.random() < 0.05 ? IceCube : Math.random() < 0.01 ? GoldenSausage : Math.random() < 0.02 ? Onion : Math.random() < 0.0333 ? Carp : Sausage; var newSausage = new sausageType(); newSausage.x = Math.random() * (2048 - newSausage.width) + newSausage.width / 2; newSausage.y = -newSausage.height / 2; sausages.push(newSausage); game.addChild(newSausage); } // Check for collisions with IceCubes and stop all falling objects for 5 seconds for (var b = bullets.length - 1; b >= 0; b--) { for (var s = sausages.length - 1; s >= 0; s--) { if (bullets[b] && sausages[s] instanceof IceCube && bullets[b].intersects(sausages[s])) { createExplosion(sausages[s].x, sausages[s].y); bullets[b].destroy(); bullets.splice(b, 1); sausages[s].destroy(); sausages.splice(s, 1); // Update score by 5 for IceCube score += Math.round(5 * scoreMultiplier); scoreTxt.setText(score.toString()); // Multiply the sausageSpeedMultiplier by 0.7 sausageSpeedMultiplier = Math.round(sausageSpeedMultiplier * 0.7); break; } } } // Check for collisions with golden sausages for (var b = bullets.length - 1; b >= 0; b--) { for (var s = sausages.length - 1; s >= 0; s--) { if (bullets[b] && sausages[s] instanceof GoldenSausage && bullets[b].intersects(sausages[s])) { createExplosion(sausages[s].x, sausages[s].y); var goldenExplosion = new Explosion(); goldenExplosion.x = sausages[s].x; goldenExplosion.y = sausages[s].y; game.addChild(goldenExplosion); bullets[b].destroy(); bullets.splice(b, 1); sausages[s].destroy(); sausages.splice(s, 1); // Update score by 10 for golden sausage score += Math.round(10 * scoreMultiplier); scoreMultiplier += 1; // Increase scoreMultiplier by 1 scoreTxt.setText(score.toString()); // Check if score is below zero and end game if true if (score < 0) { var endScreen = new EndScreen(); game.addChild(endScreen); } break; } } } }); // These following lines are an archive. Do not delete them. They keep track of the score in a manual way as I write it by hand. // Best scores : 60126 by Break_Me / 12867 by Break_Me / 5500 by Bidoutoumou / 3712 by Break_ME
===================================================================
--- original.js
+++ change.js
@@ -235,9 +235,9 @@
}
if (sausages[j].y > 2732) {
if (sausages[j] instanceof Onion || sausages[j] instanceof Carp) {
var pointsDeducted = 5 * scoreMultiplier;
- score = Math.max(0, score - Math.round(pointsDeducted));
+ score -= Math.round(pointsDeducted);
if (score < 0) {
var endScreen = new EndScreen();
game.addChild(endScreen);
LK.showGameOver();
A crook sausage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A heroic potato. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background which represents a kitchen's ground. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A bullet shaped potato. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An exploding sausage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A gold sausage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An angry-looking onion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An onion exploding like a bomb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A carp which looks dumb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An ice cube. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.