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In updateFishCollisions ignore fishes with self.isEaten true
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Set self.isEaten to true in eaten()
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Add a property is eaten to fish class
Code edit (1 edits merged)
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In eaten limit the rotation to pi/2
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In eaten, rotate progressively to PI*0.5
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In Fish class, add a new function eaten(index). In this function, set fish alpha to 0 and fishBones alpha to 1. Then animate the vertical fall of the fish. When it reaches 2732+ fish.width destroy it and remove it from fishes array using the index parameter
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In Fish class, add a fishBones child, use fishBones asset and self.fish w & h and alpha:0
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In spawnFishes, instead of spawning a fish of sharklevel+2, spawn a fish randomly from sharklevel + 2 to nbFishTypes
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When lose, set shark alpha to 0 and bones alpha to 1
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In grow, make self.bones the same w & h as self.shark
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Use bgMusic global instead of getsound
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Create a global for LK.getSound('bgMusic')
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when shark gets eaten, stop bgMusic before playing loose sound
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When wining a level after level 5, reduce nbFishPerLevel : nbFishPerLevel-=1
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/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Baby Shark class var BabyShark = Container.expand(function () { var self = Container.call(this); self.currentWidth = 162; // 242; // Initialize currentSize property self.currentHeight = 100; // 150; self.widthRatio = 162 / 100; //242 / 150; self.heightRatio = 100.0 / 162; // Define height ratio property self.speed = 10; self.velocityY = 0; self.shark = self.attachAsset('babyShark', { anchorX: 0.5, anchorY: 0.5, width: self.currentHeight * self.widthRatio, height: self.currentHeight }); self.bones = self.attachAsset('bones', { anchorX: 0.5, anchorY: 0.5, width: self.currentHeight * self.widthRatio, height: self.currentHeight, alpha: 0 }); self.collisionBody = self.attachAsset('collisionBody', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, x: self.currentWidth * 0.25, y: 10, width: self.shark.width * 0.5, height: self.shark.width * 0.5 }); self.update = function () { if (!isPlaying) { return; } ; self.velocityY += 0.4; // Further reduced gravity effect self.y += self.velocityY; if (self.y >= 2732 - self.shark.height * 0.5) { self.y = 2732 - self.shark.height * 0.5; self.velocityY = 0; } if (self.y <= topBorderY + self.shark.height * 0.5) { self.y = topBorderY + self.shark.height * 0.5; self.velocityY = 0; } // Update logic for Baby Shark if (isDebug) { debugTxt.setText("Level: ".concat(sharkLevel) + " / h:" + self.currentHeight.toFixed(0) + " / Progress: " + progressBar.x + " / x=" + self.x); } self.animate(); }; self.grow = function () { self.currentHeight += 50; self.currentHeight += sharkLevel > 6 ? 25 : 0; self.currentHeight += sharkLevel > 8 ? 50 : 0; self.currentWidth = self.currentHeight * self.widthRatio; self.shark.width = self.currentHeight * self.widthRatio; self.shark.height = self.currentHeight; //self.collisionBody.width = self.height / 2; //self.collisionBody.height = self.height / 2; self.collisionBody.width = self.currentWidth * 0.45; self.collisionBody.height = self.currentWidth * 0.45; self.collisionBody.x = self.shark.width * 0.25; self.collisionBody.y = self.height * 0.05; self.bones.width = self.shark.width; self.bones.height = self.shark.height; self.x -= 15; //self.shark.x -= 15; //self.collisionBody.x -= 15; }; self.animate = function () { // Simulate swimming by moving the shark up and down var swimAmplitude = 5; // Amplitude of the swimming motion var swimFrequency = 0.1; // Frequency of the swimming motion self.shark.y = Math.sin(LK.ticks * swimFrequency) * swimAmplitude; // Simulate swimming by changing the width and height slightly var sizeAmplitude = 0.05; // Amplitude of the size change self.shark.width = self.currentWidth * (1 + sizeAmplitude * Math.sin(LK.ticks * swimFrequency)); self.shark.height = self.currentHeight * (1 + sizeAmplitude * Math.cos(LK.ticks * swimFrequency)); }; }); var CurrentTarget = Container.expand(function () { var self = Container.call(this); self.target = null; self.updateTarget = function (fishType) { if (self.target) { self.target.destroy(); } self.target = self.attachAsset('fish' + fishType, { anchorX: 0.5, anchorY: 0.5 }); // Calculate aspect ratio var aspectRatio = self.target.width / self.target.height; // Limit size within 200x100 while keeping aspect ratio if (self.target.width > 200 || self.target.height > 100) { if (aspectRatio > 2) { self.target.width = 200; self.target.height = 200 / aspectRatio; } else { self.target.height = 100; self.target.width = 100 * aspectRatio; } } self.target.x = 2048 - 100; self.target.y = 50; }; }); // Fish class var Fish = Container.expand(function (fishType) { var self = Container.call(this); self.fishType = fishType; self.fish = self.attachAsset('fish' + fishType, { anchorX: 0.5, anchorY: 0.5 }); self.collisionBody = self.attachAsset('collisionBody', { anchorX: 0.5, anchorY: 0.5, alpha: isDebug ? 0.7 : 0, x: -self.fish.width * 0.25, width: self.fish.height * 0.75, height: self.fish.height * 0.75 }); self.speed = 5 + sharkLevel * 1.5; self.fleeOffset = 512 + 100 * self.fishType; self.update = function () { if (!isPlaying) { return; } if (self.fishType <= sharkLevel && Math.abs(self.x - babyShark.x) <= self.fleeOffset && Math.abs(self.y - babyShark.y) <= self.fleeOffset) { self.y += self.y > babyShark.y ? self.speed : -self.speed; // Move away vertically in the opposite y direction to the shark if (self.y > 2732 - self.fish.height * 0.5) { self.y = 2732 - self.fish.height * 0.5; } if (self.y < topBorderY + self.fish.height * 0.5) { self.y = topBorderY + self.fish.height * 0.5; } } self.x -= self.speed; if (self.x < -self.width || self.y < -self.height || self.y > 2732 + self.height) { self.destroy(); } self.animate(); }; self.animate = function () { // Simulate swimming by moving the fish up and down var swimAmplitude = 2; // Further reduced amplitude of the swimming motion var swimFrequency = 0.2; // Frequency of the swimming motion self.fish.y = Math.sin(LK.ticks * swimFrequency) * swimAmplitude; // Simulate swimming by changing the width and height slightly var sizeAmplitude = 0.01; // Further reduced amplitude of the size change self.fish.width = self.fish.width * (1 + sizeAmplitude * Math.sin(LK.ticks * swimFrequency)); self.fish.height = self.fish.height * (1 + sizeAmplitude * Math.cos(LK.ticks * swimFrequency)); }; }); var ProgressBar = Container.expand(function () { var self = Container.call(this); // Create the frame of the progress bar self.frame = self.attachAsset('progressFrame', { anchorX: 0, anchorY: 0.5, alpha: 0.8 }); // Create the bar itself self.bar = self.attachAsset('progressBar', { anchorX: 0, anchorY: 0.5, alpha: 0.8, width: 0 // Initial width is 0 //height: self.frame.height }); // Method to update the progress bar self.updateProgress = function (progress, maxProgress) { var newWidth = progress % maxProgress / maxProgress * self.frame.width; self.bar.width = newWidth; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0000ff // Init game with blue background }); /**** * Game Code ****/ function loopBgMusic() { // This function will handle looping background music var currentTime = Date.now(); if (currentTime - lastBgMusicPlayTime >= 10000) { // 10 seconds interval bgMusic.play(); lastBgMusicPlayTime = currentTime; } } // Global variable declarations var bgMusic = LK.getSound('bgMusic'); var crunchSound = LK.getSound('crunch'); var topBorderY = 250; var babyShark; var nbFishTypes = 10; var fishes = []; var score; var scoreTxt; var currentProgressTxt; var debugTxt; var isDebug = false; // Global variable for debugging mode var isPlaying = false; // Global variable to track if the game is currently playing var gameEnded = false; // Global variable to track if the game has ended var sharkLevel = 1; var currentProgress = 0; var progressBar; var lastCollisionCheckTimeFish1 = 0; // Global variable to track the last collision check time for Fish1 var collisionCheckDelay = 128; // Global variable for collision check delay in milliseconds var background1; var lastCollisionCheckTime = 0; // Global variable to track the last collision check time for fishes; var nbFishPerLevel = 10; // Global variable for the number of fish per level var lastBgMusicPlayTime = 0; // Global variable to track the last background music play time var startButton; // Declare startButton as a global variable function spawnFish(fishType) { if (fishType > nbFishTypes) { fishType = nbFishTypes; } var fish = new Fish(fishType); fish.x = 2048 + fish.width; fish.y = Math.random() * (2732 - topBorderY - fish.height) + topBorderY + fish.height / 2; fishes.push(fish); game.addChild(fish); } function checkCollision(obj1, obj2) { // Calculate the center positions of the collision bodies var obj1CenterX = obj1.x + obj1.collisionBody.x; var obj1CenterY = obj1.y + obj1.collisionBody.y; var obj2CenterX = obj2.x + obj2.collisionBody.x; var obj2CenterY = obj2.y + obj2.collisionBody.y; // Calculate the distance between the centers var dx = obj1CenterX - obj2CenterX; var dy = obj1CenterY - obj2CenterY; var distance = Math.sqrt(dx * dx + dy * dy); // Calculate the sum of the radii var obj1Radius = obj1.collisionBody.width / 2; var obj2Radius = obj2.collisionBody.width / 2; var sumRadii = obj1Radius + obj2Radius; // Return true if the distance is less than the sum of the radii return distance < sumRadii; } function spawnFishes() { if (LK.ticks % 120 == 0) { spawnFish(sharkLevel); } if (LK.ticks % 360 == 0) { spawnFish(sharkLevel + 1); } if (LK.ticks % 1200 == 0) { var randomFishType = Math.floor(Math.random() * (nbFishTypes - (sharkLevel + 2) + 1)) + (sharkLevel + 2); spawnFish(randomFishType); } } function updateFishCollisions() { var currentTime = Date.now(); if (currentTime - lastCollisionCheckTime < collisionCheckDelay) { return; } lastCollisionCheckTime = currentTime; var offset = babyShark.shark.width * 1.5; // Define the x offset range based on baby shark's width for (var i = fishes.length - 1; i >= 0; i--) { if (Math.abs(babyShark.x - fishes[i].x) > offset) { continue; // Skip fishes outside the x offset range } if (checkCollision(babyShark, fishes[i])) { // Play crunch sound crunchSound.play(); if (fishes[i].fishType <= sharkLevel) { // Baby shark eats the fish score += fishes[i].fishType * 10; scoreTxt.setText(score); currentProgress += 1; currentProgressTxt.setText(currentProgress + "/" + nbFishPerLevel); progressBar.updateProgress(currentProgress, nbFishPerLevel); if (currentProgress >= nbFishPerLevel) { sharkLevel += 1; currentProgress = 0; babyShark.grow(); currentTarget.updateTarget(sharkLevel); LK.getSound('levelUp').play(); // Play level up sound if (sharkLevel > 5) { nbFishPerLevel -= 1; } if (sharkLevel > nbFishTypes) { LK.setScore(score); LK.getSound('lose').play(); LK.setTimeout(function () { LK.showGameOver(); }, 1500); } LK.setTimeout(function () { currentProgressTxt.setText(currentProgress + "/" + nbFishPerLevel); }, 1000); } fishes[i].destroy(); fishes.splice(i, 1); } else { // Baby shark gets eaten crunchSound.stop(); // Stop crunch sound LK.effects.flashScreen(0xff0000, 1000); LK.setScore(score); isPlaying = false; gameEnded = true; bgMusic.stop(); babyShark.shark.alpha = 0; // Set shark alpha to 0 babyShark.bones.alpha = 1; // Set bones alpha to 1 LK.getSound('lose').play(); LK.setTimeout(function () { LK.showGameOver(); }, 1500); } return; } } } function updateBackgrounds() { background1.x -= 2; background2.x -= 2; if (background1.x <= -2732 / 2) { background1.x = 2732 + 2732 / 2; } if (background2.x <= -2732 / 2) { background2.x = 2732 + 2732 / 2; } } function gameInitialize() { background1 = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2732 / 2, y: 2732 / 2 }); background2 = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2732 + 2732 / 2, y: 2732 / 2 }); game.addChild(background1); game.addChild(background2); // Add banner asset after the backgrounds var banner = LK.getAsset('banner', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 125 // Position the banner at the top of the screen }); game.addChild(banner); // Add start button asset startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 // Position the start button at the center of the screen }); game.addChild(startButton); currentTarget = game.addChild(new CurrentTarget()); currentTarget.updateTarget(1); // Initialize with the first fish type currentTarget.visible = false; // Set currentTarget to be invisible initially progressBar = new ProgressBar(); progressBar.x = 0; progressBar.y = 250; game.addChild(progressBar); babyShark = game.addChild(new BabyShark()); babyShark.visible = false; babyShark.x = 150; babyShark.y = 2732 / 2; babyShark.velocityY = 0; babyShark.collisionBody.visible = isDebug; // Show collision body if debugging // for debug for (var i = 1; i <= sharkLevel; i++) { babyShark.grow(); } fish1s = []; fish2s = []; score = 0; scoreTxt = new Text2('0', { size: 130, fill: "#ffffff", dropShadow: true, dropShadowColor: "#000000", dropShadowBlur: 4, dropShadowDistance: 6 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; // Set score to be invisible initially LK.gui.top.addChild(scoreTxt); currentProgress = 0; currentProgressTxt = new Text2('0/10', { size: 80, fill: "#ffffff", dropShadow: true, dropShadowColor: "#000000", dropShadowBlur: 4, dropShadowDistance: 6 }); currentProgressTxt.anchor.set(1, -0.7); currentProgressTxt.visible = false; // Set currentProgressTxt to be invisible initially LK.gui.topRight.addChild(currentProgressTxt); debugTxt = new Text2(isDebug ? 'Debug Mode' : '', { size: 50, fill: "#ff0000", dropShadow: true, dropShadowColor: "#000000", dropShadowBlur: 4, dropShadowDistance: 6 }); debugTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(debugTxt); } game.down = function (x, y, obj) { if (!isPlaying) { game.removeChild(startButton); isPlaying = true; babyShark.visible = true; currentTarget.visible = true; scoreTxt.visible = true; // Make score visible when game starts currentProgressTxt.visible = true; // Make currentProgressTxt visible when game starts } if (gameEnded) { return; } babyShark.velocityY = -20; LK.getSound('jump').play(); }; game.update = function () { if (!isPlaying) { return; } updateBackgrounds(); spawnFishes(); updateFishCollisions(); loopBgMusic(); }; gameInitialize();
===================================================================
--- original.js
+++ change.js
@@ -260,9 +260,10 @@
if (LK.ticks % 360 == 0) {
spawnFish(sharkLevel + 1);
}
if (LK.ticks % 1200 == 0) {
- spawnFish(sharkLevel + 2);
+ var randomFishType = Math.floor(Math.random() * (nbFishTypes - (sharkLevel + 2) + 1)) + (sharkLevel + 2);
+ spawnFish(randomFishType);
}
}
function updateFishCollisions() {
var currentTime = Date.now();
Orange Baby fish lateral view. 2024 game style
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Empty Under water. water only. 2024 game style
Cute Baby shark.. . 2024 game style. Side view. Photorealistic
Classic fish lateral view.. 2024 game style
Classic fish with fangs lateral view.. 2024 game style. Photorealistic
Classic fish with fangs mouth closed lateral view.. 2024 game style. Photorealistic. Full side view.
Cachalot. Horizontal closed lateral view.... 2024 game style. Photorealistic. Full side view.
Straight horizontal Orca. Mouth open. 2024 game style. Photorealistic. Full side view
Start button in the shape of a shark mouth.
beluga swimming mouth open. 2024 game style. Photorealistic. Entire lateral profile view, perfectly horizontal.
North Pacific right whale. Horizontal complete lateral view..... 2024 game style. Photorealistic. Full side view.
Decomposition of Horizontal Swimming movement of a woman with a snorkel.. 2024 game style. 2 frames sprite sheet. Photorealistic
Very minimalist skeleton of a fish with a fin and cute shark head... 2d. Black background. High contrast. No shadows.