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Don’t jump in down event if game ended
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Set gameEnded to true when shark gets eaten
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Add a new global gameEnded
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In fish update, use self.fleeOffset instead of 512 For x too
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In fish update, use self.fleeOffset instead of 512
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Add an y distance <= 512 condition for fishes flee
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Set currentTarget to be invisible until isPlaying goes true
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Set currentprogressTxt to be invisible until isPlaying goes true
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Set score to be invisible until isPlaying goes true
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When fleeing, fishes should take the opposite y direction to the shark
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Add some difficulty by making prey (fishType
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Reduce amplitude of Fish animation
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Reduce amplitude of Fish animation
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You placed self.animate(); at the wrong place
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Create an equivalent animation for Fish class
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Shark animation should simulate swimming also by a slight width and/or height change
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Shark animation should not be a rotation it should simulate swimming
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In shark update call animate()
/****
* 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 = 242; // Initialize currentSize property
self.currentHeight = 150;
self.widthRatio = 242 / 150;
self.heightRatio = 124.0 / 200; // 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.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);
}
self.animate();
};
self.grow = function () {
self.currentHeight += 50;
self.currentHeight += sharkLevel > 6 ? 50 : 0;
self.currentHeight += sharkLevel > 8 ? 100 : 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.animate = function () {
// Simulate swimming by moving the shark up and down
var swimAmplitude = 10; // 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
LK.getSound('bgMusic').play();
lastBgMusicPlayTime = currentTime;
}
}
// Global variable declarations
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 = true; // 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 = 7;
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 + 50;
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) {
spawnFish(sharkLevel + 2);
}
}
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 > 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;
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);
babyShark = game.addChild(new BabyShark());
babyShark.visible = false;
// for debug
for (var i = 1; i < sharkLevel; i++) {
babyShark.grow();
}
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.x = 150;
babyShark.y = 2732 / 2;
babyShark.velocityY = 0;
babyShark.collisionBody.visible = isDebug; // Show collision body if debugging
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
@@ -402,16 +402,19 @@
debugTxt.anchor.set(0.5, 1);
LK.gui.bottom.addChild(debugTxt);
}
game.down = function (x, y, obj) {
- if (!isPlaying || gameEnded) {
+ 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 () {
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