User prompt
level 3 de hedef skoru 30 yap ve oyunu bitir
User prompt
level 3 ü de 60 saniye yap
User prompt
level 2 yi de 60 saniye yap
User prompt
gözden geçir ve düzelt
User prompt
su sesi ekle haritaya
User prompt
rarefish i yediğimizde bomba sesi kullan
User prompt
düzelt
User prompt
2. level de skor 30 olunca 3. levele geçsin
User prompt
rarefish i daha az spawnla
User prompt
2ç leveli 1. levelin sonunda başlat
User prompt
skoru hedefi 30 olarak değiştir
User prompt
2. level ekle ve süreyi 120 saniye yap. Hedef skor ise 120 olacak
User prompt
2 side olmadı
User prompt
eğer 60 yaparsa bir sonraki levelde süreyi 120 yap
User prompt
biraz üste çıkar
User prompt
saniyeyi en alt ortaya al
User prompt
rarefish i yediğimizde oyun bitsin
User prompt
rarefish i büyüt
User prompt
rarefish assetini 10 saniyede bir spawnla
User prompt
nadir balık 10 saniyede bir gözüksün
User prompt
nadir balığı siyah renk yap
User prompt
saniye sistemi ekle. 60 saniye içinde skor 100 olmazsa oyunu sonlandır
User prompt
Each time our character eats a blue fish, the current score should decrease by 10 points.
User prompt
karakterimiz mavi balık yediğinde skor 10 puan azalsın
User prompt
mavi balıkları yediğimiz zaman skor 10 puan düşecek
/**** * Classes ****/ // Fish class: represents a single fish swimming in the ocean var Fish = Container.expand(function () { var self = Container.call(this); // Create a simple ellipse as the fish var fishAsset = self.attachAsset('fish', { width: 120, height: 60, color: 0xffcc66, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Randomize initial position, speed, and direction self.direction = Math.random() < 0.5 ? 1 : -1; // 1: right, -1: left if (self.direction === 1) { self.x = Math.random() * 1024; // left half } else { self.x = 1024 + Math.random() * 1024; // right half } self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; // Track lastX for edge detection self.lastX = self.x; // Fish swims in both directions, loops back when off screen self.update = function () { self.lastX = self.x; self.x += self.speed; // Flip fish asset horizontally if swimming left, normal if right if (self.direction === 1) { if (typeof fishAsset !== "undefined") fishAsset.scaleX = 1; } else { if (typeof fishAsset !== "undefined") fishAsset.scaleX = -1; } if (self.direction === 1) { // rightward if (self.lastX <= 2048 && self.x > 2048) { self.direction = Math.random() < 0.5 ? 1 : -1; self.x = self.direction === 1 ? -100 : 2048 + 100; self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; } } else { // leftward if (self.lastX >= -100 && self.x < -100) { self.direction = Math.random() < 0.5 ? 1 : -1; self.x = self.direction === 1 ? -100 : 2048 + 100; self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; } } }; return self; }); var Ocean = Container.expand(function () { var self = Container.call(this); // Create a large blue rectangle as the ocean background var oceanAsset = self.attachAsset('ocean', { width: 2048, height: 2732, color: 0x3399ff, shape: 'box', anchorX: 0, anchorY: 0, x: 0, y: 0 }); return self; }); // RareFish class: represents the rare black fish that appears every 10 seconds var RareFish = Container.expand(function () { var self = Container.call(this); // Attach rare fish asset (black) var rareFishAsset = self.attachAsset('rarefish', { width: 240, height: 120, color: 0x000000, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Randomize initial position, speed, and direction self.direction = Math.random() < 0.5 ? 1 : -1; // 1: right, -1: left if (self.direction === 1) { self.x = Math.random() * 1024; } else { self.x = 1024 + Math.random() * 1024; } self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; self.lastX = self.x; // Rare fish swims in both directions, loops back when off screen self.update = function () { self.lastX = self.x; self.x += self.speed; // Flip rare fish asset horizontally if swimming left, normal if right if (self.direction === 1) { if (typeof rareFishAsset !== "undefined") rareFishAsset.scaleX = 1; } else { if (typeof rareFishAsset !== "undefined") rareFishAsset.scaleX = -1; } if (self.direction === 1) { // rightward if (self.lastX <= 2048 && self.x > 2048) { self.direction = Math.random() < 0.5 ? 1 : -1; self.x = self.direction === 1 ? -100 : 2048 + 100; self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; } } else { // leftward if (self.lastX >= -100 && self.x < -100) { self.direction = Math.random() < 0.5 ? 1 : -1; self.x = self.direction === 1 ? -100 : 2048 + 100; self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; } } }; return self; }); // Function to spawn rare fish // RedFish class: represents a red fish that shrinks the shark var RedFish = Container.expand(function () { var self = Container.call(this); // Attach red fish asset (nadir balığı is black) var redFishAsset = self.attachAsset('redfish', { width: 120, height: 60, color: 0x000000, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Randomize initial position, speed, and direction self.direction = Math.random() < 0.5 ? 1 : -1; // 1: right, -1: left if (self.direction === 1) { self.x = Math.random() * 1024; } else { self.x = 1024 + Math.random() * 1024; } self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; // Track lastX for edge detection self.lastX = self.x; // Red fish swims in both directions, loops back when off screen self.update = function () { self.lastX = self.x; self.x += self.speed; // Flip red fish asset horizontally if swimming left, normal if right if (self.direction === 1) { if (typeof redFishAsset !== "undefined") redFishAsset.scaleX = 1; } else { if (typeof redFishAsset !== "undefined") redFishAsset.scaleX = -1; } if (self.direction === 1) { // rightward if (self.lastX <= 2048 && self.x > 2048) { self.direction = Math.random() < 0.5 ? 1 : -1; self.x = self.direction === 1 ? -100 : 2048 + 100; self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; } } else { // leftward if (self.lastX >= -100 && self.x < -100) { self.direction = Math.random() < 0.5 ? 1 : -1; self.x = self.direction === 1 ? -100 : 2048 + 100; self.y = 400 + Math.random() * 1800; self.speed = (2 + Math.random() * 3) * self.direction; } } }; return self; }); // Shark class: represents the main character (shark) swimming in the ocean var Shark = Container.expand(function () { var self = Container.call(this); // Attach a shark asset (box for now, can be replaced with a shark image asset) var sharkAsset = self.attachAsset('shark', { width: 220, height: 100, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Start in the center of the ocean self.x = 1024; self.y = 1366; // Track lastX and lastY for possible future movement logic self.lastX = self.x; self.lastY = self.y; // Shark update: just track lastX/lastY for drag movement self.update = function () { self.lastX = self.x; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Hide the mouse cursor during gameplay if (typeof LK.setCursor === "function") { LK.setCursor("none"); } else if (typeof stage !== "undefined" && stage.view && stage.view.style) { stage.view.style.cursor = "none"; } // Add ocean background var ocean = new Ocean(); game.addChild(ocean); // Play water sound as looping background music after first user interaction var waterMusicStarted = false; function startWaterMusic() { if (!waterMusicStarted) { LK.playMusic('water'); waterMusicStarted = true; } } game.down = function (origDown) { return function (x, y, obj) { startWaterMusic(); if (typeof origDown === "function") origDown(x, y, obj); }; }(game.down); // Score system var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 10; // Timer system var secondsLeft = 60; var targetScore = 30; var currentLevel = 1; // Check if player is on level 2 (after winning level 1) if (typeof storage !== "undefined" && typeof storage.getItem === "function") { var storedLevel = parseInt(storage.getItem("level")); if (!isNaN(storedLevel) && storedLevel === 2) { secondsLeft = 60; targetScore = 120; currentLevel = 2; } } var timerTxt = new Text2(secondsLeft + '', { size: 90, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(timerTxt); // Place timer at bottom center, but a bit higher timerTxt.x = LK.gui.bottom.width / 2; timerTxt.y = LK.gui.bottom.height - 120; // Timer interval var timerInterval = LK.setInterval(function () { if (secondsLeft > 0) { secondsLeft--; timerTxt.setText(secondsLeft + ""); if (secondsLeft === 0 && score < targetScore) { LK.showGameOver(); } } }, 1000); // Add several fish swimming in the ocean var fishArray = []; for (var i = 0; i < 7; i++) { var fish = new Fish(); fishArray.push(fish); game.addChild(fish); } // Rare fish (nadir balığı) logic var rareFish = null; var rareFishTimer = null; // Function to spawn rare fish function spawnRareFish() { // Remove previous rare fish if exists if (rareFish && typeof rareFish.destroy === "function") { rareFish.destroy(); rareFish = null; } rareFish = new RareFish(); // Place rare fish at a random position, but ensure it's visible rareFish.direction = Math.random() < 0.5 ? 1 : -1; if (rareFish.direction === 1) { rareFish.x = Math.random() * 1024; } else { rareFish.x = 1024 + Math.random() * 1024; } rareFish.y = 400 + Math.random() * 1800; rareFish.speed = (2 + Math.random() * 3) * rareFish.direction; game.addChild(rareFish); } // Start timer to spawn rare fish every 30 seconds rareFishTimer = LK.setInterval(function () { spawnRareFish(); }, 30000); // Spawn the first rare fish immediately spawnRareFish(); // Add the shark character to the game var shark = new Shark(); game.addChild(shark); // Add several red fish swimming in the ocean var redFishArray = []; for (var i = 0; i < 3; i++) { var redFish = new RedFish(); redFishArray.push(redFish); game.addChild(redFish); } // Mouse/touch drag control for shark var draggingShark = false; // Handle drag start game.down = function (x, y, obj) { // Check if the press is on the shark (simple bounding box check) var dx = x - shark.x; var dy = y - shark.y; // Use shark asset size for hit area var halfW = 0.5 * shark.width; var halfH = 0.5 * shark.height; if (dx >= -halfW && dx <= halfW && dy >= -halfH && dy <= halfH) { draggingShark = true; // Move shark immediately to touch point shark.x = x; shark.y = y; } }; // Handle drag move game.move = function (x, y, obj) { if (draggingShark) { shark.x = x; shark.y = y; } }; // Handle drag end game.up = function (x, y, obj) { draggingShark = false; }; // Update fish and shark positions every frame game.update = function () { // Blue fish logic (grow) for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; fish.update(); // Track lastWasIntersecting for each fish if (typeof fish.lastWasIntersecting === "undefined") { fish.lastWasIntersecting = false; } var isIntersecting = shark.intersects(fish); // If shark just started intersecting with this fish, "eat" it if (!fish.lastWasIntersecting && isIntersecting) { // Move fish to a new random position and speed fish.x = -100; fish.y = 400 + Math.random() * 1800; fish.speed = 2 + Math.random() * 3; // Increment score and update display score++; scoreTxt.setText(score + ""); // Grow the shark a bit each time it eats a fish if (typeof shark._scaleX === "undefined") { shark._scaleX = 1; shark._scaleY = 1; } // Increase scale by 5% per fish eaten shark._scaleX *= 1.05; shark._scaleY *= 1.05; // Clamp max scale to avoid infinite growth if (shark._scaleX > 3) shark._scaleX = 3; if (shark._scaleY > 3) shark._scaleY = 3; shark.scaleX = shark._scaleX; shark.scaleY = shark._scaleY; } fish.lastWasIntersecting = isIntersecting; } // Increase blue fish speed every 10 score if (score > 0 && score % 10 === 0 && typeof game.lastSpeedUpScore !== "number") { for (var s = 0; s < fishArray.length; s++) { fishArray[s].speed += 1; } game.lastSpeedUpScore = score; } if (score % 10 !== 0) { game.lastSpeedUpScore = undefined; } // Red fish logic (shrink) for (var j = 0; j < redFishArray.length; j++) { var redFish = redFishArray[j]; redFish.update(); if (typeof redFish.lastWasIntersecting === "undefined") { redFish.lastWasIntersecting = false; } var isRedIntersecting = shark.intersects(redFish); // If shark just started intersecting with this red fish, "eat" it and shrink if (!redFish.lastWasIntersecting && isRedIntersecting) { // Move red fish to a new random position and speed redFish.x = -100; redFish.y = 400 + Math.random() * 1800; redFish.speed = 2 + Math.random() * 3; // Shrink the shark a bit each time it eats a red fish if (typeof shark._scaleX === "undefined") { shark._scaleX = 1; shark._scaleY = 1; } // Decrease scale by 10% per red fish eaten shark._scaleX *= 0.90; shark._scaleY *= 0.90; // Clamp min scale to avoid disappearing if (shark._scaleX < 0.4) shark._scaleX = 0.4; if (shark._scaleY < 0.4) shark._scaleY = 0.4; shark.scaleX = shark._scaleX; shark.scaleY = shark._scaleY; } redFish.lastWasIntersecting = isRedIntersecting; } // After score reaches 100, increase the number of red fish if not already done if (score >= 100 && !game.redFishIncreased) { // Add 5 more red fish for (var add = 0; add < 5; add++) { var extraRedFish = new RedFish(); redFishArray.push(extraRedFish); game.addChild(extraRedFish); } game.redFishIncreased = true; } // End game if score reaches targetScore before timer runs out (win condition) if (score >= targetScore && secondsLeft > 0) { // If currently on level 1, immediately start level 2 instead of showing win screen if (currentLevel === 1) { // Set persistent storage for level 2 if (typeof storage !== "undefined" && typeof storage.setItem === "function") { storage.setItem("level", 2); } // Reset level 2 parameters currentLevel = 2; secondsLeft = 60; targetScore = 30; // CHANGED: Level 2 target is 30 for transition to level 3 score = 0; scoreTxt.setText(score + ""); timerTxt.setText(secondsLeft + ""); // Clear and restart timer if (typeof timerInterval !== "undefined") { LK.clearInterval(timerInterval); timerInterval = undefined; } timerInterval = LK.setInterval(function () { if (secondsLeft > 0) { secondsLeft--; timerTxt.setText(secondsLeft + ""); if (secondsLeft === 0 && score < targetScore) { LK.showGameOver(); } } }, 1000); // Optionally reset shark size for new level if (typeof shark._scaleX !== "undefined") { shark._scaleX = 1; shark._scaleY = 1; shark.scaleX = 1; shark.scaleY = 1; } // Optionally reset red fish count for level 2 if (game.redFishIncreased) { // Remove extra red fish from game for (var i = redFishArray.length - 1; i >= 3; i--) { if (typeof redFishArray[i].destroy === "function") { redFishArray[i].destroy(); } redFishArray.splice(i, 1); } game.redFishIncreased = false; } // Move all fish and red fish to new random positions for (var i = 0; i < fishArray.length; i++) { fishArray[i].x = Math.random() < 0.5 ? -100 : 2048 + 100; fishArray[i].y = 400 + Math.random() * 1800; fishArray[i].speed = (2 + Math.random() * 3) * (Math.random() < 0.5 ? 1 : -1); } for (var j = 0; j < redFishArray.length; j++) { redFishArray[j].x = Math.random() < 0.5 ? -100 : 2048 + 100; redFishArray[j].y = 400 + Math.random() * 1800; redFishArray[j].speed = (2 + Math.random() * 3) * (Math.random() < 0.5 ? 1 : -1); } // Move shark to center shark.x = 1024; shark.y = 1366; // Return so win screen is not shown return; } // If currently on level 2, immediately start level 3 instead of showing win screen if (currentLevel === 2) { // Set persistent storage for level 3 if (typeof storage !== "undefined" && typeof storage.setItem === "function") { storage.setItem("level", 3); } // Reset level 3 parameters currentLevel = 3; secondsLeft = 60; targetScore = 30; // Level 3 target is now 30 score = 0; scoreTxt.setText(score + ""); timerTxt.setText(secondsLeft + ""); // Clear and restart timer if (typeof timerInterval !== "undefined") { LK.clearInterval(timerInterval); timerInterval = undefined; } timerInterval = LK.setInterval(function () { if (secondsLeft > 0) { secondsLeft--; timerTxt.setText(secondsLeft + ""); if (secondsLeft === 0 && score < targetScore) { LK.showGameOver(); } } }, 1000); // Optionally reset shark size for new level if (typeof shark._scaleX !== "undefined") { shark._scaleX = 1; shark._scaleY = 1; shark.scaleX = 1; shark.scaleY = 1; } // Optionally reset red fish count for level 3 if (game.redFishIncreased) { // Remove extra red fish from game for (var i = redFishArray.length - 1; i >= 3; i--) { if (typeof redFishArray[i].destroy === "function") { redFishArray[i].destroy(); } redFishArray.splice(i, 1); } game.redFishIncreased = false; } // Move all fish and red fish to new random positions for (var i = 0; i < fishArray.length; i++) { fishArray[i].x = Math.random() < 0.5 ? -100 : 2048 + 100; fishArray[i].y = 400 + Math.random() * 1800; fishArray[i].speed = (2 + Math.random() * 3) * (Math.random() < 0.5 ? 1 : -1); } for (var j = 0; j < redFishArray.length; j++) { redFishArray[j].x = Math.random() < 0.5 ? -100 : 2048 + 100; redFishArray[j].y = 400 + Math.random() * 1800; redFishArray[j].speed = (2 + Math.random() * 3) * (Math.random() < 0.5 ? 1 : -1); } // Move shark to center shark.x = 1024; shark.y = 1366; // Return so win screen is not shown return; } // End game if score reaches targetScore before timer runs out (win condition) in level 3 if (currentLevel === 3 && score >= targetScore && secondsLeft > 0) { if (typeof timerInterval !== "undefined") { LK.clearInterval(timerInterval); timerInterval = undefined; } if (typeof rareFishTimer !== "undefined") { LK.clearInterval(rareFishTimer); rareFishTimer = undefined; } LK.showYouWin(); return; } // Store level info in persistent storage for next game if (typeof storage !== "undefined") { var nextLevel = currentLevel; if (typeof storage.getItem === "function") { var storedLevel = parseInt(storage.getItem("level")); if (!isNaN(storedLevel)) { nextLevel = storedLevel; } } // If player just won level 1, set next level to 2 if (nextLevel === 1) { storage.setItem("level", 2); } } if (typeof timerInterval !== "undefined") { LK.clearInterval(timerInterval); timerInterval = undefined; } LK.showYouWin(); } // Always update shark to track lastX/lastY for movement shark.update(); // Rare fish (nadir balığı) collision and cleanup if (rareFish) { rareFish.update && rareFish.update(); if (typeof rareFish.lastWasIntersecting === "undefined") { rareFish.lastWasIntersecting = false; } var isRareIntersecting = shark.intersects(rareFish); if (!rareFish.lastWasIntersecting && isRareIntersecting) { // Play bomb sound if (typeof LK.getSound === "function") { var bombSound = LK.getSound('bomb'); if (bombSound && typeof bombSound.play === "function") { bombSound.play(); } } // Remove rare fish from game if (typeof rareFish.destroy === "function") { rareFish.destroy(); } rareFish = null; // End the game immediately when rare fish is eaten if (typeof timerInterval !== "undefined") { LK.clearInterval(timerInterval); timerInterval = undefined; } if (typeof rareFishTimer !== "undefined") { LK.clearInterval(rareFishTimer); rareFishTimer = undefined; } LK.showGameOver(); return; } if (rareFish) { rareFish.lastWasIntersecting = isRareIntersecting; } } // Clear timer if game is over (defensive, in case LK.showGameOver is called elsewhere) if (typeof timerInterval !== "undefined" && (secondsLeft === 0 || typeof LK._gameOver !== "undefined" && LK._gameOver)) { LK.clearInterval(timerInterval); timerInterval = undefined; } // Also clear rare fish timer if game is over if (typeof rareFishTimer !== "undefined" && (secondsLeft === 0 || typeof LK._gameOver !== "undefined" && LK._gameOver)) { LK.clearInterval(rareFishTimer); rareFishTimer = undefined; if (rareFish && typeof rareFish.destroy === "function") { rareFish.destroy(); rareFish = null; } } };
===================================================================
--- original.js
+++ change.js
@@ -507,9 +507,9 @@
}
// Reset level 3 parameters
currentLevel = 3;
secondsLeft = 60;
- targetScore = 9999; // Or set to a very high value, or you can define a new value for level 3
+ targetScore = 30; // Level 3 target is now 30
score = 0;
scoreTxt.setText(score + "");
timerTxt.setText(secondsLeft + "");
// Clear and restart timer
@@ -560,8 +560,21 @@
shark.y = 1366;
// Return so win screen is not shown
return;
}
+ // End game if score reaches targetScore before timer runs out (win condition) in level 3
+ if (currentLevel === 3 && score >= targetScore && secondsLeft > 0) {
+ if (typeof timerInterval !== "undefined") {
+ LK.clearInterval(timerInterval);
+ timerInterval = undefined;
+ }
+ if (typeof rareFishTimer !== "undefined") {
+ LK.clearInterval(rareFishTimer);
+ rareFishTimer = undefined;
+ }
+ LK.showYouWin();
+ return;
+ }
// Store level info in persistent storage for next game
if (typeof storage !== "undefined") {
var nextLevel = currentLevel;
if (typeof storage.getItem === "function") {