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;
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;
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;
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);
// 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 = 120;
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 = 120;
targetScore = 120;
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;
}
// 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) {
// 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
@@ -272,12 +272,12 @@
rareFish.y = 400 + Math.random() * 1800;
rareFish.speed = (2 + Math.random() * 3) * rareFish.direction;
game.addChild(rareFish);
}
-// Start timer to spawn rare fish every 10 seconds
+// Start timer to spawn rare fish every 30 seconds
rareFishTimer = LK.setInterval(function () {
spawnRareFish();
-}, 10000);
+}, 30000);
// Spawn the first rare fish immediately
spawnRareFish();
// Add the shark character to the game
var shark = new Shark();