User prompt
skor 100 olduktan sonra kırmızı balıklar çoğalsın
User prompt
bir skor sistemi ekle, her bir balık yediğimizde 1 er artsın. Her 10 skorda mavi balıkların hızı artsın
User prompt
oyunda iken mouse imlecini yok et
User prompt
kırmızı renkte balıklar da ekle ve bunları yediğimizde karakterimiz küçülsün
User prompt
karakter aşağı ve yukarıda hareket etsin
User prompt
balık yedikçe büyüsün
User prompt
my character eat fish
User prompt
ı want up and down control
User prompt
my character mouse control with movement
User prompt
my character is shark
User prompt
make ocean and make fish
User prompt
Deniz Ortasında Yüzücü
Initial prompt
sadece bir karakter yap, denizin ortasında yüzsün
/****
* 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 and speed
self.x = Math.random() * 2048;
self.y = 400 + Math.random() * 1800;
self.speed = 2 + Math.random() * 3;
// Track lastX for edge detection
self.lastX = self.x;
// Fish swims to the right, loops back to left when off screen
self.update = function () {
self.lastX = self.x;
self.x += self.speed;
if (self.lastX <= 2048 && self.x > 2048) {
self.x = -100;
self.y = 400 + Math.random() * 1800;
self.speed = 2 + Math.random() * 3;
}
};
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;
});
// RedFish class: represents a red fish that shrinks the shark
var RedFish = Container.expand(function () {
var self = Container.call(this);
// Attach red fish asset
var redFishAsset = self.attachAsset('redfish', {
width: 120,
height: 60,
color: 0xd83318,
shape: 'ellipse',
anchorX: 0.5,
anchorY: 0.5
});
// Randomize initial position and speed
self.x = Math.random() * 2048;
self.y = 400 + Math.random() * 1800;
self.speed = 2 + Math.random() * 3;
// Track lastX for edge detection
self.lastX = self.x;
// Red fish swims to the right, loops back to left when off screen
self.update = function () {
self.lastX = self.x;
self.x += self.speed;
if (self.lastX <= 2048 && self.x > 2048) {
self.x = -100;
self.y = 400 + Math.random() * 1800;
self.speed = 2 + Math.random() * 3;
}
};
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;
// 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);
}
// 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;
}
// Always update shark to track lastX/lastY for movement
shark.update();
}; ===================================================================
--- original.js
+++ change.js
@@ -251,7 +251,17 @@
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;
+ }
// Always update shark to track lastX/lastY for movement
shark.update();
};
\ No newline at end of file