User prompt
Let the game be level 10 and start from level 1
User prompt
Let the game last from eposide 1 to 10 and pass the chapters one by one.
User prompt
Pacman starts from one corner of the game
User prompt
Let's start from episode 1, final 10 episodes
User prompt
Don't let the game end when your Pacman monster dies.
User prompt
When Monter dies, the game doesn't end, it moves on to a new episode.
User prompt
swim bubbles in the game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Monster dies in 10 hits
User prompt
Let the game be level 10
User prompt
Let the game be 10 perch
User prompt
Octopus monster explodes in 10 hits
User prompt
Make a sound when I hit the monster
User prompt
Let it be a sound effect that I uploaded in bubbles
User prompt
The music in the game should be the music I uploaded
User prompt
score 100
User prompt
If I can't pass the level in 99 seconds, game over.
User prompt
Let the enemy emerge from the beast's arms and some follow me ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The enemy should not turn in place, but only move left and right.
User prompt
Pacman turns according to the direction of fire ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
don't let the enemy return
User prompt
I want 10 points for every fish I kill, let the fish swim towards me and let the bubbles I shoot not come back. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the fish direct the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Don't let the fish stand upside down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fish change direction by swimming left and right ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the fish turn and change direction and follow me ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
// Random bubble size
var size = 0.3 + Math.random() * 0.7;
bubbleGraphics.scaleX = size;
bubbleGraphics.scaleY = size;
// Random bubble speed
self.speed = 1 + Math.random() * 2;
// Side drift
self.drift = (Math.random() - 0.5) * 0.5;
self.update = function () {
// Move upward
self.y -= self.speed;
// Add slight horizontal drift
self.x += self.drift;
// Remove if off screen
if (self.y < -50) {
var bubbleIndex = bubbles.indexOf(self);
if (bubbleIndex !== -1) {
bubbles.splice(bubbleIndex, 1);
}
self.destroy();
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.targetX = 0;
self.targetY = 0;
self.lastIntersecting = false;
self.returningToSpawn = false;
self.update = function () {
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// When reached target, destroy bullet instead of returning
var bulletIndex = bullets.indexOf(self);
if (bulletIndex !== -1) {
bullets.splice(bulletIndex, 1);
}
self.destroy();
}
// Check intersection with central monster
var currentIntersecting = self.intersects(centralMonster);
if (!self.lastIntersecting && currentIntersecting) {
// Hit the monster
monsterHits++;
centralMonster.grow();
// Play monster hit sound
LK.getSound('monsterhit').play();
// Check if monster should explode after 10 hits
if (monsterHits >= hitsToWin) {
centralMonster.explode();
}
// Remove from bullets array
var bulletIndex = bullets.indexOf(self);
if (bulletIndex !== -1) {
bullets.splice(bulletIndex, 1);
}
self.destroy();
}
self.lastIntersecting = currentIntersecting;
// Check intersection with enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
// Hit an enemy - destroy both bullet and enemy
// Award 10 points for killing fish
playerScore += 10;
scoreText.setText('Score: ' + playerScore);
// Play monster hit sound
LK.getSound('monsterhit').play();
enemy.destroy();
enemies.splice(i, 1);
// Remove bullet from bullets array
var bulletIndex = bullets.indexOf(self);
if (bulletIndex !== -1) {
bullets.splice(bulletIndex, 1);
}
self.destroy();
break; // Exit loop since bullet is destroyed
}
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
// Remove from bullets array
var bulletIndex = bullets.indexOf(self);
if (bulletIndex !== -1) {
bullets.splice(bulletIndex, 1);
}
self.destroy();
}
};
return self;
});
var CentralMonster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('centralMonster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.spawnTimer = 0;
self.spawnInterval = 120; // Spawn every 2 seconds at 60fps
self.armPositions = [{
x: -250,
y: -200
},
// Top left arm
{
x: 250,
y: -200
},
// Top right arm
{
x: -300,
y: 0
},
// Left arm
{
x: 300,
y: 0
},
// Right arm
{
x: -250,
y: 200
},
// Bottom left arm
{
x: 250,
y: 200
} // Bottom right arm
];
self.startMovement = function () {
// Create continuous floating movement
self.animateMovement();
};
self.animateMovement = function () {
// Escape from Pacman - move away from him
var dx = self.x - pacman.x;
var dy = self.y - pacman.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If too close to Pacman, move away
if (distance < 400) {
// Normalize direction and move away
dx = dx / distance;
dy = dy / distance;
} else {
// Random movement when far enough
dx = (Math.random() - 0.5) * 2;
dy = (Math.random() - 0.5) * 2;
}
// Calculate new position (escape direction)
var newX = self.x + dx * (200 + Math.random() * 200);
var newY = self.y + dy * (200 + Math.random() * 200);
// Keep within screen bounds
newX = Math.max(200, Math.min(1848, newX));
newY = Math.max(200, Math.min(2532, newY));
tween(self, {
x: newX,
y: newY
}, {
duration: 1500 + Math.random() * 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateMovement(); // Continue movement
}
});
// Add rotation animation
tween(self, {
rotation: self.rotation + (Math.random() - 0.5) * 0.5
}, {
duration: 1500 + Math.random() * 1000,
easing: tween.easeInOut
});
};
self.update = function () {
self.spawnTimer++;
// Spawn enemies from arms
if (self.spawnTimer >= self.spawnInterval) {
self.spawnTimer = 0;
self.spawnEnemy();
}
};
self.spawnEnemy = function () {
// Pick random arm position
var armIndex = Math.floor(Math.random() * self.armPositions.length);
var armPos = self.armPositions[armIndex];
// Create enemy at arm position (relative to monster)
var enemy = new Enemy();
enemy.x = self.x + armPos.x;
enemy.y = self.y + armPos.y;
// Store spawn position for reference
enemy.spawnX = enemy.x;
enemy.spawnY = enemy.y;
// Randomly decide if this enemy should follow player or not
enemy.shouldFollowPlayer = Math.random() < 0.5; // 50% chance
// Enemy will follow Pacman automatically in its update method
enemies.push(enemy);
game.addChild(enemy);
// Add spawn effect
enemy.alpha = 0;
tween(enemy, {
alpha: 1,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 500,
easing: tween.easeOut
});
};
self.grow = function () {
// Increase monster size
var newScale = monsterGraphics.scaleX + 0.1;
tween(monsterGraphics, {
scaleX: newScale,
scaleY: newScale
}, {
duration: 300,
easing: tween.easeOut
});
// Flash effect when hit
tween(monsterGraphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(monsterGraphics, {
tint: 0xffffff
}, {
duration: 100
});
}
});
};
self.explode = function () {
// Stop all movement
tween.stop(self);
// Explosion animation
tween(monsterGraphics, {
scaleX: 3,
scaleY: 3,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Start new episode instead of ending game
startNewEpisode();
}
});
// Flash screen
LK.effects.flashScreen(0xffffff, 500);
};
return self;
});
// Create central monster
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
self.speed = 2;
self.targetX = 0;
self.targetY = 0;
self.lastX = 0;
self.lastY = 0;
self.directionChangeTimer = 0;
self.directionChangeInterval = 60 + Math.random() * 60; // Random direction changes
self.isChangingDirection = false;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Check if this enemy should follow the player
if (self.shouldFollowPlayer) {
// Follow player behavior - move towards Pacman
var dx = pacman.x - self.x;
var dy = pacman.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Move towards Pacman
var direction = Math.min(1, self.speed / distance);
self.x += dx * direction;
self.y += dy * direction;
}
} else {
// Random movement behavior
// Direction change timer
self.directionChangeTimer++;
if (self.directionChangeTimer >= self.directionChangeInterval && !self.isChangingDirection) {
self.directionChangeTimer = 0;
self.directionChangeInterval = 60 + Math.random() * 60;
self.isChangingDirection = true;
// Simple left/right movement only
var swimmingDirection = Math.random() > 0.5 ? 1 : -1; // Left or right
var swimDistance = 200 + Math.random() * 300; // Random swim distance
var tempTargetX = self.x + swimmingDirection * swimDistance;
// Keep within bounds
tempTargetX = Math.max(100, Math.min(1948, tempTargetX));
// Smooth horizontal movement only
tween(self, {
x: tempTargetX
}, {
duration: 1000 + Math.random() * 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isChangingDirection = false;
}
});
}
// Move towards Pacman horizontally only when not changing direction
if (!self.isChangingDirection) {
var dx = pacman.x - self.x;
var distance = Math.abs(dx);
if (distance > 0) {
// Move horizontally towards Pacman
var direction = dx > 0 ? 1 : -1;
self.x += direction * self.speed;
}
}
}
// Keep enemies within screen bounds instead of destroying them
if (self.x < 100) self.x = 100;
if (self.x > 1948) self.x = 1948;
if (self.y < 100) self.y = 100;
if (self.y > 2632) self.y = 2632;
};
return self;
});
var Pacman = Container.expand(function () {
var self = Container.call(this);
var pacmanGraphics = self.attachAsset('pacman', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.targetX = 0;
self.targetY = 0;
self.returningToSpawn = false;
self.update = function () {
// Move towards target position
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 10) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// When reached target, start returning to spawn after a delay
if (!self.returningToSpawn) {
self.returningToSpawn = true;
LK.setTimeout(function () {
tween(self, {
x: spawnX,
y: spawnY
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.returningToSpawn = false;
}
});
}, 1000);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0066cc
});
/****
* Game Code
****/
// Add sea background
var seaBackground = game.addChild(LK.getAsset('seaBackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
// Create Pacman character
var pacman = game.addChild(new Pacman());
pacman.x = 1024;
pacman.y = 2000;
// Create central monster
var centralMonster = game.addChild(new CentralMonster());
centralMonster.x = 1024;
centralMonster.y = 1366;
// Array to track enemies
var enemies = [];
// Array to track bullets
var bullets = [];
// Array to track bubbles
var bubbles = [];
// Bubble spawn timer
var bubbleSpawnTimer = 0;
// Track monster hits
var monsterHits = 0;
var hitsToWin = 10;
// Track current episode
var currentEpisode = 1;
// Player lives
var playerLives = 3;
// Player score
var playerScore = 0;
// Game timer - 99 seconds at 60fps
var gameTimer = 99 * 60;
// Store spawn position
var spawnX = 1024;
var spawnY = 2000;
// Touch controls for Pacman movement and shooting
game.down = function (x, y, obj) {
pacman.targetX = x;
pacman.targetY = y;
// Calculate angle from Pacman to target and rotate Pacman
var dx = x - pacman.x;
var dy = y - pacman.y;
var angle = Math.atan2(dy, dx);
// Rotate Pacman to face the firing direction
tween(pacman, {
rotation: angle
}, {
duration: 200,
easing: tween.easeOut
});
// Create bullet towards touch position
var bullet = new Bullet();
bullet.x = pacman.x;
bullet.y = pacman.y;
bullet.targetX = x;
bullet.targetY = y;
bullets.push(bullet);
game.addChild(bullet);
// Play bubble sound effect
LK.getSound('bubble').play();
};
game.move = function (x, y, obj) {
pacman.targetX = x;
pacman.targetY = y;
};
// Game update loop
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.parent) {
// Bullet is still active
} else {
// Bullet was destroyed, remove from array
bullets.splice(i, 1);
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (enemy.parent) {
// Check collision with player
if (enemy.intersects(pacman)) {
// Player hit by enemy
playerLives--;
livesText.setText('Lives: ' + playerLives);
// Flash effect on hit
LK.effects.flashScreen(0xff0000, 300);
// Reset lives instead of game over when reaching 0
if (playerLives <= 0) {
playerLives = 3; // Reset to 3 lives
livesText.setText('Lives: ' + playerLives);
// Flash screen to indicate life reset
LK.effects.flashScreen(0xffff00, 500);
}
// Remove enemy that hit player
enemy.destroy();
enemies.splice(j, 1);
continue;
}
} else {
// Enemy was destroyed, remove from array
enemies.splice(j, 1);
}
}
// Check collision with central monster
if (centralMonster.intersects(pacman)) {
// Player hit by central monster
playerLives--;
livesText.setText('Lives: ' + playerLives);
// Flash effect on hit
LK.effects.flashScreen(0xff0000, 300);
// Reset lives instead of game over when reaching 0
if (playerLives <= 0) {
playerLives = 3; // Reset to 3 lives
livesText.setText('Lives: ' + playerLives);
// Flash screen to indicate life reset
LK.effects.flashScreen(0xffff00, 500);
}
// Push player away from monster
var dx = pacman.x - centralMonster.x;
var dy = pacman.y - centralMonster.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
pacman.x += dx / distance * 100;
pacman.y += dy / distance * 100;
}
}
// Update game timer
gameTimer--;
var secondsLeft = Math.ceil(gameTimer / 60);
timerText.setText('Time: ' + secondsLeft);
// Reset timer instead of game over when time is up
if (gameTimer <= 0) {
gameTimer = 99 * 60; // Reset to 99 seconds
timerText.setText('Time: 99');
// Flash screen to indicate timer reset
LK.effects.flashScreen(0xff8800, 500);
}
// Spawn bubbles
bubbleSpawnTimer++;
if (bubbleSpawnTimer >= 15) {
// Spawn every 15 frames (4 times per second)
bubbleSpawnTimer = 0;
// Create new bubble at random position at bottom
var bubble = new Bubble();
bubble.x = Math.random() * 2048;
bubble.y = 2732 + 50; // Start below screen
bubbles.push(bubble);
game.addChild(bubble);
// Add floating animation with tween
tween(bubble, {
alpha: 0.7,
scaleX: bubble.scaleX * 1.2,
scaleY: bubble.scaleY * 1.2
}, {
duration: 2000 + Math.random() * 3000,
easing: tween.easeInOut
});
}
// Update bubbles
for (var k = bubbles.length - 1; k >= 0; k--) {
var bubble = bubbles[k];
if (!bubble.parent) {
// Bubble was destroyed, remove from array
bubbles.splice(k, 1);
}
}
};
// Create lives display
var livesText = new Text2('Lives: ' + playerLives, {
size: 80,
fill: 0xFFFFFF
});
livesText.anchor.set(0, 0);
livesText.x = 150;
livesText.y = 150;
LK.gui.topLeft.addChild(livesText);
// Create score display
var scoreText = new Text2('Score: ' + playerScore, {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 150;
scoreText.y = 250;
LK.gui.topLeft.addChild(scoreText);
// Create timer display
var timerText = new Text2('Time: 99', {
size: 80,
fill: 0xFFFFFF
});
timerText.anchor.set(0, 0);
timerText.x = 150;
timerText.y = 350;
LK.gui.topLeft.addChild(timerText);
// Create episode display
var episodeText = new Text2('Episode: ' + currentEpisode, {
size: 80,
fill: 0xFFFFFF
});
episodeText.anchor.set(0, 0);
episodeText.x = 150;
episodeText.y = 450;
LK.gui.topLeft.addChild(episodeText);
// Function to start new episode
function startNewEpisode() {
// Increment episode
currentEpisode++;
episodeText.setText('Episode: ' + currentEpisode);
// Check if player has completed all 10 episodes
if (currentEpisode > 10) {
// Player has won the game after completing episode 10
LK.showYouWin();
return;
}
// Reset monster hits
monsterHits = 0;
// Clear all enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].destroy();
enemies.splice(i, 1);
}
// Clear all bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].destroy();
bullets.splice(j, 1);
}
// Reset central monster
centralMonster.destroy();
centralMonster = game.addChild(new CentralMonster());
centralMonster.x = 1024;
centralMonster.y = 1366;
centralMonster.startMovement();
// Reset pacman position
pacman.x = spawnX;
pacman.y = spawnY;
pacman.targetX = spawnX;
pacman.targetY = spawnY;
pacman.returningToSpawn = false;
// Add bonus score for completing episode
playerScore += 100;
scoreText.setText('Score: ' + playerScore);
// Reset timer for new episode
gameTimer = 99 * 60;
// Flash screen green for new episode
LK.effects.flashScreen(0x00ff00, 500);
}
// Start monster movement
centralMonster.startMovement();
// Play the uploaded diver music
LK.playMusic('diver');
;
; ===================================================================
--- original.js
+++ change.js
@@ -616,8 +616,14 @@
function startNewEpisode() {
// Increment episode
currentEpisode++;
episodeText.setText('Episode: ' + currentEpisode);
+ // Check if player has completed all 10 episodes
+ if (currentEpisode > 10) {
+ // Player has won the game after completing episode 10
+ LK.showYouWin();
+ return;
+ }
// Reset monster hits
monsterHits = 0;
// Clear all enemies
for (var i = enemies.length - 1; i >= 0; i--) {