User prompt
Make the monster grow slower with each hit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The monster dies in 50 hits.
User prompt
Each hit of the monster is 100 points
User prompt
When the monster dies, all monsters die.
User prompt
The game is won when the monster dies
User prompt
don't be a level
User prompt
proceed in level order
User prompt
enemy 50 points for each hit
User prompt
The monster does not kill the player when it explodes
User prompt
Let each hit be 100 points, and a new life be given at 2500 points.
User prompt
Score and level should be on the right and top
User prompt
no time in the game
User prompt
Don't write the number lives and 3, just have a picture of a player with 3 lives
User prompt
The right to a proper life should be in the lower left corner with the picture
User prompt
Go through the levels one by one, 1 2 3 4 5 6 7 8 9 10 in that order.
User prompt
The game starts from level 1 and continues sequentially, the monster is renewed at each level, and the final level is level 10.
User prompt
Let the game be level 1 to 10 respectively
User prompt
May the monster die harder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The game is won when the monster dies
User prompt
level canceled
User prompt
Level order is 1 2 3 4 5 6 7 8 9 10
User prompt
When the monster dies, Pacman's health is restored and the game continues.
User prompt
Start from level 1 and get 10 levels in total
User prompt
When the monster dies, a new level starts.
User prompt
Pacman has 3 lives, the game ends when she runs out of lives(dişil)
/****
* 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);
// Award bonus score for defeating monster
playerScore += 100;
scoreText.setText('Score: ' + playerScore);
// Create dramatic death sequence with multiple effects
// First: Rapid growth and red tint
tween(monsterGraphics, {
scaleX: monsterGraphics.scaleX * 1.8,
scaleY: monsterGraphics.scaleY * 1.8,
tint: 0xff0000
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Second: Violent shaking effect
var originalX = self.x;
var originalY = self.y;
var shakeCount = 0;
var maxShakes = 10;
function shake() {
if (shakeCount < maxShakes) {
tween(self, {
x: originalX + (Math.random() - 0.5) * 60,
y: originalY + (Math.random() - 0.5) * 60
}, {
duration: 50,
onFinish: function onFinish() {
shakeCount++;
shake();
}
});
} else {
// Third: Spin and shrink rapidly
tween(self, {
rotation: self.rotation + Math.PI * 4,
x: originalX,
y: originalY
}, {
duration: 800,
easing: tween.easeIn
});
tween(monsterGraphics, {
scaleX: 0,
scaleY: 0,
alpha: 0,
tint: 0xffffff
}, {
duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
// Flash screen multiple times
LK.effects.flashScreen(0xffffff, 200);
LK.setTimeout(function () {
LK.effects.flashScreen(0xff0000, 200);
}, 250);
LK.setTimeout(function () {
LK.effects.flashScreen(0xffffff, 500);
}, 500);
// Progress to next level or win game
LK.setTimeout(function () {
currentLevel++;
if (currentLevel > maxLevel) {
// Game completed after level 10 - show win
LK.showYouWin();
} else {
// Start next level (levels 1-10)
startNewLevel();
}
}, 1000);
}
});
}
}
shake();
}
});
};
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 = 200;
pacman.y = 200;
// 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;
// Level tracking - start at level 1 and go sequentially to level 10
var currentLevel = 1;
var maxLevel = 10;
// Player lives
var playerLives = 3;
// Player score
var playerScore = 0;
// Game timer removed
// Store spawn position - start from top-left corner
var spawnX = 200;
var spawnY = 200;
// 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--;
// Update lives display by hiding icons
if (livesIcons[playerLives]) {
livesIcons[playerLives].visible = false;
}
// Flash effect on hit
LK.effects.flashScreen(0xff0000, 300);
// End game when lives reach 0
if (playerLives <= 0) {
LK.showGameOver();
return;
}
// 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--;
// Update lives display by hiding icons
if (livesIcons[playerLives]) {
livesIcons[playerLives].visible = false;
}
// Flash effect on hit
LK.effects.flashScreen(0xff0000, 300);
// End game when lives reach 0
if (playerLives <= 0) {
LK.showGameOver();
return;
}
// 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;
}
}
// Timer system removed
// 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 in bottom left corner with player image icons only
var livesIcons = [];
for (var i = 0; i < playerLives; i++) {
var livesIcon = LK.getAsset('pacman', {
anchorX: 0,
anchorY: 1,
scaleX: 0.3,
scaleY: 0.3,
x: 50 + i * 80,
y: -50
});
livesIcons.push(livesIcon);
LK.gui.bottomLeft.addChild(livesIcon);
}
// 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);
// Timer display removed
// Create level display
var levelText = new Text2('Level: ' + currentLevel, {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
levelText.x = 150;
levelText.y = 450;
LK.gui.topLeft.addChild(levelText);
// Start new level function
function startNewLevel() {
// Reset lives icons visibility
for (var i = 0; i < livesIcons.length; i++) {
livesIcons[i].visible = i < playerLives;
}
// 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 monster to original size and position
centralMonster.destroy();
centralMonster = game.addChild(new CentralMonster());
centralMonster.x = 1024;
centralMonster.y = 1366;
// Scale difficulty based on current level
var difficultyMultiplier = 1 + (currentLevel - 1) * 0.2;
centralMonster.spawnInterval = Math.max(30, 120 - (currentLevel - 1) * 10); // Faster enemy spawning
hitsToWin = Math.min(20, 10 + (currentLevel - 1) * 2); // More hits needed to kill monster
// Reset player position to spawn
pacman.x = spawnX;
pacman.y = spawnY;
// Timer reset removed
centralMonster.startMovement();
// Update level display
levelText.setText('Level: ' + currentLevel);
// Flash screen to indicate new level
LK.effects.flashScreen(0x00ff00, 500);
}
// Start monster movement
centralMonster.startMovement();
// Play the uploaded diver music
LK.playMusic('diver'); ===================================================================
--- original.js
+++ change.js
@@ -497,10 +497,9 @@
// Player lives
var playerLives = 3;
// Player score
var playerScore = 0;
-// Game timer - 99 seconds at 60fps
-var gameTimer = 99 * 60;
+// Game timer removed
// Store spawn position - start from top-left corner
var spawnX = 200;
var spawnY = 200;
// Touch controls for Pacman movement and shooting
@@ -597,19 +596,9 @@
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);
- }
+ // Timer system removed
// Spawn bubbles
bubbleSpawnTimer++;
if (bubbleSpawnTimer >= 15) {
// Spawn every 15 frames (4 times per second)
@@ -661,17 +650,9 @@
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);
+// Timer display removed
// Create level display
var levelText = new Text2('Level: ' + currentLevel, {
size: 80,
fill: 0xFFFFFF
@@ -709,11 +690,9 @@
hitsToWin = Math.min(20, 10 + (currentLevel - 1) * 2); // More hits needed to kill monster
// Reset player position to spawn
pacman.x = spawnX;
pacman.y = spawnY;
- // Reset game timer for new level
- gameTimer = 99 * 60;
- timerText.setText('Time: 99');
+ // Timer reset removed
centralMonster.startMovement();
// Update level display
levelText.setText('Level: ' + currentLevel);
// Flash screen to indicate new level