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начальная сытость пираньи 120
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сытость пираньи 120, а съедая рыбу она восстанавливает 90
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пиранья должна терять сытость точно также как и все рыбы
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'self.satietyText = new Text2(self.satiety.toString(), {' Line Number: 649
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отобрази сытость над головой пираньи
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сделай баланс 500
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я хочу добаввить новую рыбу. Это пиранья. У меня уже готова иконка и модель рыбы. Добавь их. Стоимость пираньи 200. Пиранья ведет себя точно также как и все рыбы кроме того что она не ест корм. Она ест fish.
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пиранья стоит на месте исправь это
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движенье пираньи такоеже как и обычной рыбы. Она почему-то стоит на месте
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Piran.prototype.update.call(piran);' Line Number: 623
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'self.update.call(piran);' Line Number: 623
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Piran.prototype.update.call(piran);' Line Number: 623
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полностью проверь весь код на наличие ошибки 3
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пираньи не появляются их что-то съедает судя по звуку. Исправь это
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стоимость пираньи 200 и отобрази ее под иконкой. Пираньи не питаются обычным кормом они едят маленьких рыб (fish)
Code edit (1 edits merged)
Please save this source code
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почему пока я не нажму iconfish я не вижу iconpiran исправь это
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я не вижу иконки сразу
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Исправь и сделай так что бы было видно иконку сразу
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добавь iconpiran справа от последней иконки. при нажатии Iconpiran создаются рыбы piran.
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piran должны есть fish когда у них сытость 30 или меньше
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что-то съедает piran когда у них сытость 30. Так бфть не должно.
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найди в чем проблем и исправь
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piran должна есть fish а не наоборот
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покажи сытость piran над ее головой
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Aquarium class representing the aquarium
var Aquarium = Container.expand(function () {
var self = Container.call(this);
var aquariumGraphics = self.attachAsset('Aquarium', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 2048 / 2;
self.y = 2732 / 2;
var scale = Math.min(2048 / aquariumGraphics.width, 2732 / aquariumGraphics.height);
self.scaleX = scale;
self.scaleY = scale;
});
// BigCorm class representing a falling bigcorm
var BigCorm = Container.expand(function () {
var self = Container.call(this);
var bigCormGraphics = self.attachAsset('bigcorm', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial falling speed
self.fallingSpeed = 2 / 1.5;
// Update function to move the bigcorm downwards
self.update = function () {
self.y += self.fallingSpeed;
if (self.y > aquarium.y + aquarium.height / 2 - 100) {
self.y = aquarium.y + aquarium.height / 2 - 100;
self.update = null; // Stop updating position
// Start the timer for bigcorm disappearance
LK.setTimeout(function () {
if (bigCorns.includes(self)) {
self.destroy();
bigCorns.splice(bigCorns.indexOf(self), 1);
}
}, 1000);
}
};
});
// Bubble class representing a bubble created by fish
var Bubble = Container.expand(function () {
var self = Container.call(this);
var randomScale = Math.random() * 0.5 + 0.75; // Random scale between 0.75 and 1.25
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7,
// Set transparency to 50%
scaleX: randomScale,
scaleY: randomScale
});
// Initialize bubble position and speed
self.speed = Math.random() * 0.5 + 0.5; // Random speed for each bubble
// Update function to move the bubble upwards
self.update = function () {
self.y -= self.speed * 4;
self.x += Math.sin(LK.ticks / 20) * 0.5; // Oscillate horizontally
if (self.y < 730) {
self.pop();
}
};
// Function to pop the bubble
self.pop = function () {
// Add pop animation or effect here if needed
LK.getSound('Lop').play();
self.destroy();
bubbles.splice(bubbles.indexOf(self), 1);
};
});
// Coin class representing a coin dropped by a fish
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
// Update function to move the coin downwards
self.update = function () {
self.y += 2 / 1.5;
if (self.y > aquarium.y + aquarium.height / 2 - 100) {
self.y = aquarium.y + aquarium.height / 2 - 100;
self.update = null; // Stop updating position
// Start the timer for coin disappearance
LK.setTimeout(function () {
if (coins.includes(self)) {
self.destroy();
coins.splice(coins.indexOf(self), 1);
}
}, 5000);
}
// Add click event to coin
self.down = function (x, y, obj) {
// Play sound when coin is clicked
LK.getSound('MonetaUp').play();
// Create a tween to animate the coin flying to the balance
tween(self, {
x: 2048 / 2,
y: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 1000,
onFinish: function onFinish() {
balance += 10;
balanceText.setText('$' + balance);
self.destroy();
coins.splice(coins.indexOf(self), 1);
}
});
};
};
});
// Coin2 class representing a new type of coin dropped by big fish
var Coin2 = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin2', {
anchorX: 0.5,
anchorY: 0.5
});
// Update function to move the coin downwards
self.update = function () {
self.y += 2 / 1.5;
if (self.y > aquarium.y + aquarium.height / 2 - 100) {
self.y = aquarium.y + aquarium.height / 2 - 100;
self.update = null; // Stop updating position
// Start the timer for coin disappearance
LK.setTimeout(function () {
if (coins.includes(self)) {
self.destroy();
coins.splice(coins.indexOf(self), 1);
}
}, 5000);
}
};
// Add click event to coin
self.down = function (x, y, obj) {
// Play sound when coin is clicked
LK.getSound('MonetaUp').play();
// Create a tween to animate the coin flying to the balance
tween(self, {
x: 2048 / 2,
y: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 1000,
onFinish: function onFinish() {
balance += 30; // Increase balance by 30
balanceText.setText('$' + balance);
self.destroy();
coins.splice(coins.indexOf(self), 1);
}
});
};
});
// Corm class representing a falling corm
var Corm = Container.expand(function () {
var self = Container.call(this);
var cormGraphics = self.attachAsset('corm', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial falling speed
self.fallingSpeed = 2 / 1.5;
// Update function to move the corm downwards
self.update = function () {
self.y += self.fallingSpeed;
if (self.y > aquarium.y + aquarium.height / 2 - 100) {
self.y = aquarium.y + aquarium.height / 2 - 100;
self.update = null; // Stop updating position
// Start the timer for corm disappearance
LK.setTimeout(function () {
if (corms.includes(self)) {
self.destroy();
corms.splice(corms.indexOf(self), 1);
}
}, 1000);
}
};
});
// Fish class representing a fish in the aquarium
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('fish', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 3
});
self.speed = Math.random() * 2 + 1; // Random speed for each fish
self.direction = 1; // Fish always swim to the right when they appear
// Initialize satiety variable
self.satiety = 60;
// Update function to move the fish
self.verticalInterval = Math.random() * 100 + 50; // Random interval for vertical movement
self.update = function () {
if (self.satiety > 30 || self.satiety <= 30 && (self.hasGrown ? bigCorns.length === 0 : corms.length === 0)) {
if (Math.random() < 0.002) {
// Reduce the chance of pausing
self.speed = 0; // Random pause
self.pauseDuration = Math.random() * 100 + 50; // Random pause duration between 50 and 150 ticks
} else if (self.speed === 0 && self.pauseDuration > 0) {
self.pauseDuration--; // Decrease pause duration
} else {
self.speed = Math.random() * 2 + 1; // Randomize speed again after pause
}
// Check if fish is too close to the left or right edge and adjust direction
if (self.x < aquarium.x - aquarium.width / 2 + 100) {
self.direction = 1; // Move right
fishGraphics.scaleX = 1; // Ensure fish is facing right
} else if (self.x > aquarium.x + aquarium.width / 2 - 100) {
self.direction = -1; // Move left
fishGraphics.scaleX = -1; // Ensure fish is facing left
}
self.x += self.speed * self.direction;
self.y += Math.sin(LK.ticks / self.verticalInterval) * self.speed; // Smooth vertical movement based on unique interval
// Randomly change direction and speed
if (Math.random() < 0.0033) {
self.direction *= -1; // Change horizontal direction
self.speed = Math.random() * 2 + 1; // Randomize speed
fishGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the fish based on direction
}
} else {
// Move towards the nearest corm
var nearestCorm = null;
var minDistance = Infinity;
var availableCorns = self.hasGrown ? bigCorns : corms;
availableCorns.forEach(function (corm) {
var distance = Math.sqrt(Math.pow(corm.x - self.x, 2) + Math.pow(corm.y - self.y, 2));
if (distance < minDistance) {
minDistance = distance;
nearestCorm = corm;
}
});
if (nearestCorm) {
var angle = Math.atan2(nearestCorm.y - self.y, nearestCorm.x - self.x);
self.x += Math.cos(angle) * 4;
self.y += Math.sin(angle) * 4;
fishGraphics.scaleX = Math.cos(angle) < 0 ? -1 : 1; // Flip the fish based on direction
// Check if fish intersects with the corm
if (nearestCorm && self.intersects(nearestCorm)) {
var index = availableCorns.indexOf(nearestCorm);
if (index !== -1) {
nearestCorm.destroy(); // Ensure corm is destroyed immediately upon consumption
availableCorns.splice(index, 1);
self.satiety = Math.min(100, self.satiety + 30); // Increase satiety by 30, max 100
self.cormsEaten += 1; // Increment cormsEaten counter
LK.getSound('Emy').play(); // Play sound when fish eats a corm
// Make fish turn around and swim in the opposite direction for 0.5 seconds
self.direction *= -1; // Change direction
fishGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the fish based on direction
self.speed = Math.random() * 2 + 1; // Randomize speed
var originalDirection = self.direction;
LK.setTimeout(function () {
self.direction = originalDirection; // Restore original direction after 0.5 seconds
fishGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the fish based on direction
}, 500);
}
// Reset nearestCorm to ensure fish targets a new corm
nearestCorm = null;
}
}
}
// Ensure fish stays within aquarium bounds
if (self.x < aquarium.x - aquarium.width / 2 || self.x > aquarium.x + aquarium.width / 2) {
self.direction *= -1; // Change direction if fish hits the aquarium edge
fishGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the fish based on direction
}
if (self.y < aquarium.y - aquarium.height / 2 + 550) {
self.y = aquarium.y - aquarium.height / 2 + 550; // Prevent fish from swimming above 600 units from the top boundary
} else if (self.y > aquarium.y + aquarium.height / 2 - 50) {
self.y = aquarium.y + aquarium.height / 2 - 50; // Prevent fish from swimming below the bottom boundary
}
// Update satiety display
if (self.satiety <= 10) {
fishGraphics.tint = 0xFFFF00; // Change color to yellow
if (self.satiety <= 0) {
// Spawn FishD at the fish's position
var fishD = new FishD();
fishD.x = self.x;
fishD.y = self.y;
fishD.scaleX = fishGraphics.scaleX;
fishD.scaleY = fishGraphics.scaleY;
game.addChild(fishD);
fishDs.push(fishD);
LK.getSound('Deadfish').play(); // Play sound when fish dies
self.destroy(); // Remove fish if satiety is 0 or less
fishes.splice(fishes.indexOf(self), 1);
// Check if no fish are left
if (fishes.length === 0) {
LK.setTimeout(function () {
LK.showGameOver(); // Trigger game over after 3 seconds
}, 3000);
}
return; // Exit update function to prevent further processing
}
} else {
fishGraphics.tint = 0xFFFFFF; // Reset to original color
}
// Initialize individual coin drop timer
if (self.lastCoinDropTime === undefined) {
self.lastCoinDropTime = LK.ticks;
}
// Initialize cormsEaten counter for fish growth
if (self.cormsEaten === undefined) {
self.cormsEaten = 0;
}
// Check if fish has eaten 8 corms to grow
if (!self.hasGrown && self.cormsEaten >= 8) {
self.grow();
self.hasGrown = true; // Mark the fish as grown
}
// Drop a coin every 15 seconds for each fish
if (LK.ticks - self.lastCoinDropTime >= 60 * 15) {
self.dropCoin();
self.lastCoinDropTime = LK.ticks;
}
};
// Function to grow the fish
self.grow = function () {
// Change fish texture to bigfish
fishGraphics.texture = LK.getAsset('bigfish', {}).texture;
// Play growth sound
LK.getSound('rost').play();
tween(fishGraphics, {
width: LK.getAsset('bigfish', {}).width,
height: LK.getAsset('bigfish', {}).height
}, {
duration: 2000,
easing: tween.easeInOut
});
// Override dropCoin function to drop coin2
self.dropCoin = function () {
var coin = new Coin2();
coin.x = self.x;
coin.y = self.y;
game.addChild(coin);
coins.push(coin);
LK.getSound('MonetaSpawn').play();
// Create 3 bubbles when a coin is created
for (var i = 0; i < 3; i++) {
var bubble = new Bubble();
bubble.x = self.x + (Math.random() - 0.5) * 50; // Slightly randomize x position
bubble.y = self.y + (Math.random() - 0.5) * 50; // Slightly randomize y position
bubble.scaleX = 0.5; // Set bubble size to half
bubble.scaleY = 0.5; // Set bubble size to half
game.addChild(bubble);
bubbles.push(bubble);
}
LK.getSound('spawnpuzir').play(); // Play sound when bubbles are created
};
};
// Function to drop a coin
self.dropCoin = function () {
var coin = new Coin();
coin.x = self.x;
coin.y = self.y;
game.addChild(coin);
coins.push(coin);
LK.getSound('MonetaSpawn').play();
// Create 3 bubbles when a coin is created
for (var i = 0; i < 3; i++) {
var bubble = new Bubble();
bubble.x = self.x + (Math.random() - 0.5) * 50; // Slightly randomize x position
bubble.y = self.y + (Math.random() - 0.5) * 50; // Slightly randomize y position
bubble.scaleX = 0.5; // Set bubble size to half
bubble.scaleY = 0.5; // Set bubble size to half
game.addChild(bubble);
bubbles.push(bubble);
}
LK.getSound('spawnpuzir').play(); // Play sound when bubbles are created
};
});
// FishD class representing a fish skeleton
var FishD = Container.expand(function () {
var self = Container.call(this);
var fishDGraphics = self.attachAsset('FishD', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFFF00 // Change color to yellow
});
// Initialize position and speed
self.speed = 2 / 1.5;
// Update function to move the fish skeleton downwards
self.update = function () {
self.y += self.speed;
if (self.y >= aquarium.y + aquarium.height / 2 - 50) {
self.y = aquarium.y + aquarium.height / 2 - 50;
self.update = null; // Stop updating position
// Start shrinking after reaching the bottom
tween(self, {
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 3000,
onFinish: function onFinish() {
self.destroy();
fishDs.splice(fishDs.indexOf(self), 1);
}
});
}
};
});
// InterfacePanel class representing the interface panel
var InterfacePanel = Container.expand(function () {
var self = Container.call(this);
self.width = 2048;
self.height = 200;
self.y = 0;
self.x = 0;
self.color = 0x000000;
self.alpha = 1;
// Function to add a fish to the aquarium
self.addFish = function () {
var fish = new Fish();
var angle = Math.random() * Math.PI * 2;
var radius = Math.random() * 600;
fish.x = aquarium.x + radius * Math.cos(angle);
fish.y = aquarium.y + radius * Math.sin(angle);
fishes.push(fish);
game.addChild(fish);
};
// Event listener for adding fish
// Create a fish icon
var fishIcon = self.attachAsset('iconFish', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 500,
alpha: 2
});
// Add cost display under fish icon
var fishCostText = new Text2('$50', {
size: 80,
fill: 0x00FF00
});
fishCostText.anchor.set(0.5, 0);
fishCostText.x = fishIcon.x;
fishCostText.y = fishIcon.y + 100;
self.addChild(fishCostText);
// Create a corm icon
var cormIcon = self.attachAsset('iconcorm', {
anchorX: 0.5,
anchorY: 0.5,
x: 450,
y: 500,
alpha: 2
});
// Add cost display under corm icon
var cormCostText = new Text2('$5', {
size: 80,
fill: 0x00FF00
});
cormCostText.anchor.set(0.5, 0);
cormCostText.x = cormIcon.x;
cormCostText.y = cormIcon.y + 100;
self.addChild(cormCostText);
// Create a bigcorm icon
bigCormIcon = self.attachAsset('iconbigcorm', {
anchorX: 0.5,
anchorY: 0.5,
x: 700,
y: 500,
alpha: 0.3
});
// Create a piranha icon
var piranhaIcon = self.attachAsset('iconpiran', {
anchorX: 0.5,
anchorY: 0.5,
x: 950,
y: 500,
alpha: 2
});
// Add cost display under piranha icon
var piranhaCostText = new Text2('$200', {
size: 80,
fill: 0x00FF00
});
piranhaCostText.anchor.set(0.5, 0);
piranhaCostText.x = piranhaIcon.x;
piranhaCostText.y = piranhaIcon.y + 100;
self.addChild(piranhaCostText);
// Add cost display under bigcorm icon
bigCormCostText = new Text2('$15', {
size: 80,
fill: 0x00FF00
});
bigCormCostText.anchor.set(0.5, 0);
bigCormCostText.visible = bigCormIcon.alpha === 2; // Hide cost if alpha is not 2
bigCormCostText.x = bigCormIcon.x;
bigCormCostText.y = bigCormIcon.y + 100;
self.addChild(bigCormCostText);
// Event listener for bigcorm icon
bigCormIcon.down = function (x, y, obj) {
if (bigCormIcon.alpha !== 2) {
return;
} // Prevent interaction if alpha is not 2
LK.getSound('clickkorm').play();
tween(bigCormIcon, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(bigCormIcon, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
// Create and drop a new bigcorm from the top
if (balance >= 15) {
balance -= 15;
balanceText.setText('$' + balance);
var bigCorm = new BigCorm();
bigCorm.x = Math.random() * (2048 - 500) + 200; // Random x position within 200 units from both edges
bigCorm.y = 750; // Start from a slightly lower position
game.addChild(bigCorm);
bigCorns.push(bigCorm);
}
};
// Event listener for corm icon
cormIcon.down = function (x, y, obj) {
LK.getSound('clickkorm').play();
tween(cormIcon, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(cormIcon, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
// Create and drop a new corm from the top
if (balance >= 5) {
balance -= 5;
balanceText.setText('$' + balance);
var corm = new Corm();
corm.x = Math.random() * (2048 - 500) + 200; // Random x position within 200 units from both edges
corm.y = 750; // Start from a slightly lower position
game.addChild(corm);
corms.push(corm);
}
};
// Event listener for adding fish
fishIcon.down = function (x, y, obj) {
if (balance >= 50) {
balance -= 50;
balanceText.setText('$' + balance);
self.addFish();
LK.getSound('click').play();
}
tween(fishIcon, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(fishIcon, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
};
// Event listener for adding piranha
piranhaIcon.down = function (x, y, obj) {
if (balance >= 200) {
balance -= 200;
balanceText.setText('$' + balance);
var piranha = new Piranha();
var angle = Math.random() * Math.PI * 2;
var radius = Math.random() * 600;
piranha.x = aquarium.x + radius * Math.cos(angle);
piranha.y = aquarium.y + radius * Math.sin(angle);
piranhas.push(piranha);
game.addChild(piranha);
LK.getSound('click').play();
}
tween(piranhaIcon, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(piranhaIcon, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
};
});
// Piranha class representing a piranha in the aquarium
var Piranha = Container.expand(function () {
var self = Container.call(this);
var piranhaGraphics = self.attachAsset('piran', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 3
});
self.satiety = 120; // Initialize satiety variable
// Add satiety display above piranha's head
self.satietyText = new Text2(self.satiety.toString(), {
size: 50,
fill: 0xFFFFFF
});
self.satietyText.anchor.set(0.5, 1);
self.satietyText.x = 0;
self.satietyText.y = -piranhaGraphics.height / 2 - 10;
self.addChild(self.satietyText);
self.speed = Math.random() * 2 + 1; // Random speed for each piranha
self.direction = 1; // Piranha always swim to the right when they appear
self.satiety = 120; // Initialize satiety variable
self.verticalInterval = Math.random() * 100 + 50; // Random interval for vertical movement
// Update function to move the piranha
self.update = function () {
if (self.satiety > 30 || self.satiety <= 30 && fishes.length === 0) {
if (Math.random() < 0.002) {
self.speed = 0; // Random pause
self.pauseDuration = Math.random() * 100 + 50; // Random pause duration between 50 and 150 ticks
} else if (self.speed === 0 && self.pauseDuration > 0) {
self.pauseDuration--; // Decrease pause duration
} else {
self.speed = Math.random() * 2 + 1; // Randomize speed again after pause
}
if (self.x < aquarium.x - aquarium.width / 2 + 100) {
self.direction = 1; // Move right
piranhaGraphics.scaleX = 1; // Ensure piranha is facing right
} else if (self.x > aquarium.x + aquarium.width / 2 - 100) {
self.direction = -1; // Move left
piranhaGraphics.scaleX = -1; // Ensure piranha is facing left
}
self.x += self.speed * self.direction;
self.y += Math.sin(LK.ticks / self.verticalInterval) * self.speed; // Smooth vertical movement based on unique interval
if (Math.random() < 0.0033) {
self.direction *= -1; // Change horizontal direction
self.speed = Math.random() * 2 + 1; // Randomize speed
piranhaGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the piranha based on direction
}
} else {
// Move towards the nearest fish
var nearestFish = null;
var minDistance = Infinity;
fishes.forEach(function (fish) {
var distance = Math.sqrt(Math.pow(fish.x - self.x, 2) + Math.pow(fish.y - self.y, 2));
if (distance < minDistance) {
minDistance = distance;
nearestFish = fish;
}
});
if (nearestFish) {
var angle = Math.atan2(nearestFish.y - self.y, nearestFish.x - self.x);
self.x += Math.cos(angle) * 4;
self.y += Math.sin(angle) * 4;
piranhaGraphics.scaleX = Math.cos(angle) < 0 ? -1 : 1; // Flip the piranha based on direction
if (nearestFish && self.intersects(nearestFish)) {
var index = fishes.indexOf(nearestFish);
if (index !== -1) {
nearestFish.destroy(); // Ensure fish is destroyed immediately upon consumption
fishes.splice(index, 1);
self.satiety = Math.min(120, self.satiety + 90); // Increase satiety by 90, max 120
LK.getSound('Emy').play(); // Play sound when piranha eats a fish
self.direction *= -1; // Change direction
piranhaGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the piranha based on direction
self.speed = Math.random() * 2 + 1; // Randomize speed
var originalDirection = self.direction;
LK.setTimeout(function () {
self.direction = originalDirection; // Restore original direction after 0.5 seconds
piranhaGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the piranha based on direction
}, 500);
}
nearestFish = null;
}
}
}
if (self.x < aquarium.x - aquarium.width / 2 || self.x > aquarium.x + aquarium.width / 2) {
self.direction *= -1; // Change direction if piranha hits the aquarium edge
piranhaGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the piranha based on direction
}
if (self.y < aquarium.y - aquarium.height / 2 + 550) {
self.y = aquarium.y - aquarium.height / 2 + 550; // Prevent piranha from swimming above 600 units from the top boundary
} else if (self.y > aquarium.y + aquarium.height / 2 - 50) {
self.y = aquarium.y + aquarium.height / 2 - 50; // Prevent piranha from swimming below the bottom boundary
}
if (self.satiety <= 10) {
piranhaGraphics.tint = 0xFFFF00; // Change color to yellow
if (self.satiety <= 0) {
var fishD = new FishD();
fishD.x = self.x;
fishD.y = self.y;
fishD.scaleX = piranhaGraphics.scaleX;
fishD.scaleY = piranhaGraphics.scaleY;
game.addChild(fishD);
fishDs.push(fishD);
LK.getSound('Deadfish').play(); // Play sound when piranha dies
self.destroy(); // Remove piranha if satiety is 0 or less
piranhas.splice(piranhas.indexOf(self), 1);
if (piranhas.length === 0) {
LK.setTimeout(function () {
LK.showGameOver(); // Trigger game over after 3 seconds
}, 3000);
}
return; // Exit update function to prevent further processing
}
} else {
piranhaGraphics.tint = 0xFFFFFF; // Reset to original color
self.satietyText.setText(self.satiety.toString()); // Update satiety display
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var bigCormIcon; // Define bigCormIcon in the global scope
var bigCormCostText; // Declare bigCormCostText in the global scope
var balance = 500;
var balanceText = new Text2('$' + balance, {
size: 100,
fill: 0x00FF00
});
balanceText.anchor.set(0.5, 0);
LK.gui.top.addChild(balanceText);
var fishes = [];
var coins = [];
var corms = [];
var bubbles = [];
var fishDs = [];
var bigCorns = [];
var piranhas = [];
var lastFeedTime = 0;
// Decrease satiety of each fish every second
LK.setInterval(function () {
for (var i = 0; i < fishes.length; i++) {
if (fishes[i].satiety <= 10) {
fishes[i].satiety = Math.max(0, fishes[i].satiety - 1); // Decrease by 1 if satiety is 10 or less
} else {
fishes[i].satiety = Math.max(0, fishes[i].satiety - 2); // Decrease by 2 otherwise
}
//fishes[i].updateSatietyDisplay();
}
for (var i = 0; i < piranhas.length; i++) {
if (piranhas[i].satiety <= 10) {
piranhas[i].satiety = Math.max(0, piranhas[i].satiety - 1); // Decrease by 1 if satiety is 10 or less
} else {
piranhas[i].satiety = Math.max(0, piranhas[i].satiety - 2); // Decrease by 2 otherwise
}
}
}, 1000);
// Create the aquarium
var aquarium = new Aquarium();
game.addChild(aquarium);
// Add a fish to the aquarium at the start of the game
var initialFish = new Fish();
initialFish.x = aquarium.x;
initialFish.y = aquarium.y;
fishes.push(initialFish);
game.addChild(initialFish);
// Function to create bubbles
function createBubbles() {
if (bubbles.length < 6) {
var bubbleCount = Math.random() < 0.5 ? 1 : 3; // Randomly decide to create 1 or 3 bubbles
if (bubbleCount === 1) {
var bubble = new Bubble();
bubble.x = Math.random() * (aquarium.width - 50) + aquarium.x - aquarium.width / 2 + 25; // Random x position within the aquarium
bubble.y = aquarium.y + aquarium.height / 2 - 50; // Start from the bottom of the aquarium
game.addChild(bubble);
bubbles.push(bubble);
LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created
} else {
var baseX = Math.random() * (aquarium.width - 50) + aquarium.x - aquarium.width / 2 + 25; // Random x position within the aquarium
var baseY = aquarium.y + aquarium.height / 2 - 50; // Start from the bottom of the aquarium
for (var i = 0; i < bubbleCount; i++) {
LK.setTimeout(function () {
var bubble = new Bubble();
bubble.x = baseX;
bubble.y = baseY;
game.addChild(bubble);
bubbles.push(bubble);
LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created
}, i * 500); // Cascade with 0.5 second interval
}
}
}
// Set a new random interval between 10 to 20 seconds
LK.setTimeout(createBubbles, Math.random() * 10000 + 10000);
}
// Start the first bubble creation
createBubbles();
// Create the interface panel
var interfacePanel = new InterfacePanel();
game.addChild(interfacePanel);
// Game update function
game.update = function () {
// Update all coins
for (var j = 0; j < coins.length; j++) {
if (coins[j] && typeof coins[j].update === 'function') {
coins[j].update();
}
}
;
// Update all bubbles
for (var l = 0; l < bubbles.length; l++) {
bubbles[l].update();
}
// Update all corms
for (var k = 0; k < corms.length; k++) {
if (corms[k] && typeof corms[k].update === 'function') {
corms[k].update();
}
}
// Update all bigCorns
for (var n = 0; n < bigCorns.length; n++) {
if (bigCorns[n] && typeof bigCorns[n].update === 'function') {
bigCorns[n].update();
}
}
// Update all FishD instances
for (var m = 0; m < fishDs.length; m++) {
if (typeof fishDs[m].update === 'function') {
fishDs[m].update();
}
}
// Check if at least one fish has grown
if (fishes.some(function (fish) {
return fish.hasGrown;
})) {
bigCormIcon.alpha = 2;
bigCormCostText.visible = true; // Ensure cost text is visible when alpha is 2
}
}; ===================================================================
--- original.js
+++ change.js
@@ -627,9 +627,9 @@
self.satietyText.y = -piranhaGraphics.height / 2 - 10;
self.addChild(self.satietyText);
self.speed = Math.random() * 2 + 1; // Random speed for each piranha
self.direction = 1; // Piranha always swim to the right when they appear
- self.satiety = 60; // Initialize satiety variable
+ self.satiety = 120; // Initialize satiety variable
self.verticalInterval = Math.random() * 100 + 50; // Random interval for vertical movement
// Update function to move the piranha
self.update = function () {
if (self.satiety > 30 || self.satiety <= 30 && fishes.length === 0) {
прозрачный пузырь воздуха. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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древняя Монетка, постэльные цвета. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Потрепаная рыба
сундук с сокровищами с видом спереди, постэльные цвета. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
предупреждение о нападении акул без надписей, постэльные цвета.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Морской Монстр, вид с боку, накаченные мышцы, постэльные цвета.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Большой прозрачный радужный пузырь. пастельные цвета Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
осьминог повар, минимализм, пастельные цвета \. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
spawnpuzir
Sound effect
Lop
Sound effect
click
Sound effect
clickkorm
Sound effect
Emy
Sound effect
MonetaSpawn
Sound effect
MonetaUp
Sound effect
Deadfish
Sound effect
rost
Sound effect
akulaspawn
Sound effect
ataka
Sound effect
emyakula
Sound effect
sundukup
Sound effect
Music
Music
music2
Music
udarbonus
Sound effect
udarbonus2
Sound effect
udarbonus3
Sound effect
startbonus
Sound effect
osmincorm
Sound effect