User prompt
По окончании таймера акул спавнится на 1 больше с каждым разом. Сначало 1 потом 2 потом 3 и так далее
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с каждой атакой акул становится на 1 больше
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скорость падения манет и sunduk Нужно увеличить в 2 раза
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сундук должен останавиться выше на 50
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sunduk должен останавливаться на тойже высоте что и все монеты
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при смерти акула создает sunduk. sunduk ведет себя также как и монета только прибавляет 300 к балансу. Звук при подборе sunduk sundukup.
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есть 25% вероятность что акула съест пиранью вместо рыбы
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давай 30%
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есть 20% вероятность что акула съест пиранью вместо рыбы
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есть 20% вероятность что акула выберет в качестве цели пиранью.
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есть 30% вероятность что акула съест пиранью вместо рыбы
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Ну вот опять она не съела пиранью
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она пыталась съесь пиранью но не съела
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если здоровье акулы 2 или меньше она может съесть также и пиранью
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если здоровье акулы 0 или меньше то она удаляется
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пираньи должны лучше гонятся за акулами. Как за едой не отставая
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пираньи должны гоняться за акулами и атаковать их
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пираньи атакуют акул если не хотят есть. Они наносят 1 удар в 2 секунды и отнимают по 1 единице здоровья. При ударе воспроизводится звук ataka
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User prompt
они почти не убегали и сделай им радиус реагирования побольше и большая рыба тоже должна убегать
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рыбы почему-то не убегали. Они должны прижиматься к границам если акула приближается.
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рыба должна убегать от акул а не корма
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если акула гонится за рыбой, то она должна убегать от нее но не заплывать за границы
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рыбы не должны убегая заплывать за пределы дозволенного.
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Akula class representing a shark in the aquarium var Akula = Container.expand(function () { var self = Container.call(this); var akulaGraphics = self.attachAsset('akula', { anchorX: 0.5, anchorY: 0.5 }); self.health = 6; // Initialize health to 6 self.speed = Math.random() * 2 + 1; // Random speed for each shark self.direction = 1; // Shark always swim to the right when they appear // Update function to move the shark self.update = function () { if (self.x < aquarium.x - aquarium.width / 2 + 100) { self.direction = 1; // Move right akulaGraphics.scaleX = 1; // Ensure shark is facing right } else if (self.x > aquarium.x + aquarium.width / 2 - 100) { self.direction = -1; // Move left akulaGraphics.scaleX = -1; // Ensure shark is facing left } self.x += self.speed * self.direction; if (self.x < -self.width / 2 || self.x > 2048 + self.width / 2 || self.health <= 0) { self.destroy(); game.akula = null; } // Find the nearest small fish var nearestFish = null; var minDistance = Infinity; var targetFishes = fishes.filter(function (fish) { return true; // Allow Akula to target both small and big fish }); // Add 20% probability for Akula to target a Piranha if (Math.random() < 0.2 && piranhas.length > 0) { targetFishes = piranhas; } targetFishes.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 && (self.lastEatTime === undefined || LK.ticks - self.lastEatTime >= 240)) { // Move towards the nearest fish var angle = Math.atan2(nearestFish.y - self.y, nearestFish.x - self.x); self.x += Math.cos(angle) * 4; self.y += Math.sin(angle) * 4; akulaGraphics.scaleX = Math.cos(angle) < 0 ? -1 : 1; // Flip the shark based on direction // Check if Akula intersects with the fish if (self.intersects(nearestFish)) { if (self.lastEatTime === undefined || LK.ticks - self.lastEatTime >= 240) { // Check if 4 seconds have passed var index = fishes.indexOf(nearestFish); if (index !== -1) { nearestFish.destroy(); // Ensure fish is destroyed immediately upon consumption fishes.splice(index, 1); LK.getSound('emyakula').play(); // Play 'emyakula' sound when Akula eats a fish self.lastEatTime = LK.ticks; // Update last eat time } } } } // Ensure Akula stays within aquarium bounds if (self.y < aquarium.y - aquarium.height / 2 + 550) { self.y = aquarium.y - aquarium.height / 2 + 550; // Prevent Akula 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 Akula from swimming below the bottom boundary } // Randomly change direction and speed if (Math.random() < 0.0033) { self.direction *= -1; // Change horizontal direction self.speed = Math.random() * 2 + 1; // Randomize speed akulaGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the shark based on direction } }; }); // 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)) { // Check if Akula is nearby and make fish flee towards the boundaries if (game.akula) { var distanceToAkula = Math.sqrt(Math.pow(game.akula.x - self.x, 2) + Math.pow(game.akula.y - self.y, 2)); if (distanceToAkula < 500) { // If Akula is within 500 units // If Akula is within 300 units var angleAwayFromAkula = Math.atan2(self.y - game.akula.y, self.x - game.akula.x); self.x += Math.cos(angleAwayFromAkula) * 4; self.y += Math.sin(angleAwayFromAkula) * 4; fishGraphics.scaleX = Math.cos(angleAwayFromAkula) < 0 ? -1 : 1; // Flip the fish based on direction } } 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 1 corm to grow if (!self.hasGrown && self.cormsEaten >= 1) { 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 }); } }); }; }); // Pirand class representing a piranha skeleton var Pirand = Container.expand(function () { var self = Container.call(this); var pirandGraphics = self.attachAsset('pirand', { 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 piranha 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); } }); } }; }); // 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.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 () { var targetFishes = fishes.filter(function (fish) { return !fish.hasGrown; }); if (self.satiety > 30 || self.satiety <= 30 && targetFishes.length === 0) { // Check if Akula is nearby and attack if not hungry if (game.akula) { var distanceToAkula = Math.sqrt(Math.pow(game.akula.x - self.x, 2) + Math.pow(game.akula.y - self.y, 2)); if (distanceToAkula < 200) { // If Akula is within 200 units if (self.lastAttackTime === undefined || LK.ticks - self.lastAttackTime >= 120) { // Attack every 2 seconds game.akula.health -= 1; // Reduce Akula's health by 1 LK.getSound('ataka').play(); // Play attack sound self.lastAttackTime = LK.ticks; // Update last attack time } } else { // Move towards Akula var angleToAkula = Math.atan2(game.akula.y - self.y, game.akula.x - self.x); self.x += Math.cos(angleToAkula) * 4; // Move towards Akula faster self.y += Math.sin(angleToAkula) * 4; piranhaGraphics.scaleX = Math.cos(angleToAkula) < 0 ? -1 : 1; // Flip the piranha based on direction if (Math.random() < 0.001) {} } self.speed = 0; // Random pause self.pauseDuration = Math.random() * 50 + 25; // Reduced random pause duration between 25 and 75 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 small fish only var nearestFish = null; var minDistance = Infinity; var targetFishes = fishes.filter(function (fish) { return !fish.hasGrown; }); targetFishes.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)) { if (self.lastEatTime === undefined || LK.ticks - self.lastEatTime >= 240) { // Check if 4 seconds have passed 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.lastEatTime = LK.ticks; // Update last eat time 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 pirand = new Pirand(); pirand.x = self.x; pirand.y = self.y; pirand.scaleX = piranhaGraphics.scaleX; pirand.scaleY = piranhaGraphics.scaleY; game.addChild(pirand); fishDs.push(pirand); 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); // Removed game over condition related to piranhas return; // Exit update function to prevent further processing } } else { piranhaGraphics.tint = 0xFFFFFF; // Reset to original color } }; }); /**** * 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 = 5000; var balanceText = new Text2('$' + balance, { size: 100, fill: 0x00FF00 }); balanceText.anchor.set(0.5, 0); LK.gui.top.addChild(balanceText); // Add countdown timer below the balance display var countdown = 10; // Initial countdown value var countdownText = new Text2(countdown.toString(), { size: 80, fill: 0xFFFF00 // Yellow color }); countdownText.anchor.set(0.5, 0); countdownText.y = balanceText.y + 100; // Position below the balance text LK.gui.top.addChild(countdownText); // Update countdown every second LK.setInterval(function () { if (countdown > 0) { countdown--; countdownText.setText(countdown.toString()); if (countdown === 5) { // Play 'akulaspawn' sound every second for 4 times for (var i = 0; i < 4; i++) { LK.setTimeout(function () { LK.getSound('akulaspawn').play(); }, i * 1000); } // Check if 5 seconds are left var warning = LK.getAsset('warning', { // Create warning asset anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, // Center horizontally y: 2732 / 2 // Center vertically }); game.addChild(warning); // Add warning to the game // Make the warning flash for 4 seconds var flashInterval = LK.setInterval(function () { warning.visible = !warning.visible; // Toggle visibility }, 500); // Flash every 500ms LK.setTimeout(function () { // Remove warning after 4 seconds warning.destroy(); LK.clearInterval(flashInterval); // Clear the flashing interval }, 5000); } } else if (countdown === 0) { countdown += 10; // Extend the countdown by 10 seconds game.akula = new Akula(); game.akula.x = 2048 + game.akula.width / 2; // Position on the right side of the screen game.akula.y = Math.random() * (2732 - 200) + 100; // Random y position within screen bounds game.addChild(game.akula); } }, 1000); 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 () { // Check if no peaceful fish are left if (fishes.length === 0) { LK.showGameOver(); // Trigger game over immediately } 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
@@ -35,8 +35,12 @@
var minDistance = Infinity;
var targetFishes = fishes.filter(function (fish) {
return true; // Allow Akula to target both small and big fish
});
+ // Add 20% probability for Akula to target a Piranha
+ if (Math.random() < 0.2 && piranhas.length > 0) {
+ targetFishes = piranhas;
+ }
targetFishes.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;
@@ -54,19 +58,11 @@
if (self.lastEatTime === undefined || LK.ticks - self.lastEatTime >= 240) {
// Check if 4 seconds have passed
var index = fishes.indexOf(nearestFish);
if (index !== -1) {
- if (Math.random() < 0.3 && piranhas.length > 0) {
- // 30% chance to eat a Piranha if available
- var piranhaIndex = Math.floor(Math.random() * piranhas.length);
- var piranhaToEat = piranhas[piranhaIndex];
- piranhaToEat.destroy();
- piranhas.splice(piranhaIndex, 1);
- } else {
- nearestFish.destroy(); // Ensure fish is destroyed immediately upon consumption
- fishes.splice(index, 1);
- }
- LK.getSound('emyakula').play(); // Play 'emyakula' sound when Akula eats
+ nearestFish.destroy(); // Ensure fish is destroyed immediately upon consumption
+ fishes.splice(index, 1);
+ LK.getSound('emyakula').play(); // Play 'emyakula' sound when Akula eats a fish
self.lastEatTime = LK.ticks; // Update last eat time
}
}
}
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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