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здоровье акулы должно расти точно также как и их количество когда нападает одна акула ее здоровье 6, а когда 2 их здоровье уже 7, когда 3 акулы их здоровье уже 8 и так далее
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здоровье акул вырастает только один раз на 1 и становится 7 потом оно почему-то не растет
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'health')' in or related to this line: 'game.akula.health += 1; // Increase Akula's health by 1 with each wave' Line Number: 1121
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я не вижу что у акул растет здоровье с каждой волной
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сделай баланс 5000. снова верни таймер на 10 секунд и прибавку по 10 секунд как было
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включи отображение здоровья акул над ними
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здоровье акул тоже пусть растет с каждой волной на 1 единицу
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баланс 50 сделай
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покупку пираньи нужно точно также скрыть как и покупку большого корма пока не выростит первая рыба.
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сделай не 3 минуты а 5
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сделай рост рыб после 6 съеденых кормов
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сделай таймер на 3 минуты. и добавляться теперь к нему будет по 60 секунд
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давай добавим динамику в количестве акул которые появляются. сначало это будет одна акула потом 2 потом 3 и так каждый раз на 1 больше
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добавь @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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и опустить на 150\
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еще на 250
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еще на 300
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нужно сместить появление предупреждения атаке акул в право на 500
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вместе с ssd1,ssd2 также появляется и ssd3 и имеет теже свойства.
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при создании ssd1, ssd2 живут 1 секунду, плавно летят в случайном направлении и уменьшаются ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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каждый раз когда акула теряет здоровье она создает объекты ssd1 и ssd2
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во время удара также создается объект ssd1
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давай изменим на короткое время размер акулы во время удара ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Пираньи реагируют слишком рано и убивают акул когда те еще не заплыли полностью в аквариум, из-за этого сундук появляется за экраном и его не возможно подобрать
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первый раз акула появляется одна. потом их с каждой волной становится на 1 больше
/**** * 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 // Create a text display for Akula's health self.healthText = new Text2(self.health.toString(), { size: 50, fill: 0xFF0000 // Red color for health display }); self.healthText.anchor.set(0.5, 1); // Anchor at the bottom center self.addChild(self.healthText); // Add health text as a child of Akula 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; // Update health text position to be above Akula self.healthText.x = 0; // Centered horizontally relative to Akula self.healthText.y = -akulaGraphics.height / 2 - 10; // Positioned above Akula // Update health text value self.healthText.setText(self.health.toString()); if (self.x < -self.width / 2 || self.x > 2048 + self.width / 2 || self.health <= 0) { self.destroy(); game.akula = null; // Spawn Sunduk at Akula's position var sunduk = new Sunduk(); sunduk.x = self.x; sunduk.y = self.y; game.addChild(sunduk); coins.push(sunduk); } // 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 }); 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) { if (Math.random() < 0.25) { // 25% chance to eat a Piranha instead var nearestPiranha = piranhas.find(function (p) { return self.intersects(p); }); if (nearestPiranha) { nearestPiranha.destroy(); piranhas.splice(piranhas.indexOf(nearestPiranha), 1); } else { nearestFish.destroy(); // Ensure fish is destroyed immediately upon consumption fishes.splice(index, 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 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 += 4 / 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('$' + balance); self.destroy(); coins.splice(coins.indexOf(self), 1); } }); }; }; }); // Coin2 class representing a new type of coin dropped by big fish var Coin2 = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin2', { anchorX: 0.5, anchorY: 0.5 }); // Update function to move the coin downwards self.update = function () { self.y += 4 / 1.5; if (self.y > aquarium.y + aquarium.height / 2 - 100) { self.y = aquarium.y + aquarium.height / 2 - 100; self.update = null; // Stop updating position // Start the timer for coin disappearance LK.setTimeout(function () { if (coins.includes(self)) { self.destroy(); coins.splice(coins.indexOf(self), 1); } }, 5000); } }; // Add click event to coin self.down = function (x, y, obj) { // Play sound when coin is clicked LK.getSound('MonetaUp').play(); // Create a tween to animate the coin flying to the balance tween(self, { x: 2048 / 2, y: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, onFinish: function onFinish() { balance += 30; // Increase balance by 30 balanceText.setText('$' + 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.children.some(function (child) { return child instanceof Akula; })) { var nearestAkula = null; var minDistanceToAkula = Infinity; game.children.forEach(function (child) { if (child instanceof Akula) { var distance = Math.sqrt(Math.pow(child.x - self.x, 2) + Math.pow(child.y - self.y, 2)); if (distance < minDistanceToAkula) { minDistanceToAkula = distance; nearestAkula = child; } } }); if (nearestAkula && minDistanceToAkula < 500) { var angleAwayFromAkula = Math.atan2(self.y - nearestAkula.y, self.x - nearestAkula.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 6 corms to grow if (!self.hasGrown && self.cormsEaten >= 6) { 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 var nearestAkula = null; var minDistanceToAkula = Infinity; game.children.forEach(function (child) { if (child instanceof Akula) { var distance = Math.sqrt(Math.pow(child.x - self.x, 2) + Math.pow(child.y - self.y, 2)); if (distance < minDistanceToAkula) { minDistanceToAkula = distance; nearestAkula = child; } } }); if (nearestAkula) { var distanceToAkula = minDistanceToAkula; if (distanceToAkula < 200 && nearestAkula.x > aquarium.x - aquarium.width / 2 && nearestAkula.x < aquarium.x + aquarium.width / 2) { // If Akula is within 200 units and fully inside the aquarium if (self.lastAttackTime === undefined || LK.ticks - self.lastAttackTime >= 120) { // Attack every 2 seconds nearestAkula.health -= 1; // Reduce Akula's health by 1 // Create ssd1 and ssd2 objects when Akula loses health var ssd1 = new Container(); var ssd1Graphics = ssd1.attachAsset('ssd1', { anchorX: 0.5, anchorY: 0.5 }); ssd1.x = nearestAkula.x; ssd1.y = nearestAkula.y; game.addChild(ssd1); var randomDirection1 = Math.random() * Math.PI * 2; tween(ssd1, { x: ssd1.x + Math.cos(randomDirection1) * 100, y: ssd1.y + Math.sin(randomDirection1) * 100, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, onFinish: function onFinish() { ssd1.destroy(); } }); var ssd2 = new Container(); var ssd2Graphics = ssd2.attachAsset('ssd2', { anchorX: 0.5, anchorY: 0.5 }); ssd2.x = nearestAkula.x; ssd2.y = nearestAkula.y; game.addChild(ssd2); var randomDirection2 = Math.random() * Math.PI * 2; tween(ssd2, { x: ssd2.x + Math.cos(randomDirection2) * 100, y: ssd2.y + Math.sin(randomDirection2) * 100, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, onFinish: function onFinish() { ssd2.destroy(); } }); var ssd3 = new Container(); var ssd3Graphics = ssd3.attachAsset('ssd3', { anchorX: 0.5, anchorY: 0.5 }); ssd3.x = nearestAkula.x; ssd3.y = nearestAkula.y; game.addChild(ssd3); var randomDirection3 = Math.random() * Math.PI * 2; tween(ssd3, { x: ssd3.x + Math.cos(randomDirection3) * 100, y: ssd3.y + Math.sin(randomDirection3) * 100, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, onFinish: function onFinish() { ssd3.destroy(); } }); LK.getSound('ataka').play(); // Play attack sound self.lastAttackTime = LK.ticks; // Update last attack time } } else { // Move towards Akula if (nearestAkula) { var angleToAkula = Math.atan2(nearestAkula.y - self.y, nearestAkula.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 } 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 } }; }); // Sunduk class representing a treasure chest dropped by Akula var Sunduk = Container.expand(function () { var self = Container.call(this); var sundukGraphics = self.attachAsset('sunduk', { anchorX: 0.5, anchorY: 0.5 }); // Update function to move the sunduk downwards self.update = function () { self.y += 4 / 1.5; if (self.y > aquarium.y + aquarium.height / 2 - 150) { self.y = aquarium.y + aquarium.height / 2 - 150; self.update = null; // Stop updating position // Start the timer for sunduk disappearance LK.setTimeout(function () { if (coins.includes(self)) { self.destroy(); coins.splice(coins.indexOf(self), 1); } }, 5000); } }; // Add click event to sunduk self.down = function (x, y, obj) { // Play sound when sunduk is clicked LK.getSound('sundukup').play(); // Create a tween to animate the sunduk flying to the balance tween(self, { x: 2048 / 2, y: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, onFinish: function onFinish() { balance += 300; balanceText.setText('$' + balance); self.destroy(); coins.splice(coins.indexOf(self), 1); } }); }; }); /**** * 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 set to 10 seconds var akulaCount = 1; // Initial number of sharks 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 once when warning appears LK.getSound('akulaspawn').play(); // Play 'akulaspawn' sound when warning appears var warning = LK.getAsset('warning', { // Create warning asset anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 750, // Center horizontally y: 2732 / 2 + 150 // Center vertically and shift down by 150 units }); game.addChild(warning); // Add warning to the game // Show the warning for 1 second LK.setTimeout(function () { // Remove warning after 1 second warning.destroy(); }, 500); } } else if (countdown === 0) { countdown += 10; // Extend the countdown by 10 seconds for (var i = 0; i < akulaCount; i++) { var akula = new Akula(); akula.x = 2048 + akula.width / 2; // Position on the right side of the screen akula.y = Math.random() * (2732 - 200) + 100; // Random y position within screen bounds game.addChild(akula); } akulaCount++; // Increase the number of sharks for the next spawn // Increase health of all Akula instances based on the number of Akulas spawned game.children.forEach(function (child) { if (child instanceof Akula) { child.health += akulaCount; child.healthText.setText(child.health.toString()); // Update health display } }); } }, 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
@@ -1078,12 +1078,12 @@
akula.y = Math.random() * (2732 - 200) + 100; // Random y position within screen bounds
game.addChild(akula);
}
akulaCount++; // Increase the number of sharks for the next spawn
- // Increase health of all Akula instances by 1 with each wave
+ // Increase health of all Akula instances based on the number of Akulas spawned
game.children.forEach(function (child) {
if (child instanceof Akula) {
- child.health += 1;
+ child.health += akulaCount;
child.healthText.setText(child.health.toString()); // Update health display
}
});
}
прозрачный пузырь воздуха. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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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