User prompt
O zaman her 5 puanda bir rouglike seçme ekranı olsun şimdilik bunlar olsun devamını ekleyeceğim
User prompt
Hayır mesela orada tıklamamız gerekecek yani play butonuna arkası simsiyah olabilir
User prompt
Hayır tıklayıp oyuna başlayabileceğimiz bir ana menü
User prompt
Oyuna bir başlangıç ekranı koylalım hani başla tuşudur falan
User prompt
Yılan sağ sola hareket ettirilmiyor
User prompt
Neyse ekrana tıklama olsun baya buglu çalışıyor
User prompt
Bence şöyle olsun kırmızı buton oyunda her zaman ekranın sol köşesinin altında olsun ve tıkladığında yılanın baktığı yöne ateş etsin yani yılan donmasın
User prompt
Kutulu odalarda oyun crash veriyo
User prompt
O zaman şöyle yapalım bi kırmızı tuş ekle ve bu tuşa basıldığında ateş edilsin
User prompt
Şimdi de kutulu elma gelince oyun durdu
User prompt
Kutulu odalar gelince hareket edilmiyor
User prompt
Ama şu an ekrana tıklıyorum ve ateş etmiyor
User prompt
Oyunda iki tuş ekleyelim biri bizim silah ateşleme tuşu olurken digeri kılıç tuşu olsun kılıç da şu işe yarıyor oyunda düşmanlar olacak ve silahla ölmeyecek bizde onları kılıçla devirecez ama hareket için tuşlar ekleme
User prompt
Oyuna bir başlangıç ekranı ekleyelim yazan isimi yerde "snaker" yazsın
User prompt
Elmalar ya da kutular gidebileceğimiz pixel pixel yerlere göre değişsin yani tam da gidebileceğimiz pixellerin üstünde olsun
User prompt
Mermi assetlerinin yönü baktığımız yere göre değişsin
User prompt
Bence daha açık renkli olsun ya da sen arkaya image koy ben yaprım
User prompt
Sen şu oyun alanını birazcık renkli yap canlı olsun
User prompt
Ama kutulu elmalar geldiğinde başka bi elma olmasın yani illaki onu kırıp elmayı yememiz gereksin
User prompt
Yılanın gittiği yöne ateş etsin
User prompt
Artık oyunda bazen %25 ihtimalle kutulu elmalar olacak bu elmalara çarpışınca ölecek yiyebilmek için elimizdeki silahla ona ateş edip sonra yememiz gerekecek
User prompt
Generate the first version of the source code of my game: Snake Classic.
User prompt
Snake Classic
Initial prompt
Bir oyun bu oyun snake e benzer bir oyun olacak ama daha kalitlerisi şimdilik normal snake oyunu yap
/**** * Classes ****/ // BoxFood class (dangerous apple) var BoxFood = Container.expand(function () { var self = Container.call(this); var boxAsset = self.attachAsset('boxFood', { anchorX: 0.5, anchorY: 0.5 }); self.isBox = true; self.destroyedByBullet = false; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Default speed values (will be set on fire) self.speedX = 32; self.speedY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.speedX; self.y += self.speedY; }; return self; }); // Food class var Food = Container.expand(function () { var self = Container.call(this); var foodAsset = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); self.isBox = false; return self; }); // Snake segment class var Segment = Container.expand(function () { var self = Container.call(this); var segAsset = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Snake class var Snake = Container.expand(function () { var self = Container.call(this); self.segments = []; self.direction = 'right'; self.nextDirection = 'right'; self.moveTimer = 0; self.moveInterval = 16; // Lower is faster, 16 = ~4 moves/sec at 60fps self.alive = true; // Initialize snake with 4 segments for (var i = 0; i < 4; i++) { var seg = new Segment(); seg.x = 1024 - i * 64; seg.y = 1366; self.addChild(seg); self.segments.push(seg); } self.update = function () { if (!self.alive) return; // Snake always moves, even if box food is active self.moveTimer++; if (self.moveTimer < self.moveInterval) return; self.moveTimer = 0; // Update direction self.direction = self.nextDirection; // Calculate new head position var head = self.segments[0]; var newX = head.x; var newY = head.y; if (self.direction === 'right') newX += 64;else if (self.direction === 'left') newX -= 64;else if (self.direction === 'up') newY -= 64;else if (self.direction === 'down') newY += 64; // Move body for (var i = self.segments.length - 1; i > 0; i--) { self.segments[i].x = self.segments[i - 1].x; self.segments[i].y = self.segments[i - 1].y; } head.x = newX; head.y = newY; }; self.grow = function () { var last = self.segments[self.segments.length - 1]; var seg = new Segment(); seg.x = last.x; seg.y = last.y; self.addChild(seg); self.segments.push(seg); }; return self; }); /**** * Initialize Game ****/ // Game variables var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables var snake; var food; var scoreTxt; var gameOver = false; var bullets = []; var boxFoods = []; var boxFoodActive = false; var boxFoodObj = null; // --- Main menu overlay --- var menuContainer = new Container(); var menuBg = LK.getAsset('yourBackgroundImageId', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); menuContainer.addChild(menuBg); var menuTitle = new Text2('snaker', { size: 240, fill: 0xFFFFFF }); menuTitle.anchor.set(0.5, 0.5); menuTitle.x = 2048 / 2; menuTitle.y = 900; menuContainer.addChild(menuTitle); var tapText = new Text2('Başlamak için ekrana dokun', { size: 120, fill: 0xffffff }); tapText.anchor.set(0.5, 0.5); tapText.x = 2048 / 2; tapText.y = 1600; menuContainer.addChild(tapText); game.addChild(menuContainer); var menuActive = true; // Only allow tap anywhere to start game game.down = function (x, y, obj) { if (menuActive) { menuActive = false; menuContainer.destroy(); // After menu, allow normal game.down (fire bullet) to work game.down = function (x, y, obj) { if (gameOver) return; lastTouchX = x; lastTouchY = y; if (snake && snake.segments.length > 0) { var head = snake.segments[0]; var bullet = new Bullet(); bullet.x = head.x; bullet.y = head.y; bullet.lastX = bullet.x; // Set bullet speed and direction based on snake direction, and rotate asset accordingly if (snake.direction === 'right') { bullet.speedX = 32; bullet.speedY = 0; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0; } else if (snake.direction === 'left') { bullet.speedX = -32; bullet.speedY = 0; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI; } else if (snake.direction === 'up') { bullet.speedX = 0; bullet.speedY = -32; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2; } else if (snake.direction === 'down') { bullet.speedX = 0; bullet.speedY = 32; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2; } bullets.push(bullet); game.addChild(bullet); } }; return; } // If menu is not active, do nothing here (game.down will be replaced) }; // Add a bright background image (replace 'yourBackgroundImageId' with your own image asset id) var bgImage = LK.getAsset('yourBackgroundImageId', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(bgImage); // Create snake snake = new Snake(); game.addChild(snake); // Create food function spawnFood() { // Remove previous food if (food) food.destroy(); // Remove previous box food if present if (boxFoodObj) { boxFoodObj.destroy(); boxFoodObj = null; boxFoodActive = false; } // 25% chance to spawn box food if (Math.random() < 0.25) { // Build a list of all possible grid positions var possiblePositions = []; for (var gx = 64; gx <= 2048 - 64; gx += 64) { for (var gy = 64; gy <= 2732 - 64; gy += 64) { var occupied = false; for (var i = 0; i < snake.segments.length; i++) { if (Math.abs(snake.segments[i].x - gx) < 1 && Math.abs(snake.segments[i].y - gy) < 1) { occupied = true; break; } } if (!occupied) possiblePositions.push({ x: gx, y: gy }); } } if (possiblePositions.length > 0) { var idx = Math.floor(Math.random() * possiblePositions.length); var newBoxFood = new BoxFood(); newBoxFood.x = possiblePositions[idx].x; newBoxFood.y = possiblePositions[idx].y; game.addChild(newBoxFood); boxFoods.push(newBoxFood); boxFoodObj = newBoxFood; boxFoodActive = true; // Do not spawn normal food when box food is active food = null; } } else { // Only normal food // Build a list of all possible grid positions var possiblePositions = []; for (var gx = 64; gx <= 2048 - 64; gx += 64) { for (var gy = 64; gy <= 2732 - 64; gy += 64) { var occupied = false; for (var i = 0; i < snake.segments.length; i++) { if (Math.abs(snake.segments[i].x - gx) < 1 && Math.abs(snake.segments[i].y - gy) < 1) { occupied = true; break; } } if (!occupied) possiblePositions.push({ x: gx, y: gy }); } } if (possiblePositions.length > 0) { var idx = Math.floor(Math.random() * possiblePositions.length); food = new Food(); food.x = possiblePositions[idx].x; food.y = possiblePositions[idx].y; game.addChild(food); boxFoodActive = false; boxFoodObj = null; } } } spawnFood(); // Score text scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Game update game.update = function () { if (gameOver) return; snake.update(); // Check wall collision var head = snake.segments[0]; if (head.x < 0 || head.x > 2048 || head.y < 0 || head.y > 2732) { gameOver = true; LK.showGameOver(); return; } // Check self collision for (var i = 1; i < snake.segments.length; i++) { if (Math.abs(head.x - snake.segments[i].x) < 1 && Math.abs(head.y - snake.segments[i].y) < 1) { gameOver = true; LK.showGameOver(); return; } } // Handle bullets for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; bullet.update(); // Remove bullet if off screen if (bullet.x > 2048 + 32) { bullet.destroy(); bullets.splice(b, 1); continue; } // Check collision with box food if (boxFoodActive && boxFoodObj && !boxFoodObj._destroyed && !boxFoodObj.destroyedByBullet && bullet.intersects(boxFoodObj)) { boxFoodObj.destroyedByBullet = true; bullet.destroy(); bullets.splice(b, 1); // Change box food color to indicate it's now edible (optional: destroy and respawn as normal food) boxFoodObj.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); } } // Check food collision if (food && head.intersects(food)) { snake.grow(); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Roguelike selection overlay every 5 points if (LK.getScore() > 0 && LK.getScore() % 5 === 0) { // Pause game logic gameOver = true; // Create overlay container var roguelikeOverlay = new Container(); // Dim background var dimBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20, scaleY: 20, alpha: 0.7 }); roguelikeOverlay.addChild(dimBg); // Title var rlTitle = new Text2('Roguelike Seçimi!', { size: 160, fill: 0xffffff }); rlTitle.anchor.set(0.5, 0.5); rlTitle.x = 2048 / 2; rlTitle.y = 900; roguelikeOverlay.addChild(rlTitle); // Option 1 var opt1 = new Text2('Seçenek 1: +1 Uzama', { size: 100, fill: 0x00ff00 }); opt1.anchor.set(0.5, 0.5); opt1.x = 2048 / 2; opt1.y = 1300; roguelikeOverlay.addChild(opt1); // Option 2 var opt2 = new Text2('Seçenek 2: Hızlan', { size: 100, fill: 0x00bfff }); opt2.anchor.set(0.5, 0.5); opt2.x = 2048 / 2; opt2.y = 1500; roguelikeOverlay.addChild(opt2); // Add overlay to game game.addChild(roguelikeOverlay); // Option selection logic roguelikeOverlay.down = function (x, y, obj) { // Check which option was tapped if (Math.abs(y - opt1.y) < 120) { // Option 1: Grow snake by 1 snake.grow(); } else if (Math.abs(y - opt2.y) < 120) { // Option 2: Speed up snake if (snake.moveInterval > 2) snake.moveInterval -= 2; } // Remove overlay and resume game roguelikeOverlay.destroy(); gameOver = false; }; // Forward tap events to overlay game.down = function (x, y, obj) { if (roguelikeOverlay && roguelikeOverlay.down) roguelikeOverlay.down(x, y, obj); }; // Prevent further game logic until overlay is closed return; } spawnFood(); // Speed up as snake grows if (snake.moveInterval > 4) snake.moveInterval--; } // SWORD ATTACK LOGIC if (swordActive) { swordTimer++; // Sword effect follows head if (swordEffect && snake && snake.segments.length > 0) { var head = snake.segments[0]; swordEffect.x = head.x; swordEffect.y = head.y; } // Check for box food collision with sword if (boxFoodActive && boxFoodObj && !boxFoodObj._destroyed && snake && snake.segments.length > 0) { var head = snake.segments[0]; if (head.intersects(boxFoodObj) && !boxFoodObj.destroyedByBullet) { // Defeat box food with sword snake.grow(); LK.setScore(LK.getScore() + 2); scoreTxt.setText(LK.getScore()); boxFoodObj.destroy(); boxFoodObj = null; boxFoodActive = false; spawnFood(); if (snake.moveInterval > 4) snake.moveInterval--; // End sword effect swordActive = false; swordTimer = 0; if (swordEffect) { swordEffect.destroy(); swordEffect = null; } } } // Sword duration end if (swordTimer > swordDuration) { swordActive = false; swordTimer = 0; if (swordEffect) { swordEffect.destroy(); swordEffect = null; } } } // Check box food collision if (boxFoodActive && boxFoodObj && !boxFoodObj._destroyed) { if (head.intersects(boxFoodObj)) { if (boxFoodObj.destroyedByBullet) { // Now edible snake.grow(); LK.setScore(LK.getScore() + 2); // Maybe more points for box food scoreTxt.setText(LK.getScore()); boxFoodObj.destroy(); boxFoodObj = null; boxFoodActive = false; spawnFood(); if (snake.moveInterval > 4) snake.moveInterval--; } else if (!swordActive) { // Deadly! gameOver = true; LK.showGameOver(); return; } } } }; // Touch controls var lastTouchX = null; var lastTouchY = null; // Sword attack state var swordActive = false; var swordTimer = 0; var swordDuration = 18; // ~0.3s at 60fps // Sword attack visual (simple overlay on snake head) var swordEffect = null; // Main game tap: always fire bullet in snake's direction game.down = function (x, y, obj) { if (gameOver) return; // Store initial touch for swipe direction detection lastTouchX = x; lastTouchY = y; if (snake && snake.segments.length > 0) { var head = snake.segments[0]; var bullet = new Bullet(); bullet.x = head.x; bullet.y = head.y; bullet.lastX = bullet.x; // Set bullet speed and direction based on snake direction, and rotate asset accordingly if (snake.direction === 'right') { bullet.speedX = 32; bullet.speedY = 0; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0; } else if (snake.direction === 'left') { bullet.speedX = -32; bullet.speedY = 0; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI; } else if (snake.direction === 'up') { bullet.speedX = 0; bullet.speedY = -32; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2; } else if (snake.direction === 'down') { bullet.speedX = 0; bullet.speedY = 32; if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2; } bullets.push(bullet); game.addChild(bullet); } }; // --- SWORD LOGIC in update (see below) --- game.up = function (x, y, obj) { if (lastTouchX === null || lastTouchY === null) return; var dx = x - lastTouchX; var dy = y - lastTouchY; if (Math.abs(dx) > Math.abs(dy)) { if (dx > 0 && snake.direction !== 'left') snake.nextDirection = 'right';else if (dx < 0 && snake.direction !== 'right') snake.nextDirection = 'left'; } else { if (dy > 0 && snake.direction !== 'up') snake.nextDirection = 'down';else if (dy < 0 && snake.direction !== 'down') snake.nextDirection = 'up'; } lastTouchX = null; lastTouchY = null; };
===================================================================
--- original.js
+++ change.js
@@ -119,93 +119,87 @@
var boxFoodActive = false;
var boxFoodObj = null;
// --- Main menu overlay ---
var menuContainer = new Container();
-// Black background (full screen, no image)
-var menuBg = new Container();
-menuBg.width = 2048;
-menuBg.height = 2732;
-menuBg.x = 0;
-menuBg.y = 0;
-menuBg.interactive = true;
-menuBg.hitArea = new Rectangle(0, 0, 2048, 2732);
-menuContainer.addChild(menuBg);
-// Play button (centered)
-var playBtn = new Container();
-var playBtnBg = LK.getAsset('centerCircle', {
- anchorX: 0.5,
- anchorY: 0.5,
+var menuBg = LK.getAsset('yourBackgroundImageId', {
+ anchorX: 0,
+ anchorY: 0,
x: 0,
y: 0,
- scaleX: 2.5,
- scaleY: 2.5
+ width: 2048,
+ height: 2732
});
-playBtn.addChild(playBtnBg);
-var playBtnText = new Text2('PLAY', {
- size: 180,
+menuContainer.addChild(menuBg);
+var menuTitle = new Text2('snaker', {
+ size: 240,
+ fill: 0xFFFFFF
+});
+menuTitle.anchor.set(0.5, 0.5);
+menuTitle.x = 2048 / 2;
+menuTitle.y = 900;
+menuContainer.addChild(menuTitle);
+var tapText = new Text2('Başlamak için ekrana dokun', {
+ size: 120,
fill: 0xffffff
});
-playBtnText.anchor.set(0.5, 0.5);
-playBtnText.x = 0;
-playBtnText.y = 0;
-playBtn.addChild(playBtnText);
-playBtn.x = 2048 / 2;
-playBtn.y = 1366;
-menuContainer.addChild(playBtn);
+tapText.anchor.set(0.5, 0.5);
+tapText.x = 2048 / 2;
+tapText.y = 1600;
+menuContainer.addChild(tapText);
game.addChild(menuContainer);
var menuActive = true;
-// Only allow tap on Play button to start game
+// Only allow tap anywhere to start game
game.down = function (x, y, obj) {
if (menuActive) {
- // Check if tap is inside playBtn
- var local = playBtn.toLocal({
- x: x,
- y: y
- }, game);
- // Use a circular hit area (radius = playBtnBg.width/2)
- var r = playBtnBg.width * playBtnBg.scaleX / 2;
- if (local.x * local.x + local.y * local.y <= r * r) {
- menuActive = false;
- menuContainer.destroy();
- // After menu, allow normal game.down (fire bullet) to work
- game.down = function (x, y, obj) {
- if (gameOver) return;
- lastTouchX = x;
- lastTouchY = y;
- if (snake && snake.segments.length > 0) {
- var head = snake.segments[0];
- var bullet = new Bullet();
- bullet.x = head.x;
- bullet.y = head.y;
- bullet.lastX = bullet.x;
- // Set bullet speed and direction based on snake direction, and rotate asset accordingly
- if (snake.direction === 'right') {
- bullet.speedX = 32;
- bullet.speedY = 0;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0;
- } else if (snake.direction === 'left') {
- bullet.speedX = -32;
- bullet.speedY = 0;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI;
- } else if (snake.direction === 'up') {
- bullet.speedX = 0;
- bullet.speedY = -32;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2;
- } else if (snake.direction === 'down') {
- bullet.speedX = 0;
- bullet.speedY = 32;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2;
- }
- bullets.push(bullet);
- game.addChild(bullet);
+ menuActive = false;
+ menuContainer.destroy();
+ // After menu, allow normal game.down (fire bullet) to work
+ game.down = function (x, y, obj) {
+ if (gameOver) return;
+ lastTouchX = x;
+ lastTouchY = y;
+ if (snake && snake.segments.length > 0) {
+ var head = snake.segments[0];
+ var bullet = new Bullet();
+ bullet.x = head.x;
+ bullet.y = head.y;
+ bullet.lastX = bullet.x;
+ // Set bullet speed and direction based on snake direction, and rotate asset accordingly
+ if (snake.direction === 'right') {
+ bullet.speedX = 32;
+ bullet.speedY = 0;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0;
+ } else if (snake.direction === 'left') {
+ bullet.speedX = -32;
+ bullet.speedY = 0;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI;
+ } else if (snake.direction === 'up') {
+ bullet.speedX = 0;
+ bullet.speedY = -32;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2;
+ } else if (snake.direction === 'down') {
+ bullet.speedX = 0;
+ bullet.speedY = 32;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2;
}
- };
- return;
- }
+ bullets.push(bullet);
+ game.addChild(bullet);
+ }
+ };
+ return;
}
// If menu is not active, do nothing here (game.down will be replaced)
};
-// No background image, keep black background only
+// Add a bright background image (replace 'yourBackgroundImageId' with your own image asset id)
+var bgImage = LK.getAsset('yourBackgroundImageId', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732
+});
+game.addChild(bgImage);
// Create snake
snake = new Snake();
game.addChild(snake);
// Create food
@@ -332,8 +326,75 @@
if (food && head.intersects(food)) {
snake.grow();
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
+ // Roguelike selection overlay every 5 points
+ if (LK.getScore() > 0 && LK.getScore() % 5 === 0) {
+ // Pause game logic
+ gameOver = true;
+ // Create overlay container
+ var roguelikeOverlay = new Container();
+ // Dim background
+ var dimBg = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ scaleX: 20,
+ scaleY: 20,
+ alpha: 0.7
+ });
+ roguelikeOverlay.addChild(dimBg);
+ // Title
+ var rlTitle = new Text2('Roguelike Seçimi!', {
+ size: 160,
+ fill: 0xffffff
+ });
+ rlTitle.anchor.set(0.5, 0.5);
+ rlTitle.x = 2048 / 2;
+ rlTitle.y = 900;
+ roguelikeOverlay.addChild(rlTitle);
+ // Option 1
+ var opt1 = new Text2('Seçenek 1: +1 Uzama', {
+ size: 100,
+ fill: 0x00ff00
+ });
+ opt1.anchor.set(0.5, 0.5);
+ opt1.x = 2048 / 2;
+ opt1.y = 1300;
+ roguelikeOverlay.addChild(opt1);
+ // Option 2
+ var opt2 = new Text2('Seçenek 2: Hızlan', {
+ size: 100,
+ fill: 0x00bfff
+ });
+ opt2.anchor.set(0.5, 0.5);
+ opt2.x = 2048 / 2;
+ opt2.y = 1500;
+ roguelikeOverlay.addChild(opt2);
+ // Add overlay to game
+ game.addChild(roguelikeOverlay);
+ // Option selection logic
+ roguelikeOverlay.down = function (x, y, obj) {
+ // Check which option was tapped
+ if (Math.abs(y - opt1.y) < 120) {
+ // Option 1: Grow snake by 1
+ snake.grow();
+ } else if (Math.abs(y - opt2.y) < 120) {
+ // Option 2: Speed up snake
+ if (snake.moveInterval > 2) snake.moveInterval -= 2;
+ }
+ // Remove overlay and resume game
+ roguelikeOverlay.destroy();
+ gameOver = false;
+ };
+ // Forward tap events to overlay
+ game.down = function (x, y, obj) {
+ if (roguelikeOverlay && roguelikeOverlay.down) roguelikeOverlay.down(x, y, obj);
+ };
+ // Prevent further game logic until overlay is closed
+ return;
+ }
spawnFood();
// Speed up as snake grows
if (snake.moveInterval > 4) snake.moveInterval--;
}
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