Copied to Clipboard
while (this.accumulator >= this.timestep) {
if (this.currentState === this.states.PLAYING) {
this.update(this.timestep);
}
this.accumulator -= this.timestep;
}
this.render();
#### 🎵 Procedural Web Audio Synthesizer
Instead of loading large MP3/WAV files, the game generates all audio procedurally via the Web Audio API using the
game.js class:
• Interactive Sound Effects: Custom waveforms (sine, triangle, sawtooth) are programmatically modulated using
exponential ramps for pitch and gain to synthesize actions like swing swipes, explosions, and powerups.
• Level-Specific Music: The background track adapts to the current level context by altering scale arrays (e.g. D-
Dorian for the Swedish Pub level, A-Minor for Avicii Rave, or C-Minor Disco for the ABBA finale) and BPM tempos.
#### ⚔️ Combat & Gameplay Mechanics
• Objective: Sven must navigate each map and find the Exit Portal (or the Maypole in the final level) before the
Level Timer reaches zero (sundown).
• Game Over (Meltdown): If the timer runs out, Sven gets sacrificed to the pagan spirits (a node to Midsommar /
The Wicker Man), resulting in a "Meltdown" Game Over.
• Weapons:
• Melee: Sven swings a hockey stick (implemented via game.js) to damage nearby enemies.
• Ranged: Sven throws Surströmming Cans (game.js) which explode upon impact, releasing a green gas
cloud (game.js) dealing Area-of-Effect (AoE) damage over time.
• Power-Ups: Sven gathers meatballs ( MeatballItem restores health/energy) and crispbread ( KnackebrodItem
awards shields and temporary speed boosts).
#### 👾 Swedish-Themed Levels & Enemies
Each of the 10 levels features custom background grids, colors, difficulty configurations, and specialized
subclasses inheriting from game.js:
1. IKEA Warehouse: Dodging flatpack-carrying shoppers (game.js).
2. Systembolaget: Drunk Swedes throwing glass bottles (game.js).
3. Lördagsgodis: Strung-out Swedish children throwing sweet candies (game.js).
4. The Swedish Pub: Zappa fans throwing musical notes (game.js).
5. Volvo Highway: Fast racing Volvos zooming across lanes (game.js) where survival-based crossing is key.
6. Dalarna Forest: Wooden Dalarna Horses performing sudden dash attacks (game.js).
7. Allemansrätten: Collecting cloudberries while dodging aggressive stomping elks (game.js).
8. Kvinnafängelset: Escape the women's prison guarded by guards throwing handcuffs (game.js).
9. Avicii Rave: Neon-glowing ravers throwing glowsticks (game.js).
10. ABBA Disco: Metallic ABBA bots shooting laser balls (game.js) around the final Maypole objective.
Tack so Mycket!
How do you deploy this?
The make help command was executed successfully. Here is the list of available commands for managing this
project:
========================================================================
🇸🇪 Midsommer Madness Flutter Build & Development Controls 🇸🇪
========================================================================
Available commands:
make dev - Start the local web server for browser play (from assets/)
make build-apk - Compile the Flutter App and build Debug APK
make build-ios - Compile the Flutter App and build iOS app (no codesign)
make install-apk - Install the compiled debug APK on a connected device/emulator
make clean - Clean Flutter build outputs and temporary caches
make logcat - Monitor application logs using Flutter logger
========================================================================
This is Fun! How do I add my own levels?
> add a godis level where strung out kids throw lordagsgodis
▸ Thought for 2s, 525 tokens
Considering Level Placement
I will search for level ID checks referencing level 9 in game.js to prepare for adding a 10th level.
●くろまる Search(Search for lvl.id === 9 checks) (ctrl+o to expand)
I will view lines 495 to 585 in game.js to inspect the current level configurations.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
▸ Thought for 2s, 1.8k tokens
Sequencing the Levels
I will view the setLevelAudioMode method in game.js to prepare for adding Level 3 "Lördagsgodis".
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will update the setLevelAudioMode method in game.js to map the scales and tempos for the 10-level
layout.
●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view the current level checks in tickSequencer inside game.js to prepare the next set of
replacements.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will shift the level conditionals in the music sequencer tickSequencer method to accommodate the 10-level
progression.
●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 920 to 935 of game.js to locate the exact Maypole check in initLevel .
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 1060 to 1070 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 1290 to 1300 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 1360 to 1375 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 1370 to 1385 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 1460 to 1475 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will update the level ID checks for the final Maypole level from 9 to 10 and register the candy-throwing
kids target name in the HUD.
●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view the start of the levels array in game.js to prepare the level insertion edit.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 545 to 585 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
▸ Thought for 3s, 1.2k tokens
Refining The Level Design
I will update the levels array in game.js to insert Lördagsgodis as Level 3, shift subsequent level IDs,
and re-calculate scores.
●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 950 to 985 of game.js to locate the spawnEnemy switch statement.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 985 to 1010 of game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will add the "kid" case to the spawnEnemy switch block.
●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
▸ Thought for 3s, 2.1k tokens
Considering Projectile Design
I will search for class ZappaFan in game.js to locate a suitable place to insert CandyKid and
Lordagsgodis .
●くろまる Search(Search for ZappaFan in game.js) (ctrl+o to expand)
I will view lines 2120 to 2145 in game.js.
●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will insert the CandyKid and Lordagsgodis class definitions in game.js right after the Drunkard
class.
●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
I will view lines 275 to 325 of index.html.
●くろまる Read(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand)
I will update index.html to add Level 3 Lördagsgodis to the sidebar levels tracker and update levels 4
through 10.
●くろまる Edit(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand)
I will run a syntax check on game.js using node to ensure the new classes and level configurations are
syntax-error free.
●くろまる Bash(node -c game.js) (ctrl+o to expand)
I will view lines 20 to 45 of game_overview.md to inspect the levels sequence list.
●くろまる Read(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand)
I will update game_overview.md to describe the 10-level layout including Lördagsgodis.
●くろまる Edit(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand)
I have successfully added the Lördagsgodis level to Midsommer Madness, featuring hyperactive, sugar-rushed
children throwing Saturday candy at Sven!
### Summary of Changes
- Level Setup ( game.js ):
• Inserted Lördagsgodis as game.js in the levels array, shifting following levels up to Level 10
(ABBA Disco).
• Updated all final-level check logic throughout game.js from Level 9 to Level 10.
Added CandyKid & Lordagsgodis Classes ( game.js ):
• Defined game.js and game.js right after the Drunkard class.
• Behavior:
• CandyKid has high speed (1.8), low health (35), and throws sweets rapidly.
• Kids shiver/vibrate rapidly on screen to depict their extreme sugar rush.
• Lordagsgodis are fast-moving candy projectiles (round jelly drops, square sweet gel blocks, and candy
star crosses) that rotate in flight and come in a variety of bright colors.
Music & Audio:
• Modified game.js to include a happy, hyperactive 150 BPM C Major chiptune track for Level 3
(Lördagsgodis).
• Shifted level conditions in game.js to map Levels 8, 9, and 10 to their respective custom chiptune
hooks.
UI & Documentation:
• renumerated the sidebar tracker list in index.html to show the 10-level layout.
• Updated the level progression descriptions in game_overview.md.
How I Built It
First - let's give antigravity some skills:
npx antigravity-awesome-skills
#Antigravity CLI slash commands (agy): ~/.gemini/antigravity-cli/skills/<skill>/SKILL.md
npx antigravity-awesome-skills --agy
Need to install the following packages:
antigravity-awesome-skills@12.1.0
Ok to proceed? (y)
Cloning repository...
Cloning repository at v12.1.0...
Cloning into '/tmp/ag-skills-smWfsY'...
remote: Enumerating objects: 7516, done.
remote: Counting objects: 100% (7516/7516), done.
remote: Compressing objects: 100% (5375/5375), done.
remote: Total 7516 (delta 694), reused 5837 (delta 675), pack-reused 0 (from 0)
Receiving objects: 100% (7516/7516), 33.68 MiB | 51.63 MiB/s, done.
Resolving deltas: 100% (694/694), done.
Note: switching to '43af20cbe0dc298c40ff709993d8b4f7b4a274b6'.
You are in 'detached HEAD' state. You can look around, make experimental
changes and commit them, and you can discard any commits you make in this
state without impacting any branches by switching back to a branch.
If you want to create a new branch to retain commits you create, you may
do so (now or later) by using -c with the switch command. Example:
git switch -c <new-branch-name>
Or undo this operation with:
git switch -
Turn off this advice by setting config variable advice.detachedHead to false
Installing for 1 target(s):
Antigravity:
Updating existing install at /home/xbill/.agents/skills...
✓ Installed to /home/xbill/.agents/skills
Pick a bundle in docs/users/bundles.md and use @skill-name in your AI assistant.
If Antigravity hits context/truncation limits, see docs/users/agent-overload-recovery.md
For the agy CLI slash-command menu, install the Antigravity CLI layout with --agy.
For clone-based installs, use scripts/activate-skills.sh or scripts/activate-skills.bat
For Antigravity 2.0, OpenCode, or other .agents/skills installs, prefer a reduced install with --risk, --category, or --tags to avoid context overload.
Example: npx antigravity-awesome-skills --path .agents/skills --category development,backend --risk safe,none
Cloning repository...
Cloning repository at v12.1.0...
Cloning into '/tmp/ag-skills-Qc4vHc'...
remote: Enumerating objects: 7516, done.
remote: Counting objects: 100% (7516/7516), done.
remote: Compressing objects: 100% (5375/5375), done.
remote: Total 7516 (delta 694), reused 5837 (delta 675), pack-reused 0 (from 0)
Receiving objects: 100% (7516/7516), 33.68 MiB | 37.49 MiB/s, done.
Resolving deltas: 100% (694/694), done.
Note: switching to '43af20cbe0dc298c40ff709993d8b4f7b4a274b6'.
You are in 'detached HEAD' state. You can look around, make experimental
changes and commit them, and you can discard any commits you make in this
state without impacting any branches by switching back to a branch.
If you want to create a new branch to retain commits you create, you may
do so (now or later) by using -c with the switch command. Example:
git switch -c <new-branch-name>
Or undo this operation with:
git switch -
Turn off this advice by setting config variable advice.detachedHead to false
Installing for 1 target(s):
Antigravity CLI:
✓ Installed to /home/xbill/.gemini/antigravity-cli/skills
Pick a bundle in docs/users/bundles.md and use @skill-name in your AI assistant.
Restart agy and type /skills or /<skill-name>to load installed Antigravity CLI skills.
Prize Category
Best Google AI Usage - Antigravity CLI