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Please fix the bug: 'ReferenceError: obstacles is not defined' in or related to this line: 'for (var i = 0; i < obstacles.length; i++) {' Line Number: 118
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add a wave spawn system for obstacles. each wave will have a shape, ammount of obstaccles, speed and asset attribute
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make sure backgorund in behind the z axis of the shield
Code edit (4 edits merged)
Please save this source code
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make sure shiedl is in front of backgound
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add background moving from top down to pretend and endelss scrolling
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x direction of obstacles should be permanently affected by shiedl. should not go back to the original one
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make pushing from shield to obstacles smoother
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obstacles should have a small rotations on their axis
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'bg1.y += 2;' Line Number: 27
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add paralax scrollin on bot sides of the screen. diver is moving down so scrolling hsould be up
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if obstacle colides with diver then game over
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bring player as the topmost asset in the z axis
Code edit (1 edits merged)
Please save this source code
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flipper should be in the same position but below the z axis of the diver
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make flipper below on the z axis from diver
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add rocks on both sides of theh screen. they will move upwards to convery a feeling of the diver moving dowwrds while stayin gin the same place. rocks should spawn in random intnervals and never stop comming
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obstacles speed and rotations should be permanently impacted by shield hitting them, but they shoudd also alwasy keep the upward movement
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obstacles should also be impacted on their rotations when shield shits them
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on game start destroy player and create him again
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'rightFlipper.y = diver.y;' Line Number: 146
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'rightFlipper.x = diver.x + 50;' Line Number: 143
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'leftFlipper.y = diver.y;' Line Number: 138
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'leftFlipper.x = diver.x - 50;' Line Number: 135
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remove flipper from diver classs. shoudl be indepentend from ddiver
/**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var bg1 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); var bg2 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); bg1.y = 0; bg2.y = -2732; self.update = function () { bg1.y += 2; bg2.y += 2; // Update background background.update(); //Always call move and tick methods from the main tick method in the 'Game' class. if (bg1.y >= 2732) { bg1.y = bg2.y - 2732; } if (bg2.y >= 2732) { bg2.y = bg1.y - 2732; } }; }); // Diver class var Diver = Container.expand(function () { var self = Container.call(this); var diverGraphics = self.attachAsset('diver', { anchorX: 0.5, anchorY: 0.5 }); // Add a sideways movement to the diver self.movement = 0; self.direction = 1; self.update = function () { self.movement += self.direction * 0.03; if (self.movement > 0.5 || self.movement < -0.5) { self.direction *= -1; } self.x += self.movement; }; // Add flippers to the diver var leftFlipper = self.addChild(new Flipper()); leftFlipper.x = -50; leftFlipper.depth = -1; var rightFlipper = self.addChild(new Flipper()); rightFlipper.x = 50; rightFlipper.depth = -1; }); // Flipper class var Flipper = Container.expand(function () { var self = Container.call(this); var flipperGraphics = self.attachAsset('flippers', { anchorX: 0.5, anchorY: 1.0 }); // Set flipper movement self.movement = 0; self.direction = 1; // This is automatically called every game tick, if the flipper is attached! self.update = function () { // Move the flipper subtly to simulate flipping self.movement += self.direction * 0.03; if (self.movement > 0.5 || self.movement < -0.5) { self.direction *= -1; } self.rotation = self.movement; }; }); // Obstacle1 class var Obstacle1 = Container.expand(function () { var self = Container.call(this); var obstacle1Graphics = self.attachAsset('obstacle1', { anchorX: 0.5, anchorY: 0.5 }); // Set obstacle1 speed self.speed = -5; // This is automatically called every game tick, if the obstacle1 is attached! self.update = function () { // Check if the obstacle is colliding with the shield if (self.intersects(shield)) { // Push the obstacle to the right if the shield is on its left if (self.x < shield.x) { self.x -= 5; // Prevent shield from overlapping with obstacle if (self.intersects(shield)) { self.x -= 5; } } // Push the obstacle to the left if the shield is on its right else if (self.x > shield.x) { self.x += 5; // Prevent shield from overlapping with obstacle if (self.intersects(shield)) { self.x += 5; } } } // Check for collision with diver if (self.intersects(diver)) { // Flash screen red for 1 second (1000ms) to show game over LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); } // Continue moving upwards self.y += self.speed; if (self.y < 0) { self.y = 2732; } // Check if the obstacle is colliding with another obstacle for (var i = 0; i < obstacles.length; i++) { var otherObstacle = obstacles[i]; if (self !== otherObstacle && self.intersects(otherObstacle)) { // Push the obstacle to the right if the other obstacle is on its left if (self.x < otherObstacle.x) { self.x -= 5; // Prevent obstacle from overlapping with other obstacle if (self.intersects(otherObstacle)) { self.x -= 5; } } // Push the obstacle to the left if the other obstacle is on its right else if (self.x > otherObstacle.x) { self.x += 5; // Prevent obstacle from overlapping with other obstacle if (self.intersects(otherObstacle)) { self.x += 5; } } } } }; }); // Shield class var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { dragNode = self; }; }); /**** * Initialize Game ****/ // Create a diver instance //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0xADD8E6 //Init game with light blue background }); /**** * Game Code ****/ // Create background instance var background = game.addChild(new Background()); // Create a shield instance var shield = game.addChild(new Shield()); // Position the shield at the center of the screen shield.x = 2048 / 2; shield.y = 2732 / 2; // Create a diver instance var dragNode = null; var diver = new Diver(); diver.depth = 2; // Position the diver at the top center of the screen, 200 pixels down from the top diver.x = 2048 / 2; diver.y = 500; // Position the flippers relative to the diver diver.children[0].y = diver.height / 2 - 20; // Left flipper diver.children[0].y = diver.children[0].y; // Right flipper // Set diver to a higher depth than flippers diver.depth = 2; // Create an obstacle1 instance game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } }; var obstacles = []; var obstacle1 = new Obstacle1(); game.addChild(diver); game.setChildIndex(diver, game.children.length - 1); game.addChild(obstacle1); // Position the obstacle1 at the bottom center of the screen obstacle1.x = 2048 / 2 - 100; obstacle1.y = 2732; obstacles.push(obstacle1); var obstacle2 = game.addChild(new Obstacle1()); // Position the obstacle2 next to obstacle1 obstacle2.x = 2048 / 2 + 100; obstacle2.y = 2732; obstacles.push(obstacle2); ; game.up = function (x, y, obj) { dragNode = null; };
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,33 @@
/****
* Classes
****/
+var Background = Container.expand(function () {
+ var self = Container.call(this);
+ var bg1 = self.attachAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var bg2 = self.attachAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bg1.y = 0;
+ bg2.y = -2732;
+ self.update = function () {
+ bg1.y += 2;
+ bg2.y += 2;
+ // Update background
+ background.update();
+ //Always call move and tick methods from the main tick method in the 'Game' class.
+ if (bg1.y >= 2732) {
+ bg1.y = bg2.y - 2732;
+ }
+ if (bg2.y >= 2732) {
+ bg2.y = bg1.y - 2732;
+ }
+ };
+});
// Diver class
var Diver = Container.expand(function () {
var self = Container.call(this);
var diverGraphics = self.attachAsset('diver', {
@@ -135,8 +161,10 @@
/****
* Game Code
****/
+// Create background instance
+var background = game.addChild(new Background());
// Create a shield instance
var shield = game.addChild(new Shield());
// Position the shield at the center of the screen
shield.x = 2048 / 2;
8bit. cartoon. jellyfish.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
empty 8 bit cartoon white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon. 8-bit. octopus. colorful.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon. 8-bit. sea urchin. colorful. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8bit stingray. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.