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add score to game. score will be a depth meters counter. it will increase on tick
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make obstacles increase and decrease their size constantly
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do not allow shield to overlap with obstacles, if more surface of shield should be over obstacle push it harder
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improve physiscs when shield moves obstacles and also make obstacles move each other
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < layoutPositions.length; i++) {' Line Number: 280
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use a simpler layout system to define the shapes of the waves
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instead of the ouline of a star, wave 3 should have a circular shape
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star shaped wave should haave only the outline of the star, no the inside of it
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star shaped for wave 3 shoudl have more vertical space between obstacles
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third wave should have 10 obstacles and the shape of a star
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second wave should have a triangular shape
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second wave should have the shape of a star
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spawn obsctales offscren in the bottom
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obstacles waves shoudl also spawn centered in the the bottom of the screen
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obstacles should spawn from the bottom of the screen
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first wave should have 4 obstacles in the shape of a square
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obstacle layout can be done in a 10 by 10 50 pixel grid.
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shield should not reposition to the touch position, it should only be draged from the current position in the direction it is being draged on down
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allow shiedl to be moved when the player drags from anywhere in the screen
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for obstacles layouts also allow obstacles to be spaned in different y positions
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update obstacle layout to have columns and rows. using # for where there is a star and . for an empty space
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Code edit (1 edits merged)
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/**** * Classes ****/ // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); // Set background speed self.speed = -2; // This is automatically called every game tick, if the background is attached! self.update = function () { // Move the background downwards self.y += self.speed; // Reset the position of the background when it reaches the end if (self.y <= -2732) { self.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 -= 2.5; if (self.intersects(shield)) { self.x -= 2.5; } } else if (self.x > shield.x) { self.x += 2.5; if (self.intersects(shield)) { self.x += 2.5; } } } // 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; self.rotation += 0.01; // Add small rotation to the obstacle if (self.y < 0) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } // 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 -= 2.5; if (self.intersects(otherObstacle)) { self.x -= 2.5; } } else if (self.x > otherObstacle.x) { self.x += 2.5; if (self.intersects(otherObstacle)) { self.x += 2.5; } } } } }; }); // 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 a shield instance var shield = game.addChildAt(new Shield(), game.children.length); // 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 background1 = game.addChildAt(new Background(), 0); background1.x = 2048 / 2; background1.y = 2732 / 2; var background2 = game.addChildAt(new Background(), 0); background2.x = 2048 / 2; background2.y = 2732 / 2 + 2732; game.addChild(diver); game.setChildIndex(diver, game.children.length - 1); // Spawn the first wave of obstacles spawnWave(); ; game.up = function (x, y, obj) { dragNode = null; }; // Define the number of obstacles in each wave var obstaclesPerWave = [2, 3, 4, 5, 6]; var currentWave = 0; // Spawn wave function function spawnWave() { // Check if the previous wave is destroyed if (obstacles && obstacles.length === 0) { // Define the layout of the obstacles for each wave var obstacleLayouts = [[0.4, 0.6], // First wave: two obstacles at 20% and 80% of the screen width [0.1, 0.5, 0.9], // Second wave: three obstacles at 10%, 50%, and 90% of the screen width [0.2, 0.4, 0.6, 0.8], // Third wave: four obstacles evenly spaced [0.1, 0.3, 0.5, 0.7, 0.9], // Fourth wave: five obstacles evenly spaced [0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8] // Fifth wave: seven obstacles evenly spaced ]; // Get the layout for the current wave var layout = obstacleLayouts[currentWave]; for (var i = 0; i < (layout ? layout.length : 0); i++) { var obstacle = game.addChild(new Obstacle1()); // Position the obstacles according to the layout, at the bottom of the screen obstacle.x = layout[i] * 2048; obstacle.y = 2732; obstacles.push(obstacle); } currentWave++; if (obstaclesPerWave && currentWave >= obstaclesPerWave.length) { currentWave = 0; } } } // Call the spawn wave function every 2 seconds var spawnWaveInterval = LK.setInterval(spawnWave, 2000); ;
===================================================================
--- original.js
+++ change.js
@@ -198,9 +198,9 @@
function spawnWave() {
// Check if the previous wave is destroyed
if (obstacles && obstacles.length === 0) {
// Define the layout of the obstacles for each wave
- var obstacleLayouts = [[0.5, 0.5],
+ var obstacleLayouts = [[0.4, 0.6],
// First wave: two obstacles at 20% and 80% of the screen width
[0.1, 0.5, 0.9],
// Second wave: three obstacles at 10%, 50%, and 90% of the screen width
[0.2, 0.4, 0.6, 0.8],
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.