User prompt
add bubbles that will move upwards from the bottom converting a sense of the player moving dowards
User prompt
add background images that will move upwards slowly conveying a feeling that the diver is going down
User prompt
add paralx scrolling on both sides of the screen. it will be continuous from down up
User prompt
put more backgrounds
User prompt
make sure paralax backround does not have gaps between images
User prompt
always have two alive background one under the other
User prompt
add paralax scrolling backrgound from down to up
User prompt
scrolling background should be endless, and one image attached to the other always
User prompt
add vertical continuous scrolling backgtound from down to up
User prompt
make score text double size and add black border
User prompt
remove background
User prompt
Fix In summary, the gap occurs due to the timing and positioning of the new background instances relative to the existing ones. The new background is created and positioned offscreen after the previous one is destroyed, leading to a brief period where there is no background visible on the screen.
User prompt
destroy the current backround once it is offscreen and immediately create it again following the current one
User prompt
after the second background finishes displaying there is a moment when there is no background, can you make the third background and following spawn off screen
User prompt
make sure background is alwasy conitnuous and never there is a time there is a gap
User prompt
allow 20% margin for overlap between diver and obstacles
User prompt
Please fix the bug: 'TypeError: bounds1.intersects is not a function' in or related to this line: 'if (!bounds1.intersects(bounds2)) {' Line Number: 174
User prompt
use a better collision detection to pretend to be pixel perfect
User prompt
improve collision to use center of assets instead of outline
User prompt
update score every 2 seconds
User prompt
score should be updated every second, increased in 1
User prompt
make sure score is updated on tick
User prompt
score should be increases by 1 per secodn
User prompt
score should be increase per second the diver is alive
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText('Depth: ' + score + 'm');' Line Number: 199
/**** * 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 (pixelPerfectCollision(self, shield)) { // Calculate the direction vector between the shield and the obstacle var dx = self.x - shield.x; var dy = self.y - shield.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector dx /= distance; dy /= distance; // Push the obstacle away from the shield self.x += dx * 5; self.y += dy * 5; } // Check for collision with diver if (pixelPerfectCollision(self, 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 // Add size change to the obstacle self.scale.x = 1 + Math.sin(LK.ticks / 10) * 0.02; self.scale.y = 1 + Math.sin(LK.ticks / 10) * 0.02; 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 && pixelPerfectCollision(self, otherObstacle)) { // Calculate the direction vector between the two obstacles var dx = self.x - otherObstacle.x; var dy = self.y - otherObstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector dx /= distance; dy /= distance; // Push the obstacle away from the other obstacle self.x += dx * 5; self.y += dy * 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 ****/ /** * Check for pixel-perfect collision between two display objects. * @param {DisplayObject} obj1 - The first display object. * @param {DisplayObject} obj2 - The second display object. * @returns {boolean} - True if there is a pixel-perfect collision, false otherwise. */ function pixelPerfectCollision(obj1, obj2) { var bounds1 = obj1.getBounds(); var bounds2 = obj2.getBounds(); // Check if bounding boxes intersect if (!bounds1.intersects(bounds2)) { return false; } // Create a canvas to draw the objects var canvas = document.createElement('canvas'); var context = canvas.getContext('2d'); // Set canvas size to the intersection of the bounding boxes var width = Math.min(bounds1.right, bounds2.right) - Math.max(bounds1.left, bounds2.left); var height = Math.min(bounds1.bottom, bounds2.bottom) - Math.max(bounds1.top, bounds2.top); canvas.width = width; canvas.height = height; // Draw the first object context.clearRect(0, 0, width, height); context.save(); context.translate(-Math.max(bounds1.left, bounds2.left), -Math.max(bounds1.top, bounds2.top)); obj1.render(context); context.restore(); var imageData1 = context.getImageData(0, 0, width, height).data; // Draw the second object context.clearRect(0, 0, width, height); context.save(); context.translate(-Math.max(bounds1.left, bounds2.left), -Math.max(bounds1.top, bounds2.top)); obj2.render(context); context.restore(); var imageData2 = context.getImageData(0, 0, width, height).data; // Check for pixel-perfect collision for (var i = 0; i < imageData1.length; i += 4) { if (imageData1[i + 3] > 0 && imageData2[i + 3] > 0) { return true; } } return false; } // 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(); ; // Initialize score var score = 0; // Create score text var scoreText = new Text2('Depth: 0m', { size: 50, fill: "#ffffff" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Initialize a timer to update the score every second var scoreUpdateInterval = LK.setInterval(function () { score += 1; if (scoreText) { scoreText.setText('Depth: ' + score + 'm'); } }, 2000); 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 = [ // First wave: four obstacles forming a square 'square', // Second wave: three obstacles forming a triangle 'triangle', // Third wave: ten obstacles forming a circle 'circle']; // Get the layout for the current wave var layout = obstacleLayouts[currentWave]; // Define the positions for each layout var positions = { 'square': [{ x: 2, y: 2 }, { x: 2, y: 7 }, { x: 7, y: 2 }, { x: 7, y: 7 }], 'triangle': [{ x: 5, y: 2 }, { x: 2, y: 7 }, { x: 8, y: 7 }], 'circle': [{ x: 5, y: 2 }, { x: 6, y: 3 }, { x: 7, y: 4 }, { x: 7, y: 5 }, { x: 6, y: 6 }, { x: 5, y: 7 }, { x: 4, y: 6 }, { x: 3, y: 5 }, { x: 3, y: 4 }, { x: 4, y: 3 }] }; // Get the positions for the current layout var layoutPositions = positions[layout]; if (!layoutPositions) { console.error('Error: layoutPositions is undefined. Check the layout variable and the positions object.'); return; } for (var i = 0; i < layoutPositions.length; i++) { var obstacle = game.addChild(new Obstacle1()); // Position the obstacles according to the layout, using the grid for positioning obstacle.x = 2048 / 2 + (layoutPositions[i].x - gridSize / 2) * cellSize; obstacle.y = 2732 + layoutPositions[i].y * cellSize; // Spawn obstacles offscreen at the bottom obstacles.push(obstacle); } currentWave++; if (obstaclesPerWave && currentWave >= obstaclesPerWave.length) { currentWave = 0; } } } // Define the grid size and the size of each cell in the grid var gridSize = 10; var cellSize = 50; // Call the spawn wave function every 2 seconds var spawnWaveInterval = LK.setInterval(spawnWave, 2000); ;
===================================================================
--- original.js
+++ change.js
@@ -76,9 +76,9 @@
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 (Math.abs(self.x - shield.x) < self.width / 2 + shield.width / 2 && Math.abs(self.y - shield.y) < self.height / 2 + shield.height / 2) {
+ if (pixelPerfectCollision(self, shield)) {
// Calculate the direction vector between the shield and the obstacle
var dx = self.x - shield.x;
var dy = self.y - shield.y;
var distance = Math.sqrt(dx * dx + dy * dy);
@@ -89,9 +89,9 @@
self.x += dx * 5;
self.y += dy * 5;
}
// Check for collision with diver
- if (Math.abs(self.x - diver.x) < self.width / 2 + diver.width / 2 && Math.abs(self.y - diver.y) < self.height / 2 + diver.height / 2) {
+ if (pixelPerfectCollision(self, 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();
@@ -111,9 +111,9 @@
}
// Check if the obstacle is colliding with another obstacle
for (var i = 0; i < obstacles.length; i++) {
var otherObstacle = obstacles[i];
- if (self !== otherObstacle && Math.abs(self.x - otherObstacle.x) < self.width / 2 + otherObstacle.width / 2 && Math.abs(self.y - otherObstacle.y) < self.height / 2 + otherObstacle.height / 2) {
+ if (self !== otherObstacle && pixelPerfectCollision(self, otherObstacle)) {
// Calculate the direction vector between the two obstacles
var dx = self.x - otherObstacle.x;
var dy = self.y - otherObstacle.y;
var distance = Math.sqrt(dx * dx + dy * dy);
@@ -150,8 +150,51 @@
/****
* Game Code
****/
+/**
+* Check for pixel-perfect collision between two display objects.
+* @param {DisplayObject} obj1 - The first display object.
+* @param {DisplayObject} obj2 - The second display object.
+* @returns {boolean} - True if there is a pixel-perfect collision, false otherwise.
+*/
+function pixelPerfectCollision(obj1, obj2) {
+ var bounds1 = obj1.getBounds();
+ var bounds2 = obj2.getBounds();
+ // Check if bounding boxes intersect
+ if (!bounds1.intersects(bounds2)) {
+ return false;
+ }
+ // Create a canvas to draw the objects
+ var canvas = document.createElement('canvas');
+ var context = canvas.getContext('2d');
+ // Set canvas size to the intersection of the bounding boxes
+ var width = Math.min(bounds1.right, bounds2.right) - Math.max(bounds1.left, bounds2.left);
+ var height = Math.min(bounds1.bottom, bounds2.bottom) - Math.max(bounds1.top, bounds2.top);
+ canvas.width = width;
+ canvas.height = height;
+ // Draw the first object
+ context.clearRect(0, 0, width, height);
+ context.save();
+ context.translate(-Math.max(bounds1.left, bounds2.left), -Math.max(bounds1.top, bounds2.top));
+ obj1.render(context);
+ context.restore();
+ var imageData1 = context.getImageData(0, 0, width, height).data;
+ // Draw the second object
+ context.clearRect(0, 0, width, height);
+ context.save();
+ context.translate(-Math.max(bounds1.left, bounds2.left), -Math.max(bounds1.top, bounds2.top));
+ obj2.render(context);
+ context.restore();
+ var imageData2 = context.getImageData(0, 0, width, height).data;
+ // Check for pixel-perfect collision
+ for (var i = 0; i < imageData1.length; i += 4) {
+ if (imageData1[i + 3] > 0 && imageData2[i + 3] > 0) {
+ return true;
+ }
+ }
+ return false;
+}
// 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;
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.