User prompt
shield should be moves when player touches screen in any place not only on top of shield. however shield should always move from its current position
User prompt
take reference anywere where the player places his touch on screen, and from there move the shield. however, do not move shield to that point, just move it around from its current location considering the touch point is on top of the shield
User prompt
Please fix the bug: 'ReferenceError: rockObstacle is not defined' in or related to this line: 'if (self.intersects(rockObstacle)) {' Line Number: 154
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rock obstacles will only appear in the 20% of the side of the screen each
User prompt
add rockobstacle. rockobstacle will not move its position but obstacles will be pushed dy it
User prompt
player does not have to touch on the shield to move it. it can move if by touching anywhere in the screen. the spot the player touches will be the controller and take it as reference to move the shield in its current position.
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improvev physics to make obstacles push each other better
Code edit (5 edits merged)
Please save this source code
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make bubbles also have a very small sideways movement
Code edit (1 edits merged)
Please save this source code
User prompt
do not impact shape of bubbles only size or scale
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bubbles should be bigger or smaller randomly
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bubbles should have different sizes
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if bubbles is colliding with obstacles, bubble should be shown on top of the z axis
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bring bubbles to the topmost of z axis
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obstacles should push each other a little more
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background blue should get gradually darker
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obstacles should be behind bubbles
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add alpha to bubbles
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make bacgkorund blue softer
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make bacgkround ocean blue
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add bubbles that will move upwards from the bottom converting a sense of the player moving dowards
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add background images that will move upwards slowly conveying a feeling that the diver is going down
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add paralx scrolling on both sides of the screen. it will be continuous from down up
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put more backgrounds
/**** * 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)) { // 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 (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 // 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 && self.intersects(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 ****/ // Create background instances var background1 = game.addChildAt(new Background(), 0); background1.y = 0; var background2 = game.addChildAt(new Background(), 0); background2.y = 2732; // 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 = []; 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: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); 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
@@ -150,18 +150,13 @@
/****
* Game Code
****/
-// Create left background instance
-var leftBackground = new Background();
-leftBackground.x = 2048 / 4; // Position on the left side of the screen
-leftBackground.y = 2732 / 2;
-game.addChild(leftBackground);
-// Create right background instance
-var rightBackground = new Background();
-rightBackground.x = 2048 / 4 * 3; // Position on the right side of the screen
-rightBackground.y = 2732 / 2;
-game.addChild(rightBackground);
+// Create background instances
+var background1 = game.addChildAt(new Background(), 0);
+background1.y = 0;
+var background2 = game.addChildAt(new Background(), 0);
+background2.y = 2732;
// 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.