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reduce size of obstacles by 30%
Code edit (9 edits merged)
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move depth asset and text 500 pixels right
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reduce size of depth asset and depth text in 30%
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reduce size of diver and flippers in 30%
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remove borders from font on depht text and make text blak
Code edit (1 edits merged)
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move depthe text 100 pixels up
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move depth asset 50 pixels down
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move depth text 50 pixels down
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move dpeth asset 200 pixels to the left
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From the score text, replace only the ''Depth'' part of the text for the Depth asset. However keep the '':'' and the actual meters that update.
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add five more waves
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add one second more between waves
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wave 4 should have more of the outline of a circle shape. empty center
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mvoe right flipper 20 piels right
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add obstacle3.
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obsctalce2 shoudl increase and decrease their size
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waves can nrandomly have any obstacle. but one wave will have all obstacles the same
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create obstacle2. this obstacles will not rotate but have a wiggly movement
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create 5 assets that will be used randomly in obstacles waves
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add an extra second between waves
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make fourth wave easier
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add a little more time btween waves
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add inerval of wait between waves
/****
* 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;
}
};
});
// Bubble class
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
var scale = Math.random() * 0.5 + 0.5;
bubbleGraphics.scale.set(scale, scale);
// Set bubble speed
self.speed = -2;
// This is automatically called every game tick, if the bubble is attached!
self.update = function () {
// Move the bubble upwards and sideways
self.y += self.speed;
self.x += Math.sin(LK.ticks / 10) * 0.1;
// Reset the position of the bubble when it reaches the top
if (self.y <= 0) {
self.y = 2732;
}
// Check if the bubble is colliding with an obstacle
for (var i = 0; i < obstacles.length; i++) {
if (self.intersects(obstacles[i])) {
// Bring the bubble to the top of the z axis
game.setChildIndex(self, game.children.length - 1);
}
}
};
});
// 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;
// Increase the repulsion force and always push the obstacle to the outside
self.x += dx * 10;
self.y += dy * 10;
}
}
};
});
// 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 = shield;
};
});
/****
* 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 a softer 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 = [];
game.addChild(diver);
game.setChildIndex(diver, game.children.length - 1);
// Create bubbles after obstacles
var bubbles = [];
for (var i = 0; i < 20; i++) {
var bubble = new Bubble();
bubble.x = Math.random() * 2048;
bubble.y = Math.random() * 2732;
bubbles.push(bubble);
game.addChildAt(bubble, game.children.length);
}
// 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;
};
// Update bubbles
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].update();
}
// Define the number of obstacles in each wave
var obstaclesPerWave = [2, 3, 4, 5, 6];
var currentWave = 0;
// Spawn wave function
function spawnWave() {
// Define the layout of the obstacles for each wave
var obstacleLayouts = [
// Previous wave: two obstacles forming a line
'line',
// 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 = {
'line': [{
x: 4,
y: 2
}, {
x: 6,
y: 2
}],
'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;
}
// Add interval of wait between waves
LK.setTimeout(function () {
spawnWave();
}, 2000); // 2 seconds wait between waves
}
// 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 1 second
// Initial call to spawn the first wave
spawnWave();
;
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