Code edit (9 edits merged)
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add a dark blue transparent overlay on top of the backgounrd
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reef should be one next to the other
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mirror reef image on right side
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reef can have differen widths
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randomly add on the either side of the screen a reef asset
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add green algae to the background. similar to bubbles but at another speed
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player bubbles should be releaased in sets of 3 or 5
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player bubble sould spawn on random time, and also should spawn between 3 and 6 ever ytime
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player bubbles should spawn from the bottom right of the player
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bubble release from player should have a different bubble asset
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every 5 sesconds player will release a bubble that goes upwrds
Code edit (1 edits merged)
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remove obstacles per wave. obstacles will be defined by the layout itself
Code edit (1 edits merged)
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obstacles layot has to be 5 by 5
Code edit (4 edits merged)
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instead of using coordinas for layours, can we use a grid with # and . tod display where obstacles would be
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create a layout with the letter f
Code edit (1 edits merged)
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refactor how obstaclelayours are defined. make it something easier to configure
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waves order can be random
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'shield.lastX = shield.x;' Line Number: 329
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'shield.lastX = shield.x;' Line Number: 328
===================================================================
--- original.js
+++ change.js
@@ -383,41 +383,20 @@
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',
- // Fourth wave: five obstacles forming a cross
- 'cross',
- // Fifth wave: six obstacles forming a hexagon
- 'hexagon',
- // Sixth wave: seven obstacles forming a heptagon
- 'heptagon',
- // Seventh wave: eight obstacles forming an octagon
- 'octagon',
- // Eighth wave: nine obstacles forming a nonagon
- 'nonagon',
- // Ninth wave: ten obstacles forming a decagon
- 'decagon'];
- // Get the layout for the current wave
- var layout = obstacleLayouts[Math.floor(Math.random() * obstacleLayouts.length)];
- // Define the positions for each layout
- var positions = {
- 'line': [{
+ var obstacleLayouts = [{
+ type: 'line',
+ positions: [{
x: 4,
y: 2
}, {
x: 6,
y: 2
- }],
- 'square': [{
+ }]
+ }, {
+ type: 'square',
+ positions: [{
x: 2,
y: 2
}, {
x: 2,
@@ -427,20 +406,24 @@
y: 2
}, {
x: 7,
y: 7
- }],
- 'triangle': [{
+ }]
+ }, {
+ type: 'triangle',
+ positions: [{
x: 5,
y: 2
}, {
x: 2,
y: 7
}, {
x: 8,
y: 7
- }],
- 'circle': [{
+ }]
+ }, {
+ type: 'circle',
+ positions: [{
x: 5,
y: 2
}, {
x: 6,
@@ -453,10 +436,12 @@
y: 5
}, {
x: 6,
y: 6
- }],
- 'cross': [{
+ }]
+ }, {
+ type: 'cross',
+ positions: [{
x: 5,
y: 2
}, {
x: 5,
@@ -469,10 +454,12 @@
y: 3
}, {
x: 6,
y: 3
- }],
- 'hexagon': [{
+ }]
+ }, {
+ type: 'hexagon',
+ positions: [{
x: 5,
y: 2
}, {
x: 6,
@@ -491,10 +478,12 @@
y: 3.5
}, {
x: 4,
y: 2.5
- }],
- 'heptagon': [{
+ }]
+ }, {
+ type: 'heptagon',
+ positions: [{
x: 5,
y: 2
}, {
x: 6,
@@ -513,10 +502,12 @@
y: 2.5
}, {
x: 5,
y: 3
- }],
- 'octagon': [{
+ }]
+ }, {
+ type: 'octagon',
+ positions: [{
x: 5,
y: 2
}, {
x: 6,
@@ -538,10 +529,12 @@
y: 3
}, {
x: 5,
y: 3.5
- }],
- 'nonagon': [{
+ }]
+ }, {
+ type: 'nonagon',
+ positions: [{
x: 5,
y: 2
}, {
x: 6,
@@ -566,10 +559,12 @@
y: 3.5
}, {
x: 5,
y: 2.5
- }],
- 'decagon': [{
+ }]
+ }, {
+ type: 'decagon',
+ positions: [{
x: 5,
y: 2
}, {
x: 6,
@@ -598,25 +593,26 @@
}, {
x: 5,
y: 4.5
}]
- };
- // 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.');
+ }];
+ // Get the layout for the current wave
+ var layout = obstacleLayouts[currentWave];
+ if (!layout) {
+ console.error('Error: layout is undefined. Check the obstacleLayouts array.');
return;
}
+ var layoutPositions = layout.positions;
// Randomly choose an obstacle type for the entire wave
var obstacleTypes = [Obstacle1, Obstacle2, Obstacle3];
var obstacleType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)];
- for (var i = 0; i < layoutPositions.length; i++) {
+ layoutPositions.forEach(function (position) {
var obstacle = game.addChild(new obstacleType());
// 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
+ obstacle.x = 2048 / 2 + (position.x - gridSize / 2) * cellSize;
+ obstacle.y = 2732 + position.y * cellSize; // Spawn obstacles offscreen at the bottom
obstacles.push(obstacle);
- }
+ });
currentWave++;
if (obstaclesPerWave && currentWave >= obstaclesPerWave.length) {
currentWave = 0;
}
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.