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obstacles layot has to be 5 by 5
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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
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refactor how obstaclelayours are defined. make it something easier to configure
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waves order can be random
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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
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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: 327
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On touch shield should not move to the touch location. But it should move on the direction the player drags
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shield should update its position based onthe touch movement, but not teleport to the place the player touches the screen
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shield should move no matter where player touches i n the screen
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shield should move on the direction the drag is being made, but do not move it to the location the touch is done.
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add depth to one text with score
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replace depth asset with just text
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change font to depth to be more square
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make depth text white with black bordewr
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add dark tint to background every 5 seconds
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Please fix the bug: 'Uncaught ReferenceError: utils is not defined' in or related to this line: 'background1.tint = utils.rgb2hex([1 - tintFactor, 1 - tintFactor, 1 - tintFactor]);' Line Number: 406
/**** * Classes ****/ // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732 }); backgroundGraphics.anchor.set(0, 0); }); // 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, scaleX: 0.7, scaleY: 0.7 }); // 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 = 60; 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, scaleX: 0.7, scaleY: 0.7 }); // 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, scaleX: 0.7, scaleY: 0.7 }); // 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; } } }; }); // Obstacle2 class var Obstacle2 = Container.expand(function () { var self = Container.call(this); var obstacle2Graphics = self.attachAsset('obstacle2', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); // Set obstacle2 speed self.speed = -5; // This is automatically called every game tick, if the obstacle2 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; // Add wiggly movement to the obstacle self.x += Math.sin(LK.ticks / 10) * 2; // 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; } } }; }); // Obstacle3 class var Obstacle3 = Container.expand(function () { var self = Container.call(this); var obstacle3Graphics = self.attachAsset('obstacle3', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); // Set obstacle3 speed self.speed = -5; // This is automatically called every game tick, if the obstacle3 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; // Add unique behavior to obstacle3 self.rotation += 0.05; // Rotate faster than obstacle1 self.scale.x = 1 + Math.sin(LK.ticks / 5) * 0.05; // Larger size change self.scale.y = 1 + Math.sin(LK.ticks / 5) * 0.05; 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 and add background instances var background1 = game.addChild(new Background()); background1.y = 0; // 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 depthScoreText = new Text2('Depth:0m', { size: 70, fill: "#ffffff", stroke: "#000000", strokeThickness: 6, font: "monospace" // Change font to be more square }); depthScoreText.anchor.set(0.5, 0.5); depthScoreText.x = 400; depthScoreText.y = 100; LK.gui.top.addChild(depthScoreText); // Initialize a timer to update the score every second var scoreUpdateInterval = LK.setInterval(function () { score += 1; if (depthScoreText) { depthScoreText.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 = [{ type: 'F', positions: [{ x: 2, y: 2 }, { x: 3, y: 2 }, { x: 4, y: 2 }, { x: 2, y: 3 }, { x: 2, y: 4 }, { x: 3, y: 4 }, { x: 2, y: 5 }] }, { type: 'line', positions: [{ x: 2, y: 2 }, { x: 8, y: 2 }] }, { type: 'square', positions: [{ x: 2, y: 2 }, { x: 2, y: 7 }, { x: 7, y: 2 }, { x: 7, y: 7 }] }, { type: 'triangle', positions: [{ x: 5, y: 2 }, { x: 2, y: 7 }, { x: 8, y: 7 }] }, { type: 'circle', positions: [{ x: 5, y: 2 }, { x: 6, y: 3 }, { x: 7, y: 4 }, { x: 7, y: 5 }, { x: 6, y: 6 }] }, { type: 'cross', positions: [{ x: 5, y: 2 }, { x: 5, y: 3 }, { x: 5, y: 4 }, { x: 4, y: 3 }, { x: 6, y: 3 }] }, { type: 'hexagon', positions: [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 7, y: 3.5 }, { x: 6, y: 4.5 }, { x: 4, y: 4.5 }, { x: 3, y: 3.5 }, { x: 4, y: 2.5 }] }, { type: 'heptagon', positions: [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }] }, { type: 'octagon', positions: [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }, { x: 5, y: 3.5 }] }, { type: 'nonagon', positions: [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }, { x: 5, y: 3.5 }, { x: 5, y: 2.5 }] }, { type: 'decagon', positions: [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }, { x: 5, y: 3.5 }, { x: 5, y: 2.5 }, { x: 5, y: 4.5 }] }]; // 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; console.log('Current layout type:', layout.type); // Debugging line to check the layout type // Randomly choose an obstacle type for the entire wave var obstacleTypes = [Obstacle1, Obstacle2, Obstacle3]; var obstacleType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)]; 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 + (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; } // Add interval of wait between waves LK.setTimeout(function () { spawnWave(); }, 5000); // 5 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(); ;
===================================================================
--- original.js
+++ change.js
@@ -384,13 +384,37 @@
// Spawn wave function
function spawnWave() {
// Define the layout of the obstacles for each wave
var obstacleLayouts = [{
- type: 'line',
+ type: 'F',
positions: [{
+ x: 2,
+ y: 2
+ }, {
+ x: 3,
+ y: 2
+ }, {
x: 4,
y: 2
}, {
+ x: 2,
+ y: 3
+ }, {
+ x: 2,
+ y: 4
+ }, {
+ x: 3,
+ y: 4
+ }, {
+ x: 2,
+ y: 5
+ }]
+ }, {
+ type: 'line',
+ positions: [{
+ x: 2,
+ y: 2
+ }, {
x: 8,
y: 2
}]
}, {
@@ -601,8 +625,9 @@
console.error('Error: layout is undefined. Check the obstacleLayouts array.');
return;
}
var layoutPositions = layout.positions;
+ console.log('Current layout type:', layout.type); // Debugging line to check the layout type
// Randomly choose an obstacle type for the entire wave
var obstacleTypes = [Obstacle1, Obstacle2, Obstacle3];
var obstacleType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)];
layoutPositions.forEach(function (position) {
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.