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bubble sound can only play once per second
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on tick checkc if backtounrd music if playing, if not, play
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play bacgkround music on loop on game start
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use bubble sound when an obstacles is pushed
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score should be displayer on game over message
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background alpha overlay should increase very very slwoly
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overlay should make the color of the background darker when alpha is higher
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make overlay black
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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
/****
* 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();
// Timer to release a bubble every 5 seconds
var bubbleReleaseInterval = LK.setInterval(function () {
var bubble = new Bubble();
bubble.x = diver.x;
bubble.y = diver.y;
bubbles.push(bubble);
game.addChildAt(bubble, game.children.length);
}, 5000);
;
// 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 current wave
var currentWave = 0;
// Spawn wave function
function spawnWave() {
// Define the layout of the obstacles for each wave
var obstacleLayouts = [{
type: 'line',
grid: ['.....', '.....', '.#.#.', '.....', '.....']
}, {
type: 'square',
grid: ['.....', '.#.#.', '.....', '.#.#.', '.....']
}, {
type: 'triangle',
grid: ['.....', '..#..', '.....', '.#.#.', '.....']
}, {
type: 'circle',
grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
}, {
type: 'cross',
grid: ['.....', '..#..', '.###.', '..#..', '.....']
}, {
type: 'hexagon',
grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
}, {
type: 'heptagon',
grid: ['.....', '..#..', '.#.#.', '.#.#.', '.#...']
}, {
type: 'octagon',
grid: ['.....', '..#..', '.#.#.', '.#.#.', '.#.#.']
}, {
type: 'nonagon',
grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
}, {
type: 'decagon',
grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
}];
// 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.grid.forEach(function (row, rowIndex) {
row.split('').forEach(function (cell, colIndex) {
if (cell === '#') {
layoutPositions.push({
x: colIndex,
y: rowIndex
});
}
});
});
// 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 (currentWave >= obstacleLayouts.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 = 5;
var cellSize = 150;
// Call the spawn wave function every 1 second
// Initial call to spawn the first wave
spawnWave();
;
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.