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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; } } }; }); // PlayerBubble class var PlayerBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('playerBubble', { 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.destroy(); } }; }); // 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 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(); ; // Function to release bubbles at random intervals function releaseBubbles() { var bubbleCount = Math.floor(Math.random() * 4) + 3; // Random number between 3 and 6 for (var i = 0; i < bubbleCount; i++) { var bubble = new PlayerBubble(); bubble.x = diver.x + diver.width / 2; bubble.y = diver.y + diver.height / 2; bubbles.push(bubble); game.addChildAt(bubble, game.children.length); } // Schedule the next bubble release at a random interval between 1 and 5 seconds var nextReleaseTime = Math.random() * 4000 + 1000; LK.setTimeout(releaseBubbles, nextReleaseTime); } // Start the first bubble release releaseBubbles();
===================================================================
--- original.js
+++ change.js
@@ -371,16 +371,8 @@
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 PlayerBubble();
- bubble.x = diver.x + diver.width / 2;
- bubble.y = diver.y + diver.height / 2;
- bubbles.push(bubble);
- game.addChildAt(bubble, game.children.length);
-}, 5000);
;
// Initialize score
var score = 0;
// Create score text
@@ -486,5 +478,21 @@
var cellSize = 150;
// Call the spawn wave function every 1 second
// Initial call to spawn the first wave
spawnWave();
-;
\ No newline at end of file
+;
+// Function to release bubbles at random intervals
+function releaseBubbles() {
+ var bubbleCount = Math.floor(Math.random() * 4) + 3; // Random number between 3 and 6
+ for (var i = 0; i < bubbleCount; i++) {
+ var bubble = new PlayerBubble();
+ bubble.x = diver.x + diver.width / 2;
+ bubble.y = diver.y + diver.height / 2;
+ bubbles.push(bubble);
+ game.addChildAt(bubble, game.children.length);
+ }
+ // Schedule the next bubble release at a random interval between 1 and 5 seconds
+ var nextReleaseTime = Math.random() * 4000 + 1000;
+ LK.setTimeout(releaseBubbles, nextReleaseTime);
+}
+// Start the first bubble release
+releaseBubbles();
\ No newline at end of file
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.