User prompt
do not update the diver positionn on game start but on load
User prompt
on game start reposition flippers
User prompt
create diver before flippers
User prompt
make sure all assets are loaded correclty before game starts
User prompt
if dragnode is different than shield then move shield relative to its current position
User prompt
hoystic should move if the player touches anywhere int he screen
User prompt
drag node of joystic can be anywhere in the screen
User prompt
make sure shield moves in the direction the joystick is held
User prompt
Please fix the bug: 'Uncaught TypeError: joystick.update is not a function' in or related to this line: 'joystick.update();' Line Number: 596
User prompt
Please fix the bug: 'Uncaught ReferenceError: dragging is not defined' in or related to this line: 'if (dragging) {' Line Number: 47
User prompt
keep moving the shield on the direcitno the joystick is
User prompt
add joystick to move the shield
User prompt
add a joystic to move the bubble
User prompt
make depth text transparent
User prompt
make touchable area of joystic a lot bgger
User prompt
where the player touches the screen, thats where joysitc will be.
User prompt
shield should not update its position to the touch point.
User prompt
Please fix the bug: 'Uncaught ReferenceError: handleMove is not defined' in or related to this line: 'handleMove(x, y, obj);' Line Number: 498
User prompt
add a joystick to mvoe the shield
User prompt
drag node of shield can be anwyehre in the screen
User prompt
make touch area of the shield a lot bigger
User prompt
wait to load flipper untill diver is initiallizzed
User prompt
add 3 different random elements on the side to be just part of the background. either side randomly
User prompt
improve collision box to be more permisive on collision
User prompt
use lk score to keep track of depth
/****
* 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);
// Add dark blue transparent overlay
var overlay = self.attachAsset('shape', {
width: 2048,
height: 2732,
color: 0x000000,
alpha: 0.1,
// Increase alpha to make the background darker
shape: 'box'
});
overlay.anchor.set(0, 0);
// This is automatically called every game tick, if the background is attached!
self.update = function () {
if (overlay.alpha < 1) {
overlay.alpha += 0.0001; // Increase alpha very slowly
}
};
});
// 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 using spatial hash
var cellSize = 150;
var hashX = Math.floor(self.x / cellSize);
var hashY = Math.floor(self.y / cellSize);
var hashKey = hashX + ',' + hashY;
if (spatialHash[hashKey]) {
for (var i = 0; i < spatialHash[hashKey].length; i++) {
if (self.intersects(spatialHash[hashKey][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)) {
// Play bubble sound if at least 1 second has passed since the last play
if (LK.ticks - lastBubbleSoundTime > 20) {
LK.getSound('bubble').play();
lastBubbleSoundTime = LK.ticks;
}
// 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();
}
// Update spatial hash
var oldHashX = Math.floor((self.x - self.speed * speedMultiplier) / cellSize);
var oldHashY = Math.floor((self.y - self.speed * speedMultiplier) / cellSize);
var newHashX = Math.floor(self.x / cellSize);
var newHashY = Math.floor(self.y / cellSize);
var oldHashKey = oldHashX + ',' + oldHashY;
var newHashKey = newHashX + ',' + newHashY;
if (oldHashKey !== newHashKey) {
if (spatialHash[oldHashKey]) {
var index = spatialHash[oldHashKey].indexOf(self);
if (index > -1) {
spatialHash[oldHashKey].splice(index, 1);
}
}
if (!spatialHash[newHashKey]) {
spatialHash[newHashKey] = [];
}
spatialHash[newHashKey].push(self);
}
// Continue moving upwards
self.y += self.speed * speedMultiplier;
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)) {
// Play bubble sound if at least 1 second has passed since the last play
if (LK.ticks - lastBubbleSoundTime > 20) {
LK.getSound('bubble').play();
lastBubbleSoundTime = LK.ticks;
}
// 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();
}
// Update spatial hash
var oldHashX = Math.floor((self.x - self.speed * speedMultiplier) / cellSize);
var oldHashY = Math.floor((self.y - self.speed * speedMultiplier) / cellSize);
var newHashX = Math.floor(self.x / cellSize);
var newHashY = Math.floor(self.y / cellSize);
var oldHashKey = oldHashX + ',' + oldHashY;
var newHashKey = newHashX + ',' + newHashY;
if (oldHashKey !== newHashKey) {
if (spatialHash[oldHashKey]) {
var index = spatialHash[oldHashKey].indexOf(self);
if (index > -1) {
spatialHash[oldHashKey].splice(index, 1);
}
}
if (!spatialHash[newHashKey]) {
spatialHash[newHashKey] = [];
}
spatialHash[newHashKey].push(self);
}
// Continue moving upwards
self.y += self.speed * speedMultiplier;
// 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)) {
// Play bubble sound if at least 1 second has passed since the last play
if (LK.ticks - lastBubbleSoundTime > 20) {
LK.getSound('bubble').play();
lastBubbleSoundTime = LK.ticks;
}
// 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();
}
// Update spatial hash
var oldHashX = Math.floor((self.x - self.speed * speedMultiplier) / cellSize);
var oldHashY = Math.floor((self.y - self.speed * speedMultiplier) / cellSize);
var newHashX = Math.floor(self.x / cellSize);
var newHashY = Math.floor(self.y / cellSize);
var oldHashKey = oldHashX + ',' + oldHashY;
var newHashKey = newHashX + ',' + newHashY;
if (oldHashKey !== newHashKey) {
if (spatialHash[oldHashKey]) {
var index = spatialHash[oldHashKey].indexOf(self);
if (index > -1) {
spatialHash[oldHashKey].splice(index, 1);
}
}
if (!spatialHash[newHashKey]) {
spatialHash[newHashKey] = [];
}
spatialHash[newHashKey].push(self);
}
// Continue moving upwards
self.y += self.speed * speedMultiplier;
// 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,
alpha: 0.7
});
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
****/
var lastBubbleSoundTime = 0;
var speedMultiplier = 1;
// Declare and initialize backgroundMusic variable
var backgroundMusic = LK.getSound('background');
// Play background music on loop when the game starts
LK.on('tick', function () {
if (!backgroundMusic.playing) {
backgroundMusic.play();
}
});
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;
}
if (dragNode === shield) {
shield.x = x;
shield.y = y;
}
};
var obstacles = [];
var spatialHash = {};
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 = LK.getScore();
// 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 and increase speed multiplier
var scoreUpdateInterval = LK.setInterval(function () {
LK.setScore(LK.getScore() + 1);
if (depthScoreText) {
depthScoreText.setText('Depth:' + LK.getScore() + 'm');
}
speedMultiplier += 0.01; // Increase speed multiplier by 0.01 every second
}, 1000);
game.up = function (x, y, obj) {
dragNode = null;
};
// Check if background music is playing, if not, play it
if (!backgroundMusic.playing) {
backgroundMusic.play();
}
// Update background
background1.update();
// Update bubbles
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].update();
}
// Define the current wave
var currentWave = 0;
var allWavesSpawnedOnce = false;
// Spawn wave function
function spawnWave() {
// Define the layout of the obstacles for each wave
var obstacleLayouts = [{
type: 'line',
grid: ['.....', '.....', '.#.#.', '.....', '.....']
}, {
type: 'triangle',
grid: ['.....', '..#..', '.....', '.#.#.', '.....']
}, {
type: 'square',
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) {
allWavesSpawnedOnce = true;
currentWave = 0;
}
if (allWavesSpawnedOnce) {
currentWave = Math.floor(Math.random() * (obstacleLayouts.length - 3)) + 3;
}
// 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.