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
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make sure shield moves in the direction the joystick is held
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Please fix the bug: 'Uncaught TypeError: joystick.update is not a function' in or related to this line: 'joystick.update();' Line Number: 596
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Please fix the bug: 'Uncaught ReferenceError: dragging is not defined' in or related to this line: 'if (dragging) {' Line Number: 47
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keep moving the shield on the direcitno the joystick is
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add joystick to move the shield
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add a joystic to move the bubble
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make depth text transparent
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make touchable area of joystic a lot bgger
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where the player touches the screen, thats where joysitc will be.
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shield should not update its position to the touch point.
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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
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drag node of shield can be anwyehre in the screen
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make touch area of the shield a lot bigger
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wait to load flipper untill diver is initiallizzed
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add 3 different random elements on the side to be just part of the background. either side randomly
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improve collision box to be more permisive on collision
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use lk score to keep track of depth
===================================================================
--- original.js
+++ change.js
@@ -41,11 +41,12 @@
// 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;
+ // Move the bubble based on joystick input
+ var direction = joystick.getDirection();
+ self.x += direction.x * 5;
+ self.y += direction.y * 5;
// Reset the position of the bubble when it reaches the top
if (self.y <= 0) {
self.y = 2732;
}
@@ -112,8 +113,62 @@
}
self.rotation = self.movement;
};
});
+// Joystick class
+var Joystick = Container.expand(function () {
+ var self = Container.call(this);
+ var joystickGraphics = self.attachAsset('shape', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 150,
+ height: 150,
+ color: 0x00ff00,
+ shape: 'ellipse',
+ alpha: 0.5
+ });
+ var knob = self.attachAsset('shape', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 50,
+ height: 50,
+ color: 0xff0000,
+ shape: 'ellipse',
+ alpha: 0.8
+ });
+ self.knob = knob;
+ self.isDragging = false;
+ self.down = function (x, y, obj) {
+ self.isDragging = true;
+ self.knob.x = x - self.x;
+ self.knob.y = y - self.y;
+ };
+ self.move = function (x, y, obj) {
+ if (self.isDragging) {
+ var dx = x - self.x;
+ var dy = y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var maxDistance = 50;
+ if (distance > maxDistance) {
+ dx = dx / distance * maxDistance;
+ dy = dy / distance * maxDistance;
+ }
+ self.knob.x = dx;
+ self.knob.y = dy;
+ }
+ };
+ self.up = function (x, y, obj) {
+ self.isDragging = false;
+ self.knob.x = 0;
+ self.knob.y = 0;
+ };
+ self.getDirection = function () {
+ return {
+ x: self.knob.x / 50,
+ y: self.knob.y / 50
+ };
+ };
+});
// Obstacle1 class
var Obstacle1 = Container.expand(function () {
var self = Container.call(this);
var obstacle1Graphics = self.attachAsset('obstacle1', {
@@ -431,8 +486,12 @@
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 joystick instance
+var joystick = game.addChild(new Joystick());
+joystick.x = 200;
+joystick.y = 2532; // Position joystick at the bottom left of the screen
// Create a diver instance
var dragNode = null;
var diver = new Diver();
diver.depth = 2;
8bit. cartoon. jellyfish.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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