Code edit (1 edits merged)
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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: 438
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I want to touch the center circle and move it
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: biggerCircle is not defined' in or related to this line: 'biggerCircle.x = 2048 / 2;' Line Number: 470
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Please fix the bug: 'Uncaught ReferenceError: centerCircle is not defined' in or related to this line: 'dragNode = centerCircle;' Line Number: 437
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move drag node to centercircle, but also move shiedl when centercirclemoves
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add a bigger circle behind the shield
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Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 486
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Please fix the bug: 'ReferenceError: shield is not defined' in or related to this line: 'if (self.intersects(shield, {' Line Number: 153
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'background1.update();' Line Number: 544
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Please fix the bug: 'Uncaught ReferenceError: background1 is not defined' in or related to this line: 'background1.update();' Line Number: 543
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'diver.on('added', function () {' Line Number: 469
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Please fix the bug: 'Uncaught ReferenceError: diver is not defined' in or related to this line: 'diver.on('added', function () {' Line Number: 468
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add a 1 seconds wait before the game starts to let music and everything load
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know the divers dimesions as soon as the game starts
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mkae sure divers is positionn correctly when the game starts
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add a joystick asset. joystick asset will be behind shield
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Drag node should be drag
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Shield should always keep its position in the center of drag
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Drag node is drag
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Create an asset called drag and put it behind the shield
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move diver intiial position 200 pixxels down
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Make sure divers position is updated correcly on the first game too.
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do not update the diver positionn on game start but on load
/**** * 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 } }; }); // BiggerCircle class var BiggerCircle = Container.expand(function () { var self = Container.call(this); var biggerCircleGraphics = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0, alpha: 0.5 }); }); // 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, { tolerance: 10 })) { // 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, { tolerance: 10 })) { // 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, { tolerance: 10 })) { // 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, { tolerance: 10 })) { // 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, { tolerance: 10 })) { // 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, { tolerance: 10 })) { // 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 = centerCircle; handleMove(x, y, obj); }; }); /**** * 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 ****/ // Declare method for handling move events on game. function handleMove(x, y, obj) { // Get event position in relation to game object if (dragNode) { dragNode.x = x; dragNode.y = y; } // Trigger game over if character touches centerNode if (character.intersects(centerNode)) { // Flash screen red for 1 second (1000ms) to show we are dead. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. } } 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; // Declare biggerCircle variable in the global scope var biggerCircle; // Create a bigger circle instance var centerCircle = game.addChildAt(biggerCircle = new BiggerCircle(), game.children.length); // Create a shield instance var shield = game.addChildAt(new Shield(), game.children.length); // Position the bigger circle at the center of the screen if (biggerCircle) { biggerCircle.x = 2048 / 2; biggerCircle.y = 2732 / 2; } // 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; // Ensure diver's dimensions are fully initialized before positioning flippers diver.on('added', function () { // Position the flippers relative to the diver diver.children[0].y = diver.height / 2 - 20; // Left flipper diver.children[1].y = diver.height / 2 - 20; // Right flipper }); // 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) { if (dragNode === centerCircle) { centerCircle.x = x; centerCircle.y = y; shield.x = x; shield.y = y; } } if (dragNode === centerCircle) { centerCircle.x = x; centerCircle.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(); ;
===================================================================
--- original.js
+++ change.js
@@ -495,11 +495,11 @@
shield.x = x;
shield.y = y;
}
}
- if (dragNode === shield) {
- shield.x = x;
- shield.y = y;
+ if (dragNode === centerCircle) {
+ centerCircle.x = x;
+ centerCircle.y = y;
}
};
var obstacles = [];
var spatialHash = {};
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.