User prompt
show playercollisionbox on top of player
User prompt
make sucre obstacles collide with playercollisionbox
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make playercollisonbox circular
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create a playercollisionbox which will be in the center of the player.
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add a playercollisionbox
User prompt
when powerup collides with player playe powerup soudn
Code edit (5 edits merged)
Please save this source code
User prompt
make sure powerups spawn every 20 seconds
User prompt
do not spawn the powerup as soon as game starts
Code edit (1 edits merged)
Please save this source code
User prompt
please make sure blinking of shield does not affect its original value
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only spawn 1 power up after 5 seconds of game
User prompt
two power ups cant be spawned in the same 20 seconds
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Please fix the bug: 'Timeout.tick error: shieldGraphics is not defined' in or related to this line: 'shield.alpha = shieldGraphics.alpha; // Reset alpha to original value' Line Number: 453
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after shield comes back to normal size, set its alpha to initial one
Code edit (1 edits merged)
Please save this source code
User prompt
when shield increases its size, it should blink after 8 seconds
User prompt
power ups should have a small pendular movement
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerUp.x = Math.random() * 2048;' Line Number: 484
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerUp.x = Math.random() * 2048;' Line Number: 481
User prompt
powerups should spawn randomly every 20 to 30 seconds
User prompt
powerups showuld not spawn on the center of the x where the diver is.
User prompt
flicker shiedl for the last 2 seconds before it goes back to its original size
User prompt
shield should push powerup away like shield pushes obstacles
User prompt
shield should have the same effect o powerup as in obstacles
/**** * 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 black overlay on top of the background var overlay = self.attachAsset('shape', { width: 2048, height: 2732, color: 0x000000, alpha: 0.0, 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 over time } }; }); // 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; } } }; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 2; // Move power-up downwards self.x += Math.sin(LK.ticks / 20) * 2; // Add pendular movement // Check if the power-up is colliding with the shield if (self.intersects(shield, { tolerance: 10 })) { // Calculate the direction vector between the shield and the power-up 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 power-up away from the shield self.x += dx * 5; self.y += dy * 5; } if (self.intersects(diver)) { shield.scale.x *= 2; shield.scale.y *= 2; LK.setTimeout(function () { // Start blinking effect after 8 seconds var blinkInterval = LK.setInterval(function () { shield.alpha = shield.alpha === 1 ? 0.5 : 1; }, 60); // Blink every 500ms // Stop blinking and reset shield size after 10 seconds LK.setTimeout(function () { LK.clearInterval(blinkInterval); shield.alpha = 0.9; // Reset alpha to original value shield.scale.x /= 2; shield.scale.y /= 2; }, 2000); // Blink for 2 seconds }, 8000); // Start blinking after 8 seconds 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, alpha: 0.75 }); self.originalAlpha = shieldGraphics.alpha; // Store the original alpha value 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 ****/ // Function to spawn power-ups randomly every 20 to 30 seconds function spawnPowerUp() { if (!firstPowerUpSpawned) { if (LK.ticks < 300) { // 300 ticks = 5 seconds return; } firstPowerUpSpawned = true; } else if (LK.ticks - lastPowerUpSpawnTime < 1200) { // 1200 ticks = 20 seconds return; } var powerUp = game.addChild(new PowerUp()); lastPowerUpSpawnTime = LK.ticks; do { powerUp.x = Math.random() * 2048; } while (diver && Math.abs(powerUp.x - diver.x) < 200); powerUp.y = -100; // Start offscreen at the top // Schedule the next power-up spawn var nextSpawnTime = Math.random() * 10000 + 20000; // Random time between 20 to 30 seconds LK.setTimeout(spawnPowerUp, nextSpawnTime); } // Initial call to spawn the first power-up after 5 seconds LK.setTimeout(spawnPowerUp, 5000); var lastBubbleSoundTime = 0; var lastPowerUpSpawnTime = 0; var speedMultiplier = 1; var firstPowerUpSpawned = false; // 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; // 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 !== shield) { shield.x += x - shield.x; shield.y += y - shield.y; } else { 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 power-up instance var powerUp = game.addChild(new PowerUp()); do { powerUp.x = Math.random() * 2048; } while (Math.abs(powerUp.x - diver.x) < 200); powerUp.y = -100; // Start offscreen at the top // 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 += 0.02; // Increase speed multiplier by 0.02 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
@@ -22,9 +22,9 @@
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 += 0.0002; // Increase alpha over time
+ overlay.alpha += 0.0001; // Increase alpha over time
}
};
});
// Bubble class
@@ -423,15 +423,14 @@
}, 60); // Blink every 500ms
// Stop blinking and reset shield size after 10 seconds
LK.setTimeout(function () {
LK.clearInterval(blinkInterval);
- shield.alpha = shield.originalAlpha; // Reset alpha to original value
+ shield.alpha = 0.9; // Reset alpha to original value
shield.scale.x /= 2;
shield.scale.y /= 2;
}, 2000); // Blink for 2 seconds
}, 8000); // Start blinking after 8 seconds
self.destroy();
- shield.alpha = shield.originalAlpha;
}
};
});
// Shield class
@@ -481,10 +480,10 @@
// Schedule the next power-up spawn
var nextSpawnTime = Math.random() * 10000 + 20000; // Random time between 20 to 30 seconds
LK.setTimeout(spawnPowerUp, nextSpawnTime);
}
-// Initial call to spawn the first power-up
-spawnPowerUp();
+// Initial call to spawn the first power-up after 5 seconds
+LK.setTimeout(spawnPowerUp, 5000);
var lastBubbleSoundTime = 0;
var lastPowerUpSpawnTime = 0;
var speedMultiplier = 1;
var firstPowerUpSpawned = false;
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.