User prompt
add up and down movement to obstacle 4
User prompt
reduce side movemet of obstacle 6
User prompt
obsctacle 1 should rotate on its axis
User prompt
reduce side to side speed for obtacle 6
User prompt
reduce side to side speed for obstcalte 6
User prompt
obscatle 6 shoudl flicker and have side to side fast movement
User prompt
obstacles should randomly use their mirror image
User prompt
obtacles should only change directions when touched by the shield or colide with other obstacle, but not by themselves
User prompt
obstacle 4 shoudl have some slight up and down movement as well
User prompt
obstacle 5 shoudl increase and decrease its size
User prompt
obstacle 5 should nto rotate on its axis
User prompt
obstacle4 shoudlnot rotate on its axis
User prompt
can we merge all obstacles classes into one that they will use a different asset and will be random
User prompt
add 3 more obstacles
Code edit (6 edits merged)
Please save this source code
User prompt
add a little more incline to waves starting from the right
Code edit (1 edits merged)
Please save this source code
User prompt
onbtacles should not change direction when they are closer to the diver
Code edit (1 edits merged)
Please save this source code
User prompt
increase diverr hitbos in the y axis by 30%
User prompt
decrease diver hitbox size, but do not change the size of the diver.
User prompt
decrease diver hitbox size
Code edit (1 edits merged)
Please save this source code
User prompt
if wave start position is left, then add +1 x speed
Code edit (1 edits merged)
Please save this source code
/****
* 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
if (wavePositionLabel === 'right') {
self.x -= 1;
}
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
if (wavePositionLabel === 'right') {
self.x -= 1;
}
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
if (wavePositionLabel === 'right') {
self.x -= 1;
}
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 += 1.6; // Move power-up downwards (reduced by 20%)
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)) {
LK.getSound('powerup').play();
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
****/
var wavePositionLabel;
// Function to spawn power-ups every 20 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
LK.setTimeout(spawnPowerUp, 20000); // 20 seconds
}
// Initial call to spawn the first power-up after 20 seconds
LK.setTimeout(spawnPowerUp, 20000);
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 += 0.01; // 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)];
// Randomly choose one of the three starting x positions for the entire wave
var startXPositions = [{
position: 2048 / 4.5,
label: 'left'
}, {
position: 2048 / 1.08,
label: 'right'
}, {
position: 2048 / 1.9,
label: 'center'
}];
var randomStart = startXPositions[Math.floor(Math.random() * startXPositions.length)];
var randomStartX = randomStart.position;
wavePositionLabel = randomStart.label;
console.log('Wave starting position:', wavePositionLabel);
console.log('Wave starting position:', wavePositionLabel);
layoutPositions.forEach(function (position) {
var obstacle = game.addChild(new obstacleType());
// Position the obstacles according to the layout, using the grid for positioning
obstacle.x = randomStartX + (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.