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
User prompt
Please fix the bug: 'ReferenceError: wavePositionLabel is not defined' in or related to this line: 'if (wavePositionLabel === 'right') {' Line Number: 299
User prompt
if wave start position is right, then add -1 x speed
Code edit (3 edits merged)
Please save this source code
User prompt
identiy the position of a wave initial position by calling them left right or center
User prompt
for obstacles that startinxposition is 2048 / 1.9 add a add -x side speed
User prompt
if obstacle startingxposition is 2048/1.9, do not add -1 x speed
User prompt
add -x side speed for obstacles
User prompt
When an obstacles is created, adjust its x speed to aim to the divers position. only update it once its is created, but do not keep updating its position constantly.
User prompt
on obstacles launch, calculate and add a the required incline to move toward the top center of the screen
User prompt
obstacles should only have initial direciton move towards the diver, but not update on tick
User prompt
add incline to obstacles and set ther initial direction towards the diver
User prompt
make sure all obstacles within a wave start from the same starxpositions
User prompt
obstacles waves shoudl randomly start from one of the following 3 positions: obstacle.x = 2048 / 4.5, obstacle.x = 2048 / 1.08 or obstacle.x = 2048 / 1.9
User prompt
Set the obstacles initial direction to be aimed towards the diver.
User prompt
obstacles should move towarsd the top center of the screen
Code edit (1 edits merged)
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Code edit (4 edits merged)
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allow to define another x position for a wave spawn where the obstacles of that wave still keep the current shapw
User prompt
but make sure all obstacles of a wave keep their same random x positiion
/**** * 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 an invisible hitbox with smaller dimensions var hitbox = self.attachAsset('shape', { width: 200, // Smaller width height: 200, // Smaller height color: 0x000000, alpha: 0 // Invisible }); // 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; }; // Center the hitbox on the diver hitbox.anchor.set(0.5, 0.5); // 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.children.find(function (child) { return child.alpha === 0; }), { 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; } else if (wavePositionLabel === 'left') { 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.children.find(function (child) { return child.alpha === 0; }), { 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; } else if (wavePositionLabel === 'left') { 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.children.find(function (child) { return child.alpha === 0; }), { 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; } else if (wavePositionLabel === 'left') { 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(); ;
===================================================================
--- original.js
+++ change.js
@@ -68,11 +68,20 @@
var self = Container.call(this);
var diverGraphics = self.attachAsset('diver', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.5,
- scaleY: 0.5
+ scaleX: 0.7,
+ scaleY: 0.7
});
+ // Add an invisible hitbox with smaller dimensions
+ var hitbox = self.attachAsset('shape', {
+ width: 200,
+ // Smaller width
+ height: 200,
+ // Smaller height
+ color: 0x000000,
+ alpha: 0 // Invisible
+ });
// Add a sideways movement to the diver
self.movement = 0;
self.direction = 1;
self.update = function () {
@@ -81,8 +90,10 @@
self.direction *= -1;
}
self.x += self.movement;
};
+ // Center the hitbox on the diver
+ hitbox.anchor.set(0.5, 0.5);
// Add flippers to the diver
var leftFlipper = self.addChild(new Flipper());
leftFlipper.x = -50;
leftFlipper.depth = -1;
@@ -145,9 +156,11 @@
self.x += dx * 5;
self.y += dy * 5;
}
// Check for collision with diver
- if (self.intersects(diver, {
+ if (self.intersects(diver.children.find(function (child) {
+ return child.alpha === 0;
+ }), {
tolerance: 10
})) {
// Flash screen red for 1 second (1000ms) to show game over
LK.effects.flashScreen(0xff0000, 1000);
@@ -242,9 +255,11 @@
self.x += dx * 5;
self.y += dy * 5;
}
// Check for collision with diver
- if (self.intersects(diver, {
+ if (self.intersects(diver.children.find(function (child) {
+ return child.alpha === 0;
+ }), {
tolerance: 10
})) {
// Flash screen red for 1 second (1000ms) to show game over
LK.effects.flashScreen(0xff0000, 1000);
@@ -340,9 +355,11 @@
self.x += dx * 5;
self.y += dy * 5;
}
// Check for collision with diver
- if (self.intersects(diver, {
+ if (self.intersects(diver.children.find(function (child) {
+ return child.alpha === 0;
+ }), {
tolerance: 10
})) {
// Flash screen red for 1 second (1000ms) to show game over
LK.effects.flashScreen(0xff0000, 1000);
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.