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add up and down movement to obstacle 4
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reduce side movemet of obstacle 6
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obsctacle 1 should rotate on its axis
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reduce side to side speed for obtacle 6
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reduce side to side speed for obstcalte 6
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obscatle 6 shoudl flicker and have side to side fast movement
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obstacles should randomly use their mirror image
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obtacles should only change directions when touched by the shield or colide with other obstacle, but not by themselves
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obstacle 4 shoudl have some slight up and down movement as well
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obstacle 5 shoudl increase and decrease its size
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obstacle 5 should nto rotate on its axis
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obstacle4 shoudlnot rotate on its axis
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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)
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User prompt
add a little more incline to waves starting from the right
Code edit (1 edits merged)
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onbtacles should not change direction when they are closer to the diver
Code edit (1 edits merged)
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User prompt
increase diverr hitbos in the y axis by 30%
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decrease diver hitbox size, but do not change the size of the diver.
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decrease diver hitbox size
Code edit (1 edits merged)
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if wave start position is left, then add +1 x speed
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -193,10 +193,8 @@
} 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();
@@ -293,10 +291,8 @@
self.x += 1.5;
}
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();
@@ -393,9 +389,8 @@
self.x += 1.5;
}
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();
@@ -490,10 +485,9 @@
self.x -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1.5;
}
- self.y += self.speed * speedMultiplier + Math.sin(LK.ticks / 20) * 2;
- // Add unique behavior to obstacle4
+ self.y += self.speed * speedMultiplier;
self.scale.x = 1 + Math.sin(LK.ticks / 15) * 0.03; // Different size change
self.scale.y = 1 + Math.sin(LK.ticks / 15) * 0.03;
if (self.y < 0) {
self.destroy();
@@ -688,9 +682,8 @@
self.x += 1.5;
}
self.y += self.speed * speedMultiplier;
// Add unique behavior to obstacle6
- self.rotation += 0.04; // Rotate at a different speed
self.scale.x = 1 + Math.sin(LK.ticks / 25) * 0.05; // Different size change
self.scale.y = 1 + Math.sin(LK.ticks / 25) * 0.05;
if (self.y < 0) {
self.destroy();
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.
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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.