User prompt
for powerup checck on tick if shield is colliding with powerup. if not set self.collidingWithShield = false.
Code edit (1 edits merged)
Please save this source code
User prompt
if shield stops colliding wiht powerup allow bubble sound to be played again
User prompt
when shield touches powerup play bubble sound
User prompt
play bubble sound every time the shield touches the powerup. once per touch thought.
User prompt
make sure powerup does not keep playing bubble sound if still touching
User prompt
play again bubble sound if shield touches powerup again
User prompt
play bubble sound when shield touches powerup
User prompt
play bubble sound when shield touches the powerup. have same behaviour as with obstacles
User prompt
when shield stops touching powerup make sure buble plays again if it touches it again
User prompt
make sure flag also resets when shield stops touching powerup
User prompt
add bubbble sound whne shield intersects with powerup too
User prompt
when obstacles stop touching shield they should keep their original x speed
User prompt
make sure resetting collidingwitshield flag is being set to false correctly
User prompt
when shield is not collidign twith any obstacle set collidingwithshield to false
User prompt
play bubble sound again if obstacle is touched again
User prompt
if shield touches obstacle, stops and then touches it again you can play bubble sound again
User prompt
make sure bubble sound is not conituosly played if shield keeps touching the current obstacle
User prompt
every time the shield touches and obstacle play bubble sound, but do not play it again if shield is still touching that obstacle
User prompt
when shield is blinking play shieldoff
User prompt
remove bubble sound
User prompt
play bubble sound when bubble hits a obstacle. do not play it again until bubble stops colisioning that obstacle and collision a new one or that same one
User prompt
if bubble is touching obstacle do nto keep playing bubble sound. only play it again once bubble is not touch and obstacle ad touches one again
User prompt
only play bubble sound when you first touch an obstcale
User prompt
add a very very small sideways movement to obstacle 5
/****
* 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: 260,
// Increased height by 30%
// 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: Math.random() < 0.5 ? 0.7 : -0.7,
// Randomly mirror horizontally
scaleY: 0.7
});
// Set obstacle1 speed
self.speed = -5;
// This is automatically called every game tick, if the obstacle1 is attached!
self.update = function () {
// Rotate obstacle1 on its axis
self.rotation += 0.05;
// 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 -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1;
}
self.y += self.speed * speedMultiplier;
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: Math.random() < 0.5 ? 0.7 : -0.7,
// Randomly mirror horizontally
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 -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1.5;
}
self.y += self.speed * speedMultiplier;
// Add wiggly movement 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: Math.random() < 0.5 ? 0.7 : -0.7,
// Randomly mirror horizontally
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 -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1.5;
}
self.y += self.speed * speedMultiplier;
// Add unique behavior to obstacle3
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;
}
}
};
});
// Obstacle4 class
var Obstacle4 = Container.expand(function () {
var self = Container.call(this);
var obstacle4Graphics = self.attachAsset('obstacle4', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() < 0.5 ? 0.7 : -0.7,
// Randomly mirror horizontally
scaleY: 0.7
});
// Set obstacle4 speed
self.speed = -5;
// This is automatically called every game tick, if the obstacle4 is attached!
self.update = function () {
// Add up and down movement
self.y += Math.sin(LK.ticks / 20) * 2;
// 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 -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1.5;
}
self.y += self.speed * speedMultiplier + Math.sin(LK.ticks / 20) * 2;
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();
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;
}
}
};
});
// Obstacle5 class
var Obstacle5 = Container.expand(function () {
var self = Container.call(this);
var obstacle5Graphics = self.attachAsset('obstacle5', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() < 0.5 ? 0.7 : -0.7,
// Randomly mirror horizontally
scaleY: 0.7
});
// Set obstacle5 speed
self.speed = -5;
// This is automatically called every game tick, if the obstacle5 is attached!
self.update = function () {
// Add very small sideways movement
self.x += Math.sin(LK.ticks / 100) * 0.5;
// 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 -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1.5;
}
self.y += self.speed * speedMultiplier;
// Add unique behavior to obstacle5
self.scale.x = 1 + Math.sin(LK.ticks / 20) * 0.1; // Increase size change amplitude
self.scale.y = 1 + Math.sin(LK.ticks / 20) * 0.1;
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;
}
}
};
});
// Obstacle6 class
var Obstacle6 = Container.expand(function () {
var self = Container.call(this);
var obstacle6Graphics = self.attachAsset('obstacle6', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() < 0.5 ? 0.7 : -0.7,
// Randomly mirror horizontally
scaleY: 0.7
});
// Set obstacle6 speed
self.speed = -5;
// This is automatically called every game tick, if the obstacle6 is attached!
self.update = function () {
// Flickering effect
self.alpha = Math.random() * 0.5 + 0.5; // Random alpha between 0.5 and 1
// Fast side-to-side movement
self.x += Math.sin(LK.ticks / 10) * 1; // Further reduced horizontal movement
// 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 -= 1.5;
} else if (wavePositionLabel === 'left') {
self.x += 1.5;
}
self.y += self.speed * speedMultiplier;
// Add unique behavior to obstacle6
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;
self.alpha = Math.random() * 0.5 + 0.5; // Random alpha between 0.5 and 1
self.x += Math.sin(LK.ticks / 5) * 10; // Fast horizontal movement
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, Obstacle4, Obstacle5, Obstacle6];
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.