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powerups showuld not spawn on the center of the x where the diver is.
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flicker shiedl for the last 2 seconds before it goes back to its original size
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shield should push powerup away like shield pushes obstacles
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shield should have the same effect o powerup as in obstacles
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allow shield to push powerup too
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create a power up. when power up collides with diver, double the size of the shield for 10 seconds
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Double speed in which deep increases
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Waves can spawn from any place in the bottom of the screen but always its starting direction incline should be towards the diver
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Make initial speed of obstacles a little slower
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Reduce the speed in which game gets harder
Code edit (9 edits merged)
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make waves harder by adding more movement once the game progresses
Code edit (2 edits merged)
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overlay apla should increase with time
Code edit (1 edits merged)
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Code edit (7 edits merged)
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make black overlay 0.1 alpha
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add a black overlay on top of the background
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set drag point the point of the shield you touch and not the center of the shield
Code edit (1 edits merged)
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do not reposition centercircle when touched
Code edit (1 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'down')' in or related to this line: 'self.down = function (x, y, obj) {' Line Number: 644
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remove self.down from shield and move it to centerCircle
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'down')' in or related to this line: 'self.down = function (x, y, obj) {' Line Number: 647
===================================================================
--- original.js
+++ change.js
@@ -414,20 +414,12 @@
}
if (self.intersects(diver)) {
shield.scale.x *= 2;
shield.scale.y *= 2;
- var flickerInterval = LK.setInterval(function () {
- shield.alpha = shield.alpha === 1 ? 0.5 : 1;
- }, 100); // Flicker every 100ms
LK.setTimeout(function () {
- LK.clearInterval(flickerInterval);
- shield.alpha = 1;
shield.scale.x /= 2;
shield.scale.y /= 2;
}, 10000); // Reset shield size after 10 seconds
- LK.setTimeout(function () {
- LK.clearInterval(flickerInterval);
- }, 8000); // Stop flickering after 8 seconds
self.destroy();
}
};
});
@@ -512,9 +504,11 @@
game.addChild(diver);
game.setChildIndex(diver, game.children.length - 1);
// Create power-up instance
var powerUp = game.addChild(new PowerUp());
-powerUp.x = Math.random() * 2048;
+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++) {
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.