User prompt
reduce size of obstacles by 30%
Code edit (9 edits merged)
Please save this source code
User prompt
move depth asset and text 500 pixels right
User prompt
reduce size of depth asset and depth text in 30%
User prompt
reduce size of diver and flippers in 30%
User prompt
remove borders from font on depht text and make text blak
Code edit (1 edits merged)
Please save this source code
User prompt
move depthe text 100 pixels up
User prompt
move depth asset 50 pixels down
User prompt
move depth text 50 pixels down
User prompt
move dpeth asset 200 pixels to the left
User prompt
From the score text, replace only the ''Depth'' part of the text for the Depth asset. However keep the '':'' and the actual meters that update.
User prompt
add five more waves
User prompt
add one second more between waves
User prompt
wave 4 should have more of the outline of a circle shape. empty center
User prompt
mvoe right flipper 20 piels right
User prompt
add obstacle3.
User prompt
obsctalce2 shoudl increase and decrease their size
User prompt
waves can nrandomly have any obstacle. but one wave will have all obstacles the same
User prompt
create obstacle2. this obstacles will not rotate but have a wiggly movement
User prompt
create 5 assets that will be used randomly in obstacles waves
User prompt
add an extra second between waves
User prompt
make fourth wave easier
User prompt
add a little more time btween waves
User prompt
add inerval of wait between waves
/**** * Classes ****/ // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); // Set background speed self.speed = -2; // This is automatically called every game tick, if the background is attached! self.update = function () { // Move the background downwards self.y += self.speed; // Reset the position of the background when it reaches the end if (self.y <= -2732) { self.y = 2732; } }; }); // 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 for (var i = 0; i < obstacles.length; i++) { if (self.intersects(obstacles[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 = 70; 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)) { // 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)) { // 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(); } // Continue moving upwards self.y += self.speed; 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)) { // 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)) { // 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(); } // Continue moving upwards self.y += self.speed; // 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)) { // 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)) { // 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(); } // Continue moving upwards self.y += self.speed; // 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; } } }; }); // Shield class var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); 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 ****/ // 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; // 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) { dragNode.x = x; dragNode.y = y; } }; var obstacles = []; game.addChild(diver); game.setChildIndex(diver, game.children.length - 1); // 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 = 0; // Create score text var depthAsset = LK.getAsset('depth', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 100, scaleX: 0.7, scaleY: 0.7 }); LK.gui.top.addChild(depthAsset); var scoreText = new Text2(' 0m', { size: 84, fill: "#000000" }); scoreText.anchor.set(0.5, 0); scoreText.x = depthAsset.x + depthAsset.width / 2 + 40; scoreText.y = depthAsset.y - 55; LK.gui.top.addChild(scoreText); // Initialize a timer to update the score every second var scoreUpdateInterval = LK.setInterval(function () { score += 1; if (scoreText) { scoreText.setText(' ' + score + 'm'); } }, 2000); game.up = function (x, y, obj) { dragNode = null; }; // Update bubbles for (var i = 0; i < bubbles.length; i++) { bubbles[i].update(); } // Define the number of obstacles in each wave var obstaclesPerWave = [2, 3, 4, 5, 6]; var currentWave = 0; // Spawn wave function function spawnWave() { // Define the layout of the obstacles for each wave var obstacleLayouts = [ // Previous wave: two obstacles forming a line 'line', // First wave: four obstacles forming a square 'square', // Second wave: three obstacles forming a triangle 'triangle', // Third wave: ten obstacles forming a circle 'circle', // Fourth wave: five obstacles forming a cross 'cross', // Fifth wave: six obstacles forming a hexagon 'hexagon', // Sixth wave: seven obstacles forming a heptagon 'heptagon', // Seventh wave: eight obstacles forming an octagon 'octagon', // Eighth wave: nine obstacles forming a nonagon 'nonagon', // Ninth wave: ten obstacles forming a decagon 'decagon']; // Get the layout for the current wave var layout = obstacleLayouts[currentWave]; // Define the positions for each layout var positions = { 'line': [{ x: 4, y: 2 }, { x: 6, y: 2 }], 'square': [{ x: 2, y: 2 }, { x: 2, y: 7 }, { x: 7, y: 2 }, { x: 7, y: 7 }], 'triangle': [{ x: 5, y: 2 }, { x: 2, y: 7 }, { x: 8, y: 7 }], 'circle': [{ x: 5, y: 2 }, { x: 6, y: 3 }, { x: 7, y: 4 }, { x: 7, y: 5 }, { x: 6, y: 6 }], 'cross': [{ x: 5, y: 2 }, { x: 5, y: 3 }, { x: 5, y: 4 }, { x: 4, y: 3 }, { x: 6, y: 3 }], 'hexagon': [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }], 'heptagon': [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }], 'octagon': [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }, { x: 5, y: 3.5 }], 'nonagon': [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }, { x: 5, y: 3.5 }, { x: 5, y: 2.5 }], 'decagon': [{ x: 5, y: 2 }, { x: 6, y: 2.5 }, { x: 6, y: 3.5 }, { x: 5, y: 4 }, { x: 4, y: 3.5 }, { x: 4, y: 2.5 }, { x: 5, y: 3 }, { x: 5, y: 3.5 }, { x: 5, y: 2.5 }, { x: 5, y: 4.5 }] }; // Get the positions for the current layout var layoutPositions = positions[layout]; if (!layoutPositions) { console.error('Error: layoutPositions is undefined. Check the layout variable and the positions object.'); return; } // Randomly choose an obstacle type for the entire wave var obstacleTypes = [Obstacle1, Obstacle2, Obstacle3]; var obstacleType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)]; for (var i = 0; i < layoutPositions.length; i++) { var obstacle = game.addChild(new obstacleType()); // Position the obstacles according to the layout, using the grid for positioning obstacle.x = 2048 / 2 + (layoutPositions[i].x - gridSize / 2) * cellSize; obstacle.y = 2732 + layoutPositions[i].y * cellSize; // Spawn obstacles offscreen at the bottom obstacles.push(obstacle); } currentWave++; if (obstaclesPerWave && currentWave >= obstaclesPerWave.length) { currentWave = 0; } // 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 = 10; var cellSize = 50; // Call the spawn wave function every 1 second // Initial call to spawn the first wave spawnWave(); ;
===================================================================
--- original.js
+++ change.js
@@ -103,9 +103,11 @@
var Obstacle1 = Container.expand(function () {
var self = Container.call(this);
var obstacle1Graphics = self.attachAsset('obstacle1', {
anchorX: 0.5,
- anchorY: 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!
@@ -165,9 +167,11 @@
var Obstacle2 = Container.expand(function () {
var self = Container.call(this);
var obstacle2Graphics = self.attachAsset('obstacle2', {
anchorX: 0.5,
- anchorY: 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!
@@ -228,9 +232,11 @@
var Obstacle3 = Container.expand(function () {
var self = Container.call(this);
var obstacle3Graphics = self.attachAsset('obstacle3', {
anchorX: 0.5,
- anchorY: 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!
@@ -365,10 +371,10 @@
size: 84,
fill: "#000000"
});
scoreText.anchor.set(0.5, 0);
-scoreText.x = depthAsset.x + depthAsset.width / 2 + 80;
-scoreText.y = depthAsset.y - 70;
+scoreText.x = depthAsset.x + depthAsset.width / 2 + 40;
+scoreText.y = depthAsset.y - 55;
LK.gui.top.addChild(scoreText);
// Initialize a timer to update the score every second
var scoreUpdateInterval = LK.setInterval(function () {
score += 1;
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.