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add score to game. score will be a depth meters counter. it will increase on tick
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make obstacles increase and decrease their size constantly
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do not allow shield to overlap with obstacles, if more surface of shield should be over obstacle push it harder
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improve physiscs when shield moves obstacles and also make obstacles move each other
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < layoutPositions.length; i++) {' Line Number: 280
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use a simpler layout system to define the shapes of the waves
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instead of the ouline of a star, wave 3 should have a circular shape
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star shaped wave should haave only the outline of the star, no the inside of it
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star shaped for wave 3 shoudl have more vertical space between obstacles
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third wave should have 10 obstacles and the shape of a star
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second wave should have a triangular shape
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second wave should have the shape of a star
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spawn obsctales offscren in the bottom
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obstacles waves shoudl also spawn centered in the the bottom of the screen
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obstacles should spawn from the bottom of the screen
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first wave should have 4 obstacles in the shape of a square
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obstacle layout can be done in a 10 by 10 50 pixel grid.
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shield should not reposition to the touch position, it should only be draged from the current position in the direction it is being draged on down
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allow shiedl to be moved when the player drags from anywhere in the screen
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for obstacles layouts also allow obstacles to be spaned in different y positions
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update obstacle layout to have columns and rows. using # for where there is a star and . for an empty space
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Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -99,10 +99,10 @@
// 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) * 0.05;
- self.scale.y = 1 + Math.sin(LK.ticks / 10) * 0.05;
+ 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) {
@@ -183,11 +183,23 @@
background2.x = 2048 / 2;
background2.y = 2732 / 2 + 2732;
game.addChild(diver);
game.setChildIndex(diver, game.children.length - 1);
+// Increase score and update score text
+score++;
+scoreText.setText('Depth: ' + score + 'm');
// Spawn the first wave of obstacles
spawnWave();
;
+// Initialize score
+var score = 0;
+// Create score text
+var scoreText = new Text2('Depth: 0m', {
+ size: 50,
+ fill: "#ffffff"
+});
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
game.up = function (x, y, obj) {
dragNode = null;
};
// Define the number of obstacles in each wave
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.