User prompt
create a sound effect and assign it as a background music for the game
User prompt
when the fish eats the air bubble then make a bubble sound
User prompt
change the game name Deep Sea Feast
User prompt
the player when touches the octopus then the octopus will hold the player with their legs
User prompt
when the player touches the whale then whale should eat that player, open its mouth and it will start to eat the player
User prompt
when the player touches the whale then whale should eat that player
User prompt
create a background asset for background
User prompt
the player has to eat the air bubble i mean here i placed a fish like a player so when that fish (player) touches the air bubble it will show like the fish will eat
User prompt
instead of coral change it octopus
User prompt
instead of enemy change it rock
User prompt
display the points on the screen
User prompt
when the player touches the air bubble then it will give 2 points
User prompt
air bubble also come more quanitiy
User prompt
the obstacles should come one by one not like a group but should come more quantity
User prompt
the obstacles should come one by one not like a group
User prompt
replace instead of fish a whale and whale is also one of the obstacle
User prompt
delete bullets
User prompt
If the bubble hits an obstacle, it bursts, and the game ends.
User prompt
Collect smaller air bubbles to gain points and stay afloat longer.
User prompt
Avoid spiky corals, jellyfish, and fish that can pop the bubble.
User prompt
The bubble moves up continuously on its own.
User prompt
A bubble is floating in the ocean and needs to survive as long as possible by avoiding obstacles.
User prompt
Control a small air bubble underwater, avoiding sharp corals and fish while rising to the surface.
Initial prompt
Bubble Escape
/**** * Classes ****/ // Define a class for bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update logic for player }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 1024; player.y = 2500; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; // Update game state game.update = function () { // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); if (bullets[j].y < 0) { bullets.splice(j, 1); } } // Check for collisions for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); enemies[l].destroy(); bullets.splice(k, 1); enemies.splice(l, 1); break; } } } };
/****
* Classes
****/
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Update logic for player
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2500;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Handle shooting
game.down = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
};
// Update game state
game.update = function () {
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0) {
bullets.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
enemies[l].destroy();
bullets.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
};
fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
whale. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
small gold ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
octopus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
under water background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows