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 the air bubbles var AirBubble = Container.expand(function () { var self = Container.call(this); var airBubbleGraphics = self.attachAsset('airBubble', { 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; } }; }); //<Write imports for supported plugins here> // Define a class for the bubble var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update logic for bubble }; }); // 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; } }; }); // Define a class for the fish var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { 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; } }; }); var Jellyfish = Container.expand(function () { var self = Container.call(this); var jellyfishGraphics = self.attachAsset('jellyfish', { 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; } }; }); // Define a class for the spiky corals var SpikyCoral = Container.expand(function () { var self = Container.call(this); var coralGraphics = self.attachAsset('coral', { 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; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize bubble var bubble = game.addChild(new Bubble()); bubble.x = 1024; bubble.y = 2500; // Initialize spiky corals var corals = []; for (var i = 0; i < 5; i++) { var coral = new SpikyCoral(); coral.x = Math.random() * 2048; coral.y = Math.random() * 1000; corals.push(coral); game.addChild(coral); } // Initialize jellyfish var jellyfishes = []; for (var i = 0; i < 5; i++) { var jellyfish = new Jellyfish(); jellyfish.x = Math.random() * 2048; jellyfish.y = Math.random() * 1000; jellyfishes.push(jellyfish); game.addChild(jellyfish); } // Initialize air bubbles var airBubbles = []; for (var i = 0; i < 5; i++) { var airBubble = new AirBubble(); airBubble.x = Math.random() * 2048; airBubble.y = Math.random() * 1000; airBubbles.push(airBubble); game.addChild(airBubble); } // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { bubble.x = x; bubble.y = y; }; // Remove shooting functionality game.down = function (x, y, obj) {}; // Update game state game.update = function () { // Update spiky corals for (var i = 0; i < corals.length; i++) { corals[i].update(); // Check for collisions between bubble and spiky corals if (bubble.intersects(corals[i])) { // Game over if bubble collides with a spiky coral LK.showGameOver(); } } // Update jellyfish for (var i = 0; i < jellyfishes.length; i++) { jellyfishes[i].update(); // Check for collisions between bubble and jellyfish if (bubble.intersects(jellyfishes[i])) { // Game over if bubble collides with a jellyfish LK.showGameOver(); } } // Update air bubbles for (var i = 0; i < airBubbles.length; i++) { airBubbles[i].update(); // Check for collisions between bubble and air bubbles if (bubble.intersects(airBubbles[i])) { // Increase score if bubble collides with an air bubble LK.setScore(LK.getScore() + 1); airBubbles[i].destroy(); airBubbles.splice(i, 1); } } // Initialize fish var fishes = []; for (var i = 0; i < 5; i++) { var fish = new Fish(); fish.x = Math.random() * 2048; fish.y = Math.random() * 1000; fishes.push(fish); game.addChild(fish); } // Update fish for (var i = 0; i < fishes.length; i++) { fishes[i].update(); // Check for collisions between bubble and fish if (bubble.intersects(fishes[i])) { // Game over if bubble collides with a fish LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -189,5 +189,23 @@
airBubbles[i].destroy();
airBubbles.splice(i, 1);
}
}
+ // Initialize fish
+ var fishes = [];
+ for (var i = 0; i < 5; i++) {
+ var fish = new Fish();
+ fish.x = Math.random() * 2048;
+ fish.y = Math.random() * 1000;
+ fishes.push(fish);
+ game.addChild(fish);
+ }
+ // Update fish
+ for (var i = 0; i < fishes.length; i++) {
+ fishes[i].update();
+ // Check for collisions between bubble and fish
+ if (bubble.intersects(fishes[i])) {
+ // Game over if bubble collides with a fish
+ LK.showGameOver();
+ }
+ }
};
\ No newline at end of file
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