User prompt
simple swipe boat control
User prompt
fix swipe control boal
User prompt
make smooth control a boat
User prompt
smoot swipe control a boat no bounching
User prompt
smooth swipe control boat
User prompt
swipe to control boat
User prompt
increase lure speed fishing line
User prompt
fishingline speed movement
User prompt
increase speed fish
User prompt
increase speed legendary fish
User prompt
remove the interface depth feature
User prompt
delete text DEEP
User prompt
Move the distance between the boat and the fish on the screen so that they don't look close
User prompt
Keep the distance between the boat and the fish on the screen
User prompt
extend the fishing line to the bottom of the screen
User prompt
reduce the number of fish so it doesn't lag
User prompt
reduce the number of obstacles so there is no lag
User prompt
lengthen the fishing line
User prompt
boat explodes after hitting obstacle
User prompt
obstacles are sea mines
User prompt
reduce quantity of obstacle
User prompt
unlimited number of scores ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
infinite score
User prompt
extreme reduce obstacle
Code edit (1 edits merged)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Boat = Container.expand(function () {
var self = Container.call(this);
var boatGraphics = self.attachAsset('boat', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.isCasting = false;
self.lineLength = 0;
self.maxLineLength = 2400; // Increased to reach bottom of screen (screen height is 2732, boat is at y=300)
self.lineSpeed = 10; // Increased from 6 to 10 for even faster fishing line movement
self.isExploding = false;
self.explodeScale = 1;
self.velocityX = 0; // Current horizontal velocity for smooth movement
self.maxVelocity = 30; // Maximum velocity
self.friction = 0.92; // Friction applied to slow down movement
self.targetX = null; // Target position to move toward
self.swipeStartTime = 0; // Track when swipe started for velocity calculation
var fishingLine = self.attachAsset('fishingLine', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: 50,
visible: false,
height: 0
});
var fishHook = self.attachAsset('fishHook', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 50,
visible: false
});
self.castLine = function () {
if (!self.isCasting) {
self.isCasting = true;
fishingLine.visible = true;
fishHook.visible = true;
LK.getSound('cast').play();
}
};
self.reelIn = function () {
self.isCasting = false;
};
self.update = function () {
if (self.isCasting && self.lineLength < self.maxLineLength) {
self.lineLength += self.lineSpeed;
fishingLine.height = self.lineLength;
fishHook.y = 50 + self.lineLength;
} else if (!self.isCasting && self.lineLength > 0) {
self.lineLength -= self.lineSpeed * 2;
fishingLine.height = self.lineLength;
fishHook.y = 50 + self.lineLength;
}
if (self.lineLength <= 0 && !self.isCasting) {
fishingLine.visible = false;
fishHook.visible = false;
self.lineLength = 0;
}
// Smooth boat movement physics
if (self.targetX !== null) {
// Calculate distance to target
var distanceToTarget = self.targetX - self.x;
// Apply force based on distance
self.velocityX += distanceToTarget * 0.04;
// Limit maximum velocity
if (self.velocityX > self.maxVelocity) self.velocityX = self.maxVelocity;
if (self.velocityX < -self.maxVelocity) self.velocityX = -self.maxVelocity;
// If very close to target and moving slowly, just snap to position
if (Math.abs(distanceToTarget) < 1 && Math.abs(self.velocityX) < 0.5) {
self.x = self.targetX;
self.velocityX = 0;
self.targetX = null;
}
}
// Apply velocity with friction
if (Math.abs(self.velocityX) > 0.1) {
self.x += self.velocityX;
self.velocityX *= self.friction;
// Keep boat within bounds
if (self.x < 100) {
self.x = 100;
self.velocityX = 0;
} else if (self.x > 2048 - 100) {
self.x = 2048 - 100;
self.velocityX = 0;
}
} else {
self.velocityX = 0;
}
};
self.getHookPosition = function () {
return {
x: self.x,
y: self.y + 50 + self.lineLength
};
};
self.lastHookPosition = self.getHookPosition();
self.explode = function () {
if (self.isExploding) return;
self.isExploding = true;
boatGraphics.tint = 0xFF3300; // Fire color
function animateExplosion() {
self.explodeScale += 0.2;
boatGraphics.scale.set(self.explodeScale);
boatGraphics.alpha -= 0.1;
if (boatGraphics.alpha > 0) {
LK.setTimeout(animateExplosion, 30);
} else {
// Boat destroyed completely
self.visible = false;
isGameOver = true;
LK.showGameOver();
}
}
animateExplosion();
};
self.down = function (x, y, obj) {
self.swipeStartTime = Date.now(); // Track when swipe started
self.castLine();
};
self.up = function (x, y, obj) {
self.reelIn();
};
return self;
});
var Fish = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
var assetId, points;
switch (self.type) {
case 'rare':
assetId = 'rareFish';
points = 50;
self.speed = 3; // Increased speed for rare fish
break;
case 'legendary':
assetId = 'legendaryFish';
points = 100;
self.speed = 6; // Further increased speed for legendary fish
break;
default:
assetId = 'fish';
points = 10;
self.speed = 2.5;
// Increased speed for normal fish
}
self.points = points;
var fishGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Randomly set the direction (left or right)
self.direction = Math.random() > 0.5 ? 1 : -1;
// If moving right, flip the fish
if (self.direction > 0) {
fishGraphics.scaleX = -1;
}
self.update = function () {
// Only update position every other frame to reduce computational load
if (LK.ticks % 2 === 0) {
self.x += self.speed * self.direction;
// If fish goes off screen, remove it
if (self.direction > 0 && self.x > 2048 + fishGraphics.width || self.direction < 0 && self.x < -fishGraphics.width) {
self.shouldRemove = true;
}
// If boat is casting and fish is far from hook, adjust its path toward visible area
if (boat && boat.isCasting) {
var hookPos = boat.getHookPosition();
var verticalDistance = Math.abs(self.y - hookPos.y);
// If fish is too far from hook vertically, move it toward the hook
if (verticalDistance > 1000) {
// Move fish toward hook's vertical position
if (self.y > hookPos.y) {
self.y -= 1;
} else {
self.y += 1;
}
}
}
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Sea mine asset (round shape with spikes)
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x333333,
// Dark gray color for sea mines
scaleX: 0.7,
// Smaller size to reduce impact
scaleY: 0.7 // Smaller size to reduce impact
});
// Create spikes around the mine (using rotation) - reduced number of spikes
for (var i = 0; i < 4; i++) {
// Reduced from 8 to 4 spikes
var spike = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0,
scaleX: 0.15,
scaleY: 0.4,
tint: 0x333333
});
spike.rotation = i * Math.PI / 2; // 4 spikes at 90 degree intervals
spike.x = Math.cos(spike.rotation) * 15; // Reduced distance
spike.y = Math.sin(spike.rotation) * 15; // Reduced distance
}
self.speed = 0.08; // Even more reduced obstacle speed
// Add simplified pulsing animation effect
self.pulsePhase = Math.random() * Math.PI * 2; // Random starting phase
self.update = function () {
// Pulsing animation for sea mine - update less frequently to save CPU
if (LK.ticks % 3 === 0) {
// Only update animation every 3 frames
var pulseFactor = 0.08 * Math.sin(self.pulsePhase);
obstacleGraphics.scaleX = 0.7 + pulseFactor;
obstacleGraphics.scaleY = 0.7 + pulseFactor;
self.pulsePhase += 0.03; // Slower animation
}
self.y -= self.speed;
if (self.y < -obstacleGraphics.height) {
self.shouldRemove = true;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var boat;
var fishes = [];
var obstacles = [];
var score = 0;
var isGameOver = false;
var waterLevel = 0; // Used for difficulty progression only
var fishSpawnRate = 0.02;
var obstacleSpawnRate = 0.01;
var backgroundSpeed = 1;
var highScore = storage.highScore || 0;
// Create water background
var water = LK.getAsset('water', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(water);
// Initialize boat
boat = new Boat();
boat.x = 2048 / 2;
boat.y = 300;
game.addChild(boat);
// Create score text
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create high score text
var highScoreTxt = new Text2('High Score: ' + highScore, {
size: 50,
fill: 0xFFD700
});
highScoreTxt.anchor.set(0.5, 0);
highScoreTxt.y = 150;
LK.gui.top.addChild(highScoreTxt);
// Depth indicator removed
// Handle touch/click events for the game area
var gameSwipeStartX = 0;
var gameSwipeStartY = 0;
var isSwipingInGame = false;
game.down = function (x, y, obj) {
if (!isGameOver) {
gameSwipeStartX = x;
gameSwipeStartY = y;
isSwipingInGame = true;
boat.swipeStartTime = Date.now(); // Track when swipe started for velocity calculation
}
};
game.up = function (x, y, obj) {
if (!isGameOver) {
// Calculate swipe distance
var deltaX = x - gameSwipeStartX;
var deltaY = y - gameSwipeStartY;
var swipeDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var swipeTime = Date.now() - boat.swipeStartTime;
if (swipeDistance < 20) {
// It's a tap, not a swipe - toggle fishing line
if (boat.isCasting) {
boat.reelIn();
} else {
boat.castLine();
}
} else {
// It was a swipe - apply momentum to the boat based on swipe speed
var swipeVelocity = deltaX / swipeTime * 10;
boat.velocityX += swipeVelocity;
// Limit initial velocity
if (boat.velocityX > boat.maxVelocity) boat.velocityX = boat.maxVelocity;
if (boat.velocityX < -boat.maxVelocity) boat.velocityX = -boat.maxVelocity;
// Calculate target position based on swipe length
boat.targetX = boat.x + deltaX * 0.6;
// Keep target within game bounds
boat.targetX = Math.max(boat.targetX, 100);
boat.targetX = Math.min(boat.targetX, 2048 - 100);
}
isSwipingInGame = false;
}
};
// Handle touch move for navigating the boat with swipe
var swipeStartX = 0;
var swipeStartY = 0;
var isDraggingBoat = false;
game.move = function (x, y, obj) {
if (isDraggingBoat) {
// Calculate horizontal distance moved since last position
var deltaX = x - swipeStartX;
// Set target position directly for smooth following
boat.targetX = boat.x + deltaX;
// Add velocity based on motion speed
var moveSpeed = deltaX;
boat.velocityX = moveSpeed * 0.8;
// Keep boat within game bounds
boat.targetX = Math.max(boat.targetX, 100);
boat.targetX = Math.min(boat.targetX, 2048 - 100);
// Update swipe start position for next move
swipeStartX = x;
}
// Handle swiping in general game area - adds another way to control the boat
if (isSwipingInGame) {
var dragDeltaX = x - gameSwipeStartX;
// Only update if there's enough movement to be considered a swipe
if (Math.abs(dragDeltaX) > 5) {
boat.targetX = boat.x + dragDeltaX * 0.5;
boat.targetX = Math.max(boat.targetX, 100);
boat.targetX = Math.min(boat.targetX, 2048 - 100);
// Update swipe start for next move
gameSwipeStartX = x;
}
}
};
// Start tracking swipe
boat.down = function (x, y, obj) {
isDraggingBoat = true;
swipeStartX = x;
swipeStartY = y;
boat.swipeStartTime = Date.now(); // Track when swipe started for velocity calculation
};
// End swipe and cast fishing line
boat.up = function (x, y, obj) {
isDraggingBoat = false;
// Only cast line if it was a tap (not a long swipe)
var deltaX = Math.abs(x - swipeStartX);
var deltaY = Math.abs(y - swipeStartY);
if (deltaX < 20 && deltaY < 20) {
boat.castLine();
}
};
// Function to spawn fish
function spawnFish() {
// Limit the maximum number of fish to prevent lag
if (fishes.length >= 10) return; // Don't create more than 10 fish at a time
// Significantly reduced spawn chance
if (Math.random() < fishSpawnRate * 0.3) {
var fishType;
var random = Math.random();
if (random < 0.05) {
fishType = 'legendary';
} else if (random < 0.2) {
fishType = 'rare';
} else {
fishType = 'normal';
}
var fish = new Fish(fishType);
// Random position on left or right side
if (fish.direction > 0) {
fish.x = -fish.width / 2;
} else {
fish.x = 2048 + fish.width / 2;
}
// Random depth within screen bounds
var minDepth = 400;
var maxDepth = 2732 - 100;
// If the boat is casting, ensure fish spawn near the hook
if (boat.isCasting) {
var hookPos = boat.getHookPosition();
// Calculate a reasonable vertical area around the hook (ensuring fish are on screen)
var maxDistance = 800; // Maximum distance from hook in pixels
minDepth = Math.max(400, hookPos.y - maxDistance);
maxDepth = Math.min(2732 - 100, hookPos.y + maxDistance);
}
fish.y = minDepth + Math.random() * (maxDepth - minDepth);
fishes.push(fish);
game.addChild(fish);
}
}
// Function to spawn obstacles
function spawnObstacle() {
// Limit the maximum number of obstacles to prevent lag
if (obstacles.length >= 5) return; // Don't create more than 5 obstacles at a time
if (Math.random() < obstacleSpawnRate) {
var obstacle = new Obstacle();
// Sea mines float at varying depths
obstacle.x = 100 + Math.random() * (2048 - 200);
obstacle.y = 2732 + obstacle.height;
// Add simple floating movement to sea mines
obstacle.floatDirection = Math.random() > 0.5 ? 1 : -1;
obstacle.floatSpeed = 0.1 + Math.random() * 0.1; // Reduced speed variation
obstacle.floatPhase = Math.random() * Math.PI * 2;
obstacles.push(obstacle);
game.addChild(obstacle);
}
}
// Function to check if hook caught a fish
function checkFishCatch() {
if (!boat.isCasting) return;
var hookPos = boat.getHookPosition();
for (var i = fishes.length - 1; i >= 0; i--) {
var fish = fishes[i];
var distance = Math.sqrt(Math.pow(hookPos.x - fish.x, 2) + Math.pow(hookPos.y - fish.y, 2));
if (distance < 40) {
// Hook caught a fish
// Add points based on fish type
score += fish.points;
LK.setScore(score);
scoreTxt.setText('Score: ' + score);
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('High Score: ' + highScore);
// Flash high score text when broken
LK.effects.flashObject(highScoreTxt, 0xFFD700, 1000);
}
// Play catch sound
LK.getSound('catch').play();
// Flash effect
LK.effects.flashObject(fish, 0xFFFFFF, 500);
// Remove the fish
fish.destroy();
fishes.splice(i, 1);
// Reel in after catching
boat.reelIn();
break;
}
}
}
// Function to check boat collision with obstacles
function checkObstacleCollisions() {
var _loop = function _loop() {
obstacle = obstacles[i];
if (boat.intersects(obstacle)) {
var _animateExplosion = function animateExplosion() {
explosionSize += 0.2;
obstacle.scale.set(explosionSize);
obstacle.alpha -= 0.1;
if (obstacle.alpha > 0) {
LK.setTimeout(_animateExplosion, 30);
} else {
// Remove the sea mine after explosion completes
obstacle.destroy();
obstacles.splice(i, 1);
}
};
// Hit a sea mine - create explosion effect
LK.effects.flashScreen(0xFF0000, 800);
LK.getSound('splash').play();
// Create explosion animation
explosionSize = 1;
obstacle.tint = 0xFF3300; // Explosion color
_animateExplosion();
// Make boat explode
boat.explode();
return 0; // break
}
// Also check if fishing line hits sea mine
if (boat.isCasting) {
hookPos = boat.getHookPosition();
distance = Math.sqrt(Math.pow(hookPos.x - obstacle.x, 2) + Math.pow(hookPos.y - obstacle.y, 2));
if (distance < 60) {
// Hook hit a sea mine
LK.effects.flashScreen(0xFF5500, 500);
LK.getSound('splash').play();
// Trigger mine explosion
obstacle.tint = 0xFF3300;
obstacle.scale.set(1.5);
LK.setTimeout(function () {
obstacle.destroy();
obstacles.splice(i, 1);
}, 300);
// Reel in after hitting mine
boat.reelIn();
return 0; // break
}
}
},
obstacle,
explosionSize,
hookPos,
distance,
_ret;
for (var i = obstacles.length - 1; i >= 0; i--) {
_ret = _loop();
if (_ret === 0) break;
}
}
// Update game loop
game.update = function () {
if (isGameOver || boat.isExploding) return;
// Increase difficulty over time
waterLevel += backgroundSpeed * 0.1;
// Increase difficulty based on time
fishSpawnRate = 0.005 + waterLevel / 20000; // Further reduced fish spawn rate
obstacleSpawnRate = 0.0001 + waterLevel / 100000; // Extremely reduced sea mine spawn rate to prevent lag
// Spawn game elements
spawnFish();
spawnObstacle();
// Keep track of current hook position
if (boat.isCasting) {
boat.lastHookPosition = boat.getHookPosition();
}
// Update all game objects
// Update fishes - only process a subset each frame if there are many
var fishesToProcess = Math.min(fishes.length, 5); // Process max 5 fish per frame
for (var i = fishes.length - 1; i >= Math.max(0, fishes.length - fishesToProcess); i--) {
var fish = fishes[i];
if (fish.shouldRemove) {
fish.destroy();
fishes.splice(i, 1);
}
}
// Update obstacles (sea mines)
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Add gentle floating motion to sea mines - less frequently
if (obstacle.floatPhase !== undefined && LK.ticks % 4 === 0) {
// Only update floating every 4 frames
obstacle.floatPhase += 0.01; // Slower movement
obstacle.x += Math.sin(obstacle.floatPhase) * obstacle.floatSpeed * obstacle.floatDirection * 0.5; // Reduced movement
}
if (obstacle.shouldRemove) {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Check for fish catch
checkFishCatch();
// Check for obstacle collisions
checkObstacleCollisions();
// No winning condition - allow unlimited play
// Game continues indefinitely so players can achieve the highest score possible
};
// Play background music
LK.playMusic('backgroundNature', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -15,16 +15,17 @@
});
self.speed = 2;
self.isCasting = false;
self.lineLength = 0;
- self.maxLineLength = 2400; // Reaches bottom of screen
- self.lineSpeed = 10; // Fast fishing line movement
+ self.maxLineLength = 2400; // Increased to reach bottom of screen (screen height is 2732, boat is at y=300)
+ self.lineSpeed = 10; // Increased from 6 to 10 for even faster fishing line movement
self.isExploding = false;
self.explodeScale = 1;
- self.velocityX = 0; // Current horizontal velocity
- self.maxVelocity = 15; // Maximum velocity for better control
- self.friction = 0.92; // Simple friction value for smooth movement
+ self.velocityX = 0; // Current horizontal velocity for smooth movement
+ self.maxVelocity = 30; // Maximum velocity
+ self.friction = 0.92; // Friction applied to slow down movement
self.targetX = null; // Target position to move toward
+ self.swipeStartTime = 0; // Track when swipe started for velocity calculation
var fishingLine = self.attachAsset('fishingLine', {
anchorX: 0.5,
anchorY: 0,
x: 0,
@@ -64,28 +65,28 @@
fishingLine.visible = false;
fishHook.visible = false;
self.lineLength = 0;
}
- // Simplified smooth boat movement physics without bouncing
+ // Smooth boat movement physics
if (self.targetX !== null) {
// Calculate distance to target
var distanceToTarget = self.targetX - self.x;
- // If we're close enough to target, just snap to it
- if (Math.abs(distanceToTarget) < 1) {
+ // Apply force based on distance
+ self.velocityX += distanceToTarget * 0.04;
+ // Limit maximum velocity
+ if (self.velocityX > self.maxVelocity) self.velocityX = self.maxVelocity;
+ if (self.velocityX < -self.maxVelocity) self.velocityX = -self.maxVelocity;
+ // If very close to target and moving slowly, just snap to position
+ if (Math.abs(distanceToTarget) < 1 && Math.abs(self.velocityX) < 0.5) {
self.x = self.targetX;
self.velocityX = 0;
self.targetX = null;
- } else {
- // Simple direct move toward target with deceleration
- self.x += distanceToTarget * 0.2;
}
}
- // Apply velocity with simplified friction
- if (Math.abs(self.velocityX) > 0.05) {
- // Apply velocity
+ // Apply velocity with friction
+ if (Math.abs(self.velocityX) > 0.1) {
self.x += self.velocityX;
- // Simple constant friction - simpler is better for smooth movement
- self.velocityX *= 0.92;
+ self.velocityX *= self.friction;
// Keep boat within bounds
if (self.x < 100) {
self.x = 100;
self.velocityX = 0;
@@ -123,8 +124,9 @@
}
animateExplosion();
};
self.down = function (x, y, obj) {
+ self.swipeStartTime = Date.now(); // Track when swipe started
self.castLine();
};
self.up = function (x, y, obj) {
self.reelIn();
@@ -302,94 +304,70 @@
// Calculate swipe distance
var deltaX = x - gameSwipeStartX;
var deltaY = y - gameSwipeStartY;
var swipeDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
- // If it was a small movement, treat as tap for fishing line
- if (swipeDistance < 15) {
- // Toggle fishing line
+ var swipeTime = Date.now() - boat.swipeStartTime;
+ if (swipeDistance < 20) {
+ // It's a tap, not a swipe - toggle fishing line
if (boat.isCasting) {
boat.reelIn();
} else {
boat.castLine();
}
} else {
- // For larger swipes, calculate final position
- if (moveHistory.length > 1) {
- // Get last position for clean velocity
- var lastPos = moveHistory[moveHistory.length - 1];
- // Simple velocity calculation - this works better
- var timeElapsed = Date.now() - boat.swipeStartTime;
- if (timeElapsed > 0) {
- var swipeVelocity = deltaX / timeElapsed * 10;
- // Limit maximum velocity
- swipeVelocity = Math.max(-10, Math.min(10, swipeVelocity));
- // Set boat velocity directly
- boat.velocityX = swipeVelocity;
- // Set target position in swipe direction
- boat.targetX = boat.x + swipeVelocity * 10;
- // Keep target within bounds
- boat.targetX = Math.max(boat.targetX, 100);
- boat.targetX = Math.min(boat.targetX, 2048 - 100);
- }
- }
+ // It was a swipe - apply momentum to the boat based on swipe speed
+ var swipeVelocity = deltaX / swipeTime * 10;
+ boat.velocityX += swipeVelocity;
+ // Limit initial velocity
+ if (boat.velocityX > boat.maxVelocity) boat.velocityX = boat.maxVelocity;
+ if (boat.velocityX < -boat.maxVelocity) boat.velocityX = -boat.maxVelocity;
+ // Calculate target position based on swipe length
+ boat.targetX = boat.x + deltaX * 0.6;
+ // Keep target within game bounds
+ boat.targetX = Math.max(boat.targetX, 100);
+ boat.targetX = Math.min(boat.targetX, 2048 - 100);
}
isSwipingInGame = false;
- moveHistory = []; // Clear movement history
}
};
// Handle touch move for navigating the boat with swipe
var swipeStartX = 0;
var swipeStartY = 0;
var isDraggingBoat = false;
-var lastMoveX = 0;
-var lastMoveTime = 0;
-var moveHistory = [];
game.move = function (x, y, obj) {
- if (isDraggingBoat && !isGameOver) {
- var currentTime = Date.now();
- // Record movement for velocity calculation
- moveHistory.push({
- x: x,
- time: currentTime
- });
- // Keep only recent movement history for smooth calculation
- if (moveHistory.length > 5) {
- moveHistory.shift();
- }
- // Calculate smooth velocity from history
- var avgVelocity = 0;
- if (moveHistory.length > 1) {
- var oldestMove = moveHistory[0];
- var timeSpan = Math.max(16, currentTime - oldestMove.time);
- var distanceSpan = x - oldestMove.x;
- // Calculate velocity with better scaling for smooth control
- avgVelocity = distanceSpan / timeSpan * 12;
- }
- // Set target position directly to finger position for more responsive feel
- boat.targetX = x;
+ if (isDraggingBoat) {
+ // Calculate horizontal distance moved since last position
+ var deltaX = x - swipeStartX;
+ // Set target position directly for smooth following
+ boat.targetX = boat.x + deltaX;
+ // Add velocity based on motion speed
+ var moveSpeed = deltaX;
+ boat.velocityX = moveSpeed * 0.8;
// Keep boat within game bounds
boat.targetX = Math.max(boat.targetX, 100);
boat.targetX = Math.min(boat.targetX, 2048 - 100);
- // Update tracking variables
+ // Update swipe start position for next move
swipeStartX = x;
- lastMoveX = x;
- lastMoveTime = currentTime;
}
+ // Handle swiping in general game area - adds another way to control the boat
+ if (isSwipingInGame) {
+ var dragDeltaX = x - gameSwipeStartX;
+ // Only update if there's enough movement to be considered a swipe
+ if (Math.abs(dragDeltaX) > 5) {
+ boat.targetX = boat.x + dragDeltaX * 0.5;
+ boat.targetX = Math.max(boat.targetX, 100);
+ boat.targetX = Math.min(boat.targetX, 2048 - 100);
+ // Update swipe start for next move
+ gameSwipeStartX = x;
+ }
+ }
};
// Start tracking swipe
boat.down = function (x, y, obj) {
isDraggingBoat = true;
swipeStartX = x;
swipeStartY = y;
- boat.swipeStartTime = Date.now();
- // Reset movement history
- moveHistory = [{
- x: x,
- time: boat.swipeStartTime
- }];
- // Stop any current movement
- boat.velocityX = 0;
- boat.targetX = null;
+ boat.swipeStartTime = Date.now(); // Track when swipe started for velocity calculation
};
// End swipe and cast fishing line
boat.up = function (x, y, obj) {
isDraggingBoat = false;
horizontal image sea tuna. In-Game asset. 2d. High contrast. No shadows
horizontal image Snapper fish. In-Game asset. 2d. High contrast. No shadows
horizontal image blue marlin fish. In-Game asset. 2d. High contrast. No shadows
sea mine. In-Game asset. 2d. High contrast. No shadows
quite blue under water of sea
horizontal top down image submarine. In-Game asset. 2d. High contrast. No shadows
vertical harpoon head. In-Game asset. 2d. High contrast. No shadows