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
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increase speed fish
User prompt
increase speed legendary fish
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remove the interface depth feature
User prompt
delete text DEEP
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Move the distance between the boat and the fish on the screen so that they don't look close
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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
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reduce the number of obstacles so there is no lag
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lengthen the fishing line
User prompt
boat explodes after hitting obstacle
User prompt
obstacles are sea mines
User prompt
reduce quantity of obstacle
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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 = 20; // Further reduced maximum velocity for even more control self.friction = 0.93; // Further increased friction for even smoother deceleration self.targetX = null; // Target position to move toward self.dampingRatio = 0.9; // Reduced damping ratio to eliminate bouncing completely self.springConstant = 0.015; // Spring constant for smooth approach to target 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 with zero-bounce approach if (self.targetX !== null) { // Calculate distance to target var distanceToTarget = self.targetX - self.x; if (Math.abs(distanceToTarget) > 0.5) { // Use a smooth approach with critically damped spring physics // Calculate spring force with adaptive stiffness var springForce = distanceToTarget * self.springConstant; // Apply variable damping based on distance and velocity var velocityDamping = self.velocityX * self.dampingRatio; // Final acceleration combines spring force with damping var acceleration = springForce - velocityDamping; // Apply acceleration to velocity with distance-based modulation self.velocityX += acceleration * (1 - Math.min(0.5, Math.abs(distanceToTarget) / 2000)); // Additional damping when approaching target if (Math.abs(distanceToTarget) < 50) { self.velocityX *= 0.85; // Stronger damping near target } // Limit maximum velocity with distance-based scaling var scaledMaxVelocity = self.maxVelocity * (0.5 + 0.5 * Math.min(1, Math.abs(distanceToTarget) / 500)); if (self.velocityX > scaledMaxVelocity) self.velocityX = scaledMaxVelocity; if (self.velocityX < -scaledMaxVelocity) self.velocityX = -scaledMaxVelocity; } else { // If very close to target, just snap to position and stop self.x = self.targetX; self.velocityX = 0; self.targetX = null; } } // Apply velocity with improved friction and no bouncing if (Math.abs(self.velocityX) > 0.05) { // Apply velocity first self.x += self.velocityX; // Use multi-stage adaptive friction for ultra-smooth movement var adaptiveFriction; // Higher velocity = less friction (but still significant) if (Math.abs(self.velocityX) > 12) { adaptiveFriction = self.friction * 0.97; } // Medium velocity = medium friction else if (Math.abs(self.velocityX) > 5) { adaptiveFriction = self.friction * 0.92; } // Lower velocity = higher friction for smooth stop else { adaptiveFriction = self.friction * 0.85; } // Apply friction with smooth transition self.velocityX *= adaptiveFriction; // Keep boat within bounds with gentle approach to boundaries if (self.x < 100) { // Gradual slowing as we approach boundary var distanceToBoundary = 100 - self.x; self.x = 100 - distanceToBoundary * 0.85; // Don't snap immediately self.velocityX *= 0.8; // Reduce velocity more gradually if (Math.abs(self.velocityX) < 0.2) self.velocityX = 0; } else if (self.x > 2048 - 100) { var distanceToBoundary = self.x - (2048 - 100); self.x = 2048 - 100 + distanceToBoundary * 0.85; // Don't snap immediately self.velocityX *= 0.8; // Reduce velocity more gradually if (Math.abs(self.velocityX) < 0.2) 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.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 and time var deltaX = x - gameSwipeStartX; var deltaY = y - gameSwipeStartY; var swipeDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var swipeTime = Math.max(16, Date.now() - boat.swipeStartTime); // Ensure minimum time to prevent excessive velocity if (swipeDistance < 15) { // It's a tap, not a swipe - toggle fishing line if (boat.isCasting) { boat.reelIn(); } else { boat.castLine(); } } else { // Calculate velocity from recent movement history for smoother behavior var finalVelocity = 0; if (moveHistory.length > 1) { // Get last few positions for a smoother velocity curve var recentPositions = moveHistory.slice(-3); var oldestRecentPos = recentPositions[0]; var newestPos = recentPositions[recentPositions.length - 1]; var timeSpan = Math.max(16, newestPos.time - oldestRecentPos.time); var distanceSpan = newestPos.x - oldestRecentPos.x; // Calculate base velocity with non-linear scaling for more natural feel finalVelocity = distanceSpan / timeSpan * 12; // Apply non-linear curve to velocity for more natural deceleration finalVelocity = finalVelocity * (0.6 + 0.4 * Math.min(1, Math.abs(finalVelocity) / 20)); // Limit velocity with adaptive cap based on swipe speed var adaptiveMaxVelocity = boat.maxVelocity * 0.8; if (finalVelocity > adaptiveMaxVelocity) finalVelocity = adaptiveMaxVelocity; if (finalVelocity < -adaptiveMaxVelocity) finalVelocity = -adaptiveMaxVelocity; // Blend with current velocity for smoother transition boat.velocityX = boat.velocityX * 0.3 + finalVelocity * 0.7; // Set target based on velocity and current position // For quick small swipes, use a shorter target distance var targetDistance = Math.min(400, Math.abs(boat.velocityX) * 10); if (boat.velocityX > 0) { boat.targetX = boat.x + targetDistance; } else { boat.targetX = boat.x - targetDistance; } // Keep target within game bounds with buffer 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(); // Calculate horizontal distance moved since last position var deltaX = x - swipeStartX; // Use time-averaged velocity for more stable movement moveHistory.push({ x: x, time: currentTime }); // Keep only the most recent positions for calculating velocity if (moveHistory.length > 5) { moveHistory.shift(); } // Calculate smooth velocity using position history var avgVelocity = 0; if (moveHistory.length > 1) { var oldestMove = moveHistory[0]; var timeSpan = Math.max(1, currentTime - oldestMove.time); var distanceSpan = x - oldestMove.x; avgVelocity = distanceSpan / timeSpan * 10; // Scale factor for reasonable velocity } // Apply strong position filtering (follow finger but very smoothly) var followFactor = 0.3; // How quickly the boat follows the finger boat.targetX = boat.x + deltaX * followFactor; // Apply filtered velocity with adaptive dampening var velocityFactor = Math.min(0.5, Math.abs(avgVelocity) / 20); boat.velocityX = avgVelocity * velocityFactor; // Keep boat within game bounds with gradual approach to edges boat.targetX = Math.max(boat.targetX, 100); boat.targetX = Math.min(boat.targetX, 2048 - 100); // Update swipe start position for next move calculation swipeStartX = x; lastMoveX = x; lastMoveTime = currentTime; } }; // 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 boat.lastMoveTime = boat.swipeStartTime; // Initialize last move time boat.initialX = boat.x; // Track starting position for swipe distance calculation // Reset movement history for clean velocity calculation moveHistory = [{ x: x, time: boat.swipeStartTime }]; // Immediately reduce current velocity to make drag responsive boat.velocityX *= 0.5; // Clear any existing target to ensure direct control boat.targetX = null; }; // 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
@@ -20,12 +20,13 @@
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 = 25; // Reduced maximum velocity for more control
- self.friction = 0.95; // Increased friction for smoother deceleration
+ self.maxVelocity = 20; // Further reduced maximum velocity for even more control
+ self.friction = 0.93; // Further increased friction for even smoother deceleration
self.targetX = null; // Target position to move toward
- self.dampingRatio = 1.2; // Critical damping ratio to prevent bouncing
+ self.dampingRatio = 0.9; // Reduced damping ratio to eliminate bouncing completely
+ self.springConstant = 0.015; // Spring constant for smooth approach to target
var fishingLine = self.attachAsset('fishingLine', {
anchorX: 0.5,
anchorY: 0,
x: 0,
@@ -65,50 +66,69 @@
fishingLine.visible = false;
fishHook.visible = false;
self.lineLength = 0;
}
- // Smooth boat movement physics with improved damping
+ // Smooth boat movement physics with zero-bounce approach
if (self.targetX !== null) {
// Calculate distance to target
var distanceToTarget = self.targetX - self.x;
- // Use critically damped approach to prevent bouncing
- var dampingFactor = 0.025; // Reduced from 0.04 for smoother movement
- // Apply force based on distance with dampening
- self.velocityX += distanceToTarget * dampingFactor;
- // Apply stronger damping when close to target to prevent overshooting
- if (Math.abs(distanceToTarget) < 100) {
- self.velocityX *= 0.9; // Additional damping when approaching target
- }
- // 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) < 0.3) {
+ if (Math.abs(distanceToTarget) > 0.5) {
+ // Use a smooth approach with critically damped spring physics
+ // Calculate spring force with adaptive stiffness
+ var springForce = distanceToTarget * self.springConstant;
+ // Apply variable damping based on distance and velocity
+ var velocityDamping = self.velocityX * self.dampingRatio;
+ // Final acceleration combines spring force with damping
+ var acceleration = springForce - velocityDamping;
+ // Apply acceleration to velocity with distance-based modulation
+ self.velocityX += acceleration * (1 - Math.min(0.5, Math.abs(distanceToTarget) / 2000));
+ // Additional damping when approaching target
+ if (Math.abs(distanceToTarget) < 50) {
+ self.velocityX *= 0.85; // Stronger damping near target
+ }
+ // Limit maximum velocity with distance-based scaling
+ var scaledMaxVelocity = self.maxVelocity * (0.5 + 0.5 * Math.min(1, Math.abs(distanceToTarget) / 500));
+ if (self.velocityX > scaledMaxVelocity) self.velocityX = scaledMaxVelocity;
+ if (self.velocityX < -scaledMaxVelocity) self.velocityX = -scaledMaxVelocity;
+ } else {
+ // If very close to target, just snap to position and stop
self.x = self.targetX;
self.velocityX = 0;
self.targetX = null;
}
}
- // Apply velocity with improved friction
+ // Apply velocity with improved friction and no bouncing
if (Math.abs(self.velocityX) > 0.05) {
- // Reduced threshold for smoother stopping
- // Apply velocity with gradual deceleration
+ // Apply velocity first
self.x += self.velocityX;
- // Use adaptive friction - more friction at higher speeds for stability
- var adaptiveFriction = self.friction;
- if (Math.abs(self.velocityX) > 15) {
- adaptiveFriction = self.friction * 0.98; // Less friction at high speed
- } else if (Math.abs(self.velocityX) < 5) {
- adaptiveFriction = self.friction * 0.95; // More friction at low speed
+ // Use multi-stage adaptive friction for ultra-smooth movement
+ var adaptiveFriction;
+ // Higher velocity = less friction (but still significant)
+ if (Math.abs(self.velocityX) > 12) {
+ adaptiveFriction = self.friction * 0.97;
}
+ // Medium velocity = medium friction
+ else if (Math.abs(self.velocityX) > 5) {
+ adaptiveFriction = self.friction * 0.92;
+ }
+ // Lower velocity = higher friction for smooth stop
+ else {
+ adaptiveFriction = self.friction * 0.85;
+ }
+ // Apply friction with smooth transition
self.velocityX *= adaptiveFriction;
- // Keep boat within bounds - gradual slowing at edges
+ // Keep boat within bounds with gentle approach to boundaries
if (self.x < 100) {
- self.x = 100;
- self.velocityX = 0;
+ // Gradual slowing as we approach boundary
+ var distanceToBoundary = 100 - self.x;
+ self.x = 100 - distanceToBoundary * 0.85; // Don't snap immediately
+ self.velocityX *= 0.8; // Reduce velocity more gradually
+ if (Math.abs(self.velocityX) < 0.2) self.velocityX = 0;
} else if (self.x > 2048 - 100) {
- self.x = 2048 - 100;
- self.velocityX = 0;
+ var distanceToBoundary = self.x - (2048 - 100);
+ self.x = 2048 - 100 + distanceToBoundary * 0.85; // Don't snap immediately
+ self.velocityX *= 0.8; // Reduce velocity more gradually
+ if (Math.abs(self.velocityX) < 0.2) self.velocityX = 0;
}
} else {
self.velocityX = 0;
}
@@ -318,65 +338,95 @@
// Calculate swipe distance and time
var deltaX = x - gameSwipeStartX;
var deltaY = y - gameSwipeStartY;
var swipeDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
- var swipeTime = Math.max(1, Date.now() - boat.swipeStartTime); // Prevent division by zero
- if (swipeDistance < 20) {
+ var swipeTime = Math.max(16, Date.now() - boat.swipeStartTime); // Ensure minimum time to prevent excessive velocity
+ if (swipeDistance < 15) {
// It's a tap, not a swipe - toggle fishing line
if (boat.isCasting) {
boat.reelIn();
} else {
boat.castLine();
}
} else {
- // It was a swipe - calculate inertia based on swipe characteristics
- // Use exponential decay for velocity based on swipe duration
- // Shorter swipes get more velocity (more flick-like)
- var timeScaleFactor = Math.min(1, 500 / swipeTime);
- // Calculate velocity with adaptive scaling
- var swipeVelocity = deltaX / swipeTime * 8 * timeScaleFactor;
- // Apply velocity with dampening to prevent jerky motion
- boat.velocityX = boat.velocityX * 0.3 + swipeVelocity * 0.7;
- // Limit initial velocity with gradual approach to max
- var velocityLimit = boat.maxVelocity * (0.7 + 0.3 * (Math.abs(swipeVelocity) / 20));
- if (boat.velocityX > velocityLimit) boat.velocityX = velocityLimit;
- if (boat.velocityX < -velocityLimit) boat.velocityX = -velocityLimit;
- // Calculate target position with adaptive distance based on swipe speed
- var targetDistanceFactor = Math.min(1, Math.abs(swipeVelocity) / 15) * 0.5;
- boat.targetX = boat.x + deltaX * targetDistanceFactor;
- // Keep target within game bounds with buffer
- boat.targetX = Math.max(boat.targetX, 100);
- boat.targetX = Math.min(boat.targetX, 2048 - 100);
+ // Calculate velocity from recent movement history for smoother behavior
+ var finalVelocity = 0;
+ if (moveHistory.length > 1) {
+ // Get last few positions for a smoother velocity curve
+ var recentPositions = moveHistory.slice(-3);
+ var oldestRecentPos = recentPositions[0];
+ var newestPos = recentPositions[recentPositions.length - 1];
+ var timeSpan = Math.max(16, newestPos.time - oldestRecentPos.time);
+ var distanceSpan = newestPos.x - oldestRecentPos.x;
+ // Calculate base velocity with non-linear scaling for more natural feel
+ finalVelocity = distanceSpan / timeSpan * 12;
+ // Apply non-linear curve to velocity for more natural deceleration
+ finalVelocity = finalVelocity * (0.6 + 0.4 * Math.min(1, Math.abs(finalVelocity) / 20));
+ // Limit velocity with adaptive cap based on swipe speed
+ var adaptiveMaxVelocity = boat.maxVelocity * 0.8;
+ if (finalVelocity > adaptiveMaxVelocity) finalVelocity = adaptiveMaxVelocity;
+ if (finalVelocity < -adaptiveMaxVelocity) finalVelocity = -adaptiveMaxVelocity;
+ // Blend with current velocity for smoother transition
+ boat.velocityX = boat.velocityX * 0.3 + finalVelocity * 0.7;
+ // Set target based on velocity and current position
+ // For quick small swipes, use a shorter target distance
+ var targetDistance = Math.min(400, Math.abs(boat.velocityX) * 10);
+ if (boat.velocityX > 0) {
+ boat.targetX = boat.x + targetDistance;
+ } else {
+ boat.targetX = boat.x - targetDistance;
+ }
+ // Keep target within game bounds with buffer
+ 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();
// Calculate horizontal distance moved since last position
var deltaX = x - swipeStartX;
- // Use time-based velocity calculation for more consistent movement
- var currentTime = Date.now();
- var timeDelta = Math.max(1, currentTime - (boat.lastMoveTime || currentTime));
- boat.lastMoveTime = currentTime;
- // Calculate velocity based on distance moved over time
- var timeScaleFactor = 16 / timeDelta; // Normalize to 60fps
- // Apply smoothing filter to finger movement
- var filteredDeltaX = deltaX * 0.5; // Reduce the immediate effect of finger movement
- // Set target position with slight lead for more responsive feel
- boat.targetX = boat.x + filteredDeltaX;
- // Apply velocity but dampen it to prevent jerky movement
- var moveSpeed = deltaX * timeScaleFactor;
- boat.velocityX = moveSpeed * 0.4; // Reduced multiplier for smoother movement
+ // Use time-averaged velocity for more stable movement
+ moveHistory.push({
+ x: x,
+ time: currentTime
+ });
+ // Keep only the most recent positions for calculating velocity
+ if (moveHistory.length > 5) {
+ moveHistory.shift();
+ }
+ // Calculate smooth velocity using position history
+ var avgVelocity = 0;
+ if (moveHistory.length > 1) {
+ var oldestMove = moveHistory[0];
+ var timeSpan = Math.max(1, currentTime - oldestMove.time);
+ var distanceSpan = x - oldestMove.x;
+ avgVelocity = distanceSpan / timeSpan * 10; // Scale factor for reasonable velocity
+ }
+ // Apply strong position filtering (follow finger but very smoothly)
+ var followFactor = 0.3; // How quickly the boat follows the finger
+ boat.targetX = boat.x + deltaX * followFactor;
+ // Apply filtered velocity with adaptive dampening
+ var velocityFactor = Math.min(0.5, Math.abs(avgVelocity) / 20);
+ boat.velocityX = avgVelocity * velocityFactor;
// Keep boat within game bounds with gradual approach to edges
boat.targetX = Math.max(boat.targetX, 100);
boat.targetX = Math.min(boat.targetX, 2048 - 100);
- // Update swipe start position for next move
+ // Update swipe start position for next move calculation
swipeStartX = x;
+ lastMoveX = x;
+ lastMoveTime = currentTime;
}
};
// Start tracking swipe
boat.down = function (x, y, obj) {
@@ -385,8 +435,17 @@
swipeStartY = y;
boat.swipeStartTime = Date.now(); // Track when swipe started for velocity calculation
boat.lastMoveTime = boat.swipeStartTime; // Initialize last move time
boat.initialX = boat.x; // Track starting position for swipe distance calculation
+ // Reset movement history for clean velocity calculation
+ moveHistory = [{
+ x: x,
+ time: boat.swipeStartTime
+ }];
+ // Immediately reduce current velocity to make drag responsive
+ boat.velocityX *= 0.5;
+ // Clear any existing target to ensure direct control
+ boat.targetX = null;
};
// 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