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
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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; // Reaches bottom of screen self.lineSpeed = 10; // Fast 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.targetX = null; // Target position to move toward 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; } // Simplified smooth boat movement physics without bouncing 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) { 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 self.x += self.velocityX; // Simple constant friction - simpler is better for smooth movement self.velocityX *= 0.92; // 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.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); // If it was a small movement, treat as tap for fishing line if (swipeDistance < 15) { // 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); } } } 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; // Keep boat within game bounds boat.targetX = Math.max(boat.targetX, 100); boat.targetX = Math.min(boat.targetX, 2048 - 100); // Update tracking variables 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(); // Reset movement history moveHistory = [{ x: x, time: boat.swipeStartTime }]; // Stop any current movement boat.velocityX = 0; 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
@@ -15,18 +15,16 @@
});
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.maxLineLength = 2400; // Reaches bottom of screen
+ self.lineSpeed = 10; // Fast 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.velocityX = 0; // Current horizontal velocity
+ self.maxVelocity = 15; // Maximum velocity for better control
+ self.friction = 0.92; // Simple friction value for smooth movement
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,
@@ -66,69 +64,35 @@
fishingLine.visible = false;
fishHook.visible = false;
self.lineLength = 0;
}
- // Smooth boat movement physics with zero-bounce approach
+ // Simplified smooth boat movement physics without bouncing
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
+ // If we're close enough to target, just snap to it
+ if (Math.abs(distanceToTarget) < 1) {
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 improved friction and no bouncing
+ // Apply velocity with simplified friction
if (Math.abs(self.velocityX) > 0.05) {
- // Apply velocity first
+ // Apply velocity
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
+ // Simple constant friction - simpler is better for smooth movement
+ self.velocityX *= 0.92;
+ // Keep boat within bounds
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;
+ self.x = 100;
+ 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;
+ self.x = 2048 - 100;
+ self.velocityX = 0;
}
} else {
self.velocityX = 0;
}
@@ -334,51 +298,39 @@
}
};
game.up = function (x, y, obj) {
if (!isGameOver) {
- // Calculate swipe distance and time
+ // Calculate swipe distance
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 it was a small movement, treat as tap for fishing line
if (swipeDistance < 15) {
- // It's a tap, not a swipe - toggle fishing line
+ // Toggle fishing line
if (boat.isCasting) {
boat.reelIn();
} else {
boat.castLine();
}
} else {
- // Calculate velocity from recent movement history for smoother behavior
- var finalVelocity = 0;
+ // For larger swipes, calculate final position
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;
+ // 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);
}
- // 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
@@ -393,37 +345,32 @@
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
+ // Record movement for velocity calculation
moveHistory.push({
x: x,
time: currentTime
});
- // Keep only the most recent positions for calculating velocity
+ // Keep only recent movement history for smooth calculation
if (moveHistory.length > 5) {
moveHistory.shift();
}
- // Calculate smooth velocity using position history
+ // Calculate smooth velocity from history
var avgVelocity = 0;
if (moveHistory.length > 1) {
var oldestMove = moveHistory[0];
- var timeSpan = Math.max(1, currentTime - oldestMove.time);
+ var timeSpan = Math.max(16, currentTime - oldestMove.time);
var distanceSpan = x - oldestMove.x;
- avgVelocity = distanceSpan / timeSpan * 10; // Scale factor for reasonable velocity
+ // Calculate velocity with better scaling for smooth control
+ avgVelocity = distanceSpan / timeSpan * 12;
}
- // 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
+ // Set target position directly to finger position for more responsive feel
+ boat.targetX = x;
+ // 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 calculation
+ // Update tracking variables
swipeStartX = x;
lastMoveX = x;
lastMoveTime = currentTime;
}
@@ -432,19 +379,16 @@
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
+ boat.swipeStartTime = Date.now();
+ // Reset movement history
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
+ // Stop any current movement
+ boat.velocityX = 0;
boat.targetX = null;
};
// End swipe and cast fishing line
boat.up = function (x, y, obj) {
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