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Update with: // Then modify the update call: game.update = function() { var now = Date.now(); if (now - lastUpdateTime < 16) { return; } lastUpdateTime = now; waveSystem.update(); surfer.update(); particles.update(); // Only update score/multiplier text when values change var currentScore = Math.floor(score); if (currentScore !== lastScoreDisplay) { lastScoreDisplay = currentScore; scoreText.setText(currentScore.toLocaleString()); } var currentMultiplier = Math.floor(multiplier * 10) / 10; // Round to 1 decimal if (currentMultiplier !== lastMultiplierDisplay) { lastMultiplierDisplay = currentMultiplier; multiplierText.setText("x" + currentMultiplier.toFixed(1)); } };
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Update with: // Before (current code) scoreText.setText(Math.floor(score).toLocaleString()); multiplierText.setText("x" + multiplier.toFixed(1)); // Let's modify to only update when they actually change // Add to game initialization section: var lastScoreDisplay = -1; var lastMultiplierDisplay = -1;
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update with: // In WaveSystem constructor, where we create lines var lines = []; function createLines() { // Clean up any existing lines first lines.forEach(line => { line.destroy(); self.removeChild(line); }); lines = []; // Create new lines for (var i = 0; i < NUM_POINTS - 1; i++) { var line = self.attachAsset('wave_line', { anchorX: 0, anchorY: 0.5, height: 4 }); lines.push(line); } } // Call initial creation createLines();
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update with // In WaveSystem update method, where we update the line segments // Update wave line segments for (var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; // Reset the line position and rotation every 600 frames if (LK.ticks % 600 === 0) { lines[i].x = start.x; lines[i].y = start.y; lines[i].rotation = 0; } var dx = end.x - start.x; var dy = end.y - start.y; var length = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); // Reduce interpolation speed slightly lines[i].x += (start.x - lines[i].x) * 0.2; lines[i].y += (start.y - lines[i].y) * 0.2; lines[i].width += (length - lines[i].width) * 0.2; var angleDiff = angle - lines[i].rotation; if (angleDiff > Math.PI) angleDiff -= Math.PI * 2; if (angleDiff < -Math.PI) angleDiff += Math.PI * 2; lines[i].rotation += angleDiff * 0.2; }
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Please fix the bug: 'TypeError: tween.getActiveTweens is not a function. (In 'tween.getActiveTweens()', 'tween.getActiveTweens' is undefined)' in or related to this line: 'console.log('Active tweens:', tween.getActiveTweens().length);' Line Number: 395 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // Add to game update, after the time check if (LK.ticks % 300 === 0) { console.log('Active tweens:', tween.getActiveTweens().length); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // Add to game initialization var gameTimers = []; // Modify LK.setTimeout and LK.setInterval to track timers var originalSetTimeout = LK.setTimeout; LK.setTimeout = function(...args) { var timer = originalSetTimeout.apply(this, args); gameTimers.push(timer); return timer; }; var originalSetInterval = LK.setInterval; LK.setInterval = function(...args) { var timer = originalSetInterval.apply(this, args); gameTimers.push(timer); return timer; }; // Add logging every 600 frames game.update = function() { var now = Date.now(); if (now - lastUpdateTime < 16) { return; } lastUpdateTime = now; if (LK.ticks % 600 === 0) { console.log('Active timers:', gameTimers.length); } // Rest of update... };
Code edit (4 edits merged)
Please save this source code
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Update with: // In game update var lastUpdateTime = 0; game.update = function() { var now = Date.now(); if (now - lastUpdateTime < 16) { // Don't update faster than 60fps return; } lastUpdateTime = now; waveSystem.update(); surfer.update(); particles.update(); scoreText.setText(Math.floor(score).toLocaleString()); multiplierText.setText("x" + multiplier.toFixed(1)); };
Code edit (1 edits merged)
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Update with: // In WaterParticle class self.init = function (type) { if (type === 'trail') { // ... existing trail code ... particleGraphics.alpha = 0.8; // Start slightly less than full alpha } else { // splash // ... existing splash code ... particleGraphics.alpha = 0.9; // Start slightly less than full alpha } };
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Update with: 2. In the WaveSystem, we might be creating too many draw calls. Let's batch the water rectangles: ```javascript // In WaveSystem constructor // Reduce number of water sections var NUM_WATER_SECTIONS = 40; // Reduced from 80
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Update with: // In WaveSystem update method, optimize water rect updates // Update water rectangles for (var i = 0; i < NUM_WATER_SECTIONS; i++) { var rect = waterRects[i]; var xPosition = i / NUM_WATER_SECTIONS * SCREEN_WIDTH; // Simplified point interpolation var pointIndex = Math.floor((i / NUM_WATER_SECTIONS) * (NUM_POINTS - 1)); var y = points[pointIndex].y; rect.x = xPosition; rect.y = y; rect.height = 2732 - y; // Remove sine wave alpha variation as it's costly rect.alpha = 0.3; }
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Update with: // In WaveSystem class, optimize getSmoothedHeight function getSmoothedHeight(newHeight) { heightBuffer[bufferIndex] = newHeight; bufferIndex = (bufferIndex + 1) % heightBuffer.length; // Simplified smoothing calculation var total = 0; for (var i = 0; i < heightBuffer.length; i++) { total += heightBuffer[i]; } var smoothedHeight = total / heightBuffer.length; lastSmoothedHeight = lastSmoothedHeight * 0.7 + smoothedHeight * 0.3; return lastSmoothedHeight; }
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Update with: // Add to game update game.update = function () { // Every 300 frames, log counts if (LK.ticks % 300 === 0) { console.log('Particle count:', game.particles.children.length); console.log('Wave points:', waveSystem.points.length); console.log('Total game children:', game.children.length); } waveSystem.update(); surfer.update(); particles.update(); scoreText.setText(Math.floor(score).toLocaleString()); multiplierText.setText("x" + multiplier.toFixed(1)); };
Code edit (1 edits merged)
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Please fix the bug: 'ReferenceError: Can't find variable: activeTween' in or related to this line: 'if (activeTween) {' Line Number: 77
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Update with: // In Surfer class update self.update = function () { // Add tween cleanup if (activeTween) { activeTween.stop(); } // Rest of update code... }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // In WaveSystem class var heightBuffer = Array(15).fill(0); // This is good, fixed size var waterRects = []; // These arrays are good, fixed size var lines = []; // These are also good, fixed size // Add cleanup method self.destroy = function() { waterRects.forEach(rect => rect.destroy()); lines.forEach(line => line.destroy()); waterRects = []; lines = []; Container.prototype.destroy.call(this); };
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Update with: // In ParticleSystem class, modify update: self.update = function () { // Use for loop because we'll be modifying the array for (var i = self.children.length - 1; i >= 0; i--) { var particle = self.children[i]; if (particle.update) { particle.update(); } // Remove particles that have moved far off screen if (particle.x < -500 || particle.x > 2548 || particle.y < -500 || particle.y > 3232) { particle.destroy(); self.removeChild(particle); } } }; // In WaterParticle class, modify destroy: self.destroy = function() { if (self.parent) { self.parent.removeChild(self); } Container.prototype.destroy.call(this); };
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// In Surfer class update method, find this section: // Create trail particles when in contact with water if (self.y >= targetY && facekit.volume > 0.15) { // OLD createTrail(); } // Replace with: // Create trail particles whenever touching water if (self.y >= targetY) { // NEW createTrail(); }
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// In Surfer class, modify createTrail: function createTrail() { for (var i = 0; i < 5; i++) { // Increased from 3 to 5 particles game.particles.addWaterParticle(FIXED_X, self.y + 40, 'trail'); } }
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// In WaterParticle class, modify init: self.init = function (type) { if (type === 'trail') { speed = Math.random() * 8 + 6; // Increased from 6 + 4 angle = Math.PI + (Math.random() * 0.4 - 0.2); // Slightly wider spread scale = 0.7; } else { // splash speed = Math.random() * 12 + 8; // Increased from 8 + 6 angle = -Math.PI/2 + (Math.random() * 1.4 - 0.7); // Wider arc spread scale = 1.2; } self.type = type; };
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// In Surfer class, modify createSplash function: function createSplash() { for (var i = 0; i < 50; i++) { // Increased from 30 to 50 particles game.particles.addWaterParticle(FIXED_X, self.y + 40, 'splash'); } }
User prompt
Update with: // In Surfer class, modify where we check for landing if (self.y > targetY && velocityY > 0) { let fallVelocity = velocityY; // Capture velocity before reset self.y = targetY; velocityY = 0; if (aboveWave && fallVelocity > 15) { // Only splash on significant falls createSplash(); } }
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var ParticleSystem = Container.expand(function () { var self = Container.call(this); self.addWaterParticle = function (x, y, type) { var particle = new WaterParticle(); if (type === 'trail') { // Move spawn point up and behind surfer particle.x = x - 100; // Spawn behind (to the right of) surfer particle.y = y + 10; // Raised up from previous +90 } else { // Keep original splash positioning particle.x = x + Math.random() * 130 - 40; particle.y = y - 20; } particle.init(type); self.addChild(particle); }; self.update = function () { for (var i = self.children.length - 1; i >= 0; i--) { var particle = self.children[i]; if (particle.update) { particle.update(); } // Remove particles that have moved far off screen if (particle.x < -500 || particle.x > 2548 || particle.y < -500 || particle.y > 3232) { particle.destroy(); self.removeChild(particle); } } }; return self; }); var Surfer = Container.expand(function () { var self = Container.call(this); var BASE_GRAVITY = 1.5; // Reduced for smoother acceleration var MAX_SPEED = 40; // Increased for longer falls var DAMPENING = 0.98; // Less dampening for smoother motion var WAVE_OFFSET = -30; var FIXED_X = 2048 * 0.35; var MAX_AIR_VELOCITY = -25; // Only applies when surfer is above wave var velocityY = 0; var velocityRot = 0; var activeTween = null; // Initialize activeTween variable var lastWaveY = 2732 * 0.85; // Match WaveSystem's baseY var initialized = false; var surferGraphics = self.attachAsset('surfer', { anchorX: 0.5, anchorY: 0.8 }); self.x = FIXED_X; self.y = lastWaveY + WAVE_OFFSET; // Start at base wave height self.setWaveSystem = function (ws) { waveSystem = ws; if (!waveSystem.points) { waveSystem.points = []; } initialized = true; }; self.update = function () { // Add tween cleanup if (activeTween) { tween.stop(activeTween); } if (!waveSystem) { return; } var normalizedX = self.x / 2048; var pointIndex = Math.floor(normalizedX * (waveSystem.points.length - 1)); var nextPointIndex = Math.min(pointIndex + 1, waveSystem.points.length - 1); var progress = normalizedX * (waveSystem.points.length - 1) - pointIndex; var currentPoint = waveSystem.points[pointIndex]; var nextPoint = waveSystem.points[nextPointIndex]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; var waveRising = targetY < lastWaveY; var aboveWave = self.y < targetY; if (waveRising && !aboveWave) { // Natural wave following - no limits when on the wave velocityY = (targetY - self.y) * 0.2; self.y += velocityY; } else { // In air or falling velocityY += BASE_GRAVITY; velocityY *= DAMPENING; // Only cap velocity when above the wave if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } self.y += velocityY; if (self.y > targetY && velocityY > 0) { var fallVelocity = velocityY; // Capture velocity before reset self.y = targetY; velocityY = 0; if (aboveWave && fallVelocity > 15) { // Only splash on significant falls createSplash(); } } } lastWaveY = targetY; // Create trail particles whenever touching water if (self.y >= targetY) { createTrail(); } var targetAngle = Math.atan2(nextPoint.y - currentPoint.y, nextPoint.x - currentPoint.x); // ... rest of the rotation code ... particles.children.forEach(function (particle) { if (particle.update) { particle.update(); } }); }; self.getScore = function () { return Math.floor(score); }; // Then in the Surfer class, replace the particle system with: var particles = self.addChild(new ParticleSystem()); function createSplash() { for (var i = 0; i < 50; i++) { // Move splash up by 40 to match trail Y position game.particles.addWaterParticle(FIXED_X, self.y + 40, 'splash'); } } function createTrail() { // Create fewer particles but more frequently for trail for (var i = 0; i < 4; i++) { game.particles.addWaterParticle(FIXED_X, self.y, 'trail'); } } return self; }); var WaterParticle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('wave_point', { anchorX: 0.5, anchorY: 0.5 }); var speed = Math.random() * 3; var angle = -Math.random() * Math.PI; var scale = 1; // Add a type parameter to determine behavior self.init = function (type) { if (type === 'trail') { speed = Math.random() * 8 + 6; // Increased from 6 + 4 angle = Math.PI + (Math.random() * 0.4 - 0.2); // Slightly wider spread scale = 0.7; particleGraphics.alpha = 0.8; // Start slightly less than full alpha } else { //{N} // splash speed = Math.random() * 12 + 8; // Increased from 8 + 6 angle = -Math.PI / 2 + (Math.random() * 1.4 - 0.7); // Wider arc spread scale = 1.2; particleGraphics.alpha = 0.9; // Start slightly less than full alpha } }; self.update = function () { scale -= self.type === 'splash' ? 0.04 : 0.02; // Double fade speed for splash self.scaleX = scale; self.scaleY = scale; if (scale <= 0) { self.destroy(); } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; }; self.destroy = function () { if (self.parent) { self.parent.removeChild(self); } Container.prototype.destroy.call(this); }; return self; }); var WaveSystem = Container.expand(function () { var self = Container.call(this); var NUM_POINTS = 40; var SCREEN_WIDTH = 2048; var points = []; var baseY = 2732 * 0.85; var MIN_PITCH = 50; var MAX_PITCH = 300; var WAVE_HEIGHT = 2300; var lastPitch = 0; // Enhanced smoothing system var heightBuffer = Array(15).fill(0); var bufferIndex = 0; var lastSmoothedHeight = 0; // Water fill rectangles var waterRects = []; var NUM_WATER_SECTIONS = 80; // Reduced from 80 for (var i = 0; i < NUM_WATER_SECTIONS; i++) { var rect = self.attachAsset('wave_line', { anchorX: 0.5, // Center anchor anchorY: 0, // Top anchor height: 2732, width: SCREEN_WIDTH / NUM_WATER_SECTIONS + 1, // Tiny overlap to prevent pixel gaps tint: 0x0066cc, alpha: 0.3 }); waterRects.push(rect); } // Create wave line segments var lines = []; function createLines() { // Clean up any existing lines first lines.forEach(function (line) { line.destroy(); self.removeChild(line); }); lines = []; // Create new lines for (var i = 0; i < NUM_POINTS - 1; i++) { var line = self.attachAsset('wave_line', { anchorX: 0, anchorY: 0.5, height: 4 }); lines.push(line); } } // Call initial creation createLines(); function gaussianCurve(x) { return Math.exp(-(x * x) / 0.8); } function getSmoothedHeight(newHeight) { heightBuffer[bufferIndex] = newHeight; bufferIndex = (bufferIndex + 1) % heightBuffer.length; // Simplified smoothing calculation var total = 0; for (var i = 0; i < heightBuffer.length; i++) { total += heightBuffer[i]; } var smoothedHeight = total / heightBuffer.length; lastSmoothedHeight = lastSmoothedHeight * 0.7 + smoothedHeight * 0.3; return lastSmoothedHeight; } self.update = function () { var targetPitch = 0; if (facekit.volume > 0.15) { var normalizedPitch = (facekit.pitch - MIN_PITCH) / (MAX_PITCH - MIN_PITCH); normalizedPitch = Math.max(0, Math.min(1, normalizedPitch)); targetPitch = normalizedPitch * 0.8 + lastPitch * 0.2; } lastPitch += (targetPitch - lastPitch) * 0.2; var smoothedHeight = getSmoothedHeight(lastPitch * WAVE_HEIGHT); if (facekit.volume > 0.15) { score += smoothedHeight / WAVE_HEIGHT * multiplier; multiplier += 0.001; } else { multiplier = Math.max(1, multiplier - 0.01); } points = []; for (var i = 0; i < NUM_POINTS; i++) { var x = i / (NUM_POINTS - 1) * SCREEN_WIDTH; var distanceFromCenter = (x - SCREEN_WIDTH * 0.35) / (SCREEN_WIDTH * 0.45); var heightFactor = gaussianCurve(distanceFromCenter); var y = baseY - smoothedHeight * heightFactor; points.push({ x: x, y: y }); } // Update water rectangles for (var i = 0; i < NUM_WATER_SECTIONS; i++) { var rect = waterRects[i]; var xPosition = i / NUM_WATER_SECTIONS * SCREEN_WIDTH; // Match x positions exactly with wave points var exactPointPosition = xPosition / SCREEN_WIDTH * (NUM_POINTS - 1); var pointIndex = Math.floor(exactPointPosition); var nextPointIndex = Math.min(pointIndex + 1, NUM_POINTS - 1); // Precise interpolation var progress = exactPointPosition - pointIndex; var y1 = points[pointIndex].y; var y2 = points[nextPointIndex].y; var y = y1 + (y2 - y1) * progress; // Align exactly with wave position rect.x = xPosition; rect.y = y; rect.height = 2732 - y; // Very subtle alpha variation rect.alpha = 0.3 + Math.sin(LK.ticks * 0.02 + i * 0.2) * 0.02; } self.points = points; // Update wave line segments for (var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; var dx = end.x - start.x; var dy = end.y - start.y; var length = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); lines[i].x += (start.x - lines[i].x) * 0.3; lines[i].y += (start.y - lines[i].y) * 0.3; lines[i].width += (length - lines[i].width) * 0.3; var angleDiff = angle - lines[i].rotation; if (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } if (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } lines[i].rotation += angleDiff * 0.3; } }; self.destroy = function () { waterRects.forEach(function (rect) { return rect.destroy(); }); lines.forEach(function (line) { return line.destroy(); }); waterRects = []; lines = []; Container.prototype.destroy.call(this); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var lastScoreDisplay = -1; var lastMultiplierDisplay = -1; var originalSetInterval = LK.setInterval; LK.setInterval = function () { for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } var timer = originalSetInterval.apply(this, args); gameTimers.push(timer); return timer; }; var originalSetTimeout = LK.setTimeout; LK.setTimeout = function () { for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) { args[_key2] = arguments[_key2]; } var timer = originalSetTimeout.apply(this, args); gameTimers.push(timer); return timer; }; var gameTimers = []; var score = 0; // Initialize score variable var multiplier = 1; var lastWaveHeight = 0; var waveSystem = game.addChild(new WaveSystem()); var particles = new ParticleSystem(); game.particles = game.addChild(new ParticleSystem()); var surfer = game.addChild(new Surfer()); surfer.setWaveSystem(waveSystem); var scoreText = new Text2("", { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.top.addChild(scoreText); var multiplierText = new Text2("", { size: 60, fill: 0xFFFFFF, alpha: 0.8 }); multiplierText.anchor.set(1, 1); LK.gui.bottomRight.addChild(multiplierText); // Game update function var lastUpdateTime = 0; game.update = function () { var now = Date.now(); if (now - lastUpdateTime < 16) { // Don't update faster than 60fps return; } lastUpdateTime = now; // Every 300 frames, log counts if (LK.ticks % 600 === 0) { console.log('Active timers:', gameTimers.length); } if (LK.ticks % 300 === 0) { console.log('Particle count:', game.particles.children.length); console.log('Wave points:', waveSystem.points.length); console.log('Total game children:', game.children.length); console.log('Active tweens:', tween.getActiveTweens ? tween.getActiveTweens().length : 0); } waveSystem.update(); surfer.update(); particles.update(); var currentScore = Math.floor(score); if (currentScore !== lastScoreDisplay) { lastScoreDisplay = currentScore; scoreText.setText(currentScore.toLocaleString()); } var currentMultiplier = Math.floor(multiplier * 10) / 10; // Round to 1 decimal if (currentMultiplier !== lastMultiplierDisplay) { lastMultiplierDisplay = currentMultiplier; multiplierText.setText("x" + currentMultiplier.toFixed(1)); } };
===================================================================
--- original.js
+++ change.js
@@ -400,13 +400,15 @@
}
waveSystem.update();
surfer.update();
particles.update();
- if (Math.floor(score) !== lastScoreDisplay) {
- lastScoreDisplay = Math.floor(score);
- scoreText.setText(lastScoreDisplay.toLocaleString());
+ var currentScore = Math.floor(score);
+ if (currentScore !== lastScoreDisplay) {
+ lastScoreDisplay = currentScore;
+ scoreText.setText(currentScore.toLocaleString());
}
- if (multiplier.toFixed(1) !== lastMultiplierDisplay) {
- lastMultiplierDisplay = multiplier.toFixed(1);
- multiplierText.setText("x" + lastMultiplierDisplay);
+ var currentMultiplier = Math.floor(multiplier * 10) / 10; // Round to 1 decimal
+ if (currentMultiplier !== lastMultiplierDisplay) {
+ lastMultiplierDisplay = currentMultiplier;
+ multiplierText.setText("x" + currentMultiplier.toFixed(1));
}
};
\ No newline at end of file
A surfer standing and riding on a surfboard. Side profile. Cartoon. Full body. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A peaked blue rock. Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Poseidon’s face. Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An opened pair of lips as if singing . Light Skin color. Cell shading vector art style. Facing forward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A tropical fish. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows