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Please fix the bug: 'ReferenceError: Can't find variable: particles' in or related to this line: 'particles.update();' Line Number: 307
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Update surfer class with: function createSplash() { if (Math.abs(velocityY) > 10) { for (var i = 0; i < 10; i++) { particles.addWaterParticle(self.x, self.y + 90); } } }
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Add this: var ParticleSystem = Container.expand(function() { var self = Container.call(this); self.addWaterParticle = function(x, y) { var particle = new WaterParticle(); particle.x = x + Math.random() * 130 - 40; particle.y = y; self.addChild(particle); }; self.update = function() { self.children.forEach(function(particle) { if (particle.update) { particle.update(); } }); }; return self; });
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Update with: 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; self.update = function() { scale -= 0.02; self.scaleX = scale; // Set individually self.scaleY = scale; if (scale <= 0) { self.destroy(); } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; }; return self; });
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Please fix the bug: 'ReferenceError: Can't find variable: scale' in or related to this line: 'scale -= 0.02;' Line Number: 118
Code edit (3 edits merged)
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Update surfer class with: function createSplash() { if (Math.abs(velocityY) > 10) { for (var i = 0; i < 10; i++) { var particle = new WaterParticle(); // Position particles at surfer's position with slight randomization particle.x = self.x - 50 + Math.random() * 100; // Spread around surfer particle.y = self.y + 90; // Slightly below surfer to appear at water level particles.addChild(particle); } } }
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// First, add the Particle class definition alongside other classes: 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() * 4; var angle = -Math.random() * Math.PI; var scale = 1; self.update = function() { scale -= 0.02; self.scale.set(scale, scale); if (scale <= 0) { self.destroy(); } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; }; return self; });
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Update with: game.update = function () { waveSystem.update(); surfer.update(); // Add this line scoreText.setText(Math.floor(score).toLocaleString()); multiplierText.setText("x" + multiplier.toFixed(1)); };
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Update surfer as needed with: // In Surfer.update(), right after this block: if (self.y > targetY && velocityY > 0) { self.y = targetY; velocityY = 0; createSplash(); // Add this line to create splash on landing } // Also add splash effects during dramatic wave riding if (Math.abs(velocityY) > 15 && facekit.volume > 0.3) { createSplash(); }
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Update with: Replace the debug text with this more polished scoring display: ```javascript var scoreText = new Text2("", { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); var multiplierText = new Text2("", { size: 40, fill: 0xFFFFFF, alpha: 0.8 }); multiplierText.anchor.set(1, 1); LK.gui.bottomRight.addChild(multiplierText); // Update the game.update text setting: scoreText.setText(Math.floor(score).toLocaleString()); multiplierText.setText("x" + multiplier.toFixed(1));
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Update wave system with: // In WaveSystem.update(), after calculating smoothedHeight: if (facekit.volume > 0.15) { score += (smoothedHeight/WAVE_HEIGHT) * multiplier; multiplier += 0.001; } else { multiplier = Math.max(1, multiplier - 0.01); } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update surfer as needed with: var Surfer = Container.expand(function () { // ... other variables same as before ... var MAX_AIR_VELOCITY = -25; // Only applies when surfer is above wave self.update = function () { // ... existing wave position calculation ... 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) { self.y = targetY; velocityY = 0; } } // ... rest remains the same ... }; });
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Update surfer as needed with: var Surfer = Container.expand(function () { // ... other variables same as before ... var MAX_RISE_VELOCITY = 25; // New: Limit upward launch speed self.update = function () { // ... existing wave position calculation ... var waveRising = targetY < lastWaveY; if (waveRising && self.y > targetY) { // Limit the maximum upward velocity while keeping smooth motion velocityY = (targetY - self.y) * 0.2; // Calculate desired velocity velocityY = Math.max(-MAX_RISE_VELOCITY, velocityY); // Cap upward speed only self.y += velocityY; } else { // Falling physics remain the same - they're working great velocityY += BASE_GRAVITY; velocityY *= DAMPENING; self.y += velocityY; if (self.y > targetY && velocityY > 0) { self.y = targetY; velocityY = 0; } } // ... rest remains the same ... }; });
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Please fix the bug: 'ReferenceError: Can't find variable: score' in or related to this line: 'return Math.floor(score);' Line Number: 72
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Update surfer class with: var Surfer = Container.expand(function () { var self = Container.call(this); // Adjust these constants for smoother falling 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 velocityY = 0; var velocityRot = 0; var lastWaveY = 2732 * 0.85; // Match WaveSystem's baseY var initialized = false; var surferGraphics = self.attachAsset('surfer', { anchorX: 0.5, anchorY: 0.8 }); // Fix starting position 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 = []; } // Remove position setting from here - we already set it properly above initialized = true; }; self.update = function () { 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; if (waveRising && self.y > targetY) { // Smooth rise with wave velocityY = (targetY - self.y) * 0.2; // Proportional velocity self.y += velocityY; } else { // Always apply consistent gravity velocityY += BASE_GRAVITY; velocityY *= DAMPENING; // No maximum speed cap for natural falling self.y += velocityY; // Only stop falling if we hit the wave while moving down if (self.y > targetY && velocityY > 0) { self.y = targetY; velocityY = 0; } } lastWaveY = targetY; // Rest of rotation code remains the same var targetAngle = Math.atan2(nextPoint.y - currentPoint.y, nextPoint.x - currentPoint.x); // ... rest of the rotation code ... }; return self; });
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Update surfer class with: var Surfer = Container.expand(function () { var self = Container.call(this); var BASE_GRAVITY = 2.0; var MAX_SPEED = 30; var DAMPENING = 0.95; var WAVE_OFFSET = -30; var velocityY = 0; var velocityRot = 0; var lastWaveY = 0; var onWave = true; // New state tracker // ... surfer graphics setup remains the same ... self.setWaveSystem = function (ws) { waveSystem = ws; if (!waveSystem.points) { waveSystem.points = []; } if (waveSystem && !initialized) { var startPoint = waveSystem.points[Math.floor(waveSystem.points.length * 0.35)]; if (startPoint) { self.y = startPoint.y + WAVE_OFFSET; lastWaveY = startPoint.y; velocityY = 0; // Ensure clean start onWave = true; // Start on wave initialized = true; } } }; self.update = function () { if (!waveSystem) return; // Get wave position calculation (existing code) 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 distanceToWave = targetY - self.y; // Wave rising check var waveRising = targetY < lastWaveY; if (waveRising && distanceToWave > -50) { // Allow slight lift tolerance // Quick rise with wave self.y = self.y * 0.8 + targetY * 0.2; velocityY = Math.min(velocityY, 0); // Cancel downward velocity onWave = true; } else { // Always apply gravity, but check for wave contact velocityY += BASE_GRAVITY; velocityY *= DAMPENING; velocityY = Math.max(-MAX_SPEED, Math.min(MAX_SPEED, velocityY)); // Move position var nextY = self.y + velocityY; // Check for wave contact if (nextY > targetY && velocityY > 0) { // Hit the wave - land smoothly self.y = targetY; velocityY *= -0.2; // Slight bounce onWave = true; } else { // Continue falling self.y = nextY; onWave = false; } } lastWaveY = targetY; // Rotation handling remains the same // ... rest of the code ... }; return self; });
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Update surfer as needed with: // In Surfer class, replace the current gravity calculation with: var distanceToWave = targetY - self.y; var fallThreshold = 40; // Distance before we start falling if (distanceToWave < fallThreshold) { // Close to wave - smooth follow self.y = self.y * 0.85 + targetY * 0.15; velocityY *= 0.7; // Dampen existing velocity } else { // Above wave - start falling with smooth transition var fallDistance = distanceToWave - fallThreshold; var gravityScale = Math.min(fallDistance / 100, 1); // Gradually increase gravity velocityY += BASE_GRAVITY * gravityScale; velocityY *= DAMPENING; velocityY = Math.max(-MAX_SPEED, Math.min(MAX_SPEED, velocityY)); self.y += velocityY; }
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Please fix the bug: 'undefined is not an object (evaluating 'waveSystem.points.length')' in or related to this line: 'var startPoint = waveSystem.points[Math.floor(waveSystem.points.length * 0.35)];' Line Number: 41
Code edit (1 edits merged)
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Replace orb asset with surfer asset in surfer class.
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Replace surfer class with: var Surfer = Container.expand(function() { var self = Container.call(this); const BASE_GRAVITY = 1.2; const MAX_SPEED = 20; const DAMPENING = 0.92; const WAVE_OFFSET = -30; const RISE_SPEED = 0.8; var velocityY = 0; var velocityRot = 0; var lastWaveY = 0; var surferGraphics = self.attachAsset('orb', { anchorX: 0.5, anchorY: 0.5, width: 50, height: 50 }); var FIXED_X = 2048 * 0.35; self.x = FIXED_X; var waveSystem; var score = 0; var initialized = false; self.setWaveSystem = function(ws) { waveSystem = ws; if (waveSystem && !initialized) { var startPoint = waveSystem.points[Math.floor(waveSystem.points.length * 0.35)]; if (startPoint) { self.y = startPoint.y + WAVE_OFFSET; lastWaveY = startPoint.y; initialized = true; } } }; self.update = function() { 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; if (waveRising) { // Quick rise with the wave self.y = self.y * (1 - RISE_SPEED) + targetY * RISE_SPEED; velocityY = 0; } else { // Calculate distance-based gravity var distanceToWave = targetY - self.y; var gravityMultiplier = 1 + Math.abs(distanceToWave) / 100; // Increase gravity with distance var currentGravity = BASE_GRAVITY * gravityMultiplier; // Apply enhanced gravity velocityY += Math.min(currentGravity, 3) * Math.sin(self.rotation); // Apply velocity with dampening velocityY *= DAMPENING; velocityY = Math.max(-MAX_SPEED, Math.min(MAX_SPEED, velocityY)); self.y += velocityY; } lastWaveY = targetY; // Rotation handling var targetAngle = Math.atan2(nextPoint.y - currentPoint.y, nextPoint.x - currentPoint.x); var angleDiff = targetAngle - self.rotation; if (angleDiff > Math.PI) angleDiff -= Math.PI * 2; if (angleDiff < -Math.PI) angleDiff += Math.PI * 2; velocityRot += angleDiff * 0.15; velocityRot *= 0.9; self.rotation += velocityRot; // Score for air time if (self.y < targetY - 40) { score += Math.abs(velocityY) * 0.1; } }; self.getScore = function() { return Math.floor(score); }; return self; });
/**** * 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) { var particle = new WaterParticle(); particle.x = x + Math.random() * 130 - 40; particle.y = y; self.addChild(particle); }; self.update = function () { self.children.forEach(function (particle) { if (particle.update) { particle.update(); } }); }; 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 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 () { 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) { self.y = targetY; velocityY = 0; createSplash(); // Add this line to create splash on landing } } lastWaveY = targetY; // Add splash effects during dramatic wave riding if (Math.abs(velocityY) > 15 && facekit.volume > 0.3) { createSplash(); } 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() { if (Math.abs(velocityY) > 10) { for (var i = 0; i < 10; i++) { particles.addWaterParticle(self.x, self.y + 90); } } } 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 scaleX = 1; var scaleY = 1; self.update = function () { scaleX -= 0.02; scaleY -= 0.02; self.scaleX = scaleX; // Set individually self.scaleY = scaleY; if (scaleX <= 0 || scaleY <= 0) { self.destroy(); } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; }; 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; // Significantly more sections 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 = []; 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); } function gaussianCurve(x) { return Math.exp(-(x * x) / 0.8); } function getSmoothedHeight(newHeight) { heightBuffer[bufferIndex] = newHeight; bufferIndex = (bufferIndex + 1) % heightBuffer.length; var total = 0; var weightTotal = 0; for (var i = 0; i < heightBuffer.length; i++) { var age = (bufferIndex - i + heightBuffer.length) % heightBuffer.length; var weight = (heightBuffer.length - age) / heightBuffer.length; total += heightBuffer[i] * weight; weightTotal += weight; } var averageHeight = total / weightTotal; var smoothedHeight = lastSmoothedHeight * 0.7 + averageHeight * 0.3; lastSmoothedHeight = smoothedHeight; return smoothedHeight; } 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; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var score = 0; // Initialize score variable var multiplier = 1; var lastWaveHeight = 0; var waveSystem = game.addChild(new WaveSystem()); var particles = new ParticleSystem(); var surfer = game.addChild(new Surfer()); surfer.setWaveSystem(waveSystem); var scoreText = new Text2("", { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); var multiplierText = new Text2("", { size: 40, fill: 0xFFFFFF, alpha: 0.8 }); multiplierText.anchor.set(1, 1); LK.gui.bottomRight.addChild(multiplierText); // Game update function game.update = function () { waveSystem.update(); surfer.update(); // Add this line particles.update(); scoreText.setText(Math.floor(score).toLocaleString()); multiplierText.setText("x" + multiplier.toFixed(1)); };
===================================================================
--- original.js
+++ change.js
@@ -275,8 +275,9 @@
var score = 0; // Initialize score variable
var multiplier = 1;
var lastWaveHeight = 0;
var waveSystem = game.addChild(new WaveSystem());
+var particles = new ParticleSystem();
var surfer = game.addChild(new Surfer());
surfer.setWaveSystem(waveSystem);
var scoreText = new Text2("", {
size: 70,
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