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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; });
Code edit (2 edits merged)
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Use surfer asset for surfer class instead of orb.
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Please fix the bug: 'ReferenceError: Can't find variable: MAX_FALL_DISTANCE' in or related to this line: 'if (Math.abs(distanceToWave) > MAX_FALL_DISTANCE) {' Line Number: 79
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Update surfer class as needed with: var Surfer = Container.expand(function() { var self = Container.call(this); const GRAVITY = 1.2; const MAX_SPEED = 20; const DAMPENING = 0.92; const WAVE_OFFSET = -30; const RISE_SPEED = 0.8; const MAX_FALL_DISTANCE = 200; // Maximum distance before gentle correction const FALL_CORRECTION = 0.05; // How strongly to correct when too far from wave 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 = Math.min(velocityY, 0); // Only reset upward velocity } else { // Natural fall with gravity var distanceToWave = targetY - self.y; // Apply gravity velocityY += GRAVITY * Math.sin(self.rotation); // Gentle correction when too far from wave if (Math.abs(distanceToWave) > MAX_FALL_DISTANCE) { var correctionForce = (distanceToWave - Math.sign(distanceToWave) * MAX_FALL_DISTANCE) * FALL_CORRECTION; velocityY += correctionForce; } // 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; });
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Update surfer with: var Surfer = Container.expand(function() { var self = Container.call(this); // Physics constants const GRAVITY = 1.2; // Keep strong gravity const MAX_SPEED = 20; const DAMPENING = 0.92; const WAVE_OFFSET = -30; const RISE_SPEED = 0.8; // How quickly we match rising wave (0-1) var velocityY = 0; var velocityRot = 0; var lastWaveY = 0; // Track previous wave height 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; // Check if wave is rising or falling var waveRising = targetY < lastWaveY; if (waveRising) { // Quick rise with the wave self.y = self.y * (1 - RISE_SPEED) + targetY * RISE_SPEED; velocityY = 0; // Reset velocity when rising } else { // Natural fall with gravity var distanceToWave = targetY - self.y; velocityY += GRAVITY * Math.sin(self.rotation); velocityY += distanceToWave * 0.1; // Small correction force 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; });
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Please fix the bug: 'undefined is not an object (evaluating 'waveSystem.points.length')' in or related to this line: 'if (waveSystem && waveSystem.points.length === 0) {' Line Number: 42
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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: 44
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Update surfer with: var Surfer = Container.expand(function() { var self = Container.call(this); // Adjusted physics constants const GRAVITY = 1.2; // Increased gravity const MAX_SPEED = 20; // Increased max speed const DAMPENING = 0.92; // Slightly more dampening const WAVE_FOLLOW_FORCE = 0.3; // Stronger force to follow wave height const WAVE_OFFSET = -30; // Offset above wave surface var velocityY = 0; var velocityRot = 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; // Initialize position on wave if (waveSystem && !initialized) { var startPoint = waveSystem.points[Math.floor(waveSystem.points.length * 0.35)]; if (startPoint) { self.y = startPoint.y + WAVE_OFFSET; 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]; // Calculate target Y with offset var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; // Stronger wave following for rising waves var distanceToWave = targetY - self.y; var waveRising = currentPoint.y > nextPoint.y; var followForce = waveRising ? WAVE_FOLLOW_FORCE * 1.5 : WAVE_FOLLOW_FORCE; // Apply forces velocityY += distanceToWave * followForce; velocityY += GRAVITY * Math.sin(self.rotation); // Apply velocity with dampening velocityY *= DAMPENING; velocityY = Math.max(-MAX_SPEED, Math.min(MAX_SPEED, velocityY)); self.y += velocityY; // Smoother rotation 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; // Increased rotation responsiveness velocityRot *= 0.9; // Separate rotation dampening self.rotation += velocityRot; // Score when above wave if (self.y < targetY - 40) { score += Math.abs(velocityY) * 0.1; } }; self.getScore = function() { return Math.floor(score); }; return self; });
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Anchor score to the left.
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Center top text.
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Update with: debugText.setText("Volume: " + facekit.volume.toFixed(2) + " Pitch: " + facekit.pitch.toFixed(2) + " Score: " + surfer.getScore());
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Update surfer class with: var Surfer = Container.expand(function() { var self = Container.call(this); // Physics constants const GRAVITY = 0.5; const MAX_SPEED = 15; const DAMPENING = 0.95; // Movement variables var velocityY = 0; var velocityRot = 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; self.setWaveSystem = function(ws) { waveSystem = ws; }; self.update = function() { if (!waveSystem) return; // Get wave position 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]; // Calculate target Y position on wave var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress; // Apply physics var distanceToWave = targetY - self.y; velocityY += distanceToWave * 0.1; // Spring force towards wave velocityY += GRAVITY * Math.sin(self.rotation); // Sliding force // Apply velocity with dampening velocityY *= DAMPENING; velocityY = Math.max(-MAX_SPEED, Math.min(MAX_SPEED, velocityY)); self.y += velocityY; // Rotation physics var targetAngle = Math.atan2(nextPoint.y - currentPoint.y, nextPoint.x - currentPoint.x); var angleDiff = targetAngle - self.rotation; // Normalize angle difference if (angleDiff > Math.PI) angleDiff -= Math.PI * 2; if (angleDiff < -Math.PI) angleDiff += Math.PI * 2; velocityRot += angleDiff * 0.1; velocityRot *= DAMPENING; self.rotation += velocityRot; // Simple scoring based on height and speed if (self.y < targetY - 50) { // If above wave score += Math.abs(velocityY) * 0.1; } }; self.getScore = function() { return Math.floor(score); }; return self; });
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Add to self.update of wave system class: self.points = points;
Code edit (1 edits merged)
Please save this source code
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Update wave system with: var WaveSystem = Container.expand(function() { // ... (keep existing initial variables and wave line code) // Many more water sections for smoother fill var NUM_WATER_SECTIONS = 80; // Significantly more sections var waterRects = []; 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); } // ... (keep existing helper functions) self.update = function() { // ... (keep existing pitch and wave calculations) // 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; } // ... (keep existing wave line update code) }; return self; });
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Update wave system with: var WaveSystem = Container.expand(function() { // ... (keep existing initial variables and wave line code) // Water fill rectangles - using fewer, wider sections var NUM_WATER_SECTIONS = 20; // Reduced number of sections var waterRects = []; 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), tint: 0x0066cc, alpha: 0.3 }); waterRects.push(rect); } // ... (keep existing helper functions) self.update = function() { // ... (keep existing pitch and wave calculations) // Update water rectangles for(var i = 0; i < NUM_WATER_SECTIONS; i++) { var rect = waterRects[i]; var xPosition = (i / NUM_WATER_SECTIONS) * SCREEN_WIDTH; // Find the wave height at this position var pointIndex = Math.floor((i / NUM_WATER_SECTIONS) * (NUM_POINTS - 1)); var nextPointIndex = Math.min(pointIndex + 1, NUM_POINTS - 1); // Interpolate between points for smoother transition var progress = (i / NUM_WATER_SECTIONS) * (NUM_POINTS - 1) - pointIndex; var y1 = points[pointIndex].y; var y2 = points[nextPointIndex].y; var y = y1 + (y2 - y1) * progress; // Update rectangle rect.x = xPosition + rect.width/2; // Center the rectangle rect.y = y; rect.height = 2732 - y; // Extend to bottom of screen // Subtle alpha variation without overlap rect.alpha = 0.3 + Math.sin(LK.ticks * 0.02 + i * 0.2) * 0.03; } // ... (keep existing wave line update code) }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update wave system with: 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 = 30; // Fewer sections than wave points for performance for(var i = 0; i < NUM_WATER_SECTIONS; i++) { var rect = self.attachAsset('wave_line', { // Reusing wave_line asset anchorX: 0, anchorY: 0, height: 2732, // Full screen height width: (SCREEN_WIDTH / NUM_WATER_SECTIONS) + 2, // Slight overlap tint: 0x0066cc, // Ocean blue color alpha: 0.3 // Semi-transparent }); waterRects.push(rect); } // Create wave line segments (existing code) 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); } // Existing helper functions function gaussianCurve(x) { return Math.exp(-(x * x) / 0.8); } function getSmoothedHeight(newHeight) { // Existing smoothing code... 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() { // Existing pitch and height calculations 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); // Calculate wave points 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; // Find the closest wave points for this x position var pointIndex = Math.floor((i / NUM_WATER_SECTIONS) * (NUM_POINTS - 1)); var y = points[pointIndex].y; // Position rectangle rect.x = xPosition; rect.y = y; // Add subtle movement to water rect.alpha = 0.3 + Math.sin(LK.ticks * 0.02 + i * 0.2) * 0.05; } // Update wave line segments (existing code) 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; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Replace wave system with: 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); // Increased buffer size var bufferIndex = 0; var lastSmoothedHeight = 0; // Track last smoothed height for additional smoothing // Create a single continuous line 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) { // Update buffer heightBuffer[bufferIndex] = newHeight; bufferIndex = (bufferIndex + 1) % heightBuffer.length; // Get weighted average with more recent values having higher weight 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; // Smooth between last height and new height 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)); // Add subtle easing to pitch changes targetPitch = normalizedPitch * 0.8 + lastPitch * 0.2; } // Smoother pitch transition lastPitch += (targetPitch - lastPitch) * 0.2; var smoothedHeight = getSmoothedHeight(lastPitch * WAVE_HEIGHT); 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 line segments with additional position smoothing for(var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; // Smooth line position updates 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); // Smooth the line updates 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; // Smooth angle changes 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; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Replace wave system with: 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; // Moved base lower (0.7 -> 0.85) var MIN_PITCH = 50; var MAX_PITCH = 300; var WAVE_HEIGHT = 2300; var lastPitch = 0; // Smoothing buffer var heightBuffer = Array(10).fill(0); var bufferIndex = 0; // Create a single continuous line 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; return heightBuffer.reduce((a, b) => a + b) / heightBuffer.length; } 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; } lastPitch += (targetPitch - lastPitch) * 0.15; var smoothedHeight = getSmoothedHeight(lastPitch * WAVE_HEIGHT); points = []; for(var i = 0; i < NUM_POINTS; i++) { var x = (i / (NUM_POINTS - 1)) * SCREEN_WIDTH; // Shifted wave center right (0.2 -> 0.35) and widened spread more 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 line segments for(var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; lines[i].x = start.x; lines[i].y = start.y; 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].width = length; lines[i].rotation = angle; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Replace wave system with: var WaveSystem = Container.expand(function() { var self = Container.call(this); var NUM_POINTS = 40; var SCREEN_WIDTH = 2048; var points = []; var baseY = 2732 * 0.7; var MIN_PITCH = 50; var MAX_PITCH = 300; // Adjusted max pitch var WAVE_HEIGHT = 2300; // Slightly more than needed to ensure we can hit top var lastPitch = 0; // Smoothing buffer var heightBuffer = Array(10).fill(0); // Store last 10 height values var bufferIndex = 0; // Create a single continuous line 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); // Wider spread (0.5 -> 0.8) } function getSmoothedHeight(newHeight) { heightBuffer[bufferIndex] = newHeight; bufferIndex = (bufferIndex + 1) % heightBuffer.length; // Average the buffer return heightBuffer.reduce((a, b) => a + b) / heightBuffer.length; } 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; } // Smooth the pitch transition lastPitch += (targetPitch - lastPitch) * 0.15; // Get smoothed height var smoothedHeight = getSmoothedHeight(lastPitch * WAVE_HEIGHT); points = []; for(var i = 0; i < NUM_POINTS; i++) { var x = (i / (NUM_POINTS - 1)) * SCREEN_WIDTH; // Wider curve centered at 20% of screen var distanceFromCenter = (x - SCREEN_WIDTH * 0.2) / (SCREEN_WIDTH * 0.4); // Increased spread var heightFactor = gaussianCurve(distanceFromCenter); var y = baseY - (smoothedHeight * heightFactor); points.push({x: x, y: y}); } // Update line segments for(var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; lines[i].x = start.x; lines[i].y = start.y; 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].width = length; lines[i].rotation = angle; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Replace wave system with: var WaveSystem = Container.expand(function() { var self = Container.call(this); var NUM_POINTS = 40; // More points for smoother curve var SCREEN_WIDTH = 2048; var points = []; var baseY = 2732 * 0.7; // Base water level var MIN_PITCH = 50; var MAX_PITCH = 500; var WAVE_HEIGHT = 2200; // Much higher maximum var lastPitch = 0; // Create a single continuous line 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) / 0.5); // Wider, smoother bell curve } self.update = function() { // Update pitch with more aggressive scaling 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)); // Square the pitch to make high notes reach higher targetPitch = normalizedPitch * normalizedPitch; } lastPitch += (targetPitch - lastPitch) * 0.1; // Calculate curve points points = []; for(var i = 0; i < NUM_POINTS; i++) { var x = (i / (NUM_POINTS - 1)) * SCREEN_WIDTH; // Use gaussian curve for smooth bell shape var distanceFromCenter = (x - SCREEN_WIDTH * 0.2) / (SCREEN_WIDTH * 0.3); var heightFactor = gaussianCurve(distanceFromCenter); var y = baseY - (lastPitch * WAVE_HEIGHT * heightFactor); points.push({x: x, y: y}); } // Update line segments for(var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; lines[i].x = start.x; lines[i].y = start.y; 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].width = length; lines[i].rotation = angle; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Replace wave system with: var WaveSystem = Container.expand(function() { var self = Container.call(this); var NUM_POINTS = 30; // More points for smoother curve var SCREEN_WIDTH = 2048; var points = []; var baseY = 2732 * 0.7; // Base water level var MIN_PITCH = 50; var MAX_PITCH = 500; var WAVE_HEIGHT = 1500; // Increased maximum height var lastPitch = 0; // Create a single continuous line 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); } // Helper function for smooth curve function smoothStep(x) { return x * x * (3 - 2 * x); } self.update = function() { // Update pitch smoothly 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)); // Enhance high-end response normalizedPitch = Math.pow(normalizedPitch, 0.8); // Makes higher pitches easier to reach targetPitch = normalizedPitch; } lastPitch += (targetPitch - lastPitch) * 0.1; // Calculate curve points points = []; for(var i = 0; i < NUM_POINTS; i++) { var x = (i / (NUM_POINTS - 1)) * SCREEN_WIDTH; // Create smoother curve with wider peak var distanceFromCenter = Math.abs(x - SCREEN_WIDTH * 0.2) / (SCREEN_WIDTH * 0.5); distanceFromCenter = Math.min(1, distanceFromCenter); var heightFactor = 1 - smoothStep(distanceFromCenter); // Calculate height with enhanced range var height = lastPitch * WAVE_HEIGHT * heightFactor; // Add slight curve to the peak if(heightFactor > 0.8) { height *= smoothStep((heightFactor - 0.8) * 5); } var y = baseY - height; points.push({x: x, y: y}); } // Update line segments to form smooth curve for(var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; lines[i].x = start.x; lines[i].y = start.y; 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].width = length; lines[i].rotation = angle; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Replace wave system with: var WaveSystem = Container.expand(function() { var self = Container.call(this); var NUM_POINTS = 20; // Fewer points, we'll space them out more var SCREEN_WIDTH = 2048; var points = []; var baseY = 2732 * 0.7; // Base water level var MIN_PITCH = 50; var MAX_PITCH = 500; var WAVE_HEIGHT = 800; var lastPitch = 0; // Create a single continuous line var lines = []; for(var i = 0; i < NUM_POINTS - 1; i++) { var line = self.attachAsset('wave_line', { anchorX: 0, anchorY: 0.5, height: 4 // Slightly thicker line }); lines.push(line); } self.update = function() { // Update pitch smoothly 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; } lastPitch += (targetPitch - lastPitch) * 0.1; // Calculate curve points points = []; for(var i = 0; i < NUM_POINTS; i++) { // Create smooth curve that peaks at player position var x = (i / (NUM_POINTS - 1)) * SCREEN_WIDTH; var distanceFromCenter = Math.abs(x - SCREEN_WIDTH * 0.2) / (SCREEN_WIDTH * 0.4); var heightFactor = Math.max(0, 1 - distanceFromCenter); var y = baseY - (lastPitch * WAVE_HEIGHT * heightFactor); points.push({x: x, y: y}); } // Update line segments to form smooth curve for(var i = 0; i < lines.length; i++) { var start = points[i]; var end = points[i + 1]; lines[i].x = start.x; lines[i].y = start.y; 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].width = length; lines[i].rotation = angle; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Surfer = Container.expand(function () { var self = Container.call(this); var BASE_GRAVITY = 1.2; var MAX_SPEED = 20; var DAMPENING = 0.92; var WAVE_OFFSET = -30; var RISE_SPEED = 0.8; var velocityY = 0; var velocityRot = 0; var lastWaveY = 0; var surferGraphics = self.attachAsset('surfer', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 221.48 }); 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; }); 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); 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 waveSystem = game.addChild(new WaveSystem()); var surfer = game.addChild(new Surfer()); surfer.setWaveSystem(waveSystem); // Debug text for pitch/volume var debugText = new Text2("", { size: 50, fill: 0xFFFFFF }); debugText.anchor.set(0, 0); LK.gui.top.addChild(debugText); // Game update function game.update = function () { waveSystem.update(); debugText.setText("Volume: " + facekit.volume.toFixed(2) + " Pitch: " + facekit.pitch.toFixed(2) + " Score: " + surfer.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -16,13 +16,13 @@
var RISE_SPEED = 0.8;
var velocityY = 0;
var velocityRot = 0;
var lastWaveY = 0;
- var surferGraphics = self.attachAsset('orb', {
+ var surferGraphics = self.attachAsset('surfer', {
anchorX: 0.5,
anchorY: 0.5,
- width: 50,
- height: 50
+ width: 300,
+ height: 221.48
});
var FIXED_X = 2048 * 0.35;
self.x = FIXED_X;
var waveSystem;
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