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Update surfer as needed with: if (aboveWave) { if (velocityY > 0) { isDoingFlip = true; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Add position constraint during flips self.y = Math.max(0, Math.min(self.y, 2732)); } } else { // Landing if (wasAboveWave) { // Force valid position before any rotation changes self.y = Math.min(targetY, 2732); velocityY = 0; if (isDoingFlip) { // Reset states first isDoingFlip = false; // Store the current position var currentY = self.y; var currentRotation = self.rotation; // Score the flips var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { var points = completedFlips * 1000; score += points; // ... score popup code ... } // Reset rotation immediately to valid range self.rotation = (-0.1 + Math.PI * 2) % (Math.PI * 2); totalRotation = 0; lastFlipScore = 0; trickRotation = 0; } } else if (waveRising) { velocityY = (targetY - self.y) * 0.2; } else { self.y = targetY; velocityY *= 0.8; } // Normal wave riding rotation if (!isDoingFlip) { var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } } // Update position with constraints self.y += velocityY; self.y = Math.max(0, Math.min(self.y, 2732)); lastWaveY = targetY; };
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Update surfer as needed with: if (aboveWave) { if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // ... scoring logic ... } } else { if (wasAboveWave || Math.abs(self.y - targetY) > 50) { self.y = targetY; velocityY = 0; if (isDoingFlip) { isDoingFlip = false; isRecovering = true; // Score before resetting var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { var points = completedFlips * 1000; score += points; // ... score popup code ... } lastFlipScore = 0; totalRotation = 0; } } // Handle rotation recovery manually if (isRecovering) { var targetRotation = -0.1; var rotationDiff = targetRotation - self.rotation; // Smooth interpolation self.rotation += rotationDiff * 0.2; // Check if we're close enough to finish recovery if (Math.abs(rotationDiff) < 0.01) { self.rotation = targetRotation; isRecovering = false; trickRotation = 0; } } else if (!isDoingFlip && !isRecovering) { // Normal wave riding rotation var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; }
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Update surfer as needed with: if (aboveWave) { if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; // Instead of directly setting rotation, keep it normalized self.rotation = trickRotation % (Math.PI * 2); totalRotation += 0.15; // ... scoring logic ... } } else { if (wasAboveWave || Math.abs(self.y - targetY) > 50) { self.y = targetY; velocityY = 0; if (isDoingFlip) { // Calculate shortest path to target rotation var currentRotation = self.rotation % (Math.PI * 2); var targetRotation = -0.1; if (self.currentTween) { tween.stop(self.currentTween); } // Ensure we rotate the shortest direction to target while (currentRotation < 0) currentRotation += Math.PI * 2; while (targetRotation < 0) targetRotation += Math.PI * 2; self.currentTween = tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; self.currentTween = null; } }); } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer as needed with: // Get wave height at surfer's 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; // Add null checks for wave points if (!waveSystem.points[pointIndex] || !waveSystem.points[nextPointIndex]) { return; // Exit if points aren't valid } var currentPoint = waveSystem.points[pointIndex]; var nextPoint = waveSystem.points[nextPointIndex]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; // Debug log to track positions if (LK.ticks % 60 === 0) { console.log('Surfer State:', { y: self.y, targetY: targetY, velocityY: velocityY, aboveWave: self.y < targetY }); } var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; var waveRising = targetY < lastWaveY; if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains same... } } else { // On wave - handle both landing and wave following if (wasAboveWave || Math.abs(self.y - targetY) > 50) { // Just landed or too far from wave self.y = targetY; velocityY = 0; if (isDoingFlip) { var targetRotation = -0.1; // Fix the tween stopping if (self.currentTween) { tween.stop(self.currentTween); } // Store the new tween self.currentTween = tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; self.currentTween = null; } }); if (Math.abs(velocityY) > 10) { createSplash(); } } } else if (waveRising) { // Normal wave following when wave is rising velocityY = (targetY - self.y) * 0.2; } else { // Stick to wave when moving down self.y = targetY; velocityY *= 0.8; } } // Update position self.y += velocityY; // Clamp position to prevent disappearing self.y = Math.max(0, Math.min(self.y, 2732)); // Screen height // Update rotation for normal wave riding if (!aboveWave && !isRecovering) { var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: tween.stopTweensOf is not a function. (In 'tween.stopTweensOf(self, ['rotation'])', 'tween.stopTweensOf' is undefined)' in or related to this line: 'tween.stopTweensOf(self, ['rotation']);' Line Number: 428 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer as needed with: // Get wave height at surfer's 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]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; // Calculate states var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; var waveRising = targetY < lastWaveY; // Handle movement if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains same... } } else { // On wave - handle both landing and wave following if (wasAboveWave || Math.abs(self.y - targetY) > 50) { // Just landed or too far from wave - snap to position self.y = targetY; velocityY = 0; if (isDoingFlip) { var targetRotation = -0.1; tween.stopTweensOf(self, ['rotation']); tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; } }); if (Math.abs(velocityY) > 10) { createSplash(); } } } else if (waveRising) { // Normal wave following when wave is rising velocityY = (targetY - self.y) * 0.2; } else { // Stick to wave when moving down self.y = targetY; velocityY *= 0.8; } } // Update position self.y += velocityY; // Safety check to prevent falling through if (self.y > targetY + 100) { self.y = targetY; velocityY = 0; } // Update rotation for normal wave riding if (!aboveWave && !isRecovering) { var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer class as needed with: if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } // Do flips while in air and falling if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains same... } } else { // Wave following - restore this crucial part! var waveRising = targetY < lastWaveY; if (waveRising && !aboveWave) { // Natural wave following - no limits when on the wave velocityY = (targetY - self.y) * 0.2; } } // Update position self.y += velocityY;
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Please fix the bug: 'ReferenceError: Can't find variable: wasAboveWave' in or related to this line: 'if (!aboveWave && wasAboveWave) {' Line Number: 423
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Update surfer class as needed with: / At the top of Surfer update function, with other variable declarations var verticalSpeed = 0; var verticalRotation = 0; var BASE_GRAVITY = 1.5; var MAX_SPEED = 40; var DAMPENING = 0.98; var MAX_AIR_VELOCITY = -25; self.update = function() { // Calculate vertical speed for rotation verticalSpeed = self.y - lastWaveY; // Calculate vertical rotation based on movement if (verticalSpeed < -2) { // Moving up verticalRotation = Math.min(0.3, -verticalSpeed * 0.005); } else if (verticalSpeed > 2) { // Moving down verticalRotation = Math.max(-0.4, -verticalSpeed * 0.005); } else { verticalRotation = 0; } // Get wave height at surfer's 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]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; // Handle vertical movement if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } // Do flips while in air and falling if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains the same... } } // Update position self.y += velocityY; // Check for landing if (!aboveWave && wasAboveWave) { // Just landed self.y = targetY; velocityY = 0; if (isDoingFlip) { var targetRotation = -0.1; // Base tilt tween.stopTweensOf(self, ['rotation']); tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; } }); if (Math.abs(velocityY) > 10) { createSplash(); } } } else if (!aboveWave && !isRecovering) { // Normal wave following var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer class with: self.update = function() { // Calculate vertical speed for rotation verticalSpeed = self.y - lastWaveY; // Calculate vertical rotation based on movement if (verticalSpeed < -2) { // Moving up verticalRotation = Math.min(0.3, -verticalSpeed * 0.005); } else if (verticalSpeed > 2) { // Moving down verticalRotation = Math.max(-0.4, -verticalSpeed * 0.005); } else { verticalRotation = 0; } // Get wave height at surfer's 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]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; // Handle vertical movement if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } // Do flips while in air and falling if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains the same... } } // Update position self.y += velocityY; // Check for landing if (!aboveWave && wasAboveWave) { // Just landed self.y = targetY; velocityY = 0; if (isDoingFlip) { var targetRotation = -0.1; // Base tilt tween.stopTweensOf(self, ['rotation']); tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; } }); if (Math.abs(velocityY) > 10) { createSplash(); } } } else if (!aboveWave && !isRecovering) { // Normal wave following var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer as needed with: self.update = function() { // Calculate vertical speed for rotation verticalSpeed = self.y - lastWaveY; // Calculate vertical rotation based on movement if (verticalSpeed < -2) { // Moving up verticalRotation = Math.min(0.3, -verticalSpeed * 0.005); } else if (verticalSpeed > 2) { // Moving down verticalRotation = Math.max(-0.4, -verticalSpeed * 0.005); } else { verticalRotation = 0; } // Get wave height at surfer's 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]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; // Handle vertical movement if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } // Do flips while in air and falling if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains the same... } } // Update position self.y += velocityY; // Check for landing if (!aboveWave && wasAboveWave) { // Just landed self.y = targetY; velocityY = 0; if (isDoingFlip) { var targetRotation = -0.1; // Base tilt tween.stopTweensOf(self, ['rotation']); tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; } }); if (Math.abs(velocityY) > 10) { createSplash(); } } } else if (!aboveWave && !isRecovering) { // Normal wave following var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: Can't find variable: verticalRotation' in or related to this line: 'self.rotation = baseRotation + waveRotation + verticalRotation;' Line Number: 453
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Update surfer as needed with: // In Surfer class, update function self.update = function() { // Get wave height at surfer's 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]; var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; // Handle vertical movement if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } // Do flips while in air and falling if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains the same... } } // Update position self.y += velocityY; // Check for landing - crucial part if (!aboveWave && wasAboveWave) { // Just landed self.y = targetY; velocityY = 0; if (isDoingFlip) { // Force immediate rotation reset var targetRotation = -0.1; // Base tilt // Cancel any existing tweens on rotation tween.stopTweensOf(self, ['rotation']); // Force recovery tween(self, { rotation: targetRotation }, { duration: 500, easing: tween.elasticOut, onComplete: function() { isDoingFlip = false; isRecovering = false; trickRotation = 0; totalRotation = 0; } }); if (Math.abs(velocityY) > 10) { createSplash(); } } } else if (!aboveWave && !isRecovering) { // Normal wave following var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer as needed with: // In the Surfer class, near the velocity and rotation variables var totalRotation = 0; var lastFlipScore = 0; var isDoingFlip = false; var trickRotation = 0; var isRecovering = false; // New state to track landing recovery // In the update function, modify the air/landing logic: if (aboveWave) { // In air - do flips if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Scoring logic remains the same... } } else { // On water - handle landing if (isDoingFlip && !isRecovering) { isDoingFlip = false; isRecovering = true; totalRotation = 0; lastFlipScore = 0; // Force recovery to upright position var currentRot = self.rotation % (Math.PI * 2); var targetRot = -0.1; // Slight left tilt as base position tween(self, { rotation: targetRot }, { duration: 500, easing: tween.elasticOut, onFinish: function() { isRecovering = false; } }); if (velocityY > 10) { createSplash(); } } else if (!isRecovering) { // Only apply wave rotation if not recovering from a flip var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer as needed with: } else { // On wave - landing if (isDoingFlip) { // Reset trick state isDoingFlip = false; totalRotation = 0; lastFlipScore = 0; trickRotation = 0; // Force upright orientation on landing var targetRotation = 0; // Base upright position // If there's wave movement, add slight tilt if (waveRotation) { targetRotation += waveRotation; } // Always animate to proper orientation, regardless of wave state tween(self, { rotation: targetRotation }, { duration: 600, easing: tween.elasticOut }); // Add landing splash effect if (velocityY > 10) { createSplash(); } } else { // Normal wave following var baseRotation = -0.1; // Slight left tilt as base position var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer as needed with: } else { // On wave - landing if (isDoingFlip) { // Reset trick state isDoingFlip = false; totalRotation = 0; lastFlipScore = 0; trickRotation = 0; // Force upright orientation on landing var targetRotation = 0; // Base upright position // If there's wave movement, add slight tilt if (waveRotation) { targetRotation += waveRotation; } // Always animate to proper orientation, regardless of wave state tween(self, { rotation: targetRotation }, { duration: 600, easing: tween.elasticOut }); // Add landing splash effect if (velocityY > 10) { createSplash(); } } else { // Normal wave following var baseRotation = -0.1; // Slight left tilt as base position var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update surfer class as needed with: } else { // On wave, use wave-based rotation if (isDoingFlip) { // Calculate number of rotations to determine best recovery direction var currentRotation = self.rotation % (Math.PI * 2); var targetRotation = baseRotation + waveRotation + verticalRotation; // Normalize rotations to find shortest path while (currentRotation < 0) currentRotation += Math.PI * 2; while (targetRotation < 0) targetRotation += Math.PI * 2; // Find shortest rotation path var rotationDiff = targetRotation - currentRotation; if (Math.abs(rotationDiff) > Math.PI) { rotationDiff = rotationDiff > 0 ? -(Math.PI * 2 - rotationDiff) : (Math.PI * 2 + rotationDiff); } // Reset trick state isDoingFlip = false; totalRotation = 0; lastFlipScore = 0; trickRotation = 0; // Create more dramatic recovery animation tween(self, { rotation: currentRotation + rotationDiff }, { duration: 800, easing: tween.elasticOut }); // Add landing splash effect if (velocityY > 10) { createSplash(); } } else { // Normal wave following rotation self.rotation = baseRotation + waveRotation + verticalRotation; } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: Can't find variable: isDoingFlip' in or related to this line: 'if (isDoingFlip) {' Line Number: 463
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Update surfer as needed with: // In the Surfer class, first modify the update function to separate trick rotation from wave following var totalRotation = 0; var lastFlipScore = 0; var isDoingFlip = false; var trickRotation = 0; // Find the section in update() where rotation is handled, around where baseRotation is set // Replace/modify that section with: if (aboveWave) { // When in air, ignore wave-based rotation and do tricks if (velocityY > 0) { isDoingFlip = true; // Rotate faster for more dramatic flips trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Score complete rotations var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { lastFlipScore = completedFlips; var points = completedFlips * 1000; var scorePopup = new Text2("+" + points, { size: 40, fill: 0xFFFFFF }); scorePopup.anchor.set(0.5, 0.5); scorePopup.x = self.x; scorePopup.y = self.y; game.addChild(scorePopup); tween(scorePopup, { y: scorePopup.y - 100, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function() { scorePopup.destroy(); } }); score += points; } } } else { // On wave, use wave-based rotation if (isDoingFlip) { // Reset trick state isDoingFlip = false; totalRotation = 0; lastFlipScore = 0; trickRotation = 0; // Smoothly return to wave-following rotation tween(self, { rotation: baseRotation + waveRotation + verticalRotation }, { duration: 500, easing: tween.elasticOut }); } else { // Normal wave following rotation self.rotation = baseRotation + waveRotation + verticalRotation; } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Error: Invalid end type for property rotation: undefined' in or related to this line: 'tween(self, {' Line Number: 455
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Update surfer class as needed with: // Add after velocityRot declaration var totalRotation = 0; var lastFlipScore = 0; var isDoingFlip = false; // Add to the update function, right after the vertical movement code // (after self.y += velocityY) if (aboveWave) { // Do front flips when falling if (velocityY > 0) { isDoingFlip = true; self.rotation += 0.2; // Flip speed totalRotation += 0.2; // Score complete rotations var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { lastFlipScore = completedFlips; // Create floating score text var points = completedFlips * 1000; var scorePopup = new Text2("+" + points, { size: 40, fill: 0xFFFFFF }); scorePopup.anchor.set(0.5, 0.5); scorePopup.x = self.x; scorePopup.y = self.y; game.addChild(scorePopup); // Animate score popup tween(scorePopup, { y: scorePopup.y - 100, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function() { scorePopup.destroy(); } }); // Add to total score score += points; } } } else if (isDoingFlip) { // Reset when landing isDoingFlip = false; totalRotation = 0; lastFlipScore = 0; // Smoothly return to normal rotation tween(self, { rotation: baseRotation }, { duration: 500, easing: tween.elasticOut }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Error: Invalid end type for property rotation: undefined' in or related to this line: 'tween(self, {' Line Number: 455
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Update surfer class with: // Add after velocityRot declaration var totalRotation = 0; var lastFlipScore = 0; var isDoingFlip = false; // Add to the update function, right after the vertical movement code // (after self.y += velocityY) if (aboveWave) { // Do front flips when falling if (velocityY > 0) { isDoingFlip = true; self.rotation += 0.2; // Flip speed totalRotation += 0.2; // Score complete rotations var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { lastFlipScore = completedFlips; // Create floating score text var points = completedFlips * 1000; var scorePopup = new Text2("+" + points, { size: 40, fill: 0xFFFFFF }); scorePopup.anchor.set(0.5, 0.5); scorePopup.x = self.x; scorePopup.y = self.y; game.addChild(scorePopup); // Animate score popup tween(scorePopup, { y: scorePopup.y - 100, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function() { scorePopup.destroy(); } }); // Add to total score score += points; } } } else if (isDoingFlip) { // Reset when landing isDoingFlip = false; totalRotation = 0; lastFlipScore = 0; // Smoothly return to normal rotation tween(self, { rotation: baseRotation }, { duration: 500, easing: tween.elasticOut }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Sharks should not spawn right away but after 8 seconds.
User prompt
Update shark as needed with: // First in the update, change wave collision to NOT reset to CRUISE_HEIGHT during chase if (self.y < waveY) { // In air, apply gravity self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; } else { // Return to cruise height when in water, BUT NOT DURING CHASE if (self.state !== 'chasing' && self.state !== 'escaping') { self.y = CRUISE_HEIGHT; self.velocityY = 0; } } case 'chasing': self.speed = CHASE_SPEED; // Only rotate toward player if shark hasn't passed them if (self.x > surfer.x) { self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; } else { self.targetRotation = 0; } self.chaseTimer++; // Increased movement factor for more aggressive vertical chase if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 400); self.y += (targetY - self.y) * 0.1; // Increased from 0.05 to 0.1 }
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { bestScore: 0 }); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Define BASE_Y constant var Cloud = Container.expand(function () { var self = Container.call(this); var cloudAlpha = 0.5 + Math.random() * 0.4; // Random alpha between 0.5 and 0.9 var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: cloudAlpha }); cloudGraphics.scale.set(cloudAlpha, cloudAlpha); // Scale based on alpha // Initialize cloud position self.x = 2248; // Start off-screen right self.y = Math.random() * (2732 * 0.33); // Top third of screen self.speed = -2 - Math.random() * 2; // Random speed variation self.update = function () { self.x += self.speed; // Remove if off screen if (self.x < -self.width) { self.destroy(); } }; return self; }); var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5 }); var randomScale = 0.5 + Math.random(); // Random scale between 0.5 and 1.5 fishGraphics.scale.set(randomScale, randomScale); self.speed = -3 - Math.random() * 2; // Slower than seagulls self.y = 2732 * (0.87 + Math.random() * 0.1); // Position between 87-97% of screen height self.x = 2248; // Start off-screen right // Use simple sine wave for animation instead of tweens self.baseY = self.y; self.startTime = LK.ticks; self.update = function () { self.x += self.speed; // Smooth swimming motion using sine wave self.y = self.baseY + Math.sin((LK.ticks - self.startTime) * 0.05) * 15; fishGraphics.rotation = Math.sin((LK.ticks - self.startTime) * 0.1) * 0.1; // Remove if off screen if (self.x < -100) { self.destroy(); } }; return self; }); var ParticleSystem = Container.expand(function () { var self = Container.call(this); self.addWaterParticle = function (x, y, type) { var particle = ParticlePool.get(); 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) { ParticlePool["return"](particle); self.removeChild(particle); } } }; return self; }); var Rock = Container.expand(function () { var self = Container.call(this); var rock = self.attachAsset('island', { anchorX: 0.5, anchorY: 1 // Anchor to top since we're stretching upward }); // Set scales independently rock.scaleX = 2; rock.scaleY = 2; // Start with a base scale self.checkCollision = function (surfer) { var rockWidth = self.width; var rockHeight = self.height; var rockTop = self.y - rockHeight; var points = [{ x: self.x, y: rockTop }, { x: self.x - rockWidth * 0.4, y: self.y - rockHeight * 0.1 }, { x: self.x + rockWidth * 0.4, y: self.y - rockHeight * 0.1 }]; var surferBox = { x: surfer.x - 30, y: surfer.y - 30, width: 60, height: 60 }; return isPointInTriangle(surferBox.x, surferBox.y, points) || isPointInTriangle(surferBox.x + surferBox.width, surferBox.y, points) || isPointInTriangle(surferBox.x, surferBox.y + surferBox.height, points) || isPointInTriangle(surferBox.x + surferBox.width, surferBox.y + surferBox.height, points); }; self.update = function () { if (self.lastX === undefined) { self.lastX = self.x; } // Initialize lastX if not set self.x -= 8; if (self.x < -self.width) { self.destroy(); } self.lastX = self.x; // Update lastX }; return self; }); var Seagull = Container.expand(function () { var self = Container.call(this); var seagullGraphics = self.attachAsset('seagull', { anchorX: 0.5, anchorY: 0.5 }); // Circle collision data self.radius = 130; // Double the original radius self.collisionX = 0; self.collisionY = 0; self.speed = -5 - Math.random() * 3; // Random speed variation self.y = Math.random() * (2732 * 0.33); // Top third of screen self.x = 2248; // Start off-screen right // Flying animation function flyAnimation() { tween(self, { y: self.y + (Math.random() * 100 - 50) }, { duration: 1000, easing: tween.easeInOut, onFinish: flyAnimation }); // Wing flap effect tween(seagullGraphics, { scaleY: 0.8, y: 5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(seagullGraphics, { scaleY: 1, y: 0 }, { duration: 500, easing: tween.easeInOut }); } }); } flyAnimation(); self.update = function () { self.x += self.speed; // Update collision circle position self.collisionX = self.x; self.collisionY = self.y; // Remove if off screen if (self.x < -100) { self.destroy(); } // Circle collision with surfer var dx = self.collisionX - surfer.x; var dy = self.collisionY - surfer.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.radius + 40) { // 40 is approximate surfer radius LK.showGameOver(); } }; return self; }); var Shark = Container.expand(function () { var self = Container.call(this); var sharkGraphics = self.attachAsset('shark', { anchorX: 0.5, anchorY: 0.2 }); self.radius = 50; self.collisionX = 0; self.collisionY = 0; // Constants var SWIM_SPEED = 7; var CHASE_SPEED = 12; var ESCAPE_SPEED = 15; var DETECTION_RANGE = 800; var CRUISE_HEIGHT = 2732 * 0.85; var MIN_CHASE_TIME = 60; // 1 second at 60fps var GRAVITY = 0.8; var MAX_FALL_SPEED = 20; self.chaseTimer = 0; self.speed = SWIM_SPEED; self.state = 'cruising'; self.targetRotation = 0; self.velocityY = 0; self.y = CRUISE_HEIGHT; function swim() { tween(sharkGraphics, { scaleX: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(sharkGraphics, { scaleX: 0.9 }, { duration: 500, easing: tween.easeInOut, onFinish: swim }); } }); } swim(); self.update = function () { // Get wave height at current position for collision var normalizedX = self.x / 2048; var pointIndex = Math.floor(normalizedX * (waveSystem.points.length - 1)); var nextPointIndex = Math.min(pointIndex + 1, waveSystem.points.length - 1); if (pointIndex >= 0 && pointIndex < waveSystem.points.length) { var currentPoint = waveSystem.points[pointIndex]; var nextPoint = waveSystem.points[nextPointIndex]; var progress = normalizedX * (waveSystem.points.length - 1) - pointIndex; var waveY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress; var dx = surfer.x - self.x; var dy = surfer.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only apply gravity if we're above the wave if (self.y < waveY) { // In air, apply gravity self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; } else { // Return to cruise height when in water, BUT NOT DURING CHASE if (self.state !== 'chasing' && self.state !== 'escaping') { self.y = CRUISE_HEIGHT; self.velocityY = 0; } } switch (self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; // Only chase if shark is to the right of surfer and within height/distance if (distance < DETECTION_RANGE && surfer.y > self.y - 500 && self.x > surfer.x) { // Increased from 300 self.state = 'chasing'; self.chaseTimer = 0; } break; case 'chasing': self.speed = CHASE_SPEED; // Only rotate toward player if shark hasn't passed them if (self.x > surfer.x) { self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; } else { self.targetRotation = 0; } self.chaseTimer++; // Increased movement factor for more aggressive vertical chase if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 400); self.y += (targetY - self.y) * 0.1; // Increased from 0.05 to 0.1 } // Only escape if minimum chase time has elapsed AND escape conditions are met if (self.chaseTimer > MIN_CHASE_TIME && (surfer.y < self.y - 600 || self.x < surfer.x - 100)) { self.state = 'escaping'; self.targetRotation = 0; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; self.targetRotation = 0; break; } // Smooth rotation self.rotation += (self.targetRotation - self.rotation) * 0.1; } // Move based on current speed self.x -= self.speed; // Update collision self.collisionX = self.x; self.collisionY = self.y + 20; // Check collision with surfer var collisionDx = self.collisionX - surfer.x; var collisionDy = self.collisionY - surfer.y; var collisionDistance = Math.sqrt(collisionDx * collisionDx + collisionDy * collisionDy); if (collisionDistance < self.radius + 40) { LK.showGameOver(); } if (self.x < -200 || self.y > CRUISE_HEIGHT + 400) { self.destroy(); } }; 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 totalRotation = 0; var lastFlipScore = 0; var isDoingFlip = false; var trickRotation = 0; var isRecovering = false; // New state to track landing recovery 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]; // Add null checks for wave points if (!currentPoint || !nextPoint) { return; // Exit if points aren't valid } var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; // Debug log to track positions if (LK.ticks % 60 === 0) { console.log('Surfer State:', { y: self.y, targetY: targetY, velocityY: velocityY, aboveWave: self.y < targetY }); } // Calculate states var aboveWave = self.y < targetY; var wasAboveWave = self.y < lastWaveY; var waveRising = targetY < lastWaveY; if (aboveWave) { // In air physics velocityY += BASE_GRAVITY; velocityY *= DAMPENING; if (velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } if (velocityY > 0) { isDoingFlip = true; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; // Add position constraint during flips self.y = Math.max(0, Math.min(self.y, 2732)); } } else { // On wave - handle both landing and wave following if (wasAboveWave) { // Force valid position before any rotation changes self.y = Math.min(targetY, 2732); velocityY = 0; if (isDoingFlip) { // Reset states first isDoingFlip = false; // Store the current position var currentY = self.y; var currentRotation = self.rotation; // Score the flips var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { var points = completedFlips * 1000; score += points; // ... score popup code ... } // Reset rotation immediately to valid range self.rotation = (-0.1 + Math.PI * 2) % (Math.PI * 2); totalRotation = 0; lastFlipScore = 0; trickRotation = 0; } } else if (waveRising) { // Normal wave following when wave is rising velocityY = (targetY - self.y) * 0.2; } else { // Stick to wave when moving down self.y = targetY; velocityY *= 0.8; } // Handle rotation recovery manually if (isRecovering) { var targetRotation = -0.1; var rotationDiff = targetRotation - self.rotation; // Smooth interpolation self.rotation += rotationDiff * 0.2; // Check if we're close enough to finish recovery if (Math.abs(rotationDiff) < 0.01) { self.rotation = targetRotation; isRecovering = false; trickRotation = 0; } } else if (!isDoingFlip && !isRecovering) { // Normal wave riding rotation var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } } // Update position self.y += velocityY; // Safety check to prevent falling through if (self.y > targetY + 100) { self.y = targetY; velocityY = 0; } // Update rotation for normal wave riding if (!aboveWave && !isRecovering) { var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } lastWaveY = targetY; var baseRotation = -0.1; // Slight left tilt as base position var waveRotation = Math.sin(LK.ticks / 30) * 0.05; // Gentle wave motion var verticalSpeed = self.y - lastWaveY; var verticalRotation = 0; if (verticalSpeed < -2) { verticalRotation = Math.min(0.3, -verticalSpeed * 0.005); } else if (verticalSpeed > 2) { verticalRotation = Math.max(-0.4, -verticalSpeed * 0.005); } else { verticalRotation = 0; } if (aboveWave) { if (velocityY > 0) { isDoingFlip = true; isRecovering = false; trickRotation += 0.15; self.rotation = trickRotation; totalRotation += 0.15; var completedFlips = Math.floor(totalRotation / (Math.PI * 2)); if (completedFlips > lastFlipScore) { lastFlipScore = completedFlips; var points = completedFlips * 1000; var scorePopup = new Text2("+" + points, { size: 40, fill: 0xFFFFFF }); scorePopup.anchor.set(0.5, 0.5); scorePopup.x = self.x; scorePopup.y = self.y; game.addChild(scorePopup); tween(scorePopup, { y: scorePopup.y - 100, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { scorePopup.destroy(); } }); score += points; } } } else { // On water - handle landing if (isDoingFlip && !isRecovering) { isDoingFlip = false; isRecovering = true; totalRotation = 0; lastFlipScore = 0; // Force recovery to upright position var currentRot = self.rotation % (Math.PI * 2); var targetRot = -0.1; // Slight left tilt as base position tween(self, { rotation: targetRot }, { duration: 500, easing: tween.elasticOut, onFinish: function onFinish() { isRecovering = false; } }); if (velocityY > 10) { createSplash(); } } else if (!isRecovering) { // Only apply wave rotation if not recovering from a flip var baseRotation = -0.1; var waveRotation = Math.sin(LK.ticks / 30) * 0.05; self.rotation = baseRotation + waveRotation + verticalRotation; } } // 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, angle, scale; self.init = function (type) { // Reset properties scale = 1; self.type = type; if (type === 'trail') { speed = Math.random() * 8 + 6; angle = Math.PI + (Math.random() * 0.4 - 0.2); scale = 0.7; particleGraphics.alpha = 0.8; } else { speed = Math.random() * 12 + 8; angle = -Math.PI / 2 + (Math.random() * 1.4 - 0.7); scale = 1.2; particleGraphics.alpha = 0.9; } self.scale.set(scale, scale); }; self.update = function () { scale -= self.type === 'splash' ? 0.04 : 0.02; self.scale.set(scale, scale); if (scale <= 0) { // Instead of destroying, return to pool if (self.parent) { self.parent.removeChild(self); } ParticlePool["return"](self); return; } 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 = 60; var MAX_PITCH = 400; var calibrationSamples = []; self.isCalibrating = true; var CALIBRATION_SAMPLES = 100; // Doubled to 100 samples var CALIBRATION_VOLUME_THRESHOLD = 0.5; // Minimum volume to count as valid input var calibrationStartTime = LK.ticks; var CALIBRATION_TIMEOUT = 300; // 5 seconds (60 ticks per second) var WAVE_HEIGHT = 2000; var lastPitch = 0; // Create calibration message var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.alpha = 0.7; background.scale.set(10, 2); // Adjust scale as needed // Add background first so it's behind the text LK.gui.center.addChild(background); var calibrationText = new Text2("Make some noise!\nHum high and low to calibrate", { size: 60, fill: 0xFFFFFF, align: 'center' }); calibrationText.anchor.set(0.5, 0.5); LK.gui.center.addChild(calibrationText); // Progress indicator var progressText = new Text2("0%", { size: 40, fill: 0xFFFFFF, alpha: 0.8 }); progressText.anchor.set(0.5, 0.5); progressText.y = calibrationText.y + 80; LK.gui.center.addChild(progressText); // Removed visual pitch indicator and labels function updatePitchRange(pitch) { if (facekit.volume > CALIBRATION_VOLUME_THRESHOLD) { calibrationSamples.push(pitch); // Update progress display var progress = Math.min(100, Math.floor(calibrationSamples.length / CALIBRATION_SAMPLES * 100)); progressText.setText(progress + "%"); // Removed pitch indicator position update as visual indicator is no longer used if (calibrationSamples.length >= CALIBRATION_SAMPLES) { finishCalibration(); } } // Check for timeout if (LK.ticks - calibrationStartTime > CALIBRATION_TIMEOUT) { if (calibrationSamples.length < 10) { // Not enough samples // Reset and extend time calibrationSamples = []; calibrationStartTime = LK.ticks; calibrationText.setText("Let's try again!\nMake some noise - hum or speak"); } else { finishCalibration(); // Use what we have } } } function finishCalibration() { var sortedPitches = calibrationSamples.sort(function (a, b) { return a - b; }); MIN_PITCH = sortedPitches[Math.floor(calibrationSamples.length * 0.1)]; MAX_PITCH = sortedPitches[Math.floor(calibrationSamples.length * 0.9)]; // Add padding to range MIN_PITCH = Math.max(30, MIN_PITCH - 10); MAX_PITCH = MAX_PITCH + 20; self.isCalibrating = false; // Show completion message calibrationText.setText("Ready!"); background.destroy(); calibrationText.destroy(); progressText.destroy(); // Fade out completion message tween(calibrationText, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { return calibrationText.destroy(); } }); // Removed pitch meter cleanup console.log("Calibrated pitch range:", MIN_PITCH, "to", MAX_PITCH); } // Enhanced smoothing system var heightBuffer = Array(30).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; var weights = 0; for (var i = 0; i < heightBuffer.length; i++) { var weight = Math.pow(0.95, i); // Exponential decay total += heightBuffer[(bufferIndex - i + heightBuffer.length) % heightBuffer.length] * weight; weights += weight; } var smoothedHeight = total / weights; lastSmoothedHeight = lastSmoothedHeight * 0.85 + smoothedHeight * 0.15; // Changed from 0.7/0.3 return lastSmoothedHeight; } self.update = function () { // Always calculate wave points first, regardless of calibration state var targetPitch = 0; if (facekit.volume > 0.5) { var normalizedPitch = (facekit.pitch - MIN_PITCH) / (MAX_PITCH - MIN_PITCH); normalizedPitch = Math.max(0, Math.min(1, normalizedPitch)); targetPitch = normalizedPitch * 0.6 + lastPitch * 0.4; } 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 }); } // Always update water rectangles for (var i = 0; i < NUM_WATER_SECTIONS; i++) { var rect = waterRects[i]; var xPosition = i / NUM_WATER_SECTIONS * SCREEN_WIDTH; var exactPointPosition = xPosition / SCREEN_WIDTH * (NUM_POINTS - 1); var pointIndex = Math.floor(exactPointPosition); var nextPointIndex = Math.min(pointIndex + 1, NUM_POINTS - 1); var progress = exactPointPosition - pointIndex; var y1 = points[pointIndex].y; var y2 = points[nextPointIndex].y; var y = y1 + (y2 - y1) * progress; rect.x = xPosition; rect.y = y; rect.height = 2732 - y; rect.alpha = 0.3 + Math.sin(LK.ticks * 0.02 + i * 0.2) * 0.02; } self.points = points; // Handle calibration if still calibrating if (self.isCalibrating) { if (facekit.volume > CALIBRATION_VOLUME_THRESHOLD) { calibrationSamples.push(facekit.pitch); var progress = Math.min(100, Math.floor(calibrationSamples.length / CALIBRATION_SAMPLES * 100)); progressText.setText(progress + "%"); if (calibrationSamples.length >= CALIBRATION_SAMPLES) { finishCalibration(); } } if (LK.ticks - calibrationStartTime > CALIBRATION_TIMEOUT) { if (calibrationSamples.length < 10) { calibrationSamples = []; calibrationStartTime = LK.ticks; calibrationText.setText("Let's try again!\nMake some noise - hum or speak"); } else { finishCalibration(); } } } else { // Only update score when not calibrating if (facekit.volume > 0.5) { score += smoothedHeight / WAVE_HEIGHT * multiplier; multiplier += 0.001; } else { multiplier = Math.max(1, multiplier - 0.01); } } // Always 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 BASE_Y = 2732 * 0.85; var ParticlePool = { pool: [], maxSize: 200, get: function get() { if (this.pool.length > 0) { var particle = this.pool.pop(); particle.visible = true; return particle; } return new WaterParticle(); }, "return": function _return(particle) { if (this.pool.length < this.maxSize) { // Reset particle properties particle.visible = false; particle.scale.set(1, 1); particle.x = 0; particle.y = 0; particle.rotation = 0; this.pool.push(particle); } else { particle.destroy(); } } }; function isPointInTriangle(px, py, points) { var p0 = points[0], p1 = points[1], p2 = points[2]; var A = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y); var sign = A < 0 ? -1 : 1; var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * px + (p0.x - p2.x) * py) * sign; var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * px + (p1.x - p0.x) * py) * sign; return s > 0 && t > 0 && s + t < 2 * A * sign; } 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 = []; // Set an interval to play the waves sound effect every 4-6 seconds var wavesSoundInterval = LK.setInterval(function () { LK.getSound('waves').play(); }, 4000 + Math.random() * 2000); // Random interval between 4-6 seconds gameTimers.push(wavesSoundInterval); var seagullSpawnInterval = 6000; // Spawn every 3 seconds var lastSeagullSpawn = 0; var lastCloudSpawn = 0; var cloudSpawnInterval = 1000 + Math.random() * 2000; // Random interval between 1-3 seconds function spawnSeagull() { if (Date.now() - lastSeagullSpawn > seagullSpawnInterval) { var seagull = new Seagull(); game.addChild(seagull); LK.getSound('seagull').play(); // Play seagull sound effect lastSeagullSpawn = Date.now(); seagullSpawnInterval = 3000 + Math.random() * 3000; // Random interval between 1-3 seconds } } var rocks = []; var lastRockTime = 0; var fishSpawnInterval = 8000; var lastFishSpawn = 0; var lastSharkSpawn = Date.now() + 8000; var sharkSpawnInterval = 8000; // Initial spawn interval (8 seconds) var lastWholeMultiplier = 1; var score = 0; // Initialize score variable var multiplier = 1; var lastWaveHeight = 0; var lastWaveUpdate = 0; var devicePerformance = 1; // Default performance multiplier var poseidon = LK.getAsset('poseidon', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(poseidon); var mouth = LK.getAsset('mouth', { anchorX: 0.5, // Center anchor anchorY: 0.5, // Center anchor alpha: 0 // Initialize alpha to 0 }); game.addChild(mouth); 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(0.5, 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); var bestScoreText = new Text2("Best: " + storage.bestScore, { size: 60, fill: 0xFFFFFF, alpha: 0.8 }); bestScoreText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(bestScoreText); // 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(); // Update Poseidon's position to follow the player's face if (facekit.noseTip) { poseidon.x = facekit.noseTip.x; poseidon.y = facekit.noseTip.y; } // Update mouth position to follow the player's mouth if (facekit.mouthCenter) { mouth.x = facekit.mouthCenter.x; mouth.y = facekit.mouthCenter.y + 90; if (facekit.volume > 0.45) { // Change alpha to 1 when volume is greater than 0.35 mouth.alpha = 1; } else { mouth.alpha = 0; } } // Only spawn obstacles if not calibrating if (!waveSystem.isCalibrating) { // Rock spawning if (LK.ticks - lastRockTime > 240 + Math.random() * 360) { lastRockTime = LK.ticks; var rock = game.addChild(new Rock()); rock.x = 2548; // Start off right side rock.y = 2732 + 200; // Place base below screen // Set the vertical scale independently for random height rock.children[0].scaleY = 3 + Math.random() * 4; // Random height between 3x and 7x rocks.push(rock); } if (!waveSystem.isCalibrating && Date.now() - lastSharkSpawn > sharkSpawnInterval) { var shark = new Shark(); shark.x = 2548; var spawnPointIndex = waveSystem.points.length - 1; var waveY = waveSystem.points[spawnPointIndex].y; shark.y = waveY + 60; game.addChild(shark); lastSharkSpawn = Date.now(); sharkSpawnInterval = 8000 + Math.random() * 8000; } // Seagull spawning spawnSeagull(); } // Cloud spawning if (Date.now() - lastCloudSpawn > cloudSpawnInterval) { var cloud = new Cloud(); game.addChildAt(cloud, game.getChildIndex(poseidon) + (Math.random() < 0.5 ? 0 : 1)); // Add cloud at Poseidon's layer or one above lastCloudSpawn = Date.now(); cloudSpawnInterval = 2000 + Math.random() * 2000; // Random interval between 2-4 seconds } if (Date.now() - lastFishSpawn > fishSpawnInterval) { var fish = new Fish(); game.addChild(fish); lastFishSpawn = Date.now(); fishSpawnInterval = 3000 + Math.random() * 3000; // Random interval between 3-6 seconds } // Update and check rocks for (var i = rocks.length - 1; i >= 0; i--) { var rock = rocks[i]; rock.update(); // Remove destroyed rocks if (!rock.parent) { rocks.splice(i, 1); continue; } // Check collision with surfer if (rock.checkCollision(surfer)) { LK.showGameOver(); } } game.children.forEach(function (child) { if (child instanceof Seagull && child.update) { child.update(); } }); var currentScore = Math.floor(score); if (currentScore !== lastScoreDisplay) { lastScoreDisplay = currentScore; scoreText.setText(currentScore.toLocaleString()); } if (currentScore > storage.bestScore) { storage.bestScore = currentScore; bestScoreText.setText("Best: " + storage.bestScore); } var currentMultiplier = Math.floor(multiplier * 10) / 10; // Round to 1 decimal if (currentMultiplier !== lastMultiplierDisplay) { lastMultiplierDisplay = currentMultiplier; multiplierText.setText("x" + currentMultiplier.toFixed(1)); } var currentWholeMultiplier = Math.floor(multiplier); if (currentWholeMultiplier > lastWholeMultiplier) { console.log("Multiplier increased:", currentWholeMultiplier); // Debug log LK.getSound('multiplier').play(); var randomVoice = 'voice' + (Math.floor(Math.random() * 5) + 1); LK.getSound(randomVoice).play(); var popupText = new Text2(currentWholeMultiplier + "X MULTIPLIER!", { size: 120, fill: 0xFFFFFF, align: 'center', weight: 800 }); popupText.anchor.set(0.5, 0.5); LK.gui.center.addChild(popupText); popupText.scale.set(0.1); // Animate in tween(popupText.scale, { x: 1.2, y: 1.2 }, { duration: 400, easing: tween.elasticOut, onFinish: function onFinish() { // Animate out tween(popupText, { alpha: 0, y: popupText.y - 100 }, { duration: 800, delay: 600, easing: tween.easeOut, onFinish: function onFinish() { LK.gui.center.removeChild(popupText); popupText.destroy(); } }); } }); lastWholeMultiplier = currentWholeMultiplier; } };
===================================================================
--- original.js
+++ change.js
@@ -392,32 +392,38 @@
velocityY = MAX_AIR_VELOCITY;
}
if (velocityY > 0) {
isDoingFlip = true;
- isRecovering = false;
trickRotation += 0.15;
self.rotation = trickRotation;
totalRotation += 0.15;
- // Scoring logic remains same...
+ // Add position constraint during flips
+ self.y = Math.max(0, Math.min(self.y, 2732));
}
} else {
// On wave - handle both landing and wave following
- if (wasAboveWave || Math.abs(self.y - targetY) > 50) {
- // Just landed or too far from wave - snap to position
- self.y = targetY;
+ if (wasAboveWave) {
+ // Force valid position before any rotation changes
+ self.y = Math.min(targetY, 2732);
velocityY = 0;
if (isDoingFlip) {
+ // Reset states first
isDoingFlip = false;
- isRecovering = true;
- // Score before resetting
+ // Store the current position
+ var currentY = self.y;
+ var currentRotation = self.rotation;
+ // Score the flips
var completedFlips = Math.floor(totalRotation / (Math.PI * 2));
if (completedFlips > lastFlipScore) {
var points = completedFlips * 1000;
score += points;
// ... score popup code ...
}
- lastFlipScore = 0;
+ // Reset rotation immediately to valid range
+ self.rotation = (-0.1 + Math.PI * 2) % (Math.PI * 2);
totalRotation = 0;
+ lastFlipScore = 0;
+ trickRotation = 0;
}
} else if (waveRising) {
// Normal wave following when wave is rising
velocityY = (targetY - self.y) * 0.2;
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