Code edit (1 edits merged)
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Update shark as needed with: 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 && // Increased from 300 self.x > surfer.x) { 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++; // Allow more upward movement during chase if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 400); // Increased from 200 self.y += (targetY - self.y) * 0.05; } // 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)) { // Increased from 400 self.state = 'escaping'; self.targetRotation = 0; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; self.targetRotation = 0; break;
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Update shark as needed with: var MIN_CHASE_TIME = 60; // 1 second at 60fps // Add with other properties self.chaseTimer = 0; 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 - 300 && self.x > surfer.x) { self.state = 'chasing'; self.chaseTimer = 0; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; self.chaseTimer++; // Allow some upward movement during chase, but limit it if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 200); self.y += (targetY - self.y) * 0.05; } // Only escape if minimum chase time has elapsed AND escape conditions are met if (self.chaseTimer > MIN_CHASE_TIME && (surfer.y < self.y - 400 || self.x < surfer.x - 100)) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break;
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Update shark with: 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 - 300 && self.x > surfer.x) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; // Allow some upward movement during chase, but limit it if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 200); self.y += (targetY - self.y) * 0.05; } // Only escape if surfer is much higher or shark has passed surfer if (surfer.y < self.y - 400 || self.x < surfer.x - 100) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break;
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Update shark with: case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; // Allow some upward movement during chase, but limit it if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 200); // Don't chase higher than 200px above cruise self.y += (targetY - self.y) * 0.05; // Smooth movement up } if (distance > DETECTION_RANGE || surfer.y < self.y - 300) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break;
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Replace the line asset in the shark class with the shark asset
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Replace shark with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var CRUISE_HEIGHT = 2732 * 0.85; var GRAVITY = 0.8; var MAX_FALL_SPEED = 20; 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() { 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 if (self.state !== 'escaping') { self.y = CRUISE_HEIGHT; self.velocityY = 0; } } switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; if (distance < DETECTION_RANGE && (surfer.y > self.y - 300)) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; if (distance > DETECTION_RANGE || surfer.y < self.y - 300) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; 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; });
Code edit (1 edits merged)
Please save this source code
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Replace shark class with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var CRUISE_HEIGHT = 2732 * 0.85; var GRAVITY = 0.8; var MAX_FALL_SPEED = 20; self.speed = SWIM_SPEED; self.state = 'cruising'; self.targetRotation = 0; self.velocityY = 0; function swim() { tween(sharkGraphics, { scaleX: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function() { 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); // Apply gravity if above wave if (self.y < waveY) { self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; } else { // Stop at wave surface self.y = waveY; self.velocityY = 0; } switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; if (distance < DETECTION_RANGE && (surfer.y > self.y - 300)) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; if (distance > DETECTION_RANGE || surfer.y < self.y - 300) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; 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; });
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Please fix the bug: 'ReferenceError: Can't find variable: BASE_Y' in or related to this line: 'if (self.x < -200 || self.y > BASE_Y + 200) {' Line Number: 343
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Update shark with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var CRUISE_HEIGHT = 2732 * 0.85; var GRAVITY = 0.8; var MAX_FALL_SPEED = 20; self.speed = SWIM_SPEED; self.state = 'cruising'; self.targetRotation = 0; self.velocityY = 0; function swim() { tween(sharkGraphics, { scaleX: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function() { 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); // Apply gravity if above wave if (self.y < waveY) { self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; } else { // Stop at wave surface self.y = waveY; self.velocityY = 0; } switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; if (distance < DETECTION_RANGE && (surfer.y > self.y - 300)) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; if (distance > DETECTION_RANGE || surfer.y < self.y - 300) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; 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; });
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Update shark as needed with: if (self.state !== 'escaping') { // Get wave height at current position var targetY = Math.min(waveY + FIN_OFFSET, CRUISE_HEIGHT); // Apply gravity if above target if (self.y < targetY) { self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; } // Stick to target height if below it if (self.y > targetY) { self.y = targetY; self.velocityY = 0; } }
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Update shark as needed with: var CRUISE_HEIGHT = BASE_Y + FIN_OFFSET; // Starting height var MAX_WAVE_FOLLOW_HEIGHT = 200; // How high above CRUISE_HEIGHT the shark will follow // In the update function, modify the wave following logic if (self.state !== 'escaping') { self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; // Only follow wave up to maximum height var maxHeight = CRUISE_HEIGHT - MAX_WAVE_FOLLOW_HEIGHT; var targetWaveY = Math.max(waveY + FIN_OFFSET, maxHeight); if (self.y > targetWaveY) { self.y = targetWaveY; self.velocityY = 0; } }
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Update shark as needed with: switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; // Gentle movement toward wave surface var surfaceDistance = waveY + FIN_OFFSET - self.y; self.velocityY += surfaceDistance * 0.1; // Only start chase if player is within attack range height if (distance < DETECTION_RANGE && (surfer.y > self.y - 300)) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; // More aggressive movement toward target while still respecting gravity var targetY = surfer.y; var yDiff = targetY - self.y; self.velocityY += yDiff * 0.05; // Break off chase if player gets too high or too far if (distance > DETECTION_RANGE || surfer.y < self.y - 300) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; self.velocityY = 10; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; break; }
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Update shark as needed with: var Shark = Container.expand(function() { // ... existing initialization ... var MAX_UPWARD_VELOCITY = 8; // Maximum speed shark can move up var FOLLOW_WAVE_SPEED = 0.4; // How quickly shark tries to follow wave (reduced from 1.0) self.update = function() { // ... existing wave calculations ... // Apply gravity unless in escape state if (self.state !== 'escaping') { self.velocityY += GRAVITY; // Limit upward velocity while following wave if (self.velocityY < -MAX_UPWARD_VELOCITY) { self.velocityY = -MAX_UPWARD_VELOCITY; } else if (self.velocityY > MAX_FALL_SPEED) { self.velocityY = MAX_FALL_SPEED; } self.y += self.velocityY; // Slower wave following if (self.y > waveY + FIN_OFFSET) { self.y = waveY + FIN_OFFSET; self.velocityY *= FOLLOW_WAVE_SPEED; // Dampen velocity when hitting wave } } // ... rest of update function ... }; });
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Update shark as needed with: case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; // Reduced vertical movement factor (from 0.05 to 0.02) var targetY = surfer.y; var yDiff = targetY - self.y; self.velocityY += yDiff * 0.02; self.chaseTimer++; // More forgiving escape conditions var heightDiff = self.y - surfer.y; var rapidEscape = heightDiff > 250 && self.velocityY < -8; // Easier to trigger var tooHigh = heightDiff > 400; // Lower height threshold if (distance > DETECTION_RANGE || self.chaseTimer >= MAX_CHASE_TIME || rapidEscape || tooHigh) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; self.velocityY = 10; } break;
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Update shark as needed with: case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; // More aggressive movement toward target while still respecting gravity var targetY = surfer.y; var yDiff = targetY - self.y; self.velocityY += yDiff * 0.05; self.chaseTimer++; // Escape conditions: var heightDiff = self.y - surfer.y; // Positive when surfer is above shark var rapidEscape = heightDiff > 300 && self.velocityY < -10; // Surfer is moving up quickly var tooHigh = heightDiff > 500; // Surfer is way above shark if (distance > DETECTION_RANGE || self.chaseTimer >= MAX_CHASE_TIME || rapidEscape || tooHigh) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; self.velocityY = 10; // Initial downward velocity for escape } break;
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Update shark as needed with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var FIN_OFFSET = 57; var BASE_Y = 2732 * 0.95; var MAX_CHASE_TIME = 180; var GRAVITY = 0.8; var MAX_FALL_SPEED = 20; self.speed = SWIM_SPEED; self.state = 'cruising'; self.targetRotation = 0; self.chaseTimer = 0; self.velocityY = 0; // ... swim animation stays the same ... self.update = function() { 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); // Apply gravity unless in escape state if (self.state !== 'escaping') { self.velocityY += GRAVITY; self.velocityY = Math.min(self.velocityY, MAX_FALL_SPEED); self.y += self.velocityY; // Check if we're below wave surface if (self.y > waveY + FIN_OFFSET) { self.y = waveY + FIN_OFFSET; self.velocityY = 0; } } switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; // Gentle movement toward wave surface var surfaceDistance = waveY + FIN_OFFSET - self.y; self.velocityY += surfaceDistance * 0.1; if (distance < DETECTION_RANGE) { self.state = 'chasing'; self.chaseTimer = 0; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; // More aggressive movement toward target while still respecting gravity var targetY = surfer.y; var yDiff = targetY - self.y; self.velocityY += yDiff * 0.05; self.chaseTimer++; if (distance > DETECTION_RANGE || self.chaseTimer >= MAX_CHASE_TIME) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; self.velocityY = 10; // Initial downward velocity for escape } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; break; } // Smooth rotation self.rotation += (self.targetRotation - self.rotation) * 0.1; } // Move based on current speed and state 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 > BASE_Y + 200) { self.destroy(); } }; return self; });
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Increase the shark chase time to 240
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Update shark as needed with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var FIN_OFFSET = 57; var BASE_Y = 2732 * 0.95; var MAX_CHASE_TIME = 180; // 3 seconds at 60fps self.speed = SWIM_SPEED; self.state = 'cruising'; self.targetRotation = 0; self.chaseTimer = 0; // ... swim animation stays the same ... self.update = function() { // ... wave calculation stays the same ... switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; self.y = waveY + FIN_OFFSET; if (distance < DETECTION_RANGE) { self.state = 'chasing'; self.chaseTimer = 0; } break; case 'chasing': self.speed = CHASE_SPEED; self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; self.y += (surfer.y - self.y) * 0.03; self.chaseTimer++; if (distance > DETECTION_RANGE || self.chaseTimer >= MAX_CHASE_TIME) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; break; }
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Update shark as needed with: switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; self.y = waveY + FIN_OFFSET; if (distance < DETECTION_RANGE && surfer.y < waveY + 300) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; // Reversed angle calculation for chasing self.targetRotation = -Math.atan2(surfer.y - self.y, self.x - surfer.x) * 0.3; self.y += (surfer.y - self.y) * 0.03; if (distance > DETECTION_RANGE || surfer.y < waveY - 200) { self.state = 'escaping'; self.targetRotation = -Math.PI * 0.25; // Reversed angle for diving down } break; case 'escaping': self.speed = ESCAPE_SPEED; self.y += 10; break; }
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Update shark with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var FIN_OFFSET = 57; var BASE_Y = 2732 * 0.95; self.speed = SWIM_SPEED; self.state = 'cruising'; // States: 'cruising', 'chasing', 'escaping' self.targetRotation = 0; function swim() { tween(sharkGraphics, { scaleX: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function() { tween(sharkGraphics, { scaleX: 0.9 }, { duration: 500, easing: tween.easeInOut, onFinish: swim }); } }); } swim(); self.update = function() { // Get current wave height at shark 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); 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; // Distance to player var dx = surfer.x - self.x; var dy = surfer.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // State machine switch(self.state) { case 'cruising': self.speed = SWIM_SPEED; self.targetRotation = 0; // Stay near surface self.y = waveY + FIN_OFFSET; // Check if should chase if (distance < DETECTION_RANGE && surfer.y < waveY + 300) { self.state = 'chasing'; } break; case 'chasing': self.speed = CHASE_SPEED; // Angle toward player self.targetRotation = Math.atan2(surfer.y - self.y, surfer.x - self.x) * 0.3; // Move toward player while staying near surface self.y += (surfer.y - self.y) * 0.03; // Check if should escape if (distance > DETECTION_RANGE || surfer.y < waveY - 200) { self.state = 'escaping'; self.targetRotation = Math.PI * 0.25; // Angle down } break; case 'escaping': self.speed = ESCAPE_SPEED; // Arc down and away self.y += 10; break; } // Smooth rotation self.rotation += (self.targetRotation - self.rotation) * 0.1; } // Move based on current speed and state 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(); } // Cleanup if (self.x < -200 || self.y > BASE_Y + 200) { self.destroy(); } }; return self;
User prompt
Update shark class with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var FIN_OFFSET = 57; var MAX_WAVE_HEIGHT = 400; var BASE_Y = 2732 * 0.95; self.speed = SWIM_SPEED; self.targetY = BASE_Y; self.lastY = BASE_Y; // Track previous Y for smoother rotation function swim() { tween(sharkGraphics, { scaleX: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function() { tween(sharkGraphics, { scaleX: 0.9 }, { duration: 500, easing: tween.easeInOut, onFinish: swim }); } }); } swim(); self.update = function() { self.x -= self.speed; 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 waveHeight = BASE_Y - waveY; if (waveHeight > MAX_WAVE_HEIGHT) { self.speed = ESCAPE_SPEED; self.targetY = BASE_Y; } else { var followRatio = Math.max(0, 1 - (waveHeight / MAX_WAVE_HEIGHT)); self.targetY = waveY + FIN_OFFSET + (waveHeight * followRatio); var dx = surfer.x - self.x; var dy = surfer.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < DETECTION_RANGE && waveHeight < MAX_WAVE_HEIGHT * 0.8) { if (surfer.y < self.y - 250) { self.speed = ESCAPE_SPEED; } else { self.speed = CHASE_SPEED; } } else { self.speed = SWIM_SPEED; } } // Smooth Y movement var yDiff = self.targetY - self.y; var maxYMove = 15; var moveY = Math.min(Math.abs(yDiff), maxYMove) * Math.sign(yDiff); self.y += moveY; // Calculate rotation based on movement direction var dy = self.y - self.lastY; var rotationTarget = Math.atan2(dy, 5) * 0.3; // Reduced rotation factor rotationTarget = Math.max(-0.3, Math.min(0.3, rotationTarget)); // Limit rotation self.rotation += (rotationTarget - self.rotation) * 0.1; // Smooth rotation change self.lastY = self.y; } // Update collision circle position self.collisionX = self.x; self.collisionY = self.y + 20; // Circle 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.destroy(); } }; return self; });
User prompt
Update shark class with: var Shark = Container.expand(function() { var self = Container.call(this); var sharkGraphics = self.attachAsset('line', { 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 = 600; var FIN_OFFSET = 57; // 5% higher than before (was 60) var MAX_WAVE_HEIGHT = 400; // Maximum height shark will follow var BASE_Y = 2732 * 0.95; // Base water level self.speed = SWIM_SPEED; self.targetY = BASE_Y; function swim() { tween(sharkGraphics, { rotation: 0.1, scaleX: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function() { tween(sharkGraphics, { rotation: -0.1, scaleX: 0.9 }, { duration: 500, easing: tween.easeInOut, onFinish: swim }); } }); } swim(); self.update = function() { self.x -= self.speed; 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 waveHeight = BASE_Y - waveY; // Limit how high the shark will follow the wave if (waveHeight > MAX_WAVE_HEIGHT) { // Wave is too high, swim down and away self.speed = ESCAPE_SPEED; self.targetY = BASE_Y; } else { // Calculate target Y with limited wave following var followRatio = Math.max(0, 1 - (waveHeight / MAX_WAVE_HEIGHT)); self.targetY = waveY + FIN_OFFSET + (waveHeight * followRatio); // Check distance to player for chase behavior var dx = surfer.x - self.x; var dy = surfer.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < DETECTION_RANGE && waveHeight < MAX_WAVE_HEIGHT * 0.8) { if (surfer.y < self.y - 250) { self.speed = ESCAPE_SPEED; } else { self.speed = CHASE_SPEED; } } else { self.speed = SWIM_SPEED; } } // Smooth Y movement with maximum speed limit var yDiff = self.targetY - self.y; var maxYMove = 15; // Maximum Y movement per frame var moveY = Math.min(Math.abs(yDiff), maxYMove) * Math.sign(yDiff); self.y += moveY; // Calculate angle based on movement, not wave var angle = Math.atan2(moveY, -self.speed); self.rotation = angle * 0.5; } // Update collision circle position self.collisionX = self.x; self.collisionY = self.y + 20; // Circle 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.destroy(); } }; return self; });
Code edit (3 edits merged)
Please save this source code
/**** * 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 if (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++; // Allow more upward movement during chase if (self.y > waveY) { // Only move up if in water var targetY = Math.max(surfer.y, CRUISE_HEIGHT - 400); // Increased from 200 self.y += (targetY - self.y) * 0.05; } // 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)) { // Increased from 400 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 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]; if (currentPoint && nextPoint) { var targetY = currentPoint.y + (nextPoint.y - currentPoint.y) * progress + WAVE_OFFSET; } else { return; // Exit update if points are undefined } var waveRising = targetY < lastWaveY; var aboveWave = self.y < targetY; if (waveRising && !aboveWave) { // Natural wave following - no limits when on the wave velocityY = (targetY - self.y) * 0.2; self.y += velocityY; } else { // In air or falling velocityY += BASE_GRAVITY; velocityY *= DAMPENING; // Only cap velocity when above the wave if (aboveWave && velocityY < MAX_AIR_VELOCITY) { velocityY = MAX_AIR_VELOCITY; } self.y += velocityY; if (self.y > targetY && velocityY > 0) { var fallVelocity = velocityY; // Capture velocity before reset self.y = targetY; velocityY = 0; if (aboveWave && fallVelocity > 15) { // Only splash on significant falls createSplash(); } } } lastWaveY = targetY; var baseRotation = -0.1; // Slight left tilt as base position var waveRotation = Math.sin(LK.ticks / 30) * 0.05; // Gentle wave motion // Calculate vertical movement speed var verticalSpeed = self.y - lastWaveY; // Add rotation based on vertical movement var verticalRotation = 0; if (verticalSpeed < -2) { // Moving up - reduce sensitivity from 0.005 to 0.003 verticalRotation = Math.min(0.3, -verticalSpeed * 0.003); } else if (verticalSpeed > 2) { // Moving down - reduce sensitivity from 0.005 to 0.003 verticalRotation = Math.max(-0.4, -verticalSpeed * 0.003); } // Smoothly apply all rotations velocityRot += (baseRotation + waveRotation + verticalRotation - self.rotation) * 0.03; // Reduce rotation response speed from 0.05 to 0.03 velocityRot *= 0.95; // Increase damping from 0.9 to 0.95 for smoother transitions self.rotation += velocityRot; // 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 = 0; 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
@@ -206,9 +206,9 @@
// Constants
var SWIM_SPEED = 7;
var CHASE_SPEED = 12;
var ESCAPE_SPEED = 15;
- var DETECTION_RANGE = 600;
+ 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;
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