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apply trollFaceOffsets to elements positions
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in trollFaceOffsets, initialize objects for each face with offset properties for each face element
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add a global array to store offsets for each element of each trollface
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remove tween animation of head scale
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Add separate assets for upper and lower lips
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Call update face after switching
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Call updatefaceposition once at game start
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Call updatefaceposition once then only when not tweening
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Call updatefaceposition only when not tweening
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Please fix the bug: 'TypeError: target is not an Object. (evaluating 'key in target')' in or related to this line: 'tween(self.elements.head.scale, {' Line Number: 215
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Apply tween for head scale too āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Add a system to wait for tween anim to end before starting the next āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Add a global target position and use easing to make face movement less jerky āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Use nose tip position for face
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Add a new background asset
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Remove switchButton (but keep troll face switch feature when player taps screen
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Add a white background
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var DebugPoints = Container.expand(function () { var self = Container.call(this); // Create points for face tracking debugging self.points = { leftEye: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }), rightEye: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }), noseTip: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }), mouthCenter: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }), upperLip: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }), lowerLip: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }), chin: self.attachAsset('debugFacePoints', { anchorX: 0.5, anchorY: 0.5 }) }; // Update debug points to match face points self.update = function () { if (!facekit) { return; } if (facekit.leftEye) { self.points.leftEye.x = facekit.leftEye.x; self.points.leftEye.y = facekit.leftEye.y; } if (facekit.rightEye) { self.points.rightEye.x = facekit.rightEye.x; self.points.rightEye.y = facekit.rightEye.y; } if (facekit.noseTip) { self.points.noseTip.x = facekit.noseTip.x; self.points.noseTip.y = facekit.noseTip.y; } if (facekit.mouthCenter) { self.points.mouthCenter.x = facekit.mouthCenter.x; self.points.mouthCenter.y = facekit.mouthCenter.y; } if (facekit.upperLip) { self.points.upperLip.x = facekit.upperLip.x; self.points.upperLip.y = facekit.upperLip.y; } if (facekit.lowerLip) { self.points.lowerLip.x = facekit.lowerLip.x; self.points.lowerLip.y = facekit.lowerLip.y; } if (facekit.chin) { self.points.chin.x = facekit.chin.x; self.points.chin.y = facekit.chin.y; } }; return self; }); var SwitchButton = Container.expand(function () { var self = Container.call(this); // Create button var buttonBackground = self.attachAsset('trollFaceButton', { anchorX: 0.5, anchorY: 0.5 }); // Add text var buttonText = new Text2('Switch', { size: 50, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Handle press event self.down = function (x, y, obj) { // Scale down for press effect tween(buttonBackground, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; // Handle release event self.up = function (x, y, obj) { // Scale back up on release tween(buttonBackground, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { // Trigger switch event if (self.onSwitch) { self.onSwitch(); } } }); }; return self; }); var TrollFace = Container.expand(function () { var self = Container.call(this); // Properties self.currentStyle = 1; self.elements = {}; // Initialize the troll face elements self.initialize = function (style) { // Clear previous elements self.removeAllElements(); // Create new elements for the selected style self.createFaceElements(style || self.currentStyle); }; // Create face elements for a specific style self.createFaceElements = function (style) { // Create head self.elements.head = self.attachAsset('trollHead' + style, { anchorX: 0.5, anchorY: 0.5, scale: 1 }); // Create eyes self.elements.leftEye = self.attachAsset('trollLeftEye' + style, { anchorX: 0.5, anchorY: 0.5, scale: 1 }); self.elements.rightEye = self.attachAsset('trollRightEye' + style, { anchorX: 0.5, anchorY: 0.5, scale: 1 }); // Create upper lip self.elements.upperLip = self.attachAsset('trollUpperLip' + style, { anchorX: 0.5, anchorY: 0.5, scale: 1 }); // Create lower lip self.elements.lowerLip = self.attachAsset('trollLowerLip' + style, { anchorX: 0.5, anchorY: 0.5, scale: 1 }); }; // Remove all face elements self.removeAllElements = function () { if (self.elements.head) { self.removeChild(self.elements.head); } if (self.elements.leftEye) { self.removeChild(self.elements.leftEye); } if (self.elements.rightEye) { self.removeChild(self.elements.rightEye); } if (self.elements.upperLip) { self.removeChild(self.elements.upperLip); } if (self.elements.lowerLip) { self.removeChild(self.elements.lowerLip); } }; // Change to the next troll face style self.nextStyle = function () { self.currentStyle = self.currentStyle % 3 + 1; self.initialize(); return self.currentStyle; }; // Update face elements to match real face self.updateFacePosition = function () { if (!facekit) { return; } // Calculate face scale once and reuse var baseScale = self.calculateFaceScale(); // Calculate all scales upfront var scales = { head: { x: baseScale * 1.25, y: baseScale * 1.25 }, eye: { x: baseScale * 1.25 * 0.5, y: baseScale * 1.25 * 0.5 }, lip: { x: baseScale * 1.25 * 0.7, y: baseScale * 1.25 * 0.35 } }; // Position the head at the center of the face if (self.elements.head) { // Ensure scale is an object with x and y properties if (_typeof(self.elements.head.scale) !== 'object') { self.elements.head.scale = { x: 1, y: 1 }; } self.elements.head.scale.x = scales.head.x; self.elements.head.scale.y = scales.head.y; } // Position the eyes to match real eyes if (self.elements.leftEye && facekit.leftEye) { self.elements.leftEye.x = facekit.leftEye.x - self.x; self.elements.leftEye.y = facekit.leftEye.y - self.y; self.elements.leftEye.scale = scales.eye; } if (self.elements.rightEye && facekit.rightEye) { self.elements.rightEye.x = facekit.rightEye.x - self.x; self.elements.rightEye.y = facekit.rightEye.y - self.y; self.elements.rightEye.scale = scales.eye; } // Position the upper lip to match real upper lip if (self.elements.upperLip && facekit.upperLip) { self.elements.upperLip.x = facekit.upperLip.x - self.x; self.elements.upperLip.y = facekit.upperLip.y - self.y; self.elements.upperLip.scale = scales.lip; } // Position the lower lip to match real lower lip if (self.elements.lowerLip && facekit.lowerLip) { self.elements.lowerLip.x = facekit.lowerLip.x - self.x; self.elements.lowerLip.y = facekit.lowerLip.y - self.y; self.elements.lowerLip.scale = scales.lip; // Adjust lower lip height based on whether mouth is open if (facekit.mouthOpen) { self.elements.lowerLip.scale.y = scales.lip.y * 1.5; } } }; // Calculate scale based on eye distance self.calculateFaceScale = function () { if (facekit && facekit.leftEye && facekit.rightEye) { var eyeDistance = Math.sqrt(Math.pow(facekit.leftEye.x - facekit.rightEye.x, 2) + Math.pow(facekit.leftEye.y - facekit.rightEye.y, 2)); return eyeDistance / 200; } return 1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF }); /**** * Game Code ****/ /**** * Global Variables ****/ var targetPosition; var trollFaceOffsets = [{ head: { x: 0, y: 0 }, leftEye: { x: -50, y: -20 }, rightEye: { x: 50, y: -20 }, upperLip: { x: 0, y: 30 }, lowerLip: { x: 0, y: 50 } }, { head: { x: 0, y: 0 }, leftEye: { x: -45, y: -18 }, rightEye: { x: 45, y: -18 }, upperLip: { x: 0, y: 28 }, lowerLip: { x: 0, y: 48 } }, { head: { x: 0, y: 0 }, leftEye: { x: -55, y: -22 }, rightEye: { x: 55, y: -22 }, upperLip: { x: 0, y: 32 }, lowerLip: { x: 0, y: 52 } }]; // Global array to store offsets for each element of each trollface var background; var instructionText; var styleText; var trollFace; var debugMode; var debugPoints; var backgroundContainer; var middlegroundContainer; var foregroundContainer; function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } /**** * Game Functions ****/ // Handle tap anywhere on the screen to change face game.down = function (x, y, obj) { // Switch to the next troll face style var newStyle = trollFace.nextStyle(); // Save the current style to storage storage.lastTrollStyle = newStyle; // Update the style text styleText.setText('Style: ' + newStyle + '/3'); // Play switch sound LK.getSound('switchTroll').play(); }; // Update function called every frame game.update = function () { // Update troll face position to match real face if (facekit && facekit.noseTip) { // Use the nose tip position for the face with easing targetPosition.x = facekit.noseTip.x; targetPosition.y = facekit.noseTip.y; // Apply tweening for smooth movement and wait for it to finish before starting the next if (!trollFace.isTweening) { trollFace.isTweening = true; tween(trollFace, { x: targetPosition.x, y: targetPosition.y }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { trollFace.isTweening = false; } }); } // Update face elements to match real face features trollFace.updateFacePosition(); } }; function initializeGame() { // Initialize game // Create containers for layering backgroundContainer = new Container(); middlegroundContainer = new Container(); foregroundContainer = new Container(); // Add containers to game game.addChild(backgroundContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); // Global target position for the troll face targetPosition = { x: 2048 / 2, y: 2732 / 2 }; // Setup background background = LK.getAsset('whiteBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); backgroundContainer.addChild(background); // Setup UI text instructionText = new Text2('Tap anywhere to change troll face', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); LK.gui.top.addChild(instructionText); instructionText.y = 50; // Add style text styleText = new Text2('Style: 1/3', { size: 50, fill: 0xFFFFFF }); styleText.anchor.set(0.5, 0); LK.gui.top.addChild(styleText); styleText.y = 120; // Load the last used style from storage var lastStyle = storage.lastTrollStyle || 1; // Create the troll face trollFace = new TrollFace(); trollFace.currentStyle = lastStyle; trollFace.initialize(); middlegroundContainer.addChild(trollFace); // Set the troll face position to the center of the screen trollFace.x = 2048 / 2; trollFace.y = 2732 / 2; // Debug mode (turn on for development, off for production) debugMode = false; debugPoints = null; if (debugMode) { debugPoints = new DebugPoints(); foregroundContainer.addChild(debugPoints); } } // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -273,9 +273,72 @@
/****
* Global Variables
****/
var targetPosition;
-var trollFaceOffsets = []; // Global array to store offsets for each element of each trollface
+var trollFaceOffsets = [{
+ head: {
+ x: 0,
+ y: 0
+ },
+ leftEye: {
+ x: -50,
+ y: -20
+ },
+ rightEye: {
+ x: 50,
+ y: -20
+ },
+ upperLip: {
+ x: 0,
+ y: 30
+ },
+ lowerLip: {
+ x: 0,
+ y: 50
+ }
+}, {
+ head: {
+ x: 0,
+ y: 0
+ },
+ leftEye: {
+ x: -45,
+ y: -18
+ },
+ rightEye: {
+ x: 45,
+ y: -18
+ },
+ upperLip: {
+ x: 0,
+ y: 28
+ },
+ lowerLip: {
+ x: 0,
+ y: 48
+ }
+}, {
+ head: {
+ x: 0,
+ y: 0
+ },
+ leftEye: {
+ x: -55,
+ y: -22
+ },
+ rightEye: {
+ x: 55,
+ y: -22
+ },
+ upperLip: {
+ x: 0,
+ y: 32
+ },
+ lowerLip: {
+ x: 0,
+ y: 52
+ }
+}]; // Global array to store offsets for each element of each trollface
var background;
var instructionText;
var styleText;
var trollFace;