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No there is still an offset. Please try again
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Gate asset and bounding box still aren’t aligned. Please analyse deeply and fix
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Still bounding boxes x is symmetrical to gate asset one. They only match when gate asset angle is 0
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Please fix bounding boxes position: their x looks symmetrical relative to gate asset x ( when gate asset is centered at x=1024 it’s ok , but when x of gate asset tend to 0, bounding box tend to 2048)
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With your last change bounding box looks rotated by PI degrees (like a central symmetry) please fix
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You changed he horizontal symmetry to a vertical symmetry. Please fix. (You should add or decrease by 0.5*PI)
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Bounding boxes rotation looks correct but they deep to be positionned at a symmetrical position relatively to the gate asset
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currently the gateAsset is correctly positionned with the angle, but the boundingBox dosen't follows it and stays at the same angle. please adapt so the boundingBox follows the gameAsset angle, not only their rotation but also their x,y position should depend on the angle
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currently the gateAsset is correctly positionned with the angle, but the boundingBox dosen't follows it and stays at the same angle. please adapt so the boundingBox follows the gameAsset angle
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in GateManager, consecutives gates should have a random but close angle in order to create a sort of continuous path
Code edit (5 edits merged)
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for gates use dedicated global gateLimitAngle = Math.PI * 0.2; instead of borderLimitAngle
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GateManager should now rotate a bit the gates it spawns, it ne same limits as sphere movement (minAngle and maxAngle)
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Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'LK.getMusic('backgroundMusic').rate = musicRate;' Line Number: 1365
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music rate should also depend on globalSpeed;
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make music playback rate depend on globalSpeed;
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Add music playback rate adjustment based on globalSpeed; globalSpeed = 6 is the normal playback; example : globalSpeed = 12 => music & anims 2x faster
Code edit (1 edits merged)
Please save this source code
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when globalSpeed changes from 6 to 12 for example, music isn't 2 time faster; please fix
Code edit (1 edits merged)
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Code edit (15 edits merged)
Please save this source code
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remove the random color logic in gateManager; keep only the key<=>color logic
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now make gates color depend on their key
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when updating Gate, update the relative y position of boundingBox relatively to the scale ; it should be at y=2450 when scale is 1.0
Code edit (1 edits merged)
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /***********************************************************************************/ /******************************* UTILITY FUNCTIONS *********************************/ /***********************************************************************************/ var BackgroundManager = Container.expand(function () { var self = Container.call(this); // Create three background instances for smoother tunnel effect self.bg0 = self.attachAsset('background01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2.4, scaleY: 2.4, alpha: 1 }); self.bg1 = self.attachAsset('background01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 1.1, scaleY: 1.1, alpha: 1 }); self.bg2 = self.attachAsset('background01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.5, scaleY: 0.5, alpha: 1 }); self.bg3 = self.attachAsset('background01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.22, scaleY: 0.22, alpha: 1 }); self.bg4 = self.attachAsset('background01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.11, scaleY: 0.11, alpha: 1 }); self.tore0 = self.attachAsset('tore', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 1.2, scaleY: 1.2, alpha: 0 }); self.tore1 = self.attachAsset('tore', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.6, scaleY: 0.6, alpha: 0 }); self.tore2 = self.attachAsset('tore', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.26, scaleY: 0.26, alpha: 0 }); self.tore3 = self.attachAsset('tore', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.12, scaleY: 0.12, alpha: 0 }); // Apply different tints in debug mode if (isDebug) { self.bg1.tint = 0xFF0000; // Red tint for first background self.tore1.tint = 0x00FF00; // Green tint for first tore self.bg2.tint = 0x00FFFF; // Cyan tint for second background self.tore2.tint = 0xFF00FF; // Magenta tint for second tore self.bg3.tint = 0xfff200; // Yellow tint for third background } // Animation properties self.bgAnimationSpeed = globalSpeed / 1000; //0.002; self.bgAnimationAcceleration = 2; // Add tore assets between backgrounds for animation self.backgrounds = [self.bg0, self.tore0, self.bg1, self.tore1, self.bg2, self.tore2, self.bg3, self.tore3, self.bg4]; //self.backgrounds = [self.bg0, self.bg1, self.bg2, self.bg3]; // Define initial scale for each background/torus (tore: 0.26, bg: 0.22) //self.bgInitialScales = [0.22, 0.22, 0.22, 0.22, 0.22]; //self.bgInitialScales = [0, 0, 0, 0, 0]; //self.bgInitialScales = [0, 0, 0, 0, 0, 0, 0, 0, 0]; // Animation state: single startTime for all backgrounds/torus self.bgAnimStartTime = Date.now(); // Update method - handle background/torus scale animation self.update = function () { var now = Date.now(); var elapsed = now - self.bgAnimStartTime; var resetTriggered = false; for (var i = 0; i < self.backgrounds.length; i++) { var bg = self.backgrounds[i]; // Make the scale speed increase as the scale increases (e.g. exponential or quadratic growth) //var scaleMultiplier = bg.scaleX * self.bgAnimationAcceleration; //bg.scaleX += self.bgAnimationSpeed * scaleMultiplier; bg.scaleX += self.bgAnimationSpeed * bg.scaleX; bg.scaleY = bg.scaleX; if (bg.scaleX > 3.0) { bg.scaleX = 0.12; //self.bgInitialScales[i]; bg.scaleY = bg.scaleX; } //bg.alpha = Math.min(1, bg.scaleX + 0.66); } }; return self; }); // Initialize the game; /***********************************************************************************/ /********************************** BALL CLASS *************************************/ /***********************************************************************************/ var Ball = Container.expand(function () { var self = Container.call(this); // Create and attach ball asset var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, tint: currentColor }); // Initialize ball properties self.speedX = 0; self.speedY = 0; // Track last intersecting state for each gate self.lastIntersectingGates = {}; // Update method to follow sphere's position self.update = function () { // Make ball follow sphere's exact position if (sphere) { self.x = sphere.x; self.y = sphere.y; } // Check for collisions with gates if (gateManager && gateManager.gates) { for (var i = 0; i < gateManager.gates.length; i++) { var gate = gateManager.gates[i]; var gateId = gate.spawnTime + '_' + gate.colorIndex; // Initialize tracking if needed if (self.lastIntersectingGates[gateId] === undefined) { self.lastIntersectingGates[gateId] = false; } // Check intersection with bounding box instead of gate asset var currentIntersecting = self.intersects(gate.boundingBox); // Detect transition from not intersecting to intersecting if (!self.lastIntersectingGates[gateId] && currentIntersecting) { // Play the sound based on the gate's assigned key if (gate.noteKey) { // Extract the number from the key (e.g., "Key6" -> "6") var keyNumber = gate.noteKey.replace('Key', ''); var soundKey = 'key' + keyNumber; // Play the corresponding sound LK.getSound(soundKey).play(); } } // Update last intersecting state self.lastIntersectingGates[gateId] = currentIntersecting; } // Clean up old gate tracking var currentGateIds = {}; for (var j = 0; j < gateManager.gates.length; j++) { var gate2 = gateManager.gates[j]; var gateId2 = gate2.spawnTime + '_' + gate2.colorIndex; currentGateIds[gateId2] = true; } for (var oldGateId in self.lastIntersectingGates) { if (!currentGateIds[oldGateId]) { delete self.lastIntersectingGates[oldGateId]; } } } }; return self; }); /***********************************************************************************/ /********************************** CUBE CLASS ************************************/ /***********************************************************************************/ var Cube = Container.expand(function (wRatio, hRatio, dRatio) { var self = Container.call(this); wRatio = wRatio || 1; hRatio = hRatio || 1; dRatio = dRatio || 1; self.z = 0; self.baseSize = 100; // Initialize cube faces using SimpleFace class self.frontFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: 0, dy: 0, dz: 1 * dRatio, rx: 0, ry: 0, rz: 0, ti: 0xFFFFFF }); self.backFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: 0, dy: 0, dz: -1 * dRatio, rx: Math.PI, ry: 0, rz: 0, ti: 0xFFFFFF }); self.leftFace = new SimpleFace({ w: self.baseSize * dRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: -1 * wRatio / dRatio, dy: 0, dz: 0, rx: 0, ry: Math.PI / 2, rz: 0, ti: 0xFFFFFF }); self.rightFace = new SimpleFace({ w: self.baseSize * dRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: 1 * wRatio / dRatio, dy: 0, dz: 0, rx: 0, ry: -Math.PI * 0.5, rz: 0, ti: 0xFFFFFF }); self.topFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * dRatio, d: self.baseSize, dx: 0, dy: -1 * hRatio / dRatio, dz: 0, rx: -Math.PI / 2, ry: 0, rz: 0, ti: 0xFFFFFF }); self.bottomFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * dRatio, d: self.baseSize, dx: 0, dy: 1 * hRatio / dRatio, dz: 0, rx: Math.PI / 2, ry: 0, rz: 0, ti: 0xFFFFFF }); self.faces = [self.frontFace, self.backFace, self.leftFace, self.rightFace, self.topFace, self.bottomFace]; self.faces.forEach(function (face) { self.addChild(face); }); self.speedX = 0; self.speedY = 0; self.speedZ = 0; // Rotate cube around its axes self.rotate3D = function (angleX, angleY, angleZ) { log("cube rotate3D "); self.rotation = angleZ; var zScaleFactor = 1 + self.z / 500; self.faces.forEach(function (face) { face.rotate3D(angleX, angleY, angleZ, zScaleFactor); }); }; }); /***********************************************************************************/ /********************************** CUBE MANAGER CLASS *****************************/ /***********************************************************************************/ var CubeManager = Container.expand(function () { var self = Container.call(this); // Array to hold all managed cubes self.cubes = []; // Configuration for spawning self.maxCubes = 3; // Maximum number of cubes // Spawn all cubes at once self.spawnAllCubes = function () { // Calculate spacing for equal distribution var screenWidth = 2048; var cubeSpacing = screenWidth / (self.maxCubes + 1); // Divide screen into equal sections var verticalCenter = 2732 / 2; // Vertical center of the screen // Prepare color assignment: one cube gets currentColor, others get two different neon colors (not currentColor) var colorIndices = []; for (var c = 0; c < neonColors.length; c++) { if (neonColors[c] !== currentColor) { colorIndices.push(c); } } // Shuffle colorIndices to randomize which two colors are picked for the other cubes for (var s = colorIndices.length - 1; s > 0; s--) { var j = Math.floor(Math.random() * (s + 1)); var temp = colorIndices[s]; colorIndices[s] = colorIndices[j]; colorIndices[j] = temp; } var cubeColors = [currentColor, neonColors[colorIndices[0]], neonColors[colorIndices[1]]]; // Shuffle cubeColors so currentColor is not always in the same position for (var s2 = cubeColors.length - 1; s2 > 0; s2--) { var j2 = Math.floor(Math.random() * (s2 + 1)); var temp2 = cubeColors[s2]; cubeColors[s2] = cubeColors[j2]; cubeColors[j2] = temp2; } for (var i = 0; i < self.maxCubes; i++) { // Create a new cube with equal dimensions (true cube, not rectangle) var cube = new Cube(1, 1, 1); // Set position - equally distributed horizontally at vertical center cube.x = cubeSpacing * (i + 1); // Distribute equally across the screen cube.y = verticalCenter; cube.z = 0; // Keep all cubes at same Z position // Set speeds to zero so cubes don't move cube.speedX = 0; cube.speedY = 0; cube.speedZ = 0; // Set random initial rotation cube.rotate3D(Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2); // Assign color: one cube gets currentColor, others get two different neon colors var assignedTint = cubeColors[i % cubeColors.length]; cube.faces.forEach(function (face) { face.tint = assignedTint; }); // Add cube to the manager and the game self.cubes.push(cube); self.addChild(cube); } }; // Remove a cube from management self.removeCube = function (cube) { var index = self.cubes.indexOf(cube); if (index > -1) { self.cubes.splice(index, 1); cube.destroy(); } }; // Update all managed cubes self.updateCubes = function () { for (var i = self.cubes.length - 1; i >= 0; i--) { var cube = self.cubes[i]; // Cubes don't move, so no position updates needed // Rotate cube cube.z += 1; //cube.speedZ; cube.rotate3D(Math.PI * 0.01, Math.PI * 0.01, Math.PI * 0.01); } }; // Initialize by spawning all cubes at once self.spawnAllCubes(); // Update method called by the game loop self.update = function () { //self.updateCubes(); }; return self; }); /***********************************************************************************/ /******************************* FACE CLASS *********************************/ /***********************************************************************************/ var Face = Container.expand(function (options) { var self = Container.call(this); options = options || {}; var points = Math.max(2, Math.min(100, options.points || 4)); // Ensure points are between 2 and 10 self.baseSize = 100; self.w = options.w || self.baseSize; self.h = options.h || self.baseSize; self.d = options.d || self.baseSize; self.dx = options.dx || 0; self.dy = options.dy || 0; self.dz = options.dz || 0; self.rx = options.rx || 0; self.ry = options.ry || 0; self.rz = options.rz || 0; self.tint = options.ti || 0xFFFFFF; // Generate points for the face based on the number of points specified self.baseFaceCoordinates = []; for (var i = 0; i < points; i++) { var angle = 2 * Math.PI * (i / points); self.baseFaceCoordinates.push({ x: self.w / 2 * Math.cos(angle) + self.dx * self.w, y: self.h / 2 * Math.sin(angle) + self.dy * self.h, z: self.dz * self.d }); } self.baseFaceCoordinates.forEach(function (point) { // Update z of each face point coordinates depending on dz and rx, ry point.z += self.dz * Math.cos(self.rx) * Math.cos(self.ry); }); // Create a polygon face using the Shape class self.face = new Shape(self.baseFaceCoordinates, self.tint); // Attach the face to the Face container self.addChild(self.face); // Rotate in 3D: X = roasting chicken / Y = whirling dervish / Z = wheel of Fortune self.rotate3D = function (angleX, angleY, angleZ, scale) { scale = scale || 1; self.faceCoordinates = self.baseFaceCoordinates.map(function (coord) { var x = coord.x - self.dx * self.w, y = coord.y - self.dy * self.h, z = coord.z - self.dz * self.d; // Apply initial rotations (rx, ry, rz) var newY = y * Math.cos(self.rx) - z * Math.sin(self.rx); var newZ = y * Math.sin(self.rx) + z * Math.cos(self.rx); var newX = x * Math.cos(self.ry) + newZ * Math.sin(self.ry); newZ = -x * Math.sin(self.ry) + newZ * Math.cos(self.ry); x = newX * Math.cos(self.rz) - newY * Math.sin(self.rz); y = newX * Math.sin(self.rz) + newY * Math.cos(self.rz); // Apply X-axis rotation newY = y * Math.cos(angleX) - newZ * Math.sin(angleX); newZ = y * Math.sin(angleX) + newZ * Math.cos(angleX); // Apply Y-axis rotation newX = x * Math.cos(angleY) + newZ * Math.sin(angleY); newZ = -x * Math.sin(angleY) + newZ * Math.cos(angleY); // Apply Z-axis rotation x = newX * Math.cos(angleZ) - newY * Math.sin(angleZ); y = newX * Math.sin(angleZ) + newY * Math.cos(angleZ); return { x: (x + self.dx * self.w) * scale, y: (y + self.dy * self.h) * scale, z: (newZ + self.dz * self.d) * scale }; }); self.face.updateCoordinates(self.faceCoordinates); }; // Initialize face in 3D space self.rotate3D(0, 0, 0, 1); }); /***********************************************************************************/ /********************************** GATE CLASS *************************************/ /***********************************************************************************/ var Gate = Container.expand(function () { var self = Container.call(this); // Create gate asset with initial properties self.gateAsset = self.attachAsset('gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.26, // Start at same scale as tore2 scaleY: 0.26, alpha: 1 }); // Add bounding box for collision detection self.boundingBox = self.attachAsset('boundingBox', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2450, width: 1224, heigh: 120, alpha: 0 // Invisible by default }); // Store the color for this gate self.gateColor = 0xFFFFFF; // Default white, will be set by manager // Store the current angle for this gate self.currentAngle = 0; // Set the tint to match the gate color self.setColor = function (color) { self.gateColor = color; self.gateAsset.tint = color; // Show bounding box in debug mode if (isDebug) { self.boundingBox.alpha = 0.3; self.boundingBox.tint = color; } }; // Set rotation for the gate self.setRotation = function (angle) { self.currentAngle = angle; self.gateAsset.rotation = angle; self.boundingBox.rotation = angle; // Update bounding box position based on angle self.updateBoundingBoxPosition(); }; // Update bounding box position based on current scale and angle self.updateBoundingBoxPosition = function () { // Calculate the offset from gate center to bounding box in local coordinates var baseOffsetY = 2450 - 1366; // Base offset when scale is 1.0 var scaledOffsetY = baseOffsetY * self.gateAsset.scaleX; // Apply rotation to the offset var rotatedOffsetX = scaledOffsetY * Math.sin(self.currentAngle); var rotatedOffsetY = scaledOffsetY * Math.cos(self.currentAngle); // Since both gateAsset and boundingBox are children of self (Gate container), // and gateAsset is positioned at (1024, 1366) relative to the container, // we position boundingBox relative to the container's origin (0, 0) self.boundingBox.x = 1024 + rotatedOffsetX; self.boundingBox.y = 1366 + rotatedOffsetY; }; // Update scale to match background animation self.updateScale = function (newScale) { /* self.scaleX = newScale; self.scaleY = newScale; self.alpha = Math.min(1, newScale + 0.66); */ self.gateAsset.scaleX = newScale; self.gateAsset.scaleY = newScale; self.gateAsset.alpha = Math.min(1, newScale + 0.66); // Scale bounding box proportionally self.boundingBox.scaleX = newScale; // 3 * newScale / 0.26; // Maintain 300px width relative to gate scale self.boundingBox.scaleY = newScale; //0.3 * newScale / 0.26; // Maintain 30px height relative to gate scale // Update bounding box position based on new scale self.updateBoundingBoxPosition(); }; return self; }); /***********************************************************************************/ /********************************** GATE MANAGER CLASS *****************************/ /***********************************************************************************/ var GateManager = Container.expand(function () { var self = Container.call(this); // Array to hold gates self.gates = []; // Animation timing self.gateAnimStartTime = Date.now(); self.gateAnimationSpeed = globalSpeed / 1000; // Same as background // Song timing properties self.currentSong = songsList[0]; self.songStartTime = Date.now(); self.currentNoteIndex = 0; self.noteSpawnScale = 0.12; // Initial scale for new gates matching smallest tore self.lastGateAngle = null; // Track last gate angle for path continuity // Spawn a single gate at current time self.spawnGateAtTime = function () { // Get the current note's key var noteKey = null; if (self.currentNoteIndex < self.currentSong.songNotes.length) { noteKey = self.currentSong.songNotes[self.currentNoteIndex].key; } // Get the color for this key var keyColor = keyColorMap[noteKey] || currentColor; // Default to currentColor if key not found // Create a single gate with the key's color var gate = new Gate(); gate.setColor(keyColor); gate.updateScale(self.noteSpawnScale); // Store spawn time for tracking gate.spawnTime = Date.now(); gate.colorIndex = 0; // Store the note key for this gate gate.noteKey = noteKey; // Add rotation to the gate similar to sphere movement limits var minAngle = -Math.PI * 0.5 + gateLimitAngle; var maxAngle = -Math.PI * 0.5 + Math.PI - gateLimitAngle; var randomAngle; // If this is the first gate or no previous gate exists, use random angle if (self.gates.length === 0 || !self.lastGateAngle) { randomAngle = minAngle + Math.random() * (maxAngle - minAngle); } else { // For consecutive gates, generate angle close to the previous one var maxAngleChange = Math.PI * 0.15; // Maximum 15% of PI change between consecutive gates var angleChange = (Math.random() - 0.5) * 2 * maxAngleChange; // Random change between -maxAngleChange and +maxAngleChange randomAngle = self.lastGateAngle + angleChange; // Clamp the angle to stay within bounds randomAngle = Math.max(minAngle, Math.min(maxAngle, randomAngle)); } // Store this angle for the next gate self.lastGateAngle = randomAngle; // Apply rotation to gate and bounding box gate.setRotation(randomAngle); self.gates.push(gate); self.addChild(gate); }; // Update gates animation self.update = function () { var now = Date.now(); var songElapsed = now - self.songStartTime; // Check if we need to spawn a new gate based on song timing if (self.currentNoteIndex < self.currentSong.songNotes.length) { var nextNote = self.currentSong.songNotes[self.currentNoteIndex]; if (songElapsed >= nextNote.time) { // Spawn a new gate for this note self.spawnGateAtTime(); self.currentNoteIndex++; } } // Animate existing gates for (var i = self.gates.length - 1; i >= 0; i--) { var gate = self.gates[i]; var currentScale = gate.gateAsset.scaleX; // Increase scale with acceleration var newScale = currentScale + self.gateAnimationSpeed * currentScale; // Remove gate when too large if (newScale > 3.0) { gate.destroy(); self.gates.splice(i, 1); } else { gate.updateScale(newScale); } } // Check if song has ended and needs restart self.checkSongEnd(); }; // Reset song when it ends self.resetSong = function () { self.songStartTime = Date.now(); self.currentNoteIndex = 0; self.lastGateAngle = null; // Reset angle tracking for new song }; // Check if song has ended and restart self.checkSongEnd = function () { if (self.currentNoteIndex >= self.currentSong.songNotes.length) { // All notes have been spawned, check if we should restart var lastNoteTime = self.currentSong.songNotes[self.currentSong.songNotes.length - 1].time; var songElapsed = Date.now() - self.songStartTime; // Wait a bit after the last note before restarting if (songElapsed > lastNoteTime + 5000) { self.resetSong(); } } }; return self; }); /***********************************************************************************/ /********************************** SHAPE CLASS ************************************/ /***********************************************************************************/ var Shape = Container.expand(function (coordinates, tint) { var self = Container.call(this); self.polygon = drawPolygon(coordinates, tint); // Function to create a polygon from a list of coordinates self.tint = tint; self.attachLines = function () { // Iterate through each line in the polygon and attach it to the shape self.polygon.forEach(function (line) { self.addChild(line); }); }; self.attachLines(); self.updateCoordinates = function (newCoordinates) { log("Shape updateCoordinates ", newCoordinates); // Ensure newCoordinates is an array and has the same length as the current polygon if (!Array.isArray(newCoordinates) || newCoordinates.length !== self.polygon.length) { error("Invalid newCoordinates length"); return; } // Update each line in the polygon with new coordinates self.polygon = updatePolygon(self.polygon, newCoordinates); }; }); /***********************************************************************************/ /******************************* SIMPLE FACE CLASS *********************************/ /***********************************************************************************/ var SimpleFace = Container.expand(function (options) { var self = Container.call(this); log("SimpleFAce init options =", options); self.baseSize = 100; options = options || {}; self.w = options.w || self.baseSize; self.h = options.h || self.baseSize; self.d = options.d || self.baseSize; self.dx = options.dx || 0; self.dy = options.dy || 0; self.dz = options.dz || 0; self.rx = options.rx || 0; self.ry = options.ry || 0; self.rz = options.rz || 0; self.tint = options.ti || 0xFFFFFF; // Define faceCoordinates property self.baseFaceCoordinates = [{ x: -self.w + self.dx * self.w, y: -self.h + self.dy * self.h, z: self.dz * self.d }, // Top-left { x: self.w + self.dx * self.w, y: -self.h + self.dy * self.h, z: self.dz * self.d }, // Top-right { x: self.w + self.dx * self.w, y: self.h + self.dy * self.h, z: self.dz * self.d }, // Bottom-right { x: -self.w + self.dx * self.w, y: self.h + self.dy * self.h, z: self.dz * self.d } // Bottom-left ]; log("SimpleFAce ready to init ...", self.baseFaceCoordinates, "DX=" + self.dx); self.baseFaceCoordinates.forEach(function (point) { // Update z of each face point coordinates depending on dz and rx, ry point.z += self.dz * Math.cos(self.rx) * Math.cos(self.ry); }); // Create a square face using the Shape class self.face = new Shape(self.baseFaceCoordinates, self.tint); // Attach the face to the SimpleFace container self.addChild(self.face); // Rotate in 3d : X = roasting chicken / Y = whirling dervish / Z = wheel of Fortune self.rotate3D = function (angleX, angleY, angleZ, scale) { scale = scale || 1; log("SimpleFace rotate3D old coord=", self.faceCoordinates, Date.now()); self.faceCoordinates = self.baseFaceCoordinates.map(function (coord) { return { x: coord.x, y: coord.y, z: coord.z }; }); // Apply rotation around X-axis // Adjust initial rotation parameters before applying new rotations self.faceCoordinates = self.faceCoordinates.map(function (coord) { // Apply initial rotation around Z-axis var xZ = coord.x * Math.cos(self.rz) - coord.y * Math.sin(self.rz); var yZ = coord.x * Math.sin(self.rz) + coord.y * Math.cos(self.rz); // Apply initial rotation around Y-axis var xY = xZ * Math.cos(self.ry) + coord.z * Math.sin(self.ry); var zY = coord.z * Math.cos(self.ry) - xZ * Math.sin(self.ry); // Apply initial rotation around X-axis var yX = yZ * Math.cos(self.rx) - zY * Math.sin(self.rx); var zX = yZ * Math.sin(self.rx) + zY * Math.cos(self.rx); return { x: xY, y: yX, z: zX }; }); // Apply new rotations // Calculate center of the face var centerX = self.faceCoordinates.reduce(function (acc, coord) { return acc + coord.x; }, 0) / self.faceCoordinates.length; var centerY = self.faceCoordinates.reduce(function (acc, coord) { return acc + coord.y; }, 0) / self.faceCoordinates.length; var centerZ = self.faceCoordinates.reduce(function (acc, coord) { return acc + coord.z; }, 0) / self.faceCoordinates.length; self.faceCoordinates = self.faceCoordinates.map(function (coord) { // Translate coordinates to rotate around the center including dy and dz adjustment var translatedY = (coord.y + self.dy * self.h - centerY) * Math.cos(angleX) - (coord.z + self.dz * self.d - centerZ) * Math.sin(angleX); var translatedZ = (coord.y + self.dy * self.h - centerY) * Math.sin(angleX) + (coord.z + self.dz * self.d - centerZ) * Math.cos(angleX); return { x: coord.x + self.dx * self.w - centerX, // Keep X unchanged but translate to rotate around center y: translatedY + centerY, z: translatedZ + centerZ }; }); self.faceCoordinates = self.faceCoordinates.map(function (coord) { var translatedX = (coord.z - centerZ) * Math.sin(angleY) + (coord.x - centerX) * Math.cos(angleY); var translatedZ = (coord.z - centerZ) * Math.cos(angleY) - (coord.x - centerX) * Math.sin(angleY); return { x: translatedX + centerX, y: coord.y, // Keep Y unchanged z: translatedZ + centerZ }; }); self.faceCoordinates = self.faceCoordinates.map(function (coord) { return { x: coord.x * scale, y: coord.y * scale, z: coord.z * scale }; }); log("SimpleFace rotate3D new coord=", self.faceCoordinates, Date.now()); self.face.updateCoordinates(self.faceCoordinates); }; // initialize face in 3D space self.rotate3D(0, 0, 0, 1); log("SimpleFace end init coord=", self.baseFaceCoordinates, Date.now()); }); /***********************************************************************************/ /********************************** SPHERE CLASS ***********************************/ /***********************************************************************************/ var Sphere = Container.expand(function () { var self = Container.call(this); self.z = 0; self.radius = 100; // Sphere radius // Initialize sphere as a collection of Face instances to simulate a 3D sphere self.faces = []; var segments = 5; // Number of segments to simulate the sphere for (var i = 0; i < segments; i++) { var angle = 2 * Math.PI / segments; // Create a circular segment as a face of the sphere var face = new Face({ points: 22, w: self.radius * 2, h: self.radius * 2, d: self.radius * 2, dx: 0, dy: 0, dz: 0, rx: 0, ry: i * angle, rz: 0, ti: currentColor // Use currentColor for sphere tint }); self.faces.push(face); self.addChild(face); } self.speedX = 0; self.speedY = 0; self.speedZ = 0; // Rotate sphere around its axes self.rotate3D = function (angleX, angleY, angleZ) { log("sphere rotate3D ", angleX, angleY, angleZ); self.rotation = angleZ; var zScaleFactor = 1 + self.z / 500; for (var i = 0; i < self.faces.length; i++) { self.faces[i].rotate3D(angleX, angleY, angleZ, zScaleFactor); } }; self.rotate3D(Math.PI * 0.5, Math.PI * 0.5, 0); }); /**** * Initialize Game ****/ // Utility function to draw a polygon using drawLine var game = new LK.Game({ backgroundColor: 0x000050 // Initialize game with a black background }); /**** * Game Code ****/ // Global array of 6 neon colors var neonColors = [0x39FF14, // Neon Green 0xFF073A, // Neon Red 0x00FFFF, // Neon Cyan 0xF3F315, // Neon Yellow 0xFF61F6, // Neon Pink 0xFF9900 // Neon Orange ]; // Map keys to colors - 15 keys (0-14) mapped to neon colors var keyColorMap = { 'Key0': 0x39FF14, // Neon Green 'Key1': 0xFF073A, // Neon Red 'Key2': 0x00FFFF, // Neon Cyan 'Key3': 0xF3F315, // Neon Yellow 'Key4': 0xFF61F6, // Neon Pink 'Key5': 0xFF9900, // Neon Orange 'Key6': 0x39FF14, // Neon Green (repeat) 'Key7': 0xFF073A, // Neon Red (repeat) 'Key8': 0x00FFFF, // Neon Cyan (repeat) 'Key9': 0xF3F315, // Neon Yellow (repeat) 'Key10': 0xFF61F6, // Neon Pink (repeat) 'Key11': 0xFF9900, // Neon Orange (repeat) 'Key12': 0x39FF14, // Neon Green (repeat) 'Key13': 0xFF073A, // Neon Red (repeat) 'Key14': 0x00FFFF // Neon Cyan (repeat) }; // Global currentColor, set to a random neon color var currentColor = neonColors[Math.floor(Math.random() * neonColors.length)]; /***********************************************************************************/ /******************************* UTILITY FUNCTIONS *********************************/ /***********************************************************************************/ function drawPolygon(coordinates, tint) { log("drawPolygon ", coordinates); var lines = []; for (var i = 0; i < coordinates.length; i++) { var startPoint = coordinates[i]; var endPoint = coordinates[(i + 1) % coordinates.length]; // Loop back to the first point var line = drawLine(startPoint.x, startPoint.y, endPoint.x, endPoint.y, tint); lines.push(line); } return lines; } function updatePolygon(lines, newCoordinates, scale) { log("updatePolygon ", lines, scale); // Ensure lines and newCoordinates have the same length if (lines.length !== newCoordinates.length) { error("updatePolygon error: lines and newCoordinates length mismatch"); return lines; } // Update each line with new coordinates for (var i = 0; i < lines.length; i++) { var startPoint = newCoordinates[i]; var endPoint = newCoordinates[(i + 1) % newCoordinates.length]; // Loop back to the first point for the last line updateLine(lines[i], startPoint.x, startPoint.y, endPoint.x, endPoint.y, scale); } return lines; } // Utility function to draw lines between two points function drawLine(x1, y1, x2, y2, tint) { log("drawLine ", x1, y1); var line = LK.getAsset('line', { anchorX: 0.0, anchorY: 0.0, x: x1, y: y1, tint: tint }); line.startX = x1; line.startY = y1; line.endX = x2; line.endY = y2; // Calculate the distance between the two points var distance = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); // Set the width of the line to the distance between the points line.width = distance; // Calculate the angle between the two points var angle = Math.atan2(y2 - y1, x2 - x1); // Correct angle calculation for all quadrants line.rotation = angle; return line; } // Utility function to draw lines between two points function updateLine(line, newX1, newY1, newX2, newY2, scale) { log("updateLine ", line); scale = scale === undefined ? 1 : scale; // Calculate midpoint of the original line var midX = (newX1 + newX2) / 2; var midY = (newY1 + newY2) / 2; // Adjust start and end points based on scale newX1 = midX + (newX1 - midX) * scale; newY1 = midY + (newY1 - midY) * scale; newX2 = midX + (newX2 - midX) * scale; newY2 = midY + (newY2 - midY) * scale; // Update line start and end coordinates after scaling line.x = newX1; line.y = newY1; line.startX = newX1; line.startY = newY1; line.endX = newX2; line.endY = newY2; // Recalculate the distance between the new scaled points var distance = Math.sqrt(Math.pow(newX2 - newX1, 2) + Math.pow(newY2 - newY1, 2)); // Update the width of the line to the new distance line.width = distance; // Recalculate the angle between the new points var angle = Math.atan2(newY2 - newY1, newX2 - newX1); // Update the rotation of the line to the new angle line.rotation = angle; return line; } function log() { if (isDebug) { console.log(arguments); } } /***********************************************************************************/ /******************************* GAME VARIABLES*********************************/ /***********************************************************************************/ var songsList = [{ "name": "Ode to Joy\r\nBeethoven", "bpm": 220, "pitchLevel": 0, "bitsPerPage": 16, "isComposed": false, "songNotes": [{ "time": 1432, "key": "Key6" }, { "time": 1855, "key": "Key6" }, { "time": 2305, "key": "Key7" }, { "time": 2788, "key": "Key8" }, { "time": 3216, "key": "Key8" }, { "time": 3666, "key": "Key7" }, { "time": 4122, "key": "Key6" }, { "time": 4567, "key": "Key5" }, { "time": 5027, "key": "Key4" }, { "time": 5479, "key": "Key4" }, { "time": 5937, "key": "Key5" }, { "time": 6397, "key": "Key6" }, { "time": 6864, "key": "Key6" }, { "time": 7583, "key": "Key5" }, { "time": 7820, "key": "Key5" }, { "time": 8816, "key": "Key6" }, { "time": 9289, "key": "Key6" }, { "time": 9778, "key": "Key7" }, { "time": 10205, "key": "Key8" }, { "time": 10672, "key": "Key8" }, { "time": 11108, "key": "Key7" }, { "time": 11564, "key": "Key6" }, { "time": 12000, "key": "Key5" }, { "time": 12455, "key": "Key4" }, { "time": 12911, "key": "Key4" }, { "time": 13339, "key": "Key5" }, { "time": 13785, "key": "Key6" }, { "time": 14370, "key": "Key5" }, { "time": 15131, "key": "Key4" }, { "time": 15341, "key": "Key4" }, { "time": 16318, "key": "Key5" }, { "time": 16760, "key": "Key5" }, { "time": 17243, "key": "Key6" }, { "time": 17711, "key": "Key4" }, { "time": 18164, "key": "Key5" }, { "time": 18607, "key": "Key6" }, { "time": 18840, "key": "Key7" }, { "time": 19107, "key": "Key6" }, { "time": 19556, "key": "Key4" }, { "time": 20007, "key": "Key5" }, { "time": 20428, "key": "Key6" }, { "time": 20634, "key": "Key7" }, { "time": 20915, "key": "Key6" }, { "time": 21375, "key": "Key5" }, { "time": 21859, "key": "Key4" }, { "time": 22325, "key": "Key5" }, { "time": 22818, "key": "Key1" }, { "time": 23809, "key": "Key6" }, { "time": 24259, "key": "Key6" }, { "time": 24725, "key": "Key7" }, { "time": 25156, "key": "Key8" }, { "time": 25597, "key": "Key8" }, { "time": 26039, "key": "Key7" }, { "time": 26496, "key": "Key6" }, { "time": 26950, "key": "Key5" }, { "time": 27413, "key": "Key4" }, { "time": 27882, "key": "Key4" }, { "time": 28309, "key": "Key5" }, { "time": 28830, "key": "Key6" }, { "time": 29319, "key": "Key5" }, { "time": 30092, "key": "Key4" }, { "time": 30343, "key": "Key4" }], "fromLibrary": true }]; var isDebug = true; var cube; var sphere; var face1; var face2; var face3; var globalSpeed = 6; var rotationSpeedX = 0; var rotationSpeedY = 0; var rotationSpeedZ = 0; var currentRotationAngle = 0; var fullLog = []; var fpsText; var lastTick; var frameCount; var debugText; var cubeManager; var isDraggingSphere = false; var sphereDragOffset = 0; var backgroundManager; var gateManager; var ball; var borderLimitAngle = Math.PI * 0.08; var gateLimitAngle = Math.PI * 0.2; /***********************************************************************************/ /***************************** GAME INITIALIZATION *********************************/ /***********************************************************************************/ function gameInitialize() { // Initialize background manager first (so it's behind other elements) backgroundManager = new BackgroundManager(); game.addChild(backgroundManager); cube = new Cube(1, 1, 1); cube.x = 2048 * 0.5; // Center horizontally cube.y = 2732 / 2; // Center vertically cube.z = 0; cube.visible = false; game.addChild(cube); cube.rotate3D(Math.PI * 0.125, -Math.PI * 0.125, 0); sphere = new Sphere(); sphere.x = 1024; // Starting position at center sphere.y = 2000; // Starting y position (adjusted to match the goal) sphere.z = 0; // Set speeds to zero to stop movement sphere.speedX = 0; sphere.speedY = 0; sphere.speedZ = 0; game.addChild(sphere); // Initialize cube manager cubeManager = new CubeManager(); //game.addChild(cubeManager); // Initialize gate manager gateManager = new GateManager(); game.addChild(gateManager); // Create and position ball ball = new Ball(); ball.x = 1024; ball.y = 2000; game.addChild(ball); if (isDebug) { var debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 0.5, y: 2732 / 2 }); game.addChild(debugMarker); fpsText = new Text2('FPS: 0', { size: 50, fill: 0xFFFFFF }); // Position FPS text at the bottom-right corner fpsText.anchor.set(1, 1); // Anchor to the bottom-right LK.gui.bottomRight.addChild(fpsText); // Update FPS display every second lastTick = Date.now(); frameCount = 0; // Debug text to display cube information debugText = new Text2('Debug Info', { size: 50, fill: 0xFFFFFF }); debugText.anchor.set(0.5, 0); // Anchor to the bottom-right LK.gui.top.addChild(debugText); // Create sound test button var soundTestButton = new Container(); var buttonBg = LK.getAsset('line', { anchorX: 0.5, anchorY: 0.5, scaleX: 50, scaleY: 15, tint: 0x333333 }); soundTestButton.addChild(buttonBg); var buttonText = new Text2('SOUND TEST', { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); soundTestButton.addChild(buttonText); // Position at top right soundTestButton.x = -100; soundTestButton.y = 50; LK.gui.topRight.addChild(soundTestButton); // Add click handler soundTestButton.down = function () { // Play all key sounds with 600ms delay for (var i = 0; i <= 14; i++) { (function (index) { LK.setTimeout(function () { LK.getSound('key' + index).play(); }, index * 600); })(i); } }; } } /***********************************************************************************/ /******************************** MAIN GAME LOOP ***********************************/ /***********************************************************************************/ game.update = function () { // Rotate simpleFace in 3D on each game update rotationSpeedX += globalSpeed * Math.PI * 0.006; rotationSpeedY += 0 * Math.PI * 0.125 * 0.02; rotationSpeedZ += 0 * Math.PI * 0.125 * 0.02; // Original cube movement commented out - now handled by cubeManager // cube.x += cube.speedX; // cube.y += cube.speedY; // cube.z += cube.speedZ; // if (cube.x <= 100 || cube.x >= 2048 - 100) { // cube.speedX *= -1; // } // if (cube.z <= -250 || cube.z >= 1000) { // cube.speedZ *= -1; // } // if (cube.y <= 100 || cube.y >= 2732 - 100) { // cube.speedY *= -1; // } sphere.rotate3D(rotationSpeedX, rotationSpeedY + currentRotationAngle, rotationSpeedZ); if (isDebug) { debugText.setText("X: " + Math.round(cube.x) + ", Y: " + Math.round(cube.y) + ", Z: " + Math.round(cube.z) + ", R: " + cube.rotation.toFixed(2)); // FPS var now = Date.now(); frameCount++; if (now - lastTick >= 1000) { // Update every second fpsText.setText('FPS: ' + frameCount); frameCount = 0; lastTick = now; } } // Update cube manager cubeManager.update(); // Update background manager backgroundManager.update(); // Update gate manager gateManager.update(); }; // Add game event handlers for sphere control game.down = function (x, y, obj) { // Allow dragging from anywhere on the screen var touchX = x; var touchY = y; isDraggingSphere = true; sphereDragOffset = touchX - sphere.x; }; game.move = function (x, y, obj) { if (isDraggingSphere) { // Calculate normalized position (0 to 1) based on touch x position var touchX = x - sphereDragOffset; var normalizedX = (touchX - 100) / (1948 - 100); // Map touch position to 0-1 range normalizedX = Math.max(0, Math.min(1, normalizedX)); // Clamp to 0-1 // Calculate angle for half-circle, limited by borderLimitAngle // Instead of full PI to 0, use (PI - borderLimitAngle) to borderLimitAngle var minAngle = borderLimitAngle; var maxAngle = Math.PI - borderLimitAngle; var angleRange = maxAngle - minAngle; var angle = maxAngle - angleRange * normalizedX; // Calculate position on the ellipse/half-circle // Center of the ellipse path var centerX = 1024; var centerY = 1366; // Radii for the ellipse var radiusX = 924; // Half of (1948 - 100) to reach edges var radiusY = 634; // Distance from center to starting position (2000 - 1366) // Calculate new position sphere.x = centerX + radiusX * Math.cos(angle); sphere.y = centerY + radiusY * Math.sin(angle); // Apply rotation to simulate 3D perspective currentRotationAngle = (normalizedX - 0.5) * Math.PI * 0.5; // Rotate based on position sphere.rotate3D(Math.PI * 0.5, Math.PI * 0.5 + currentRotationAngle, 0); } }; game.up = function (x, y, obj) { isDraggingSphere = false; }; gameInitialize(); // test gate /* var testGate = new Gate(); var newScale = 1; testGate.scaleX = newScale; testGate.scaleY = newScale; testGate.gateAsset.scaleX = newScale; testGate.gateAsset.scaleY = newScale; testGate.boundingBox.scaleX = newScale; testGate.boundingBox.scaleY = newScale; testGate.boundingBox.alpha = 0.3; game.addChild(testGate); */
===================================================================
--- original.js
+++ change.js
@@ -504,17 +504,19 @@
self.updateBoundingBoxPosition();
};
// Update bounding box position based on current scale and angle
self.updateBoundingBoxPosition = function () {
- // Calculate the offset from gate center to bounding box
+ // Calculate the offset from gate center to bounding box in local coordinates
var baseOffsetY = 2450 - 1366; // Base offset when scale is 1.0
var scaledOffsetY = baseOffsetY * self.gateAsset.scaleX;
// Apply rotation to the offset
var rotatedOffsetX = scaledOffsetY * Math.sin(self.currentAngle);
var rotatedOffsetY = scaledOffsetY * Math.cos(self.currentAngle);
- // Update bounding box position relative to gate asset position
- self.boundingBox.x = self.gateAsset.x + rotatedOffsetX;
- self.boundingBox.y = self.gateAsset.y + rotatedOffsetY;
+ // Since both gateAsset and boundingBox are children of self (Gate container),
+ // and gateAsset is positioned at (1024, 1366) relative to the container,
+ // we position boundingBox relative to the container's origin (0, 0)
+ self.boundingBox.x = 1024 + rotatedOffsetX;
+ self.boundingBox.y = 1366 + rotatedOffsetY;
};
// Update scale to match background animation
self.updateScale = function (newScale) {
/*
remove background
remove background
Futuristic speaker in the shape of a white orb. Face view
white video camera icon
landscape of a furturistic world by night
a white music note
white sparkles emiting from the center. back background
clean red-violet beam from above
button in the shape of a protorealistic holographic futuristc Rectangle . Front view.
above the clouds by a bright night, no visible moon Photorealistic
White Clef de sol
A 20 nodes straight metalic lock chain. High definition. In-Game asset. 2d. High contrast. No shadows
a closed metalic padlock. No visible key hole.
white menu icon
in white