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Render the caught fish on the cast screen.
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Render the caught fish on the cast screen.
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Please fix the bug: 'size is not defined' in or related to this line: 'var buttonText = new Text2(self.text, {' Line Number: 43
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var localPos = game.toLocal(obj.position);' Line Number: 201
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Hide the `tabBackground` when you tap anywhere else that is not on the `tabLayer`, I recommend using `game.down`
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Hide the `tabBackground` when you tap anywhere else that is not on the `tabLayer`, I recommend using `game.down`
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Hide the `tabBackground` when you don't tap on `tabLayer`
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Please fix the bug: 'papyrus is not defined' in or related to this line: 'papyrus;' Line Number: 134
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Make a fish class that swims randomly around the screen
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Make an add fish button on the bottom left
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Bowlfish
/**** * Classes ****/ var Button = Container.expand(function (onPress, size, text) { var self = Container.call(this); self.onPress = onPress; self.isPressed = false; var background = self.attachAsset('buttonBackground', { width: size, height: size }); var backgroundPressed = self.attachAsset('buttonBackgroundPressed', { visible: false, width: size, height: size }); var buttonText = new Text2(text, { size: size / 5, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = size / 2; buttonText.y = size / 2; self.addChild(buttonText); self.down = function (x, y, obj) { self.isPressed = true; background.visible = false; backgroundPressed.visible = true; currentButton = self; if (self.onPress) { self.onPress(); } }; self.up = function (x, y, obj) { self.isPressed = false; background.visible = true; backgroundPressed.visible = false; }; return self; }); var Fish = Container.expand(function (fishType) { var self = Container.call(this); // Store fish type self.fishType = fishType || 'blueFish'; // Create fish visual var fishGraphics = self.attachAsset(self.fishType, { anchorX: 0.5, anchorY: 0.5 }); // Swimming properties self.speed = 2 + Math.random() * 3; // Random speed between 2-5 self.direction = Math.random() * Math.PI * 2; // Random initial direction self.turnSpeed = 0.02 + Math.random() * 0.03; // How fast fish can turn self.targetDirection = self.direction; self.wobbleAmount = 0.1 + Math.random() * 0.1; // Slight wobble for natural movement self.wobbleSpeed = 0.05 + Math.random() * 0.05; self.wobbleOffset = Math.random() * Math.PI * 2; // Boundaries with margin self.margin = 100; // Initialize position self.x = self.margin + Math.random() * (2048 - self.margin * 2); self.y = self.margin + Math.random() * (2732 - self.margin * 2); self.update = function () { // Add wobble to movement var wobble = Math.sin(LK.ticks * self.wobbleSpeed + self.wobbleOffset) * self.wobbleAmount; // Gradually turn towards target direction var directionDiff = self.targetDirection - self.direction; // Normalize angle difference to -PI to PI while (directionDiff > Math.PI) { directionDiff -= Math.PI * 2; } while (directionDiff < -Math.PI) { directionDiff += Math.PI * 2; } self.direction += directionDiff * self.turnSpeed; // Move fish self.x += Math.cos(self.direction + wobble) * self.speed; self.y += Math.sin(self.direction + wobble) * self.speed; // Face the direction of movement fishGraphics.rotation = self.direction; // Check boundaries and change direction var turnAwayForce = 0.1; var boundaryDistance = 200; if (self.x < self.margin + boundaryDistance) { self.targetDirection = 0; // Turn right } else if (self.x > 2048 - self.margin - boundaryDistance) { self.targetDirection = Math.PI; // Turn left } if (self.y < self.margin + boundaryDistance) { self.targetDirection = Math.PI / 2; // Turn down } else if (self.y > 2732 - self.margin - boundaryDistance) { self.targetDirection = -Math.PI / 2; // Turn up } // Occasionally change direction randomly if (Math.random() < 0.005) { // 0.5% chance per frame self.targetDirection = Math.random() * Math.PI * 2; } // Keep fish within bounds (hard limit) self.x = Math.max(self.margin, Math.min(2048 - self.margin, self.x)); self.y = Math.max(self.margin, Math.min(2732 - self.margin, self.y)); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x83C7FF }); /**** * Game Code ****/ game.attachAsset('waterBackground', {}); // Array to keep track of all fish var fishes = []; // Fish types available var fishTypes = ['blueFish', 'greenFish', 'pinkFish', 'redFish']; // Create add fish button var addFishButton = new Button(function () { // Create a new fish with random type var randomType = fishTypes[Math.floor(Math.random() * fishTypes.length)]; var newFish = new Fish(randomType); fishes.push(newFish); game.addChild(newFish); }, 250, "Add Fish"); // Position button in bottom left with margin addFishButton.x = 2048 - 300; addFishButton.y = 2732 - 300; game.addChild(addFishButton); // Game update loop game.update = function () { // All fish will update automatically through their own update methods };
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--- original.js
+++ change.js
@@ -65,10 +65,14 @@
var wobble = Math.sin(LK.ticks * self.wobbleSpeed + self.wobbleOffset) * self.wobbleAmount;
// Gradually turn towards target direction
var directionDiff = self.targetDirection - self.direction;
// Normalize angle difference to -PI to PI
- while (directionDiff > Math.PI) directionDiff -= Math.PI * 2;
- while (directionDiff < -Math.PI) directionDiff += Math.PI * 2;
+ while (directionDiff > Math.PI) {
+ directionDiff -= Math.PI * 2;
+ }
+ while (directionDiff < -Math.PI) {
+ directionDiff += Math.PI * 2;
+ }
self.direction += directionDiff * self.turnSpeed;
// Move fish
self.x += Math.cos(self.direction + wobble) * self.speed;
self.y += Math.sin(self.direction + wobble) * self.speed;