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Please fix the bug: 'self.children.remove is not a function' in or related to this line: 'self.children.remove(0);' Line Number: 212
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Please fix the bug: '[object Object]addChildAt: The index [object Object] supplied is out of bounds 0' in or related to this line: 'self.addChildAt(moneyText, {}, 0);' Line Number: 210
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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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/**** * Classes ****/ var Button = Container.expand(function (onPress, config) { var self = Container.call(this); self.onPress = onPress; self.isPressed = false; var size = config.size; var background = self.attachAsset('buttonBackground', { width: size, height: size }); var backgroundPressed = self.attachAsset('buttonBackgroundPressed', { visible: false, width: size, height: size }); var buttonText = new Text2(config.text, { size: size / 5, fill: 0xFFFFFF, stroke: 0x000000, // Outline color (black in this example) strokeThickness: 4 // Outline thickness in pixels }); 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() * 0.2; // 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 - 200) { 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', {}); var fishLayer = new Container(); game.addChild(fishLayer); var tabLayer = new Container(); game.addChild(tabLayer); var fishes = []; var fishTypes = ['blueFish', 'greenFish', 'pinkFish', 'redFish']; var addFishButton = new Button(function () { var randomType = fishTypes[Math.floor(Math.random() * fishTypes.length)]; var newFish = new Fish(randomType); fishes.push(newFish); fishLayer.addChild(newFish); }, { size: 300, text: "Add Fish" }); addFishButton.x = 50; addFishButton.y = 2732 - 325; game.addChild(addFishButton); var castTab = new Button(null, { size: 300, text: "cast" }); castTab.x = 2048 - 325 * 3; castTab.y = 2732 - 325; game.addChild(castTab); var fishesTab = new Button(null, { size: 300, text: "fishes" }); fishesTab.x = 2048 - 325 * 2; fishesTab.y = 2732 - 325; game.addChild(fishesTab); var shopTab = new Button(null, { size: 300, text: "shop" }); shopTab.x = 2048 - 325 * 1; shopTab.y = 2732 - 325; game.addChild(shopTab);
===================================================================
--- original.js
+++ change.js
@@ -1,11 +1,12 @@
/****
* Classes
****/
-var Button = Container.expand(function (onPress, size, text) {
+var Button = Container.expand(function (onPress, config) {
var self = Container.call(this);
self.onPress = onPress;
self.isPressed = false;
+ var size = config.size;
var background = self.attachAsset('buttonBackground', {
width: size,
height: size
});
@@ -13,11 +14,14 @@
visible: false,
width: size,
height: size
});
- var buttonText = new Text2(text, {
+ var buttonText = new Text2(config.text, {
size: size / 5,
- fill: 0xFFFFFF
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
+ // Outline color (black in this example)
+ strokeThickness: 4 // Outline thickness in pixels
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = size / 2;
buttonText.y = size / 2;
@@ -51,9 +55,9 @@
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.wobbleAmount = 0.1 + Math.random() * 0.2; // 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;
@@ -87,9 +91,9 @@
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) {
+ } else if (self.y > 2732 - self.margin - boundaryDistance - 200) {
self.targetDirection = -Math.PI / 2; // Turn up
}
// Occasionally change direction randomly
if (Math.random() < 0.005) {
@@ -113,24 +117,43 @@
/****
* Game Code
****/
game.attachAsset('waterBackground', {});
-// Array to keep track of all fish
+var fishLayer = new Container();
+game.addChild(fishLayer);
+var tabLayer = new Container();
+game.addChild(tabLayer);
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;
+ fishLayer.addChild(newFish);
+}, {
+ size: 300,
+ text: "Add Fish"
+});
+addFishButton.x = 50;
+addFishButton.y = 2732 - 325;
game.addChild(addFishButton);
-// Game update loop
-game.update = function () {
- // All fish will update automatically through their own update methods
-};
\ No newline at end of file
+var castTab = new Button(null, {
+ size: 300,
+ text: "cast"
+});
+castTab.x = 2048 - 325 * 3;
+castTab.y = 2732 - 325;
+game.addChild(castTab);
+var fishesTab = new Button(null, {
+ size: 300,
+ text: "fishes"
+});
+fishesTab.x = 2048 - 325 * 2;
+fishesTab.y = 2732 - 325;
+game.addChild(fishesTab);
+var shopTab = new Button(null, {
+ size: 300,
+ text: "shop"
+});
+shopTab.x = 2048 - 325 * 1;
+shopTab.y = 2732 - 325;
+game.addChild(shopTab);
\ No newline at end of file