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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, config) { var self = Container.call(this); self.onPress = onPress; self.isPressed = false; self.id = config.id; if (config.size) { var buttonWidth = config.size; var buttonHeight = config.size; } else { var buttonWidth = config.width; var buttonHeight = config.height; } ; var textSize = Math.max(buttonWidth, buttonHeight); var background = self.attachAsset('buttonBackground', { width: buttonWidth, height: buttonHeight }); var backgroundPressed = self.attachAsset('buttonBackgroundPressed', { visible: false, width: buttonWidth, height: buttonHeight }); self.text = config.text; var buttonText = new Text2(self.text, { size: textSize / 5, fill: 0xFFFFFF, weight: 700, font: "Arial Black", stroke: 0x000000, // Outline color (black in this example) strokeThickness: textSize / 50 // Outline thickness in pixels }); buttonText.anchor.set(0.5, 0.5); buttonText.x = buttonWidth / 2; buttonText.y = buttonHeight / 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); } }; 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 ****/ var tabLayout = { cast: [{ type: "button", shape: "rectangle", text: "Cast", onPress: null, x: (946 - 818) / 2, y: 75 }], fishes: [], shop: [{ type: "button", shape: "rectangle", onPress: null, x: (946 - 818) / 2, y: 75 }] }; function tabPressed(button) { tabBackground.visible = true; if (!tabLayout[button.id]) { return; } tabElements.children.forEach(function (element, i) { tabElements.removeChild(element); }); tabLayout[button.id].forEach(function (element, i) { switch (element.type) { case "button": var newButton = new Button(element.onPress, { width: 818, height: 335, text: element.text }); newButton.x = element.x; newButton.y = element.y; tabElements.addChild(newButton); break; } }); } var tabLayer = new Container(); var tabBackground = new Container(); var tabElements = new Container(); tabLayer.addChild(tabBackground); tabLayer.addChild(tabElements); tabBackground.x = 2048 - 976; tabBackground.y = 25; tabElements.x = 2048 - 976; tabElements.y = 25; tabBackground.visible = false; tabBackground.attachAsset('tabBackgroundTL', {}); tabBackground.attachAsset('tabBackgroundBL', { y: 1155 }); tabBackground.attachAsset('tabBackgroundBR', { x: 473, y: 1155 }); tabBackground.attachAsset('tabBackgroundTR', { x: 473 }); var castTab = new Button(tabPressed, { size: 300, text: "cast", id: "cast" }); castTab.x = 2048 - 325 * 3; castTab.y = 2732 - 325; tabLayer.addChild(castTab); var fishesTab = new Button(tabPressed, { size: 300, text: "fishes", id: "fishes" }); fishesTab.x = 2048 - 325 * 2; fishesTab.y = 2732 - 325; tabLayer.addChild(fishesTab); var shopTab = new Button(tabPressed, { size: 300, text: "shop", id: "shop" }); shopTab.x = 2048 - 325; shopTab.y = 2732 - 325; tabLayer.addChild(shopTab); var fishLayer = new Container(); game.addChild(fishLayer); 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.attachAsset('waterBackground', {}); game.addChild(fishLayer); game.addChild(addFishButton); game.addChild(tabLayer); game.down = function (x, y, obj) { if (tabBackground.x > x) { tabBackground.visible = false; } };
===================================================================
--- original.js
+++ change.js
@@ -31,9 +31,9 @@
weight: 700,
font: "Arial Black",
stroke: 0x000000,
// Outline color (black in this example)
- strokeThickness: textSize / 10 // Outline thickness in pixels
+ strokeThickness: textSize / 50 // Outline thickness in pixels
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = buttonWidth / 2;
buttonText.y = buttonHeight / 2;