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properly calculate the momentum
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Add momentum to the rotate by the distance between the last frame rotation
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properly calculate the momentum
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the momentum is even faster
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the momentum is faster me dragging
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The momentum is too fast
Code edit (12 edits merged)
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Add momentum to the rotate by the distance between the last frame coordinates
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Add momentum to the rotation
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The cube rotates on the wrong axis when I'm facing the sides
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The cube rotates on the wrong axis when I'm facing the sides
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The cube rotates the wrong way when I'm facing the sides, fix it
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Make the cube rotate up and down by dragging up and down
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Make the cube rotate on the Y axis by dragging left and right
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improve the drag-to-rotate logic by rotating the angleZ when the camera is facing the sides of the cube
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improve the drag-to-rotate logic by using angleZ
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/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0
});
/****
* Game Code
****/
// Game constants for the screen
var SCREEN_SIZE = 64;
var PIXEL_SIZE = 2048 / SCREEN_SIZE;
// Cache children array reference
var screen = game.children;
function clearScreen() {
var len = screen.length;
for (var i = 0; i < len; i++) {
screen[i].tint = 0;
}
}
function putPixel(x, y, color) {
if (x >= 0 && x < SCREEN_SIZE && y >= 0 && y < SCREEN_SIZE) {
screen[x + y * SCREEN_SIZE].tint = color;
}
}
// Line drawing function using Bresenham's line algorithm
function drawLine(x0, y0, x1, y1, color) {
var dx = x1 - x0;
var dy = y1 - y0;
var adx = dx < 0 ? -dx : dx;
var ady = dy < 0 ? -dy : dy;
var sx = dx < 0 ? -1 : 1;
var sy = dy < 0 ? -1 : 1;
var err = adx - ady;
var x = x0;
var y = y0;
while (true) {
putPixel(x, y, color);
if (x === x1 && y === y1) {
break;
}
var e2 = 2 * err;
if (e2 > -ady) {
err -= ady;
x += sx;
}
if (e2 < adx) {
err += adx;
y += sy;
}
}
}
function drawTriangle(triangle, color, wireframe) {
if (wireframe === undefined) {
wireframe = false;
}
// Extract triangle vertices
var x1 = triangle[0];
var y1 = triangle[1];
var x2 = triangle[2];
var y2 = triangle[3];
var x3 = triangle[4];
var y3 = triangle[5];
// Draw the three sides of the triangle only if wireframe is true
if (wireframe) {
drawLine(x1, y1, x2, y2, color); // Side 1-2
drawLine(x2, y2, x3, y3, color); // Side 2-3
drawLine(x3, y3, x1, y1, color); // Side 3-1
} else {
// Helper to interpolate x between two points at a given y
// Sort vertices by y (ascending) - reuse pre-allocated array
if (!drawTriangle.verts) {
drawTriangle.verts = [{
x: 0,
y: 0
}, {
x: 0,
y: 0
}, {
x: 0,
y: 0
}];
}
var verts = drawTriangle.verts;
verts[0].x = x1;
verts[0].y = y1;
verts[1].x = x2;
verts[1].y = y2;
verts[2].x = x3;
verts[2].y = y3;
var interpX = function interpX(y, x0, y0, x1, y1) {
if (y1 === y0) {
return x0;
}
return x0 + (x1 - x0) * (y - y0) / (y1 - y0);
}; // Fill bottom flat triangle (v0, v1, v2) if v1.y != v0.y
verts.sort(function (a, b) {
return a.y - b.y;
});
var v0 = verts[0];
var v1 = verts[1];
var v2 = verts[2];
if (v1.y !== v0.y) {
var yStart = Math.ceil(v0.y);
var yEnd = Math.ceil(v1.y);
for (var y = yStart; y < yEnd; y++) {
var xA = interpX(y, v0.x, v0.y, v2.x, v2.y);
var xB = interpX(y, v0.x, v0.y, v1.x, v1.y);
var xStart = xA < xB ? Math.ceil(xA) : Math.ceil(xB);
var xEnd = xA > xB ? Math.floor(xA) : Math.floor(xB);
for (var x = xStart; x <= xEnd; x++) {
putPixel(x, y, color);
}
}
}
// Fill top flat triangle (v1, v2, v0) if v2.y != v1.y
if (v2.y !== v1.y) {
var yStart = Math.ceil(v1.y);
var yEnd = Math.ceil(v2.y);
for (var y = yStart; y < yEnd; y++) {
var xA = interpX(y, v0.x, v0.y, v2.x, v2.y);
var xB = interpX(y, v1.x, v1.y, v2.x, v2.y);
var xStart = xA < xB ? Math.ceil(xA) : Math.ceil(xB);
var xEnd = xA > xB ? Math.floor(xA) : Math.floor(xB);
for (var x = xStart; x <= xEnd; x++) {
putPixel(x, y, color);
}
}
}
}
}
var colorIndex = 0;
var offset = 2732 / 2 - SCREEN_SIZE * PIXEL_SIZE / 2;
// Create the screen of pixels
for (var y = 0; y < SCREEN_SIZE; y++) {
for (var x = 0; x < SCREEN_SIZE; x++) {
// Get an instance of our pixel asset
var pixel = LK.getAsset('pixel', {
x: x * PIXEL_SIZE,
y: y * PIXEL_SIZE + offset,
tint: 0
});
game.addChild(pixel);
}
}
function translateTriangle(triangle, dx, dy, dz) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Translate each vertex by dx, dy, dz - reuse pre-allocated array
if (!translateTriangle.result) {
translateTriangle.result = [0, 0, 0, 0, 0, 0, 0, 0, 0];
}
var result = translateTriangle.result;
result[0] = triangle[0] + dx;
result[1] = triangle[1] + dy;
result[2] = triangle[2] + dz;
result[3] = triangle[3] + dx;
result[4] = triangle[4] + dy;
result[5] = triangle[5] + dz;
result[6] = triangle[6] + dx;
result[7] = triangle[7] + dy;
result[8] = triangle[8] + dz;
return result;
}
function rotateTriangle(triangle, angleX, angleY, angleZ) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// angleX, angleY, angleZ in radians
// Reuse pre-allocated array for result
if (!rotateTriangle.result) {
rotateTriangle.result = [0, 0, 0, 0, 0, 0, 0, 0, 0];
}
var result = rotateTriangle.result;
// Precompute sines and cosines
var cosX = Math.cos(angleX),
sinX = Math.sin(angleX);
var cosY = Math.cos(angleY),
sinY = Math.sin(angleY);
var cosZ = Math.cos(angleZ),
sinZ = Math.sin(angleZ);
// Helper to rotate a single point
function rotate(x, y, z) {
// Rotate around Y axis (Yaw)
var x1 = x * cosY + z * sinY;
var z1 = -x * sinY + z * cosY;
// Rotate around X axis (Pitch)
var y2 = y * cosX - z1 * sinX;
var z2 = y * sinX + z1 * cosX;
// Rotate around Z axis (Roll)
var x3 = x1 * cosZ - y2 * sinZ;
var y3 = x1 * sinZ + y2 * cosZ;
return [x3, y3, z2];
}
// Rotate each vertex
var p1 = rotate(triangle[0], triangle[1], triangle[2]);
var p2 = rotate(triangle[3], triangle[4], triangle[5]);
var p3 = rotate(triangle[6], triangle[7], triangle[8]);
result[0] = p1[0];
result[1] = p1[1];
result[2] = p1[2];
result[3] = p2[0];
result[4] = p2[1];
result[5] = p2[2];
result[6] = p3[0];
result[7] = p3[1];
result[8] = p3[2];
return result;
}
function projectTriangle(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Perspective projection parameters
var fov = 80; // Focal length (distance from camera to projection plane)
var cx = SCREEN_SIZE / 2;
var cy = SCREEN_SIZE / 2;
function project(x, y, z) {
// Avoid division by zero
var zz = z === 0 ? 0.0001 : z;
return [Math.round(cx + (x - cx) * (fov / (fov + zz))), Math.round(cy + (y - cy) * (fov / (fov + zz)))];
}
// Reuse pre-allocated arrays for projection results
if (!projectTriangle.result) {
projectTriangle.result = [0, 0, 0, 0, 0, 0];
}
var result = projectTriangle.result;
var p1 = project(triangle[0], triangle[1], triangle[2]);
var p2 = project(triangle[3], triangle[4], triangle[5]);
var p3 = project(triangle[6], triangle[7], triangle[8]);
// Fill result array directly
result[0] = p1[0];
result[1] = p1[1];
result[2] = p2[0];
result[3] = p2[1];
result[4] = p3[0];
result[5] = p3[1];
return result;
}
function isBackfacing(projectedTriangle) {
// Check winding order using cross product of projected triangle
// projectedTriangle: [x1, y1, x2, y2, x3, y3]
var x1 = projectedTriangle[0];
var y1 = projectedTriangle[1];
var x2 = projectedTriangle[2];
var y2 = projectedTriangle[3];
var x3 = projectedTriangle[4];
var y3 = projectedTriangle[5];
// Calculate cross product to determine winding order
var crossProduct = (x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1);
// If cross product is negative, triangle is clockwise (backfacing)
return crossProduct < 0;
}
//Start of the 3d renderer
var triangles = [[-16, -16, -16, 16, -16, -16, -16, 16, -16], [-16, 16, -16, 16, -16, -16, 16, 16, -16], [16, -16, -16, 16, -16, 16, 16, 16, -16], [16, 16, -16, 16, -16, 16, 16, 16, 16], [-16, -16, 16, -16, 16, 16, 16, -16, 16], [-16, 16, 16, 16, 16, 16, 16, -16, 16], [-16, -16, 16, -16, -16, -16, -16, 16, 16], [-16, 16, 16, -16, -16, -16, -16, 16, -16]];
// Center the cube by translating to the middle of the screen
var centerX = SCREEN_SIZE / 2;
var centerY = SCREEN_SIZE / 2;
var centerZ = 16; // Move slightly back for better perspective
// This is the part where the cube is drawn
// TODO: add dk water music
var angleX = 0;
var angleY = 0;
var angleZ = 0;
// Drag state for rotation
var dragStartX = null;
var dragStartAngleY = null;
var dragStartY = null;
var dragStartAngleX = null;
var isDragging = false;
// Momentum state for rotation
var momentumX = 0;
var momentumY = 0;
var lastMoveX = null;
var lastMoveY = null;
var lastFrameX = null;
var lastFrameY = null;
// Touch/mouse down: start drag
game.down = function (x, y, obj) {
dragStartX = x;
dragStartAngleY = angleY;
dragStartY = y;
dragStartAngleX = angleX;
isDragging = true;
lastMoveX = x;
lastMoveY = y;
momentumX = 0;
momentumY = 0;
};
// Touch/mouse up: end drag
game.up = function (x, y, obj) {
isDragging = false;
};
// Touch/mouse move: update angles if dragging and update momentum
game.move = function (x, y, obj) {
if (isDragging) {
// Horizontal drag for Y-axis rotation
var dx = x - dragStartX;
angleY = dragStartAngleY - dx * 0.005; // Lower sensitivity (was 0.0015)
// Vertical drag for X-axis rotation
var dy = y - dragStartY;
angleX = dragStartAngleX + dy * 0.005; // Lower sensitivity (was 0.0015)
// Calculate momentum based on last move
if (lastMoveX !== null && lastMoveY !== null) {
// Reduce momentum gain so it is less than drag sensitivity
momentumY = (x - lastMoveX) * 0.003;
momentumX = (y - lastMoveY) * 0.003;
}
lastMoveX = x;
lastMoveY = y;
}
};
LK.setTimeout(function () {
game.update = function () {
clearScreen();
// Apply momentum if not dragging
if (!isDragging) {
angleY -= momentumY;
angleX += momentumX;
// Decay momentum for smooth stop
momentumX *= 0.92;
momentumY *= 0.92;
// Clamp very small values to zero to avoid drift
if (Math.abs(momentumX) < 0.00001) {
momentumX = 0;
}
if (Math.abs(momentumY) < 0.00001) {
momentumY = 0;
}
}
triangles.forEach(function (triangle, i) {
var rotatedTriangle = rotateTriangle(triangle, angleX, angleY, angleZ);
var centeredTriangle = translateTriangle(rotatedTriangle, centerX, centerY, centerZ);
var projectedTriangle = projectTriangle(centeredTriangle);
// Only draw triangle if it's not backfacing
if (!isBackfacing(projectedTriangle)) {
drawTriangle(projectedTriangle, 0xFFFFFF, true);
}
});
};
}, 2500); ===================================================================
--- original.js
+++ change.js
@@ -297,10 +297,11 @@
var dy = y - dragStartY;
angleX = dragStartAngleX + dy * 0.005; // Lower sensitivity (was 0.0015)
// Calculate momentum based on last move
if (lastMoveX !== null && lastMoveY !== null) {
- momentumY = (x - lastMoveX) * 0.005; // Lower sensitivity (was 0.0015)
- momentumX = (y - lastMoveY) * 0.005; // Lower sensitivity (was 0.0015)
+ // Reduce momentum gain so it is less than drag sensitivity
+ momentumY = (x - lastMoveX) * 0.003;
+ momentumX = (y - lastMoveY) * 0.003;
}
lastMoveX = x;
lastMoveY = y;
}