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FIX EVERYTHING TO MAKE THE SELECTED CURLING STONE MOVEMENT FINALLY WORK!!!!
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UPDATE SELECTED STONE FREELY MOVEMENT BY DRAG EVENT WHEN STARTBUTTON IS PRESSED
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TRIGGER SELECTED STONE FREELY MOVING BY CLICK AND DRAG
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ENSURE FREELY MOVEMENT OF THE SELECTED STONE AFTER CLICKED ON STARTBUTTON
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its not working as well as when you generated this game
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FIX IT
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not working
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Then do these and ensure the stones movement
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Ensure centerline is above of whitecenter in display order
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Add whitecenter asset to the center of the redring asset.
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I mean remove the duplicated whitecenterfrom the map and not the center of the redring
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Remove the duplicated whitecenter from the center of the map
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Change the game background color to black but let the map white
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Change the game background color to black but left the pitch color white
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Change screen color to black
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Change the grey colored background to black
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Remove the duplicated whitecenter asset from the center of the map
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Change the background color as the same as the leftlane asset
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add drag event to moving freely in the area below the red line
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Repair this bug to let moving stone asset freely in the area below the red line
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why not working? Repair this issue
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ensure selected stone can be moved freely in the area below the red line
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avoid stone vibration
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add click event to the selected stone
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still not moving
===================================================================
--- original.js
+++ change.js
@@ -15,10 +15,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -64,10 +64,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -89,10 +89,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -114,10 +114,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -139,10 +139,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -164,10 +164,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -189,10 +189,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -214,10 +214,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
@@ -239,10 +239,10 @@
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
- self.lastX = self.x + Math.cos(self.direction) * self.speed; // Update lastX before position change
- self.lastY = self.y + Math.sin(self.direction) * self.speed; // Update lastY before position change
+ self.lastX = self.x; // Update lastX before position change
+ self.lastY = self.y; // Update lastY before position change
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
black curling stone with pink top, top view.
Black curlingstone with purple top, top view.
Black curlingstone with yellow top, top view.
Black curlingstone with orange top, top view.
black curlingstone with neongreen top, top view.
Black curlingstone with neonblue top, top view.
add a text to the center: "Player vs Player"
neongreen rectangle with rounded corners, transparent in the middle.
Red button with white start text.