User prompt
Sí puntero está encima de UI el cubo se eliminará, remarca esto dándole un tinte rojo al cubo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega a puntero, este siempre estará en la posición de toque del jugador con transparencia 0
User prompt
Agrégale un límite a la posición del cubo en la parte superior
User prompt
Haz que el cubo entre los cruces de lado tengo menor offset siendo 0 (según el eje) si está en el medio
User prompt
Elimina comentarios simples
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Elimina comentarios simples
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Hay zonas donde el arrastre del cubo no puede colocarse debido a la funcionalidad de separación. Haz lo siguiente: cuando esté en el centro la separación es menor
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Aún sigue pidiendo colocarse encima
User prompt
Haz que cubo una vez entra en gameplay tenga un colisionador con Ui para que evitar que entre en esa zona
User prompt
Haz que el cubo no se coloque en Ui
User prompt
Haz que cuando se arrastre el cubo en ui siempre este debajo y si se suelta en este lugar el cubo no e coloca
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Agrégale suavidad al arrastre sin tweet plugin
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Agrégale suavidad al arrastre ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que el cambio de un lado a otro sea suave y no brusco ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que el arrastre del cubo tenga una separación según la esquina de gameplay: Si está en la esquina superior derecha el tower se separa 200 pixeles arriba y a la derecha, así parscada esquina
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Crea un objeto llamado Gameplay que ocupe 4/5 de la pantalla en la parte superior
Code edit (2 edits merged)
Please save this source code
User prompt
Optimiza el código
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Crea un objeto llamado UI que ocupe 1/5 de la pantalla en el eje Y y este en todo el largo. Cololocalo en la parte inferoor
Code edit (1 edits merged)
Please save this source code
User prompt
Haz que la torre esté separado 20 pixeles a la izquierda y 20 abajo cuando se arrastra
User prompt
Elimina el cubo que se genera en la parte superior, haz que la posición de aparición inicial de tower sea el botón de creación
User prompt
Agrega un BG detrás de los botones de tower y haz que el displsy dela torre se centre
User prompt
Agrega un objeto llamado torre de prueba. agrega un botón en la parte inferior, con el mismo asset de la torre, que al mantener presionado crea un clon que se puede arrastrar y colocar en el mundo
User prompt
Agrega un objeto llamado torre de prueba, agrega un botón en la parte inferior que al mantener presionado crea un clon que se puede arrastrar y colocar en el mundo
/**** * Classes ****/ var Gameplay = Container.expand(function () { var self = Container.call(this); var gameplayGraphics = self.attachAsset('gameplayBackground', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('testTower', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var UI = Container.expand(function () { var self = Container.call(this); var uiGraphics = self.attachAsset('uiBackground', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var draggedTower = null; var isDragging = false; var gameplay = game.addChild(new Gameplay()); gameplay.x = 1024; gameplay.y = 1093; var ui = game.addChild(new UI()); ui.x = 1024; ui.y = 2459; var buttonBG = game.addChild(LK.getAsset('BGbuttonTower', { anchorX: 0.5, anchorY: 0.5 })); buttonBG.x = 1024; buttonBG.y = 2600; var dragButton = game.addChild(new Tower()); dragButton.x = 1024; dragButton.y = 2600; dragButton.down = function (x, y, obj) { isDragging = true; draggedTower = game.addChild(new Tower()); draggedTower.x = 1024; draggedTower.y = 2600; draggedTower.alpha = 0.7; }; game.move = function (x, y, obj) { if (isDragging && draggedTower) { var offsetX = 0; var offsetY = 0; var gameplayLeft = gameplay.x - gameplay.width / 2; var gameplayRight = gameplay.x + gameplay.width / 2; var gameplayTop = gameplay.y - gameplay.height / 2; var gameplayBottom = gameplay.y + gameplay.height / 2; var gameplayCenterX = gameplay.x; var gameplayCenterY = gameplay.y; var distanceFromCenterX = Math.abs(x - gameplayCenterX); var distanceFromCenterY = Math.abs(y - gameplayCenterY); var maxDistanceX = gameplay.width / 2; var maxDistanceY = gameplay.height / 2; var factorX = Math.max(0.5, distanceFromCenterX / maxDistanceX); var factorY = Math.max(0.5, distanceFromCenterY / maxDistanceY); var offsetFactor = (factorX + factorY) / 2; var baseOffset = 200 * offsetFactor; if (x >= gameplayCenterX && y <= gameplayCenterY) { offsetX = baseOffset; offsetY = -baseOffset; } else if (x <= gameplayCenterX && y <= gameplayCenterY) { offsetX = -baseOffset; offsetY = -baseOffset; } else if (x <= gameplayCenterX && y >= gameplayCenterY) { offsetX = -baseOffset; offsetY = baseOffset; } else if (x >= gameplayCenterX && y >= gameplayCenterY) { offsetX = baseOffset; offsetY = baseOffset; } var targetX = x + offsetX; var targetY = y + offsetY; var uiTop = ui.y - ui.height / 2; var uiBottom = ui.y + ui.height / 2; var uiLeft = ui.x - ui.width / 2; var uiRight = ui.x + ui.width / 2; if (targetY > uiTop) { targetY = uiTop - 50; } if (targetX < uiLeft) { targetX = uiLeft + 50; } if (targetX > uiRight) { targetX = uiRight - 50; } var smoothness = 0.15; draggedTower.x += (targetX - draggedTower.x) * smoothness; draggedTower.y += (targetY - draggedTower.y) * smoothness; } }; game.up = function (x, y, obj) { if (isDragging && draggedTower) { var gameplayLeft = gameplay.x - gameplay.width / 2; var gameplayRight = gameplay.x + gameplay.width / 2; var gameplayTop = gameplay.y - gameplay.height / 2; var gameplayBottom = gameplay.y + gameplay.height / 2; var uiTop = ui.y - ui.height / 2; var uiBottom = ui.y + ui.height / 2; var uiLeft = ui.x - ui.width / 2; var uiRight = ui.x + ui.width / 2; var towerInUI = draggedTower.x >= uiLeft && draggedTower.x <= uiRight && draggedTower.y >= uiTop && draggedTower.y <= uiBottom; if (draggedTower.x >= gameplayLeft && draggedTower.x <= gameplayRight && draggedTower.y >= gameplayTop && draggedTower.y <= gameplayBottom && !towerInUI) { draggedTower.alpha = 1.0; } else { draggedTower.destroy(); } isDragging = false; draggedTower = null; } };
===================================================================
--- original.js
+++ change.js
@@ -28,27 +28,23 @@
/****
* Initialize Game
****/
-// Game variables
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
var draggedTower = null;
var isDragging = false;
-// Create Gameplay object at top (4/5 of screen height = 2186 pixels)
var gameplay = game.addChild(new Gameplay());
-gameplay.x = 1024; // Center horizontally
-gameplay.y = 1093; // Position at top (2186/2 = 1093)
-// Create UI object at bottom (1/5 of screen height = 546 pixels)
+gameplay.x = 1024;
+gameplay.y = 1093;
var ui = game.addChild(new UI());
-ui.x = 1024; // Center horizontally
-ui.y = 2459; // Position at bottom (2732 - 546/2 = 2459)
-// Create button background and tower button at bottom center
+ui.x = 1024;
+ui.y = 2459;
var buttonBG = game.addChild(LK.getAsset('BGbuttonTower', {
anchorX: 0.5,
anchorY: 0.5
}));
@@ -56,101 +52,80 @@
buttonBG.y = 2600;
var dragButton = game.addChild(new Tower());
dragButton.x = 1024;
dragButton.y = 2600;
-// Button press event
dragButton.down = function (x, y, obj) {
isDragging = true;
draggedTower = game.addChild(new Tower());
draggedTower.x = 1024;
draggedTower.y = 2600;
draggedTower.alpha = 0.7;
};
-// Game move handler for dragging
game.move = function (x, y, obj) {
if (isDragging && draggedTower) {
- // Calculate offset based on position relative to gameplay area corners
var offsetX = 0;
var offsetY = 0;
var gameplayLeft = gameplay.x - gameplay.width / 2;
var gameplayRight = gameplay.x + gameplay.width / 2;
var gameplayTop = gameplay.y - gameplay.height / 2;
var gameplayBottom = gameplay.y + gameplay.height / 2;
var gameplayCenterX = gameplay.x;
var gameplayCenterY = gameplay.y;
- // Calculate distance from center to determine offset reduction
var distanceFromCenterX = Math.abs(x - gameplayCenterX);
var distanceFromCenterY = Math.abs(y - gameplayCenterY);
var maxDistanceX = gameplay.width / 2;
var maxDistanceY = gameplay.height / 2;
- // Calculate offset reduction factor based on proximity to center (0.5 at center, 1.0 at edges)
var factorX = Math.max(0.5, distanceFromCenterX / maxDistanceX);
var factorY = Math.max(0.5, distanceFromCenterY / maxDistanceY);
var offsetFactor = (factorX + factorY) / 2;
- // Base offset amount (reduced when near center)
var baseOffset = 200 * offsetFactor;
- // Determine which corner/quadrant the touch is in
if (x >= gameplayCenterX && y <= gameplayCenterY) {
- // Upper right corner
offsetX = baseOffset;
offsetY = -baseOffset;
} else if (x <= gameplayCenterX && y <= gameplayCenterY) {
- // Upper left corner
offsetX = -baseOffset;
offsetY = -baseOffset;
} else if (x <= gameplayCenterX && y >= gameplayCenterY) {
- // Lower left corner
offsetX = -baseOffset;
offsetY = baseOffset;
} else if (x >= gameplayCenterX && y >= gameplayCenterY) {
- // Lower right corner
offsetX = baseOffset;
offsetY = baseOffset;
}
- // Calculate target position
var targetX = x + offsetX;
var targetY = y + offsetY;
- // Check collision with UI area boundaries
var uiTop = ui.y - ui.height / 2;
var uiBottom = ui.y + ui.height / 2;
var uiLeft = ui.x - ui.width / 2;
var uiRight = ui.x + ui.width / 2;
- // Constrain target position to stay out of UI area
if (targetY > uiTop) {
- targetY = uiTop - 50; // Keep 50px buffer from UI area
+ targetY = uiTop - 50;
}
if (targetX < uiLeft) {
targetX = uiLeft + 50;
}
if (targetX > uiRight) {
targetX = uiRight - 50;
}
- // Apply smooth interpolation (lerp) for smooth movement
- var smoothness = 0.15; // Adjust this value for more or less smoothness (0.1 = very smooth, 0.5 = less smooth)
+ var smoothness = 0.15;
draggedTower.x += (targetX - draggedTower.x) * smoothness;
draggedTower.y += (targetY - draggedTower.y) * smoothness;
}
};
-// Game release handler
game.up = function (x, y, obj) {
if (isDragging && draggedTower) {
- // Check if tower is being placed within gameplay area boundaries
var gameplayLeft = gameplay.x - gameplay.width / 2;
var gameplayRight = gameplay.x + gameplay.width / 2;
var gameplayTop = gameplay.y - gameplay.height / 2;
var gameplayBottom = gameplay.y + gameplay.height / 2;
- // Check collision with UI area boundaries
var uiTop = ui.y - ui.height / 2;
var uiBottom = ui.y + ui.height / 2;
var uiLeft = ui.x - ui.width / 2;
var uiRight = ui.x + ui.width / 2;
- // Check if tower intersects with UI area
var towerInUI = draggedTower.x >= uiLeft && draggedTower.x <= uiRight && draggedTower.y >= uiTop && draggedTower.y <= uiBottom;
- // If tower is within gameplay area AND not in UI area, place it
if (draggedTower.x >= gameplayLeft && draggedTower.x <= gameplayRight && draggedTower.y >= gameplayTop && draggedTower.y <= gameplayBottom && !towerInUI) {
draggedTower.alpha = 1.0;
} else {
- // If outside gameplay area or in UI area, remove the tower
draggedTower.destroy();
}
isDragging = false;
draggedTower = null;