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haz que arrow player persiga a player con una velocidad constante
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haz que enemyArrow vaya a posición de player cuando este es creado
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haz que enemyArrow vaya la ultima posición de player cuando este es creado
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Please fix the bug: 'selft is not defined' in or related to this line: 'selft.y = 200;' Line Number: 34
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haz que cuando se haga 60 segundos pase a 1 minuto
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agrega un contador de tiempo en la parte superior
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haz que ranged limiter este en el centro
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Please fix the bug: 'Rangerlimited is not defined' in or related to this line: 'var rangerlimited = game.addChild(new Rangerlimited());' Line Number: 78
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haz el movimiento mñas fluido
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mejora aun mas la logica para que el movimiento no pegue saltos de una posicion a otra cuando
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mejora aun más la logica de movimiento para evitar vibraciones por parte de la camara
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mejora la movilidad de player para que sea mas fluida
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haz que la posición de background sea el centro
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agrega dos clases nueva Ranged limiter y background
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y al soltar que regrese a la normalidad
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haz que al presionar la pantalla el player reduzca su tamaño un 50%
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agrega un umbral para determinar cuando el juego detecta la boca abierta
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haz que detecte como boca abierta cuando este este a la mitad
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Set the x position to the center of the screen self.y = 2732 / 2; // Set the y position to the center of the screen }); var Player = Container.expand(function () { var self = Container.call(this); var faceGraphics = self.attachAsset('faceObject', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Define a smoothing factor var smoothing = 0.5; // Update the position of the face follower to follow the nose tip with smoothing var targetX = facekit.noseTip.x; var targetY = facekit.noseTip.y; // Adjust the range of movement for the faceFollower object to be within a square in the middle of the screen var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; // Limit target position within the defined bounds targetX = Math.max(leftBound, Math.min(rightBound, targetX)); targetY = Math.max(topBound, Math.min(bottomBound, targetY)); // Apply smoothing // Add a condition to check if the difference between the current position and the target is greater than a threshold // If it is, then apply the smoothing, otherwise, set the position directly to the target if (Math.abs(self.x - targetX) > 10 || Math.abs(self.y - targetY) > 10) { self.x += (targetX - self.x) * smoothing; self.y += (targetY - self.y) * smoothing; } else { self.x = targetX; self.y = targetY; } }; }); var RangedLimiter = Container.expand(function () { var self = Container.call(this); var limiterGraphics = self.attachAsset('RangedLimiter', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(new Background()); var player = game.addChild(new Player()); game.up = function (x, y, obj) { player.scaleX = 1; player.scaleY = 1; }; game.down = function (x, y, obj) { player.scaleX = 0.5; player.scaleY = 0.5; };
===================================================================
--- original.js
+++ change.js
@@ -35,10 +35,17 @@
// Limit target position within the defined bounds
targetX = Math.max(leftBound, Math.min(rightBound, targetX));
targetY = Math.max(topBound, Math.min(bottomBound, targetY));
// Apply smoothing
- self.x += (targetX - self.x) * smoothing;
- self.y += (targetY - self.y) * smoothing;
+ // Add a condition to check if the difference between the current position and the target is greater than a threshold
+ // If it is, then apply the smoothing, otherwise, set the position directly to the target
+ if (Math.abs(self.x - targetX) > 10 || Math.abs(self.y - targetY) > 10) {
+ self.x += (targetX - self.x) * smoothing;
+ self.y += (targetY - self.y) * smoothing;
+ } else {
+ self.x = targetX;
+ self.y = targetY;
+ }
};
});
var RangedLimiter = Container.expand(function () {
var self = Container.call(this);