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keep the dotted lines there just black
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make the dotted lines coming from the bees and the fly's black.
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don't have bees spawn from the hive
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make it where keep the bee hive the same height and with.
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make the lines from the bees and the fly's black. make the hive WAY less big and keep it the same biggest.
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get rid of the blue dot and the green thing at the bottom
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get rid of the green thing at the bottom and out the bee hive there.
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make the bee hive more realistic and at the bottom
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make a bee hive at the right bottom corner.
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get rid of the text at the top
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make the them fly not look like there floating.
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Please fix the bug: 'tween.create is not a function' in or related to this line: 'tween.create(insect.leftWing).to({' Line Number: 364 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the bees and fly's smoothly fly
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keep the bees the same and make the fly's head less big.
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now give the bees and fly's heads and make them thinner.
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have the stripes on the bees go the other way and make all of the fly's and bees body a oval.
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perfect for the wings keep thows the same but make the body of the fly's and wings more like a oval.
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make the wings not black and rounder and a little see-through ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the bees and flys have heads and wings
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make the fly's and bees bigger please.
Code edit (1 edits merged)
Please save this source code
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Buzz Trails: Aerial Chase
Initial prompt
Top view of a bunch of yellow and black bees flying Fastly and each 10 seconds doted lines leave a trail behind the bees and each 10 seconds they disappear. There are fly's on the screen too they fly the same speed and are black and brown.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Insect = Container.expand(function (type, speed) { var self = Container.call(this); self.type = type || 'bee'; self.speed = speed || 3; self.vx = Math.random() * self.speed * (Math.random() > 0.5 ? 1 : -1); self.vy = Math.random() * self.speed * (Math.random() > 0.5 ? 1 : -1); self.lastTrailTime = 0; self.trailActive = false; self.trails = []; self.flightOffset = Math.random() * Math.PI * 2; // Random flight pattern offset self.flightSpeed = 0.5 + Math.random() * 0.5; // Random flight pattern speed self.lastRotation = Math.atan2(self.vy, self.vx); if (self.type === 'bee') { // Main body self.body = self.attachAsset('beeBody', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.4, scaleY: 0.7 }); // Bee head self.head = self.attachAsset('beeBody', { anchorX: 0.5, anchorY: 0.5, x: 80, scaleX: 0.6, scaleY: 0.6 }); // Left wing self.leftWing = self.attachAsset('beeBody', { anchorX: 0.5, anchorY: 0.5, x: -25, y: -30, rotation: -0.7, scaleX: 0.8, alpha: 0.6, tint: 0xffffff }); // Right wing self.rightWing = self.attachAsset('beeBody', { anchorX: 0.5, anchorY: 0.5, x: -25, y: 30, rotation: 0.7, scaleX: 0.8, alpha: 0.6, tint: 0xffffff }); // Body stripes (reversed direction - vertical instead of horizontal) self.stripe1 = self.attachAsset('beeStripe1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 2, x: -25, scaleX: 0.7, scaleY: 0.8 }); self.stripe2 = self.attachAsset('beeStripe2', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 2, x: 25, scaleX: 0.7, scaleY: 0.8 }); } else { // Main body self.body = self.attachAsset('flyBody', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.6, scaleY: 0.6 }); // Fly head self.head = self.attachAsset('flyBody', { anchorX: 0.5, anchorY: 0.5, x: 90, scaleX: 0.5, scaleY: 0.5 }); // Left wing self.leftWing = self.attachAsset('flyBody', { anchorX: 0.5, anchorY: 0.5, x: -15, y: -25, rotation: -0.6, scaleX: 1.0, scaleY: 0.6, alpha: 0.6, tint: 0xccccff }); // Right wing self.rightWing = self.attachAsset('flyBody', { anchorX: 0.5, anchorY: 0.5, x: -15, y: 25, rotation: 0.6, scaleX: 1.0, scaleY: 0.6, alpha: 0.6, tint: 0xccccff }); // Body stripe self.stripe1 = self.attachAsset('flyStripe', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.8 }); } self.update = function () { // Create more dynamic flight pattern with rapid changes in direction and speed var time = LK.ticks * 0.01; // Random direction changes based on time if (Math.random() < 0.03) { // Occasionally make sharp turns self.vx += (Math.random() - 0.5) * self.speed * 0.8; self.vy += (Math.random() - 0.5) * self.speed * 0.8; } // Add jerky, insect-like movement with bursts of speed var jerkFactor = Math.sin(time * 8) * 0.5; // Higher frequency for more rapid wing beats var burstSpeed = Math.random() < 0.01 ? self.speed * 2 : 0; // Occasional speed bursts // Normalize velocity for consistent speed var currentSpeed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); if (currentSpeed > 0) { var normalizedVx = self.vx / currentSpeed; var normalizedVy = self.vy / currentSpeed; // Apply jerk factor and burst speed to create more dynamic movement self.x += self.vx + normalizedVx * jerkFactor + normalizedVx * burstSpeed; self.y += self.vy + normalizedVy * jerkFactor + normalizedVy * burstSpeed; } else { // Prevent stalling self.vx = (Math.random() - 0.5) * self.speed; self.vy = (Math.random() - 0.5) * self.speed; self.x += self.vx; self.y += self.vy; } // More energetic bounce off screen edges with slight angle change if (self.x < 0 || self.x > 2048) { self.vx *= -1.1; // Bounce slightly faster // Add slight randomness to bounce angle self.vy += (Math.random() - 0.5) * self.speed * 0.5; self.x = Math.max(0, Math.min(2048, self.x)); } if (self.y < 0 || self.y > 2732) { self.vy *= -1.1; // Bounce slightly faster // Add slight randomness to bounce angle self.vx += (Math.random() - 0.5) * self.speed * 0.5; self.y = Math.max(0, Math.min(2732, self.y)); } // More dynamic rotation with slight overshoot var targetRotation = Math.atan2(self.vy, self.vx); // Add slight randomness to rotation for more natural movement var rotationSpeed = 0.15 + Math.random() * 0.1; self.rotation = self.rotation + (targetRotation - self.rotation) * rotationSpeed; // Wings are now animated with tweens // Just update wing alpha for pulsing effect if (self.leftWing && self.rightWing) { var wingAlpha = 0.6 + Math.sin(LK.ticks * 0.1) * 0.2; self.leftWing.alpha = wingAlpha; self.rightWing.alpha = wingAlpha; } // Create trails when active if (self.trailActive && LK.ticks % 5 === 0) { var dot = LK.getAsset('trailDot', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); dot.x = self.x; dot.y = self.y; if (self.type === 'bee') { dot.tint = 0xf7df18; } else { dot.tint = 0x8B4513; } // Add dot to the game game.addChild(dot); // Store reference to dot self.trails.push({ dot: dot, createdAt: LK.ticks }); } // Remove old trail dots after 2 seconds for (var i = self.trails.length - 1; i >= 0; i--) { var trail = self.trails[i]; if (LK.ticks - trail.createdAt > 120) { trail.dot.destroy(); self.trails.splice(i, 1); } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); self.body = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 6; self.targetX = 0; self.targetY = 0; self.moving = false; self.update = function () { if (self.moving) { // Calculate direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; self.moving = false; self.speed = 0; } else { // Normalize direction dx = dx / distance; dy = dy / distance; // Accelerate gradually if (self.speed < self.maxSpeed) { self.speed += 0.2; } // Move player self.x += dx * self.speed; self.y += dy * self.speed; } } else { // Decelerate gradually when not moving if (self.speed > 0) { self.speed *= 0.9; } } // Keep player within bounds self.x = Math.max(self.body.width / 2, Math.min(2048 - self.body.width / 2, self.x)); self.y = Math.max(self.body.height / 2, Math.min(2732 - self.body.height / 2, self.y)); // Check collision with insects for (var i = 0; i < insects.length; i++) { if (insects[i].visible && self.intersects(insects[i])) { self.die(); break; } } }; self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; self.moving = true; }; self.die = function () { LK.effects.flashObject(self, 0xFF0000, 500); // Decrement lives lives--; updateLivesText(); if (lives <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } else { // Reset position self.x = 2048 / 2; self.y = 2732 - 200; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game variables var insects = []; var player; var lives = 3; var lastTrailToggleTime = 0; var trailsEnabled = false; var timeElapsed = 0; var timeDisplay; var livesDisplay; // Initialize scoreboard var scoreTxt = new Text2('Time: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize lives display var livesText = new Text2('Lives: ' + lives, { size: 80, fill: 0xFFFFFF }); livesText.anchor.set(0.5, 0); livesText.y = 100; LK.gui.top.addChild(livesText); // Create player player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Create insects for (var i = 0; i < 15; i++) { createInsect(); } // Set up wing flapping tweens for all insects function setupWingTweens() { for (var i = 0; i < insects.length; i++) { var insect = insects[i]; var wingDuration = 500 + Math.random() * 300; // Random wing flap duration // Left wing tween with faster flapping tween(insect.leftWing, { rotation: -1.2, // Wider wing movement scaleX: insect.leftWing.scaleX * 1.2 // Wing stretches during flap }, { duration: wingDuration * 0.6, // Faster wing movement easing: tween.easeInOut, repeat: -1, // Continuous flapping yoyo: true // Back and forth movement }); // Right wing tween with slight offset tween(insect.rightWing, { rotation: 1.2, // Wider wing movement scaleX: insect.rightWing.scaleX * 1.2 // Wing stretches during flap }, { duration: wingDuration * 0.6, // Faster wing movement easing: tween.easeInOut, repeat: -1, // Continuous flapping yoyo: true // Back and forth movement }); } } // Initialize wing tweens setupWingTweens(); // Play background music LK.playMusic('bgmusic'); // Game timer var gameTimer = LK.setInterval(function () { timeElapsed += 1; scoreTxt.setText('Time: ' + timeElapsed); // Toggle trails every 10 seconds if (timeElapsed % 10 === 0 && timeElapsed > 0) { toggleTrails(); } // Increase difficulty over time if (timeElapsed % 30 === 0 && timeElapsed > 0 && insects.length < 30) { createInsect(); } }, 1000); // Function to create a new insect function createInsect() { var type = Math.random() > 0.5 ? 'bee' : 'fly'; var speed = 2 + Math.random() * 3; // Random speed between 2-5 var insect = new Insect(type, speed); // Position randomly but not too close to the player do { insect.x = Math.random() * 2048; insect.y = Math.random() * 2000; // Keep away from bottom } while (getDistance(insect.x, insect.y, player.x, player.y) < 300); game.addChild(insect); insects.push(insect); // Setup smooth wing tweens for this insect var wingDuration = 500 + Math.random() * 300; // Random wing flap duration // Left wing tween with faster flapping tween(insect.leftWing, { rotation: -1.2, // Wider wing movement scaleX: insect.leftWing.scaleX * 1.2 // Wing stretches during flap }, { duration: wingDuration * 0.6, // Faster wing movement easing: tween.easeInOut, repeat: -1, // Continuous flapping yoyo: true // Back and forth movement }); // Right wing tween with slight offset tween(insect.rightWing, { rotation: 1.2, // Wider wing movement scaleX: insect.rightWing.scaleX * 1.2 // Wing stretches during flap }, { duration: wingDuration * 0.6, // Faster wing movement easing: tween.easeInOut, repeat: -1, // Continuous flapping yoyo: true // Back and forth movement }); // Add more dynamic body movement var bodyBobDuration = 400 + Math.random() * 300; // Faster body movement tween(insect, { y: insect.y + (Math.random() * 30 - 15), // Random up/down movement x: insect.x + (Math.random() * 30 - 15), // Random left/right movement rotation: insect.rotation + (Math.random() * 0.2 - 0.1) // Slight random rotation }, { duration: bodyBobDuration, easing: tween.easeInOut, repeat: -1, // Infinite repetition yoyo: true // Ping-pong effect }); // Play buzz sound LK.getSound('buzz').play(); } // Function to toggle trails on all insects function toggleTrails() { trailsEnabled = !trailsEnabled; for (var i = 0; i < insects.length; i++) { insects[i].trailActive = trailsEnabled; } if (trailsEnabled) { // Flash screen slightly to indicate trails activated LK.effects.flashScreen(0xFFFFFF, 300, 0.3); } } // Update lives text function updateLivesText() { livesText.setText('Lives: ' + lives); } // Helper function to calculate distance between two points function getDistance(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); } // Touch/mouse handlers game.down = function (x, y, obj) { player.moveTo(x, y); }; // Main game update function game.update = function () { // Add slight random movement to insects occasionally if (LK.ticks % 60 === 0) { for (var i = 0; i < insects.length; i++) { var insect = insects[i]; // Change velocity slightly insect.vx += (Math.random() - 0.5) * 2; insect.vy += (Math.random() - 0.5) * 2; // Limit max speed var speed = Math.sqrt(insect.vx * insect.vx + insect.vy * insect.vy); if (speed > insect.speed) { insect.vx = insect.vx / speed * insect.speed; insect.vy = insect.vy / speed * insect.speed; } } } };
===================================================================
--- original.js
+++ change.js
@@ -122,28 +122,52 @@
scaleY: 0.8
});
}
self.update = function () {
- // Create smooth flight pattern with sine wave movement
+ // Create more dynamic flight pattern with rapid changes in direction and speed
var time = LK.ticks * 0.01;
- var sineOffset = Math.sin(time * 2) * 2; // Subtle sine wave movement
- var cosOffset = Math.cos(time * 1.5) * 2; // Perpendicular sine wave
- // Apply smooth movement with sine wave pattern
- self.x += self.vx + sineOffset * Math.cos(self.rotation + Math.PI / 2);
- self.y += self.vy + cosOffset * Math.sin(self.rotation + Math.PI / 2);
- // Bounce off screen edges
+ // Random direction changes based on time
+ if (Math.random() < 0.03) {
+ // Occasionally make sharp turns
+ self.vx += (Math.random() - 0.5) * self.speed * 0.8;
+ self.vy += (Math.random() - 0.5) * self.speed * 0.8;
+ }
+ // Add jerky, insect-like movement with bursts of speed
+ var jerkFactor = Math.sin(time * 8) * 0.5; // Higher frequency for more rapid wing beats
+ var burstSpeed = Math.random() < 0.01 ? self.speed * 2 : 0; // Occasional speed bursts
+ // Normalize velocity for consistent speed
+ var currentSpeed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ if (currentSpeed > 0) {
+ var normalizedVx = self.vx / currentSpeed;
+ var normalizedVy = self.vy / currentSpeed;
+ // Apply jerk factor and burst speed to create more dynamic movement
+ self.x += self.vx + normalizedVx * jerkFactor + normalizedVx * burstSpeed;
+ self.y += self.vy + normalizedVy * jerkFactor + normalizedVy * burstSpeed;
+ } else {
+ // Prevent stalling
+ self.vx = (Math.random() - 0.5) * self.speed;
+ self.vy = (Math.random() - 0.5) * self.speed;
+ self.x += self.vx;
+ self.y += self.vy;
+ }
+ // More energetic bounce off screen edges with slight angle change
if (self.x < 0 || self.x > 2048) {
- self.vx *= -1;
+ self.vx *= -1.1; // Bounce slightly faster
+ // Add slight randomness to bounce angle
+ self.vy += (Math.random() - 0.5) * self.speed * 0.5;
self.x = Math.max(0, Math.min(2048, self.x));
}
if (self.y < 0 || self.y > 2732) {
- self.vy *= -1;
+ self.vy *= -1.1; // Bounce slightly faster
+ // Add slight randomness to bounce angle
+ self.vx += (Math.random() - 0.5) * self.speed * 0.5;
self.y = Math.max(0, Math.min(2732, self.y));
}
- // Smooth rotation transition
+ // More dynamic rotation with slight overshoot
var targetRotation = Math.atan2(self.vy, self.vx);
- // Interpolate current rotation towards target rotation
- self.rotation = self.rotation + (targetRotation - self.rotation) * 0.1;
+ // Add slight randomness to rotation for more natural movement
+ var rotationSpeed = 0.15 + Math.random() * 0.1;
+ self.rotation = self.rotation + (targetRotation - self.rotation) * rotationSpeed;
// Wings are now animated with tweens
// Just update wing alpha for pulsing effect
if (self.leftWing && self.rightWing) {
var wingAlpha = 0.6 + Math.sin(LK.ticks * 0.1) * 0.2;
@@ -305,21 +329,33 @@
function setupWingTweens() {
for (var i = 0; i < insects.length; i++) {
var insect = insects[i];
var wingDuration = 500 + Math.random() * 300; // Random wing flap duration
- // Left wing tween
+ // Left wing tween with faster flapping
tween(insect.leftWing, {
- rotation: -1.0
+ rotation: -1.2,
+ // Wider wing movement
+ scaleX: insect.leftWing.scaleX * 1.2 // Wing stretches during flap
}, {
- duration: wingDuration,
- easing: tween.easeInOut
+ duration: wingDuration * 0.6,
+ // Faster wing movement
+ easing: tween.easeInOut,
+ repeat: -1,
+ // Continuous flapping
+ yoyo: true // Back and forth movement
});
// Right wing tween with slight offset
tween(insect.rightWing, {
- rotation: 1.0
+ rotation: 1.2,
+ // Wider wing movement
+ scaleX: insect.rightWing.scaleX * 1.2 // Wing stretches during flap
}, {
- duration: wingDuration,
- easing: tween.easeInOut
+ duration: wingDuration * 0.6,
+ // Faster wing movement
+ easing: tween.easeInOut,
+ repeat: -1,
+ // Continuous flapping
+ yoyo: true // Back and forth movement
});
}
}
// Initialize wing tweens
@@ -352,29 +388,48 @@
game.addChild(insect);
insects.push(insect);
// Setup smooth wing tweens for this insect
var wingDuration = 500 + Math.random() * 300; // Random wing flap duration
- // Left wing tween
+ // Left wing tween with faster flapping
tween(insect.leftWing, {
- rotation: -1.0
+ rotation: -1.2,
+ // Wider wing movement
+ scaleX: insect.leftWing.scaleX * 1.2 // Wing stretches during flap
}, {
- duration: wingDuration,
- easing: tween.easeInOut
+ duration: wingDuration * 0.6,
+ // Faster wing movement
+ easing: tween.easeInOut,
+ repeat: -1,
+ // Continuous flapping
+ yoyo: true // Back and forth movement
});
// Right wing tween with slight offset
tween(insect.rightWing, {
- rotation: 1.0
+ rotation: 1.2,
+ // Wider wing movement
+ scaleX: insect.rightWing.scaleX * 1.2 // Wing stretches during flap
}, {
- duration: wingDuration,
- easing: tween.easeInOut
+ duration: wingDuration * 0.6,
+ // Faster wing movement
+ easing: tween.easeInOut,
+ repeat: -1,
+ // Continuous flapping
+ yoyo: true // Back and forth movement
});
- // Add subtle body movement
- var bodyBobDuration = 1000 + Math.random() * 500;
+ // Add more dynamic body movement
+ var bodyBobDuration = 400 + Math.random() * 300; // Faster body movement
tween(insect, {
- y: insect.y + 20
+ y: insect.y + (Math.random() * 30 - 15),
+ // Random up/down movement
+ x: insect.x + (Math.random() * 30 - 15),
+ // Random left/right movement
+ rotation: insect.rotation + (Math.random() * 0.2 - 0.1) // Slight random rotation
}, {
duration: bodyBobDuration,
- easing: tween.easeInOut
+ easing: tween.easeInOut,
+ repeat: -1,
+ // Infinite repetition
+ yoyo: true // Ping-pong effect
});
// Play buzz sound
LK.getSound('buzz').play();
}