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the spawn points from top, left and right dont work
User prompt
instead of having a single spawn point, have 4 spawn points instead. the one existing from the bottom, another from the top, one from the left and another from the right. the objects spawning from the top need to move downwards, the ones spawned from the left need to mvoe right and the ones spawned from the right need to move to the left
User prompt
instead of having a single spawn point, have 4 spawn points instead. the one existing from the bottom, another from the top, one from the left and another from the right. the objects spawning from the top need to move downwards, the ones spawned from the left need to mvoe right and the ones spawned from the right need to move to the left
Code edit (3 edits merged)
Please save this source code
User prompt
Ensure the magnet continues to move until it reaches the player's finger, even if the finger stops moving
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there's a bug where the magnet only follows the finger while it's moving, but if the finger stops moving, the magnet also stops, thus never reaching the finger's current location. the magnet should continue to move until it actually reaches the player's finger, even if the finger stops moving
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the point where the cursor was unclicked. so the game is controlled by the cursor that moves on the screen. while the cursor is moving, the magnet should continue to move towards that position, but if the mouse button is unclicked, the magnet should still continue to move until it reaches the last position where the cursor was when the mouse button is unlicked
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = lastPos.x - magnet.x;' Line Number: 161
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there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger's current location. right now it stops as soon as the finger moves which is a bug. the magnet MUST always continue traveling until it actually reaches the last point where the finger was when the finger was removed from the screen
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger's current location. pls fix this, you tried several methods and none worked, try something else pls. whatever you intend to implement now, dont do it, think of something else and implement that
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger's current location. pls fix this, you tried several methods and none worked, try something else pls
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger's current location
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger's current location
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger location
User prompt
there's a bug with the magnet following the player's finger. if I suddenly stop my finger, the magnet also stops before reacging the finger's location. ensure the magnet always stops at the finger location
Code edit (1 edits merged)
Please save this source code
User prompt
increase the magnets speed
User prompt
add a speed limit to the magnet. while the magnet should follow the finger's location, it needs to have a maximum speed which affects it's travel speed. so if I move my finger very fast to the other side of the screen, it should take the magnet a while to reach the finger, based on this speed
User prompt
the max speed of the magnet doesn't work as itnended. while the magnet should follow the finger's location, it needs to have a maximum speed which affect it's travel speed. so if I move my finger very fast to the other side of the screen, it should take the mgnet a while to reach the finger, based on this speed
User prompt
the max speed of the magnet doesn't work as itnended. while the magnet should follow the finger's location, it needs to have a maximum speed which affect it's travel speed. so if I move my finger very fast to the other side of the screen, it should take the mgnet a while to reach the finger, based on this speed
User prompt
the max speed of the magnet doesn't work as itnended. while the magnet should follow the finger's location, it needs to have a maximum speed which affect it's travel speed. so if I move my finger very fast to the other side of the screen, it should take the mgnet a while to reach the finger, based on this speed
Code edit (1 edits merged)
Please save this source code
User prompt
the max speed should affect the magnet's speed, so while it should continue to follow the finger, it needs to have a maximum speed of which it travels until it reaches the finger
Code edit (3 edits merged)
Please save this source code
User prompt
add a max speed to the magnet
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Magnet class var Magnet = Container.expand(function () { var self = Container.call(this); var magnetGraphics = self.attachAsset('magnet', { anchorX: 0.5, anchorY: 0.5 }); self.pullStrength = 13; // Increased pull strength for stronger attraction self.pull = function (object) { var dx = self.x - object.x; var dy = self.y - object.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 600) { // Only pull if within 500 pixels object.x += dx / distance * self.pullStrength; object.y += dy / distance * self.pullStrength; } }; }); // Object class var ObjectToPull = Container.expand(function () { var self = Container.call(this); var objectGraphics = self.attachAsset('object', { anchorX: 0.5, anchorY: 0.5 }); self.isPulled = false; self.isActive = false; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var magnet = game.addChild(new Magnet()); magnet.x = 1024; // Center horizontally magnet.y = 1366; // Center vertically var objects = []; // Array to hold objects var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Function to spawn objects function spawnObject() { var newObject = new ObjectToPull(); // Randomly position objects at the top of the screen newObject.x = Math.random() * 2048; newObject.y = 2732; objects.push(newObject); game.addChild(newObject); } // Game tick function LK.on('tick', function () { // Spawn an object every 60 frames (about 1 second) if (LK.ticks % 60 == 0) { var newObject; // Check if there is an inactive object in the pool for (var i = 0; i < objects.length; i++) { if (!objects[i].isActive) { newObject = objects[i]; break; } } // If no inactive object was found, create a new one if (!newObject) { newObject = new ObjectToPull(); objects.push(newObject); game.addChild(newObject); } // Activate the object and position it at the top of the screen newObject.isActive = true; newObject.x = Math.random() * 2048; newObject.y = 2732; } // Move and check for magnet pull objects.forEach(function (object) { object.y -= 10; // Objects move upwards magnet.pull(object); // Magnet tries to pull each object // Check if object reaches the bottom of the screen if (object.y > 2732) { object.isActive = false; // Deactivate object } // Trigger game over if object touches the magnet if (magnet.intersects(object)) { LK.showGameOver(); } // Check for collision with other objects // Implement spatial partitioning to reduce the number of collision checks var cellSize = 100; // Size of each cell in the grid var grid = []; // 2D array representing the grid for (var i = 0; i < 2048 / cellSize; i++) { grid[i] = []; } // Assign each object to a cell in the grid objects.forEach(function (object) { var cellX = Math.floor(object.x / cellSize); var cellY = Math.floor(object.y / cellSize); grid[cellX][cellY] = object; }); // Only check for collisions between objects in the same or adjacent cells for (var i = 0; i < grid.length; i++) { for (var j = 0; j < grid[i].length; j++) { var object1 = grid[i][j]; if (object1) { // Check for collisions with objects in the same cell for (var k = i - 1; k <= i + 1; k++) { for (var l = j - 1; l <= j + 1; l++) { if (k >= 0 && k < grid.length && l >= 0 && l < grid[i].length) { var object2 = grid[k][l]; if (object2 && object1 !== object2 && object1.intersects(object2)) { // Objects are too close, apply a repulsion force var dx = object2.x - object1.x; var dy = object2.y - object1.y; var distance = Math.sqrt(dx * dx + dy * dy); var force = 100 / distance; // The force is stronger when the objects are closer object1.x -= dx / distance * force; object1.y -= dy / distance * force; object2.x += dx / distance * force; object2.y += dy / distance * force; } } } } } } } }); // Update score scoreTxt.setText(objects.length.toString()); }); // Touch event to move magnet var isFingerDown = false; // Track if the finger is held down game.on('down', function (obj) { isFingerDown = true; // Set flag to true when finger touches the screen }); var magnetSpeedLimit = 30; // Maximum speed of the magnet game.on('move', function (obj) { if (isFingerDown) { // Only move magnet if finger is held down var pos = obj.event.getLocalPosition(game); var dx = pos.x - magnet.x; var dy = pos.y - magnet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > magnetSpeedLimit) { // If the distance to the target position is greater than the speed limit, // move the magnet at the maximum speed in the direction of the target. magnet.x += dx / distance * magnetSpeedLimit; magnet.y += dy / distance * magnetSpeedLimit; } else { // If the distance to the target position is less than the speed limit, // move the magnet directly to the target. magnet.x = pos.x; magnet.y = pos.y; } } }); game.on('up', function (obj) { isFingerDown = false; // Reset flag when finger is lifted }); // This simple game setup demonstrates the core mechanics of pulling objects with a magnet. // Additional features such as different object types, levels, and challenges can be added to enhance the gameplay.
===================================================================
--- original.js
+++ change.js
@@ -143,9 +143,9 @@
var isFingerDown = false; // Track if the finger is held down
game.on('down', function (obj) {
isFingerDown = true; // Set flag to true when finger touches the screen
});
-var magnetSpeedLimit = 20; // Maximum speed of the magnet
+var magnetSpeedLimit = 30; // Maximum speed of the magnet
game.on('move', function (obj) {
if (isFingerDown) {
// Only move magnet if finger is held down
var pos = obj.event.getLocalPosition(game);