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✅ Slow down the swimmer's rotation speed when it hits a screen edge even more
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the swimmer rotates a bit too fast, especially when it hits a screen edge, ensure the rotation cant happen as sudden
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the swimmer correctly rotates towards the direction it's moving, but it jitters, making it look spasmastic. tone it down so it doesnt jitter
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the swimmer needs to change it's rotation relative to the direction it's trvaeling. if the asset was a clock, it's 12 o clock should always point towards the direction it's moving towards
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the swimmer needs' to change it's rotation relative to the center of the screen. imagine the swimmer asset as a clock, so that it's 12 o clock would be the furthest away from the center, whilee 6 o clock would be the closest
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = character.x - self.x;' Line Number: 65
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Please fix the bug: 'ReferenceError: character is not defined' in or related to this line: 'var dx = character.x - self.x;' Line Number: 65
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the swimmer needs to change it's rotation relkative to the character. imagine the character asset as a clock. the point indicating 12 o clock should be pointing outwards, relative to the character, with the bottom part of the asset that would indicate 6 o click, being pointed closest to the character
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use the entire swimmer's body to check for collision with the screen edge, not just it's center
Code edit (3 edits merged)
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add a Radius of 300 to the swimmer. The swimmer needs to move away from the circles if they are within this radius, if not, the swimmer needs to continue moving randomly
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the swimmer exits the screen area, which is a bug, when it hits a screen edge it must bounce back to enter the screen area. the swimmers can never go outside the visible screen area
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the swimmer needs to move away from the circles
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the Swimmer needs to move randomly on the screen. it needs to have a static speed and it should always swim away from the character. it however can't go outside the screen edges, so when it hits an edge, it needs to bounce back within the screen area. the swimmer needs to slightly change it's angle every 2 seconds, so it doesn't always move in a straight line, rather is moves in a zigzag.
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center the score text to the center of the screen
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add a score to the screen ad attach it to the foreground container. also add a black outline to this text with a value of 10
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create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
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create a Swimmer asset and add it in the game. these swimmers are actually oints that can be collected by the character. where any f the circles touches the Swimmer on the screen, collect it and add +1 point to the score
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can you actually remove the Character_2 from the code completely? circle 1 and circle 2 are actually duplicate entities of the character, so we don't need to use character_2 at all. both circles are duplicate entities of the character asset
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there's a small bug, where the static circle that's supposed to start moving on tap, it starts from a different position. more exactly, it starts from a position that's 180 degrees on the other side than expected. for example, if the moving circle stops, and the static circle is right above the moving circle, when it starts moving, it actually teleports exactly under it, so instead of starting from where it should be, it's teleported on the other side. or if it's exactly left to the circle, it starts from the right. so it appears it's position is basically flipped, on the opposuite side from where it's supposed to start from. so the logic seems to be implemented correctly, but something makes it flip it's expected position. fix this pls
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there's a small bug, where the static circle that's supposed to start moving on tap, it starts from a different position. more exactly, it starts from a position that's 180 degrees on the other side than expected. for example, if the moving circle stops, and the static circle is right above the moving circle, when it starts moving, it actually teleports exactly under it, so instead of starting from where it should be, it's teleported on the other side. or if it's exactly left to the circle, it starts from the right. so it appears it's position is basically flipped, on the opposuite side from where it's supposed to start from. so the logic seems to be implemented correctly, but something makes it flip it's expected position. fix this pls
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Track Positions: Track and store the current absolute positions and angles of both circles. Tap Handling: On detecting a tap: If Circle 2 is moving: Stop Circle 2, store its absolute position and angle. Start Circle 1 moving from Circle 2's stored position and angle. If Circle 1 is moving: Stop Circle 1, store its absolute position and angle. Start Circle 2 moving from Circle 1's stored position and angle. Position Calculation: Calculate new positions using the stored absolute positions and angles, maintaining the fixed distance. Logical Explanation for Tracking: Absolute Positions: These are used for rendering and determining exact screen coordinates. Relative Calculations: These help in maintaining the correct circular movement paths. Key Points for Code Implementation: Store both absolute and relative positions to handle different parts of the logic seamlessly. Ensure angles are correctly managed and transitioned to avoid jumps. Smoothly transition between movement states using stored positions and angles.
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Class for the circle objects var Circle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 1; self.update = function () { if (self.direction == 1) { self.rotation -= self.speed * self.direction; } else { self.rotation += self.speed; } }; }); // Class for the swimmer objects var Swimmer = Container.expand(function () { var self = Container.call(this); var swimmerGraphics = self.attachAsset('swimmer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.angle = Math.random() * Math.PI * 2; self.changeAngleTimer = 0; self.update = function () { // Calculate the direction to the nearest circle var dx1 = circle1.x - self.x; var dy1 = circle1.y - self.y; var dx2 = circle2.x - self.x; var dy2 = circle2.y - self.y; var dist1 = Math.sqrt(dx1 * dx1 + dy1 * dy1); var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); var dx, dy; if (dist1 < dist2) { dx = dx1; dy = dy1; } else { dx = dx2; dy = dy2; } // Move the swimmer away from the nearest circle self.angle = Math.atan2(dy, dx) + Math.PI; self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; // Bounce off the edges of the screen if (self.x < 0) { self.x = 0; self.angle = Math.PI - self.angle; } else if (self.x > 2048) { self.x = 2048; self.angle = Math.PI - self.angle; } if (self.y < 0) { self.y = 0; self.angle = -self.angle; } else if (self.y > 2732) { self.y = 2732; self.angle = -self.angle; } // Change the angle slightly every 2 seconds self.changeAngleTimer++; if (self.changeAngleTimer >= 120) { self.angle += (Math.random() - 0.5) * Math.PI / 4; self.changeAngleTimer = 0; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize a variable to store the value 200 var BackgroundContainer = new Container(); game.addChild(BackgroundContainer); var MidgroundContainer = new Container(); game.addChild(MidgroundContainer); var ForegroundContainer = new Container(); game.addChild(ForegroundContainer); // Create a score text var scoreText = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 10 }); scoreText.anchor.set(0.5, 0.5); // Sets anchor to the center of the text. scoreText.x = 2048 / 2; // Position the score text in the center of the screen horizontally. scoreText.y = 2732 / 2; // Position the score text in the center of the screen vertically. ForegroundContainer.addChild(scoreText); // Attach the score text to the ForegroundContainer var circleDistance = 500; // Initialize circle objects var circle1 = new Circle(); circle1.direction = -1; circle1.x = 2048 / 2; circle1.y = 2732 / 2; var circle2 = new Circle(); circle2.x = circle1.x; circle2.y = circle1.y - circleDistance; var circleSpeed = 0.02; circle2.speed = circleSpeed; game.addChild(circle1); game.addChild(circle2); // Initialize swimmer objects var swimmer1 = new Swimmer(); swimmer1.x = Math.random() * 2048; swimmer1.y = Math.random() * 2732; game.addChild(swimmer1); // Handle character movement var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.move = handleMove; game.down = function (x, y, obj) { // Switch the movement of the circle objects if (circle1.speed == 0) { circle1.speed = circleSpeed; circle2.speed = 0; circle1.x = circle2.storedX; circle1.y = circle2.storedY; circle1.rotation = circle2.storedAngle; } else { circle1.speed = 0; circle2.speed = circleSpeed; circle2.x = circle1.storedX; circle2.y = circle1.storedY; circle2.rotation = circle1.storedAngle; } }; game.up = function (x, y, obj) { dragNode = null; }; // Update game logic game.update = function () { // Update circle objects circle1.update(); circle2.update(); // Check if either circle intersects with the swimmer if (circle1.intersects(swimmer1) || circle2.intersects(swimmer1)) { // Remove the swimmer from the game game.removeChild(swimmer1); // Increment the score LK.setScore(LK.getScore() + 1); // Update the score text scoreText.setText(LK.getScore()); // Create a new swimmer at a random position swimmer1 = new Swimmer(); swimmer1.x = Math.random() * 2048; swimmer1.y = Math.random() * 2732; game.addChild(swimmer1); } // Calculate the new positions of the circle objects if (circle1.speed != 0) { circle1.x = circle2.x - circleDistance * Math.cos(circle1.rotation); circle1.y = circle2.y - circleDistance * Math.sin(circle1.rotation); circle1.storedX = circle1.x; circle1.storedY = circle1.y; circle1.storedAngle = circle1.rotation; } else { circle2.x = circle1.x + circleDistance * Math.cos(circle2.rotation); circle2.y = circle1.y + circleDistance * Math.sin(circle2.rotation); circle2.storedX = circle2.x; circle2.storedY = circle2.y; circle2.storedAngle = circle2.rotation; } };
===================================================================
--- original.js
+++ change.js
@@ -49,13 +49,21 @@
self.angle = Math.atan2(dy, dx) + Math.PI;
self.x += Math.cos(self.angle) * self.speed;
self.y += Math.sin(self.angle) * self.speed;
// Bounce off the edges of the screen
- if (self.x < 0 || self.x > 2048) {
+ if (self.x < 0) {
+ self.x = 0;
self.angle = Math.PI - self.angle;
+ } else if (self.x > 2048) {
+ self.x = 2048;
+ self.angle = Math.PI - self.angle;
}
- if (self.y < 0 || self.y > 2732) {
+ if (self.y < 0) {
+ self.y = 0;
self.angle = -self.angle;
+ } else if (self.y > 2732) {
+ self.y = 2732;
+ self.angle = -self.angle;
}
// Change the angle slightly every 2 seconds
self.changeAngleTimer++;
if (self.changeAngleTimer >= 120) {
yacht seen from above. pixelated 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shark fin seen from above. bir-eye perspective view. pixelated 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blood splatter. 8-bit pixelated. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.