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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.
Code edit (3 edits merged)
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make sure to store the circle's position,relative to the other circle
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- When a circle stops, store its current `x` and `y` coordinates in variables like `storedX` and `storedY`. - When a circle starts moving, set its initial position to the stored coordinates of the other circle. - During each frame, update the position of the moving circle using trigonometric functions to maintain the correct distance and relative position.
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the circles are no longer revolving after the last update. fix it
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Ensure that the position updates for the moving circle are consistent and maintain the correct distance from the stationary circle. This involves using trigonometric functions to calculate the new position based on the angle of rotation.
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When a circle starts moving, retrieve the stored position of the other circle and set the starting position of the moving circle based on this stored position.
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When a circle stops moving, make sure to store its current position accurately. This involves capturing the exact `x` and `y` coordinates at the moment the circle stops.
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on tap, when the static circle starts moving, it always starts from a different position than it was on the screen, which is a bug!!! the staticcircle that is about to move on tap, must always start from the same positioon it has on the screen!
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1. Initialize Circles Circle 1: Set Circle 1 at the center of the screen. Circle 2: Position Circle 2 directly above Circle 1 at a distance of 400 pixels. 2. Track and Store Positions Store Positions Accurately: Continuously update and store the coordinates of both circles while they are moving. 3. Handle Tap Interaction Switch Movement: When a tap is detected: Stop the moving circle and store its position. Retrieve the stored position of the newly moving circle and set it to start from this position.
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1. Initialize Circles Circle 1: Position Circle 1 at the center of the screen. Circle 2: Position Circle 2 at a fixed distance (400 pixels) directly above Circle 1. 2. Track and Store Positions Continuously update and store the coordinates of both circles in variables. Use these stored coordinates to set the starting position for the circle that begins moving upon tap. 3. Handle Tap Interaction Initial State: Circle 1 is stationary. Circle 2 is moving clockwise around Circle 1. On Tap: If Circle 2 is moving: Stop Circle 2. Store Circle 2's current position. Start Circle 1 moving counterclockwise from Circle 2's stored position. If Circle 1 is moving: Stop Circle 1. Store Circle 1's current position. Start Circle 2 moving clockwise from Circle 1's stored position. 4. Update Circle Positions During Movement: For the circle that is currently moving, continuously update its position to reflect its circular path around the other circle. Use trigonometric functions to calculate the new position based on the angle of rotation while maintaining a fixed distance of 400 pixels.
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Ensure that when the moving circle stops and the stationary circle starts moving, the stationary circle begins its movement from the correct position relative to the stopped circle, maintaining the correct distance and without random position jumps.
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create a new asset namedd character_2. after tha,, repplace circle 2 with character_2.. so iinstead of duplicating the same asset to create 2 entities that circle each other, we need to have 2 distinct assets for each entity. the character asset will remain as the circle_1 and character_2 will replace circle_2, as to maintain the same mechanic and functionality
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since the game has no o bstacles, remove any mentions of obstacles from the code
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create a variable that tracks and stores both circle's position on their screen, so that on tap, the circle that was static and is about to move, always starts from the same position is started from
Code edit (2 edits merged)
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centralize the circle's speed in a single variable and call it from there
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optimize the code so that instead of using 200 every single time, you just add that into it's own variable and call it from there,
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optimize the code and elete any redundancy code
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1. **Detect Tap**: - In the `down` event handler, detect the tap and determine which circle is currently moving. 2. **Stop Moving Circle**: - Stop the circle that is currently moving. 3. **Start Stationary Circle**: - Start the movement of the circle that was stationary. 4. **Update Position Immediately**: - Immediately update the position of the newly moving circle based on the last known position of the stopped circle. - Use the fixed distance and trigonometric functions to calculate the new position.
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Maintain a consistent distance (e.g., 200 pixels) between the centers of the two circles. - When switching the movement, calculate the new position based on this fixed distance and the current position of the stationary circle.
/**** * 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; } }; }); /**** * 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 circleDistance = 400; // Initialize circle objects var circle1 = new Circle(); circle1.direction = -1; circle1.x = 2048 / 2; circle1.y = 2732 / 2; var circle2 = new Circle(); circle2.attachAsset('character_2', { anchorX: 0.5, anchorY: 0.5 }); circle2.x = circle1.x; circle2.y = circle1.y - circleDistance; var circleSpeed = 0.025; circle2.speed = circleSpeed; game.addChild(circle1); game.addChild(circle2); // 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(); // 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; } };
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--- original.js
+++ change.js
@@ -82,16 +82,16 @@
circle1.update();
circle2.update();
// Calculate the new positions of the circle objects
if (circle1.speed != 0) {
- circle1.x = circle2.x + circleDistance * Math.cos(circle1.rotation);
+ 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.y = circle1.y + circleDistance * Math.sin(circle2.rotation);
circle2.storedX = circle2.x;
circle2.storedY = circle2.y;
circle2.storedAngle = circle2.rotation;
}
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