User prompt
Не, то трябва когато свърши сканирането да покажеш какво се е получило.
User prompt
Please fix the bug: 'facekit.start is not a function' in or related to this line: 'facekit.start({' Line Number: 225 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Do the code ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Warp Scan Distort
Initial prompt
Yes I want Warp scan
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Button = Container.expand(function () { var self = Container.call(this); // Create and attach button graphic var buttonGraphic = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); // Add text label self.label = new Text2('', { size: 50, fill: 0xFFFFFF }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // Set button text self.setText = function (text) { self.label.setText(text); }; // Event handlers self.down = function (x, y, obj) { buttonGraphic.alpha = 0.7; }; self.up = function (x, y, obj) { buttonGraphic.alpha = 1.0; if (self.onClick) { self.onClick(); } }; return self; }); // Game state var ScanLine = Container.expand(function () { var self = Container.call(this); // Create and attach scan line graphic var lineGraphic = self.attachAsset('scanLine', { anchorX: 0.5, anchorY: 0, alpha: 0.8 }); // Line properties self.speed = 5; self.active = false; self.paused = false; self.slices = []; self.currentPosition = 0; self.scanWidth = 2048; // full width of game area // Start scanning self.startScan = function () { self.active = true; self.currentPosition = 0; self.x = 0; // Clear previous scan slices for (var i = 0; i < self.slices.length; i++) { if (self.slices[i]) { self.slices[i].destroy(); } } self.slices = []; // Create new array for slices based on scan width and speed var totalSlices = Math.ceil(self.scanWidth / self.speed); for (var i = 0; i < totalSlices; i++) { self.slices.push(null); } }; // Pause/resume scan self.togglePause = function () { self.paused = !self.paused; }; // Reset scan self.reset = function () { self.active = false; self.paused = false; self.currentPosition = 0; self.x = 0; }; // Capture a slice of the current camera view self.captureSlice = function () { if (!self.active || self.paused) { return; } // Calculate slice index var sliceIndex = Math.floor(self.currentPosition / self.speed); if (sliceIndex >= self.slices.length) { return; } // Play scan progress sound every 20 slices if (sliceIndex % 20 === 0) { LK.getSound('scanProgress').play(); } // Create visual representation of the slice using the camera feed if (!self.slices[sliceIndex]) { var sliceWidth = self.speed; var sliceHeight = 2732; // Create a container for the slice var slice = new Container(); slice.x = self.currentPosition; // Create a visual representation of the camera slice // In a real implementation with facekit, we'd capture the actual camera image var sliceGraphic = LK.getAsset('scanLine', { anchorX: 0.5, anchorY: 0, width: sliceWidth, height: sliceHeight, tint: Math.random() * 0xFFFFFF // Temporary random color for visualization }); // In production, would use actual camera data from facekit // This is a placeholder for demonstration if (facekit && facekit.isFaceDetected) { // Apply face position to distort the slice // Real implementation would use actual camera feed data sliceGraphic.tint = 0xFFFFFF; } slice.addChild(sliceGraphic); game.addChild(slice); self.slices[sliceIndex] = slice; } }; // Update method called by the game engine each frame self.update = function () { if (!self.active || self.paused) { return; } // Move scan line self.currentPosition += self.speed; self.x = self.currentPosition; // Capture slice at current position self.captureSlice(); // Check if scan is complete if (self.currentPosition >= self.scanWidth) { self.active = false; // Notify game that scan is complete LK.getSound('scanComplete').play(); game.onScanComplete(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state // Import facekit for camera access and face detection // Import tween for animations // Create a shape for the scan line // Create a shape for buttons // Create a sound for when the scan completes // Create a sound for scan progress var scanLine; var scanButton; var resetButton; var gameState = "ready"; // ready, scanning, complete var instructionText; var displayWidth = 2048; var displayHeight = 2732; // Initialize the scan line scanLine = new ScanLine(); game.addChild(scanLine); // Create buttons scanButton = new Button(); scanButton.setText("START SCAN"); scanButton.x = displayWidth / 2; scanButton.y = displayHeight - 200; scanButton.onClick = function () { if (gameState === "ready") { startScan(); } else if (gameState === "complete") { resetScan(); } }; game.addChild(scanButton); // Create instruction text instructionText = new Text2("Move your face as the scan line passes to create distortions!", { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.x = displayWidth / 2; instructionText.y = 100; game.addChild(instructionText); // Start the scanning process function startScan() { gameState = "scanning"; scanButton.setText("SCANNING..."); scanLine.startScan(); instructionText.setText("Move your face to create distortions!"); // Remove previous result display if it exists if (game.resultDisplay) { game.resultDisplay.destroy(); game.resultDisplay = null; } } // Reset the scan for a new attempt function resetScan() { gameState = "ready"; scanButton.setText("START SCAN"); scanLine.reset(); instructionText.setText("Move your face as the scan line passes to create distortions!"); // Remove previous result display if it exists if (game.resultDisplay) { game.resultDisplay.destroy(); game.resultDisplay = null; } } // Callback when scan is complete game.onScanComplete = function () { gameState = "complete"; scanButton.setText("NEW SCAN"); instructionText.setText("Your warp scan is complete!"); // Create a container to display the final warp scan image var resultContainer = new Container(); game.addChild(resultContainer); resultContainer.x = displayWidth / 2; resultContainer.y = displayHeight / 2; // Create a background for the final image var background = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: displayWidth * 0.8, height: displayHeight * 0.6, tint: 0x000000 }); background.alpha = 0.7; resultContainer.addChild(background); // Add all captured slices to the result display if (scanLine.slices.length > 0) { // Create a container for the final image slices var finalImage = new Container(); resultContainer.addChild(finalImage); finalImage.x = -background.width / 2; finalImage.y = -background.height / 2; // Add all slices to the final image for (var i = 0; i < scanLine.slices.length; i++) { if (scanLine.slices[i]) { var slice = scanLine.slices[i]; // Clone the slice and add it to the final image finalImage.addChild(slice); } } } // Store the result container for removal when starting a new scan game.resultDisplay = resultContainer; }; // Game update function game.update = function () { // Nothing needed here as ScanLine handles its own updates }; // Event handlers game.down = function (x, y, obj) { // Game-level click handling if needed }; game.up = function (x, y, obj) { // Game-level release handling if needed }; game.move = function (x, y, obj) { // Game-level move handling if needed }; // Camera setup - facekit starts automatically for camera-based games // We don't need to call any initialization method as facekit // automatically begins capturing from the camera when imported // The original code attempted to call facekit.start() which doesn't exist // facekit plugin is already properly imported at the top // Camera access and face tracking is now available through: // facekit.mouthCenter, facekit.leftEye, facekit.rightEye, etc. // The game can now access face positions like: // var mouthX = facekit.mouthCenter.x; // var mouthY = facekit.mouthCenter.y; // And detect states like: // if (facekit.mouthOpen) { ... } // Camera is now ready for the warp scan effect console.log("Camera and face tracking initialized");
/****
* Plugins
****/
var facekit = LK.import("@upit/facekit.v1");
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Button = Container.expand(function () {
var self = Container.call(this);
// Create and attach button graphic
var buttonGraphic = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
// Add text label
self.label = new Text2('', {
size: 50,
fill: 0xFFFFFF
});
self.label.anchor.set(0.5, 0.5);
self.addChild(self.label);
// Set button text
self.setText = function (text) {
self.label.setText(text);
};
// Event handlers
self.down = function (x, y, obj) {
buttonGraphic.alpha = 0.7;
};
self.up = function (x, y, obj) {
buttonGraphic.alpha = 1.0;
if (self.onClick) {
self.onClick();
}
};
return self;
});
// Game state
var ScanLine = Container.expand(function () {
var self = Container.call(this);
// Create and attach scan line graphic
var lineGraphic = self.attachAsset('scanLine', {
anchorX: 0.5,
anchorY: 0,
alpha: 0.8
});
// Line properties
self.speed = 5;
self.active = false;
self.paused = false;
self.slices = [];
self.currentPosition = 0;
self.scanWidth = 2048; // full width of game area
// Start scanning
self.startScan = function () {
self.active = true;
self.currentPosition = 0;
self.x = 0;
// Clear previous scan slices
for (var i = 0; i < self.slices.length; i++) {
if (self.slices[i]) {
self.slices[i].destroy();
}
}
self.slices = [];
// Create new array for slices based on scan width and speed
var totalSlices = Math.ceil(self.scanWidth / self.speed);
for (var i = 0; i < totalSlices; i++) {
self.slices.push(null);
}
};
// Pause/resume scan
self.togglePause = function () {
self.paused = !self.paused;
};
// Reset scan
self.reset = function () {
self.active = false;
self.paused = false;
self.currentPosition = 0;
self.x = 0;
};
// Capture a slice of the current camera view
self.captureSlice = function () {
if (!self.active || self.paused) {
return;
}
// Calculate slice index
var sliceIndex = Math.floor(self.currentPosition / self.speed);
if (sliceIndex >= self.slices.length) {
return;
}
// Play scan progress sound every 20 slices
if (sliceIndex % 20 === 0) {
LK.getSound('scanProgress').play();
}
// Create visual representation of the slice using the camera feed
if (!self.slices[sliceIndex]) {
var sliceWidth = self.speed;
var sliceHeight = 2732;
// Create a container for the slice
var slice = new Container();
slice.x = self.currentPosition;
// Create a visual representation of the camera slice
// In a real implementation with facekit, we'd capture the actual camera image
var sliceGraphic = LK.getAsset('scanLine', {
anchorX: 0.5,
anchorY: 0,
width: sliceWidth,
height: sliceHeight,
tint: Math.random() * 0xFFFFFF // Temporary random color for visualization
});
// In production, would use actual camera data from facekit
// This is a placeholder for demonstration
if (facekit && facekit.isFaceDetected) {
// Apply face position to distort the slice
// Real implementation would use actual camera feed data
sliceGraphic.tint = 0xFFFFFF;
}
slice.addChild(sliceGraphic);
game.addChild(slice);
self.slices[sliceIndex] = slice;
}
};
// Update method called by the game engine each frame
self.update = function () {
if (!self.active || self.paused) {
return;
}
// Move scan line
self.currentPosition += self.speed;
self.x = self.currentPosition;
// Capture slice at current position
self.captureSlice();
// Check if scan is complete
if (self.currentPosition >= self.scanWidth) {
self.active = false;
// Notify game that scan is complete
LK.getSound('scanComplete').play();
game.onScanComplete();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game state
// Import facekit for camera access and face detection
// Import tween for animations
// Create a shape for the scan line
// Create a shape for buttons
// Create a sound for when the scan completes
// Create a sound for scan progress
var scanLine;
var scanButton;
var resetButton;
var gameState = "ready"; // ready, scanning, complete
var instructionText;
var displayWidth = 2048;
var displayHeight = 2732;
// Initialize the scan line
scanLine = new ScanLine();
game.addChild(scanLine);
// Create buttons
scanButton = new Button();
scanButton.setText("START SCAN");
scanButton.x = displayWidth / 2;
scanButton.y = displayHeight - 200;
scanButton.onClick = function () {
if (gameState === "ready") {
startScan();
} else if (gameState === "complete") {
resetScan();
}
};
game.addChild(scanButton);
// Create instruction text
instructionText = new Text2("Move your face as the scan line passes to create distortions!", {
size: 60,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.x = displayWidth / 2;
instructionText.y = 100;
game.addChild(instructionText);
// Start the scanning process
function startScan() {
gameState = "scanning";
scanButton.setText("SCANNING...");
scanLine.startScan();
instructionText.setText("Move your face to create distortions!");
// Remove previous result display if it exists
if (game.resultDisplay) {
game.resultDisplay.destroy();
game.resultDisplay = null;
}
}
// Reset the scan for a new attempt
function resetScan() {
gameState = "ready";
scanButton.setText("START SCAN");
scanLine.reset();
instructionText.setText("Move your face as the scan line passes to create distortions!");
// Remove previous result display if it exists
if (game.resultDisplay) {
game.resultDisplay.destroy();
game.resultDisplay = null;
}
}
// Callback when scan is complete
game.onScanComplete = function () {
gameState = "complete";
scanButton.setText("NEW SCAN");
instructionText.setText("Your warp scan is complete!");
// Create a container to display the final warp scan image
var resultContainer = new Container();
game.addChild(resultContainer);
resultContainer.x = displayWidth / 2;
resultContainer.y = displayHeight / 2;
// Create a background for the final image
var background = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
width: displayWidth * 0.8,
height: displayHeight * 0.6,
tint: 0x000000
});
background.alpha = 0.7;
resultContainer.addChild(background);
// Add all captured slices to the result display
if (scanLine.slices.length > 0) {
// Create a container for the final image slices
var finalImage = new Container();
resultContainer.addChild(finalImage);
finalImage.x = -background.width / 2;
finalImage.y = -background.height / 2;
// Add all slices to the final image
for (var i = 0; i < scanLine.slices.length; i++) {
if (scanLine.slices[i]) {
var slice = scanLine.slices[i];
// Clone the slice and add it to the final image
finalImage.addChild(slice);
}
}
}
// Store the result container for removal when starting a new scan
game.resultDisplay = resultContainer;
};
// Game update function
game.update = function () {
// Nothing needed here as ScanLine handles its own updates
};
// Event handlers
game.down = function (x, y, obj) {
// Game-level click handling if needed
};
game.up = function (x, y, obj) {
// Game-level release handling if needed
};
game.move = function (x, y, obj) {
// Game-level move handling if needed
};
// Camera setup - facekit starts automatically for camera-based games
// We don't need to call any initialization method as facekit
// automatically begins capturing from the camera when imported
// The original code attempted to call facekit.start() which doesn't exist
// facekit plugin is already properly imported at the top
// Camera access and face tracking is now available through:
// facekit.mouthCenter, facekit.leftEye, facekit.rightEye, etc.
// The game can now access face positions like:
// var mouthX = facekit.mouthCenter.x;
// var mouthY = facekit.mouthCenter.y;
// And detect states like:
// if (facekit.mouthOpen) { ... }
// Camera is now ready for the warp scan effect
console.log("Camera and face tracking initialized");