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 (would be replaced by actual camera slices)
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;
game.addChild(slice);
// In a real implementation, this would capture the camera view at this x-position
// For now, we just track the positions where slices would be captured
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!");
}
// 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!");
}
// Callback when scan is complete
game.onScanComplete = function () {
gameState = "complete";
scanButton.setText("NEW SCAN");
instructionText.setText("Your warp scan is complete!");
};
// 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"); ===================================================================
--- original.js
+++ change.js
@@ -212,9 +212,18 @@
};
game.move = function (x, y, obj) {
// Game-level move handling if needed
};
-// Camera setup with facekit
-facekit.start({
- position: "center",
- mirror: true
-});
\ No newline at end of file
+// 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");
\ No newline at end of file