User prompt
Adapt the MovingTarget class to handle all new cases of going out of screen
User prompt
adapt the PositionManager offset so that start and end position are always out of the screen (kwown that targets have a size of 1024x1024)
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use the PositionManager
Code edit (1 edits merged)
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create a PositionManager class with the following properties: * previousStartCornerIndex * nbMaxCorners = 8;// Constant and the following methods * getNextStartCorner(){ /* Returns a random index between 1 and nbMaxCorners and different from previousStartCornerIndex. Stores the selected index in previousStartCornerIndex */ } * getEndCorner(startCornerIndex) { /* Returns a random possible arrival corners from the startCornerIndex provided. for each startCornerIndex there are 3 possible arrival corners: 1+(startCornerIndex+2)%9, 1+(startCornerIndex+3)%9 and 1+(startCornerIndex+4)%9 ie: 1 => 4,5,6 / 2 => 5,6,7 / ... */ } * getCornerPosition(cornerIndex) { /* Returns a couple a coordinates {x, y} of the cornerIndex. 1 => {x: xMin - randomOffset, y: yMin } 2 => {x: xMin , y: yMin - randomOffset } 3 => {x: xMax , y: yMin - randomOffset } 4 => {x: xMax + randomOffset, y: yMin } 5 => {x: xMax + randomOffset, y: yMax } 6 => {x: xMax , y: yMax + randomOffset } 7 => {x: xMin , y: yMax + randomOffset} 8 => {x: xMin - randomOffset, y: yMax } */ }
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When score is 0, replace the text by "Missed!"
Code edit (9 edits merged)
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reset targetShotX and targetShotY at each new round
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don't cumulate the score
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Please fix the bug: 'TypeError: t is undefined' in or related to this line: 'var targetGraphics = self.attachAsset(currentTargetAsset, {' Line Number: 138
Code edit (1 edits merged)
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in MovingTarget log the currentTargetAsset and levelManager.currentRound
Code edit (1 edits merged)
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replace the use of currentLevel global by levelManager.currentLevel
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don't use random for targets selection, use current round index
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Please fix the bug: 'TypeError: this.levels[this.currentLevel] is undefined' in or related to this line: 'if (this.currentRound > this.levels[this.currentLevel].targets.length) {' Line Number: 323
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in LevelManager set currentLevel & currentRound to -1 initally
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in initNewRoundState write the new level and round numbers in debugtext
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set cameraHUD visible in initNewRoundState
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re-add the CameraHUD in the initNewRoundState
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re-add background to backgroundLayer in initNewRoundState
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/****
* Classes
****/
/***********************************************************************************/
/********************************** CAMERA HUD CLASS ************************************/
/***********************************************************************************/
var CameraHUD = Container.expand(function () {
var self = Container.call(this);
function createCorner(x, y, rotation) {
var corner = new Container();
var line1 = LK.getAsset('line', {
width: 100,
height: 20,
anchorX: 0,
anchorY: 0
});
var line2 = LK.getAsset('line', {
width: 100,
height: 20,
anchorX: 0,
anchorY: 0
});
line2.rotation = Math.PI / 2;
line1.alpha = 0.5;
line2.alpha = 0.5;
corner.addChild(line1);
corner.addChild(line2);
corner.x = x;
corner.y = y;
corner.rotation = rotation;
return corner;
}
var topLeft = createCorner(256, 700, 0);
var topRight = createCorner(2048 - 256, 700, Math.PI / 2);
var bottomLeft = createCorner(256, 2732 - 700, -Math.PI / 2);
var bottomRight = createCorner(2048 - 256, 2732 - 700, Math.PI);
self.addChild(topLeft);
self.addChild(topRight);
self.addChild(bottomLeft);
self.addChild(bottomRight);
});
/***********************************************************************************/
/********************************** FRAME BACKGROUND CLASS *************************/
/***********************************************************************************/
var FrameBackground = Container.expand(function () {
var self = Container.call(this);
var frameBackground = self.attachAsset(currentBackground, {
anchorX: 0.5,
anchorY: 0.5,
width: xMax - xMin,
height: yMax - yMin,
x: (xMax + xMin) / 2,
y: (yMax + yMin) / 2
});
});
/***********************************************************************************/
/********************************** FRAME MASK CLASS *************************/
/***********************************************************************************/
var FrameMask = Container.expand(function () {
var self = Container.call(this);
var top = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: yMin / 2,
width: 2048,
height: yMin,
tint: isDebug ? 0xFF0000 : 0x8FA9B9 // Red tint in debug mode
});
var left = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
x: xMin / 2,
y: 2732 / 2,
width: xMin,
height: 2732,
tint: isDebug ? 0x00FF00 : 0x8FA9B9 // Green tint in debug mode
});
var bottom = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: (2732 + yMax) / 2,
width: 2048,
height: 2732 - yMax,
tint: isDebug ? 0x0000FF : 0x8FA9B9 // Blue tint in debug mode
});
var right = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
x: (2048 + xMax) / 2,
y: 2732 / 2,
width: 2048 - xMax,
height: 2732,
tint: isDebug ? 0xFFFF00 : 0x8FA9B9 // Yellow tint in debug mode
});
self.addChild(top);
self.addChild(left);
self.addChild(bottom);
self.addChild(right);
});
/***********************************************************************************/
/********************************** MOVING TARGET CLASS ************************************/
/***********************************************************************************/
var MovingTarget = Container.expand(function () {
var self = Container.call(this);
var targets = levelManager.getTargets();
currentTargetAsset = targets[Math.floor(Math.random() * targets.length)];
var targetGraphics = self.attachAsset(currentTargetAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 10;
self.update = function () {
if (!isPlaying) {
return;
}
self.x += self.speedX;
self.y = Math.max(yMin, Math.min(self.y, yMax));
if (self.x > 2048 + self.width) {
self.destroy();
cleanPlayingState();
initResultState();
}
};
});
/***********************************************************************************/
/********************************** PHOTOFRAME CLASS ************************************/
/***********************************************************************************/
var PhotoFrame = Container.expand(function () {
var self = Container.call(this);
var frameBorderTop = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5
});
frameBorderTop.width = xMax - xMin + 16;
frameBorderTop.height = 20;
frameBorderTop.alpha = 1.0;
frameBorderTop.x = (xMax + xMin) / 2;
frameBorderTop.y = yMin;
var frameBorderRight = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFFFFF // Grey color
});
frameBorderRight.width = 20;
frameBorderRight.height = yMax - yMin;
frameBorderRight.alpha = 1.0;
frameBorderRight.x = xMax;
frameBorderRight.y = (yMax + yMin) / 2;
var frameBorderBottom = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFFFFF // Grey color
});
frameBorderBottom.width = xMax - xMin + 20;
frameBorderBottom.height = 20;
frameBorderBottom.alpha = 1.0;
frameBorderBottom.x = (xMax + xMin) / 2;
frameBorderBottom.y = yMax;
var frameBorderLeft = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5
});
frameBorderLeft.width = 20;
frameBorderLeft.height = yMax - yMin;
frameBorderLeft.alpha = 1.0;
frameBorderLeft.x = xMin;
frameBorderLeft.y = (yMax + yMin) / 2;
});
/***********************************************************************************/
/********************************** PHOTOFRAMESHADOW CLASS *************************/
/***********************************************************************************/
var PhotoFrameShadow = Container.expand(function () {
var self = Container.call(this);
for (var i = 0; i < 10; i++) {
var shadowRight = self.attachAsset('line', {
anchorX: 0,
anchorY: 0,
tint: 0x000000 // Red color for debugging
});
shadowRight.width = 20 + i * 2; // Increase width by i*2
shadowRight.height = yMax - yMin;
shadowRight.alpha = 0.1;
shadowRight.x = xMax + 10; // Set the same x for all shadowRight
shadowRight.y = yMin + 10;
self.addChild(shadowRight);
}
for (var i = 0; i < 10; i++) {
var shadowBottom = self.attachAsset('line', {
anchorX: 0,
anchorY: 0,
tint: 0x000000 // Red color for debugging
});
shadowBottom.width = xMax - xMin;
shadowBottom.height = 20 + i * 2; // Increase height by i*2
shadowBottom.alpha = 0.1;
shadowBottom.x = xMin + 10;
shadowBottom.y = yMax + 10; // Set the same y for all shadowBottom
self.addChild(shadowBottom);
}
// Add shadowCorner asset
for (var i = 0; i < 10; i++) {
var shadowCorner = self.attachAsset('line', {
anchorX: 0,
anchorY: 0,
tint: 0x000000,
x: xMax + 10,
y: yMax + 10,
width: 20 + i * 2,
height: 20 + i * 2,
alpha: 0.1
});
self.addChild(shadowCorner);
}
});
/***********************************************************************************/
/********************************** SHOTBUTTON CLASS ************************************/
/***********************************************************************************/
var ShotButton = Container.expand(function () {
var self = Container.call(this);
var circle1 = self.attachAsset('shotButton', {
anchorX: 0.5,
anchorY: 0.5
});
var circle2 = self.attachAsset('shotButton', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000,
scaleX: 0.9,
scaleY: 0.9
});
var circle3 = self.attachAsset('shotButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.85,
scaleY: 0.85
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8FA9B9 //Init game with new color
});
/****
* Game Code
****/
// Enumeration for game states
/****************************************************************************************** */
/************************************** GLOBAL VARIABLES ********************************** */
/****************************************************************************************** */
/***********************************************************************************/
/********************************** LEVEL MANAGER CLASS ****************************/
/***********************************************************************************/
var LevelManager = function LevelManager() {
this.levels = [{
name: 'Test',
background: 'forest',
targets: ['insect1'] //['bird1', 'bird2']
}, {
name: 'Forest',
background: 'forest',
targets: ['bird1', 'bird2']
}, {
name: 'Underwater',
background: 'underwater',
targets: ['fish1', 'dish2']
}, {
name: 'Countryside',
background: 'countryside',
targets: ['insect1', 'insect2']
}, {
name: 'Town',
background: 'town',
targets: ['townObject1', 'townObject2']
}, {
name: 'Space',
background: 'space',
targets: ['spaceObject1', 'spaceObject2']
}];
this.currentLevel = 0;
this.currentRound = 0;
};
LevelManager.prototype.getBackground = function () {
return this.levels[this.currentLevel].background;
};
LevelManager.prototype.getTargets = function () {
return this.levels[this.currentLevel].targets;
};
LevelManager.prototype.nextRound = function () {
this.currentRound++;
if (this.currentRound >= this.levels[this.currentLevel].targets.length) {
this.currentRound = 0;
this.currentLevel++;
if (this.currentLevel >= this.levels.length) {
this.currentLevel = 0; // Loop back to the first level
}
}
};
var GAME_STATE = {
INIT: 'INIT',
NEW_ROUND: 'NEW_ROUND',
PLAYING: 'PLAYING',
RESULT: 'RESULT',
SCORE: 'SCORE'
};
// Game state variables
var levelManager;
var currentLevel = -1;
var currentRound = -1;
var currentBackground = 'countryside';
var nbRoundsPerLevel = 5;
var gameState = GAME_STATE.INIT;
var isPlaying = false;
var score = 0;
var hasShot = false;
var targetShotX = 0;
var targetShotY = 0;
// Photo limits variables
var xMin = 256;
var xMax = 2048 - 256;
var yMin = 700;
var yMax = 2732 - 700;
// Game elements variables
var frameMask;
var photoFrame;
var photoFrameBackground;
var background;
var cameraHUD;
var currentTarget;
var currentTargetAsset;
var shotButton;
// Game layer variables
var photoFrameShadow;
var backgroundLayer;
var foregroundLayer;
// Result target variable
var resultTarget;
// UI variables
var scoreTxt;
var readyText;
// Debug variables
var isDebug = false;
var debugMarker;
var debugText;
/****************************************************************************************** */
/*********************************** UTILITY FUNCTIONS ************************************ */
/****************************************************************************************** */
function log() {
if (isDebug) {
var _console;
(_console = console).log.apply(_console, arguments);
}
}
/****************************************************************************************** */
/************************************** INPUT HANDLERS ************************************ */
/****************************************************************************************** */
game.down = function (x, y, obj) {
switch (gameState) {
case GAME_STATE.NEW_ROUND:
gameNewRoundDown(x, y, obj);
break;
case GAME_STATE.PLAYING:
gamePlayingDown(x, y, obj);
break;
case GAME_STATE.RESULT:
gameResultDown(x, y, obj);
break;
case GAME_STATE.SCORE:
gameScoreDown(x, y, obj);
break;
}
};
function gameNewRoundDown(x, y, obj) {
log("gameNewRoundDown...");
cleanNewRoundState();
initPlayingState();
}
function gamePlayingDown(x, y, obj) {
if (hasShot) {
return;
}
hasShot = true;
log("gamePlayingDown...");
LK.getSound('cameraShot').play();
targetShotX = currentTarget.x;
targetShotY = currentTarget.y;
// Add a black flash effect
LK.effects.flashScreen(0x000000, 1000); // Flash duration of 1000ms
}
function gameResultDown(x, y, obj) {
log("gameResultDown...");
cleanResultState();
initNewRoundState();
}
function gameScoreDown(x, y, obj) {
log("gameScoreDown...");
cleanScoreState();
}
/****************************************************************************************** */
/************************************* GAME STATES **************************************** */
/****************************************************************************************** */
function gameInitialize() {
log("Game initialize...");
levelManager = new LevelManager();
levelManager.nextRound();
background = LK.getAsset(levelManager.getBackground(), {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
backgroundLayer = new Container();
foregroundLayer = new Container();
cameraHUD = new CameraHUD();
photoFrameBackground = new FrameBackground();
photoFrameBackground.visible = false;
photoFrame = new PhotoFrame();
photoFrameShadow = new PhotoFrameShadow();
photoFrameShadow.visible = false;
frameMask = new FrameMask();
frameMask.visible = false;
photoFrameBackground.visible = false;
game.addChild(backgroundLayer);
game.addChild(foregroundLayer);
backgroundLayer.addChild(background);
backgroundLayer.addChild(photoFrameBackground);
backgroundLayer.addChild(cameraHUD);
foregroundLayer.addChild(frameMask);
foregroundLayer.addChild(photoFrame);
foregroundLayer.addChild(frameMask);
foregroundLayer.addChild(photoFrameShadow);
// UI Elements
score = 0;
scoreTxt = new Text2('Quality: ' + score, {
size: 100,
fill: "#ffffff",
weight: 1000,
dropShadow: true
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
readyText = new Text2('Get Ready...', {
size: 100,
fill: "#ffffff",
weight: 1000,
dropShadow: true,
visible: false
});
readyText.anchor.set(0.5, 0); // Center the text horizontally and set anchor to top
LK.gui.top.addChild(readyText);
shotButton = new ShotButton();
shotButton.x = 1024;
shotButton.y = 2500;
game.addChild(shotButton);
if (isDebug) {
debugMarker = LK.getAsset('debugMarker', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 50
});
game.addChild(debugMarker);
debugText = new Text2('Debug Info', {
size: 50,
fill: "#ffffff"
});
debugText.anchor.set(0.5, 1); // Anchor to the bottom-right
LK.gui.bottom.addChild(debugText);
}
initNewRoundState(true);
}
/**************************************** NEW ROUND STATE *********************************/
function initNewRoundState(keepRound) {
log("initNewRoundState...");
if (!keepRound) {
levelManager.nextRound();
}
currentBackground = levelManager.getBackground();
background = LK.getAsset(currentBackground, {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
background.visible = true;
gameState = GAME_STATE.NEW_ROUND;
// TODO : handle Level change and target change
currentTarget = new MovingTarget();
currentTarget.x = -currentTarget.width; // Spawn out of the screen on the left
currentTarget.y = 1366 - 256 + 512 * Math.random(); // Random vertical position
backgroundLayer.addChild(currentTarget);
readyText.visible = true;
photoFrame.visible = false;
photoFrameShadow.visible = false;
shotButton.visible = true;
scoreTxt.visible = false;
LK.getSound('forestSound').play();
LK.setTimeout(function () {
cleanNewRoundState();
initPlayingState();
}, 3000);
}
function handleNewRoundLoop() {
// Update New round elements
}
function cleanNewRoundState() {
log("cleanNewRoundState...");
// Remove New round elements
readyText.visible = false;
}
/**************************************** PLAYING STATE *********************************/
function initPlayingState() {
log("initPlayingState...");
gameState = GAME_STATE.PLAYING;
isPlaying = true;
hasShot = false;
}
function handlePlayingLoop() {
// Update game elements
}
function cleanPlayingState() {
log("cleanPlayingState...");
isPlaying = false;
// Remove game elements
background.visible = false;
cameraHUD.visible = false;
}
/**************************************** RESULT STATE *********************************/
function initResultState() {
log("initResultState...");
shotButton.visible = false;
scoreTxt.visible = true;
frameMask.visible = true;
foregroundLayer.addChildAt(frameMask, 0);
gameState = GAME_STATE.RESULT;
photoFrame.visible = true;
photoFrameBackground = new FrameBackground();
photoFrameBackground.visible = true;
backgroundLayer.addChild(photoFrameBackground);
photoFrameShadow.visible = true;
background.tint = 0x000000; // Set background to black
// Show the target again at the shot position if within limits
if (targetShotX >= xMin - currentTarget.width / 2 && targetShotX <= xMax + currentTarget.width / 2 && targetShotY >= yMin - currentTarget.height / 2 && targetShotY <= yMax + currentTarget.height / 2) {
resultTarget = new Container();
var resultTargetGraphics = resultTarget.attachAsset(currentTargetAsset, {
anchorX: 0.5,
anchorY: 0.5
});
resultTarget.x = targetShotX;
resultTarget.y = targetShotY;
backgroundLayer.addChild(resultTarget);
}
// Calculate the center of the photo frame
var centerX = (xMin + xMax) / 2;
var centerY = (yMin + yMax) / 2;
// Calculate the distance between the target shot and the center
var distance = Math.sqrt(Math.pow(targetShotX - centerX, 2) + Math.pow(targetShotY - centerY, 2));
// Calculate the maximum possible distance (from center to any corner)
var maxDistance = Math.sqrt(Math.pow((xMax - xMin) / 2, 2) + Math.pow((yMax - yMin) / 2, 2));
// Calculate the score (0 to 100)
var shotScore = Math.max(0, 100 - distance / maxDistance * 100);
// Update the score
score += Math.round(shotScore);
scoreTxt.setText('Quality: ' + score + '%');
}
function handleResultLoop() {
// Update result elements
}
function cleanResultState() {
log("cleanResultState...");
frameMask.visible = false;
levelManager.nextRound();
scoreTxt.visible = false;
photoFrameBackground.visible = false;
photoFrame.visible = false;
photoFrameShadow.visible = false;
foregroundLayer.removeChild(frameMask);
if (resultTarget) {
backgroundLayer.removeChild(resultTarget);
resultTarget = null;
}
// Remove result elements
//initNewRoundState();
}
/**************************************** SCORE STATE *********************************/
function initScoreState() {
log("initScoreState...");
gameState = GAME_STATE.SCORE;
}
function handleScoreLoop() {
// Update score elements
}
function cleanScoreState() {
log("cleanScoreState...");
LK.showGameOver();
}
/***********************************************************************************/
/******************************** MAIN GAME LOOP ***********************************/
/***********************************************************************************/
game.update = function () {
currentTarget.update();
switch (gameState) {
case GAME_STATE.NEW_ROUND:
handleNewRoundLoop();
break;
case GAME_STATE.PLAYING:
handlePlayingLoop();
break;
case GAME_STATE.SCORE:
handleScoreLoop();
break;
}
};
gameInitialize(); // Initialize the game
a forest.
flying Red-bellied Woodpecker.
flying Yellow-headed Blackbird.
flying Painted Bunting.
Underwater. only water and corals. NO animals
Countryside. 1 flower in foreground.
A Butterfly flying.
a fish swimming.
full dragonfly flying to the right.
full drone flying to the right.
a full hot air balloon with a basket flying to the right.
roofs of an empty modern city. day light
a satellite.
stary dark space. NO OBJECTS
a multitude of polaroids in bulk, with photos of birds, fishes, butterflies, planes, hot air baloons, satelites, dragonflies.....
A flying owl.
A flying parrot.
hippocampe.
shark. lateral view
diodon hystrix swimming. lateral view
fighting fish swimming. lateral view
a hang glider flying. full lateral view
un cerf-volant multicolore.
une coccinelle volante.
un scarabée vert irisé volant. side view
une gueppe volante. side view
un astronaute volant. full side view
une navette spaciale volante. full side view
un astéroïde volant dans l'espace. full side view
remove