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in initScoreState move scoreTxt to the center of the screen
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var qualityInterval = setInterval(function () {' Line Number: 820
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in initScoreState and handleScoreLoop, animate the averageQuality in scoreTxt from 0% to averageQuality
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in initScoreState, remove the background asset, just let the colot
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in initScoreState add the '%'
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in initScoreState, calculate the average quality usint the totals and write it in the score without decimals
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set the scoreTxt to "Average Quality :" and make it visible
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in initScoreState set the background to 0x8FA9B9
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in gameResultDown, if currentLevel and current round are the last, switch to initscorestate() instead of initNewRoundState();
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when levelManager.currentLevel >= this.levels.length switch to score state
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add a global vairable totalRound and cumulate the rounds in it
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add a global variable totalShots and cumulate the shots in it
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add a global variable totalScore and cumulate the score in it
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Code edit (5 edits merged)
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ok, now prevent clicks in result state during the first 2 seconds
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adapt the MovingTarget class to use the new arguments
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remove local revert in initNewRoundState set directly currentTargetRevert instead
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use currentTargetRevert instead of revert 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 (revert) { var self = Container.call(this); //var targets = levelManager.getTargets(); //currentTargetAsset = targets[levelManager.currentRound % targets.length]; currentTargetAsset = levelManager.getTarget(); if (!currentTargetAsset) { console.error("Failed to get currentTargetAsset for round: ", levelManager.currentRound); } log("Current Target Asset: ", currentTargetAsset); log("Current Round: ", levelManager.currentRound); if (currentTargetAsset) { var targetGraphics = self.attachAsset(currentTargetAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: revert ? -1 : 1 }); } else { console.error("currentTargetAsset is undefined"); } self.speedX = 10; self.update = function () { if (!isPlaying) { return; } var dx = self.endX - self.x; var dy = self.endY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speedX; self.y += dy / distance * self.speedX; if (isDebug && LK.ticks % 60 === 0) { // Log position every second (assuming 60 FPS) log("MovingTarget position:", { x: self.x, y: self.y }); } // Check if the target is out of the screen bounds with an offset var offset = 128; // Example offset value if (self.x < -self.width - offset || self.x > 2048 + self.width + offset || self.y < -self.height - offset || self.y > 2732 + self.height + offset || distance < offset) { 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 ****/ /***********************************************************************************/ /********************************** TARGET MANAGER CLASS ***************************/ /***********************************************************************************/ var TargetManager = function TargetManager() { this.targets = { 'bird1': { assetName: 'bird1', startCorners: [1, 3, 4, 5, 7, 8] }, 'bird2': { assetName: 'bird2', startCorners: [5, 7] }, 'bird3': { assetName: 'bird3', startCorners: [1, 3, 4, 5, 7, 8] }, 'fish1': { assetName: 'fish1', startCorners: [1, 3, 4, 5, 7, 8] }, 'fish2': { assetName: 'fish2', startCorners: [1, 3, 4, 5, 7, 8] }, 'insect1': { assetName: 'insect1', startCorners: [7, 5] }, 'insect2': { assetName: 'insect2', startCorners: [1, 3, 4, 5, 7, 8] }, 'spaceObject1': { assetName: 'spaceObject1', startCorners: [1, 2, 3, 4, 5, 6, 7, 8] }, 'spaceObject2': { assetName: 'spaceObject2', startCorners: [1, 3] }, 'townObject1': { assetName: 'townObject1', startCorners: [1, 2, 3, 4, 5, 6, 7, 8] }, 'townObject2': { assetName: 'townObject2', startCorners: [1, 2, 3, 4, 5, 6, 7, 8] } }; }; TargetManager.prototype.getTarget = function (key) { return this.targets[key]; }; TargetManager.prototype.getAllKeys = function () { return Object.keys(this.targets); }; targetManager = new TargetManager(); /***********************************************************************************/ /********************************** POSITION MANAGER CLASS *************************/ /***********************************************************************************/ var PositionManager = function PositionManager() { this.previousStartCornerIndex = null; this.nbMaxCorners = 8; // Constant }; PositionManager.prototype.getNextStartCorner = function (asset, revert) { var availableCorners = targetManager.getTarget(asset).startCorners; var possibleCorners = revert ? [2, 3, 4, 5, 6] : [1, 2, 6, 7, 8]; var validCorners = availableCorners.filter(function (corner) { return possibleCorners.includes(corner); }); var nextCorner; do { nextCorner = validCorners[Math.floor(Math.random() * validCorners.length)]; } while (nextCorner === this.previousStartCornerIndex); this.previousStartCornerIndex = nextCorner; return nextCorner; }; PositionManager.prototype.getEndCorner = function (startCornerIndex) { var possibleEndCorners = [1 + (startCornerIndex + 3) % 8]; var endCorner = possibleEndCorners[Math.floor(Math.random() * possibleEndCorners.length)]; log("Start corner index:", startCornerIndex); log("Possible end corners:", possibleEndCorners); log("Selected end corner:", endCorner); return endCorner; }; PositionManager.prototype.getCornerPosition = function (cornerIndex) { var randomOffset = Math.random() * 100 * 0; // Example random offset var targetSize = 1024; // Size of the target switch (cornerIndex) { case 1: return { x: xMin - targetSize - randomOffset, y: yMin - targetSize - randomOffset }; case 2: return { x: xMin + (xMax - xMin) / 2, y: yMin - targetSize - randomOffset }; case 3: return { x: xMax + targetSize + randomOffset, y: yMin - targetSize - randomOffset }; case 4: return { x: xMax + targetSize + randomOffset, y: yMin + (yMax - yMin) / 2 }; case 5: return { x: xMax + targetSize + randomOffset, y: yMax + targetSize + randomOffset }; case 6: return { x: xMin + (xMax - xMin) / 2, y: yMax + targetSize + randomOffset }; case 7: return { x: xMin - targetSize - randomOffset, y: yMax + targetSize + randomOffset }; case 8: return { x: xMin - targetSize - randomOffset, y: yMin + (yMax - yMin) / 2 }; default: return { x: 0, y: 0 }; } }; /***********************************************************************************/ /********************************** LEVEL MANAGER CLASS ****************************/ /***********************************************************************************/ var LevelManager = function LevelManager() { this.levels = [ /*{ name: 'Test', background: 'forest', targets: ['bird1', 'bird2'] }, */ { name: 'Forest', background: 'forest', targets: ['bird1', 'bird2'] }, { name: 'Underwater', background: 'underwater', targets: ['fish1', 'fish2'] }, { 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 = -1; }; LevelManager.prototype.getBackground = function () { return this.levels[levelManager.currentLevel].background; }; LevelManager.prototype.getTargets = function () { return this.levels[levelManager.currentLevel].targets; }; LevelManager.prototype.getTarget = function () { return this.levels[levelManager.currentLevel].targets[levelManager.currentRound]; }; LevelManager.prototype.nextRound = function () { log("LevelManager nextRound() : was " + this.currentRound); this.currentRound++; log("now => " + this.currentRound); if (levelManager.currentLevel >= 0 && levelManager.currentLevel < this.levels.length && this.currentRound >= this.levels[levelManager.currentLevel].targets.length) { this.currentRound = 0; levelManager.currentLevel++; if (levelManager.currentLevel >= this.levels.length) { levelManager.currentLevel = 0; // Loop back to the first level } } }; /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ var GAME_STATE = { INIT: 'INIT', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', RESULT: 'RESULT', SCORE: 'SCORE' }; // Game state variables var levelManager; 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 currentTargetRevert = false; 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 = true; 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...from state " + gameState + " != " + GAME_STATE.NEW_ROUND); if (gameState != GAME_STATE.NEW_ROUND) { cleanResultState(); initNewRoundState(); } } function gameScoreDown(x, y, obj) { log("gameScoreDown..."); cleanScoreState(); } /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); levelManager = new LevelManager(); targetManager = new TargetManager(); positionManager = new PositionManager(); levelManager.currentLevel = 0; // Ensure levelManager.currentLevel is set to a valid index 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...before:", 'Level: ' + levelManager.currentLevel + ' Round: ' + levelManager.currentRound); if (!keepRound) { levelManager.nextRound(); } log("initNewRoundState...after:", 'Level: ' + levelManager.currentLevel + ' Round: ' + levelManager.currentRound); currentTargetRevert = Math.random() >= 0.5; targetShotX = 0; targetShotY = 0; score = 0; // Reset score at the start of each new round scoreTxt.setText('Quality: ' + score + '%'); if (isDebug) { debugText.setText('Level: ' + levelManager.currentLevel + ' Round: ' + levelManager.currentRound); } currentBackground = levelManager.getBackground(); background = LK.getAsset(currentBackground, { anchorX: 0, anchorY: 0, x: 0, y: 0 }); backgroundLayer.addChild(background); backgroundLayer.addChild(cameraHUD); cameraHUD.visible = true; gameState = GAME_STATE.NEW_ROUND; // TODO : handle Level change and target change currentTargetAsset = levelManager.getTarget(); var startCornerIndex = positionManager.getNextStartCorner(currentTargetAsset, currentTargetRevert); var endCornerIndex = positionManager.getEndCorner(startCornerIndex); var startPosition = positionManager.getCornerPosition(startCornerIndex); var endPosition = positionManager.getCornerPosition(endCornerIndex); log("Selected start position:", startPosition); log("Selected end position:", endPosition); currentTargetRevert = endPosition.x < startPosition.x; currentTarget = new MovingTarget(currentTargetAsset, currentTargetRevert); currentTarget.x = startPosition.x; currentTarget.y = startPosition.y; currentTarget.endX = endPosition.x; currentTarget.endY = endPosition.y; 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(); }, 1000 + 1000 + Math.random()); } 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, scaleX: currentTargetRevert ? -1 : 1 }); 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(score === 0 ? 'Missed!' : 'Quality: ' + score + '%'); } function handleResultLoop() { // Update result elements } function cleanResultState() { log("cleanResultState..."); frameMask.visible = false; 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
===================================================================
--- original.js
+++ change.js
@@ -649,9 +649,9 @@
if (!keepRound) {
levelManager.nextRound();
}
log("initNewRoundState...after:", 'Level: ' + levelManager.currentLevel + ' Round: ' + levelManager.currentRound);
- var revert = Math.random() >= 0.5;
+ currentTargetRevert = Math.random() >= 0.5;
targetShotX = 0;
targetShotY = 0;
score = 0; // Reset score at the start of each new round
scoreTxt.setText('Quality: ' + score + '%');
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