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Restore the lines of camera HUD height to 20.
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now they should be restored as the line 2
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Restore the line 1 asset size of the camera HUD.
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Faites que les bordures de la photo soient un peu plus épaisses.
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couvrez le bouton de tir dans le stade de résultat.
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créons une variable globale pour le target de résultat
Code edit (1 edits merged)
Please save this source code
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Dans CleanResultState, couvrez également le score et le background de l'écran.
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Faites que le frameBackground ne soit pas visible et le montrez uniquement dans l'état des résultats.
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Faites que l'arrière de l'écran ne soit pas visible et le montrez uniquement dans l'état des résultats.
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Create a global variable for the frame background
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move the frameBackground from PhotoFrame to a separate class
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Mettez l'environnement de l'écran de photo dans une classe séparée.
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Please fix the bug: 'TypeError: foregroundLayer is undefined' in or related to this line: 'foregroundLayer.addChild(photoFrame);' Line Number: 319
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Mettez le panneau photo sur la couche d'affichage d'avant.
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Switch to debug mode off
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Utilisez la couche de foreground pour le masque de courbe.
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Ajoutez tous les éléments à la couche de background au lieu du jeu.
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Add a new background layer global variable.
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Ajoutez un nouveau couvercle de référence globale.
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Ajoutez un nouveau couvercle globale nommé couvercle de fond.
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Add a new global variable named foregroundLayer
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Dans le mode débug, sélectionnez chaque ligne du masque de l'écran pour un tint différent.
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Don't add the frame mask as a GameChild in GameInitialize() function
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Ajoutez le masque de l'écran en tant qu'enfant de jeu uniquement dans les états de résultat.
/**** * 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('background', { 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 : 0xAEC6CF // 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 : 0xAEC6CF // 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 : 0xAEC6CF // 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 : 0xAEC6CF // 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 birdAssets = ['bird1', 'bird2', 'bird3']; currentTargetAsset = birdAssets[Math.floor(Math.random() * birdAssets.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; frameBorderTop.height = 20; frameBorderTop.alpha = 0.8; frameBorderTop.x = (xMax + xMin) / 2; frameBorderTop.y = yMin; var frameBorderBottom = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5 }); frameBorderBottom.width = xMax - xMin; frameBorderBottom.height = 20; frameBorderBottom.alpha = 0.8; 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 = 0.8; frameBorderLeft.x = xMin; frameBorderLeft.y = (yMax + yMin) / 2; var frameBorderRight = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5 }); frameBorderRight.width = 20; frameBorderRight.height = yMax - yMin; frameBorderRight.alpha = 0.8; frameBorderRight.x = xMax; frameBorderRight.y = (yMax + yMin) / 2; }); /***********************************************************************************/ /********************************** 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: 0xAEC6CF //Init game with pastel blue background }); /**** * Game Code ****/ // Enumeration for game states /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ var GAME_STATE = { INIT: 'INIT', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', RESULT: 'RESULT', SCORE: 'SCORE' }; // Game state variables 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 frameBackground; var background; var cameraHUD; var currentTarget; var currentTargetAsset; var shotButton; // Game layer variables 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); 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(); } function gameScoreDown(x, y, obj) { log("gameScoreDown..."); cleanScoreState(); } /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); backgroundLayer = new Container(); game.addChild(backgroundLayer); backgroundLayer.addChild(background); cameraHUD = new CameraHUD(); frameBackground = new FrameBackground(); frameBackground.visible = false; backgroundLayer.addChild(frameBackground); photoFrame = new PhotoFrame(); backgroundLayer.addChild(photoFrame); frameMask = new FrameMask(); frameMask.visible = false; frameBackground.visible = false; foregroundLayer = new Container(); game.addChild(foregroundLayer); foregroundLayer.addChild(frameMask); backgroundLayer.addChild(cameraHUD); // UI Elements score = 0; scoreTxt = new Text2('Score: ' + score, { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); 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(); } /**************************************** NEW ROUND STATE *********************************/ function initNewRoundState() { log("initNewRoundState..."); 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); if (!readyText) { readyText = new Text2('Listen...', { size: 200, fill: "#ffffff" }); readyText.anchor.set(0.5, 0.5); // Center the text horizontally and vertically readyText.x = 2048 / 2; // Center horizontally readyText.y = 2732 / 2; // Center vertically game.addChild(readyText); } readyText.visible = true; photoFrame.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; frameMask.visible = true; foregroundLayer.addChild(frameMask); gameState = GAME_STATE.RESULT; photoFrame.visible = true; frameBackground.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('Score: ' + score); } function handleResultLoop() { // Update result elements } function cleanResultState() { log("cleanResultState..."); frameMask.visible = false; scoreTxt.visible = false; frameBackground.visible = false; foregroundLayer.removeChild(frameMask); shotButton.visible = true; 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..."); scoreTxt.setText('Score: ' + score); 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
@@ -9,15 +9,15 @@
function createCorner(x, y, rotation) {
var corner = new Container();
var line1 = LK.getAsset('line', {
width: 100,
- height: 10,
+ height: 20,
anchorX: 0,
anchorY: 0
});
var line2 = LK.getAsset('line', {
width: 100,
- height: 10,
+ height: 20,
anchorX: 0,
anchorY: 0
});
line2.rotation = Math.PI / 2;
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