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تطبيق ذلك مثل مهندس
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Don't set the score to zero in clean score state.
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Move score calculation to the init result state.
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I mean the other side : allow until -width/2 ... ect
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in initResultState , take the target width into account fot the limits
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Implémente cela comme un professionnel.
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On enlève juste l'asset target.
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Enlève l'asset Target.
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when taking shot, play cameraShot sound
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in new round, play forestSound then after 3sec switch to playing state properly
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Please save this source code
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Use a darker blue for the result background.
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store the selected asset in currentTargetAsset, and re-use currentTargetAsset fo result target
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Please save this source code
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in result state, if targetShotX and targetShotY are not within the limits, don't show the target
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in MovingTarget , for the target, select randomly between 'bird1', 'bird2', 'bird3',
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Please save this source code
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In the PhotoFrame class, add another asset for the background and set its size to be like the PhotoFrame
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Move the debug marker to the bottom center.
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Set correctly all coordinates of borders of photo frame.
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Fix rotor frame for those positions.
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Hide the photo frame in initRun state and make it visible in initResult state
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Add a global variable for PhotoFrame and spawn it in GameInitialize
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In clean playing state, hide the camera HUD.
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En état de nettoyage propre, couvrez le capteur de la caméra.
/**** * 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); }); /***********************************************************************************/ /********************************** 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 frameBackground = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, width: xMax - xMin, height: yMax - yMin, x: (xMax + xMin) / 2, y: (yMax + yMin) / 2 }); var frameBorderTop = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5 }); frameBorderTop.width = xMax - xMin; frameBorderTop.height = 10; 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 = 10; 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 = 10; 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 = 10; 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 ****/ /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ // Enumeration for game states 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 photoFrame; var background; var cameraHUD; var currentTarget; var currentTargetAsset; var shotButton; // 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); 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 }); game.addChild(background); cameraHUD = new CameraHUD(); photoFrame = new PhotoFrame(); game.addChild(photoFrame); game.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 game.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..."); gameState = GAME_STATE.RESULT; photoFrame.visible = true; background.tint = 0x00008B; // Set background to a darker blue // 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) { var resultTarget = new Container(); var resultTargetGraphics = resultTarget.attachAsset(currentTargetAsset, { anchorX: 0.5, anchorY: 0.5 }); resultTarget.x = targetShotX; resultTarget.y = targetShotY; // Create a mask to clip the target var mask = new Container(); var maskGraphics = mask.attachAsset('background', { anchorX: 0, anchorY: 0, width: xMax - xMin, height: yMax - yMin, x: xMin, y: yMin }); resultTarget.mask = maskGraphics; game.addChild(resultTarget); game.addChild(mask); } // 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..."); // 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
@@ -349,9 +349,21 @@
anchorY: 0.5
});
resultTarget.x = targetShotX;
resultTarget.y = targetShotY;
+ // Create a mask to clip the target
+ var mask = new Container();
+ var maskGraphics = mask.attachAsset('background', {
+ anchorX: 0,
+ anchorY: 0,
+ width: xMax - xMin,
+ height: yMax - yMin,
+ x: xMin,
+ y: yMin
+ });
+ resultTarget.mask = maskGraphics;
game.addChild(resultTarget);
+ game.addChild(mask);
}
// Calculate the center of the photo frame
var centerX = (xMin + xMax) / 2;
var centerY = (yMin + yMax) / 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