Code edit (1 edits merged)
Please save this source code
User prompt
when spawning a gift, set a random rotation winthin a range of -PI/4 +PI/4
Code edit (18 edits merged)
Please save this source code
User prompt
in GiftRain, when a gift moves out of bounds move it back to gift.x = Math.random() * (1948 - 100) + 100; gift.y = -300; // Start above the screen in order to make a countious anim
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
I don't see gifts falling; I thing activesGifts are not atteched to the GiftRain instance in the GiftRain class
Code edit (1 edits merged)
Please save this source code
User prompt
I don't see gifts falling; I thing it misses and "attachement" to GiftRain
Code edit (1 edits merged)
Please save this source code
User prompt
add logs in GifRain and RainDrop
Code edit (6 edits merged)
Please save this source code
User prompt
for GiftRain, use RainDrop instances in the giftPool. and call upsateAsset() with the generator index
User prompt
create a class RainDrop with a list of non visible assets generator_N (with N from 0 to maxGenerators) . in This class add a update asset function that takes an index as argument and make the index asset visible.
User prompt
GiftRain should not use 'generatorButton' asset but 'generator_X' asset depending on the bought generators
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(giftRain);' Line Number: 863
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(giftRain);' Line Number: 863
User prompt
create a new class GiftRain. It will be responsible of making a continuous animation of falling gifts. The gifts will start to fall when player buys a generator. The gifts will use the same asset as the generators buttons. The more generators bought the more gifts will spawn. Gifts spawn at random x between 100 and 1948. Gifts spawn at random y between -100 and -300. The class will use a pool of objects and re-use gifts with y > 3000
Code edit (1 edits merged)
Please save this source code
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: isAnimating is not defined' in or related to this line: 'if (!isAnimating && dragNode === rightBoard) {' Line Number: 530
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(self.applyMomentum);' Line Number: 726
User prompt
Please fix the bug: 'Uncaught TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(self.applyMomentum);' Line Number: 726
Code edit (2 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -530,10 +530,48 @@
anchorY: 0.5,
width: 400,
height: 3000,
alpha: 0.2,
- visible: true // For Debuging
+ visible: true // For Debugging
});
+ self.lastY = 0;
+ self.velocity = 0;
+ self.isAnimating = false;
+ self.lastTime = Date.now();
+ // Add momentum animation
+ self.applyMomentum = function () {
+ if (Math.abs(self.velocity) < 0.1) {
+ self.velocity = 0;
+ self.isAnimating = false;
+ return;
+ }
+ var currentTime = Date.now();
+ var deltaTime = (currentTime - self.lastTime) / 16; // Normalize to ~60fps
+ self.lastTime = currentTime;
+ // Apply friction
+ self.velocity *= Math.pow(0.95, deltaTime);
+ // Calculate movement with velocity
+ var deltaY = self.velocity * deltaTime;
+ // Check boundaries
+ var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY;
+ var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY;
+ // Bounce effect at boundaries
+ if (firstButtonNewY > 1000) {
+ self.velocity *= -0.5;
+ deltaY = 1000 - (self.y + self.generatorButtons[0].y);
+ } else if (lastButtonNewY < 1366) {
+ self.velocity *= -0.5;
+ deltaY = 1366 - (self.y + self.generatorButtons[self.generatorButtons.length - 1].y);
+ }
+ // Move all generator buttons
+ self.generatorButtons.forEach(function (button) {
+ button.y += deltaY;
+ });
+ // Continue animation
+ if (self.isAnimating) {
+ LK.setTimeout(self.applyMomentum, 16);
+ }
+ };
// Position the rightBoard at the right side of the screen
self.x = 1848;
self.y = 1366;
self.buttonsOffsetX = 50;
@@ -548,28 +586,64 @@
self.generatorButtons.push(generatorButton);
self.addChild(generatorButton);
}
self.down = function (x, y, obj) {
- log("Generator button pressed", y);
+ log("RightBoard pressed", y);
globalStartY = y;
+ self.lastY = y;
+ self.velocity = 0;
+ self.isAnimating = false;
+ dragNode = self;
self.startTime = Date.now();
- dragNode = self; // Set dragNode to the rightBoard being pressed
+ self.lastTime = Date.now();
};
+ self.move = function (x, y, obj) {
+ if (dragNode === self || dragNode instanceof GeneratorButton) {
+ var deltaY = y - globalStartY;
+ var currentTime = Date.now();
+ var deltaTime = (currentTime - self.lastTime) / 16; // Normalize to ~60fps
+ // Calculate velocity based on movement and time
+ self.velocity = (y - self.lastY) / deltaTime;
+ // Update tracking variables
+ self.lastY = y;
+ self.lastTime = currentTime;
+ // Calculate new positions for boundaries
+ var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY;
+ var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY;
+ // Adjust deltaY to prevent moving beyond boundaries
+ if (deltaY > 0) {
+ deltaY = Math.min(deltaY, 1000 - (self.y + self.generatorButtons[0].y));
+ if (firstButtonNewY > 1000) {
+ self.velocity *= 0.5; // Reduce velocity when hitting boundary
+ }
+ }
+ if (deltaY < 0) {
+ deltaY = Math.max(deltaY, 1366 - (self.y + self.generatorButtons[self.generatorButtons.length - 1].y));
+ if (lastButtonNewY < 1366) {
+ self.velocity *= 0.5; // Reduce velocity when hitting boundary
+ }
+ }
+ // Move all generator buttons vertically based on swipe direction
+ self.generatorButtons.forEach(function (button) {
+ button.y += deltaY;
+ });
+ globalStartY = y;
+ }
+ };
self.up = function (x, y, obj) {
var endTime = Date.now();
var timeDiff = endTime - self.startTime;
var distance = Math.sqrt(Math.pow(x - self.startX, 2) + Math.pow(y - globalStartY, 2));
if (timeDiff < 200 && distance < 10) {
// Detected as a tap
log("Detected tap on RightBoard");
} else {
- // Detected as a swipe
- log("Detected swipe on RightBoard");
- self.handleSwipe(y - globalStartY, y);
+ // Start momentum animation
+ self.isAnimating = true;
+ requestAnimationFrame(self.applyMomentum);
}
- dragNode = null; // Reset dragNode when mouse is up
+ dragNode = null;
};
- // Add any additional functionality or properties for rightBoard here
self.handleSwipe = function (deltaY, y) {
// Calculate new positions for the first and last buttons
var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY;
var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY;
a big lovely heart
a big stone heart
a big used copper heart
face view of a big bronze heart
face view of a big silver heart
Big shining gold heart verly slightly ornate. face view.
Big precious shiny porcelain heart slightly ornate. face view.
Large precious heart in mother-of-pearl, lightly ornate. Front view.
Large heart in precious ruby, very lightly decorated. Front view.
The most precious large heart in diamond, Front view.
clean pink enamel board witha very thin border