Code edit (25 edits merged)
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Code edit (10 edits merged)
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Please fix the bug: 'PlayerDuck is not defined' in or related to this line: 'var playerDuck = game.addChild(new PlayerDuck());' Line Number: 100
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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('playerDuck', {' Line Number: 47
Code edit (1 edits merged)
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Make the bar to start from a little lower and more right
Code edit (5 edits merged)
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Make the bar not move unless I speak
Code edit (5 edits merged)
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Code edit (5 edits merged)
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Please fix the bug: 'volumeText is not defined' in or related to this line: 'volumeText.anchor.set(0.5, 0);' Line Number: 106
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Please fix the bug: 'Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'var volumeText = volumeText.anchor.set(0.5, 0);' Line Number: 106
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Please fix the bug: 'startX is not defined' in or related to this line: 'duck.x = startX; // Starting position of the duck' Line Number: 109
Code edit (10 edits merged)
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Put other two ducks (not players)
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Delete the last thing I asked you to do
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Make the player duck (white duck) more slow
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Perfect. Now I want to change a little the game. I want in the begging to select player. The players will be 8. I will insert a separate photo of each player in assets. And when the user selects a player, that specific player will be playing
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Make the ducks have more space between them
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In the end if I win, I want only just to be written "You Win!" and nothing more
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I also want it to be in the middle and a button saying "Play again"
===================================================================
--- original.js
+++ change.js
@@ -34,45 +34,22 @@
var HzBar = Container.expand(function () {
var self = Container.call(this);
var barGraphics = self.attachAsset('hzBar', {
width: 0,
- // Initialize width to 0
anchorX: 0.0,
anchorY: 0.5
});
- // Define the maximum pitch for full width
- var maxPitch = 2000; // Set the maximum pitch value you expect
- var screenWidth = 1500; // Adjust to your actual screen width for proper scaling
self.update = function () {
// Only update the bar's width and color when the player is speaking
if (facekit.volume > 0.5 && facekit.mouthOpen) {
- // Scale the pitch to the bar width
- barGraphics.width = Math.min(screenWidth, facekit.pitch / maxPitch * screenWidth);
- // Change color based on the pitch value
- if (facekit.pitch < 800) {
- self.tint = 0x87CEEB; // Light blue for low pitch
- } else {
- self.tint = 0xFF0000; // Red for high pitch
- }
+ // Update the bar's width based on the pitch
+ // The maximum width is the screen width minus the starting position of the bar
+ // Multiply the pitch by the maximum width and divide by the maximum pitch (2000Hz)
+ barGraphics.width = facekit.pitch * ((1500 - hzBar.x) / 400);
+ // Update the bar's color based on the pitch
}
- };
- return self;
-});
-// PlayerDuck class representing the player's duck
-var PlayerDuck = Container.expand(function () {
- var self = Container.call(this);
- // Create a playerDuck graphic and assign it to the playerDuck instance
- var playerDuckGraphics = self.attachAsset('playerDuck', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.update = function () {
- if (countdown == 0 && facekit.volume > 0.5 && facekit.mouthOpen) {
- // Move only if volume is above the threshold and the player is speaking
- // Update the speed based on the pitch
- self.speed = facekit.pitch / 100;
- self.x += self.speed;
+ if (facekit.pitch < 800) {
+ self.tint = 0xFF0000; // Indigo for low pitch
}
};
return self;
});