User prompt
Erase the bar on the bottom of the screen
User prompt
Erase the text Best: 78\
User prompt
have the best mean the longest dots be in the 8 loop as a stopwatch from 0.00 infinitely long if the dots fly out the stopwatch will reset
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'autoSpawnTxt.style.fill = game.autoSpawnEnabled ? "#88ff88" : "#ff8888";' Line Number: 329
Code edit (1 edits merged)
Please save this source code
User prompt
Infinite 8 Loop
Initial prompt
Create a game called Infinite 8 Loop game. it's a game where you can have a dot spin in a eight shaped way but you have to make sure the stays in that gravitational pull otherwise if you click anywhere else the dot will fly away. You can have more than one dot on your screen tap dots on the top right hand corner of your screen and tap paste on the bottom of dots that will make it so you can click on the screen more dots. To it spawn dots without clicking any clicking on the screen screen tap dots on the top right hand corner of your screen and tap spawn on the bottom of dots and that will make so your spawning by number not clicking click the up and down arrows to make your dots. The spawning by number will be infinite but it will show how many dots your making this one. On the center top middle of your screen will show how many dots your making. On the right hand corner of your screen will show a number of speed that the gravity is it will have arrows up and down to make so you can change the gravity infinitely by number. The gravity number will be at 1.0s.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highestDotCount: 0, autoSpawn: true, spawnInterval: 1000 }); /**** * Classes ****/ var AddButton = Container.expand(function () { var self = Container.call(this); var circle = self.attachAsset('addButton', { anchorX: 0.5, anchorY: 0.5 }); var plus1 = self.attachAsset('plusSign', { anchorX: 0.5, anchorY: 0.5 }); var plus2 = self.attachAsset('plusSign', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 2 }); self.down = function (x, y, obj) { // Visual feedback tween(circle, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut }); }; self.up = function (x, y, obj) { // Visual feedback tween(circle, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.elasticOut }); // Toggle auto spawn game.toggleAutoSpawn(); }; return self; }); var Dot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.angle = 0; self.speed = 0.02 + Math.random() * 0.02; self.radius = 250 + Math.random() * 100; self.verticalStretch = 0.7; self.alive = true; self.breakDirection = { x: 0, y: 0 }; self.resetPosition = function () { self.x = game.figureCenterX; self.y = game.figureCenterY; }; self.update = function () { if (!self.alive) { // Dot is breaking away from the orbit self.x += self.breakDirection.x; self.y += self.breakDirection.y; // Apply some gravity to make it fall off screen self.breakDirection.y += 0.2; // Check if dot is off screen if (self.y > 2732 + 100 || self.x < -100 || self.x > 2048 + 100) { self.destroy(); game.removeDeadDot(self); } return; } // Update angle based on game speed (gravity) self.angle += self.speed * game.gravityStrength; // Calculate position on figure 8 path var figureX = game.figureCenterX + Math.sin(self.angle) * self.radius; var figureY = game.figureCenterY + Math.sin(2 * self.angle) * self.radius * self.verticalStretch; // Smoothly move to the calculated position self.x = figureX; self.y = figureY; }; self.breakOrbit = function (directionX, directionY) { if (!self.alive) { return; } self.alive = false; // Set break direction based on current position and tap location self.breakDirection = { x: (directionX - self.x) * 0.1, y: (directionY - self.y) * 0.1 }; // Play break sound LK.getSound('break').play(); // Make dot fade out as it breaks orbit tween(dotGraphics, { alpha: 0 }, { duration: 1500, easing: tween.linear }); }; return self; }); var GravityControl = Container.expand(function () { var self = Container.call(this); var bar = self.attachAsset('gravityControl', { anchorX: 0.5, anchorY: 0.5 }); var slider = self.attachAsset('gravitySlider', { anchorX: 0.5, anchorY: 0.5 }); var minX = -bar.width / 2 + slider.width / 2; var maxX = bar.width / 2 - slider.width / 2; self.dragging = false; self.updateSliderPosition = function (value) { // Position the slider based on gravity strength value (0.1 to 2.0) var normalizedValue = (value - 0.1) / 1.9; // Normalize to 0-1 slider.x = minX + normalizedValue * (maxX - minX); }; self.getValueFromPosition = function () { // Calculate gravity value from slider position var normalizedPos = (slider.x - minX) / (maxX - minX); return 0.1 + normalizedPos * 1.9; // Map to 0.1-2.0 range }; self.down = function (x, y, obj) { var localPos = self.toLocal({ x: x, y: y }); if (Math.abs(localPos.x - slider.x) < slider.width && Math.abs(localPos.y - slider.y) < slider.height) { self.dragging = true; } }; self.up = function (x, y, obj) { self.dragging = false; }; self.move = function (x, y, obj) { if (self.dragging) { var localPos = self.toLocal({ x: x, y: y }); slider.x = Math.max(minX, Math.min(maxX, localPos.x)); game.gravityStrength = self.getValueFromPosition(); } }; return self; }); var PathVisualizer = Container.expand(function () { var self = Container.call(this); self.pathPoints = []; self.pathDots = []; self.createPath = function (dotCount) { // Clear existing path visualization for (var i = 0; i < self.pathDots.length; i++) { self.removeChild(self.pathDots[i]); } self.pathDots = []; // Calculate path points for figure 8 self.pathPoints = []; for (var angle = 0; angle < Math.PI * 2; angle += 0.05) { var x = game.figureCenterX + Math.sin(angle) * 300; var y = game.figureCenterY + Math.sin(2 * angle) * 300 * 0.7; self.pathPoints.push({ x: x, y: y }); } // Create visual path with dots for (var i = 0; i < self.pathPoints.length; i++) { var dot = LK.getAsset(i % 5 === 0 ? 'pathHighlight' : 'path', { anchorX: 0.5, anchorY: 0.5 }); dot.x = self.pathPoints[i].x; dot.y = self.pathPoints[i].y; self.pathDots.push(dot); self.addChild(dot); } }; self.isPointNearPath = function (x, y) { // Check if a point is near the figure 8 path for (var i = 0; i < self.pathPoints.length; i++) { var distance = Math.sqrt(Math.pow(x - self.pathPoints[i].x, 2) + Math.pow(y - self.pathPoints[i].y, 2)); if (distance < 50) { return true; } } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111133 }); /**** * Game Code ****/ game.dots = []; game.gravityStrength = 1.0; game.figureCenterX = 2048 / 2; game.figureCenterY = 2732 / 2; game.autoSpawnEnabled = storage.autoSpawn; game.spawnInterval = storage.spawnInterval; game.lastSpawnTime = 0; // Create background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); game.addChild(background); // Create path visualizer var pathVisualizer = new PathVisualizer(); game.addChild(pathVisualizer); pathVisualizer.createPath(50); // Create gravity control var gravityControl = new GravityControl(); gravityControl.x = game.figureCenterX; gravityControl.y = 2732 - 150; game.addChild(gravityControl); gravityControl.updateSliderPosition(game.gravityStrength); // Create add button var addButton = new AddButton(); addButton.x = 2048 - 150; addButton.y = 2732 - 150; game.addChild(addButton); // Count display var countTxt = new Text2('Dots: 0', { size: 80, fill: 0xFFFFFF }); countTxt.anchor.set(0, 0); LK.gui.topRight.addChild(countTxt); countTxt.x = -countTxt.width - 50; countTxt.y = 50; // High score display var highScoreTxt = new Text2('Best: ' + storage.highestDotCount, { size: 60, fill: 0xAAAAFF }); highScoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(highScoreTxt); highScoreTxt.x = -highScoreTxt.width - 50; highScoreTxt.y = 130; // Auto spawn status display var autoSpawnTxt = new Text2('Auto: ' + (game.autoSpawnEnabled ? 'ON' : 'OFF'), { size: 60, fill: game.autoSpawnEnabled ? "#88ff88" : "#ff8888" }); autoSpawnTxt.anchor.set(0.5, 0.5); addButton.addChild(autoSpawnTxt); autoSpawnTxt.y = -100; // Game functions game.createDot = function (x, y) { var dot = new Dot(); // Randomize starting position on the path dot.angle = Math.random() * Math.PI * 2; // Add dot to game game.dots.push(dot); game.addChild(dot); // Update counter countTxt.setText('Dots: ' + game.dots.length); // Check high score if (game.dots.length > storage.highestDotCount) { storage.highestDotCount = game.dots.length; highScoreTxt.setText('Best: ' + storage.highestDotCount); } // Play pop sound LK.getSound('pop').play(); // Animate dot appearing dot.scale.set(0); tween(dot, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); return dot; }; game.removeDeadDot = function (dot) { // Remove dead dot from array var index = game.dots.indexOf(dot); if (index !== -1) { game.dots.splice(index, 1); countTxt.setText('Dots: ' + game.dots.length); } }; game.toggleAutoSpawn = function () { game.autoSpawnEnabled = !game.autoSpawnEnabled; storage.autoSpawn = game.autoSpawnEnabled; // Update text autoSpawnTxt.setText('Auto: ' + (game.autoSpawnEnabled ? 'ON' : 'OFF')); autoSpawnTxt.style.fill = game.autoSpawnEnabled ? "#88ff88" : "#ff8888"; }; // Event handlers game.down = function (x, y, obj) { // Check if the tap was on the path or outside var onPath = pathVisualizer.isPointNearPath(x, y); if (onPath) { // Create a new dot at the figure 8 center game.createDot(); } else { // Break orbits of nearby dots for (var i = 0; i < game.dots.length; i++) { var dot = game.dots[i]; var distance = Math.sqrt(Math.pow(x - dot.x, 2) + Math.pow(y - dot.y, 2)); if (distance < 150 && dot.alive) { dot.breakOrbit(x, y); } } } }; // Main update loop game.update = function () { // Auto spawn dots if (game.autoSpawnEnabled) { if (LK.ticks - game.lastSpawnTime > game.spawnInterval / 16.67) { game.lastSpawnTime = LK.ticks; game.createDot(); } } }; // Start background music LK.playMusic('ambient', { fade: { start: 0, end: 0.5, duration: 2000 } });
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,353 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highestDotCount: 0,
+ autoSpawn: true,
+ spawnInterval: 1000
+});
+
+/****
+* Classes
+****/
+var AddButton = Container.expand(function () {
+ var self = Container.call(this);
+ var circle = self.attachAsset('addButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var plus1 = self.attachAsset('plusSign', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var plus2 = self.attachAsset('plusSign', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: Math.PI / 2
+ });
+ self.down = function (x, y, obj) {
+ // Visual feedback
+ tween(circle, {
+ scaleX: 0.9,
+ scaleY: 0.9
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
+ };
+ self.up = function (x, y, obj) {
+ // Visual feedback
+ tween(circle, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.elasticOut
+ });
+ // Toggle auto spawn
+ game.toggleAutoSpawn();
+ };
+ return self;
+});
+var Dot = Container.expand(function () {
+ var self = Container.call(this);
+ var dotGraphics = self.attachAsset('dot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1,
+ scaleY: 1
+ });
+ self.angle = 0;
+ self.speed = 0.02 + Math.random() * 0.02;
+ self.radius = 250 + Math.random() * 100;
+ self.verticalStretch = 0.7;
+ self.alive = true;
+ self.breakDirection = {
+ x: 0,
+ y: 0
+ };
+ self.resetPosition = function () {
+ self.x = game.figureCenterX;
+ self.y = game.figureCenterY;
+ };
+ self.update = function () {
+ if (!self.alive) {
+ // Dot is breaking away from the orbit
+ self.x += self.breakDirection.x;
+ self.y += self.breakDirection.y;
+ // Apply some gravity to make it fall off screen
+ self.breakDirection.y += 0.2;
+ // Check if dot is off screen
+ if (self.y > 2732 + 100 || self.x < -100 || self.x > 2048 + 100) {
+ self.destroy();
+ game.removeDeadDot(self);
+ }
+ return;
+ }
+ // Update angle based on game speed (gravity)
+ self.angle += self.speed * game.gravityStrength;
+ // Calculate position on figure 8 path
+ var figureX = game.figureCenterX + Math.sin(self.angle) * self.radius;
+ var figureY = game.figureCenterY + Math.sin(2 * self.angle) * self.radius * self.verticalStretch;
+ // Smoothly move to the calculated position
+ self.x = figureX;
+ self.y = figureY;
+ };
+ self.breakOrbit = function (directionX, directionY) {
+ if (!self.alive) {
+ return;
+ }
+ self.alive = false;
+ // Set break direction based on current position and tap location
+ self.breakDirection = {
+ x: (directionX - self.x) * 0.1,
+ y: (directionY - self.y) * 0.1
+ };
+ // Play break sound
+ LK.getSound('break').play();
+ // Make dot fade out as it breaks orbit
+ tween(dotGraphics, {
+ alpha: 0
+ }, {
+ duration: 1500,
+ easing: tween.linear
+ });
+ };
+ return self;
+});
+var GravityControl = Container.expand(function () {
+ var self = Container.call(this);
+ var bar = self.attachAsset('gravityControl', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var slider = self.attachAsset('gravitySlider', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var minX = -bar.width / 2 + slider.width / 2;
+ var maxX = bar.width / 2 - slider.width / 2;
+ self.dragging = false;
+ self.updateSliderPosition = function (value) {
+ // Position the slider based on gravity strength value (0.1 to 2.0)
+ var normalizedValue = (value - 0.1) / 1.9; // Normalize to 0-1
+ slider.x = minX + normalizedValue * (maxX - minX);
+ };
+ self.getValueFromPosition = function () {
+ // Calculate gravity value from slider position
+ var normalizedPos = (slider.x - minX) / (maxX - minX);
+ return 0.1 + normalizedPos * 1.9; // Map to 0.1-2.0 range
+ };
+ self.down = function (x, y, obj) {
+ var localPos = self.toLocal({
+ x: x,
+ y: y
+ });
+ if (Math.abs(localPos.x - slider.x) < slider.width && Math.abs(localPos.y - slider.y) < slider.height) {
+ self.dragging = true;
+ }
+ };
+ self.up = function (x, y, obj) {
+ self.dragging = false;
+ };
+ self.move = function (x, y, obj) {
+ if (self.dragging) {
+ var localPos = self.toLocal({
+ x: x,
+ y: y
+ });
+ slider.x = Math.max(minX, Math.min(maxX, localPos.x));
+ game.gravityStrength = self.getValueFromPosition();
+ }
+ };
+ return self;
+});
+var PathVisualizer = Container.expand(function () {
+ var self = Container.call(this);
+ self.pathPoints = [];
+ self.pathDots = [];
+ self.createPath = function (dotCount) {
+ // Clear existing path visualization
+ for (var i = 0; i < self.pathDots.length; i++) {
+ self.removeChild(self.pathDots[i]);
+ }
+ self.pathDots = [];
+ // Calculate path points for figure 8
+ self.pathPoints = [];
+ for (var angle = 0; angle < Math.PI * 2; angle += 0.05) {
+ var x = game.figureCenterX + Math.sin(angle) * 300;
+ var y = game.figureCenterY + Math.sin(2 * angle) * 300 * 0.7;
+ self.pathPoints.push({
+ x: x,
+ y: y
+ });
+ }
+ // Create visual path with dots
+ for (var i = 0; i < self.pathPoints.length; i++) {
+ var dot = LK.getAsset(i % 5 === 0 ? 'pathHighlight' : 'path', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ dot.x = self.pathPoints[i].x;
+ dot.y = self.pathPoints[i].y;
+ self.pathDots.push(dot);
+ self.addChild(dot);
+ }
+ };
+ self.isPointNearPath = function (x, y) {
+ // Check if a point is near the figure 8 path
+ for (var i = 0; i < self.pathPoints.length; i++) {
+ var distance = Math.sqrt(Math.pow(x - self.pathPoints[i].x, 2) + Math.pow(y - self.pathPoints[i].y, 2));
+ if (distance < 50) {
+ return true;
+ }
+ }
+ return false;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x111133
+});
+
+/****
+* Game Code
+****/
+game.dots = [];
+game.gravityStrength = 1.0;
+game.figureCenterX = 2048 / 2;
+game.figureCenterY = 2732 / 2;
+game.autoSpawnEnabled = storage.autoSpawn;
+game.spawnInterval = storage.spawnInterval;
+game.lastSpawnTime = 0;
+// Create background
+var background = LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0
+});
+game.addChild(background);
+// Create path visualizer
+var pathVisualizer = new PathVisualizer();
+game.addChild(pathVisualizer);
+pathVisualizer.createPath(50);
+// Create gravity control
+var gravityControl = new GravityControl();
+gravityControl.x = game.figureCenterX;
+gravityControl.y = 2732 - 150;
+game.addChild(gravityControl);
+gravityControl.updateSliderPosition(game.gravityStrength);
+// Create add button
+var addButton = new AddButton();
+addButton.x = 2048 - 150;
+addButton.y = 2732 - 150;
+game.addChild(addButton);
+// Count display
+var countTxt = new Text2('Dots: 0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+countTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(countTxt);
+countTxt.x = -countTxt.width - 50;
+countTxt.y = 50;
+// High score display
+var highScoreTxt = new Text2('Best: ' + storage.highestDotCount, {
+ size: 60,
+ fill: 0xAAAAFF
+});
+highScoreTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(highScoreTxt);
+highScoreTxt.x = -highScoreTxt.width - 50;
+highScoreTxt.y = 130;
+// Auto spawn status display
+var autoSpawnTxt = new Text2('Auto: ' + (game.autoSpawnEnabled ? 'ON' : 'OFF'), {
+ size: 60,
+ fill: game.autoSpawnEnabled ? "#88ff88" : "#ff8888"
+});
+autoSpawnTxt.anchor.set(0.5, 0.5);
+addButton.addChild(autoSpawnTxt);
+autoSpawnTxt.y = -100;
+// Game functions
+game.createDot = function (x, y) {
+ var dot = new Dot();
+ // Randomize starting position on the path
+ dot.angle = Math.random() * Math.PI * 2;
+ // Add dot to game
+ game.dots.push(dot);
+ game.addChild(dot);
+ // Update counter
+ countTxt.setText('Dots: ' + game.dots.length);
+ // Check high score
+ if (game.dots.length > storage.highestDotCount) {
+ storage.highestDotCount = game.dots.length;
+ highScoreTxt.setText('Best: ' + storage.highestDotCount);
+ }
+ // Play pop sound
+ LK.getSound('pop').play();
+ // Animate dot appearing
+ dot.scale.set(0);
+ tween(dot, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 300,
+ easing: tween.elasticOut
+ });
+ return dot;
+};
+game.removeDeadDot = function (dot) {
+ // Remove dead dot from array
+ var index = game.dots.indexOf(dot);
+ if (index !== -1) {
+ game.dots.splice(index, 1);
+ countTxt.setText('Dots: ' + game.dots.length);
+ }
+};
+game.toggleAutoSpawn = function () {
+ game.autoSpawnEnabled = !game.autoSpawnEnabled;
+ storage.autoSpawn = game.autoSpawnEnabled;
+ // Update text
+ autoSpawnTxt.setText('Auto: ' + (game.autoSpawnEnabled ? 'ON' : 'OFF'));
+ autoSpawnTxt.style.fill = game.autoSpawnEnabled ? "#88ff88" : "#ff8888";
+};
+// Event handlers
+game.down = function (x, y, obj) {
+ // Check if the tap was on the path or outside
+ var onPath = pathVisualizer.isPointNearPath(x, y);
+ if (onPath) {
+ // Create a new dot at the figure 8 center
+ game.createDot();
+ } else {
+ // Break orbits of nearby dots
+ for (var i = 0; i < game.dots.length; i++) {
+ var dot = game.dots[i];
+ var distance = Math.sqrt(Math.pow(x - dot.x, 2) + Math.pow(y - dot.y, 2));
+ if (distance < 150 && dot.alive) {
+ dot.breakOrbit(x, y);
+ }
+ }
+ }
+};
+// Main update loop
+game.update = function () {
+ // Auto spawn dots
+ if (game.autoSpawnEnabled) {
+ if (LK.ticks - game.lastSpawnTime > game.spawnInterval / 16.67) {
+ game.lastSpawnTime = LK.ticks;
+ game.createDot();
+ }
+ }
+};
+// Start background music
+LK.playMusic('ambient', {
+ fade: {
+ start: 0,
+ end: 0.5,
+ duration: 2000
+ }
});
\ No newline at end of file