Code edit (5 edits merged)
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Fix Bug: 'TypeError: orbits[i].scaleOrbit is not a function' in or related to this line: 'orbits[i].scaleOrbit(i, 500);' Line Number: 33
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Fix Bug: 'Uncaught TypeError: orbit.positionOrbit is not a function' in or related to this line: 'orbit.positionOrbit(i);' Line Number: 99
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after each jump, start an animation where all orbits scale up by 500 pixels in width and height.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'self.radius = (targetOrbit.width - 100) / 2;' Line Number: 25
Code edit (1 edits merged)
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after a player jump, the player should then continue circling at that orbit's distance from center.
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On tap, make player jump to the next orbit.
Code edit (1 edits merged)
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draw a circlular object called orbit1 with a diamter of 1800 pixels in the center
Code edit (1 edits merged)
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Make the player circle around the center at a distance of 800 pixels.
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Approaching Orbit
===================================================================
--- original.js
+++ change.js
@@ -20,11 +20,9 @@
self.radius = 0; // Fallback radius if targetOrbit is not defined
}
self.x = 2048 / 2 + self.radius * Math.cos(self.angle);
self.y = 2732 / 2 + self.radius * Math.sin(self.angle);
- for (var i = 0; i < orbits.length; i++) {
- orbits[i].positionOrbit(i, 500);
- }
+ scaling = true;
};
self.update = function () {
var centerX = 2048 / 2;
var centerY = 2732 / 2;
@@ -52,13 +50,13 @@
anchorX: 0.5,
anchorY: 0.5
});
orbitGraphics.alpha = 0.5;
- self.positionOrbit = function (i, scale) {
+ self.positionOrbit = function (i) {
self.x = 2048 / 2;
self.y = 2732 / 2;
- self.width = 1900 - i * 500 + scale;
- self.height = 1900 - i * 500 + scale;
+ this.width = 1900 - i * 500;
+ this.height = 1900 - i * 500;
};
var orbitGraphicsMask = self.attachAsset('blackSphere', {
anchorX: 0.5,
anchorY: 0.5
@@ -82,8 +80,10 @@
var player;
var orbits = [];
var obstacles = [];
var currentOrbitIndex = 0;
+var scaling = false;
+var scalingCounter = 0;
// Initialize player
// Initialize orbits
function createOrbits() {
for (var i = 0; i < 5; i++) {
@@ -101,11 +101,22 @@
player.jump(currentOrbitIndex);
});
LK.on('tick', function () {
player.update();
+ if (scaling) {
+ scalingCounter++;
+ for (var i = 0; i < orbits.length; i++) {
+ orbits[i].width++;
+ orbits[i].height++;
+ }
+ if (scalingCounter == 500) {
+ scaling = false;
+ scalingCounter = 0;
+ }
+ }
// Update orbits
for (var i = 0; i < orbits.length; i++) {
- orbits[i].positionOrbit(i);
+ //orbits[i].positionOrbit(i);
}
// Update obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].move();