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when stars move offscreen, respawn them with new random position and initial values
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please implement it then
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Please fix the bug: 'ReferenceError: scaleFactor is not defined' in or related to this line: 'star.vx = dx * star.speed * scaleFactor;' Line Number: 86
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stars should speed up as they approach screen edges
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use width and height instead of scalex and scale y for the stars
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maybe make all stars start at scale corresponding to their maxRadius
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ok, please implement the solution involving a distance ration calculation
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when stars move offscreen, they should respawn at a random position and have their initial values recalculated based on the new position
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stars' vx and vy values should initially be set to reflect their offset from centerx and centery
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star movement should also take individual star's speed value into consideration
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stars should scale up perspectivewise as they approach the edges of the screen
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make the stars move along their dx and dy vector towards the edge of the screen
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write a function that sets the variables vx and vy for each star, each the x and y component of a vector going from the point described by centerX and centerY through the star's x and y position and towards the edges of the screen.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'LK.gui.center.top.addChild(scoreTxt);' Line Number: 40
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Starfield
/**** * Classes ****/ // Assets are automatically created based on usage in the code. // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); // Initialize star position closer to the center for a 3D effect self.z = Math.random() * 1000; // Z position for depth self.x = Math.random() * game.width; self.y = Math.random() * game.height; // Calculate velocity based on z position to simulate speed increase as stars move closer self.vx = (self.x - centerX) / self.z; self.vy = (self.y - centerY) / self.z; self.speed = 2 + Math.random() * 2; // Adjust speed for a more dynamic effect self.move = function () { // Update position based on velocity self.z -= self.speed; if (self.z <= 0) { self.z = Math.random() * 1000; } self.x = centerX - self.vx * self.z; self.y = centerY - self.vy * self.z; // Scale star based on z position to simulate 3D effect var scale = (1000 - self.z) / 1000; self.scaleX = scale; self.scaleY = scale; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background }); /**** * Game Code ****/ var centerX = 1024; var centerY = game.height / 2; var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); stars.push(star); game.addChild(star); } var score = 0; // Score display var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff", anchorX: 0.5 }); LK.gui.top.addChild(scoreTxt); // Drag character // Game tick LK.on('tick', function () { // Spawn obstacles and stars stars.forEach(function (star, index) { // Calculate the direction vector from the center to the star var dx = star.x - centerX; var dy = star.y - centerY; // Normalize the direction vector var length = Math.sqrt(dx * dx + dy * dy); dx /= length; dy /= length; // Set the star's velocity to the direction vector star.vx = dx * star.speed; star.vy = dy * star.speed; star.move(); // Reset star position and properties when it moves offscreen or "behind" the viewer if (star.z <= 0) { star.z = Math.random() * 1000; star.x = Math.random() * game.width; star.y = Math.random() * game.height; star.vx = (star.x - centerX) / star.z; star.vy = (star.y - centerY) / star.z; star.speed = 2 + Math.random() * 2; } }); });
===================================================================
--- original.js
+++ change.js
@@ -22,10 +22,10 @@
self.z -= self.speed;
if (self.z <= 0) {
self.z = Math.random() * 1000;
}
- self.x = centerX + self.vx * self.z;
- self.y = centerY + self.vy * self.z;
+ self.x = centerX - self.vx * self.z;
+ self.y = centerY - self.vy * self.z;
// Scale star based on z position to simulate 3D effect
var scale = (1000 - self.z) / 1000;
self.scaleX = scale;
self.scaleY = scale;
A white triangle pointing down.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A colorful rectangular button with the text "Play Again" with each letter in a different color picked from a nice palette.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.