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fix it
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use the rainbowcolors array to set a new color for each star as it is created
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use next value from colorarray when assigning color to a new star
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colorarray values should be in the 0x?????? format
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write a function to convert rgb color to 0x?????? format
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instead of giving stars random colors, iterate the colorArray to give them successive colors from that array.
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Please fix the bug: 'ReferenceError: bgColor is not defined' in or related to this line: 'bgColor.r = Math.floor(Math.random() * 256);' Line Number: 113
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make an array with 200 color values that smoothly transition along a rainbow spectrum
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randomize each color channel separately , rgb
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instead of yoyo style background color changes, just make values surpassing 00 or FF wrap around, so 00 - 11 becomes FF instead of staying at 00, and ff + 11 becomes 00 instead of staying at ff
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so fix it, by cycling colors towards lighter colors until they hit white, and then towards darker until they hit black, in a yoyo style effect
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change the background color slightly every 60 frames
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make sure background color change happens in #?????? format, not the 0x?????? format
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every few ticks, change background color to a new tint close to the current background color
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tint each star with a random bright color
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sounds good, please do that.
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create a textlabel in center of screen with the text "Captain, please confirm order to keep accellerating. We are approaching very dangerous speeds. And where the HELL are we actually going?"
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/****
* 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() * 1900 + 100; // Adjusted Z position range to prevent very small values
self.x = (Math.random() - 0.5) * game.width * 2;
self.y = (Math.random() - 0.5) * game.height * 2;
// Calculate velocity based on z position to simulate speed increase as stars move closer
// Initialize velocities considering the deltaTime for consistent movement across different frame rates
// Removed static deltaTime, will calculate dynamically in the game tick
// Removed redundant initial velocity calculation
// Cap maximum speed to prevent stars from moving too fast
self.speed = Math.min(20 + Math.random() * 10, 30) / 100; // Increase speed range for light-speed effect
self.move = function () {
// Update position based on velocity
self.z += self.speed;
// This code block is removed to prevent redundancy in position updates.
// Reset star position and properties for smooth re-entry
if (self.z > 2000 || self.x < -game.width || self.x > game.width * 2 || self.y < -game.height || self.y > game.height * 2) {
self.z = 2000; // Reset Z to simulate continuous flow
self.x = (Math.random() - 0.5) * game.width * 2;
self.y = (Math.random() - 0.5) * game.height * 2;
self.vx = (self.x - centerX) / self.z;
self.vy = (self.y - centerY) / self.z;
self.speed = Math.min(20 + Math.random() * 10, 30); // Adjust speed for a more dynamic effect
}
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 = Math.min(1000 / (1000 + self.z), 1.5); // Limit maximum scale to 1.5 to prevent abrupt size changes
self.scale.x = scale;
self.scale.y = scale;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Deep space black
});
/****
* Game Code
****/
var centerX = 1024;
var centerY = game.height / 2;
var stars = [];
for (var i = 0; i < 5000; i++) {
// Increase star count for denser starfield
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
// Incorporate deltaTime to ensure frame-rate independent movement
// Remove deltaTime calculation and directly update star position
star.move();
star.move();
// Reset star position and properties when it moves offscreen
// Correctly use star instead of self for resetting star properties
if (star.z <= 0 || star.x < -game.width || star.x > game.width * 2 || star.y < -game.height || star.y > game.height * 2) {
star.z = Math.random() * 1900 + 100; // Ensure stars start further away
star.x = (Math.random() - 0.5) * game.width * 2;
star.y = (Math.random() - 0.5) * game.height * 2;
star.speed = Math.min(20 + Math.random() * 10, 30); // Adjust speed for a more dynamic effect
}
});
});
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.