Code edit (6 edits merged)
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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
Code edit (3 edits merged)
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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
Code edit (1 edits merged)
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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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===================================================================
--- original.js
+++ change.js
@@ -24,14 +24,14 @@
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.z = Math.random() * 1900 + 100; // Reset Z to simulate continuous flow with varied depth
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.speed = Math.min(50 + Math.random() * 20, 70); // Increase speed range for enhanced light-speed 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
@@ -44,30 +44,31 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Deep space black
+ backgroundColor: 0x000010 // Slightly lighter deep space black for contrast
});
/****
* Game Code
****/
// Create a text label with a warning message
-var warningTxt = new Text2('Captain, please confirm order to keep accelerating!\nWe are approaching very dangerous speeds!\nAnd where the HELL are we actually going?', {
- size: 50,
+var warningTxt = new Text2('Captain?! Please confirm order to keep accelerating!?\nWe are approaching very dangerous speeds!\nAnd where the HELL are we actually going?', {
+ size: 75,
fill: "#ffffff",
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ align: 'center'
});
// Center the text label on the screen
-warningTxt.x = game.width / 2;
+warningTxt.x = game.width / 2 - 900;
warningTxt.y = game.height / 2;
// Add the text label to the game
game.addChild(warningTxt);
var centerX = 1024;
var centerY = game.height / 2;
var stars = [];
-for (var i = 0; i < 5000; i++) {
+for (var i = 0; i < 1500; i++) {
// Increase star count for denser starfield
var star = new Star();
stars.push(star);
game.addChild(star);
@@ -96,9 +97,9 @@
// 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
+ // R'eset 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;
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.