Code edit (1 edits merged)
Please save this source code
User prompt
tween towards new centerx and centery over 1 second when player taps. use the existing on tick listener
Code edit (1 edits merged)
Please save this source code
User prompt
instead of immediately resetting centerx and centery on down, tween towards it over the next second
User prompt
set the centerX and centerY variables to whereever the player tap on the sreen
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: numColors is not defined' in or related to this line: 'for (var i = 0; i < numColors; i++) {' Line Number: 118
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
User prompt
fix it
User prompt
use the rainbowcolors array to set a new color for each star as it is created
Code edit (3 edits merged)
Please save this source code
User prompt
use next value from colorarray when assigning color to a new star
User prompt
colorarray values should be in the 0x?????? format
Code edit (1 edits merged)
Please save this source code
User prompt
write a function to convert rgb color to 0x?????? format
Code edit (2 edits merged)
Please save this source code
User prompt
instead of giving stars random colors, iterate the colorArray to give them successive colors from that array.
User prompt
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
User prompt
make an array with 200 color values that smoothly transition along a rainbow spectrum
Code edit (8 edits merged)
Please save this source code
User prompt
randomize each color channel separately , rgb
User prompt
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
/****
* 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,
tint: Math.random() * 0xFFFFFF // Assign a random color tint to each star
});
// 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); // 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 = 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(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
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: 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: 75,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0.5,
align: 'center'
});
// Center the text label on the screen
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 < 1500; i++) {
// Increase star count for denser starfield
var star = new Star();
stars.push(star);
game.addChild(star);
}
var score = 0;
// Initialize variables for cycling background color in a yoyo style
var bgColor = {
r: 0,
g: 16,
b: 16
}; // Initial background color in RGB
var colorChangeTick = 0; // Tick counter for color change
var colorChangeInterval = 60; // Number of ticks between each color change
var colorDirection = 1; // Direction of color change, 1 for lighter, -1 for darker
// 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
// Update tick counter for background color change
colorChangeTick++;
if (colorChangeTick >= colorChangeInterval) {
// Adjust color components based on direction
bgColor.r += 5 * colorDirection;
bgColor.g += 5 * colorDirection;
bgColor.b += 5 * colorDirection;
// Wrap around color components if surpassing bounds
bgColor.r = (bgColor.r + 256) % 256;
bgColor.g = (bgColor.g + 256) % 256;
bgColor.b = (bgColor.b + 256) % 256;
// Convert RGB to hexadecimal format
var newBgColor = "#" + ((1 << 24) + (bgColor.r << 16) + (bgColor.g << 8) + bgColor.b).toString(16).slice(1);
// Apply the new background color
game.setBackgroundColor(newBgColor);
// Reset tick counter
colorChangeTick = 0;
}
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();
// 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;
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.