Code edit (1 edits merged)
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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
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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?"
===================================================================
--- original.js
+++ change.js
@@ -7,11 +7,12 @@
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
- tint: '0x' + colorArray[colorArrayCounter++]
+ tint: Math.random() * 0xFFFFFF // Assign a random color tint to each star
+ //tint: colorArray[colorArrayCounter++ % colorArray.length]
});
+ //console.log(self.tint);
// 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;
@@ -87,8 +88,9 @@
g: green,
b: blue
});
}
+console.log(colorArray);
var colorArrayCounter = 0;
var colorChangeTick = 0; // Tick counter for color change
var colorChangeInterval = 60; // Number of ticks between each color change
var bgColor = {
@@ -109,15 +111,21 @@
// Spawn obstacles and stars
// Update tick counter for background color change
colorChangeTick++;
if (colorChangeTick >= colorChangeInterval) {
+ var rgbToHex = function rgbToHex(r, g, b) {
+ return '0x' + [r, g, b].map(function (x) {
+ var hex = x.toString(16);
+ return hex.length === 1 ? '0' + hex : hex;
+ }).join('');
+ };
// Adjust color components based on direction
// Randomize each color channel separately
bgColor.r = Math.floor(Math.random() * 256);
bgColor.g = Math.floor(Math.random() * 256);
bgColor.b = Math.floor(Math.random() * 256);
- // Convert RGB to hexadecimal format
- var newBgColor = "#" + ((1 << 24) + (bgColor.r << 16) + (bgColor.g << 8) + bgColor.b).toString(16).slice(1);
+ // Function to convert RGB to hexadecimal format
+ var newBgColor = rgbToHex(bgColor.r, bgColor.g, bgColor.b);
// Apply the new background color
game.setBackgroundColor(newBgColor);
// Reset tick counter
colorChangeTick = 0;
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.