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tween towards new centerx and centery over 1 second when player taps. use the existing on tick listener
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instead of immediately resetting centerx and centery on down, tween towards it over the next second
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set the centerX and centerY variables to whereever the player tap on the sreen
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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
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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
===================================================================
--- original.js
+++ change.js
@@ -15,16 +15,27 @@
// 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;
+ self.vx = (self.x - centerX) / self.z;
+ self.vy = (self.y - centerY) / self.z;
// 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.speed = Math.min(2 + Math.random() * 2, 6); // Increase speed range for light-speed effect
self.move = function () {
+ // Calculate the direction vector from the center to the star
+ var dx = self.x - centerX;
+ var dy = self.y - centerY;
+ // Normalize the direction vector
+ var length = Math.sqrt(dx * dx + dy * dy);
+ dx /= length;
+ dy /= length;
+ self.vx = dx;
+ self.vy = dy;
// 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
@@ -113,9 +124,9 @@
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
// Randomize each color channel separately
bgColor.r = Math.floor(Math.random() * 256);
@@ -127,29 +138,33 @@
game.setBackgroundColor(newBgColor);
// Reset tick counter
colorChangeTick = 0;
}*/
- centerX += Math.cos(colorChangeTick) * 20;
- centerX += Math.sin(colorChangeTick) * 20;
+ //centerX += Math.cos(colorChangeTick % 2000) * 3;
+ //centerY += Math.sin(colorChangeTick % 2000) * 3;
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();
+ //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
}
+ */
});
});
\ No newline at end of file
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.