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use LK to increment score
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INcrement player score by 1 where it says '//TODO: Increment score.'
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'tint')' in or related to this line: 'if (this.starGraphics.tint == currentPalette[currentRightColor]) {' Line Number: 118
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Please fix the bug: 'Uncaught ReferenceError: Square is not defined' in or related to this line: 'var square = new Square(j);' Line Number: 187
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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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fix it
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use the rainbowcolors array to set a new color for each star as it is created
/**** * 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 //tint: colorArray[colorArrayCounter++ % colorArray.length] tint: rainbowColors[Math.floor(Math.random() * rainbowColors.length - 1)] }); //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.z = 500; 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(40 + Math.random() * 40, 60); // Increase speed range for light-speed effect self.speed = 300; //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 //if (self.z > 2000 || self.x < -game.width || self.x > game.width * 2 || self.y < -game.height || self.y > game.height * 2) { //if (self.x < -game.width || self.x > game.width * 2 || self.y < -game.height || self.y > game.height * 2) { if (self.x < 0 - self.width || self.x > game.width + self.width || self.y < 0 - self.height || self.y > game.height + self.height) { //self.z = Math.random() * 1900 + 100; // Reset Z to simulate continuous flow with varied depth self.z = 500; 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.speed = Math.min(5 + Math.random() * 20, 30); // Increase speed range for enhanced light-speed effect //self.speed = Math.min(40 + Math.random() * 40, 60); } 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 //scale = Math.max((1000 + self.z) / 1000, 1.5); // Limit maximum scale to 1.5 to prevent abrupt size changes scale = self.z / 5000; //scale = Math.max(self.z / 10000, 1); self.scale.x = scale; self.scale.y = scale; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x002255 // Slightly lighter deep space black for contrast }); /**** * Game Code ****/ function hsvToHex(h, s, v) { var r, g, b, i, f, p, q, t; i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } var toHex = function toHex(x) { var hex = Math.round(x * 255).toString(16); return hex.length === 1 ? '0' + hex : hex; }; return '0x' + toHex(r) + toHex(g) + toHex(b); } var numColors = 36; var rainbowColors = function () { var colors = []; for (var i = 0; i < numColors; i++) { var hue = i * (360 / numColors) % 360; colors.push(hsvToHex(hue / 360, 1, 1)); } return colors; }(); /* // 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 targetX, targetY, tweenDuration = 60, tweenProgress = 0; game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); targetX = pos.x; targetY = pos.y; tweenProgress = 0; }); LK.on('tick', function () {}); 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; // 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 () { if (tweenProgress < tweenDuration) { centerX += (targetX - centerX) / (tweenDuration - tweenProgress); centerY += (targetY - centerY) / (tweenDuration - tweenProgress); tweenProgress++; } // 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); bgColor.g = Math.floor(Math.random() * 256); bgColor.b = Math.floor(Math.random() * 256); // 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; }*/ //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(); // 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 } */ }); });
===================================================================
--- original.js
+++ change.js
@@ -147,15 +147,9 @@
targetX = pos.x;
targetY = pos.y;
tweenProgress = 0;
});
-LK.on('tick', function () {
- if (tweenProgress < tweenDuration) {
- centerX += (targetX - centerX) / (tweenDuration - tweenProgress);
- centerY += (targetY - centerY) / (tweenDuration - tweenProgress);
- tweenProgress++;
- }
-});
+LK.on('tick', function () {});
var stars = [];
for (var i = 0; i < 1500; i++) {
// Increase star count for denser starfield
var star = new Star();
@@ -172,8 +166,13 @@
LK.gui.top.addChild(scoreTxt);
// Drag character
// Game tick
LK.on('tick', function () {
+ if (tweenProgress < tweenDuration) {
+ centerX += (targetX - centerX) / (tweenDuration - tweenProgress);
+ centerY += (targetY - centerY) / (tweenDuration - tweenProgress);
+ tweenProgress++;
+ }
// Spawn obstacles and stars
// Update tick counter for background color change
/*
colorChangeTick++;
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.