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Please fix the bug: 'ReferenceError: particleGraphics is not defined' in or related to this line: 'if (particleGraphics.alpha <= 0) {' Line Number: 247
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please implement it that way
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Please fix the bug: 'ReferenceError: movetype is not defined' in or related to this line: 'if (movetype == 0) {' Line Number: 119
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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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===================================================================
--- original.js
+++ change.js
@@ -9,18 +9,24 @@
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)]
+ //tint: rainbowColors[Math.floor(Math.random() * rainbowColors.length - 1)]
+ //tint: customColorsVibin[Math.floor(Math.random() * customColorsVibin.length - 1)]
+ //tint: galacticGreen[Math.floor(Math.random() * galacticGreen.length)]
+ tint: currentPalette[Math.floor(Math.random() * currentPalette.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.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.init = function () {
+ //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;
+ };
+ self.init();
// 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
@@ -47,13 +53,16 @@
//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.init();
//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);
}
@@ -72,9 +81,10 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x002255 // Slightly lighter deep space black for contrast
+ //backgroundColor: 0x002255
+ backgroundColor: 0x16161c
});
/****
* Game Code
@@ -120,8 +130,13 @@
colors.push(hsvToHex(hue / 360, 1, 1));
}
return colors;
}();
+var customColorsVibin = ["0xeffbf9", "0x0b152e", "0x194471", "0x1b7eb4", "0x11bbd9", "0x0f5434", "0x127d2c", "0x1a9f25", "0x60d12b", "0x162a2e", "0x2d4747", "0x3b6058", "0x577d6f", "0x13353b", "0x205858", "0x2d7d75", "0x57ab96", "0x67978c", "0x83b09c", "0xa9d5bb", "0xdbf2df", "0xbc5132", "0xd97840", "0xe29e3f", "0xfbca6b", "0xb03502", "0xcd6d07", "0xea9b06", "0xf2cc2c", "0x60212b", "0x8a331d", "0xb46d23", "0xd9a744", "0x64112a", "0x961b2d", "0xc02038", "0xf23a3a", "0x301d32", "0x6f1771", "0xbc1a8d", "0xf23e9a", "0x433933", "0x585047", "0x7d705c", "0x9b9172", "0x003a5c", "0x03668e", "0x0d8cb0", "0x18abc4", "0xd138a0", "0xea5699", "0xf78c9d", "0xfbb495", "0xa76372", "0xc98a9c", "0xe6acc1", "0xf2bed1", "0x16111d"];
+var galacticGreen = ["0xe8f1a6", "0xcad670", "0xa3c255", "0x6fa341", "0x498f45", "0x387450", "0x2d5c56", "0x1f3741", "0x1e2029", "0x16161c"];
+var berryNebula = ["0x6ceded", "0x6cb9c9", "0x6d85a5", "0x6e5181", "0x6f1d5c", "0x4f1446", "0x2e0a30", "0x0d001a"];
+var currentPalette = customColorsVibin;
+game.setBackgroundColor(currentPalette[currentPalette.length - 1]);
/*
// 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,
@@ -143,10 +158,10 @@
var tweenDuration = 60; // 60 frames = 1 second at 60FPS
var tweenProgress = 0;
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
- targetX = centerX - pos.x;
- targetY = centerY - pos.y;
+ targetX = pos.x;
+ targetY = pos.y;
tweenProgress = 0;
});
LK.on('tick', function () {
if (tweenProgress < tweenDuration) {
@@ -155,9 +170,9 @@
tweenProgress++;
}
});
var stars = [];
-for (var i = 0; i < 1500; i++) {
+for (var i = 0; i < 12500; i++) {
// Increase star count for denser starfield
var star = new Star();
stars.push(star);
game.addChild(star);
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.