Code edit (1 edits merged)
Please save this source code
Code edit (22 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: center is not defined' in or related to this line: 'var instructionsTxt = new Text2('Welcome to space, traveler!\nTap to collect the color indicated below.', {' Line Number: 426
Code edit (1 edits merged)
Please save this source code
Code edit (12 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Error: The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(counter, game.children.length);' Line Number: 249
Code edit (9 edits merged)
Please save this source code
User prompt
can you update this line, so it updates the textlabel with the new value
Code edit (1 edits merged)
Please save this source code
Code edit (18 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: sel is not defined' in or related to this line: 'self.x = sel.x;' Line Number: 24
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 (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: particleGraphics is not defined' in or related to this line: 'if (particleGraphics.alpha <= 0) {' Line Number: 247
Code edit (1 edits merged)
Please save this source code
Code edit (5 edits merged)
Please save this source code
User prompt
please implement it that way
Code edit (5 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: movetype is not defined' in or related to this line: 'if (movetype == 0) {' Line Number: 119
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 (12 edits merged)
Please save this source code
/****
* Classes
****/
var Selector = Container.expand(function () {
var self = Container.call(this);
var selectorGraphics = self.attachAsset('selector', {
anchorX: 0,
anchorY: 0
});
self.init = function (index) {
var index = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
self.width = game.width / (currentPalette.length - 1) / 2;
self.height = self.width / 2;
self.x = self.width / 2 + index * self.width * 2;
self.y = game.height - self.height - 220;
};
});
// Square class
var Square = Container.expand(function () {
var self = Container.call(this);
var squareGraphics = self.attachAsset('square', {
anchorX: 0,
anchorY: 0
//tint: currentPalette[Math.floor(Math.random() * currentPalette.length)]
});
self.init = function (index) {
self.width = game.width / (currentPalette.length - 1);
self.height = 200;
self.x = index * self.width;
self.y = game.height - 200;
squareGraphics.tint = currentPalette[index];
};
//self.init();
});
// 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)]
//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 - 1))]
});
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 = 5000;
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;
starGraphics.tint = currentPalette[Math.floor(Math.random() * (currentPalette.length - 1))];
};
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
// 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.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);
}
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;
};
self.on('down', function (obj) {
// If player clicked the right color.
if (self.getChildAt(0).tint == currentPalette[currentRightColor]) {
score++;
if (currentRightColor++ == currentPalette.length) {
//TODO: Change to new palette.
} else {
//TODO: Change to next color on palette.
}
//TODO: Re-init this star.
//this.init();
self.x = -50000;
} else {
console.log('wrong');
}
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
//backgroundColor: 0x002255
backgroundColor: 0x16161c
});
/****
* 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;
}();
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 = berryNebula;
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,
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 = centerX;
var targetY = centerY;
var tweenDuration = 60; // 60 frames = 1 second at 60FPS
var tweenProgress = 0;
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
targetX = pos.x;
targetY = pos.y;
tweenProgress = 0;
//currentPalette = galacticGreen;
});
LK.on('tick', function () {
if (tweenProgress < tweenDuration) {
centerX += (targetX - centerX) / (tweenDuration - tweenProgress);
centerY += (targetY - centerY) / (tweenDuration - tweenProgress);
tweenProgress++;
}
});
var stars = [];
for (var i = 0; i < 100; i++) {
// Increase star count for denser starfield
var star = new Star();
stars.push(star);
game.addChild(star);
}
var squares = [];
for (var j = 0; j < currentPalette.length - 1; j++) {
var square = new Square();
square.init(j);
squares.push(square);
game.addChild(square);
}
var selector = new Selector();
selector.init(0);
game.addChild(selector);
var currentRightColor = 0;
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 () {
stars.forEach(function (star, index) {
star.move();
});
});
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.