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please write that function as a standalone function to be called from within the star's current move function
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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
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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
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can you update this line, so it updates the textlabel with the new value
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Please fix the bug: 'Uncaught ReferenceError: sel is not defined' in or related to this line: 'self.x = sel.x;' Line Number: 24
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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
/**** * Classes ****/ /* TODOS: ====== Determine game over conditions * Time based per palette (based on number of colors in it)? * Number of misclicks? Write instructions on game start. */ 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.z > 640000 || 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); } /* if (allPalettesCounter % 3 == 1) { self.x = centerX + Math.sin(self.z / 10000) * self.vx * self.z; } else { self.x = centerX + self.vx * self.z; } if (allPalettesCounter % 3 == 2) { self.y = centerY + Math.cos(self.z / 10000) * self.vy * self.z; } else { self.y = centerY + self.vy * self.z; }*/ var moveType = allPalettesCounter % 4; if (moveType == 0) { self.x = centerX + self.vx * self.z; self.y = centerY + self.vy * self.z; } else if (moveType == 1) { self.x = centerX + self.vx * self.z; self.y = centerY + Math.cos(self.z / 10000) * self.vy * self.z; } else if (moveType == 2) { self.x = centerX + Math.sin(self.z / 10000) * self.vx * self.z; self.y = centerY + self.vy * self.z; } else if (moveType == 3) { self.x = centerX + Math.sin(self.z / 10000) * self.vx * self.z; self.y = centerY + Math.cos(self.z / 10000) * 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]) { // Increment score. score++; scoreTxt.setText(score); LK.setScore(score); // TODO: Particle effect? if (++currentRightColor == currentPalette.length - 1) { // Change to new palette. allPalettesCounter++; if (allPalettesCounter == allPalettes.length) { allPalettesCounter = 0; } currentPalette = allPalettes[allPalettesCounter]; currentRightColor = 0; game.setBackgroundColor(currentPalette[currentPalette.length - 1]); initSquares(); selector.init(0); stars.forEach(function (star, index) { star.init(); }); } else { // Move selector to next color on palette. selector.init(currentRightColor); } // Re-init this star. self.x = -50000; } else { console.log('wrong'); // TODO: Game over or life lost? } }); }); /**** * 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 matriax8c = ["0xf0f0dc", "0x736464", "0xa0694b", "0xd24040", "0x00a0c8", "0x10c840", "0xfac800", "0x101820"]; var vividMemory8 = ["0xe21c61", "0xe26159", "0xfea85f", "0xd8dcb4", "0x5eb6ad", "0x1b958d", "0x105390", "0x381631"]; var superNova7 = ["0xffce9c", "0xcf7862", "0xa75252", "0x773a4d", "0x543246", "0x3d203b", "0x1a080e"]; var cyclope6 = ["0x30e1b9", "0x0eaf9b", "0x0b8a8f", "0x32535f", "0x631b34", "0x411d31"]; var hotSand = ["0xf26d1f", "0xe04217", "0xc02b18", "0x7c0300", "0x590000", "0x3a0000"]; var pinkNeonSign6 = ["0xef87c3", "0xcc77af", "0x9e6695", "0x70567b", "0x51496b", "0x313d59"]; //var currentPalette = berryNebula; //game.setBackgroundColor(currentPalette[currentPalette.length - 1]); // Since game changes between palettes as we progress, we keep the different palettes in an array and have a counter for which one we're current using. var allPalettesCounter = 0; var allPalettes = [vividMemory8, berryNebula, superNova7, matriax8c, pinkNeonSign6, hotSand, cyclope6, galacticGreen]; var currentPalette = allPalettes[allPalettesCounter]; game.setBackgroundColor(currentPalette[currentPalette.length - 1]); // TODO: Add more palettes to game. /* // Create a text label with instructions. var instructionsTxt = new Text2('Tap stars of the indicated color.\n', { size: 75, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5, align: 'center' }); // Center the text label on the screen instructionsTxt.x = game.width / 2 - 900; instructionsTxt.y = game.height / 2; // Add the text label to the game game.addChild(instructionsTxt); */ 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; targetX = game.width - pos.x; targetY = game.height - pos.y; }); 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 = []; var initSquares = function initSquares() { // Start by removing squares from previous palette, if they exist. squares.forEach(function (square, index) { square.destroy(); }); squares = []; for (var j = 0; j < currentPalette.length - 1; j++) { var square = new Square(); square.init(j); squares.push(square); game.addChild(square); } }; /* for (var j = 0; j < currentPalette.length - 1; j++) { var square = new Square(); square.init(j); squares.push(square); game.addChild(square); }*/ initSquares(); 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(); }); });
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,15 @@
/****
* Classes
****/
+/*
+TODOS:
+======
+Determine game over conditions
+* Time based per palette (based on number of colors in it)?
+* Number of misclicks?
+Write instructions on game start.
+*/
var Selector = Container.expand(function () {
var self = Container.call(this);
var selectorGraphics = self.attachAsset('selector', {
anchorX: 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.