Code edit (10 edits merged)
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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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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
/**** * Classes ****/ // Square class var Square = Container.expand(function (index) { var self = Container.call(this); var squareGraphics = self.attachAsset('square', { anchorX: 0.5, anchorY: 0.5, tint: currentPalette[Math.floor(Math.random() * currentPalette.length)] }); self.init = function (index) { self.x = index * 24 + 12; self.y = game.height - 24; }; 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)] }); 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; }; 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; }; }); /**** * 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 = 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, 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; }); 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; j++) { var square = new Square(j); squares.push(square); game.addChild(square); } 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 () { // 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
@@ -1,9 +1,9 @@
/****
* Classes
****/
// Square class
-var Square = Container.expand(function () {
+var Square = Container.expand(function (index) {
var self = Container.call(this);
var squareGraphics = self.attachAsset('square', {
anchorX: 0.5,
anchorY: 0.5,
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.