Code edit (1 edits merged)
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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
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randomize each color channel separately , rgb
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instead of yoyo style background color changes, just make values surpassing 00 or FF wrap around, so 00 - 11 becomes FF instead of staying at 00, and ff + 11 becomes 00 instead of staying at ff
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so fix it, by cycling colors towards lighter colors until they hit white, and then towards darker until they hit black, in a yoyo style effect
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change the background color slightly every 60 frames
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make sure background color change happens in #?????? format, not the 0x?????? format
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every few ticks, change background color to a new tint close to the current background color
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tint each star with a random bright color
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sounds good, please do that.
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create a textlabel in center of screen with the text "Captain, please confirm order to keep accellerating. We are approaching very dangerous speeds. And where the HELL are we actually going?"
/**** * 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] }); //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.x = (Math.random() - 0.5) * game.width * 2; self.y = (Math.random() - 0.5) * game.height * 2; // 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(20 + Math.random() * 10, 30); // Increase speed range for light-speed effect //self.speed = Math.min(2 + Math.random() * 2, 6); // Increase speed range for light-speed effect self.move = function () { // 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) { self.z = Math.random() * 1900 + 100; // Reset Z to simulate continuous flow with varied depth 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.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 self.scale.x = scale; self.scale.y = scale; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 // Slightly lighter deep space black for contrast }); /**** * Game Code ****/ // 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 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; var rgbToHex = function rgbToHex(r, g, b) { return '0x' + [r, g, b].map(function (x) { var hex = x.toString(16); return hex.length === 1 ? '0' + hex : hex; }).join(''); }; // Create an array with 200 color values that smoothly transition along a rainbow spectrum var colorArray = []; for (var i = 0; i < 200; i++) { var red = Math.sin(0.03 * i + 0) * 127 + 128; var green = Math.sin(0.03 * i + 2) * 127 + 128; var blue = Math.sin(0.03 * i + 4) * 127 + 128; colorArray.push(parseInt(rgbToHex(red, green, blue))); } console.log(colorArray); var colorArrayCounter = 0; var colorChangeTick = 0; // Tick counter for color change var colorChangeInterval = 60; // Number of ticks between each color change var bgColor = { r: 0, g: 0, b: 0 }; // Initialize the bgColor variable // 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) * 20; centerX += Math.sin(colorChangeTick) * 20; 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
@@ -20,10 +20,10 @@
// 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(20 + Math.random() * 10, 30); // Increase speed range for light-speed effect
- self.speed = Math.min(2 + Math.random() * 2, 6); // Increase speed range for light-speed effect
+ self.speed = Math.min(20 + Math.random() * 10, 30); // Increase speed range for light-speed effect
+ //self.speed = Math.min(2 + Math.random() * 2, 6); // Increase speed range for light-speed effect
self.move = function () {
// Update position based on velocity
self.z += self.speed;
// This code block is removed to prevent redundancy in position updates.
@@ -113,8 +113,9 @@
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);
@@ -125,9 +126,11 @@
// Apply the new background color
game.setBackgroundColor(newBgColor);
// Reset tick counter
colorChangeTick = 0;
- }
+ }*/
+ centerX += Math.cos(colorChangeTick) * 20;
+ centerX += Math.sin(colorChangeTick) * 20;
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;
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.