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when stars move offscreen, respawn them with new random position and initial values
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please implement it then
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Please fix the bug: 'ReferenceError: scaleFactor is not defined' in or related to this line: 'star.vx = dx * star.speed * scaleFactor;' Line Number: 86
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stars should speed up as they approach screen edges
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use width and height instead of scalex and scale y for the stars
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maybe make all stars start at scale corresponding to their maxRadius
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ok, please implement the solution involving a distance ration calculation
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when stars move offscreen, they should respawn at a random position and have their initial values recalculated based on the new position
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stars' vx and vy values should initially be set to reflect their offset from centerx and centery
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star movement should also take individual star's speed value into consideration
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stars should scale up perspectivewise as they approach the edges of the screen
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make the stars move along their dx and dy vector towards the edge of the screen
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write a function that sets the variables vx and vy for each star, each the x and y component of a vector going from the point described by centerX and centerY through the star's x and y position and towards the edges of the screen.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'LK.gui.center.top.addChild(scoreTxt);' Line Number: 40
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Starfield
===================================================================
--- original.js
+++ change.js
@@ -18,14 +18,14 @@
self.vy = (self.y - centerY) / self.z;
self.speed = 2 + Math.random() * 2; // Adjust speed for a more dynamic effect
self.move = function () {
// Update position based on velocity
- self.z -= self.speed;
+ self.z += self.speed;
if (self.z <= 0) {
self.z = Math.random() * 1000;
}
- self.x = centerX - self.vx * self.z;
- self.y = centerY - self.vy * self.z;
+ 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 = (1000 - self.z) / 1000;
self.scaleX = scale;
self.scaleY = scale;
@@ -73,11 +73,11 @@
// Set the star's velocity to the direction vector
star.vx = dx * star.speed;
star.vy = dy * star.speed;
star.move();
- // Reset star position and properties when it moves offscreen or "behind" the viewer
- if (star.z <= 0) {
- star.z = Math.random() * 1000;
+ // Reset star position and properties when it moves offscreen
+ if (star.x < 0 || star.x > game.width || star.y < 0 || star.y > game.height || star.z <= 0) {
+ star.z = Math.random() * 1000 + 100; // Ensure z is never 0 to avoid division by zero
star.x = Math.random() * game.width;
star.y = Math.random() * game.height;
star.vx = (star.x - centerX) / star.z;
star.vy = (star.y - centerY) / star.z;
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.