User prompt
Make it so there is a button on the bottom of the game and it says blue screen of death and when you click it, it brings you to the blue screen of deaf
User prompt
Don’t add the restart button in the blue screen of death. Wait until it goes to 100% and then it will restart the game on its own.
Code edit (1 edits merged)
Please save this source code
User prompt
Make it so the QR code leads to roblox.com in the blue screen of death
User prompt
Blue screen of death looks like the blue screen of death. It does right now.
User prompt
When you wait, five seconds on, please restart the game there’s a button that says virus scan again and if you press it, it gives you a blue screen of death
User prompt
if you press the glitch 50 times it deletes all the UI and there’s a black background was text saying cleaning all viruses and once it gets out 100% it says error please restart the game
User prompt
Please fix the bug: 'TypeError: easing is not a function. (In 'easing(t)', 'easing' is "easeOutElastic")' in or related to this line: 'if (Math.random() < 0.005) {' Line Number: 1035
User prompt
Make the glitch button on the left scene visible
User prompt
Make it sure there’s a button that says glitch and when you press it, it glitches all the UI
User prompt
Make it so there’s a glitchy button that has all glitch particles circling around the glitch button and when you click it, it glitches all the UI and send them all over the place and when you spawn balls they go all over the place ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make it so there’s buttons that have object objects so an object objects, and when you click the button and objects, they appear in the palette with physics
User prompt
Make it so when you press car it spawns a 2-D car that looks like a car
User prompt
There’s a little button at the very top called advanced objects, and the only advanced object that you have a drop-down menu when you press it is a car and you can drag the car on the 2-D pallet
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (currentMode === 'edit') {' Line Number: 154
User prompt
Make it so if you spawn 100 all of the UI move around and glitches a lot and the balls go all over the place
User prompt
Make it so there is a circle button and when you drag the circle button, it makes this it makes a circle that drags with your finger until you let go of it and then it bounces with physics ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
All of the code is missing
Code edit (1 edits merged)
Please save this source code
User prompt
Physics Playground
Initial prompt
Make something like the interactive physics the first version of Roblox you know like the interactive physics
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var PhysicsObject = Container.expand(function (type, properties) { var self = Container.call(this); self.type = type || 'block'; // Default properties self.mass = (properties === null || properties === void 0 ? void 0 : properties.mass) || 1; self.friction = (properties === null || properties === void 0 ? void 0 : properties.friction) || 0.1; self.restitution = (properties === null || properties === void 0 ? void 0 : properties.restitution) || 0.5; self.isStatic = (properties === null || properties === void 0 ? void 0 : properties.isStatic) || false; // Physics variables self.velocityX = 0; self.velocityY = 0; self.rotation = 0; self.angularVelocity = 0; // Create visual representation var visual = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); if (type === 'triangle') { // Make the triangle shape by scaling visual.scaleY = 0.5; visual.y = visual.height / 4; } self.visual = visual; // Visual feedback for static objects if (self.isStatic) { visual.alpha = 0.7; } // Modify the color based on mass var color = visual.tint; if (self.mass > 1) { // Darken for heavier objects visual.tint = darkenColor(color, 0.2 * (self.mass - 1)); } else if (self.mass < 1) { // Lighten for lighter objects visual.tint = lightenColor(color, 0.2 * (1 - self.mass)); } // Handle interaction self.down = function (x, y, obj) { // Only allow dragging if we're in edit mode if (currentMode === 'edit') { isDragging = true; draggedObject = self; // Store offset for dragging dragOffsetX = self.x - x; dragOffsetY = self.y - y; } }; return self; }); var UIButton = Container.expand(function (label, width, height, color) { var self = Container.call(this); // Create button background var background = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); background.tint = color || 0x4d90ff; background.width = width || 150; background.height = height || 80; // Create button label var labelText = new Text2(label, { size: 30, fill: 0xFFFFFF }); labelText.anchor.set(0.5, 0.5); self.addChild(labelText); // Handle button press self.down = function (x, y, obj) { tween(background, { alpha: 0.7 }, { duration: 100 }); }; self.up = function (x, y, obj) { tween(background, { alpha: 1 }, { duration: 100 }); if (self.onPress) { self.onPress(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Physics constants var GRAVITY = 0.5; var DRAG = 0.02; var GROUND_Y = 2500; // Game state var currentMode = 'edit'; // 'edit' or 'simulation' var selectedObjectType = 'block'; var selectedProperties = { mass: 1, friction: 0.1, restitution: 0.5, isStatic: false }; var isDragging = false; var draggedObject = null; var dragOffsetX = 0; var dragOffsetY = 0; var physicsObjects = []; var isSimulating = false; // Create the ground var ground = new PhysicsObject('ground', { isStatic: true }); ground.x = 2048 / 2; ground.y = GROUND_Y; game.addChild(ground); physicsObjects.push(ground); // Create GUI Elements createUI(); // Helper method to handle object dragging function handleMove(x, y, obj) { if (isDragging && draggedObject && currentMode === 'edit') { draggedObject.x = x + dragOffsetX; draggedObject.y = y + dragOffsetY; } } // Handle pressing down on the game area game.down = function (x, y, obj) { // If in edit mode and not dragging an object, create a new one if (currentMode === 'edit' && !isDragging && y < GROUND_Y - 100) { createPhysicsObject(x, y); } }; // Handle moving across the game area game.move = handleMove; // Handle releasing on the game area game.up = function (x, y, obj) { isDragging = false; draggedObject = null; }; // Update physics in the game loop game.update = function () { if (isSimulating) { updatePhysics(); } }; // Create a new physics object at specified position function createPhysicsObject(x, y) { var newObject = new PhysicsObject(selectedObjectType, selectedProperties); newObject.x = x; newObject.y = y; game.addChild(newObject); physicsObjects.push(newObject); // Play place sound LK.getSound('place').play(); return newObject; } // Update physics for all objects function updatePhysics() { for (var i = 0; i < physicsObjects.length; i++) { var obj = physicsObjects[i]; if (!obj.isStatic) { // Apply gravity obj.velocityY += GRAVITY * obj.mass; // Apply drag obj.velocityX *= 1 - DRAG; obj.velocityY *= 1 - DRAG; obj.angularVelocity *= 1 - DRAG; // Update position obj.x += obj.velocityX; obj.y += obj.velocityY; // Update rotation obj.rotation += obj.angularVelocity; obj.visual.rotation = obj.rotation; // Check boundaries checkBoundaries(obj); // Check collisions with other objects for (var j = 0; j < physicsObjects.length; j++) { if (i !== j) { checkCollision(obj, physicsObjects[j]); } } } } } // Check if an object is out of bounds function checkBoundaries(obj) { // Left boundary if (obj.x - obj.visual.width / 2 < 0) { obj.x = obj.visual.width / 2; obj.velocityX = -obj.velocityX * obj.restitution; } // Right boundary if (obj.x + obj.visual.width / 2 > 2048) { obj.x = 2048 - obj.visual.width / 2; obj.velocityX = -obj.velocityX * obj.restitution; } // Bottom boundary if (obj.y + obj.visual.height / 2 > GROUND_Y - ground.visual.height / 2) { obj.y = GROUND_Y - ground.visual.height / 2 - obj.visual.height / 2; obj.velocityY = -obj.velocityY * obj.restitution; // Apply friction obj.velocityX *= 1 - obj.friction; // Play bounce sound if the impact is significant if (Math.abs(obj.velocityY) > 3) { LK.getSound('bounce').play(); } } } // Simple collision detection and response function checkCollision(obj1, obj2) { if (obj1.intersects(obj2)) { // Only process if not already processed in reverse if (obj1.isStatic && obj2.isStatic) { return; // Two static objects don't interact } // Calculate collision vector var dx = obj2.x - obj1.x; var dy = obj2.y - obj1.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize collision vector var nx = dx / distance; var ny = dy / distance; // Calculate minimum translation distance var minDist = obj1.visual.width / 2 + obj2.visual.width / 2; var mtd = minDist - distance; // Resolve collision if (!obj1.isStatic && !obj2.isStatic) { // Both objects move var totalMass = obj1.mass + obj2.mass; var obj1Ratio = obj1.mass / totalMass; var obj2Ratio = obj2.mass / totalMass; obj1.x -= nx * mtd * obj2Ratio; obj1.y -= ny * mtd * obj2Ratio; obj2.x += nx * mtd * obj1Ratio; obj2.y += ny * mtd * obj1Ratio; // Calculate relative velocity var vrx = obj2.velocityX - obj1.velocityX; var vry = obj2.velocityY - obj1.velocityY; // Calculate impulse var impulse = -(1 + Math.min(obj1.restitution, obj2.restitution)) * (vrx * nx + vry * ny) / (1 / obj1.mass + 1 / obj2.mass); // Apply impulse obj1.velocityX -= impulse * nx / obj1.mass; obj1.velocityY -= impulse * ny / obj1.mass; obj2.velocityX += impulse * nx / obj2.mass; obj2.velocityY += impulse * ny / obj2.mass; // Add angular velocity based on off-center collision var impact = Math.abs(impulse); obj1.angularVelocity += impact * 0.01 * (Math.random() - 0.5); obj2.angularVelocity += impact * 0.01 * (Math.random() - 0.5); // Play bounce sound if the impact is significant if (impact > 3) { LK.getSound('bounce').play(); } } else { // One object is static var movingObj, staticObj; if (obj1.isStatic) { movingObj = obj2; staticObj = obj1; nx = -nx; ny = -ny; } else { movingObj = obj1; staticObj = obj2; } // Move the moving object movingObj.x += nx * mtd; movingObj.y += ny * mtd; // Calculate new velocity var dot = movingObj.velocityX * nx + movingObj.velocityY * ny; movingObj.velocityX -= (1 + movingObj.restitution) * dot * nx; movingObj.velocityY -= (1 + movingObj.restitution) * dot * ny; // Apply friction var tangentX = -ny; var tangentY = nx; var tangentDot = movingObj.velocityX * tangentX + movingObj.velocityY * tangentY; movingObj.velocityX -= tangentDot * tangentX * staticObj.friction; movingObj.velocityY -= tangentDot * tangentY * staticObj.friction; // Add angular velocity movingObj.angularVelocity += dot * 0.02 * (Math.random() - 0.5); // Play bounce sound if the impact is significant if (Math.abs(dot) > 3) { LK.getSound('bounce').play(); } } } } // Start simulation function startSimulation() { currentMode = 'simulation'; isSimulating = true; playButton.visible = false; pauseButton.visible = true; editButton.visible = true; objectPanel.visible = false; propertiesPanel.visible = false; eraser.visible = false; } // Pause simulation function pauseSimulation() { isSimulating = false; playButton.visible = true; pauseButton.visible = false; } // Reset to edit mode function switchToEditMode() { currentMode = 'edit'; isSimulating = false; // Reset all objects except the ground for (var i = physicsObjects.length - 1; i >= 0; i--) { var obj = physicsObjects[i]; if (obj !== ground) { // Reset velocities if we're keeping the objects obj.velocityX = 0; obj.velocityY = 0; obj.angularVelocity = 0; obj.visual.rotation = 0; obj.rotation = 0; } } // Update UI playButton.visible = true; pauseButton.visible = false; editButton.visible = false; objectPanel.visible = true; propertiesPanel.visible = true; eraser.visible = true; } // Clear all objects except ground function clearAll() { for (var i = physicsObjects.length - 1; i >= 0; i--) { var obj = physicsObjects[i]; if (obj !== ground) { game.removeChild(obj); physicsObjects.splice(i, 1); } } LK.getSound('delete').play(); } // Create UI elements function createUI() { // Create button to start simulation var playButton = new UIButton("Play", 150, 80, 0x28a745); playButton.x = 2048 - 100; playButton.y = 100; playButton.onPress = startSimulation; LK.gui.addChild(playButton); // Create button to pause simulation var pauseButton = new UIButton("Pause", 150, 80, 0xffc107); pauseButton.x = 2048 - 100; pauseButton.y = 100; pauseButton.visible = false; pauseButton.onPress = pauseSimulation; LK.gui.addChild(pauseButton); // Create button to return to edit mode var editButton = new UIButton("Edit", 150, 80, 0x4d90ff); editButton.x = 2048 - 100; editButton.y = 200; editButton.visible = false; editButton.onPress = switchToEditMode; LK.gui.addChild(editButton); // Create button to clear all objects var clearButton = new UIButton("Clear", 150, 80, 0xdc3545); clearButton.x = 2048 - 100; clearButton.y = 300; clearButton.onPress = clearAll; LK.gui.addChild(clearButton); // Create object panel for selecting object types var objectPanel = new Container(); LK.gui.addChild(objectPanel); // Title for object panel var objectTitle = new Text2("Objects", { size: 30, fill: 0xFFFFFF }); objectTitle.anchor.set(0.5, 0); objectTitle.x = 100; objectTitle.y = 50; objectPanel.addChild(objectTitle); // Create object selection buttons var blockButton = new UIButton("Block", 130, 70, 0x4d90ff); blockButton.x = 100; blockButton.y = 120; blockButton.onPress = function () { selectedObjectType = 'block'; updateButtonSelection(); }; objectPanel.addChild(blockButton); var circleButton = new UIButton("Circle", 130, 70, 0xf25c54); circleButton.x = 100; circleButton.y = 200; circleButton.onPress = function () { selectedObjectType = 'circle'; updateButtonSelection(); }; objectPanel.addChild(circleButton); var triangleButton = new UIButton("Triangle", 130, 70, 0x70ae6e); triangleButton.x = 100; triangleButton.y = 280; triangleButton.onPress = function () { selectedObjectType = 'triangle'; updateButtonSelection(); }; objectPanel.addChild(triangleButton); // Eraser button as a special tool var eraser = new PhysicsObject('eraser'); eraser.x = 100; eraser.y = 360; eraser.visual.tint = 0xff0000; eraser.down = function (x, y, obj) { // Don't allow dragging the eraser }; var eraserText = new Text2("Eraser", { size: 25, fill: 0xFFFFFF }); eraserText.anchor.set(0.5, 0); eraserText.x = 100; eraserText.y = 400; objectPanel.addChild(eraser); objectPanel.addChild(eraserText); // Create properties panel var propertiesPanel = new Container(); LK.gui.addChild(propertiesPanel); // Title for properties panel var propsTitle = new Text2("Properties", { size: 30, fill: 0xFFFFFF }); propsTitle.anchor.set(0.5, 0); propsTitle.x = 100; propsTitle.y = 470; propertiesPanel.addChild(propsTitle); // Mass property buttons var massLabel = new Text2("Mass:", { size: 25, fill: 0xFFFFFF }); massLabel.anchor.set(0, 0.5); massLabel.x = 40; massLabel.y = 520; propertiesPanel.addChild(massLabel); var massDecBtn = new UIButton("-", 40, 40, 0x6c757d); massDecBtn.x = 120; massDecBtn.y = 520; massDecBtn.onPress = function () { if (selectedProperties.mass > 0.5) { selectedProperties.mass -= 0.5; updatePropertiesDisplay(); } }; propertiesPanel.addChild(massDecBtn); var massIncBtn = new UIButton("+", 40, 40, 0x6c757d); massIncBtn.x = 180; massIncBtn.y = 520; massIncBtn.onPress = function () { if (selectedProperties.mass < 3) { selectedProperties.mass += 0.5; updatePropertiesDisplay(); } }; propertiesPanel.addChild(massIncBtn); // Bounce property buttons var bounceLabel = new Text2("Bounce:", { size: 25, fill: 0xFFFFFF }); bounceLabel.anchor.set(0, 0.5); bounceLabel.x = 40; bounceLabel.y = 580; propertiesPanel.addChild(bounceLabel); var bounceDecBtn = new UIButton("-", 40, 40, 0x6c757d); bounceDecBtn.x = 120; bounceDecBtn.y = 580; bounceDecBtn.onPress = function () { if (selectedProperties.restitution > 0.1) { selectedProperties.restitution -= 0.1; updatePropertiesDisplay(); } }; propertiesPanel.addChild(bounceDecBtn); var bounceIncBtn = new UIButton("+", 40, 40, 0x6c757d); bounceIncBtn.x = 180; bounceIncBtn.y = 580; bounceIncBtn.onPress = function () { if (selectedProperties.restitution < 0.9) { selectedProperties.restitution += 0.1; updatePropertiesDisplay(); } }; propertiesPanel.addChild(bounceIncBtn); // Static toggle button var staticButton = new UIButton("Static: OFF", 140, 60, 0x6c757d); staticButton.x = 100; staticButton.y = 640; staticButton.onPress = function () { selectedProperties.isStatic = !selectedProperties.isStatic; updatePropertiesDisplay(); }; propertiesPanel.addChild(staticButton); // Create property value displays var massValue = new Text2(selectedProperties.mass.toFixed(1), { size: 25, fill: 0xFFFFFF }); massValue.anchor.set(0.5, 0.5); massValue.x = 150; massValue.y = 520; propertiesPanel.addChild(massValue); var bounceValue = new Text2(selectedProperties.restitution.toFixed(1), { size: 25, fill: 0xFFFFFF }); bounceValue.anchor.set(0.5, 0.5); bounceValue.x = 150; bounceValue.y = 580; propertiesPanel.addChild(bounceValue); // Add instructions var instructions = new Text2("Tap to create objects\nDrag to move them", { size: 30, fill: 0xFFFFFF }); instructions.anchor.set(0.5, 0); instructions.x = 2048 / 2; instructions.y = 50; LK.gui.addChild(instructions); // Store references to buttons that need to be toggled this.playButton = playButton; this.pauseButton = pauseButton; this.editButton = editButton; this.objectPanel = objectPanel; this.propertiesPanel = propertiesPanel; this.blockButton = blockButton; this.circleButton = circleButton; this.triangleButton = triangleButton; this.staticButton = staticButton; this.massValue = massValue; this.bounceValue = bounceValue; this.eraser = eraser; // Initialize highlighting for the selected button updateButtonSelection(); updatePropertiesDisplay(); } // Update button selection highlighting function updateButtonSelection() { blockButton.children[0].tint = selectedObjectType === 'block' ? 0x0066cc : 0x4d90ff; circleButton.children[0].tint = selectedObjectType === 'circle' ? 0xd32f2f : 0xf25c54; triangleButton.children[0].tint = selectedObjectType === 'triangle' ? 0x388e3c : 0x70ae6e; } // Update properties display function updatePropertiesDisplay() { massValue.setText(selectedProperties.mass.toFixed(1)); bounceValue.setText(selectedProperties.restitution.toFixed(1)); staticButton.children[1].setText("Static: " + (selectedProperties.isStatic ? "ON" : "OFF")); staticButton.children[0].tint = selectedProperties.isStatic ? 0x28a745 : 0x6c757d; } // Helper function to darken a color function darkenColor(color, percent) { var r = color >> 16 & 0xFF; var g = color >> 8 & 0xFF; var b = color & 0xFF; r = Math.floor(r * (1 - percent)); g = Math.floor(g * (1 - percent)); b = Math.floor(b * (1 - percent)); return r << 16 | g << 8 | b; } // Helper function to lighten a color function lightenColor(color, percent) { var r = color >> 16 & 0xFF; var g = color >> 8 & 0xFF; var b = color & 0xFF; r = Math.floor(r + (255 - r) * percent); g = Math.floor(g + (255 - g) * percent); b = Math.floor(b + (255 - b) * percent); return r << 16 | g << 8 | b; } // Check for eraser collisions game.update = function () { if (isSimulating) { updatePhysics(); } else if (currentMode === 'edit') { // Check for eraser collision with physics objects for (var i = physicsObjects.length - 1; i >= 0; i--) { var obj = physicsObjects[i]; if (obj !== ground && eraser.intersects(obj)) { game.removeChild(obj); physicsObjects.splice(i, 1); LK.getSound('delete').play(); } } } }; // Play background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,612 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var PhysicsObject = Container.expand(function (type, properties) {
+ var self = Container.call(this);
+ self.type = type || 'block';
+ // Default properties
+ self.mass = (properties === null || properties === void 0 ? void 0 : properties.mass) || 1;
+ self.friction = (properties === null || properties === void 0 ? void 0 : properties.friction) || 0.1;
+ self.restitution = (properties === null || properties === void 0 ? void 0 : properties.restitution) || 0.5;
+ self.isStatic = (properties === null || properties === void 0 ? void 0 : properties.isStatic) || false;
+ // Physics variables
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.rotation = 0;
+ self.angularVelocity = 0;
+ // Create visual representation
+ var visual = self.attachAsset(type, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ if (type === 'triangle') {
+ // Make the triangle shape by scaling
+ visual.scaleY = 0.5;
+ visual.y = visual.height / 4;
+ }
+ self.visual = visual;
+ // Visual feedback for static objects
+ if (self.isStatic) {
+ visual.alpha = 0.7;
+ }
+ // Modify the color based on mass
+ var color = visual.tint;
+ if (self.mass > 1) {
+ // Darken for heavier objects
+ visual.tint = darkenColor(color, 0.2 * (self.mass - 1));
+ } else if (self.mass < 1) {
+ // Lighten for lighter objects
+ visual.tint = lightenColor(color, 0.2 * (1 - self.mass));
+ }
+ // Handle interaction
+ self.down = function (x, y, obj) {
+ // Only allow dragging if we're in edit mode
+ if (currentMode === 'edit') {
+ isDragging = true;
+ draggedObject = self;
+ // Store offset for dragging
+ dragOffsetX = self.x - x;
+ dragOffsetY = self.y - y;
+ }
+ };
+ return self;
+});
+var UIButton = Container.expand(function (label, width, height, color) {
+ var self = Container.call(this);
+ // Create button background
+ var background = self.attachAsset('block', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ background.tint = color || 0x4d90ff;
+ background.width = width || 150;
+ background.height = height || 80;
+ // Create button label
+ var labelText = new Text2(label, {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ labelText.anchor.set(0.5, 0.5);
+ self.addChild(labelText);
+ // Handle button press
+ self.down = function (x, y, obj) {
+ tween(background, {
+ alpha: 0.7
+ }, {
+ duration: 100
+ });
+ };
+ self.up = function (x, y, obj) {
+ tween(background, {
+ alpha: 1
+ }, {
+ duration: 100
+ });
+ if (self.onPress) {
+ self.onPress();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB // Sky blue background
+});
+
+/****
+* Game Code
+****/
+// Physics constants
+var GRAVITY = 0.5;
+var DRAG = 0.02;
+var GROUND_Y = 2500;
+// Game state
+var currentMode = 'edit'; // 'edit' or 'simulation'
+var selectedObjectType = 'block';
+var selectedProperties = {
+ mass: 1,
+ friction: 0.1,
+ restitution: 0.5,
+ isStatic: false
+};
+var isDragging = false;
+var draggedObject = null;
+var dragOffsetX = 0;
+var dragOffsetY = 0;
+var physicsObjects = [];
+var isSimulating = false;
+// Create the ground
+var ground = new PhysicsObject('ground', {
+ isStatic: true
+});
+ground.x = 2048 / 2;
+ground.y = GROUND_Y;
+game.addChild(ground);
+physicsObjects.push(ground);
+// Create GUI Elements
+createUI();
+// Helper method to handle object dragging
+function handleMove(x, y, obj) {
+ if (isDragging && draggedObject && currentMode === 'edit') {
+ draggedObject.x = x + dragOffsetX;
+ draggedObject.y = y + dragOffsetY;
+ }
+}
+// Handle pressing down on the game area
+game.down = function (x, y, obj) {
+ // If in edit mode and not dragging an object, create a new one
+ if (currentMode === 'edit' && !isDragging && y < GROUND_Y - 100) {
+ createPhysicsObject(x, y);
+ }
+};
+// Handle moving across the game area
+game.move = handleMove;
+// Handle releasing on the game area
+game.up = function (x, y, obj) {
+ isDragging = false;
+ draggedObject = null;
+};
+// Update physics in the game loop
+game.update = function () {
+ if (isSimulating) {
+ updatePhysics();
+ }
+};
+// Create a new physics object at specified position
+function createPhysicsObject(x, y) {
+ var newObject = new PhysicsObject(selectedObjectType, selectedProperties);
+ newObject.x = x;
+ newObject.y = y;
+ game.addChild(newObject);
+ physicsObjects.push(newObject);
+ // Play place sound
+ LK.getSound('place').play();
+ return newObject;
+}
+// Update physics for all objects
+function updatePhysics() {
+ for (var i = 0; i < physicsObjects.length; i++) {
+ var obj = physicsObjects[i];
+ if (!obj.isStatic) {
+ // Apply gravity
+ obj.velocityY += GRAVITY * obj.mass;
+ // Apply drag
+ obj.velocityX *= 1 - DRAG;
+ obj.velocityY *= 1 - DRAG;
+ obj.angularVelocity *= 1 - DRAG;
+ // Update position
+ obj.x += obj.velocityX;
+ obj.y += obj.velocityY;
+ // Update rotation
+ obj.rotation += obj.angularVelocity;
+ obj.visual.rotation = obj.rotation;
+ // Check boundaries
+ checkBoundaries(obj);
+ // Check collisions with other objects
+ for (var j = 0; j < physicsObjects.length; j++) {
+ if (i !== j) {
+ checkCollision(obj, physicsObjects[j]);
+ }
+ }
+ }
+ }
+}
+// Check if an object is out of bounds
+function checkBoundaries(obj) {
+ // Left boundary
+ if (obj.x - obj.visual.width / 2 < 0) {
+ obj.x = obj.visual.width / 2;
+ obj.velocityX = -obj.velocityX * obj.restitution;
+ }
+ // Right boundary
+ if (obj.x + obj.visual.width / 2 > 2048) {
+ obj.x = 2048 - obj.visual.width / 2;
+ obj.velocityX = -obj.velocityX * obj.restitution;
+ }
+ // Bottom boundary
+ if (obj.y + obj.visual.height / 2 > GROUND_Y - ground.visual.height / 2) {
+ obj.y = GROUND_Y - ground.visual.height / 2 - obj.visual.height / 2;
+ obj.velocityY = -obj.velocityY * obj.restitution;
+ // Apply friction
+ obj.velocityX *= 1 - obj.friction;
+ // Play bounce sound if the impact is significant
+ if (Math.abs(obj.velocityY) > 3) {
+ LK.getSound('bounce').play();
+ }
+ }
+}
+// Simple collision detection and response
+function checkCollision(obj1, obj2) {
+ if (obj1.intersects(obj2)) {
+ // Only process if not already processed in reverse
+ if (obj1.isStatic && obj2.isStatic) {
+ return; // Two static objects don't interact
+ }
+ // Calculate collision vector
+ var dx = obj2.x - obj1.x;
+ var dy = obj2.y - obj1.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Normalize collision vector
+ var nx = dx / distance;
+ var ny = dy / distance;
+ // Calculate minimum translation distance
+ var minDist = obj1.visual.width / 2 + obj2.visual.width / 2;
+ var mtd = minDist - distance;
+ // Resolve collision
+ if (!obj1.isStatic && !obj2.isStatic) {
+ // Both objects move
+ var totalMass = obj1.mass + obj2.mass;
+ var obj1Ratio = obj1.mass / totalMass;
+ var obj2Ratio = obj2.mass / totalMass;
+ obj1.x -= nx * mtd * obj2Ratio;
+ obj1.y -= ny * mtd * obj2Ratio;
+ obj2.x += nx * mtd * obj1Ratio;
+ obj2.y += ny * mtd * obj1Ratio;
+ // Calculate relative velocity
+ var vrx = obj2.velocityX - obj1.velocityX;
+ var vry = obj2.velocityY - obj1.velocityY;
+ // Calculate impulse
+ var impulse = -(1 + Math.min(obj1.restitution, obj2.restitution)) * (vrx * nx + vry * ny) / (1 / obj1.mass + 1 / obj2.mass);
+ // Apply impulse
+ obj1.velocityX -= impulse * nx / obj1.mass;
+ obj1.velocityY -= impulse * ny / obj1.mass;
+ obj2.velocityX += impulse * nx / obj2.mass;
+ obj2.velocityY += impulse * ny / obj2.mass;
+ // Add angular velocity based on off-center collision
+ var impact = Math.abs(impulse);
+ obj1.angularVelocity += impact * 0.01 * (Math.random() - 0.5);
+ obj2.angularVelocity += impact * 0.01 * (Math.random() - 0.5);
+ // Play bounce sound if the impact is significant
+ if (impact > 3) {
+ LK.getSound('bounce').play();
+ }
+ } else {
+ // One object is static
+ var movingObj, staticObj;
+ if (obj1.isStatic) {
+ movingObj = obj2;
+ staticObj = obj1;
+ nx = -nx;
+ ny = -ny;
+ } else {
+ movingObj = obj1;
+ staticObj = obj2;
+ }
+ // Move the moving object
+ movingObj.x += nx * mtd;
+ movingObj.y += ny * mtd;
+ // Calculate new velocity
+ var dot = movingObj.velocityX * nx + movingObj.velocityY * ny;
+ movingObj.velocityX -= (1 + movingObj.restitution) * dot * nx;
+ movingObj.velocityY -= (1 + movingObj.restitution) * dot * ny;
+ // Apply friction
+ var tangentX = -ny;
+ var tangentY = nx;
+ var tangentDot = movingObj.velocityX * tangentX + movingObj.velocityY * tangentY;
+ movingObj.velocityX -= tangentDot * tangentX * staticObj.friction;
+ movingObj.velocityY -= tangentDot * tangentY * staticObj.friction;
+ // Add angular velocity
+ movingObj.angularVelocity += dot * 0.02 * (Math.random() - 0.5);
+ // Play bounce sound if the impact is significant
+ if (Math.abs(dot) > 3) {
+ LK.getSound('bounce').play();
+ }
+ }
+ }
+}
+// Start simulation
+function startSimulation() {
+ currentMode = 'simulation';
+ isSimulating = true;
+ playButton.visible = false;
+ pauseButton.visible = true;
+ editButton.visible = true;
+ objectPanel.visible = false;
+ propertiesPanel.visible = false;
+ eraser.visible = false;
+}
+// Pause simulation
+function pauseSimulation() {
+ isSimulating = false;
+ playButton.visible = true;
+ pauseButton.visible = false;
+}
+// Reset to edit mode
+function switchToEditMode() {
+ currentMode = 'edit';
+ isSimulating = false;
+ // Reset all objects except the ground
+ for (var i = physicsObjects.length - 1; i >= 0; i--) {
+ var obj = physicsObjects[i];
+ if (obj !== ground) {
+ // Reset velocities if we're keeping the objects
+ obj.velocityX = 0;
+ obj.velocityY = 0;
+ obj.angularVelocity = 0;
+ obj.visual.rotation = 0;
+ obj.rotation = 0;
+ }
+ }
+ // Update UI
+ playButton.visible = true;
+ pauseButton.visible = false;
+ editButton.visible = false;
+ objectPanel.visible = true;
+ propertiesPanel.visible = true;
+ eraser.visible = true;
+}
+// Clear all objects except ground
+function clearAll() {
+ for (var i = physicsObjects.length - 1; i >= 0; i--) {
+ var obj = physicsObjects[i];
+ if (obj !== ground) {
+ game.removeChild(obj);
+ physicsObjects.splice(i, 1);
+ }
+ }
+ LK.getSound('delete').play();
+}
+// Create UI elements
+function createUI() {
+ // Create button to start simulation
+ var playButton = new UIButton("Play", 150, 80, 0x28a745);
+ playButton.x = 2048 - 100;
+ playButton.y = 100;
+ playButton.onPress = startSimulation;
+ LK.gui.addChild(playButton);
+ // Create button to pause simulation
+ var pauseButton = new UIButton("Pause", 150, 80, 0xffc107);
+ pauseButton.x = 2048 - 100;
+ pauseButton.y = 100;
+ pauseButton.visible = false;
+ pauseButton.onPress = pauseSimulation;
+ LK.gui.addChild(pauseButton);
+ // Create button to return to edit mode
+ var editButton = new UIButton("Edit", 150, 80, 0x4d90ff);
+ editButton.x = 2048 - 100;
+ editButton.y = 200;
+ editButton.visible = false;
+ editButton.onPress = switchToEditMode;
+ LK.gui.addChild(editButton);
+ // Create button to clear all objects
+ var clearButton = new UIButton("Clear", 150, 80, 0xdc3545);
+ clearButton.x = 2048 - 100;
+ clearButton.y = 300;
+ clearButton.onPress = clearAll;
+ LK.gui.addChild(clearButton);
+ // Create object panel for selecting object types
+ var objectPanel = new Container();
+ LK.gui.addChild(objectPanel);
+ // Title for object panel
+ var objectTitle = new Text2("Objects", {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ objectTitle.anchor.set(0.5, 0);
+ objectTitle.x = 100;
+ objectTitle.y = 50;
+ objectPanel.addChild(objectTitle);
+ // Create object selection buttons
+ var blockButton = new UIButton("Block", 130, 70, 0x4d90ff);
+ blockButton.x = 100;
+ blockButton.y = 120;
+ blockButton.onPress = function () {
+ selectedObjectType = 'block';
+ updateButtonSelection();
+ };
+ objectPanel.addChild(blockButton);
+ var circleButton = new UIButton("Circle", 130, 70, 0xf25c54);
+ circleButton.x = 100;
+ circleButton.y = 200;
+ circleButton.onPress = function () {
+ selectedObjectType = 'circle';
+ updateButtonSelection();
+ };
+ objectPanel.addChild(circleButton);
+ var triangleButton = new UIButton("Triangle", 130, 70, 0x70ae6e);
+ triangleButton.x = 100;
+ triangleButton.y = 280;
+ triangleButton.onPress = function () {
+ selectedObjectType = 'triangle';
+ updateButtonSelection();
+ };
+ objectPanel.addChild(triangleButton);
+ // Eraser button as a special tool
+ var eraser = new PhysicsObject('eraser');
+ eraser.x = 100;
+ eraser.y = 360;
+ eraser.visual.tint = 0xff0000;
+ eraser.down = function (x, y, obj) {
+ // Don't allow dragging the eraser
+ };
+ var eraserText = new Text2("Eraser", {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ eraserText.anchor.set(0.5, 0);
+ eraserText.x = 100;
+ eraserText.y = 400;
+ objectPanel.addChild(eraser);
+ objectPanel.addChild(eraserText);
+ // Create properties panel
+ var propertiesPanel = new Container();
+ LK.gui.addChild(propertiesPanel);
+ // Title for properties panel
+ var propsTitle = new Text2("Properties", {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ propsTitle.anchor.set(0.5, 0);
+ propsTitle.x = 100;
+ propsTitle.y = 470;
+ propertiesPanel.addChild(propsTitle);
+ // Mass property buttons
+ var massLabel = new Text2("Mass:", {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ massLabel.anchor.set(0, 0.5);
+ massLabel.x = 40;
+ massLabel.y = 520;
+ propertiesPanel.addChild(massLabel);
+ var massDecBtn = new UIButton("-", 40, 40, 0x6c757d);
+ massDecBtn.x = 120;
+ massDecBtn.y = 520;
+ massDecBtn.onPress = function () {
+ if (selectedProperties.mass > 0.5) {
+ selectedProperties.mass -= 0.5;
+ updatePropertiesDisplay();
+ }
+ };
+ propertiesPanel.addChild(massDecBtn);
+ var massIncBtn = new UIButton("+", 40, 40, 0x6c757d);
+ massIncBtn.x = 180;
+ massIncBtn.y = 520;
+ massIncBtn.onPress = function () {
+ if (selectedProperties.mass < 3) {
+ selectedProperties.mass += 0.5;
+ updatePropertiesDisplay();
+ }
+ };
+ propertiesPanel.addChild(massIncBtn);
+ // Bounce property buttons
+ var bounceLabel = new Text2("Bounce:", {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ bounceLabel.anchor.set(0, 0.5);
+ bounceLabel.x = 40;
+ bounceLabel.y = 580;
+ propertiesPanel.addChild(bounceLabel);
+ var bounceDecBtn = new UIButton("-", 40, 40, 0x6c757d);
+ bounceDecBtn.x = 120;
+ bounceDecBtn.y = 580;
+ bounceDecBtn.onPress = function () {
+ if (selectedProperties.restitution > 0.1) {
+ selectedProperties.restitution -= 0.1;
+ updatePropertiesDisplay();
+ }
+ };
+ propertiesPanel.addChild(bounceDecBtn);
+ var bounceIncBtn = new UIButton("+", 40, 40, 0x6c757d);
+ bounceIncBtn.x = 180;
+ bounceIncBtn.y = 580;
+ bounceIncBtn.onPress = function () {
+ if (selectedProperties.restitution < 0.9) {
+ selectedProperties.restitution += 0.1;
+ updatePropertiesDisplay();
+ }
+ };
+ propertiesPanel.addChild(bounceIncBtn);
+ // Static toggle button
+ var staticButton = new UIButton("Static: OFF", 140, 60, 0x6c757d);
+ staticButton.x = 100;
+ staticButton.y = 640;
+ staticButton.onPress = function () {
+ selectedProperties.isStatic = !selectedProperties.isStatic;
+ updatePropertiesDisplay();
+ };
+ propertiesPanel.addChild(staticButton);
+ // Create property value displays
+ var massValue = new Text2(selectedProperties.mass.toFixed(1), {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ massValue.anchor.set(0.5, 0.5);
+ massValue.x = 150;
+ massValue.y = 520;
+ propertiesPanel.addChild(massValue);
+ var bounceValue = new Text2(selectedProperties.restitution.toFixed(1), {
+ size: 25,
+ fill: 0xFFFFFF
+ });
+ bounceValue.anchor.set(0.5, 0.5);
+ bounceValue.x = 150;
+ bounceValue.y = 580;
+ propertiesPanel.addChild(bounceValue);
+ // Add instructions
+ var instructions = new Text2("Tap to create objects\nDrag to move them", {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ instructions.anchor.set(0.5, 0);
+ instructions.x = 2048 / 2;
+ instructions.y = 50;
+ LK.gui.addChild(instructions);
+ // Store references to buttons that need to be toggled
+ this.playButton = playButton;
+ this.pauseButton = pauseButton;
+ this.editButton = editButton;
+ this.objectPanel = objectPanel;
+ this.propertiesPanel = propertiesPanel;
+ this.blockButton = blockButton;
+ this.circleButton = circleButton;
+ this.triangleButton = triangleButton;
+ this.staticButton = staticButton;
+ this.massValue = massValue;
+ this.bounceValue = bounceValue;
+ this.eraser = eraser;
+ // Initialize highlighting for the selected button
+ updateButtonSelection();
+ updatePropertiesDisplay();
+}
+// Update button selection highlighting
+function updateButtonSelection() {
+ blockButton.children[0].tint = selectedObjectType === 'block' ? 0x0066cc : 0x4d90ff;
+ circleButton.children[0].tint = selectedObjectType === 'circle' ? 0xd32f2f : 0xf25c54;
+ triangleButton.children[0].tint = selectedObjectType === 'triangle' ? 0x388e3c : 0x70ae6e;
+}
+// Update properties display
+function updatePropertiesDisplay() {
+ massValue.setText(selectedProperties.mass.toFixed(1));
+ bounceValue.setText(selectedProperties.restitution.toFixed(1));
+ staticButton.children[1].setText("Static: " + (selectedProperties.isStatic ? "ON" : "OFF"));
+ staticButton.children[0].tint = selectedProperties.isStatic ? 0x28a745 : 0x6c757d;
+}
+// Helper function to darken a color
+function darkenColor(color, percent) {
+ var r = color >> 16 & 0xFF;
+ var g = color >> 8 & 0xFF;
+ var b = color & 0xFF;
+ r = Math.floor(r * (1 - percent));
+ g = Math.floor(g * (1 - percent));
+ b = Math.floor(b * (1 - percent));
+ return r << 16 | g << 8 | b;
+}
+// Helper function to lighten a color
+function lightenColor(color, percent) {
+ var r = color >> 16 & 0xFF;
+ var g = color >> 8 & 0xFF;
+ var b = color & 0xFF;
+ r = Math.floor(r + (255 - r) * percent);
+ g = Math.floor(g + (255 - g) * percent);
+ b = Math.floor(b + (255 - b) * percent);
+ return r << 16 | g << 8 | b;
+}
+// Check for eraser collisions
+game.update = function () {
+ if (isSimulating) {
+ updatePhysics();
+ } else if (currentMode === 'edit') {
+ // Check for eraser collision with physics objects
+ for (var i = physicsObjects.length - 1; i >= 0; i--) {
+ var obj = physicsObjects[i];
+ if (obj !== ground && eraser.intersects(obj)) {
+ game.removeChild(obj);
+ physicsObjects.splice(i, 1);
+ LK.getSound('delete').play();
+ }
+ }
+ }
+};
+// Play background music
+LK.playMusic('bgmusic');
\ No newline at end of file