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