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 DraggableButton = Container.expand(function () {
var self = Container.call(this);
// Create visual representation
var circleButton = self.attachAsset('circle', {
anchorX: 0.5,
anchorY: 0.5
});
// Add a label
var label = new Text2("Create", {
size: 24,
fill: 0xFFFFFF
});
label.anchor.set(0.5, 0.5);
self.addChild(label);
// Track if we're currently creating an object
self.isCreating = false;
self.currentObject = null;
// Handle touch/click down
self.down = function (x, y, obj) {
self.isCreating = true;
// Create a new physics circle that follows the pointer
self.currentObject = new PhysicsObject('circle', {
mass: 1,
restitution: 0.7,
friction: 0.1
});
// Position at pointer
self.currentObject.x = x;
self.currentObject.y = y;
// Add to game
game.addChild(self.currentObject);
// Visual feedback
tween(circleButton, {
alpha: 0.7,
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
// Handle movement
self.move = function (x, y, obj) {
if (self.isCreating && self.currentObject) {
// Update the position to follow pointer
self.currentObject.x = x;
self.currentObject.y = y;
}
};
// Handle release
self.up = function (x, y, obj) {
if (self.isCreating && self.currentObject) {
// Add physics to the object
physicsObjects.push(self.currentObject);
// Set initial velocity based on recent movement
if (chaosMode) {
// More chaotic initial velocity in chaos mode
self.currentObject.velocityX = Math.random() * 30 - 15;
self.currentObject.velocityY = Math.random() * -20 - 5;
self.currentObject.angularVelocity = Math.random() * 0.3 - 0.15;
// Sometimes create multiple balls when in chaos mode
if (Math.random() < 0.3) {
for (var i = 0; i < 3; i++) {
createPhysicsObject(x + Math.random() * 100 - 50, y + Math.random() * 100 - 50, 'circle', {
mass: 0.5 + Math.random(),
restitution: 0.8,
friction: 0.05
});
}
}
} else {
// Normal initial velocity
self.currentObject.velocityX = Math.random() * 10 - 5;
self.currentObject.velocityY = -10; // Initial upward velocity
}
// Reset state
self.isCreating = false;
self.currentObject = null;
// Play sound
LK.getSound('place').play();
}
// Visual feedback
tween(circleButton, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
};
return self;
});
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 physicsObjects = [];
var isSimulating = true;
var currentMode = 'edit'; // Define currentMode variable
var isDragging = false;
var draggedObject = null;
var dragOffsetX = 0;
var dragOffsetY = 0;
// 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 a draggable button that creates physics objects
var circleCreator = new DraggableButton();
circleCreator.x = 200;
circleCreator.y = 200;
LK.gui.addChild(circleCreator);
// Create a title
var title = new Text2("Physics Playground", {
size: 50,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0);
title.x = 2048 / 2;
title.y = 50;
LK.gui.addChild(title);
// Instructions
var instructions = new Text2("Drag from the circle to create\nobjects that bounce with physics", {
size: 30,
fill: 0xFFFFFF
});
instructions.anchor.set(0.5, 0);
instructions.x = 2048 / 2;
instructions.y = 120;
LK.gui.addChild(instructions);
// Ball counter
var ballCountText = new Text2("Balls: 0", {
size: 30,
fill: 0xFFFFFF
});
ballCountText.anchor.set(0, 0);
ballCountText.x = 50;
ballCountText.y = 50;
LK.gui.addChild(ballCountText);
// Easter egg hint
var easterEggHint = new Text2("What happens at 100?", {
size: 20,
fill: 0xCCCCCC
});
easterEggHint.anchor.set(0, 0);
easterEggHint.x = 50;
easterEggHint.y = 90;
easterEggHint.alpha = 0.7;
LK.gui.addChild(easterEggHint);
// Game area doesn't need specific event handlers since
// the DraggableButton handles its own events
game.down = function (x, y, obj) {};
game.move = function (x, y, obj) {};
game.up = function (x, y, obj) {};
// Track total balls spawned and chaos mode
var totalBallsSpawned = 0;
var chaosMode = false;
// Update physics in the game loop
game.update = function () {
if (isSimulating) {
updatePhysics();
// Chaos mode effects
if (chaosMode) {
// Make UI elements shake
title.x = 2048 / 2 + Math.random() * 50 - 25;
title.y = 50 + Math.random() * 30 - 15;
title.rotation = Math.random() * 0.2 - 0.1;
// Shake instructions
instructions.x = 2048 / 2 + Math.random() * 40 - 20;
instructions.y = 120 + Math.random() * 20 - 10;
instructions.rotation = Math.random() * 0.15 - 0.075;
// Shake clear button
clearButton.x = 2048 - 100 + Math.random() * 30 - 15;
clearButton.y = 300 + Math.random() * 30 - 15;
// Add random velocity to physics objects
if (Math.random() < 0.2) {
for (var i = 0; i < physicsObjects.length; i++) {
var obj = physicsObjects[i];
if (!obj.isStatic) {
obj.velocityX += Math.random() * 10 - 5;
obj.velocityY += Math.random() * 10 - 5;
obj.angularVelocity += Math.random() * 0.5 - 0.25;
}
}
}
}
}
};
// Create a new physics object at specified position
function createPhysicsObject(x, y, type, properties) {
var newObject = new PhysicsObject(type || 'circle', properties || {
mass: 1,
friction: 0.1,
restitution: 0.7
});
newObject.x = x;
newObject.y = y;
game.addChild(newObject);
physicsObjects.push(newObject);
// Track ball count and trigger chaos mode at 100
if (type === 'circle' || !type) {
totalBallsSpawned++;
// Show count
if (ballCountText) {
ballCountText.setText("Balls: " + totalBallsSpawned);
}
// Check for chaos threshold
if (totalBallsSpawned >= 100 && !chaosMode) {
chaosMode = true;
// Flash screen
LK.effects.flashScreen(0xFF0000, 500);
// Create visual ball explosion
for (var i = 0; i < 20; i++) {
var angle = Math.random() * Math.PI * 2;
var speed = 20 + Math.random() * 20;
var ball = new PhysicsObject('circle', {
mass: 0.5 + Math.random(),
restitution: 0.9,
friction: 0.05
});
ball.x = x;
ball.y = y;
ball.velocityX = Math.cos(angle) * speed;
ball.velocityY = Math.sin(angle) * speed;
ball.angularVelocity = Math.random() * 0.2 - 0.1;
game.addChild(ball);
physicsObjects.push(ball);
}
}
}
// 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;
// In chaos mode, objects can sometimes teleport
if (chaosMode && Math.random() < 0.01) {
obj.x = Math.random() * 2048;
obj.y = Math.random() * GROUND_Y * 0.7;
obj.velocityX *= -1.5;
obj.velocityY *= -1.5;
obj.visual.alpha = 0.7;
tween(obj.visual, {
alpha: 1,
scaleX: 1 + Math.random() * 0.5,
scaleY: 1 + Math.random() * 0.5
}, {
duration: 300,
easing: "easeOutElastic"
});
}
// Update rotation with extra spin in chaos mode
obj.rotation += obj.angularVelocity * (chaosMode && Math.random() < 0.1 ? 3 : 1);
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();
}
}
}
}
// 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();
}
// Add a clear button
var clearButton = new UIButton("Clear", 150, 80, 0xdc3545);
clearButton.x = 2048 - 100;
clearButton.y = 300;
clearButton.onPress = clearAll;
LK.gui.addChild(clearButton);
// 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 () {
updatePhysics();
};
// Play background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -202,8 +202,13 @@
var GROUND_Y = 2500;
// Game state
var physicsObjects = [];
var isSimulating = true;
+var currentMode = 'edit'; // Define currentMode variable
+var isDragging = false;
+var draggedObject = null;
+var dragOffsetX = 0;
+var dragOffsetY = 0;
// Create the ground
var ground = new PhysicsObject('ground', {
isStatic: true
});