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 AdvancedObjectsMenu = Container.expand(function () { var self = Container.call(this); // Create button background var buttonBg = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.tint = 0x4286f4; buttonBg.width = 250; buttonBg.height = 60; // Button label var label = new Text2("Advanced Objects", { size: 28, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); // Dropdown container (hidden initially) var dropdown = new Container(); dropdown.y = 70; dropdown.visible = false; self.addChild(dropdown); // Dropdown background var dropdownBg = LK.getAsset('block', { anchorX: 0.5, anchorY: 0 }); dropdownBg.tint = 0x333333; dropdownBg.width = 250; dropdownBg.height = 80; dropdown.addChild(dropdownBg); // Car option var carOption = new Container(); carOption.y = 15; dropdown.addChild(carOption); var carLabel = new Text2("Car", { size: 24, fill: 0xFFFFFF }); carLabel.anchor.set(0.5, 0.5); carOption.addChild(carLabel); // Draggable state self.isOpen = false; self.isDraggingCar = false; self.currentCar = null; // Toggle dropdown self.down = function (x, y, obj) { // Only toggle if clicking the main button (not the dropdown) if (!self.isOpen || y < self.y + buttonBg.height / 2) { self.isOpen = !self.isOpen; dropdown.visible = self.isOpen; // Visual feedback tween(buttonBg, { alpha: 0.8, scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); } }; self.up = function (x, y, obj) { // Visual feedback tween(buttonBg, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 100 }); }; // Car option interaction carOption.interactive = true; carOption.down = function (x, y, obj) { self.isDraggingCar = true; // Create a car object that follows the pointer self.currentCar = new Car(); // Get global position var globalPos = game.toLocal(self.parent.toGlobal({ x: x, y: y })); self.currentCar.x = globalPos.x; self.currentCar.y = globalPos.y; // Add to game game.addChild(self.currentCar); // Visual feedback tween(carLabel, { alpha: 0.7 }, { duration: 100 }); }; carOption.move = function (x, y, obj) { if (self.isDraggingCar && self.currentCar) { // Get global position var globalPos = game.toLocal(self.parent.toGlobal({ x: x, y: y })); self.currentCar.x = globalPos.x; self.currentCar.y = globalPos.y; } }; carOption.up = function (x, y, obj) { if (self.isDraggingCar && self.currentCar) { // Add physics to the car physicsObjects.push(self.currentCar); // Set initial velocity self.currentCar.velocityX = 0; self.currentCar.velocityY = 0; // Reset state self.isDraggingCar = false; self.currentCar = null; // Play sound LK.getSound('place').play(); } // Visual feedback tween(carLabel, { alpha: 1 }, { duration: 100 }); }; return self; }); var Car = Container.expand(function () { var self = Container.call(this); // Car-specific properties self.type = 'car'; self.width = 200; self.height = 100; self.mass = 2; self.friction = 0.2; self.restitution = 0.3; self.velocityX = 0; self.velocityY = 0; self.rotation = 0; self.angularVelocity = 0; self.isStatic = false; // Car body self.visual = self.attachAsset('rectangle', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 100 }); self.visual.tint = 0xff4400; // Orange/red car // Add a roof/cabin var roof = LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 50 }); roof.tint = 0xff7700; roof.y = -25; self.addChild(roof); // Add wheels var frontWheel = LK.getAsset('circle', { anchorX: 0.5, anchorY: 0.5, width: 50, height: 50 }); frontWheel.tint = 0x333333; frontWheel.x = 70; frontWheel.y = 40; self.addChild(frontWheel); var rearWheel = LK.getAsset('circle', { anchorX: 0.5, anchorY: 0.5, width: 50, height: 50 }); rearWheel.tint = 0x333333; rearWheel.x = -70; rearWheel.y = 40; self.addChild(rearWheel); // Add headlights var headlight1 = LK.getAsset('circle', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 20 }); headlight1.tint = 0xffffcc; headlight1.x = 95; headlight1.y = -15; self.addChild(headlight1); var headlight2 = LK.getAsset('circle', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 20 }); headlight2.tint = 0xffffcc; headlight2.x = 95; headlight2.y = 15; self.addChild(headlight2); // Update method to handle wheels rotation self.update = function () { // Rotate wheels based on horizontal velocity frontWheel.rotation += self.velocityX * 0.03; rearWheel.rotation += self.velocityX * 0.03; }; return self; }); var DraggableButton = Container.expand(function () { var self = Container.call(this); // Create visual representation var buttonVisual = 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; self.objectType = 'circle'; // Default object type // Update the visual based on the selected object type self.updateVisual = function (type) { if (type) { self.objectType = type; } // Remove existing visual self.removeChild(buttonVisual); // Create new visual based on current object type buttonVisual = self.attachAsset(self.objectType, { anchorX: 0.5, anchorY: 0.5 }); // Adjust for triangle shape if (self.objectType === 'triangle') { buttonVisual.scaleY = 0.5; buttonVisual.y = buttonVisual.height / 4; } // Make sure label stays on top self.removeChild(label); self.addChild(label); }; // Handle touch/click down self.down = function (x, y, obj) { self.isCreating = true; // Create a new physics object that follows the pointer self.currentObject = new PhysicsObject(self.objectType, { 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(buttonVisual, { alpha: 0.7, scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; // Handle movement self.move = function (x, y, obj) { if (self.isCreating && self.currentObject) { 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, self.objectType, { 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(buttonVisual, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 100 }); }; return self; }); var GlitchButton = Container.expand(function () { var self = Container.call(this); // Button properties self.width = 150; self.height = 150; self.isGlitching = false; self.particles = []; self.maxParticles = 20; self.glitchActivated = false; // Visual appearance var buttonVisual = self.attachAsset('circle', { anchorX: 0.5, anchorY: 0.5, width: self.width, height: self.height }); buttonVisual.tint = 0x00FFFF; // Cyan // Text label var label = new Text2("GLITCH", { size: 32, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); // Create particles for (var i = 0; i < self.maxParticles; i++) { createParticle(); } // Create a single particle function createParticle() { var particle = new GlitchParticle({ color: Math.random() < 0.5 ? 0x00FFFF : 0xFF00FF, size: 5 + Math.random() * 15, distance: 80 + Math.random() * 60, speed: 0.5 + Math.random() * 1.5, glitchRate: 0.1 + Math.random() * 0.2 }); // Position relative to button particle.setOrigin(0, 0); self.addChild(particle); self.particles.push(particle); } // Button interaction self.down = function (x, y, obj) { // Trigger glitch effect self.glitchActivated = true; // Visual feedback tween(buttonVisual, { alpha: 0.8, scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); // Trigger chaos mode chaosMode = true; // Flash screen LK.effects.flashScreen(0x00FFFF, 500); // Visual glitch effect for all UI elements glitchUI(); // Play sound LK.getSound('place').play(); }; self.up = function (x, y, obj) { // Visual feedback tween(buttonVisual, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 100 }); }; // Update particles self.update = function () { // Update each particle for (var i = 0; i < self.particles.length; i++) { self.particles[i].update(); } // Button glitch effect if (Math.random() < 0.1) { self.isGlitching = !self.isGlitching; if (self.isGlitching) { buttonVisual.tint = Math.random() < 0.5 ? 0xFF00FF : 0x00FFFF; label.position.x = Math.random() * 10 - 5; label.position.y = Math.random() * 10 - 5; // Sometimes change text if (Math.random() < 0.2) { label.setText(Math.random() < 0.5 ? "ERR0R" : "GL1TCH"); } } else { buttonVisual.tint = 0x00FFFF; label.position.x = 0; label.position.y = 0; label.setText("GLITCH"); } } }; return self; }); // Glitch UI elements function var GlitchParticle = Container.expand(function (options) { var self = Container.call(this); // Default options options = options || {}; self.size = options.size || Math.random() * 10 + 5; self.speed = options.speed || Math.random() * 2 + 1; self.distance = options.distance || 50 + Math.random() * 100; self.angle = options.angle || Math.random() * Math.PI * 2; self.rotation = Math.random() * Math.PI * 2; self.rotationSpeed = Math.random() * 0.2 - 0.1; self.alpha = 0.7 + Math.random() * 0.3; self.glitchRate = options.glitchRate || 0.2; // Visual appearance var visual = self.attachAsset('square', { anchorX: 0.5, anchorY: 0.5 }); visual.width = self.size; visual.height = self.size; visual.tint = options.color || 0x00FFFF; // Animation properties self.time = 0; self.originalX = 0; self.originalY = 0; self.offsetX = 0; self.offsetY = 0; // Update particle position self.update = function () { self.time += 0.05; // Orbital movement self.offsetX = Math.cos(self.angle + self.time * self.speed) * self.distance; self.offsetY = Math.sin(self.angle + self.time * self.speed) * self.distance; self.x = self.originalX + self.offsetX; self.y = self.originalY + self.offsetY; // Rotate visual.rotation += self.rotationSpeed; // Random glitch effect if (Math.random() < self.glitchRate) { visual.x = Math.random() * 10 - 5; visual.y = Math.random() * 10 - 5; visual.alpha = 0.5 + Math.random() * 0.5; visual.tint = Math.random() < 0.5 ? 0x00FFFF : 0xFF00FF; } else { visual.x = 0; visual.y = 0; visual.alpha = self.alpha; } }; // Set origin point self.setOrigin = function (x, y) { self.originalX = x; self.originalY = y; }; return self; }); var ObjectSelector = Container.expand(function () { var self = Container.call(this); // Create main container var buttonContainer = new Container(); self.addChild(buttonContainer); // Header text var headerText = new Text2("Objects", { size: 36, fill: 0xFFFFFF }); headerText.anchor.set(0.5, 0); headerText.y = -60; self.addChild(headerText); // Create object buttons var objectTypes = [{ type: 'circle', label: 'Circle', color: 0xe74c3c }, { type: 'square', label: 'Square', color: 0x3498db }, { type: 'rectangle', label: 'Rectangle', color: 0x2ecc71 }, { type: 'triangle', label: 'Triangle', color: 0x70ae6e }]; var buttonWidth = 150; var buttonHeight = 80; var buttonSpacing = 20; var buttonsPerRow = 2; for (var i = 0; i < objectTypes.length; i++) { var col = i % buttonsPerRow; var row = Math.floor(i / buttonsPerRow); var button = new UIButton(objectTypes[i].label, buttonWidth, buttonHeight, objectTypes[i].color); button.x = col * (buttonWidth + buttonSpacing) - (buttonsPerRow - 1) * (buttonWidth + buttonSpacing) / 2; button.y = row * (buttonHeight + buttonSpacing); button.objectType = objectTypes[i].type; button.onPress = function () { if (self.onSelectObject) { self.onSelectObject(this.objectType); } }; buttonContainer.addChild(button); } 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; var selectedObjectType = 'circle'; var objectSelector = null; // 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); // Add the advanced objects dropdown var advancedObjects = new AdvancedObjectsMenu(); advancedObjects.x = 450; advancedObjects.y = 200; LK.gui.addChild(advancedObjects); // 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 () { updatePhysics(); // Update glitch button if it exists if (glitchButton) { glitchButton.update(); } // Extra chaotic effects when in chaos mode if (chaosMode) { // Randomly glitch UI sometimes if (Math.random() < 0.005) { glitchUI(); } } }; // 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); // Set appropriate physics properties based on shape if (type === 'square' || type === 'rectangle') { // Squares and rectangles have more friction newObject.friction = properties && properties.friction || 0.2; // Squares and rectangles bounce less newObject.restitution = properties && properties.restitution || 0.4; } else if (type === 'triangle') { // Triangles are lighter newObject.mass = properties && properties.mass || 0.8; // Triangles have less friction newObject.friction = properties && properties.friction || 0.05; // Triangles bounce more newObject.restitution = properties && properties.restitution || 0.8; } // 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 obj1Width = obj1.type === 'car' ? obj1.width / 2 : obj1.visual.width / 2; var obj2Width = obj2.type === 'car' ? obj2.width / 2 : obj2.visual.width / 2; var minDist = obj1Width + obj2Width; 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 object selector button var objectSelectorButton = new UIButton("Objects", 150, 80, 0x27ae60); objectSelectorButton.x = 2048 - 300; objectSelectorButton.y = 300; objectSelectorButton.onPress = function () { if (!objectSelector) { // Create and show the object selector objectSelector = new ObjectSelector(); objectSelector.x = 2048 / 2; objectSelector.y = 2732 / 2; objectSelector.onSelectObject = function (type) { selectedObjectType = type; // Update draggable button appearance circleCreator.updateVisual(type); // Hide selector LK.gui.removeChild(objectSelector); objectSelector = null; }; LK.gui.addChild(objectSelector); } else { // Hide selector LK.gui.removeChild(objectSelector); objectSelector = null; } }; LK.gui.addChild(objectSelectorButton); // 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); // Add the glitch button var glitchButton = new GlitchButton(); glitchButton.x = 150; glitchButton.y = 600; LK.gui.addChild(glitchButton); // 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; } // Update game physics and glitch effects game.update = function () { updatePhysics(); // Update glitch button if it exists if (glitchButton) { glitchButton.update(); } // Extra chaotic effects when in chaos mode if (chaosMode) { // Randomly glitch UI sometimes if (Math.random() < 0.005) { glitchUI(); } } }; // Glitch UI elements function function glitchUI() { // Elements to glitch var uiElements = [title, instructions, ballCountText, easterEggHint, circleCreator, clearButton, objectSelectorButton, advancedObjects]; // Apply random transformations to all UI elements for (var i = 0; i < uiElements.length; i++) { var element = uiElements[i]; var originalX = element.x; var originalY = element.y; var originalRotation = element.rotation || 0; // Random position and rotation tween(element, { x: originalX + Math.random() * 300 - 150, y: originalY + Math.random() * 300 - 150, rotation: originalRotation + Math.random() * 0.5 - 0.25 }, { duration: 300, easing: tween.easeOutElastic, onFinish: function (el, origX, origY, origRot) { return function () { // Return to original position with a new tween tween(el, { x: origX + (Math.random() * 40 - 20), y: origY + (Math.random() * 40 - 20), rotation: origRot + (Math.random() * 0.1 - 0.05) }, { duration: 500, easing: tween.easeOutElastic }); }; }(element, originalX, originalY, originalRotation) }); // Also apply scale and alpha glitching tween(element, { scaleX: 1 + Math.random() * 0.4 - 0.2, scaleY: 1 + Math.random() * 0.4 - 0.2, alpha: 0.7 + Math.random() * 0.3 }, { duration: 200, easing: tween.easeOutElastic, onFinish: function onFinish() { tween(this, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } }); } // Create some temporary glitch particles in random positions for (var j = 0; j < 30; j++) { var glitchParticle = new GlitchParticle({ size: 10 + Math.random() * 30, glitchRate: 0.5 }); glitchParticle.x = Math.random() * 2048; glitchParticle.y = Math.random() * 1000; LK.gui.addChild(glitchParticle); // Remove after a short time LK.setTimeout(function (particle) { return function () { LK.gui.removeChild(particle); }; }(glitchParticle), 1000 + Math.random() * 2000); } } // Play background music LK.playMusic('bgmusic'); // Glitch UI elements function
===================================================================
--- original.js
+++ change.js
@@ -977,16 +977,11 @@
clearButton.onPress = clearAll;
LK.gui.addChild(clearButton);
// Add the glitch button
var glitchButton = new GlitchButton();
-glitchButton.x = 2048 / 2;
-glitchButton.y = 2732 - 200;
+glitchButton.x = 150;
+glitchButton.y = 600;
LK.gui.addChild(glitchButton);
-// Add the glitch button
-var glitchButton = new GlitchButton();
-glitchButton.x = 2048 / 2;
-glitchButton.y = 2732 - 200;
-LK.gui.addChild(glitchButton);
// Helper function to darken a color
function darkenColor(color, percent) {
var r = color >> 16 & 0xFF;
var g = color >> 8 & 0xFF;