Code edit (2 edits merged)
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make dotsparticles from effect smaller
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create a new dotparticle effect for when the dot is destroyed. do not modify the current partcileeffect
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destroy dot if it intersects with obscatle
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game overshould wait 2 seconds to appear after dotis destoyred
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Fix Bug: 'TypeError: dotGraphics.beginFill is not a function' in or related to this line: 'dotGraphics.beginFill(self.cumulativeColor, self.cumulativeAlpha);' Line Number: 59
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dot should paint itself 10% starting from the bottom with the color of thedestoryed star. this shuldbe cummulative.
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make sure particle.tint in particle class is using a valid color
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'color')' in or related to this line: 'createParticleEffect(stars[j].x, stars[j].y, newStar.color); // Pass the new star color' Line Number: 182
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when star i destroyed and new color is set to start, update the particle effect class and change the particle.tint to the new color.
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Fix Bug: 'ReferenceError: j is not defined' in or related to this line: 'createParticleEffect(stars[j].x, stars[j].y, stars[j].color);' Line Number: 17
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Fix Bug: 'ReferenceError: particle is not defined' in or related to this line: 'particle.tint = star.color;' Line Number: 184
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Fix Bug: 'ReferenceError: particle is not defined' in or related to this line: 'particle.tint = star.color;' Line Number: 184
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update start color in particle after every star is destoyed
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console log start color
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particles should have the saame color as the start that was last destroyed.
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Fix Bug: 'ReferenceError: starColor is not defined' in or related to this line: 'var particle = self.attachAsset('star', {' Line Number: 10
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make sure start particles have the same color asthe previously destroyed star
/**** * Classes ****/ var ParticleEffect = Container.expand(function (x, y, color) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); particle.scaleX = particle.scaleY = Math.random() * 0.5 + 0.5; particle.alpha = 0.7; particle.tint = color; // Use the passed color for the particle tint particle.vx = (Math.random() - 0.5) * 10; particle.vy = (Math.random() - 0.5) * 10; particles.push(particle); } self.update = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.02; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var Dot = Container.expand(function () { var self = Container.call(this); self.cumulativeColor = 0x000000; // Initialize cumulative color self.cumulativeAlpha = 0; // Initialize cumulative alpha var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.gravity = 0.5; self.bounce = -15; self.update = function () { var previousY = self.y; self.velocityY += self.gravity; self.y += self.velocityY; if (self.y > 2732 - self.height / 2) { self.velocityY = self.bounce; } self.movedDistance = self.y - previousY; // Update the dot tint to the cumulative color if (self.cumulativeAlpha > 0) { dotGraphics.tint = self.cumulativeColor; dotGraphics.alpha = self.cumulativeAlpha; } }; self.bounceUp = function () { self.velocityY = self.bounce; }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.direction = Math.random() < 0.5 ? -1 : 1; self.speed = (Math.random() * 3 + 5) * self.direction; self.rotationSpeed = 0.05; self.rotation = 0; self.move = function () { self.x += self.speed; self.rotation += self.rotationSpeed; obstacleGraphics.rotation = self.rotation; if (self.direction === 1 && self.x > 2048 + self.width / 2 || self.direction === -1 && self.x < -self.width / 2) { self.direction *= -1; self.speed *= -1; self.y = Math.random() * (2732 - self.height) + self.height / 2; } }; self.moveDown = function (distance) { self.y += distance; if (self.y > 2732 - self.height / 2) { self.y = -self.height / 2; } }; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.color = Math.random() * 0xFFFFFF + 0xAAAAAA; starGraphics.tint = self.color; self.scaleDirection = 1; self.scaleSpeed = 0.01; self.moveDown = function (distance) { self.y += distance; if (self.y > 2732 - self.height / 2) { self.y = -self.height / 2; } }; self.update = function () { self.scaleX += self.scaleSpeed * self.scaleDirection; self.scaleY += self.scaleSpeed * self.scaleDirection; if (self.scaleX > 1.5 || self.scaleX < 0.5) { self.scaleDirection *= -1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function blendColors(color1, color2, alpha) { var r = Math.round((color1 >> 16 & 0xFF) * (1 - alpha) + (color2 >> 16 & 0xFF) * alpha); var g = Math.round((color1 >> 8 & 0xFF) * (1 - alpha) + (color2 >> 8 & 0xFF) * alpha); var b = Math.round((color1 & 0xFF) * (1 - alpha) + (color2 & 0xFF) * alpha); return (r << 16) + (g << 8) + b; } function createParticleEffect(x, y) { var effect = new ParticleEffect(x, y); LK.on('tick', function () { effect.update(); }); } var dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 - dot.height / 2; var obstacles = []; for (var i = 0; i < 5; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2; obstacle.y = Math.random() * (1366 - obstacle.height) + obstacle.height / 2; obstacles.push(obstacle); } var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 500; LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(scoreTxt); game.on('down', function (obj) { dot.bounceUp(); }); LK.on('tick', function () { dot.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].move(); if (dot.y < 1200 && dot.movedDistance < 0) { // If the dot moved up and its y position is less than 1400 obstacles[i].moveDown(-dot.movedDistance); } if (dot.intersects(obstacles[i])) { LK.showGameOver(); } } }); var stars = []; var star = game.addChild(new Star()); star.x = 2048 / 2; star.y = 2732 / 2; stars.push(star); LK.on('tick', function () { dot.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].move(); if (dot.y < 1800 && dot.movedDistance < 0) { obstacles[i].moveDown(-dot.movedDistance); } if (dot.intersects(obstacles[i])) { LK.showGameOver(); } } for (var j = stars.length - 1; j >= 0; j--) { if (dot.intersects(stars[j])) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); var oldStarY = stars[j].y; var newStar = game.addChild(new Star()); newStar.x = 2048 / 2; newStar.y = oldStarY - 1500; newStar.color = star.color; createParticleEffect(stars[j].x, stars[j].y, newStar.color); // Pass the new star color // Update the cumulative color on the Dot var newAlpha = Math.min(dot.cumulativeAlpha + 0.1, 1); dot.cumulativeColor = blendColors(dot.cumulativeColor, newStar.color, newAlpha); dot.cumulativeAlpha = newAlpha; stars[j].destroy(); stars.splice(j, 1); stars.push(newStar); } else if (dot.y < 1800 && dot.movedDistance < 0) { stars[j].moveDown(-dot.movedDistance); } } });
===================================================================
--- original.js
+++ change.js
@@ -52,14 +52,13 @@
if (self.y > 2732 - self.height / 2) {
self.velocityY = self.bounce;
}
self.movedDistance = self.y - previousY;
- // Paint the bottom 10% of the dot with the cumulative color
- var paintHeight = self.height * 0.1;
- var paintY = self.height - paintHeight;
- dotGraphics.beginFill(self.cumulativeColor, self.cumulativeAlpha);
- dotGraphics.drawRect(0, paintY, self.width, paintHeight);
- dotGraphics.endFill();
+ // Update the dot tint to the cumulative color
+ if (self.cumulativeAlpha > 0) {
+ dotGraphics.tint = self.cumulativeColor;
+ dotGraphics.alpha = self.cumulativeAlpha;
+ }
};
self.bounceUp = function () {
self.velocityY = self.bounce;
};