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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
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start particle effect should have the same color as the start that is destroyed
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random star colors should be very bright
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stars should be painted with random colors
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add scale effect to start during the game. it should increase and decreases its size all the time
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make star scale update on tick
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star should increase and decresase its size all the time.
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when dot is destroyed wait for 2 seconds before game over
/**** * Classes ****/ var ParticleEffect = Container.expand(function (x, y) { 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.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); 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; }; 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.moveDown = function (distance) { self.y += distance; if (self.y > 2732 - self.height / 2) { self.y = -self.height / 2; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ 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.setTimeout(function () { LK.showGameOver(); }, 2000); } } }); 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; createParticleEffect(stars[j].x, stars[j].y); stars[j].destroy(); stars.splice(j, 1); var newStar = game.addChild(new Star()); newStar.x = 2048 / 2; newStar.y = oldStarY - 1500; stars.push(newStar); } else if (dot.y < 1800 && dot.movedDistance < 0) { stars[j].moveDown(-dot.movedDistance); } } });
===================================================================
--- original.js
+++ change.js
@@ -1,8 +1,8 @@
/****
* Classes
****/
-var ParticleEffect = Container.expand(function (x, y, color) {
+var ParticleEffect = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var particles = [];
@@ -12,9 +12,8 @@
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);
}
@@ -35,10 +34,8 @@
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
});
@@ -52,13 +49,8 @@
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;
};
@@ -95,25 +87,14 @@
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
@@ -124,14 +105,8 @@
/****
* 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();
@@ -166,9 +141,11 @@
// 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();
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 2000);
}
}
});
var stars = [];
@@ -191,19 +168,14 @@
if (dot.intersects(stars[j])) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore().toString());
var oldStarY = stars[j].y;
+ createParticleEffect(stars[j].x, stars[j].y);
+ stars[j].destroy();
+ stars.splice(j, 1);
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);
}