User prompt
Add a new additional movement to Star, CircularObstacle and OrbitLine. They should all move downwards on tick very slowly.
User prompt
Star and CircularObstacle and OrbitLine assets should slightly move downwards on tick.
User prompt
move smallobstacle asset slightly downward on tick.
User prompt
add method to move down orbitline on tick slighty
User prompt
star, circularobstacle and smallobsacle and orbitline, should all move downwards slightly on tick
User prompt
Orbitline should move slightly down on tick
User prompt
Orbitline should contiously move downwards on tick slighly.
User prompt
add method to move orbitline downwards slightly on tick
User prompt
On tick event, make orbitline move slighly downwards
User prompt
on tick make star move slighly downwards
User prompt
on tick make circularobstacles move slightly downwards
User prompt
Star, CirularObstacle and OrbitLine should move slighly downards on every tick. Make sure the code is updated and the instance of this movement is executed on tick.
User prompt
make sure orbitline move event is executed on tick
User prompt
orbitlines shhould move downards slighty on tick
User prompt
add orbitline movement downwards on tick like start and circularobstacles.
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'ReferenceError: orbitline is not defined' in or related to this line: 'orbitline.update();' Line Number: 313
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'orbitLine.update();' Line Number: 313
Code edit (2 edits merged)
Please save this source code
User prompt
make sure orbtiline.update on tick makes the orbitline move downwards slightly
Code edit (1 edits merged)
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User prompt
orbitline smallobstacles should increase and decrease their size on tick
User prompt
add scaling to smallobstacles from orbitline
User prompt
smallobstacles in orbitline should increase and decrease their size on tick
Code edit (1 edits merged)
Please save this source code
/****
* Classes
****/
var ScorePopup = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var scoreText = new Text2('+1', {
size: 100,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0.5
});
scoreText.x = -scoreText.width / 2;
scoreText.y = -scoreText.height / 2;
self.addChild(scoreText);
self.alpha = 1;
var duration = 120;
self.update = function () {
duration--;
self.y -= 2;
self.alpha -= 1 / 120;
if (duration <= 0) {
self.destroy();
}
};
game.addChild(self);
});
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 DotParticleEffect = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var particles = [];
var angleIncrement = Math.PI * 2 / 20;
var speed = 30;
for (var i = 0; i < 20; i++) {
var particle = self.attachAsset('dot', {
anchorX: 0.5,
anchorY: 0.5
});
particle.scaleX = particle.scaleY = 0.5;
particle.alpha = 1;
var angle = i * angleIncrement;
particle.vx = Math.cos(angle) * speed;
particle.vy = Math.sin(angle) * speed;
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 -= 0.0167;
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.destroyed = false;
self.velocityY = 0;
self.gravity = 0.7;
self.bounce = -15;
self.update = function () {
var previousY = self.y;
self.velocityY += self.gravity;
self.y += self.velocityY;
if (!self.firstTouch && !self.intersects(hand)) {
self.y = 2732 - self.height / 2 - 500;
} else if (self.intersects(hand)) {
self.bounceUp();
} else if (self.y > 2232 - self.height / 2 && self.firstTouch && !self.firstStarDestroyed) {
self.velocityY = self.bounce;
} else if (self.y > 2832 && !self.destroyed) {
createDotParticleEffect(self.x, self.y);
self.destroyed = true;
self.destroy();
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
self.movedDistance = self.y - previousY;
};
self.bounceUp = function () {
if (!self.destroyed) {
self.velocityY = self.bounce;
self.firstTouch = true;
if (!self.firstStarDestroyed) {
self.firstStarDestroyed = true;
}
}
};
});
var CircularObstacle = Container.expand(function (starX, starY, radius, angleSpeed, initialAngle) {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = initialAngle || 0;
self.radius = radius;
self.angleSpeed = angleSpeed * 0.75;
self.starX = starX;
self.starY = starY;
self.updatePosition = function () {
self.x = self.starX + Math.cos(self.angle) * self.radius;
self.y = self.starY + Math.sin(self.angle) * self.radius;
self.angle += self.angleSpeed * 0.35;
obstacleGraphics.rotation += self.angleSpeed * 0.35;
self.y += 0.5;
};
self.moveDown = function (distance, dotY) {
var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2;
console.log('CircularObstacle speedMultiplier:', speedMultiplier);
self.starY += distance * speedMultiplier;
};
self.updatePosition();
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.scaleDirection = 1;
self.scaleSpeed = 0.005;
self.minScale = 1;
self.maxScale = 1.2;
self.moveDown = function (distance, dotY) {
var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2;
console.log('Star speedMultiplier:', speedMultiplier);
self.y += distance * speedMultiplier;
if (self.y > 2732 - self.height / 2) {
self.y = -self.height / 2;
}
};
self.updateScale = function () {
if (self.scaleDirection === 1 && starGraphics.scale.x < self.maxScale) {
starGraphics.scale.x += self.scaleSpeed;
starGraphics.scale.y += self.scaleSpeed;
} else if (self.scaleDirection === -1 && starGraphics.scale.x > self.minScale) {
starGraphics.scale.x -= self.scaleSpeed;
starGraphics.scale.y -= self.scaleSpeed;
}
if (starGraphics.scale.x >= self.maxScale || starGraphics.scale.x <= self.minScale) {
self.scaleDirection *= -1;
}
self.y += 0.5;
};
});
var OrbitLine = Container.expand(function (starX, starY, radius) {
var self = Container.call(this);
self.starX = starX;
self.starY = starY;
self.radius = radius;
var segments = 50;
var angleIncrement = Math.PI * 2 / segments;
for (var i = 0; i < segments; i++) {
var angle = i * angleIncrement;
var dot = self.attachAsset('smallObstacle', {
x: starX + Math.cos(angle) * radius,
y: starY + Math.sin(angle) * radius,
anchorX: 0.5,
anchorY: 0.5
});
if (i % 2 === 0) {
dot.alpha = 0;
}
}
self.moveDown = function (distance, dotY) {
var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2;
console.log('OrbitLine speedMultiplier:', speedMultiplier);
self.y += distance * speedMultiplier;
self.y += 0.5;
};
});
// Add Hand asset below the dot
var Hand = Container.expand(function () {
var self = Container.call(this);
var handGraphics = self.attachAsset('hand', {
anchorX: 0.5,
anchorY: 0,
alpha: 0.8
});
self.update = function (distance) {
if (distance) {
self.y += distance;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Initialize the offscreen threshold for destroying obstacles
var offscreenThreshold = 2732 + 1000;
function createParticleEffect(x, y) {
var effect = new ParticleEffect(x, y);
LK.on('tick', function () {
effect.update();
});
}
function createDotParticleEffect(x, y) {
var effect = new DotParticleEffect(x, y);
LK.on('tick', function () {
effect.update();
});
}
var obstacles = [];
function updateObstacles() {
var obstacleCount = 5 + LK.getScore();
while (obstacles.length < obstacleCount) {
var obstacle = game.addChild(new Obstacle());
obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2;
obstacle.y = Math.random() * (2732 - obstacle.height) + obstacle.height / 2;
obstacles.push(obstacle);
}
}
var scoreTxt = new Text2('', {
size: 200,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.x = 600;
LK.gui.top.addChild(scoreTxt);
LK.gui.top.addChild(scoreTxt);
game.on('down', function (obj) {
if (dot) {
dot.bounceUp();
}
});
var stars = [];
var star = game.addChild(new Star());
star.x = 2048 / 2;
star.y = 2732 / 2 - 500;
stars.push(star);
// Add dotted orbit for the first star
var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300));
obstacles.push(orbitLine);
function spawnInitialObstacles() {
var starX = 2048 / 2;
var starY = 2732 / 2 - 500;
var radius = 300;
var angleSpeed = 0.05;
for (var i = 0; i < 20; i++) {
var obstacle = game.addChild(new CircularObstacle(starX, starY, radius, angleSpeed));
obstacles.push(obstacle);
}
}
spawnInitialObstacles();
LK.on('tick', function () {
dot.update();
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i] instanceof CircularObstacle) {
obstacles[i].updatePosition();
} else {
if (typeof obstacles[i].move === 'function') {
obstacles[i].move();
}
}
if (dot.y < 2000 && dot.movedDistance < 0) {
obstacles[i].moveDown(-dot.movedDistance, dot.y);
}
if (dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) {
if (!dot.destroyed) {
createDotParticleEffect(dot.x, dot.y);
dot.destroyed = true;
}
dot.destroy();
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
} else if (obstacles[i].y > offscreenThreshold) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
for (var j = stars.length - 1; j >= 0; j--) {
stars[j].updateScale();
if (dot.intersects(stars[j])) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore().toString());
scoreTxt.alpha = 0;
var originalY = scoreTxt.y;
LK.on('tick', function updateScoreTextFadeIn() {
scoreTxt.alpha += 0.05;
scoreTxt.y = originalY - (1 - scoreTxt.alpha) * 50;
if (scoreTxt.alpha >= 1) {
scoreTxt.alpha = 1;
LK.off('tick', updateScoreTextFadeIn);
}
});
var oldStarY = stars[j].y;
createParticleEffect(stars[j].x, stars[j].y);
var scorePopup = new ScorePopup(stars[j].x, stars[j].y);
LK.on('tick', function () {
scorePopup.update();
});
stars[j].destroy();
stars.splice(j, 1);
var newStar = game.addChild(new Star());
newStar.x = 2048 / 2;
var additionalYOffset = LK.getScore() > 1 ? (LK.getScore() - 1) * 200 : 0;
newStar.y = oldStarY - 2000 - additionalYOffset;
stars.push(newStar);
if (!handMoved && hand) {
var handMoveDistance = 0;
var handMoveInterval = LK.setInterval(function () {
handMoveDistance += 1;
hand.update(handMoveDistance);
if (handMoveDistance >= 1000) {
LK.clearInterval(handMoveInterval);
}
}, 10);
handMoved = true;
}
// Increase the offscreen threshold for destroying obstacles
offscreenThreshold += 300;
// Add a cumulative number of CircularObstacles at random positions around the new star
var cumulativeObstacles = 1 + LK.getScore();
for (var k = 0; k < cumulativeObstacles; k++) {
var randomAngle = Math.random() * Math.PI * 2; // Random angle in radians
var radiusOffset = k * 100;
var circularObstacle = game.addChild(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle));
obstacles.push(circularObstacle);
}
// Add orbit line after creating all obstacles
var orbitLine = game.addChild(new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset));
obstacles.push(orbitLine);
} else if (dot.y < 2000 && dot.movedDistance < 0) {
stars[j].moveDown(-dot.movedDistance, dot.y);
}
}
});
var dot = game.addChild(new Dot());
dot.x = 2048 / 2;
dot.y = 2732 - dot.height / 2 - 500;
var hand;
var handMoved = false;
function createHand() {
hand = game.addChild(new Hand());
hand.x = dot.x + 30;
hand.y = dot.y + dot.height / 2 + 10;
}
createHand();