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update start color in particle after every star is destoyed
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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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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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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: '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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make sure particle.tint in particle class is using a valid color
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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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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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game overshould wait 2 seconds to appear after dotis destoyred
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destroy dot if it intersects with obscatle
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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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make dotsparticles from effect smaller
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dotparticle effectshould esplodein a ciruclar way
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make sure there is only 1 dot instance
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Fix Bug: 'ReferenceError: dot is not defined' in or related to this line: 'dot.update();' Line Number: 172
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Fix Bug: 'ReferenceError: dot is not defined' in or related to this line: 'dot.update();' Line Number: 194
/****
* Classes
****/
var ParticleEffect = Container.expand(function (x, y, color) {
var self = Container.call(this);
self.x = x;
self.y = y;
console.log(star.color);
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 = star.color;
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.color = Math.random() * 0xFFFFFF + 0xAAAAAA;
starGraphics.tint = self.color;
console.log(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 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;
createParticleEffect(stars[j].x, stars[j].y, stars[j].color);
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);
}
}
});