User prompt
Little bit lighter background
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avoid darker colors in logo
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avoid darker colors when lighting the logo
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When lighting the logo, avoid darker colors and use a variety of brighter colors, even neon colors, to make the effect more visible.
User prompt
A little bit darker
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Little bit lighter
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More
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Much darker
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Darker gray
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Do it
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Add animated rgb gamer flashlight effect to the logo and change the logo color in every bounce.
User prompt
Ensure logo never left the screen sides
User prompt
Rename dvdlogo asset to logo
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Change background color to black
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Please fix the bug: 'ReferenceError: dvdLogo is not defined' in or related to this line: 'rotationSpeedZ += 1 * Math.PI * 0.125 * 0.02;' Line Number: 541
User prompt
Please fix the bug: 'ReferenceError: dvdLogo is not defined' in or related to this line: 'dvdLogo.x += dvdLogo.speedX;' Line Number: 542
User prompt
Change lines to DVD Logo
Remix started
Copy 3D scene test
/**** * Classes ****/ /***********************************************************************************/ /********************************** CUBE CLASS ************************************/ /***********************************************************************************/ var Cube = Container.expand(function (wRatio, hRatio, dRatio) { var self = Container.call(this); wRatio = wRatio || 1; hRatio = hRatio || 1; dRatio = dRatio || 1; self.z = 0; self.baseSize = 100; // Initialize cube faces using SimpleFace class self.frontFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: 0, dy: 0, dz: 1 * dRatio, rx: 0, ry: 0, rz: 0, ti: 0xFFFFFF }); self.backFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: 0, dy: 0, dz: -1 * dRatio, rx: Math.PI, ry: 0, rz: 0, ti: 0xFFFFFF }); self.leftFace = new SimpleFace({ w: self.baseSize * dRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: -1 * wRatio / dRatio, dy: 0, dz: 0, rx: 0, ry: Math.PI / 2, rz: 0, ti: 0xFFFFFF }); self.rightFace = new SimpleFace({ w: self.baseSize * dRatio, h: self.baseSize * hRatio, d: self.baseSize, dx: 1 * wRatio / dRatio, dy: 0, dz: 0, rx: 0, ry: -Math.PI * 0.5, rz: 0, ti: 0xFFFFFF }); self.topFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * dRatio, d: self.baseSize, dx: 0, dy: -1 * hRatio / dRatio, dz: 0, rx: -Math.PI / 2, ry: 0, rz: 0, ti: 0xFFFFFF }); self.bottomFace = new SimpleFace({ w: self.baseSize * wRatio, h: self.baseSize * dRatio, d: self.baseSize, dx: 0, dy: 1 * hRatio / dRatio, dz: 0, rx: Math.PI / 2, ry: 0, rz: 0, ti: 0xFFFFFF }); self.faces = [self.frontFace, self.backFace, self.leftFace, self.rightFace, self.topFace, self.bottomFace]; self.faces.forEach(function (face) { self.addChild(face); }); self.speedX = 5; self.speedY = 5; self.speedZ = 5; // Rotate cube around its axes self.rotate3D = function (angleX, angleY, angleZ) { log("cube rotate3D "); self.rotation = angleZ; var zScaleFactor = 1 + self.z / 500; self.faces.forEach(function (face) { face.rotate3D(angleX, angleY, angleZ, zScaleFactor); }); }; }); /***********************************************************************************/ /******************************* FACE CLASS *********************************/ /***********************************************************************************/ var Face = Container.expand(function (options) { var self = Container.call(this); options = options || {}; var points = Math.max(2, Math.min(100, options.points || 4)); // Ensure points are between 2 and 10 self.baseSize = 100; self.w = options.w || self.baseSize; self.h = options.h || self.baseSize; self.d = options.d || self.baseSize; self.dx = options.dx || 0; self.dy = options.dy || 0; self.dz = options.dz || 0; self.rx = options.rx || 0; self.ry = options.ry || 0; self.rz = options.rz || 0; self.tint = options.ti || 0xFFFFFF; // Generate points for the face based on the number of points specified self.baseFaceCoordinates = []; for (var i = 0; i < points; i++) { var angle = 2 * Math.PI * (i / points); self.baseFaceCoordinates.push({ x: self.w / 2 * Math.cos(angle) + self.dx * self.w, y: self.h / 2 * Math.sin(angle) + self.dy * self.h, z: self.dz * self.d }); } self.baseFaceCoordinates.forEach(function (point) { // Update z of each face point coordinates depending on dz and rx, ry point.z += self.dz * Math.cos(self.rx) * Math.cos(self.ry); }); // Create a polygon face using the Shape class self.face = new Shape(self.baseFaceCoordinates, self.tint); // Attach the face to the Face container self.addChild(self.face); // Rotate in 3D: X = roasting chicken / Y = whirling dervish / Z = wheel of Fortune self.rotate3D = function (angleX, angleY, angleZ, scale) { scale = scale || 1; self.faceCoordinates = self.baseFaceCoordinates.map(function (coord) { var x = coord.x - self.dx * self.w, y = coord.y - self.dy * self.h, z = coord.z - self.dz * self.d; // Apply initial rotations (rx, ry, rz) var newY = y * Math.cos(self.rx) - z * Math.sin(self.rx); var newZ = y * Math.sin(self.rx) + z * Math.cos(self.rx); var newX = x * Math.cos(self.ry) + newZ * Math.sin(self.ry); newZ = -x * Math.sin(self.ry) + newZ * Math.cos(self.ry); x = newX * Math.cos(self.rz) - newY * Math.sin(self.rz); y = newX * Math.sin(self.rz) + newY * Math.cos(self.rz); // Apply X-axis rotation newY = y * Math.cos(angleX) - newZ * Math.sin(angleX); newZ = y * Math.sin(angleX) + newZ * Math.cos(angleX); // Apply Y-axis rotation newX = x * Math.cos(angleY) + newZ * Math.sin(angleY); newZ = -x * Math.sin(angleY) + newZ * Math.cos(angleY); // Apply Z-axis rotation x = newX * Math.cos(angleZ) - newY * Math.sin(angleZ); y = newX * Math.sin(angleZ) + newY * Math.cos(angleZ); return { x: (x + self.dx * self.w) * scale, y: (y + self.dy * self.h) * scale, z: (newZ + self.dz * self.d) * scale }; }); self.face.updateCoordinates(self.faceCoordinates); }; // Initialize face in 3D space self.rotate3D(0, 0, 0, 1); }); /***********************************************************************************/ /********************************** SHAPE CLASS ************************************/ /***********************************************************************************/ var Shape = Container.expand(function (coordinates, tint) { var self = Container.call(this); self.polygon = drawPolygon(coordinates, tint); // Function to create a polygon from a list of coordinates self.tint = tint; self.attachLines = function () { // Iterate through each line in the polygon and attach it to the shape self.polygon.forEach(function (line) { self.addChild(line); }); }; self.attachLines(); self.updateCoordinates = function (newCoordinates) { log("Shape updateCoordinates ", newCoordinates); // Ensure newCoordinates is an array and has the same length as the current polygon if (!Array.isArray(newCoordinates) || newCoordinates.length !== self.polygon.length) { error("Invalid newCoordinates length"); return; } // Update each line in the polygon with new coordinates self.polygon = updatePolygon(self.polygon, newCoordinates); }; }); /***********************************************************************************/ /******************************* SIMPLE FACE CLASS *********************************/ /***********************************************************************************/ var SimpleFace = Container.expand(function (options) { var self = Container.call(this); log("SimpleFAce init options =", options); self.baseSize = 100; options = options || {}; self.w = options.w || self.baseSize; self.h = options.h || self.baseSize; self.d = options.d || self.baseSize; self.dx = options.dx || 0; self.dy = options.dy || 0; self.dz = options.dz || 0; self.rx = options.rx || 0; self.ry = options.ry || 0; self.rz = options.rz || 0; self.tint = options.ti || 0xFFFFFF; // Define faceCoordinates property self.baseFaceCoordinates = [{ x: -self.w + self.dx * self.w, y: -self.h + self.dy * self.h, z: self.dz * self.d }, // Top-left { x: self.w + self.dx * self.w, y: -self.h + self.dy * self.h, z: self.dz * self.d }, // Top-right { x: self.w + self.dx * self.w, y: self.h + self.dy * self.h, z: self.dz * self.d }, // Bottom-right { x: -self.w + self.dx * self.w, y: self.h + self.dy * self.h, z: self.dz * self.d } // Bottom-left ]; log("SimpleFAce ready to init ...", self.baseFaceCoordinates, "DX=" + self.dx); self.baseFaceCoordinates.forEach(function (point) { // Update z of each face point coordinates depending on dz and rx, ry point.z += self.dz * Math.cos(self.rx) * Math.cos(self.ry); }); // Create a square face using the Shape class self.face = new Shape(self.baseFaceCoordinates, self.tint); // Attach the face to the SimpleFace container self.addChild(self.face); // Rotate in 3d : X = roasting chicken / Y = whirling dervish / Z = wheel of Fortune self.rotate3D = function (angleX, angleY, angleZ, scale) { scale = scale || 1; log("SimpleFace rotate3D old coord=", self.faceCoordinates, Date.now()); self.faceCoordinates = self.baseFaceCoordinates.map(function (coord) { return { x: coord.x, y: coord.y, z: coord.z }; }); // Apply rotation around X-axis // Adjust initial rotation parameters before applying new rotations self.faceCoordinates = self.faceCoordinates.map(function (coord) { // Apply initial rotation around Z-axis var xZ = coord.x * Math.cos(self.rz) - coord.y * Math.sin(self.rz); var yZ = coord.x * Math.sin(self.rz) + coord.y * Math.cos(self.rz); // Apply initial rotation around Y-axis var xY = xZ * Math.cos(self.ry) + coord.z * Math.sin(self.ry); var zY = coord.z * Math.cos(self.ry) - xZ * Math.sin(self.ry); // Apply initial rotation around X-axis var yX = yZ * Math.cos(self.rx) - zY * Math.sin(self.rx); var zX = yZ * Math.sin(self.rx) + zY * Math.cos(self.rx); return { x: xY, y: yX, z: zX }; }); // Apply new rotations // Calculate center of the face var centerX = self.faceCoordinates.reduce(function (acc, coord) { return acc + coord.x; }, 0) / self.faceCoordinates.length; var centerY = self.faceCoordinates.reduce(function (acc, coord) { return acc + coord.y; }, 0) / self.faceCoordinates.length; var centerZ = self.faceCoordinates.reduce(function (acc, coord) { return acc + coord.z; }, 0) / self.faceCoordinates.length; self.faceCoordinates = self.faceCoordinates.map(function (coord) { // Translate coordinates to rotate around the center including dy and dz adjustment var translatedY = (coord.y + self.dy * self.h - centerY) * Math.cos(angleX) - (coord.z + self.dz * self.d - centerZ) * Math.sin(angleX); var translatedZ = (coord.y + self.dy * self.h - centerY) * Math.sin(angleX) + (coord.z + self.dz * self.d - centerZ) * Math.cos(angleX); return { x: coord.x + self.dx * self.w - centerX, // Keep X unchanged but translate to rotate around center y: translatedY + centerY, z: translatedZ + centerZ }; }); self.faceCoordinates = self.faceCoordinates.map(function (coord) { var translatedX = (coord.z - centerZ) * Math.sin(angleY) + (coord.x - centerX) * Math.cos(angleY); var translatedZ = (coord.z - centerZ) * Math.cos(angleY) - (coord.x - centerX) * Math.sin(angleY); return { x: translatedX + centerX, y: coord.y, // Keep Y unchanged z: translatedZ + centerZ }; }); self.faceCoordinates = self.faceCoordinates.map(function (coord) { return { x: coord.x * scale, y: coord.y * scale, z: coord.z * scale }; }); log("SimpleFace rotate3D new coord=", self.faceCoordinates, Date.now()); self.face.updateCoordinates(self.faceCoordinates); }; // initialize face in 3D space self.rotate3D(0, 0, 0, 1); log("SimpleFace end init coord=", self.baseFaceCoordinates, Date.now()); }); /***********************************************************************************/ /********************************** SPHERE CLASS ***********************************/ /***********************************************************************************/ var Sphere = Container.expand(function () { var self = Container.call(this); self.z = 0; self.radius = 100; // Sphere radius // Initialize sphere as a collection of Face instances to simulate a 3D sphere self.faces = []; var segments = 5; // Number of segments to simulate the sphere for (var i = 0; i < segments; i++) { var angle = 2 * Math.PI / segments; // Create a circular segment as a face of the sphere var face = new Face({ points: 33, w: self.radius * 2, h: self.radius * 2, d: self.radius * 2, dx: 0, dy: 0, dz: 0, rx: 0, ry: i * angle, rz: 0, ti: 0xFFFFFF // Tint color }); self.faces.push(face); self.addChild(face); } self.speedX = 5; self.speedY = 5; self.speedZ = 5; // Rotate sphere around its axes self.rotate3D = function (angleX, angleY, angleZ) { log("sphere rotate3D ", angleX, angleY, angleZ); self.rotation = angleZ; var zScaleFactor = 1 + self.z / 500; for (var i = 0; i < self.faces.length; i++) { self.faces[i].rotate3D(angleX, angleY, angleZ, zScaleFactor); } }; self.rotate3D(0, 0, 0); }); /**** * Initialize Game ****/ // Utility function to draw a polygon using drawLine var game = new LK.Game({ backgroundColor: 0x050505 // Initialize game with an even darker gray background }); /**** * Game Code ****/ /***********************************************************************************/ /******************************* UTILITY FUNCTIONS *********************************/ /***********************************************************************************/ function drawPolygon(coordinates, tint) { log("drawPolygon ", coordinates); var lines = []; for (var i = 0; i < coordinates.length; i++) { var startPoint = coordinates[i]; var endPoint = coordinates[(i + 1) % coordinates.length]; // Loop back to the first point var line = drawLine(startPoint.x, startPoint.y, endPoint.x, endPoint.y, tint); lines.push(line); } return lines; } function updatePolygon(lines, newCoordinates, scale) { log("updatePolygon ", lines, scale); // Ensure lines and newCoordinates have the same length if (lines.length !== newCoordinates.length) { error("updatePolygon error: lines and newCoordinates length mismatch"); return lines; } // Update each line with new coordinates for (var i = 0; i < lines.length; i++) { var startPoint = newCoordinates[i]; var endPoint = newCoordinates[(i + 1) % newCoordinates.length]; // Loop back to the first point for the last line updateLine(lines[i], startPoint.x, startPoint.y, endPoint.x, endPoint.y, scale); } return lines; } // Utility function to draw lines between two points function drawLine(x1, y1, x2, y2, tint) { log("drawLine ", x1, y1); var line = LK.getAsset('line', { anchorX: 0.0, anchorY: 0.0, x: x1, y: y1, tint: tint }); line.startX = x1; line.startY = y1; line.endX = x2; line.endY = y2; // Calculate the distance between the two points var distance = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); // Set the width of the line to the distance between the points line.width = distance; // Calculate the angle between the two points var angle = Math.atan2(y2 - y1, x2 - x1); // Correct angle calculation for all quadrants line.rotation = angle; return line; } // Utility function to draw lines between two points function updateLine(line, newX1, newY1, newX2, newY2, scale) { log("updateLine ", line); scale = scale === undefined ? 1 : scale; // Calculate midpoint of the original line var midX = (newX1 + newX2) / 2; var midY = (newY1 + newY2) / 2; // Adjust start and end points based on scale newX1 = midX + (newX1 - midX) * scale; newY1 = midY + (newY1 - midY) * scale; newX2 = midX + (newX2 - midX) * scale; newY2 = midY + (newY2 - midY) * scale; // Update line start and end coordinates after scaling line.x = newX1; line.y = newY1; line.startX = newX1; line.startY = newY1; line.endX = newX2; line.endY = newY2; // Recalculate the distance between the new scaled points var distance = Math.sqrt(Math.pow(newX2 - newX1, 2) + Math.pow(newY2 - newY1, 2)); // Update the width of the line to the new distance line.width = distance; // Recalculate the angle between the new points var angle = Math.atan2(newY2 - newY1, newX2 - newX1); // Update the rotation of the line to the new angle line.rotation = angle; return line; } function log() { if (isDebug) { console.log(arguments); } } /***********************************************************************************/ /******************************* GAME VARIABLES*********************************/ /***********************************************************************************/ var cube; var sphere; var face1; var face2; var face3; var logo; // Define logo in the global scope var rotationSpeedX = 0; var rotationSpeedY = 0; var rotationSpeedZ = 0; var rotationSpeedZ = 0; var isDebug = false; var fullLog = []; var fpsText; var lastTick; var frameCount; var debugText; /***********************************************************************************/ /***************************** GAME INITIALIZATION *********************************/ /***********************************************************************************/ function gameInitialize() { logo = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 0.5, // Center horizontally y: 2732 / 2 // Center vertically }); logo.speedX = 5; logo.speedY = 5; game.addChild(logo); // Add RGB flashlight effect LK.effects.flashObject(logo, 0xFF0000, 1000); // Flash red LK.setTimeout(function () { LK.effects.flashObject(logo, 0x00FF00, 1000); // Flash green }, 1000); LK.setTimeout(function () { LK.effects.flashObject(logo, 0x0000FF, 1000); // Flash blue }, 2000); if (isDebug) { var debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 0.5, y: 2732 / 2 }); game.addChild(debugMarker); fpsText = new Text2('FPS: 0', { size: 50, fill: 0xFFFFFF }); // Position FPS text at the bottom-right corner fpsText.anchor.set(1, 1); // Anchor to the bottom-right LK.gui.bottomRight.addChild(fpsText); // Update FPS display every second lastTick = Date.now(); frameCount = 0; // Debug text to display cube information debugText = new Text2('Debug Info', { size: 50, fill: 0xFFFFFF }); debugText.anchor.set(0.5, 0); // Anchor to the bottom-right LK.gui.top.addChild(debugText); } } /***********************************************************************************/ /******************************** MAIN GAME LOOP ***********************************/ /***********************************************************************************/ game.update = function () { // Rotate simpleFace in 3D on each game update rotationSpeedX += 1 * Math.PI * 0.125 * 0.02; rotationSpeedY += 1 * Math.PI * 0.125 * 0.02; rotationSpeedZ += 1 * Math.PI * 0.125 * 0.02; // Update Logo position with movement speed logo.x += logo.speedX; logo.y += logo.speedY; // Check for Logo bouncing on horizontal borders if (logo.x <= logo.width / 2) { logo.x = logo.width / 2; logo.speedX *= -1; // Reverse horizontal direction logo.tint = Math.random() * 0xFFFFFF; // Change color on bounce } else if (logo.x >= 2048 - logo.width / 2) { logo.x = 2048 - logo.width / 2; logo.speedX *= -1; // Reverse horizontal direction logo.tint = Math.random() * 0xFFFFFF; // Change color on bounce } // Check for Logo bouncing on vertical borders if (logo.y <= logo.height / 2) { logo.y = logo.height / 2; logo.speedY *= -1; // Reverse vertical direction logo.tint = Math.random() * 0xFFFFFF; // Change color on bounce } else if (logo.y >= 2732 - logo.height / 2) { logo.y = 2732 - logo.height / 2; logo.speedY *= -1; // Reverse vertical direction logo.tint = Math.random() * 0xFFFFFF; // Change color on bounce } if (isDebug) { debugText.setText("X: " + Math.round(cube.x) + ", Y: " + Math.round(cube.y) + ", Z: " + Math.round(cube.z) + ", R: " + cube.rotation.toFixed(2)); // FPS var now = Date.now(); frameCount++; if (now - lastTick >= 1000) { // Update every second fpsText.setText('FPS: ' + frameCount); frameCount = 0; lastTick = now; } } }; gameInitialize(); // Initialize the game
===================================================================
--- original.js
+++ change.js
@@ -371,9 +371,9 @@
* Initialize Game
****/
// Utility function to draw a polygon using drawLine
var game = new LK.Game({
- backgroundColor: 0x0d0d0d // Initialize game with a much darker gray background
+ backgroundColor: 0x050505 // Initialize game with an even darker gray background
});
/****
* Game Code