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agrega un giro suave al objeto area en bucle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que sea en bucle
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agrega un giro suave al objeto area ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(rotateArea);' Line Number: 110
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haz que area gire
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agrega una pequeña transpariencia a area
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haz que el fondo sea un azul oscuro
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haz que la duración sea segun la distancia de pixeles
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Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'tween(area, {' Line Number: 105 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que area tenga un movimiento suave ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que el desplazamiento de area sea lineal
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Fix bug to allow changing the size of solar systems on touch
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arregla el bug que no permite cambiar el tamaño de los solarsystem
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arregla el bug que no cambia de tamaño los solarsystem
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haz que tambien funcione con initialSolarSystem
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crea una función para area para cambiar su ubicación al sistema solar tocado
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Please fix the bug: 'isPlanetInArea is not defined' in or related to this line: 'console.log(isPlanetInArea(SolarSystem, area));' Line Number: 99
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crea una función para area
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Please fix the bug: 'planet.getGlobalBounds is not a function' in or related to this line: 'var planetBounds = planet.getGlobalBounds();' Line Number: 109
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Please fix the bug: 'planet.getBounds is not a function' in or related to this line: 'var planetBounds = planet.getBounds();' Line Number: 109
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Please fix the bug: 'planet.getGlobalBounds is not a function' in or related to this line: 'var planetBounds = planet.getGlobalBounds();' Line Number: 109
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create initial solar system var initialSolarSystem = game.addChild(LK.getAsset('initialSolarSystem', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Apply changeSizeOnTouch to the initialSolarSystem object changeSizeOnTouch(initialSolarSystem, 0.9); initialSolarSystem.down = function (x, y, touchedObj) { changeAreaLocation(initialSolarSystem, area); }; // Apply changeAreaLocation to the initialSolarSystem object initialSolarSystem.down = function (x, y, touchedObj) { changeAreaLocation(initialSolarSystem, area); }; // Add a new solar system object var SolarSystem = game.addChild(LK.getAsset('solarSystem', { anchorX: 0.5, anchorY: 0.5, x: 512, y: 683 })); // Apply changeSizeOnTouch to the SolarSystem object changeSizeOnTouch(SolarSystem, 0.9); SolarSystem.down = function (x, y, touchedObj) { changeAreaLocation(SolarSystem, area); }; // Function to change the size of an object when touched and restore it when released // Also, mark the SolarSystem as visited when touched function changeSizeOnTouch(obj, scaleFactor) { obj.down = function (x, y, touchedObj) { obj.scaleX = scaleFactor; obj.scaleY = scaleFactor; // If the object is a SolarSystem, mark it as visited if (obj === SolarSystem) { obj.asset = LK.getAsset('visitedSolarSystem', {}); } }; obj.up = function (x, y, touchedObj) { obj.scaleX = 1; obj.scaleY = 1; }; } // Function to enable optimized galaxy motion for a given object function enableGalaxyMotion(obj) { var dragNode = null; var velocity = { x: 0, y: 0 }; var lastPosition = { x: 0, y: 0 }; obj.down = function (x, y, touchedObj) { dragNode = obj; lastPosition.x = x; lastPosition.y = y; }; obj.move = function (x, y, touchedObj) { if (dragNode) { velocity.x = (x - lastPosition.x) * 0.6 + velocity.x * 0.8; velocity.y = (y - lastPosition.y) * 0.6 + velocity.y * 0.8; dragNode.x += velocity.x; dragNode.y += velocity.y; lastPosition.x = x; lastPosition.y = y; } }; obj.up = function (x, y, touchedObj) { dragNode = null; }; } // Add an area to the galaxy var area = game.addChild(LK.getAsset('area', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Apply galaxy motion to the entire game area enableGalaxyMotion(game); // Function to change the area's location to the touched solar system function changeAreaLocation(solarSystem, area) { tween(area, { x: solarSystem.x, y: solarSystem.y }, { duration: 500, easing: tween.easeInOut }); } // Apply changeAreaLocation to the SolarSystem object SolarSystem.down = function (x, y, touchedObj) { changeAreaLocation(SolarSystem, area); };
===================================================================
--- original.js
+++ change.js
@@ -69,10 +69,10 @@
lastPosition.y = y;
};
obj.move = function (x, y, touchedObj) {
if (dragNode) {
- velocity.x = x - lastPosition.x;
- velocity.y = y - lastPosition.y;
+ velocity.x = (x - lastPosition.x) * 0.6 + velocity.x * 0.8;
+ velocity.y = (y - lastPosition.y) * 0.6 + velocity.y * 0.8;
dragNode.x += velocity.x;
dragNode.y += velocity.y;
lastPosition.x = x;
lastPosition.y = y;
@@ -92,10 +92,15 @@
// Apply galaxy motion to the entire game area
enableGalaxyMotion(game);
// Function to change the area's location to the touched solar system
function changeAreaLocation(solarSystem, area) {
- area.x = solarSystem.x;
- area.y = solarSystem.y;
+ tween(area, {
+ x: solarSystem.x,
+ y: solarSystem.y
+ }, {
+ duration: 500,
+ easing: tween.easeInOut
+ });
}
// Apply changeAreaLocation to the SolarSystem object
SolarSystem.down = function (x, y, touchedObj) {
changeAreaLocation(SolarSystem, area);