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aumenenta el radio de aparición de los solarSystem en 50%
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aumenta el radio de los sistemas solares un 50%
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haz que los sistemas solares no puedan estar a mas de 1100 pixeles de distancia de otro
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haz que los sistemas solares puedan aparecer más esparcidos
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haz que los sistem solar no puedan aparecer a menos de 400 pixeles del sistema inicial
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var j = 0; j < solarSystems.length; j++) {' Line Number: 47
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"Ensure solar systems are placed at least 400 pixels apart from each other." Haz que tambien incluya initial sistem solar
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quita la duración de areamoving para que no sea siempre la misma y que en vez su velocidad sea fija
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haz que los sistemas solares nunca aparezcan a menos de 400 pixeles de otro sistema solar
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'areaPunter.x = area.x;' Line Number: 38
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haz que areapunter siempre siga la posición de area
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areapounter position = area position
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'areaPunter.x = area.x;' Line Number: 38
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haz que la posición de area punter sea siempre la misma que area
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Agrega un objeto llamado area punter
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Please fix the bug: 'SolarSystem is not defined' in or related to this line: 'SolarSystem.down = function (x, y, touchedObj) {' Line Number: 165
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haz que puedan aparecer entre 15-20 solarSystem
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haz que area palpite suavemente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que no se pueda trasladar area de nuevo hasta finalizar el movimiento
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haz que el movimiento de traslado de area sea constante
===================================================================
--- original.js
+++ change.js
@@ -28,19 +28,32 @@
game.update = function () {
areaPunter.x = area.x;
areaPunter.y = area.y;
};
-var initialSolarSystem = game.addChild(LK.getAsset('initialSolarSystem', {
+var initialSolarSystem;
+do {
+ var initialX = Math.random() * 2048;
+ var initialY = Math.random() * 2732;
+ var validInitialPosition = true;
+ for (var j = 0; j < solarSystems.length; j++) {
+ var existingSystem = solarSystems[j];
+ var dx = existingSystem.x - initialX;
+ var dy = existingSystem.y - initialY;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 400) {
+ validInitialPosition = false;
+ break;
+ }
+ }
+} while (!validInitialPosition);
+initialSolarSystem = game.addChild(LK.getAsset('initialSolarSystem', {
anchorX: 0.5,
anchorY: 0.5,
- x: 1024,
- y: 1366
+ x: initialX,
+ y: initialY
}));
// 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);
};
@@ -71,22 +84,15 @@
}));
solarSystems.push(solarSystem);
// Apply changeSizeOnTouch to each 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.scaleX = 0.9;
+ obj.scaleY = 0.9;
};
obj.up = function (x, y, touchedObj) {
obj.scaleX = 1;
obj.scaleY = 1;
@@ -176,9 +182,9 @@
if (area.isMoving) {
return;
} // Prevent relocation if already moving
area.isMoving = true; // Set moving flag
- var speed = 0.5; // Set a fixed speed for the movement
+ var speed = 0.18; // Set a fixed speed for the movement
var distance = Math.sqrt(Math.pow(solarSystem.x - area.x, 2) + Math.pow(solarSystem.y - area.y, 2));
var duration = distance / speed; // Calculate duration based on distance and speed
tween(area, {
x: solarSystem.x,