User prompt
haz que al estar en un sistema aparezca un boton que salte un dialogo. Cuando no se este en el sistema desaparezca
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(solarSystemButton);' Line Number: 126
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(solarSystemButton);' Line Number: 126
User prompt
haz que al estar en un sistema aparezca un boton en la parte inferior de la pantalla, que salte un dialogo. Cuando no se este en el sistema desaparezca
User prompt
haz que al estar en un sistema aparezca un boton que salte un dialogo
User prompt
haz que el texto se mueva junto a spaceship
User prompt
el texto no sigue a la nave
User prompt
haz que el texto siga a la nave
User prompt
Agrega un text display sobre spaceship para mostrar cuanto tiempo tardara la nave en llegar al destino
User prompt
no se muestra ningun dialogo
User prompt
Please fix the bug: 'TypeError: LK.showDialog is not a function' in or related to this line: 'return system.solarSystem === solarSystem;' Line Number: 140
User prompt
haz que al tocar el sistema donde esta spaceship salte un dialogo
User prompt
Crea un verificador para ver si dos sistemas tienen el mismo nombre, si los tienen agregales un numero al sistema para diferenciarlos
User prompt
el juego genera retrasos
User prompt
EL juego despues de un rato se empieza a trabar
User prompt
Optimiza el juego para que no consuma muchos recursos
User prompt
los nombres de los sistemas no se muestran bien
User prompt
optimiza el juego
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var totalSolarSystems = network.length; // Determine the number of solar systems in the network' Line Number: 117
User prompt
crea una logica para determinar cuantos sistemas forman parte de la red
User prompt
haz que los sistemas fueran del area visible no se carguen para evitar un consumo de datos innecesario
User prompt
haz que sea entre 30-40
Code edit (1 edits merged)
Please save this source code
Code edit (4 edits merged)
Please save this source code
User prompt
amenta el radio de aparición en un 50%
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BackgroundContainer = Container.expand(function () { var self = Container.call(this); // Function to draw a line between two points self.drawLine = function (x1, y1, x2, y2) { var line = LK.getAsset('connectSolarSystem', { x: x1, y: y1, width: Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)), height: LK.getAsset('connectSolarSystem', {}).height, rotation: Math.atan2(y2 - y1, x2 - x1), anchorX: 0, anchorY: 0, alpha: 0.5 }); self.addChild(line); tween(line, { alpha: 0.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(line, { alpha: 0.5 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(line, { alpha: 0.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { self.drawLine(x1, y1, x2, y2); } }); } }); } }); }; // Array to keep track of visited solar systems self.visitedSolarSystems = []; // Function to connect visited solar systems self.connectVisitedSolarSystems = function () { if (self.visitedSolarSystems.length < 1) { return; } if (self.visitedSolarSystems.length > 1) { var previousSystem = self.visitedSolarSystems[self.visitedSolarSystems.length - 2]; var currentSystem = self.visitedSolarSystems[self.visitedSolarSystems.length - 1]; // Store connections in a list to optimize resource usage self.connections = self.connections || []; var connectionKey = previousSystem.x + ',' + previousSystem.y + '-' + currentSystem.x + ',' + currentSystem.y; if (!self.connections.includes(connectionKey)) { self.drawLine(previousSystem.x, previousSystem.y, currentSystem.x, currentSystem.y); self.connections.push(connectionKey); } } }; return self; }); var ForegroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); var MidgroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); var SolarSystem = Container.expand(function () { var self = Container.call(this); var solarSystemGraphics = self.attachAsset('solarSystem', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ var initialSolarSystem = { x: 0, y: 0 }; // Define initialSolarSystem with default coordinates var punterPreviousSystem = 0; // Variable to store the planet number where the router is located var visitedSolarSystems = []; var network = []; // Initialize the network array var totalSolarSystems = network.length; // Determine the number of solar systems in the network console.log("Total Solar Systems in the Network: ", totalSolarSystems); var backgroundContainer = game.addChild(new BackgroundContainer()); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); game.update = function () { spaceShip.x = area.x; spaceShip.y = area.y; // Update game logic to connect solar systems using BackgroundContainer's methods backgroundContainer.visitedSolarSystems = visitedSolarSystems; backgroundContainer.connectVisitedSolarSystems(); // Update game logic to connect solar systems game.update = function () { spaceShip.x = area.x; spaceShip.y = area.y; // Check for collision between areaPunter and each solarSystem network.forEach(function (solarSystem) { if (spaceShip.intersects(solarSystem)) { punterPreviousSystem = solarSystemList.find(function (system) { return system.solarSystem === solarSystem; }).id; // Update punterSystem with the ID // Change the sprite to visitedSolarSystem tween(solarSystem.children[0], { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { solarSystem.removeChild(solarSystem.children[0]); solarSystem.attachAsset('visitedSolarSystem', { anchorX: 0.5, anchorY: 0.5 }); tween(solarSystem.children[0], { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { backgroundContainer.connectVisitedSolarSystems(); // Connect visited solar systems after animation } }); } }); solarSystem.visited = true; // Mark as visited visitedSolarSystems.push(solarSystem); // Add to visited list backgroundContainer.connectVisitedSolarSystems(); // Connect visited solar systems by area } }); }; network.forEach(function (solarSystem) { if (spaceShip.intersects(solarSystem)) { // Change the sprite to visitedSolarSystem tween(solarSystem.children[0], { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { solarSystem.removeChild(solarSystem.children[0]); solarSystem.attachAsset('visitedSolarSystem', { anchorX: 0.5, anchorY: 0.5 }); tween(solarSystem.children[0], { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); } }); solarSystem.visited = true; // Mark as visited } }); }; // Add multiple solar system objects var network = []; var solarSystemList = []; // New list to store solar systems for (var i = 0; i < Math.floor(Math.random() * 11) + 30; i++) { var x, y, validPosition; do { var angle = Math.random() * Math.PI * 2; // Random angle var radius = Math.random() * 1500 + 500; // Random radius between 300 and 1100 x = 1024 + Math.cos(angle) * radius; // Centered around 1024 y = 1366 + Math.sin(angle) * radius; // Centered around 1366 validPosition = true; for (var j = 0; j < network.length; j++) { var existingSystem = network[j]; var dx = existingSystem.x - x; var dy = existingSystem.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 400) { validPosition = false; break; } } // Ensure solar systems do not appear within 600 pixels of the initial solar system var dxInitial = initialSolarSystem.x - x; var dyInitial = initialSolarSystem.y - y; var distanceInitial = Math.sqrt(dxInitial * dxInitial + dyInitial * dyInitial); if (distanceInitial < 600) { validPosition = false; } } while (!validPosition); var solarSystem = midgroundContainer.addChild(LK.getAsset('solarSystem', { anchorX: 0.5, anchorY: 0.5, x: x, y: y })); network.push(solarSystem); solarSystemList.push({ id: i, solarSystem: solarSystem }); // Generate a unique name for each solar system var solarSystemNames = ["Andromeda", "Orion", "Pegasus", "Phoenix", "Lyra", "Draco", "Cassiopeia", "Hercules", "Perseus", "Cygnus", "Aquarius", "Taurus", "Gemini", "Leo", "Virgo", "Libra", "Scorpius", "Sagittarius", "Capricornus", "Pisces", "Aries", "Cancer", "Ophiuchus", "Ursa Major", "Ursa Minor", "Bootes", "Canis Major", "Canis Minor", "Centaurus", "Cetus", "Corona Borealis", "Corvus", "Crater", "Delphinus", "Equuleus", "Eridanus", "Fornax", "Grus", "Hydra", "Hydrus", "Indus", "Lacerta", "Leo Minor", "Lepus", "Lupus", "Lynx", "Microscopium", "Monoceros", "Musca", "Norma", "Octans", "Pavo", "Pictor", "Puppis", "Pyxis", "Reticulum", "Sagitta", "Sculptor", "Serpens", "Sextans", "Telescopium", "Triangulum", "Triangulum Australe", "Tucana", "Vela", "Volans", "Vulpecula", "Antlia", "Apus", "Ara", "Caelum", "Camelopardalis", "Carina", "Chamaeleon", "Circinus", "Columba", "Coma Berenices", "Crux", "Dorado", "Horologium", "Mensa", "Scutum"]; var shuffledNames = solarSystemNames.slice().sort(function () { return Math.random() - 0.5; }); // Shuffle the names array var solarSystemName = shuffledNames[i % shuffledNames.length]; // Assign a unique name from the shuffled list var solarSystemText = new Text2(solarSystemName, { size: 50, fill: 0xFFFFFF }); solarSystemText.anchor.set(0.5, 1); // Center the text horizontally above the solar system solarSystemText.x = solarSystem.x; solarSystemText.y = solarSystem.y - solarSystem.height / 2 - 10; // Position above the solar system midgroundContainer.addChild(solarSystemText); // Apply changeSizeOnTouch to each SolarSystem object solarSystem.down = function (x, y, touchedObj) { changeAreaLocation(solarSystem, area); changeSizeOnTouch(solarSystem, 0.9); }; } // 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, scale) { var originalScaleX = obj.scaleX; var originalScaleY = obj.scaleY; obj.down = function (x, y, touchedObj) { this.scaleX = originalScaleX * scale; this.scaleY = originalScaleY * scale; }; obj.up = function (x, y, touchedObj) { this.scaleX = originalScaleX; this.scaleY = originalScaleY; }; } // 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 = foregroundContainer.addChild(LK.getAsset('area', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0.6 // Add transparency to the area })); // Add a new object called areaPunter var spaceShip = backgroundContainer.addChild(LK.getAsset('spaceShip', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Add a smooth rotation to the area object in a loop function rotateArea() { tween(area, { rotation: area.rotation + Math.PI * 2 }, { duration: 35000, easing: tween.linear, onFinish: rotateArea }); } rotateArea(); // Function to make the area pulse smoothly function pulseArea() { tween(area, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(area, { scaleX: 0.95, scaleY: 0.95 }, { duration: 1500, easing: tween.easeInOut, onFinish: pulseArea }); } }); } pulseArea(); // 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) { if (area.isMoving) { return; } // Prevent relocation if already moving // Check if the solar system is within the area var dx = solarSystem.x - area.x; var dy = solarSystem.y - area.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > area.width / 2) { return; // Do not move if the solar system is outside the area } area.isMoving = true; // Set moving flag // Calculate the angle to the destination var angleToDestination = Math.atan2(dy, dx); spaceShip.rotation = angleToDestination; // Rotate spaceShip to face the destination var speed = 0.15; // Set a fixed speed for the movement var duration = distance / speed; // Calculate duration based on distance and speed LK.getSound('movesound').play({ loop: true }); // Loop movesound while the spaceship is moving tween(area, { x: solarSystem.x, y: solarSystem.y }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { area.isMoving = false; // Reset moving flag LK.getSound('movesound').stop(); // Stop movesound when the spaceship reaches its destination // Calculate a unique pitch based on the solar system's ID var pitch = 1 + punterPreviousSystem % 10 * 0.1; // Example: vary pitch between 1.0 and 2.0 LK.getSound('visitedsound').play({ pitch: pitch }); // Play visitedsound with varying pitch when the area finishes moving } }); } // Apply changeAreaLocation to the SolarSystem object // Apply changeAreaLocation to each SolarSystem object network.forEach(function (solarSystem) { solarSystem.down = function (x, y, touchedObj) { changeAreaLocation(solarSystem, area); }; });
===================================================================
--- original.js
+++ change.js
@@ -100,8 +100,9 @@
y: 0
}; // Define initialSolarSystem with default coordinates
var punterPreviousSystem = 0; // Variable to store the planet number where the router is located
var visitedSolarSystems = [];
+var network = []; // Initialize the network array
var totalSolarSystems = network.length; // Determine the number of solar systems in the network
console.log("Total Solar Systems in the Network: ", totalSolarSystems);
var backgroundContainer = game.addChild(new BackgroundContainer());
var midgroundContainer = game.addChild(new MidgroundContainer());