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Please fix the bug: 'Cannot read properties of undefined (reading 'rotation')' in or related to this line: 'tween(solarSystem, {' Line Number: 57 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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agregale movimiento a los sistemas solares
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'var galaxySpace = foregroundContainer.addChild(LK.getAsset('area', {' Line Number: 57
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Please fix the bug: 'Cannot read properties of undefined (reading 'rotation')' in or related to this line: 'tween(galaxySpace, {' Line Number: 58
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agrega un rotateGalaxySpace
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haz que ship no pueda viajar al planeta donde ya esta
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Aumenta el tamaño de galaxy scape
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crea un nuevo objeto con el asset de area llamado "Galaxy space"
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Agrega al juego un galaxy space con el asset area para cubrir todo lo que seria el area de aparición de los planetas
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Code edit (4 edits merged)
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aumenta un 50% la cantidad de sistemas solares
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Elimina todo lo relacionado con red
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'network.forEach(function (solarSystem) {' Line Number: 66
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'network.forEach(function (solarSystem) {' Line Number: 66
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crea logica para trazar los caminos posibles desde ship hasta los sistemas solares
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haz que ship no pueda viajar al planeta en el que ya esta
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elimina todo lo relacionado con la conexión de sistemás
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Ahora la linea se junta con el ultimo sistema de la red y no con el ultimo sistema de ship
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Hay algo que hace que el juego se lagee mucho cuando se esta mucho tiempo en un sistema
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elimina el codigo que Change the sprite to visitedSolarSystem
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deleted Change the sprite to visitedSolarSystem
/****
* 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 = [];
// Removed global connectVisitedSolarSystems function and use BackgroundContainer's method
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
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 randomAssetIndex = Math.floor(Math.random() * 3) + 1; // Randomly select an asset index between 1 and 3
var randomScale = Math.random() * 0.5 + 0.75; // Random scale between 0.75 and 1.25
var solarSystem = midgroundContainer.addChild(LK.getAsset('solarSystem' + randomAssetIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: randomScale,
scaleY: randomScale
}));
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);
};
});