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arregla el fallo que crea sistemas solares muy lejos de otro no permitiendo su acceso
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agrega hasta 200 nombres posibles
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hazlo en bucle
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agrega una pulsación de transparencia a line
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haz que line cambie su asset aleatoriamente
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BackgroundContainer = Container.expand(function () { var self = Container.call(this); // Array to keep track of visited solar systems self.visitedSolarSystems = []; 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 ****/ // Function to connect two solar systems with a line function connectSolarSystems(systemA, systemB) { // Check if a line already exists between these systems if (systemA.connectedSystems && systemA.connectedSystems.includes(systemB)) { return; } // Create a line between the two systems var randomLineIndex = Math.floor(Math.random() * 5) + 1; // Randomly select an asset index between 1 and 5 var line = backgroundContainer.addChild(LK.getAsset('line' + randomLineIndex, { anchorX: 0.5, anchorY: 0.5, x: (systemA.x + systemB.x) / 2, y: (systemA.y + systemB.y) / 2, scaleX: Math.sqrt(Math.pow(systemA.x - systemB.x, 2) + Math.pow(systemA.y - systemB.y, 2)) / 100, scaleY: 0.1, rotation: Math.atan2(systemB.y - systemA.y, systemB.x - systemA.x) })); // Add a transparency pulse effect to the line tween(line, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(line, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Recursively call to continue the pulse effect tween(line, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(line, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); } }); } }); } }); // Store the connection to avoid duplicate lines if (!systemA.connectedSystems) { systemA.connectedSystems = []; } systemA.connectedSystems.push(systemB); } // Function to make a solar system pulse smoothly function pulseSolarSystem(solarSystem) { tween(solarSystem, { scaleX: solarSystem.scaleX * 1.1, scaleY: solarSystem.scaleY * 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(solarSystem, { scaleX: solarSystem.scaleX / 1.1, scaleY: solarSystem.scaleY / 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { pulseSolarSystem(solarSystem); } }); } }); } // Define foregroundContainer before using it var foregroundContainer = game.addChild(new ForegroundContainer()); // Define galaxySpace object var galaxySpace = foregroundContainer.addChild(LK.getAsset('area', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0.3, scaleX: 4.5, scaleY: 4.5 })); // Function to add a smooth rotation to the galaxySpace object in a loop function rotateGalaxySpace() { tween(galaxySpace, { rotation: galaxySpace.rotation + Math.PI * 2 }, { duration: 600000, easing: tween.linear, onFinish: rotateGalaxySpace }); } rotateGalaxySpace(); 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; // Iterate over each solar system to check for nearby systems for (var i = 0; i < network.length; i++) { var systemA = network[i]; for (var j = i + 1; j < network.length; j++) { var systemB = network[j]; var dx = systemA.x - systemB.x; var dy = systemA.y - systemB.y; var distance = Math.sqrt(dx * dx + dy * dy); // If the distance is less than 600 pixels, connect them if (distance < 900) { connectSolarSystems(systemA, systemB); } } } }; // Add multiple solar system objects var network = []; var solarSystemList = []; // New list to store solar systems for (var i = 0; i < Math.floor(Math.random() * 30) + 45; i++) { var x, y, validPosition; do { var angle = Math.random() * Math.PI * 2; // Random angle var radius = Math.random() * 2500 + 350; // 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(0.6, 1.2); // 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); pulseSolarSystem(solarSystem); // Apply changeSizeOnTouch to each SolarSystem object solarSystem.down = function (x, y, touchedObj) { changeAreaLocation(solarSystem, area); }; } // 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 })); // Create a new object with the asset of area called 'Galaxy space' var galaxySpace = foregroundContainer.addChild(LK.getAsset('area', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0, scaleX: 4.5, // Increase the scale on the X-axis scaleY: 4.5 // Increase the scale on the Y-axis })); // Add a new object called areaPunter var spaceShip = midgroundContainer.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 || solarSystem.x === area.x && solarSystem.y === area.y) { return; } // Prevent relocation if already moving or if the spaceship is already at the solar system // 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
@@ -55,8 +55,40 @@
scaleX: Math.sqrt(Math.pow(systemA.x - systemB.x, 2) + Math.pow(systemA.y - systemB.y, 2)) / 100,
scaleY: 0.1,
rotation: Math.atan2(systemB.y - systemA.y, systemB.x - systemA.x)
}));
+ // Add a transparency pulse effect to the line
+ tween(line, {
+ alpha: 0.5
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(line, {
+ alpha: 1
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Recursively call to continue the pulse effect
+ tween(line, {
+ alpha: 0.5
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(line, {
+ alpha: 1
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ }
+ });
+ }
+ });
+ }
+ });
// Store the connection to avoid duplicate lines
if (!systemA.connectedSystems) {
systemA.connectedSystems = [];
}
@@ -141,9 +173,9 @@
for (var i = 0; i < Math.floor(Math.random() * 30) + 45; i++) {
var x, y, validPosition;
do {
var angle = Math.random() * Math.PI * 2; // Random angle
- var radius = Math.random() * 2600 + 350; // Random radius between 300 and 1100
+ var radius = Math.random() * 2500 + 350; // 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++) {