User prompt
Space ship no se ve en ningún lado, parece no ejecutarse bien, no aparece en el centro,
User prompt
Crea un objeto llamado spaceship con el sistema de arrastre, que inicie en el sistema mas cercano al medio de la patalla. Agregale un rango de movimiento
User prompt
Hay unas líneas de codigo que hace que los sistemas cambien de color entre ellos y rompe el cambio suave de color
User prompt
Haz que los colores de los planetas sean rojo para pequeño, azul para grandes y amarillos para mediano. Que no cambien de color entre esos, solo cambien en variaciones de su color entre 3 y en bucle suavemente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Arregla la animación de cambio de color ponlo en bucle y haz más suave los colores que cambia ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la variación de tamaño sea random. Siempre son amarillas y no debería ser así, la aleatoriedad no está bien aplicada con a semilla
User prompt
Arregla el sistema de cambiar de color y tamaño con variación andom según la semilla
Code edit (2 edits merged)
Please save this source code
User prompt
Integra las semillas random en la generación. La semilla es siempre la misma pero las ubicaciones d ellas estrellas no
User prompt
Agrega un texto en la parte superior para ver la semilla actual
Code edit (2 edits merged)
Please save this source code
User prompt
Agrega unión. Este es una linea que conectan las estrellas más cercanas entre ellas dentro de un rango.
User prompt
Mejora la generación de estrellas haciéndolos más natural y variados, con límites minimo de diferencias entre sí
User prompt
Agrega universe limiter con el asset área para tener una bici n de hasta donde llega el universo. Dale una animación de rotación en bucle lineal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Crea un sistema de arrastre de pantalla, así navegar por el universo. Al mover desde arriba hacia abajo las estrellas irán para abajo. Así par cada dirección
User prompt
Mejora el sistema de espaciado entre planetas, agrega un mínimo entre la distancia permitida entre planetas (con el fin de evitar que estén muy cercas)
Code edit (1 edits merged)
Please save this source code
User prompt
Agruega un área límite de creación de estrellas en un rango circular de 4000 px
User prompt
Hagamos que las estrellas se creen aleatoriamente en un rango entre 5 a 8 con un mínimo de distancia con respecto a otros (600px)
User prompt
Agrega una seccion llamada "inicialización de objetos" así ordenar la posición que se mostrarán los objetos con respecto a otros
User prompt
Haz que la animación bump sea en bucle y suave en una velocidad lineal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agruega una animación bump suave a las estrellas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agruega hasta 5 variantes de tonos para cada estrella y dale una animación donde cambian suavemente de color en una pequeña variación de su tono original ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agruegemos aleatoriedad al diseño de la estrella. Agruegemos tamaño entre 0.7 a 1.3 clasificados como pequeñas, medianas y grandes. Asignarles colores rojos, amarillos y azules correspondiente a su tamaño como en la vida real ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Crea un objeto llama Star con el asset solar sistema, ajusta su posición al centro del juego
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('solarSystem', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Generate random scale between 0.7 and 1.3
	var scale = 0.7 + Math.random() * 0.6;
	starGraphics.scaleX = scale;
	starGraphics.scaleY = scale;
	// Assign color based on size with 5 variations each
	var colorVariations;
	if (scale <= 0.9) {
		// Small stars - red variations (cooler)
		colorVariations = [0xff2222, 0xff3333, 0xff4444, 0xff5555, 0xff6666];
	} else if (scale <= 1.1) {
		// Medium stars - yellow variations (like our sun)
		colorVariations = [0xffcc22, 0xffdd33, 0xffee44, 0xffff55, 0xffff66];
	} else {
		// Large stars - blue variations (hotter)
		colorVariations = [0x2222ff, 0x3333ff, 0x4444ff, 0x5555ff, 0x6666ff];
	}
	// Set initial color
	var currentColorIndex = Math.floor(Math.random() * colorVariations.length);
	starGraphics.tint = colorVariations[currentColorIndex];
	// Store color data for animation
	self.colorVariations = colorVariations;
	self.currentColorIndex = currentColorIndex;
	self.starGraphics = starGraphics;
	// Start color animation
	self.animateColor = function () {
		var nextColorIndex = (self.currentColorIndex + 1) % self.colorVariations.length;
		tween(self.starGraphics, {
			tint: self.colorVariations[nextColorIndex]
		}, {
			duration: 2000 + Math.random() * 1000,
			easing: tween.easeInOut,
			onFinish: function onFinish() {
				self.currentColorIndex = nextColorIndex;
				self.animateColor();
			}
		});
	};
	// Bump animation: smoothly scale up and then back to original in continuous loop
	self.bump = function () {
		// Cancel any ongoing scale tweens
		tween.stop(self.starGraphics, {
			scaleX: true,
			scaleY: true
		});
		var originalScaleX = self.starGraphics.scaleX;
		var originalScaleY = self.starGraphics.scaleY;
		// Scale up
		tween(self.starGraphics, {
			scaleX: originalScaleX * 1.15,
			scaleY: originalScaleY * 1.15
		}, {
			duration: 1000,
			easing: tween.linear,
			onFinish: function onFinish() {
				// Scale back down
				tween(self.starGraphics, {
					scaleX: originalScaleX,
					scaleY: originalScaleY
				}, {
					duration: 1000,
					easing: tween.linear,
					onFinish: function onFinish() {
						// Loop the animation by calling bump again
						self.bump();
					}
				});
			}
		});
	};
	// Start the animation
	self.animateColor();
	// Optionally, trigger bump on creation for a lively effect
	self.bump();
	return self;
});
/**** 
* Initialize Game
****/ 
// Create star object and position at center
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
// Camera position for navigation
var cameraX = 0;
var cameraY = 0;
var isDragging = false;
var lastDragX = 0;
var lastDragY = 0;
/**** 
* Inicialización de objetos
****/ 
// Array to store all stars
var stars = [];
// Generate random number of stars between 5 and 8
var numStars = 60 + Math.floor(Math.random() * 45);
// Function to check if position is valid with size-based minimum distance
function isValidPosition(x, y, newStarScale) {
	// Check distance from all existing stars
	for (var i = 0; i < stars.length; i++) {
		var star = stars[i];
		var distance = Math.sqrt(Math.pow(x - star.x, 2) + Math.pow(y - star.y, 2));
		// Calculate dynamic minimum distance based on both stars' sizes
		var existingStarSize = (star.starGraphics ? star.starGraphics.width * star.starGraphics.scaleX : 100) / 2;
		var newStarSize = 100 * newStarScale / 2; // Assuming base star size is 100px
		// Minimum distance varies based on star sizes: larger stars need more space
		var baseDist = 300; // Base minimum distance
		var sizeFactor = (existingStarSize + newStarSize) * 2; // Additional space based on combined sizes
		var requiredDistance = baseDist + sizeFactor;
		if (distance < requiredDistance) {
			return false;
		}
	}
	return true;
}
// Drag navigation system
game.down = function (x, y, obj) {
	isDragging = true;
	lastDragX = x;
	lastDragY = y;
};
game.move = function (x, y, obj) {
	if (isDragging) {
		var deltaX = x - lastDragX;
		var deltaY = y - lastDragY;
		// Update camera position (inverted for natural drag feel)
		cameraX -= deltaX;
		cameraY -= deltaY;
		// Update all stars positions
		for (var i = 0; i < stars.length; i++) {
			stars[i].x += deltaX;
			stars[i].y += deltaY;
		}
		lastDragX = x;
		lastDragY = y;
	}
};
game.up = function (x, y, obj) {
	isDragging = false;
};
// Create stars with natural clustering and varied placement
for (var i = 0; i < numStars; i++) {
	var attempts = 0;
	var maxAttempts = 200; // More attempts for better placement
	var validPosition = false;
	var x, y, scale;
	// Pre-generate star scale to use in position validation
	scale = 0.7 + Math.random() * 0.6;
	// Try to find a valid position
	while (!validPosition && attempts < maxAttempts) {
		// Generate position with natural clustering tendency
		var centerX = 2048 / 2;
		var centerY = 2732 / 2;
		var angle = Math.random() * 2 * Math.PI;
		// Create natural distribution - more stars in middle, fewer at edges
		var radiusRandom = Math.random();
		var radius = Math.pow(radiusRandom, 1.5) * 4000; // Power curve for natural distribution
		// Add some variation to avoid perfect circles
		var radiusVariation = (Math.random() - 0.5) * 300;
		radius += radiusVariation;
		radius = Math.max(200, Math.min(4000, radius)); // Clamp within bounds
		x = centerX + Math.cos(angle) * radius;
		y = centerY + Math.sin(angle) * radius;
		validPosition = isValidPosition(x, y, scale);
		attempts++;
	}
	// Only create star if valid position was found
	if (validPosition) {
		var star = game.addChild(new Star());
		star.x = x;
		star.y = y;
		// Apply the pre-generated scale to maintain consistency
		star.starGraphics.scaleX = scale;
		star.starGraphics.scaleY = scale;
		stars.push(star);
	} else {
		// If we couldn't find a valid position after max attempts, reduce requirements and try once more
		if (i > numStars * 0.7) {
			// Only for the last 30% of stars
			scale = 0.7; // Use smaller scale for difficult placements
			var relaxedAttempts = 0;
			while (!validPosition && relaxedAttempts < 50) {
				var centerX = 2048 / 2;
				var centerY = 2732 / 2;
				var angle = Math.random() * 2 * Math.PI;
				var radius = 3000 + Math.random() * 1000; // Place at outer edges
				x = centerX + Math.cos(angle) * radius;
				y = centerY + Math.sin(angle) * radius;
				validPosition = isValidPosition(x, y, scale);
				relaxedAttempts++;
			}
			if (validPosition) {
				var star = game.addChild(new Star());
				star.x = x;
				star.y = y;
				star.starGraphics.scaleX = scale;
				star.starGraphics.scaleY = scale;
				stars.push(star);
			}
		}
	}
} ===================================================================
--- original.js
+++ change.js
@@ -111,112 +111,110 @@
 // Array to store all stars
 var stars = [];
 // Generate random number of stars between 5 and 8
 var numStars = 60 + Math.floor(Math.random() * 45);
-// Function to check if position is valid with improved minimum distance between planets
-function isValidPosition(x, y, minDistance) {
-	var _loop = function _loop() {
-			star = stars[i];
-			distance = Math.sqrt(Math.pow(x - star.x, 2) + Math.pow(y - star.y, 2)); // Consider the actual size of both stars for more accurate spacing
-			starSize = star.starGraphics ? star.starGraphics.width * star.starGraphics.scaleX / 2 : 50;
-			requiredDistance = minDistance + starSize;
-			if (distance < requiredDistance) {
-				return {
-					v: false
-				};
-			}
-			// Create universe limiter
-			universeLimiter = game.addChild(LK.getAsset('universeLimit', {
-				anchorX: 0.5,
-				anchorY: 0.5,
-				alpha: 0.3
-			})); // Position universe limiter at center
-			universeLimiter.x = 2048 / 2;
-			universeLimiter.y = 2732 / 2;
-			// Add continuous rotation animation
-			function rotateUniverseLimiter() {
-				tween(universeLimiter, {
-					rotation: universeLimiter.rotation + Math.PI * 2
-				}, {
-					duration: 30000,
-					easing: tween.linear,
-					onFinish: function onFinish() {
-						// Reset rotation to prevent accumulation and continue loop
-						universeLimiter.rotation = 0;
-						rotateUniverseLimiter();
-					}
-				});
-			}
-			// Start rotation animation
-			rotateUniverseLimiter();
-			// Drag navigation system
-			game.down = function (x, y, obj) {
-				isDragging = true;
-				lastDragX = x;
-				lastDragY = y;
-			};
-			game.move = function (x, y, obj) {
-				if (isDragging) {
-					var deltaX = x - lastDragX;
-					var deltaY = y - lastDragY;
-					// Update camera position (inverted for natural drag feel)
-					cameraX -= deltaX;
-					cameraY -= deltaY;
-					// Update all stars positions
-					for (var i = 0; i < stars.length; i++) {
-						stars[i].x += deltaX;
-						stars[i].y += deltaY;
-					}
-					// Update universe limiter position
-					universeLimiter.x += deltaX;
-					universeLimiter.y += deltaY;
-					lastDragX = x;
-					lastDragY = y;
-				}
-			};
-			game.up = function (x, y, obj) {
-				isDragging = false;
-			};
-		},
-		star,
-		distance,
-		starSize,
-		requiredDistance,
-		universeLimiter,
-		_ret;
+// Function to check if position is valid with size-based minimum distance
+function isValidPosition(x, y, newStarScale) {
 	// Check distance from all existing stars
 	for (var i = 0; i < stars.length; i++) {
-		_ret = _loop();
-		if (_ret) return _ret.v;
+		var star = stars[i];
+		var distance = Math.sqrt(Math.pow(x - star.x, 2) + Math.pow(y - star.y, 2));
+		// Calculate dynamic minimum distance based on both stars' sizes
+		var existingStarSize = (star.starGraphics ? star.starGraphics.width * star.starGraphics.scaleX : 100) / 2;
+		var newStarSize = 100 * newStarScale / 2; // Assuming base star size is 100px
+		// Minimum distance varies based on star sizes: larger stars need more space
+		var baseDist = 300; // Base minimum distance
+		var sizeFactor = (existingStarSize + newStarSize) * 2; // Additional space based on combined sizes
+		var requiredDistance = baseDist + sizeFactor;
+		if (distance < requiredDistance) {
+			return false;
+		}
 	}
 	return true;
 }
-// Create stars with improved minimum distance constraint
-var minPlanetDistance = 800; // Increased minimum distance between planets
+// Drag navigation system
+game.down = function (x, y, obj) {
+	isDragging = true;
+	lastDragX = x;
+	lastDragY = y;
+};
+game.move = function (x, y, obj) {
+	if (isDragging) {
+		var deltaX = x - lastDragX;
+		var deltaY = y - lastDragY;
+		// Update camera position (inverted for natural drag feel)
+		cameraX -= deltaX;
+		cameraY -= deltaY;
+		// Update all stars positions
+		for (var i = 0; i < stars.length; i++) {
+			stars[i].x += deltaX;
+			stars[i].y += deltaY;
+		}
+		lastDragX = x;
+		lastDragY = y;
+	}
+};
+game.up = function (x, y, obj) {
+	isDragging = false;
+};
+// Create stars with natural clustering and varied placement
 for (var i = 0; i < numStars; i++) {
 	var attempts = 0;
-	var maxAttempts = 150; // Increased attempts for better placement
+	var maxAttempts = 200; // More attempts for better placement
 	var validPosition = false;
-	var x, y;
+	var x, y, scale;
+	// Pre-generate star scale to use in position validation
+	scale = 0.7 + Math.random() * 0.6;
 	// Try to find a valid position
 	while (!validPosition && attempts < maxAttempts) {
-		// Generate random position within circular area of 4000px radius from center
+		// Generate position with natural clustering tendency
 		var centerX = 2048 / 2;
 		var centerY = 2732 / 2;
 		var angle = Math.random() * 2 * Math.PI;
-		var radius = Math.random() * 4000;
+		// Create natural distribution - more stars in middle, fewer at edges
+		var radiusRandom = Math.random();
+		var radius = Math.pow(radiusRandom, 1.5) * 4000; // Power curve for natural distribution
+		// Add some variation to avoid perfect circles
+		var radiusVariation = (Math.random() - 0.5) * 300;
+		radius += radiusVariation;
+		radius = Math.max(200, Math.min(4000, radius)); // Clamp within bounds
 		x = centerX + Math.cos(angle) * radius;
 		y = centerY + Math.sin(angle) * radius;
-		validPosition = isValidPosition(x, y, minPlanetDistance);
+		validPosition = isValidPosition(x, y, scale);
 		attempts++;
 	}
 	// Only create star if valid position was found
 	if (validPosition) {
 		var star = game.addChild(new Star());
 		star.x = x;
 		star.y = y;
+		// Apply the pre-generated scale to maintain consistency
+		star.starGraphics.scaleX = scale;
+		star.starGraphics.scaleY = scale;
 		stars.push(star);
 	} else {
-		// If we couldn't find a valid position after max attempts, skip this star
-		console.log("Could not place star " + i + " after " + maxAttempts + " attempts");
+		// If we couldn't find a valid position after max attempts, reduce requirements and try once more
+		if (i > numStars * 0.7) {
+			// Only for the last 30% of stars
+			scale = 0.7; // Use smaller scale for difficult placements
+			var relaxedAttempts = 0;
+			while (!validPosition && relaxedAttempts < 50) {
+				var centerX = 2048 / 2;
+				var centerY = 2732 / 2;
+				var angle = Math.random() * 2 * Math.PI;
+				var radius = 3000 + Math.random() * 1000; // Place at outer edges
+				x = centerX + Math.cos(angle) * radius;
+				y = centerY + Math.sin(angle) * radius;
+				validPosition = isValidPosition(x, y, scale);
+				relaxedAttempts++;
+			}
+			if (validPosition) {
+				var star = game.addChild(new Star());
+				star.x = x;
+				star.y = y;
+				star.starGraphics.scaleX = scale;
+				star.starGraphics.scaleY = scale;
+				stars.push(star);
+			}
+		}
 	}
 }
\ No newline at end of file