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Agrega unión. Este es una linea que conectan las estrellas más cercanas entre ellas dentro de un rango.
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Mejora la generación de estrellas haciéndolos más natural y variados, con límites minimo de diferencias entre sí
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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
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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
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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)
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Agruega un área límite de creación de estrellas en un rango circular de 4000 px
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Hagamos que las estrellas se creen aleatoriamente en un rango entre 5 a 8 con un mínimo de distancia con respecto a otros (600px)
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Agrega una seccion llamada "inicialización de objetos" así ordenar la posición que se mostrarán los objetos con respecto a otros
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Haz que la animación bump sea en bucle y suave en una velocidad lineal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Agruega una animación bump suave a las estrellas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
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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
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Crea un objeto llama Star con el asset solar sistema, ajusta su posición al centro del juego
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Please fix the bug: 'network is not defined' in or related to this line: 'for (var j = 0; j < network.length; j++) {' Line Number: 185
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crea una sección para las inicializaciones de los objetos y asi ordenar el orden en el que se mostraran
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elimina los contenedores
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haz que el texto siempre sea visible
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(solarSystemCountText);' Line Number: 75
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var solarSystemCountText = new Text2('Solar Systems: ' + network.length, {' Line Number: 67
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agrega un texto que diga la cantidad de sistemas
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galaxymotion fuction excluye Guicontainer
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Connection = Container.expand(function () { var self = Container.call(this); // Create line graphics using shape asset var lineGraphics = self.attachAsset('line', { anchorX: 0, anchorY: 0.5 }); // Set line properties lineGraphics.height = 2; // Thin line lineGraphics.alpha = 0.3; // Semi-transparent lineGraphics.tint = 0x4444ff; // Blue color for connections self.lineGraphics = lineGraphics; // Method to update line between two points self.updateLine = function (x1, y1, x2, y2) { var distance = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); var angle = Math.atan2(y2 - y1, x2 - x1); // Position line at start point self.x = x1; self.y = y1; // Set line length and rotation self.lineGraphics.width = distance; self.rotation = angle; }; return self; }); 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 = []; // Array to store connections between stars var connections = []; // 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; } // Function to create connections between nearby stars function createConnections() { // Clear existing connections for (var i = 0; i < connections.length; i++) { connections[i].destroy(); } connections = []; var connectionRange = 800; // Maximum distance for connections // Check each star against every other star for (var i = 0; i < stars.length; i++) { var star1 = stars[i]; for (var j = i + 1; j < stars.length; j++) { var star2 = stars[j]; // Calculate distance between stars var distance = Math.sqrt(Math.pow(star2.x - star1.x, 2) + Math.pow(star2.y - star1.y, 2)); // Create connection if within range if (distance <= connectionRange) { var connection = game.addChild(new Connection()); connection.updateLine(star1.x, star1.y, star2.x, star2.y); connections.push(connection); } } // Create connections between nearby stars after all stars are generated createConnections(); } } // 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 all connections positions for (var i = 0; i < connections.length; i++) { connections[i].x += deltaX; connections[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); } } } }
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--- original.js
+++ change.js