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 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 }); // Use seeded random for scale and color // If seededRandom is available, use it, otherwise fallback to Math.random var randFunc = typeof seededRandom === "function" ? seededRandom : Math.random; // Generate scale using seeded random (for fallback, will be overwritten in star creation loop) var scale = 0.7 + randFunc() * 0.6; starGraphics.scaleX = scale; starGraphics.scaleY = scale; // Assign color based on size with 3 main color groups and smooth variations var colorVariations; if (scale <= 0.9) { // Small planets - red variations colorVariations = [0xff3a2a, // vivid red 0xff5c4d, // soft red 0xff7a6a, // pale red 0xff4a2a, // deep red 0xff6a3a // muted red ]; } else if (scale <= 1.1) { // Medium planets - yellow variations colorVariations = [0xffe066, // bright yellow 0xffd700, // gold 0xfff380, // pale yellow 0xffe94d, // sun yellow 0xfff7a1 // soft yellow ]; } else { // Large planets - blue variations colorVariations = [0x3a6aff, // vivid blue 0x4d8cff, // soft blue 0x6aaaff, // pale blue 0x2a4aff, // deep blue 0x3a6aff // muted blue ]; } // Set initial color using seededRandom if available, fallback to Math.random var currentColorIndex = Math.floor(randFunc() * colorVariations.length); starGraphics.tint = colorVariations[currentColorIndex]; // Store color data for animation self.colorVariations = colorVariations; self.currentColorIndex = currentColorIndex; self.starGraphics = starGraphics; // Start color animation with smoother transitions self.animateColor = function () { var nextColorIndex = (self.currentColorIndex + 1) % self.colorVariations.length; tween(self.starGraphics, { tint: self.colorVariations[nextColorIndex] }, { duration: 3000 + randFunc() * 2000, // Longer, smoother transitions easing: tween.easeInOut, onFinish: function onFinish() { self.currentColorIndex = nextColorIndex; // Restart animation loop immediately for seamless cycling 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 ****/ // Define the current seed (could be random or fixed for now) var currentSeed = 99999999; // Cambia este valor para probar diferentes semillas function makeSeededRandom(seed) { var m = 0x80000000; // 2**31 var a = 1103515245; var c = 12345; var state = seed ? seed : Math.floor(Math.random() * (m - 1)); return function () { state = (a * state + c) % m; return state / (m - 1); }; } // Mostrar la semilla actual en la parte superior central var seedText = new Text2("Semilla: " + currentSeed, { size: 70, fill: 0xFFFFFF }); seedText.anchor.set(0.5, 0); // Centrado arriba LK.gui.top.addChild(seedText); // Array to store all stars var stars = []; // Array to store connections between stars var connections = []; // Create seeded random generator for this session var seededRandom = makeSeededRandom(currentSeed); // Generate random number of stars between 60 and 104 using seeded random var numStars = 60 + Math.floor(seededRandom() * 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 + seededRandom() * 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 = seededRandom() * 2 * Math.PI; // Create natural distribution - more stars in middle, fewer at edges var radiusRandom = seededRandom(); var radius = Math.pow(radiusRandom, 1.5) * 4000; // Power curve for natural distribution // Add some variation to avoid perfect circles var radiusVariation = (seededRandom() - 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 = seededRandom() * 2 * Math.PI; var radius = 3000 + seededRandom() * 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
@@ -300,52 +300,8 @@
star.y = y;
// Apply the pre-generated scale to maintain consistency
star.starGraphics.scaleX = scale;
star.starGraphics.scaleY = scale;
- // Re-assign color variations and tint based on the actual scale and seeded random
- var colorVariations;
- if (scale <= 0.9) {
- // Small planets - red variations
- colorVariations = [0xff3a2a,
- // vivid red
- 0xff5c4d,
- // soft red
- 0xff7a6a,
- // pale red
- 0xff4a2a,
- // deep red
- 0xff6a3a // muted red
- ];
- } else if (scale <= 1.1) {
- // Medium planets - yellow variations
- colorVariations = [0xffe066,
- // bright yellow
- 0xffd700,
- // gold
- 0xfff380,
- // pale yellow
- 0xffe94d,
- // sun yellow
- 0xfff7a1 // soft yellow
- ];
- } else {
- // Large planets - blue variations
- colorVariations = [0x3a6aff,
- // vivid blue
- 0x4d8cff,
- // soft blue
- 0x6aaaff,
- // pale blue
- 0x2a4aff,
- // deep blue
- 0x3a6aff // muted blue
- ];
- }
- var randFunc = typeof seededRandom === "function" ? seededRandom : Math.random;
- var currentColorIndex = Math.floor(randFunc() * colorVariations.length);
- star.starGraphics.tint = colorVariations[currentColorIndex];
- star.colorVariations = colorVariations;
- star.currentColorIndex = currentColorIndex;
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) {
@@ -367,52 +323,8 @@
star.x = x;
star.y = y;
star.starGraphics.scaleX = scale;
star.starGraphics.scaleY = scale;
- // Re-assign color variations and tint based on the actual scale and seeded random
- var colorVariations;
- if (scale <= 0.9) {
- // Small planets - red variations
- colorVariations = [0xff3a2a,
- // vivid red
- 0xff5c4d,
- // soft red
- 0xff7a6a,
- // pale red
- 0xff4a2a,
- // deep red
- 0xff6a3a // muted red
- ];
- } else if (scale <= 1.1) {
- // Medium planets - yellow variations
- colorVariations = [0xffe066,
- // bright yellow
- 0xffd700,
- // gold
- 0xfff380,
- // pale yellow
- 0xffe94d,
- // sun yellow
- 0xfff7a1 // soft yellow
- ];
- } else {
- // Large planets - blue variations
- colorVariations = [0x3a6aff,
- // vivid blue
- 0x4d8cff,
- // soft blue
- 0x6aaaff,
- // pale blue
- 0x2a4aff,
- // deep blue
- 0x3a6aff // muted blue
- ];
- }
- var randFunc = typeof seededRandom === "function" ? seededRandom : Math.random;
- var currentColorIndex = Math.floor(randFunc() * colorVariations.length);
- star.starGraphics.tint = colorVariations[currentColorIndex];
- star.colorVariations = colorVariations;
- star.currentColorIndex = currentColorIndex;
stars.push(star);
}
}
}