User prompt
agregale un patron de movimiento a connection como si hubieran multiples de ellos
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'alpha' in undefined' in or related to this line: 'tween(line, {' Line Number: 51 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega un patrón de movimiento a los los connect
User prompt
el texto no se actualiza cuando se cumplen los requisitos
User prompt
todos los sistemas estaban conectados pero el texto sigue diciendo disconnected
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'LK.gui.top.center.addChild(networkStatusText); // Center the text at the top' Line Number: 101
User prompt
pon al texto en center-top
User prompt
pon al texto en center
User prompt
Agrega un tex display que diga si toda la red esta conectada o no
User prompt
crea un verificador para ver si todos los sistemas son parte de la red
User prompt
llama a la unión de los sistemas como red
User prompt
haz que el sonido visitedsound cambie su pitc en cada sistema
User prompt
cuando nave llegue a su destino que finalice el audio, si no, que se repita en bucle
User prompt
agrega el sonido movesound mientras la nave se traslada
User prompt
que el sonido sea simultaneo al cambio de asset
User prompt
cuando termine el traslado que suene visitedsound
User prompt
el sonido no se reproduce
User prompt
cuando termine el traslado que suene visitedsound
User prompt
cada que finalice el traslado y el sistema pase a visitado que suene el sonido "visitedSound"
User prompt
optimiza el código de las conexiones para que no consuma muchos recursos y guardalos en una lista
User prompt
crea una logica para que la cara de spaceShip apunte al destino antes de iniciar el traslado
User prompt
en vez del planeta más cercano que sea al planeta a donde se dirige
User prompt
crea una logica para agregarle una rotación a SpaceShip para que al moverse parezca que se dirige al planeta de traslado
User prompt
cuando se haga el translado de area, antes del movimiento que la nave rote ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Antes de empezar el traslado que spaceShip rote a la dirección donde se ubica el sistema solar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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: 0.5 }); self.addChild(line); }; // 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)) { var line = self.drawLine(previousSystem.x, previousSystem.y, currentSystem.x, currentSystem.y); if (line) { tween(line, { alpha: 0 }, { duration: 0 }); tween(line, { alpha: 1, x: line.x + Math.cos(line.rotation) * 10, // Add a slight movement along the line's direction y: line.y + Math.sin(line.rotation) * 10 // Add a slight movement along the line's direction }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Reverse the movement to create a back-and-forth effect tween(line, { x: line.x - Math.cos(line.rotation) * 10, y: line.y - Math.sin(line.rotation) * 10 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Recursively call to continue the pattern self.connectVisitedSolarSystems(); } }); } }); } 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 ****/ // Function to check if all solar systems are part of the network function verifyNetworkCompleteness() { return network.every(function (solarSystem) { return solarSystem.visited; }); } var initialSolarSystem = { x: 0, y: 0 }; // Define initialSolarSystem with default coordinates // Create a text display to show network connection status var networkStatusText = new Text2('Network Status: Disconnected', { size: 50, fill: 0xFFFFFF }); networkStatusText.anchor.set(0.5, 0); // Center the text horizontally at the top LK.gui.top.addChild(networkStatusText); // Add to GUI overlay // LK.gui.top.center.addChild(networkStatusText); // Center the text at the top 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(); // Connect visited solar systems // Update network status text based on network completeness if (verifyNetworkCompleteness()) { networkStatusText.setText('Network Status: Connected'); } else { networkStatusText.setText('Network Status: Disconnected'); } // 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 // 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, onFinish: function onFinish() { backgroundContainer.connectVisitedSolarSystems(); // Connect visited solar systems after animation } }); } }); 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() * 6) + 15; i++) { var x, y, validPosition; do { x = Math.random() * (2048 - 300) + 150; // Increase range by 50% y = Math.random() * (2732 - 300) + 150; // Increase range by 50% 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 solarSystem = midgroundContainer.addChild(LK.getAsset('solarSystem', { anchorX: 0.5, anchorY: 0.5, x: x, y: y })); 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", "Pavo", "Phoenix", "Pictor", "Reticulum", "Scutum", "Volans"]; var shuffledNames = solarSystemNames.sort(function () { return Math.random() - 0.5; }); // Shuffle the names array var solarSystemName = shuffledNames[i]; // 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); }; });
===================================================================
--- original.js
+++ change.js
@@ -42,12 +42,29 @@
}, {
duration: 0
});
tween(line, {
- alpha: 1
+ alpha: 1,
+ x: line.x + Math.cos(line.rotation) * 10,
+ // Add a slight movement along the line's direction
+ y: line.y + Math.sin(line.rotation) * 10 // Add a slight movement along the line's direction
}, {
duration: 1000,
- easing: tween.easeInOut
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Reverse the movement to create a back-and-forth effect
+ tween(line, {
+ x: line.x - Math.cos(line.rotation) * 10,
+ y: line.y - Math.sin(line.rotation) * 10
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Recursively call to continue the pattern
+ self.connectVisitedSolarSystems();
+ }
+ });
+ }
});
}
self.connections.push(connectionKey);
}