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Agrega la caracteristica para que spaceship rote
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Please fix the bug: 'ReferenceError: selectedSolarSystem is not defined' in or related to this line: 'if (selectedSolarSystem) {' Line Number: 95
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ajusta la rotación de spaceShip para que apunte al sistemaSolar Seleccionado
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ajusta la dirección donde apunta spaceShip para que parezca que se dirige al siguiente sistema solar
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haz que siempre aparezca un solarSystem en el medio
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cambia el nombre areapunter a spaceShip
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haz que el nombre de cada system sea aleatorio de la lista, pero que no se repitan
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agrega hasta 100 posibles nombres
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haz que en vez de solar system
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haz que cada system solar tenga un nombre unico y se muestre en el texto en vez del numero
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aumenta en un 50% el rango de aparición de los system
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elimina textdisplay de punter system
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Please fix the bug: 'ReferenceError: punterPreviousSystemText is not defined' in or related to this line: 'punterPreviousSystemText.setText(punterPreviousSystem.toString()); // Update the text display' Line Number: 107
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elimina el text display de punterSystem
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haz que la conexión se haga despues de que se termine la animación de visitedsystem
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ajusta la posición de creación de los system para que siempre sea posible conectar a todos
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Please fix the bug: 'initialSolarSystem is not defined' in or related to this line: 'var dxInitial = initialSolarSystem.x - x;' Line Number: 183
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elimina todo lo relacionado con initialsystem
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Please fix the bug: 'Cannot read properties of null (reading 'y')' in or related to this line: 'var dyInitial = initialSolarSystem.y - y;' Line Number: 196
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Please fix the bug: 'Cannot read properties of null (reading 'y')' in or related to this line: 'var dyInitial = initialSolarSystem.y - y;' Line Number: 194
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Please fix the bug: 'Cannot read properties of null (reading 'y')' in or related to this line: 'var dyInitial = initialSolarSystem.y - y;' Line Number: 194
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dxInitial = initialSolarSystem.x - x;' Line Number: 186
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dxInitial = initialSolarSystem.x - x;' Line Number: 185
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var initialSolarSystem = solarSystems[0]; // Set initialSolarSystem to SolarSystem0 as the starting point' Line Number: 81
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establece a Solarsystem0 como punto de inicio
/**** * 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]; // Check if a connection already exists var connectionExists = self.visitedSolarSystems.some(function (system) { return system.x === previousSystem.x && system.y === previousSystem.y && system.x === currentSystem.x && system.y === currentSystem.y; }); if (!connectionExists) { self.drawLine(previousSystem.x, previousSystem.y, currentSystem.x, currentSystem.y); } } }; 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 ****/ 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; // Update game logic to connect solar systems using BackgroundContainer's methods backgroundContainer.visitedSolarSystems = visitedSolarSystems; backgroundContainer.connectVisitedSolarSystems(); // 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 solarSystems.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 } }); }; solarSystems.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 solarSystems = []; 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 < solarSystems.length; j++) { var existingSystem = solarSystems[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 })); solarSystems.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 spaceShip object in a loop function rotateSpaceShip() { tween(spaceShip, { rotation: spaceShip.rotation + Math.PI * 2 }, { duration: 5000, easing: tween.linear, onFinish: rotateSpaceShip }); } rotateSpaceShip(); // 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 var speed = 0.15; // Set a fixed speed for the movement var duration = distance / speed; // Calculate duration based on distance and speed tween(area, { x: solarSystem.x, y: solarSystem.y }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { area.isMoving = false; // Reset moving flag } }); } // Apply changeAreaLocation to the SolarSystem object // Apply changeAreaLocation to each SolarSystem object solarSystems.forEach(function (solarSystem) { solarSystem.down = function (x, y, touchedObj) { changeAreaLocation(solarSystem, area); }; });
===================================================================
--- original.js
+++ change.js
@@ -73,23 +73,16 @@
x: 0,
y: 0
}; // Define initialSolarSystem with default coordinates
var punterPreviousSystem = 0; // Variable to store the planet number where the router is located
-var selectedSolarSystem = null; // Initialize selectedSolarSystem to null
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;
- // Calculate the angle to the selected solar system
- if (selectedSolarSystem) {
- var dx = selectedSolarSystem.x - spaceShip.x;
- var dy = selectedSolarSystem.y - spaceShip.y;
- spaceShip.rotation = Math.atan2(dy, dx);
- }
// Update game logic to connect solar systems using BackgroundContainer's methods
backgroundContainer.visitedSolarSystems = visitedSolarSystems;
backgroundContainer.connectVisitedSolarSystems();
// Update game logic to connect solar systems
@@ -273,8 +266,19 @@
anchorY: 0.5,
x: 1024,
y: 1366
}));
+// Add a smooth rotation to the spaceShip object in a loop
+function rotateSpaceShip() {
+ tween(spaceShip, {
+ rotation: spaceShip.rotation + Math.PI * 2
+ }, {
+ duration: 5000,
+ easing: tween.linear,
+ onFinish: rotateSpaceShip
+ });
+}
+rotateSpaceShip();
// Add a smooth rotation to the area object in a loop
function rotateArea() {
tween(area, {
rotation: area.rotation + Math.PI * 2