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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 initialSystem
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establece a initial system como Solarsystem0
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cuando puntersystem = -1 que la conexión se haga con initialSystem
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cuando punter regresa a initialSystem por segunda ve no establece su valor a -1
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arregla el bug que no permite hacer más de 2 conexiones con initialSystem
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haz que initialSystem siga funcional despues de la conexión
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haz que al punter estar en initialSolarSystem su valor sea -1 y asi poder permitir futuras conexiones nuevas
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haz que initialSolarSystem siga siendo funcional para otra conexión
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Si ya existe una conextión entre dos sistemás, que no se generen más
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haz que aunque el planeta ya este detectado como visitado aún sea funcional
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haz que la conectión se haga con el sistema que posee el mismo ID que el numero de punterSystem
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cuando punter colisione con un sistema que la variable punterSystem tenga de valor el ID del planeta viajado (si el planeta es el 10 la variable tendra 10)
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haz que previousSystem se actualice al sistema donde se ubica router
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haz que ese texto tenga una posición fija en la pantalla
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agrega ese texto como interfaz
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agrega un text display en la parte superior para punterpreviousSystem
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(punterPreviousSystemText);' Line Number: 86
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crea un display text para punterprevousSystem
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crea una variable numérica llamada "punterPreviousSystem", guarda como valor de esa variable el numero del planeta en el cual se ubica router en el momento
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el error se mantiene
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corrige este error: Cuando de sistem 16 -> 9 secrea una conección, regreso a 16 y voy a 5, pero en vez de conectarse 16 y 5 se conecta 5 y 9. Haz que la coneción sea al sistema anterior
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Please fix the bug: 'ReferenceError: connectVisitedSolarSystems is not defined' in or related to this line: 'connectVisitedSolarSystems();' Line Number: 124
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corrige la logica de conexión para que sea al sistema solar visitado previamente por area
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'solarSystems.forEach(function (solarSystem) {' Line Number: 213
/**** * 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: 1024, y: 1366 }; // Define initialSolarSystem with a default position var punterPreviousSystem = 0; // Variable to store the planet number where the router is located var visitedSolarSystems = []; // Create a text display for punterPreviousSystem var punterPreviousSystemText = new Text2(punterPreviousSystem.toString(), { size: 50, fill: 0xFFFFFF }); punterPreviousSystemText.anchor.set(0.5, 0); // Center the text horizontally at the top LK.gui.top.addChild(punterPreviousSystemText); // Add text to the top of the screen // 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 () { areaPunter.x = area.x; areaPunter.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 () { areaPunter.x = area.x; areaPunter.y = area.y; // Check for collision between areaPunter and each solarSystem solarSystems.forEach(function (solarSystem) { if (areaPunter.intersects(solarSystem)) { punterPreviousSystem = solarSystemList.find(function (system) { return system.solarSystem === solarSystem; }).id; // Update punterSystem with the ID punterPreviousSystemText.setText(punterPreviousSystem.toString()); // Update the text display // 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 visitedSolarSystems.push(solarSystem); // Add to visited list backgroundContainer.connectVisitedSolarSystems(); // Connect visited solar systems by area } }); }; solarSystems.forEach(function (solarSystem) { if (areaPunter.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() * 3072; y = Math.random() * 4098; 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 }); // Store solar system with an ID // Create a text display for the solar system number var solarSystemNumber = new Text2((i + 1).toString(), { size: 50, fill: 0xFFFFFF }); solarSystemNumber.anchor.set(0.5, 1); // Center the text horizontally above the solar system solarSystemNumber.x = solarSystem.x; solarSystemNumber.y = solarSystem.y - solarSystem.height / 2 - 10; // Position above the solar system midgroundContainer.addChild(solarSystemNumber); // 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 areaPunter = backgroundContainer.addChild(LK.getAsset('areaPunter', { 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 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
@@ -68,8 +68,12 @@
/****
* Game Code
****/
+var initialSolarSystem = {
+ x: 1024,
+ y: 1366
+}; // Define initialSolarSystem with a default position
var punterPreviousSystem = 0; // Variable to store the planet number where the router is located
var visitedSolarSystems = [];
// Create a text display for punterPreviousSystem
var punterPreviousSystemText = new Text2(punterPreviousSystem.toString(), {