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el codigo no funciona
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haz que al tocar un solarsistem disminuya su tamaño y se reustaure
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aumenenta el radio de aparición de los solarSystem en 50%
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aumenta el radio de los sistemas solares un 50%
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haz que los sistemas solares no puedan estar a mas de 1100 pixeles de distancia de otro
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haz que los sistemas solares puedan aparecer más esparcidos
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haz que los sistem solar no puedan aparecer a menos de 400 pixeles del sistema inicial
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var j = 0; j < solarSystems.length; j++) {' Line Number: 47
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"Ensure solar systems are placed at least 400 pixels apart from each other." Haz que tambien incluya initial sistem solar
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quita la duración de areamoving para que no sea siempre la misma y que en vez su velocidad sea fija
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haz que los sistemas solares nunca aparezcan a menos de 400 pixeles de otro sistema solar
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'areaPunter.x = area.x;' Line Number: 38
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haz que areapunter siempre siga la posición de area
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areapounter position = area position
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'areaPunter.x = area.x;' Line Number: 38
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haz que la posición de area punter sea siempre la misma que area
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Agrega un objeto llamado area punter
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Please fix the bug: 'SolarSystem is not defined' in or related to this line: 'SolarSystem.down = function (x, y, touchedObj) {' Line Number: 165
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haz que puedan aparecer entre 15-20 solarSystem
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haz que area palpite suavemente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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 ****/ game.update = function () { areaPunter.x = area.x; areaPunter.y = area.y; }; var initialSolarSystem = game.addChild(LK.getAsset('initialSolarSystem', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Apply changeSizeOnTouch to the initialSolarSystem object changeSizeOnTouch(initialSolarSystem, 0.9); initialSolarSystem.down = function (x, y, touchedObj) { changeAreaLocation(initialSolarSystem, area); }; // Apply changeAreaLocation to the initialSolarSystem object initialSolarSystem.down = function (x, y, touchedObj) { changeAreaLocation(initialSolarSystem, area); }; // Add multiple solar system objects var solarSystems = []; 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 = game.addChild(LK.getAsset('solarSystem', { anchorX: 0.5, anchorY: 0.5, x: x, y: y })); solarSystems.push(solarSystem); // Apply changeSizeOnTouch to each SolarSystem object changeSizeOnTouch(solarSystem, 0.9); solarSystem.down = function (x, y, touchedObj) { changeAreaLocation(solarSystem, area); }; } // 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) { obj.down = function (x, y, touchedObj) { obj.scaleX = scale; obj.scaleY = scale; }; obj.up = function (x, y, touchedObj) { obj.scaleX = 1; obj.scaleY = 1; }; } // 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 = game.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 = game.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: 1.05, scaleY: 1.05 }, { 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 area.isMoving = true; // Set moving flag var speed = 0.15; // Set a fixed speed for the movement var distance = Math.sqrt(Math.pow(solarSystem.x - area.x, 2) + Math.pow(solarSystem.y - area.y, 2)); 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
@@ -84,12 +84,12 @@
};
}
// 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) {
+function changeSizeOnTouch(obj, scale) {
obj.down = function (x, y, touchedObj) {
- obj.scaleX = 0.5;
- obj.scaleY = 0.5;
+ obj.scaleX = scale;
+ obj.scaleY = scale;
};
obj.up = function (x, y, touchedObj) {
obj.scaleX = 1;
obj.scaleY = 1;