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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
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haz que no se pueda trasladar area de nuevo hasta finalizar el movimiento
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haz que el movimiento de traslado de area sea constante
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haz que la posición de solarSystem sea random
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agrega un giro suave al objeto area en bucle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que sea en bucle
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agrega un giro suave al objeto area ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(rotateArea);' Line Number: 110
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haz que area gire
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agrega una pequeña transpariencia a area
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/****
* 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() * 2048;
y = Math.random() * 2732;
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;
}
}
} 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, scaleFactor) {
obj.down = function (x, y, touchedObj) {
obj.scaleX = scaleFactor;
obj.scaleY = scaleFactor;
// If the object is a SolarSystem, mark it as visited
if (obj === SolarSystem) {
obj.asset = LK.getAsset('visitedSolarSystem', {});
}
};
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 duration = 3500; // Set a constant duration for the movement
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
@@ -46,14 +46,29 @@
};
// 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() * 2048;
+ y = Math.random() * 2732;
+ 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;
+ }
+ }
+ } while (!validPosition);
var solarSystem = game.addChild(LK.getAsset('solarSystem', {
anchorX: 0.5,
anchorY: 0.5,
- x: Math.random() * 2048,
- // Random x position within game width
- y: Math.random() * 2732 // Random y position within game height
+ x: x,
+ y: y
}));
solarSystems.push(solarSystem);
// Apply changeSizeOnTouch to each SolarSystem object
changeSizeOnTouch(solarSystem, 0.9);