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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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haz que el fondo sea un azul oscuro
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haz que la duración sea segun la distancia de pixeles
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Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'tween(area, {' Line Number: 105 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que area tenga un movimiento suave ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que el desplazamiento de area sea lineal
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Fix bug to allow changing the size of solar systems on touch
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arregla el bug que no permite cambiar el tamaño de los solarsystem
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arregla el bug que no cambia de tamaño los solarsystem
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haz que tambien funcione con initialSolarSystem
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crea una función para area para cambiar su ubicación al sistema solar tocado
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Please fix the bug: 'isPlanetInArea is not defined' in or related to this line: 'console.log(isPlanetInArea(SolarSystem, area));' Line Number: 99
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crea una función para area
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Please fix the bug: 'planet.getGlobalBounds is not a function' in or related to this line: 'var planetBounds = planet.getGlobalBounds();' Line Number: 109
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Please fix the bug: 'planet.getBounds is not a function' in or related to this line: 'var planetBounds = planet.getBounds();' Line Number: 109
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000010
});
/****
* Game Code
****/
// Create initial solar system
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 a new solar system object
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
}));
// Apply changeSizeOnTouch to the 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 smooth rotation to the area object in a loop
function rotateArea() {
tween(area, {
rotation: area.rotation + Math.PI * 2
}, {
duration: 20000,
easing: tween.linear,
onFinish: rotateArea
});
}
rotateArea();
// 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) {
var distance = Math.sqrt(Math.pow(solarSystem.x - area.x, 2) + Math.pow(solarSystem.y - area.y, 2));
var duration = distance * 0.7; // Adjust the multiplier as needed for desired speed
tween(area, {
x: solarSystem.x,
y: solarSystem.y
}, {
duration: duration,
easing: tween.easeInOut
});
}
// Apply changeAreaLocation to the SolarSystem object
SolarSystem.down = function (x, y, touchedObj) {
changeAreaLocation(SolarSystem, area);
}; ===================================================================
--- original.js
+++ change.js
@@ -32,10 +32,11 @@
// Add a new solar system object
var SolarSystem = game.addChild(LK.getAsset('solarSystem', {
anchorX: 0.5,
anchorY: 0.5,
- x: 512,
- y: 683
+ x: Math.random() * 2048,
+ // Random x position within game width
+ y: Math.random() * 2732 // Random y position within game height
}));
// Apply changeSizeOnTouch to the SolarSystem object
changeSizeOnTouch(SolarSystem, 0.9);
SolarSystem.down = function (x, y, touchedObj) {
@@ -99,9 +100,9 @@
function rotateArea() {
tween(area, {
rotation: area.rotation + Math.PI * 2
}, {
- duration: 10000,
+ duration: 20000,
easing: tween.linear,
onFinish: rotateArea
});
}