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add some power ups ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add more assets
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fix the lag
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make it smooth @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make it smooth ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add more level
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add more time
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make the assets more big ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make it harder
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make the map bigger
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make the assets across around the map ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the time 20 second
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make the map more fancy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the assets more smooth ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make it harder
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not working
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dimension not working
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game not working
Code edit (1 edits merged)
Please save this source code
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Quantum Paradox
Initial prompt
impres me
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BackgroundStar = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.twinkleSpeed = 0.02 + Math.random() * 0.03;
self.twinkleOffset = Math.random() * Math.PI * 2;
self.baseAlpha = 0.3 + Math.random() * 0.7;
self.update = function () {
// Direct property updates instead of creating tweens every frame
var twinkle = Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.3 + 0.7;
self.alpha = self.baseAlpha * twinkle;
// Direct position updates for smooth movement
self.x += Math.sin(LK.ticks * 0.01 + self.twinkleOffset) * 0.02;
self.y += Math.cos(LK.ticks * 0.008 + self.twinkleOffset) * 0.015;
};
return self;
});
var InterferenceField = Container.expand(function () {
var self = Container.call(this);
var fieldGraphics = self.attachAsset('interferenceField', {
anchorX: 0.5,
anchorY: 0.5
});
self.dimension = 0;
self.pulseDirection = 1;
self.setDimension = function (dim) {
self.dimension = dim;
self.alpha = 0.8;
};
self.update = function () {
// Direct rotation update
fieldGraphics.rotation += 0.015;
// Direct alpha updates instead of creating tweens every frame
if (self.dimension === currentDimension) {
self.alpha = 0.7 + Math.sin(LK.ticks * 0.05) * 0.3;
} else {
self.alpha = 0.2;
}
// Direct position updates for moving fields
if (self.moveDirection !== undefined) {
self.x += self.moveDirection * 4;
if (self.x <= self.minX || self.x >= self.maxX) {
self.moveDirection *= -1;
}
}
};
return self;
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.dimension = 0;
self.originalPosition = {
x: 0,
y: 0
};
self.isBeingDragged = false;
self.isCollected = false;
self.entangledWith = null;
self.setDimension = function (dim) {
self.dimension = dim;
self.alpha = 1.0;
};
self.startDrag = function () {
self.isBeingDragged = true;
tween(particleGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200
});
};
self.stopDrag = function () {
self.isBeingDragged = false;
tween(particleGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
};
self.collect = function () {
self.isCollected = true;
// Enhanced collection animation with bounce effect
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
self.visible = false;
}
});
}
});
};
self.update = function () {
if (self.isCollected) return;
// Initialize collision tracking
if (self.lastCoreIntersecting === undefined) {
self.lastCoreIntersecting = false;
}
// Check collision with quantum core - only trigger on first contact
var currentCoreIntersecting = self.dimension === currentDimension && quantumCore && self.intersects(quantumCore);
if (!self.lastCoreIntersecting && currentCoreIntersecting) {
self.collect();
LK.getSound('collectSound').play();
particlesCollected++;
checkWinCondition();
}
self.lastCoreIntersecting = currentCoreIntersecting;
// Check collision with interference fields
for (var i = 0; i < interferenceFields.length; i++) {
var field = interferenceFields[i];
if (field.dimension === self.dimension && self.intersects(field)) {
resetLevel();
return;
}
}
// Handle entanglement
if (self.entangledWith && !self.isBeingDragged && self.entangledWith.isBeingDragged) {
self.x = self.entangledWith.x + 150;
self.y = self.entangledWith.y;
}
};
self.down = function (x, y, obj) {
// Drag handling is now managed by game.down event handler
};
return self;
});
var Portal = Container.expand(function () {
var self = Container.call(this);
var portalGraphics = self.attachAsset('portal', {
anchorX: 0.5,
anchorY: 0.5
});
self.dimension = 0;
self.targetDimension = 1;
self.setDimension = function (dim) {
self.dimension = dim;
self.alpha = 1.0;
};
self.update = function () {
// Direct rotation update
portalGraphics.rotation += 0.02;
// Check if particles are transported through portal
for (var i = 0; i < particles.length; i++) {
var particle = particles[i];
if (particle.dimension === self.dimension && self.intersects(particle) && !particle.isBeingDragged) {
particle.setDimension(self.targetDimension);
LK.getSound('portalSound').play();
LK.effects.flashObject(self, 0xffffff, 300);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
var currentDimension = 0;
var totalDimensions = 2;
var particles = [];
var portals = [];
var interferenceFields = [];
var quantumCore;
var draggedParticle = null;
var dragOffset = {
x: 0,
y: 0
};
var particlesCollected = 0;
var totalParticles = 0;
var level = 1;
var timeLimit = 25000; // 25 seconds in milliseconds
var timeRemaining = timeLimit;
var timerActive = false;
var dimensionSwitches = 0;
var maxDimensionSwitches = 5;
var backgroundStars = [];
// UI Elements
var dimensionText = new Text2('Dimension: 0', {
size: 60,
fill: 0xFFFFFF
});
dimensionText.anchor.set(0.5, 0);
LK.gui.top.addChild(dimensionText);
var levelText = new Text2('Level: 1', {
size: 50,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
levelText.y = 100;
LK.gui.top.addChild(levelText);
var instructionText = new Text2('Tap to switch dimensions', {
size: 40,
fill: 0xCCCCCC
});
instructionText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(instructionText);
var timerText = new Text2('Time: 25s', {
size: 50,
fill: 0xFFFFFF
});
timerText.anchor.set(0.5, 0);
timerText.y = 160;
LK.gui.top.addChild(timerText);
// Create dimension indicators
var dimensionIndicators = [];
for (var d = 0; d < totalDimensions; d++) {
var indicator = LK.getAsset('dimensionIndicator', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024 + d * 60,
y: 150
});
dimensionIndicators.push(indicator);
LK.gui.addChild(indicator);
}
function initializeLevel() {
// Clear existing elements
for (var i = 0; i < particles.length; i++) {
particles[i].destroy();
}
for (var i = 0; i < portals.length; i++) {
portals[i].destroy();
}
for (var i = 0; i < interferenceFields.length; i++) {
interferenceFields[i].destroy();
}
for (var i = 0; i < backgroundStars.length; i++) {
backgroundStars[i].destroy();
}
backgroundStars = [];
particles = [];
portals = [];
interferenceFields = [];
particlesCollected = 0;
currentDimension = 0;
// Reset and start timer
timeRemaining = Math.max(8000, timeLimit - (level - 1) * 1500); // More aggressive time reduction
timerActive = true;
dimensionSwitches = 0;
maxDimensionSwitches = Math.max(1, 6 - level); // Fewer switches allowed at higher levels, minimum 1
// Create quantum core
if (quantumCore) {
quantumCore.destroy();
}
quantumCore = game.addChild(LK.getAsset('quantumCore', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 800
}));
// Create background star field
var numStars = 80 + level * 15;
for (var i = 0; i < numStars; i++) {
var star = game.addChild(new BackgroundStar());
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
star.scaleX = 0.5 + Math.random() * 1.5;
star.scaleY = star.scaleX;
backgroundStars.push(star);
}
// Create orbital particles around quantum core
for (var i = 0; i < 8; i++) {
var orbitalStar = game.addChild(new BackgroundStar());
var angle = i / 8 * Math.PI * 2;
var radius = 200 + Math.random() * 100;
orbitalStar.x = quantumCore.x + Math.cos(angle) * radius;
orbitalStar.y = quantumCore.y + Math.sin(angle) * radius;
orbitalStar.scaleX = 1.5;
orbitalStar.scaleY = 1.5;
orbitalStar.orbitalAngle = angle;
orbitalStar.orbitalRadius = radius;
orbitalStar.orbitalSpeed = 0.01 + Math.random() * 0.02;
backgroundStars.push(orbitalStar);
}
// Level 1 setup
if (level === 1) {
// Simple particles in different dimensions
var particle1 = game.addChild(new Particle());
particle1.x = 300;
particle1.y = 1600;
particle1.setDimension(0);
particle1.lastCoreIntersecting = false;
particles.push(particle1);
var particle2 = game.addChild(new Particle());
particle2.x = 1700;
particle2.y = 1600;
particle2.setDimension(1);
particle2.lastCoreIntersecting = false;
particles.push(particle2);
// Portal to connect dimensions
var portal1 = game.addChild(new Portal());
portal1.x = 1024;
portal1.y = 1600;
portal1.dimension = 0;
portal1.targetDimension = 1;
portal1.setDimension(0);
portals.push(portal1);
totalParticles = 2;
} else {
// Progressive levels with more complexity
var numParticles = Math.min(level + 1, 4);
var numFields = Math.min(level, 5); // More interference fields
for (var i = 0; i < numParticles; i++) {
var particle = game.addChild(new Particle());
particle.x = 200 + i * 400;
particle.y = 1800 + i % 2 * 400;
particle.setDimension(i % totalDimensions);
particle.lastCoreIntersecting = false;
particles.push(particle);
}
// Create entangled pairs for higher levels
if (level >= 3 && particles.length >= 2) {
particles[0].entangledWith = particles[1];
particles[1].entangledWith = particles[0];
}
// Create portals
for (var i = 0; i < 2; i++) {
var portal = game.addChild(new Portal());
portal.x = 400 + i * 1200;
portal.y = 1200;
portal.dimension = i;
portal.targetDimension = (i + 1) % totalDimensions;
portal.setDimension(i);
portals.push(portal);
}
// Create interference fields
for (var i = 0; i < numFields; i++) {
var field = game.addChild(new InterferenceField());
field.x = 300 + i * 600;
field.y = 1000 + i % 2 * 400;
field.setDimension(i % totalDimensions);
// Add movement to interference fields for higher levels
if (level >= 2) {
field.moveDirection = i % 2 === 0 ? 1 : -1;
field.minX = 100;
field.maxX = 1948;
}
interferenceFields.push(field);
}
// Add additional moving barriers for higher levels
if (level >= 2) {
var movingField = game.addChild(new InterferenceField());
movingField.x = 1024;
movingField.y = 1400;
movingField.setDimension(0);
movingField.moveDirection = 1;
movingField.minX = 200;
movingField.maxX = 1848;
interferenceFields.push(movingField);
}
// Add second moving barrier for level 3+
if (level >= 3) {
var movingField2 = game.addChild(new InterferenceField());
movingField2.x = 500;
movingField2.y = 2000;
movingField2.setDimension(1);
movingField2.moveDirection = -1;
movingField2.minX = 100;
movingField2.maxX = 1948;
interferenceFields.push(movingField2);
}
// Add third moving barrier for level 4+
if (level >= 4) {
var movingField3 = game.addChild(new InterferenceField());
movingField3.x = 1500;
movingField3.y = 1600;
movingField3.setDimension(0);
movingField3.moveDirection = 1;
movingField3.minX = 300;
movingField3.maxX = 1700;
interferenceFields.push(movingField3);
}
// Add fourth moving barrier for level 5+
if (level >= 5) {
var movingField4 = game.addChild(new InterferenceField());
movingField4.x = 800;
movingField4.y = 1800;
movingField4.setDimension(1);
movingField4.moveDirection = -1;
movingField4.minX = 200;
movingField4.maxX = 1800;
interferenceFields.push(movingField4);
}
// Advanced levels 6-10 with additional challenges
if (level >= 6) {
// Add more particles for higher levels
var extraParticles = Math.min(level - 5, 3);
for (var j = 0; j < extraParticles; j++) {
var extraParticle = game.addChild(new Particle());
extraParticle.x = 400 + j * 300;
extraParticle.y = 2200 + j % 2 * 200;
extraParticle.setDimension(j % totalDimensions);
extraParticle.lastCoreIntersecting = false;
particles.push(extraParticle);
}
totalParticles += extraParticles;
// Add additional moving barriers
var numExtraFields = Math.min(level - 5, 4);
for (var k = 0; k < numExtraFields; k++) {
var extraField = game.addChild(new InterferenceField());
extraField.x = 200 + k * 400;
extraField.y = 1300 + k % 2 * 300;
extraField.setDimension(k % totalDimensions);
extraField.moveDirection = k % 2 === 0 ? 1 : -1;
extraField.minX = 100;
extraField.maxX = 1948;
interferenceFields.push(extraField);
}
}
// Level 8+ gets faster moving barriers
if (level >= 8) {
for (var m = 0; m < interferenceFields.length; m++) {
if (interferenceFields[m].moveDirection !== undefined) {
// Increase speed for level 8+
var originalUpdate = interferenceFields[m].update;
interferenceFields[m].update = function () {
// Handle dimension visibility
if (this.dimension === currentDimension) {
this.alpha += this.pulseDirection * 0.02;
if (this.alpha > 1.0) {
this.alpha = 1.0;
this.pulseDirection = -1;
} else if (this.alpha < 0.3) {
this.alpha = 0.3;
this.pulseDirection = 1;
}
} else {
this.alpha = 0.2;
}
// Faster moving interference fields for level 8+
if (this.moveDirection !== undefined) {
this.x += this.moveDirection * 6; // Increased speed from 4 to 6
if (this.x <= this.minX || this.x >= this.maxX) {
this.moveDirection *= -1;
}
}
};
}
}
}
// Level 10 gets entangled triplets
if (level >= 10 && particles.length >= 3) {
particles[0].entangledWith = particles[1];
particles[1].entangledWith = particles[2];
particles[2].entangledWith = particles[0];
}
totalParticles = numParticles;
}
updateDimensionDisplay();
levelText.setText('Level: ' + level);
}
function updateDimensionDisplay() {
dimensionText.setText('Dimension: ' + currentDimension);
instructionText.setText('Switches: ' + dimensionSwitches + '/' + maxDimensionSwitches);
for (var i = 0; i < dimensionIndicators.length; i++) {
var indicator = dimensionIndicators[i];
tween(indicator, {
alpha: i === currentDimension ? 1.0 : 0.3,
scaleX: i === currentDimension ? 1.5 : 1.0,
scaleY: i === currentDimension ? 1.5 : 1.0
}, {
duration: 300,
easing: tween.easeOut
});
}
// Update all objects for dimension visibility
for (var i = 0; i < particles.length; i++) {
tween(particles[i], {
alpha: particles[i].dimension === currentDimension ? 1.0 : 0.3
}, {
duration: 250,
easing: tween.easeInOut
});
}
for (var i = 0; i < portals.length; i++) {
tween(portals[i], {
alpha: portals[i].dimension === currentDimension ? 1.0 : 0.2
}, {
duration: 250,
easing: tween.easeInOut
});
}
for (var i = 0; i < interferenceFields.length; i++) {
tween(interferenceFields[i], {
alpha: interferenceFields[i].dimension === currentDimension ? 0.8 : 0.2
}, {
duration: 250,
easing: tween.easeInOut
});
}
}
function switchDimension() {
if (dimensionSwitches >= maxDimensionSwitches) {
LK.effects.flashScreen(0xFF0000, 200);
return; // No more switches allowed
}
dimensionSwitches++;
timeRemaining -= 2000; // Penalty: lose 2 seconds per switch
currentDimension = (currentDimension + 1) % totalDimensions;
updateDimensionDisplay();
LK.getSound('dimensionShift').play();
LK.effects.flashScreen(0x440088, 200);
}
function checkWinCondition() {
if (particlesCollected >= totalParticles) {
timerActive = false; // Stop timer when level complete
level++;
LK.setTimeout(function () {
if (level > 10) {
LK.showYouWin();
} else {
initializeLevel();
}
}, 1000);
}
}
function resetLevel() {
LK.effects.flashScreen(0xff0000, 500);
LK.setTimeout(function () {
initializeLevel();
}, 600);
}
// Event handlers
game.down = function (x, y, obj) {
var hitParticle = false;
for (var i = 0; i < particles.length; i++) {
var particle = particles[i];
if (particle.dimension === currentDimension && !particle.isCollected) {
var dx = x - particle.x;
var dy = y - particle.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 80) {
draggedParticle = particle;
particle.startDrag();
dragOffset.x = x - particle.x;
dragOffset.y = y - particle.y;
hitParticle = true;
break;
}
}
}
if (!hitParticle) {
switchDimension();
}
};
game.move = function (x, y, obj) {
if (draggedParticle && !draggedParticle.isCollected) {
var targetX = x - dragOffset.x;
var targetY = y - dragOffset.y;
// Keep particle within bounds
targetX = Math.max(80, Math.min(1968, targetX));
targetY = Math.max(80, Math.min(2652, targetY));
// Direct position update for responsive dragging
draggedParticle.x = targetX;
draggedParticle.y = targetY;
// Reduce trail effect frequency to improve performance
if (LK.ticks % 10 === 0) {
var trailStar = game.addChild(new BackgroundStar());
trailStar.x = draggedParticle.x + (Math.random() - 0.5) * 20;
trailStar.y = draggedParticle.y + (Math.random() - 0.5) * 20;
trailStar.scaleX = 0.8;
trailStar.scaleY = 0.8;
trailStar.alpha = 0.8;
// Fade out trail particle
tween(trailStar, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
trailStar.destroy();
}
});
}
// Handle entangled particle movement with direct updates
if (draggedParticle.entangledWith) {
draggedParticle.entangledWith.x = targetX + 150;
draggedParticle.entangledWith.y = targetY;
}
}
};
game.up = function (x, y, obj) {
if (draggedParticle) {
draggedParticle.stopDrag();
draggedParticle = null;
}
};
game.update = function () {
// Handle timer countdown
if (timerActive) {
timeRemaining -= 16.67; // Approximately 1/60th second
if (timeRemaining <= 0) {
resetLevel();
return;
}
var seconds = Math.ceil(timeRemaining / 1000);
timerText.setText('Time: ' + seconds + 's');
// Smooth color transitions when time is running out
if (seconds <= 5) {
tween(timerText, {
tint: 0xFF0000
}, {
duration: 200,
easing: tween.easeOut
});
} else if (seconds <= 10) {
tween(timerText, {
tint: 0xFFFF00
}, {
duration: 200,
easing: tween.easeOut
});
} else {
tween(timerText, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeOut
});
}
}
// Animate quantum core with direct property updates
if (quantumCore) {
// Direct rotation update
quantumCore.rotation += 0.02;
// Direct pulsing animation
var pulse = Math.sin(LK.ticks * 0.08) * 0.15 + 1.0;
quantumCore.scaleX = pulse;
quantumCore.scaleY = pulse;
// Reduced frequency color cycling
if (LK.ticks % 60 === 0) {
var colorPhase = LK.ticks * 0.015;
var r = Math.sin(colorPhase) * 0.4 + 0.6;
var g = Math.sin(colorPhase + 2) * 0.4 + 0.6;
var b = Math.sin(colorPhase + 4) * 0.4 + 0.6;
var color = Math.floor(r * 255) << 16 | Math.floor(g * 255) << 8 | Math.floor(b * 255);
quantumCore.tint = color;
}
}
// Update all particles
for (var i = 0; i < particles.length; i++) {
if (particles[i].update) {
particles[i].update();
}
}
// Update all portals
for (var i = 0; i < portals.length; i++) {
if (portals[i].update) {
portals[i].update();
}
}
// Update all interference fields
for (var i = 0; i < interferenceFields.length; i++) {
if (interferenceFields[i].update) {
interferenceFields[i].update();
}
}
// Update background stars
for (var i = 0; i < backgroundStars.length; i++) {
var star = backgroundStars[i];
if (star.update) {
star.update();
}
// Handle orbital motion for core particles
if (star.orbitalAngle !== undefined && quantumCore) {
star.orbitalAngle += star.orbitalSpeed;
star.x = quantumCore.x + Math.cos(star.orbitalAngle) * star.orbitalRadius;
star.y = quantumCore.y + Math.sin(star.orbitalAngle) * star.orbitalRadius;
}
}
};
// Initialize first level
initializeLevel(); ===================================================================
--- original.js
+++ change.js
@@ -15,28 +15,14 @@
self.twinkleSpeed = 0.02 + Math.random() * 0.03;
self.twinkleOffset = Math.random() * Math.PI * 2;
self.baseAlpha = 0.3 + Math.random() * 0.7;
self.update = function () {
- // Smooth twinkling effect
+ // Direct property updates instead of creating tweens every frame
var twinkle = Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.3 + 0.7;
- var targetAlpha = self.baseAlpha * twinkle;
- // Smooth alpha transition
- tween(self, {
- alpha: targetAlpha
- }, {
- duration: 100,
- easing: tween.easeInOut
- });
- // Smoother drift movement
- var driftX = Math.sin(LK.ticks * 0.01 + self.twinkleOffset) * 0.2;
- var driftY = Math.cos(LK.ticks * 0.008 + self.twinkleOffset) * 0.15;
- tween(self, {
- x: self.x + driftX,
- y: self.y + driftY
- }, {
- duration: 50,
- easing: tween.linear
- });
+ self.alpha = self.baseAlpha * twinkle;
+ // Direct position updates for smooth movement
+ self.x += Math.sin(LK.ticks * 0.01 + self.twinkleOffset) * 0.02;
+ self.y += Math.cos(LK.ticks * 0.008 + self.twinkleOffset) * 0.015;
};
return self;
});
var InterferenceField = Container.expand(function () {
@@ -51,42 +37,22 @@
self.dimension = dim;
self.alpha = 0.8;
};
self.update = function () {
- // Smooth continuous rotation
+ // Direct rotation update
fieldGraphics.rotation += 0.015;
- // Handle dimension visibility with smooth transitions
+ // Direct alpha updates instead of creating tweens every frame
if (self.dimension === currentDimension) {
- // Smooth pulsing animation using tween
- var targetAlpha = 0.7 + Math.sin(LK.ticks * 0.05) * 0.3;
- tween(self, {
- alpha: targetAlpha
- }, {
- duration: 100,
- easing: tween.easeInOut
- });
+ self.alpha = 0.7 + Math.sin(LK.ticks * 0.05) * 0.3;
} else {
- tween(self, {
- alpha: 0.2
- }, {
- duration: 200,
- easing: tween.easeOut
- });
+ self.alpha = 0.2;
}
- // Moving interference fields with smoother movement
+ // Direct position updates for moving fields
if (self.moveDirection !== undefined) {
- var targetX = self.x + self.moveDirection * 4;
- if (targetX <= self.minX || targetX >= self.maxX) {
+ self.x += self.moveDirection * 4;
+ if (self.x <= self.minX || self.x >= self.maxX) {
self.moveDirection *= -1;
- targetX = self.x + self.moveDirection * 4;
}
- // Smooth movement transition
- tween(self, {
- x: targetX
- }, {
- duration: 50,
- easing: tween.linear
- });
}
};
return self;
});
@@ -196,9 +162,9 @@
self.dimension = dim;
self.alpha = 1.0;
};
self.update = function () {
- // Smooth continuous rotation
+ // Direct rotation update
portalGraphics.rotation += 0.02;
// Check if particles are transported through portal
for (var i = 0; i < particles.length; i++) {
var particle = particles[i];
@@ -617,18 +583,13 @@
var targetY = y - dragOffset.y;
// Keep particle within bounds
targetX = Math.max(80, Math.min(1968, targetX));
targetY = Math.max(80, Math.min(2652, targetY));
- // Smooth movement with tween
- tween(draggedParticle, {
- x: targetX,
- y: targetY
- }, {
- duration: 50,
- easing: tween.easeOut
- });
- // Create trail effect
- if (LK.ticks % 3 === 0) {
+ // Direct position update for responsive dragging
+ draggedParticle.x = targetX;
+ draggedParticle.y = targetY;
+ // Reduce trail effect frequency to improve performance
+ if (LK.ticks % 10 === 0) {
var trailStar = game.addChild(new BackgroundStar());
trailStar.x = draggedParticle.x + (Math.random() - 0.5) * 20;
trailStar.y = draggedParticle.y + (Math.random() - 0.5) * 20;
trailStar.scaleX = 0.8;
@@ -646,17 +607,12 @@
trailStar.destroy();
}
});
}
- // Handle entangled particle movement
+ // Handle entangled particle movement with direct updates
if (draggedParticle.entangledWith) {
- tween(draggedParticle.entangledWith, {
- x: targetX + 150,
- y: targetY
- }, {
- duration: 80,
- easing: tween.easeOut
- });
+ draggedParticle.entangledWith.x = targetX + 150;
+ draggedParticle.entangledWith.y = targetY;
}
}
};
game.up = function (x, y, obj) {
@@ -698,39 +654,24 @@
easing: tween.easeOut
});
}
}
- // Animate quantum core
+ // Animate quantum core with direct property updates
if (quantumCore) {
- // Smooth continuous rotation
- tween(quantumCore, {
- rotation: quantumCore.rotation + 0.02
- }, {
- duration: 33,
- easing: tween.linear
- });
- // Smooth pulsing animation
+ // Direct rotation update
+ quantumCore.rotation += 0.02;
+ // Direct pulsing animation
var pulse = Math.sin(LK.ticks * 0.08) * 0.15 + 1.0;
- tween(quantumCore, {
- scaleX: pulse,
- scaleY: pulse
- }, {
- duration: 150,
- easing: tween.easeInOut
- });
- // Add smooth color cycling effect
- if (LK.ticks % 8 === 0) {
+ quantumCore.scaleX = pulse;
+ quantumCore.scaleY = pulse;
+ // Reduced frequency color cycling
+ if (LK.ticks % 60 === 0) {
var colorPhase = LK.ticks * 0.015;
var r = Math.sin(colorPhase) * 0.4 + 0.6;
var g = Math.sin(colorPhase + 2) * 0.4 + 0.6;
var b = Math.sin(colorPhase + 4) * 0.4 + 0.6;
var color = Math.floor(r * 255) << 16 | Math.floor(g * 255) << 8 | Math.floor(b * 255);
- tween(quantumCore, {
- tint: color
- }, {
- duration: 400,
- easing: tween.easeInOut
- });
+ quantumCore.tint = color;
}
}
// Update all particles
for (var i = 0; i < particles.length; i++) {