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добавь эффект звезд между орбитами
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добавь на задний фон эффект звезд летящих в экран
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добавь разнообразные объекты на орбиты
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исправь отображение орбит
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сделай - игрок всегда смотрит в центр экрана
Code edit (1 edits merged)
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'var newOrbitRadius = orbitRadii[0];' Line Number: 34
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сделай "из центра с каждым прыжком появляется новая орбита сдвигая предыдущую наружу"
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after a player jump, the player should then continue circling at that orbit's distance from center.
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make sure player stays on topmost zindex after each new orbit is created.
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добавь: после прыжка орбита становиться на место предыдущей
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добавь: After the ship jumps to the next orbit, the orbit it was previously on becomes the position for the next orbit in the sequence. This means that the orbits are effectively rotating or shifting positions each time the ship makes a jump. The orbit that the ship jumps to takes the place of the orbit it just left, maintaining a consistent pattern of orbits for the ship to jump to. This creates a cyclical movement pattern where each orbit becomes the next one in the sequence after the ship jumps.
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измени очередность орбит
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добавь механику: after a player jump, the player should then continue circling at that orbit's distance from center.
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добавь механику: при нажатии на экран игрок перепрыгивает на следующую орбиту
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On tap, make player jump to the next orbit.
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Fix Bug: 'Uncaught TypeError: LK.Shape is not a constructor' in or related to this line: 'var orbitGraphics = new LK.Shape('ellipse', {' Line Number: 37
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Fix Bug: 'Uncaught TypeError: LK.Shape is not a constructor' in or related to this line: 'var orbitGraphics = new LK.Shape('ellipse', {' Line Number: 37
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добавь условные орбиты. орбиты появляются из центра. временно обозначь орбиты в виде окружностей.
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сделай игрок всегда смотрит в центр
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сделай игрок всегда двигается по кругу
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добавь игрока. игрок это корабль. постоянно движется по кругу радиусом 800 пикселей
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удали весь код
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уменьши радиус полета коробля
/**** * Classes ****/ // Create a Ship class by extending Container. var Ship = Container.expand(function () { var self = Container.call(this); // Attach ship asset var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); // Set ship's orbit radius and angle self.radius = 800; self.angle = 0; // Update ship's position based on its angle in the orbit self.update = function () { self.angle += 0.01; // Increment angle to move the ship along the orbit self.x = 2048 / 2 + self.radius * Math.cos(self.angle); self.y = 2732 / 2 + self.radius * Math.sin(self.angle); // Calculate the rotation to always face the center var dx = 2048 / 2 - self.x; var dy = 2732 / 2 - self.y; self.rotation = Math.atan2(dy, dx) + Math.PI / 2; }; // Method to jump to the next orbit self.jumpToNextOrbit = function (orbits, orbitRadii) { // Create a new orbit in the center var newOrbitRadius = orbitRadii[0]; var newOrbit = game.addChild(new Orbit(newOrbitRadius)); orbits.unshift(newOrbit); // Push existing orbits outward for (var i = 1; i < orbits.length; i++) { orbits[i].radius += newOrbitRadius; orbits[i].updateGraphics(); } // Remove the outermost orbit if necessary if (orbits.length > orbitRadii.length) { var removedOrbit = orbits.pop(); removedOrbit.destroy(); } // Set the ship's orbit to the new innermost orbit self.radius = newOrbitRadius; // Move the player ship to the top of the display list game.addChild(self); }; }); // Create an Orbit class by extending Container. var Orbit = Container.expand(function (radius) { var self = Container.call(this); // Set orbit's radius self.radius = radius; // Create a circle graphic to represent the orbit var orbitGraphics = self.attachAsset('ellipse', { width: self.radius * 2, height: self.radius * 2, color: 0xFFFFFF, anchorX: 0.5, anchorY: 0.5 }); orbitGraphics.alpha = 0.5; // Position the orbit in the center self.x = 2048 / 2; self.y = 2732 / 2; // Method to update the orbit graphics based on the new radius self.updateGraphics = function () { var orbitGraphics = self.attachAsset('ellipse', { width: self.radius * 2, height: self.radius * 2, color: 0xFFFFFF, anchorX: 0.5, anchorY: 0.5 }); orbitGraphics.alpha = 0.5; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize orbits var orbits = []; var orbitRadii = [800, 600, 400, 200]; // Radii for the orbits with changed order orbitRadii.forEach(function (radius) { var orbit = game.addChild(new Orbit(radius)); orbits.push(orbit); }); // Initialize the player's ship var playerShip = game.addChild(new Ship()); // Ask LK engine to update the ship's position every game tick. LK.on('tick', function () { playerShip.update(); }); // Global tap event listener to make the ship jump to the next orbit game.on('down', function (obj) { playerShip.jumpToNextOrbit(orbitRadii); });
===================================================================
--- original.js
+++ change.js
@@ -22,18 +22,25 @@
var dy = 2732 / 2 - self.y;
self.rotation = Math.atan2(dy, dx) + Math.PI / 2;
};
// Method to jump to the next orbit
- self.jumpToNextOrbit = function (orbits) {
- var currentIndex = orbits.indexOf(self.radius);
- if (currentIndex !== -1 && currentIndex < orbits.length - 1) {
- self.radius = orbits[currentIndex + 1];
- } else if (currentIndex === orbits.length - 1) {
- self.radius = orbits[0]; // Jump back to the first orbit if on the last orbit
+ self.jumpToNextOrbit = function (orbits, orbitRadii) {
+ // Create a new orbit in the center
+ var newOrbitRadius = orbitRadii[0];
+ var newOrbit = game.addChild(new Orbit(newOrbitRadius));
+ orbits.unshift(newOrbit);
+ // Push existing orbits outward
+ for (var i = 1; i < orbits.length; i++) {
+ orbits[i].radius += newOrbitRadius;
+ orbits[i].updateGraphics();
}
- // Update the ship's position to the new orbit immediately
- // After changing the orbit, we don't need to reposition the ship immediately
- // as the update method will handle the new position based on the new radius
+ // Remove the outermost orbit if necessary
+ if (orbits.length > orbitRadii.length) {
+ var removedOrbit = orbits.pop();
+ removedOrbit.destroy();
+ }
+ // Set the ship's orbit to the new innermost orbit
+ self.radius = newOrbitRadius;
// Move the player ship to the top of the display list
game.addChild(self);
};
});
@@ -53,8 +60,19 @@
orbitGraphics.alpha = 0.5;
// Position the orbit in the center
self.x = 2048 / 2;
self.y = 2732 / 2;
+ // Method to update the orbit graphics based on the new radius
+ self.updateGraphics = function () {
+ var orbitGraphics = self.attachAsset('ellipse', {
+ width: self.radius * 2,
+ height: self.radius * 2,
+ color: 0xFFFFFF,
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ orbitGraphics.alpha = 0.5;
+ };
});
/****
* Initialize Game
астероид. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Контейнер с энергией. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
черный круг с белыми точками. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.