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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 ****/ /**** TODO: * Maybe player should change orbit direction (and/or speed) with the orbit he jumps into? * Make sure orbits don't have too many obstacles. * Maybe skip player and obstacle updating while scaling? * Current min and max speeds of obstacles should be closer to each other. * Maybe background should tint with an offset on the colorwheel? * Rotate orbits with obstacles statically distributed on them instead of calculating obstacle positions (for performance). * Would also be cool to be able to jump in AND out of orbits, but hard to implement. Or maybe just tap on the orbit to go to? ****/ // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 900; self.angle = 0; self.jump = function () { currentOrbitIndex++; var targetOrbit = orbits[currentOrbitIndex]; self.angle = Math.atan2(self.y - 2732 / 2, self.x - 2048 / 2); if (targetOrbit) { //self.radius = (targetOrbit.width - 100) / 2; self.radius = targetOrbit.width / 2; //console.log('self.radius after setting it to targetOrbits: ' + self.radius); } else { self.radius = 0; // Fallback radius if targetOrbit is not defined } self.x = 2048 / 2 + self.radius * Math.cos(self.angle); self.y = 2732 / 2 + self.radius * Math.sin(self.angle); //self.scale.x = 0.70; //self.scale.y = 0.70; self.width = 70; self.height = self.width; scaling = true; LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); /* var orbit = game.addChild(new Orbit()); orbit.positionOrbit(4); orbits.push(orbit); // Move player to the topmost z-index game.setChildIndex(player, game.children.length - 1); */ }; self.update = function () { var centerX = 2048 / 2; var centerY = 2732 / 2; self.angleSpeed = 0.01; self.angle = (self.angle || 0) + self.angleSpeed; self.x = centerX + self.radius * Math.cos(self.angle); self.y = centerY + self.radius * Math.sin(self.angle); var angleToCenter = Math.atan2(centerY - self.y, centerX - self.x) + Math.PI / 2; self.rotation = angleToCenter; }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); //self.angleSpeed = 0.01; self.orbitSpeed = -0.01; self.move = function () { // Obstacle move logic //var angleSpeed = -0.01 * self.parent.direction; //self.orbitSpeed; //self.radius = self.parent.width / 2 - self.width / 2; self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width); self.angle = (self.angle || 0) + self.orbitSpeed; self.angle %= Math.PI * 2; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); }; }); // Powerup class var Powerup1 = Container.expand(function () { var self = Container.call(this); var powerup1Graphics = self.attachAsset('powerup1', { anchorX: 0.5, anchorY: 0.5 }); //self.angleSpeed = 0.01; self.orbitSpeed = 0.075; self.move = function () { self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 10; self.angle = (self.angle || 0) + self.orbitSpeed; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); }; }); // Orbit class var Orbit = Container.expand(function () { var self = Container.call(this); var orbitGraphics = self.attachAsset('orbit1', { anchorX: 0.5, anchorY: 0.5, //tint: Math.floor(Math.random() * 16777215) tint: rainbowColors[orbitsCreated % rainbowColors.length] }); orbitsCreated++; orbitGraphics.alpha = 0.5; self.direction = Math.random() < 0.5 ? 1 : -1; self.positionOrbit = function (i) { self.x = 2048 / 2; self.y = 2732 / 2; this.width = 1900 - i * 500; this.height = 1900 - i * 500; if (i !== 0) { this.numBarriers = 1 + Math.floor(Math.random() * (i + currentOrbitIndex)); if (this.numBarriers > 12) { this.numBarriers = 12; } // Add powerup to some orbits if (orbitsCreated % 17 == 0) { this.numBarriers = 0; self.addPowerup(0); } //self.barrierSpeed = Math.random() * currentOrbitIndex + 1 / 20; self.barrierSpeed = 0.01 + Math.random() * 0.015 * self.direction; for (var j = 0; j < this.numBarriers; j++) { self.addBarrier(self.barrierSpeed, j); //console.log('adding barrier: ', j); } } }; var orbitGraphicsMask = self.attachAsset('blackSphere', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000 //tint: rainbowColors[(orbitsCreated + 1) % rainbowColors.length] }); //orbitGraphicsMask.alpha = 0.1; orbitGraphicsMask.width = self.width - 200; orbitGraphicsMask.height = self.height - 200; self.addBarrier = function (speed, index) { var barrier = new Obstacle(); barrier.orbitSpeed = speed; //barrier.angle = index * (Math.PI * 2 / 20); barrier.angle = Math.random() * (Math.PI * 2); /* barrier.move = function () { barrier.angle += barrier.orbitSpeed * (self.direction === 1 ? 1 : -1); barrier.x = self.x + (self.width - barrier.width) / 2 * Math.cos(barrier.angle); barrier.y = self.y + (self.height - barrier.height) / 2 * Math.sin(barrier.angle); };*/ self.addChild(barrier); obstacles.push(barrier); }; self.addPowerup = function (index) { var powerup = new Powerup1(); powerup.angle = Math.PI * 1.5; self.addChild(powerup); obstacles.push(powerup); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ function hsvToHex(h, s, v) { var r, g, b, i, f, p, q, t; i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } var toHex = function toHex(x) { var hex = Math.round(x * 255).toString(16); return hex.length === 1 ? '0' + hex : hex; }; return '0x' + toHex(r) + toHex(g) + toHex(b); } //console.log(rainbowColors); // A for our purposes optimized hitdetection, based on orbit layer and angle. var radIntersects = function radIntersects(p, t) { if (t.parent == orbits[currentOrbitIndex]) { var pa = (p.angle * (180 / Math.PI) + 180) % 360; var ta = (t.angle * (180 / Math.PI) + 180) % 360; if (Math.abs(pa - ta) < 6) { return true; } else { return false; } } else { return false; } }; var powerupText; var showPowerupText = function showPowerupText() { powerupText = new Text2('Powerup Activated!\nAll visible obstacles cleared!\nTap to continue', { size: 100, fill: "#bbbbbb", align: 'center' }); powerupText.y = 2700 / 2; powerupText.x = 2048 / 2; powerupText.anchor.set(0.5, 0.5); //instructionText.x = 2048 / 2; // Center horizontally //instructionText.y = 2732 - instructionText.height / 2; // Position at the bottom game.addChild(powerupText); LK.setTimeout(function () { var fadeDuration = 3000; var fadeStep = 30; var fadeInterval = fadeDuration / fadeStep; var currentStep = 0; var fadeOutInterval = LK.setInterval(function () { if (powerupText) { powerupText.alpha -= 1 / fadeStep; } currentStep++; if (currentStep >= fadeStep) { LK.clearInterval(fadeOutInterval); game.removeChild(powerupText); powerupText = null; } }, fadeInterval); }, 0); }; // Initialize assets used in this game. // Game variables var player; var orbits = []; var obstacles = []; var currentOrbitIndex = 0; var scaling = false; var scalingCounter = 0; var scalingSpeed = 50; //25; var scalingTarget = 500; var numColors = 18; var orbitsCreated = Math.floor(Math.random() * numColors); //0; var rainbowColors = function () { var colors = []; for (var i = 0; i < numColors; i++) { var hue = i * (360 / numColors) % 360; colors.push(hsvToHex(hue / 360, 1, 1)); } return colors; }(); var powerup1Activated = false; // Initialize player var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Initialize orbits function createOrbits() { for (var i = 0; i < 5; i++) { var orbit = game.addChild(new Orbit()); orbit.positionOrbit(i); orbits.push(orbit); } } createOrbits(); // Add instruction text at the bottom of the screen var instructionText = new Text2('Tap to jump to the next orbit.\nDon\'t hit the red obstacles.', { size: 50, fill: "#bbbbbb", align: 'center' }); instructionText.y = 163; instructionText.x = 50; instructionText.anchor.set(0.5, 0); //instructionText.x = 2048 / 2; // Center horizontally //instructionText.y = 2732 - instructionText.height / 2; // Position at the bottom LK.gui.top.addChild(instructionText); //game.setBackgroundColor(rainbowColors[7] + 0xdddddd); player = game.addChild(new Player()); //player.x = 2048 / 2; //player.y = 2732 / 2 - 200; // Start the player 200px above the center /* console.log('Player radius is now: ' + player.radius); console.log('Orbits.length is now: ' + orbits.length); console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex); console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width); */ // Game logic game.on('down', function (obj) { if (powerupText) { game.removeChild(powerupText); powerupText = null; //return; } if (!scaling) { player.jump(currentOrbitIndex); LK.gui.top.removeChild(instructionText); } }); LK.on('tick', function () { player.update(); if (powerup1Activated) { powerup1Activated = false; for (var i = obstacles.length - 1; i > 0; i--) { obstacles[i].destroy(); obstacles[i]._destroyed = true; } } if (scaling) { scalingCounter++; for (var i = 0; i < orbits.length; i++) { orbits[i].width += scalingSpeed; orbits[i].height += scalingSpeed; //player.radius += scalingSpeed * 0.1; } player.radius = orbits[currentOrbitIndex].width / 2 - 50; if (player.width < 100) { player.width += 0.3; player.height = player.width; } //player.scale.x = player.scale.y = if (scalingCounter == scalingTarget / scalingSpeed) { scaling = false; scalingCounter = 0; var orbit = game.addChild(new Orbit()); orbit.positionOrbit(4); orbits.push(orbit); game.setChildIndex(player, game.children.length - 1); player.width = 100; player.height = 100; //game.setBackgroundColor(rainbowColors[(10 + currentOrbitIndex) % 15] + 0xdddddd); /* console.log('Player radius is now: ' + player.radius); console.log('Orbits.length is now: ' + orbits.length); console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex); console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width); */ } } // Update orbits for (var i = orbits.length - 1; i > 0; i--) { //orbits[i].positionOrbit(i); var orb = orbits[i]; //if (orb && orb.width > 2700) { if (orb && orb.width > 3500) { for (var j = 0; j < orb.children.length; j++) { var child = orb.children[j]; if (child instanceof Obstacle || child instanceof Powerup1) { // child is an instance of YourClass, do something with it child._destroyed = true; } } orbits[i].destroy(); // Splice alters jump logic, so alter currentTargetOrbit too. orbits.splice(i, 1); currentOrbitIndex--; } } // Update obstacles for (var i = obstacles.length - 1; i > 0; i--) { if (obstacles[i] && !obstacles[i]._destroyed) { obstacles[i].move(); //if (player.intersects(obstacles[i])) { if (radIntersects(player, obstacles[i])) { var t = obstacles[i]; //console.log('collision occurred: (obstacle:', t.radius, t.angle % (Math.PI * 2), ') , (player: ', player.radius, player.angle % (Math.PI * 2)); var ta = (t.angle * (180 / Math.PI) + 180) % 360; var pa = (player.angle * (180 / Math.PI) + 180) % 360; //console.log(ta, pa); //if (radIntersects(player, obstacles[i], 100)) { if (obstacles[i] instanceof Powerup1) { obstacles[i].destroy(); obstacles[i]._destroyed = true; LK.effects.flashScreen(0xffffff, 1000); //LK.effects.flashScreen(rainbowColors[Math.floor(Math.random() * numColors)], 1000); powerup1Activated = true; showPowerupText(); } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } else { obstacles.splice(i, 1); //console.log('obstacles.length is now: ' + obstacles.length); } } });
===================================================================
--- original.js
+++ change.js
@@ -54,8 +54,10 @@
self.angleSpeed = 0.01;
self.angle = (self.angle || 0) + self.angleSpeed;
self.x = centerX + self.radius * Math.cos(self.angle);
self.y = centerY + self.radius * Math.sin(self.angle);
+ var angleToCenter = Math.atan2(centerY - self.y, centerX - self.x) + Math.PI / 2;
+ self.rotation = angleToCenter;
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
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.