User prompt
la velocidad de los objetos debe ser controlada para poder ser percibida por el ojo humano
User prompt
cada vez que llega al centro se crea un nuevo nivel hasta completar 20 niveles
User prompt
si llega al centro gana y se intensifican los objetos
User prompt
ok, el jugador es atraido hacia el cento por la gravedad
User prompt
boton izquierdo se mueve tambien continuo si lo piso rota fijo
User prompt
lleva el jugador en movimiento hacia el centro si pisa el click derecho o rightclick
User prompt
click derecho con cada click avanza o se acerca al centro
User prompt
click derecho avanza hacia el centro
User prompt
invierte el boton
User prompt
ok si piso clik derecho que rote
User prompt
quiero que los botones del moude izquierdo y derecho funcionen para moverme y rotar en orbita
User prompt
habilita click derecho
User prompt
click derecho rota a la derecha
User prompt
click izquierdo mover a la izquierda y click derecho mover a la derecha
User prompt
deben funcionar ambos click
User prompt
ok lo rota a la inversa
User prompt
ok pues que click izquierdo lo haga rotar en cadio a la izquierda y el derecho a la derecha
User prompt
Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', function (e) {' Line Number: 80
User prompt
el jugador se mueve hacia el centro de la pantalla si pulsa en el teclado las flechas up, down, left, right up sube, down baja, pero down no funciona estande del centro hacia abajo ni up del centro hacia arriba, left y right lo que hacen es un movimiento eliptico izquierda o derecha depende donde este parado el jugador, el radio sera igual a la distancia al centro
User prompt
todos se crean en el centro
User prompt
cada click crea un enemigo que gira en su orbita y cada nuevo creado se separa ente orbitas por 100px
User prompt
jugador no avanza
User prompt
no, el jugador no avanza, las orbitas avanzan
User prompt
las orbitas avanzan con los clicks
User prompt
creemos una nueva orbita con cada clickl y cada nueva se separa 200px
/**** * Classes ****/ // Position near the top // Define Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position and movement properties self.speed = 2; self.direction = 1; // 1 for right, -1 for left // Update method for enemy movement self.update = function () { self.x += self.speed * self.direction; // Reverse direction if enemy hits screen bounds if (self.x < 0 || self.x > 2048) { self.direction *= -1; } }; }); // Define Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset var playerGraphics = self.attachAsset('Ballplayer', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position and movement properties self.speed = 5; // Update method for player movement self.update = function () { // Movement handled by keyboard events }; }); /**** * Initialize Game ****/ // Reset Assets section to initial state // Reset Asteroid class definition //<Assets used in the game will automatically appear here> // Reset Planet class definition // Reset Star class definition // Reset Initialize Game section to initial state // Reset Game Code section to initial state var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add a player to the game var player = game.addChild(new Player()); // Set initial position of the player player.x = 1024; // Center horizontally player.y = 2332; // Move 400px upwards // Store the center of the screen for easy reference var centerX = 1024; var centerY = 1366; // Define orbits var orbits = [200, 400, 800]; // Track the player's current angle and radius from the center player.angle = Math.atan2(player.y - centerY, player.x - centerX); player.radius = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY)); // Keyboard controls removed for compatibility; player movement is now handled by other means. // Function to find the next closest orbit function getNextOrbit(currentY) { var currentOrbit = 2732 - currentY; for (var i = 0; i < orbits.length; i++) { if (orbits[i] > currentOrbit) { return 2732 - orbits[i]; } } // Add a new orbit to the end of the array to create an infinite loop var newOrbit = orbits[orbits.length - 1] + 200; orbits.push(newOrbit); return 2732 - newOrbit; } // Add event listener for mouse click game.down = function (x, y, obj) { // Detect left or right click var isRightClick = false; if (obj && obj.event && obj.event.button !== undefined) { isRightClick = obj.event.button === 2; } // If right click, rotate player to the left (decrease angle) if (isRightClick) { player.angle -= 0.2; } else { // Left click, rotate player to the right (increase angle) player.angle += 0.2; } // Update player position based on new angle and current radius player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); // Move existing orbits towards the player for (var i = 0; i < orbits.length; i++) { orbits[i] += 200; } // Add a new orbit 200px further var newOrbit = orbits[orbits.length - 1] + 200; orbits.push(newOrbit); // Create a new enemy with increasing orbit separation var newEnemy = game.addChild(new Enemy()); newEnemy.x = 1024; // Center horizontally newEnemy.y = 1366; // Center vertically newEnemy.orbitRadius = newOrbit; newEnemy.orbitAngle = 0; newEnemy.orbitSpeed = 0.01; enemies.push(newEnemy); }; // Add an enemy to the game var enemy = game.addChild(new Enemy()); // Set initial position of the enemy enemy.x = 1024; // Center horizontally enemy.y = 1366; // Center vertically // Add orbiting behavior enemy.orbitRadius = 400; enemy.orbitAngle = 0; enemy.orbitSpeed = 0.01; // Add a second enemy with a larger orbit radius var enemy2 = game.addChild(new Enemy()); // Set initial position of the second enemy enemy2.x = 1024; // Center horizontally enemy2.y = 1366; // Center vertically // Add orbiting behavior for the second enemy enemy2.orbitRadius = 800; enemy2.orbitAngle = 0; enemy2.orbitSpeed = 0.01; // Add a third enemy with a smaller orbit radius var enemy3 = game.addChild(new Enemy()); // Set initial position of the third enemy enemy3.x = 1024; // Center horizontally enemy3.y = 1366; // Center vertically // Add orbiting behavior for the third enemy enemy3.orbitRadius = 200; enemy3.orbitAngle = 0; enemy3.orbitSpeed = 0.01; // Initialize enemies array var enemies = [enemy, enemy2, enemy3]; // Update method for orbiting game.update = function () { enemies.forEach(function (enemy) { enemy.orbitAngle += enemy.orbitSpeed; enemy.x = 1024 + enemy.orbitRadius * Math.cos(enemy.orbitAngle); enemy.y = 1366 + enemy.orbitRadius * Math.sin(enemy.orbitAngle); }); };
===================================================================
--- original.js
+++ change.js
@@ -88,34 +88,33 @@
var isRightClick = false;
if (obj && obj.event && obj.event.button !== undefined) {
isRightClick = obj.event.button === 2;
}
+ // If right click, rotate player to the left (decrease angle)
if (isRightClick) {
- // Right click: rotate player in orbit (increase angle)
- player.angle += 0.2;
- // Update player position based on new angle and current radius
- player.x = centerX + player.radius * Math.cos(player.angle);
- player.y = centerY + player.radius * Math.sin(player.angle);
+ player.angle -= 0.2;
} else {
- // Left click: move player to next orbit (change radius, keep angle)
- // Find the next closest orbit further from the center
- var currentDistance = Math.sqrt((player.x - centerX) * (player.x - centerX) + (player.y - centerY) * (player.y - centerY));
- var nextOrbit = null;
- for (var i = 0; i < orbits.length; i++) {
- if (orbits[i] > currentDistance) {
- nextOrbit = orbits[i];
- break;
- }
- }
- if (nextOrbit === null) {
- // If no further orbit, add a new one
- nextOrbit = orbits[orbits.length - 1] + 200;
- orbits.push(nextOrbit);
- }
- player.radius = nextOrbit;
- player.x = centerX + player.radius * Math.cos(player.angle);
- player.y = centerY + player.radius * Math.sin(player.angle);
+ // Left click, rotate player to the right (increase angle)
+ player.angle += 0.2;
}
+ // Update player position based on new angle and current radius
+ player.x = centerX + player.radius * Math.cos(player.angle);
+ player.y = centerY + player.radius * Math.sin(player.angle);
+ // Move existing orbits towards the player
+ for (var i = 0; i < orbits.length; i++) {
+ orbits[i] += 200;
+ }
+ // Add a new orbit 200px further
+ var newOrbit = orbits[orbits.length - 1] + 200;
+ orbits.push(newOrbit);
+ // Create a new enemy with increasing orbit separation
+ var newEnemy = game.addChild(new Enemy());
+ newEnemy.x = 1024; // Center horizontally
+ newEnemy.y = 1366; // Center vertically
+ newEnemy.orbitRadius = newOrbit;
+ newEnemy.orbitAngle = 0;
+ newEnemy.orbitSpeed = 0.01;
+ enemies.push(newEnemy);
};
// Add an enemy to the game
var enemy = game.addChild(new Enemy());
// Set initial position of the enemy
@@ -151,12 +150,5 @@
enemy.orbitAngle += enemy.orbitSpeed;
enemy.x = 1024 + enemy.orbitRadius * Math.cos(enemy.orbitAngle);
enemy.y = 1366 + enemy.orbitRadius * Math.sin(enemy.orbitAngle);
});
-};
-// Prevent default context menu to allow right click detection
-if (LK.renderer && LK.renderer.view) {
- LK.renderer.view.addEventListener('contextmenu', function (e) {
- e.preventDefault();
- return false;
- });
-}
\ No newline at end of file
+};
\ No newline at end of file
Dead
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