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
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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
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click derecho rota a la derecha
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click izquierdo mover a la izquierda y click derecho mover a la derecha
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deben funcionar ambos click
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ok lo rota a la inversa
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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
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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 = 1.2; // Lowered for better perception 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 = 2.5; // Lowered for better perception // 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; } // Track if right mouse button is held down var rightMouseDown = false; // Track if left mouse button is held down var leftMouseDown = false; // 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 (isRightClick) { rightMouseDown = true; } else { leftMouseDown = true; } // 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); }; // Add event listener for mouse up to stop moving towards center game.up = function (x, y, obj) { var isRightClick = false; if (obj && obj.event && obj.event.button !== undefined) { isRightClick = obj.event.button === 2; } if (isRightClick) { rightMouseDown = false; } else { leftMouseDown = false; } }; // 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 = 0.004; // Lowered for better perception // 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 = 0.004; // Lowered for better perception // 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 = 0.004; // Lowered for better perception // Initialize enemies array var enemies = [enemy, enemy2, enemy3]; // Update method for orbiting game.update = function () { // Gravity: each frame, pull the player a bit toward the center var gravityStrength = 1.1; // Lowered for better perception player.radius = Math.max(80, player.radius - gravityStrength); player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); // --- LEVEL SYSTEM: Track and progress levels up to 20 --- if (typeof currentLevel === "undefined") { var currentLevel = 1; var maxLevels = 20; } if (player.lastRadius === undefined) player.lastRadius = player.radius; if (player.lastRadius > 80 && player.radius <= 80) { // Player just reached the center! if (currentLevel < maxLevels) { currentLevel++; // Intensify enemy orbits and speed for new level, but clamp to max for perception for (var i = 0; i < enemies.length; i++) { enemies[i].orbitSpeed = Math.min(enemies[i].orbitSpeed * 1.5, 0.045); // Clamp to max enemies[i].speed = Math.min(enemies[i].speed * 1.25, 7); // Clamp to max } // Reset player to starting position for next level player.radius = 1200; player.angle = Math.random() * Math.PI * 2; player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); // Optionally, randomize enemy orbits a bit for variety for (var j = 0; j < enemies.length; j++) { enemies[j].orbitAngle = Math.random() * Math.PI * 2; } } else { // Completed all levels, show win LK.showYouWin(); } } player.lastRadius = player.radius; // Move player towards the center if right mouse button is held down (extra boost) if (typeof rightMouseDown !== "undefined" && rightMouseDown) { // Each frame, move the player 3.5px closer to the center, but not below a minimum radius of 80 player.radius = Math.max(80, player.radius - 3.5); player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); } // Rotate player if left mouse button is held down if (typeof leftMouseDown !== "undefined" && leftMouseDown) { player.angle += 0.035; // Slower, smoother rotation for perception player.x = centerX + player.radius * Math.cos(player.angle); player.y = centerY + player.radius * Math.sin(player.angle); } 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
@@ -10,9 +10,9 @@
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position and movement properties
- self.speed = 2;
+ self.speed = 1.2; // Lowered for better perception
self.direction = 1; // 1 for right, -1 for left
// Update method for enemy movement
self.update = function () {
self.x += self.speed * self.direction;
@@ -30,9 +30,9 @@
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position and movement properties
- self.speed = 5;
+ self.speed = 2.5; // Lowered for better perception
// Update method for player movement
self.update = function () {
// Movement handled by keyboard events
};
@@ -121,33 +121,33 @@
enemy.y = 1366; // Center vertically
// Add orbiting behavior
enemy.orbitRadius = 400;
enemy.orbitAngle = 0;
-enemy.orbitSpeed = 0.01;
+enemy.orbitSpeed = 0.004; // Lowered for better perception
// 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;
+enemy2.orbitSpeed = 0.004; // Lowered for better perception
// 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;
+enemy3.orbitSpeed = 0.004; // Lowered for better perception
// Initialize enemies array
var enemies = [enemy, enemy2, enemy3];
// Update method for orbiting
game.update = function () {
// Gravity: each frame, pull the player a bit toward the center
- var gravityStrength = 2.5; // Tune this for desired gravity feel
+ var gravityStrength = 1.1; // Lowered for better perception
player.radius = Math.max(80, player.radius - gravityStrength);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
// --- LEVEL SYSTEM: Track and progress levels up to 20 ---
@@ -159,12 +159,12 @@
if (player.lastRadius > 80 && player.radius <= 80) {
// Player just reached the center!
if (currentLevel < maxLevels) {
currentLevel++;
- // Intensify enemy orbits and speed for new level
+ // Intensify enemy orbits and speed for new level, but clamp to max for perception
for (var i = 0; i < enemies.length; i++) {
- enemies[i].orbitSpeed *= 2.2;
- enemies[i].speed *= 1.5;
+ enemies[i].orbitSpeed = Math.min(enemies[i].orbitSpeed * 1.5, 0.045); // Clamp to max
+ enemies[i].speed = Math.min(enemies[i].speed * 1.25, 7); // Clamp to max
}
// Reset player to starting position for next level
player.radius = 1200;
player.angle = Math.random() * Math.PI * 2;
@@ -181,16 +181,16 @@
}
player.lastRadius = player.radius;
// Move player towards the center if right mouse button is held down (extra boost)
if (typeof rightMouseDown !== "undefined" && rightMouseDown) {
- // Each frame, move the player 8px closer to the center, but not below a minimum radius of 80
- player.radius = Math.max(80, player.radius - 8);
+ // Each frame, move the player 3.5px closer to the center, but not below a minimum radius of 80
+ player.radius = Math.max(80, player.radius - 3.5);
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
// Rotate player if left mouse button is held down
if (typeof leftMouseDown !== "undefined" && leftMouseDown) {
- player.angle += 0.07; // Smooth, continuous rotation
+ player.angle += 0.035; // Slower, smoother rotation for perception
player.x = centerX + player.radius * Math.cos(player.angle);
player.y = centerY + player.radius * Math.sin(player.angle);
}
enemies.forEach(function (enemy) {
Dead
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