Tyler Ben

All generations.

generate functionTue, 01 Aug 2023

Debug this // Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

// Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.

Javascript
View

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

## Resources * [Javascript](https://www.javascript.com/) * [Node](https://nodejs.org/en/) * [React](https://reactjs.org/) * [React-Router](https://github.com/ReactTraining/react-router) * [React-MDL](https://github.com/react-mdl/react-mdl) * [react-router-dom](https://www.npmjs.com/package/react-router-dom) * [react-dom](https://www.npmjs.com/package/react-dom) * [react-scripts](https://www.npmjs.com/package/react-scripts)

Make a clicker game With a shop And rebirth

<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.8.1/css/all.css" integrity="sha384-50oBUHEmvpQ+1lW4y57PTFmhCaXp0ML5d60M1M7uH2+nqUivzIebhndOJK28anvf" crossorigin="anonymous"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"> </script> <div class="container" id="main"> hello world <br> <a href="#" id="clicker">click</a> <span id="score">0</span> <br> <div id="shop"> <h1>shop</h1> <p> <span id="auto-clicker">0</span> <a href="#" id="buy-auto-clicker">

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

###

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

<!DOCTYPE html> <html> <head> <title>Clicker Game</title> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script> <script src="js/script.js"></script> </head> <body> <div class="container" id="main"> <h1>Clicker Game</h1> <p>Click the space with your mouse to get coins</p> <div id="button-container"> <button>Click</button> </div> <div> <p>Coins: <span id="coins-value">0</span></p> </div> <div> <p>Clicks: <span id="clicks-value">0</span></p> </div> </div> </body> </html

generate functionTue, 01 Aug 2023

Sure, here's the updated code: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(random(-1, 1), random(-1, 1)); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; if (this.x < -this.size) { this.x = width + this.size; } else if (this.x > width + this.size) { this.x = -this.size; } if (this.y < -this.size) { this.y = height + this.size; } else if (this.y > height + this.size) { this.y = -this.size; } this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { let force = this.star.calculateGravitationalForce(this); this.applyForce(force); this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1;

function that:

Javascript
View

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

## JS DOM ### With arrow functions

generate functionTue, 01 Aug 2023

Sure, here's an example of how to add planets orbiting the stars and realistic gravity in p5.js: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { // Apply gravitational force from the star let force = this.star.calculateGravitationalForce(this); this.applyForce(force); // Update position and velocity this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1; ``` This code creates a simulation with 10 stars and 30 planets orbiting them. The `Star` class has been updated to include mass, velocity, acceleration, and methods for applying forces and calculating gravitational forces. The `Planet` class has been added to represent the planets orbiting the stars. In the `setup()` function, both stars and planets are created and added to their respective arrays. Each planet is assigned to a random star from the `stars` array. In the `draw()` function, both stars and planets are updated and displayed. The `update()` method for each object applies gravitational forces between the objects and updates their position and velocity accordingly. The `display()` method for each object displays them on the canvas.Please note that the above code is a simplified version of a gravitational simulation and may not provide a completely realistic simulation of gravity

let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; function setup() { createCanvas(600, 600); for (let i = 0; i < numStars; i++) { stars.push(new Star()); } for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } function draw() { background(0); for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50);

Javascript
View

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair

<div class="container" id="main"> <div class="container" id="clicker"> <div class="clicker" id="clicker-1"> <div class="clicker" id="clicker-1"> <div class="clicker" id="clicker-double"> <div class="clicker" id="clicker-1"></div> <div class="clicker" id="clicker-1"></div> </div> <div class="clicker" id="clicker-1"></div> <div class="clicker" id="clicker-1"></div> </div> <div class="clicker" id="clicker-1"></div> <div class="clicker" id="clicker-1"></div> </div> </div> </div>

generate functionTue, 01 Aug 2023

Make a binary system 2d in p5.js

function setup() { createCanvas(400, 400); } function draw() { background(0); for (var i = 0; i <= 400; i = i + 10) { var startX = 0; var startY = i; var endX = i; var endY = 400; line(startX, startY, endX, endY); } } function draw() { background(220); }

Javascript
View
typingsTue, 01 Aug 2023

Hi

format: Hi def add(a, b): return a + b

generate functionTue, 01 Aug 2023

Make a basic binary star sim 2d in p5.js

// main.js function setup() { createCanvas(500, 500); background(0); } function draw() { background(0); point(0, 0); point(0, 500); point(500, 0); point(500, 500); point(250, 250); point(250, 50); point(250, 450); point(50, 250); point(450, 250); point(50, 50); point(50, 450); point(450, 50); point(450, 450); }

Javascript
View

Create me clicker game: Gameplay Mechanics: - Player leveling - Talent tree - Clans/Guilds - Daily bonuses - Quests - Achievements - Loot boxes - Events - Crafting - Magnifiers - Respec system Upgrades: - Basic click upgrade - Point multiplier - Coin multiplier - Autoclicker - Clicking combos - Chance for double points - Coins gained per point - Idle mode Visuals: - Themes - Charts/Graphs - Contrast/Color themes Monetization: - Time skip purchases - Ad removal option Game loops: - Start with 0 points and 0 coins - Clicking generates points - Points give coins - Shop upgrades bought with coins - Rebirth resets points/coins with bonus - Prestige system with higher ranks Systems: - Statistics - Leaderboards - Story - Lore - Bosses - Loot drops Customization: - Player avatar - Shop/UI themes

<!DOCTYPE html> <html> <head> <title>hello world</title> </head> <body> <p>hello world</p> </body> </html>

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title> </head> <body> <div class="container" id="main">hello world</div> </body> </html>

translateTue, 01 Aug 2023

// main.js function setup() { createCanvas(500, 500); background(0); } function draw() { background(0); point(0, 0); point(0, 500); point(500, 0); point(500, 500); point(250, 250); point(250, 50); point(250, 450); point(50, 250); point(450, 250); point(50, 50); point(50, 450); point(450, 50); point(450, 450); }

#include "opencv2/opencv.hpp" using namespace cv; int main(int, char**) { VideoCapture cap(0); // open the default camera if(!cap.isOpened()) // check if we succeeded return -1; Mat edges; namedWindow("edges",1); for(;;) { Mat frame; cap >> frame; // get a new frame from camera cvtColor(frame, edges, CV_BGR2GRAY); GaussianBlur(edges, edges, Size(7,7), 1.5, 1.5); Canny(edges, edges, 0, 30, 3); imshow("edges", edges); if(waitKey(30) >= 0) break; } // the camera will be deinitialized automatically in VideoCapture destructor return 0; }

C++
View
generate functionTue, 01 Aug 2023

Sure, here's the updated code: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(random(-1, 1), random(-1, 1)); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; if (this.x < -this.size) { this.x = width + this.size; } else if (this.x > width + this.size) { this.x = -this.size; } if (this.y < -this.size) { this.y = height + this.size; } else if (this.y > height + this.size) { this.y = -this.size; } this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { let force = this.star.calculateGravitationalForce(this); this.applyForce(force); this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1;

Javascript
View
generate functionTue, 01 Aug 2023

Debug this // Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

function that:

Javascript
View

Create me clicker game: Gameplay Mechanics: - Player leveling - Talent tree - Clans/Guilds - Daily bonuses - Quests - Achievements - Loot boxes - Events - Crafting - Magnifiers - Respec system Upgrades: - Basic click upgrade - Point multiplier - Coin multiplier - Autoclicker - Clicking combos - Chance for double points - Coins gained per point - Idle mode Visuals: - Themes - Charts/Graphs - Contrast/Color themes Monetization: - Time skip purchases - Ad removal option Game loops: - Start with 0 points and 0 coins - Clicking generates points - Points give coins - Shop upgrades bought with coins - Rebirth resets points/coins with bonus - Prestige system with higher ranks Systems: - Statistics - Leaderboards - Story - Lore - Bosses - Loot drops Customization: - Player avatar - Shop/UI themes

generate functionTue, 01 Aug 2023

Debug this // Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (

Javascript
View
fix invalid codeThu, 03 Aug 2023

<div class="stars"></div> <style> div.stars { position: absolute; top: 0; left: 0; background-image: url(stars.png); background-size: cover; background-repeat: repeat; animation: move 10s linear infinite; } @keyframes move { 0% { left: 0; top: 0; } 100% { left: 100%; top: 100%; } } </style>

## See Also - [Textlint Document](https://github.com/textlint/docs/blob/master/docs/rule/document.md) - [textlint-rule-no-dead-link](https://github.com/textlint/textlint-rule-no-dead-link) - [textlint-rule-no-mixed-zenkaku-and-hankaku-alphabet](https://github.com/textlint/textlint-rule-no-mixed-zenkaku-and-hankaku-alphabet) - [textlint-rule-no-mix-dearu-desumasu](https://github.com/textlint/textlint-rule-no-mix-dearu-desumasu) - [textlint-rule-no-todo](https://github.com/textlint/textlint-rule-no-todo) - [textlint-rule-preset-JTF-style](https://github.com/textlint/

// main.js function setup() { createCanvas(500, 500); background(0); } function draw() { background(0); point(0, 0); point(0, 500); point(500, 0); point(500, 500); point(250, 250); point(250, 50); point(250, 450); point(50, 250); point(450, 250); point(50, 50); point(50, 450); point(450, 50); point(450, 450); }I’m

<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.js"></script> <script> // main.js function setup() { createCanvas(500, 500); background(0); } function draw() { background(0); point(0, 0); point(0, 500); point(500, 0); point(500, 500); point(250, 250); point(250, 50); point(250, 450); point(50, 250); point(450, 250); point(50, 50); point(50, 450); point(450, 50); point(450, 450); } </script>

Create me clicker game: Gameplay Mechanics: - Player leveling - Talent tree - Clans/Guilds - Daily bonuses - Quests - Achievements - Loot boxes - Events - Crafting - Magnifiers - Respec system Upgrades: - Basic click upgrade - Point multiplier - Coin multiplier - Autoclicker - Clicking combos - Chance for double points - Coins gained per point - Idle mode Visuals: - Themes - Charts/Graphs - Contrast/Color themes Monetization: - Time skip purchases - Ad removal option Game loops: - Start with 0 points and 0 coins - Clicking generates points - Points give coins - Shop upgrades bought with coins - Rebirth resets points/coins with bonus - Prestige system with higher ranks Systems: - Statistics - Leaderboards - Story - Lore - Bosses - Loot drops Customization: - Player avatar - Shop/UI themes

![](./images/screen.png)

generate functionTue, 01 Aug 2023

Make a button with p5.js

function setup() { createCanvas(200, 200); background(100); button = createButton('click me'); button.position(19, 19); button.mousePressed(changeBG); } function changeBG() { var val = random(255); background(val); }

Javascript
View
generate functionTue, 01 Aug 2023

Make a binary star system sim 2d in p5.js

function makeBinaryStarSystem(){ var star1 = new Star(random(width/2), random(height/2), random(5,30)); var star2 = new Star(random(width/4), random(height/4), random(5,40)); star1.mouseOver(mouseX, mouseY); star2.mouseOver(mouseX, mouseY); star1.update(); star2.update(); star1.display(); star2.display(); }

Javascript
View
code to explanationTue, 01 Aug 2023

<!DOCTYPE html> <html> <head> <title>Clicker Game</title> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script> <script src="js/script.js"></script> </head> <body> <div class="container" id="main"> <h1>Clicker Game</h1> <p>Click the space with your mouse to get coins</p> <div id="button-container"> <button>Click</button> </div> <div> <p>Coins: <span id="coins-value">0</span></p> </div> <div> <p>Clicks: <span id="clicks-value">0</span></p> </div> </div> </body> </html

The explanation for the code

generate functionTue, 01 Aug 2023

Add dust too this // Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

// Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed

Javascript
View
generate functionTue, 01 Aug 2023

Add dust too this // Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

Javascript
View
generate functionTue, 01 Aug 2023

Sure, here's the updated code: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(random(-1, 1), random(-1, 1)); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; if (this.x < -this.size) { this.x = width + this.size; } else if (this.x > width + this.size) { this.x = -this.size; } if (this.y < -this.size) { this.y = height + this.size; } else if (this.y > height + this.size) { this.y = -this.size; } this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { let force = this.star.calculateGravitationalForce(this); this.applyForce(force); this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1;

Javascript
View
generate functionTue, 01 Aug 2023

Make a binary star system sim 2d in p5.js

function setup() { createCanvas(800, 400); background(40); } function draw() { background(40); stroke(255); strokeWeight(4); // Center of mass push(); translate(width / 2, height / 2); fill(0); ellipse(0, 0, 16, 16); pop(); // Star push(); translate(width / 2, height / 2); noStroke(); fill(255, 128, 0); ellipse(100, 0, 32, 32); // Planet fill(0, 127, 255); ellipse(200, 0, 24, 24); pop(); }

Javascript
View
generate functionTue, 01 Aug 2023

Make a binary star system sim 2d in p5.js

function setup() { createCanvas(windowWidth, windowHeight); } function draw() { background(0); strokeWeight(2); stroke(255); fill(0); ellipse(width/2, height/2, 50, 50); ellipse(width/2 + 100, height/2, 50, 50); strokeWeight(4); line(width/2, height/2, width/2 + 100, height/2); }

Javascript
View
generate functionTue, 01 Aug 2023

Sure, here's the updated code: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(random(-1, 1), random(-1, 1)); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; if (this.x < -this.size) { this.x = width + this.size; } else if (this.x > width + this.size) { this.x = -this.size; } if (this.y < -this.size) { this.y = height + this.size; } else if (this.y > height + this.size) { this.y = -this.size; } this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { let force = this.star.calculateGravitationalForce(this); this.applyForce(force); this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1;

### A template for your code:

Javascript
View
fix invalid codeThu, 03 Aug 2023

<div class="stars"></div> <style> div.stars { position: absolute; top: 0; left: 0; background-image: url(stars.png); background-size: cover; background-repeat: repeat; animation: move 10s linear infinite; } @keyframes move { 0% { left: 0; top: 0; } 100% { left: 100%; top: 100%; } } </style>

div.stars { position: absolute; top: 0; left: 0; background-image: url(stars.png); background-size: cover; background-repeat: repeat; animation: move 10s linear infinite; } @keyframes move { 0% { left: 0; top: 0; } 100% { left: 100%; top: 100%; } }

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

generate functionTue, 01 Aug 2023

Sure, here's the updated code: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(random(-1, 1), random(-1, 1)); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; if (this.x < -this.size) { this.x = width + this.size; } else if (this.x > width + this.size) { this.x = -this.size; } if (this.y < -this.size) { this.y = height + this.size; } else if (this.y > height + this.size) { this.y = -this.size; } this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { let force = this.star.calculateGravitationalForce(this); this.applyForce(force); this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1;

function that: in javascript what does the ** mean?

Javascript
View

Create me clicker game: Gameplay Mechanics: - Player leveling - Talent tree - Clans/Guilds - Daily bonuses - Quests - Achievements - Loot boxes - Events - Crafting - Magnifiers - Respec system Upgrades: - Basic click upgrade - Point multiplier - Coin multiplier - Autoclicker - Clicking combos - Chance for double points - Coins gained per point - Idle mode Visuals: - Themes - Charts/Graphs - Contrast/Color themes Monetization: - Time skip purchases - Ad removal option Game loops: - Start with 0 points and 0 coins - Clicking generates points - Points give coins - Shop upgrades bought with coins - Rebirth resets points/coins with bonus - Prestige system with higher ranks Systems: - Statistics - Leaderboards - Story - Lore - Bosses - Loot drops Customization: - Player avatar - Shop/UI themes

<div class="container" id="main">hello world</div>

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

[Refactoring](https://en.wikipedia.org/wiki/Code_refactoring) - Improving code without changing its behavior * Rename things * Organize functions and variables * Organize files and folders * Split up files * Add documentation * Add comments * Refactor code ### Variables Variables are bits of memory that store values.

Make a clicker game

<h1>Let's play a game</h1> <button class="btn" id="btn">Click me</button> <span id="score">0</span> <script> const btn = document.querySelector('#btn'); const score = document.querySelector('#score'); btn.addEventListener('click', () => { score.innerText ++ }) </script>

generate functionTue, 01 Aug 2023

Sure, here's the updated code: ```javascript // Define variables let stars = []; let planets = []; let numStars = 10; let numPlanets = 30; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } // Create planets and add them to the array for (let i = 0; i < numPlanets; i++) { let starIndex = floor(random(numStars)); planets.push(new Planet(stars[starIndex])); } } // Draw the stars and planets function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } // Update and display each planet for (let i = 0; i < numPlanets; i++) { planets[i].update(); planets[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(20, 50); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(random(-1, 1), random(-1, 1)); this.acceleration = createVector(0, 0); } // Update the star's position and velocity update() { this.velocity.add(this.acceleration); this.x += this.velocity.x; this.y += this.velocity.y; if (this.x < -this.size) { this.x = width + this.size; } else if (this.x > width + this.size) { this.x = -this.size; } if (this.y < -this.size) { this.y = height + this.size; } else if (this.y > height + this.size) { this.y = -this.size; } this.acceleration.mult(0); } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } // Apply force to the star applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } // Calculate the gravitational force between this star and another object calculateGravitationalForce(other) { let distance = dist(this.x, this.y, other.x, other.y); let forceMagnitude = (G * this.mass * other.mass) / (distance ** 2); let forceDirection = createVector(other.x - this.x, other.y - this.y).normalize(); let force = forceDirection.mult(forceMagnitude); return force; } } // Define the Planet class class Planet { constructor(star) { this.star = star; this.distance = random(50, 200); this.angle = random(TWO_PI); this.size = random(5, 20); this.mass = this.size ** 2; this.color = color(random(255), random(255), random(255)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); } // Update the planet's position and velocity update() { let force = this.star.calculateGravitationalForce(this); this.applyForce(force); this.velocity.add(this.acceleration); this.distance += this.velocity.mag(); this.angle += this.velocity.mag() / this.distance; this.acceleration.mult(0); } // Display the planet on the canvas display() { let x = this.star.x + this.distance * cos(this.angle); let y = this.star.y + this.distance * sin(this.angle); fill(this.color); noStroke(); ellipse(x, y, this.size, this.size); } // Apply force to the planet applyForce(force) { let f = force.copy().div(this.mass); this.acceleration.add(f); } } // Define constants const G = 0.1;

function that:

Javascript
View

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair

<p>Core loop</p> <ul> <li>Clicking gains points</li> <li>Points buy upgrades</li> <li>Upgrades boost click power and coin/point gain</li> <li>Players rebirth for multiplier bonus</li> </ul> <p>Upgrades</p> <ul> <li>Click power</li> <li>Points per second</li> <li>Coins per point</li> <li>Autoclicker</li> <li>Double point chance</li> </ul> <p>Systems</p> <ul> <li>Player levels</li> <li>Talent tree</li> <li>Clans</li> <li>Daily rewards</li> <li>Achievements</li> <li>Quests</li> <li>Crafting</li> <li>Respec</li> </ul> <p>Unique mechanics</p> <ul> <li>Evolving click tool gains

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

## Tech * Html * CSS * Javascript * Node.js * Express * MongoDB ## Installation * Clone this repo * Install the dependencies * Start the server * Open your browser with the port 3000

generate functionTue, 01 Aug 2023

Make a basic binary star sim 2d in p5.js

var s1 = createSprite(30, 200, 40, 40); var s2 = createSprite(70, 200, 40, 40); var s3 = createSprite(50, 180, 40, 40); var s4 = createSprite(50, 220, 40, 40); var stars = []; stars.push(s1); stars.push(s2); stars.push(s3); stars.push(s4); function draw() { background("black"); stroke("white"); noFill(); ellipse(s1.x, s1.y, s1.width, s1.height); ellipse(s2.x, s2.y, s2.width, s2.height); ellipse(s3.x, s3.y, s3.width, s3.height); ellipse(s4.x, s4.y, s4.width, s4.height); for (var i = 0; i < stars.length; i

C++
View
testsTue, 01 Aug 2023

<!DOCTYPE html> <html> <head> <title>Clicker Game</title> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script> <script src="js/script.js"></script> </head> <body> <div class="container" id="main"> <h1>Clicker Game</h1> <p>Click the space with your mouse to get coins</p> <div id="button-container"> <button>Click</button> </div> <div> <p>Coins: <span id="coins-value">0</span></p> </div> <div> <p>Clicks: <span id="clicks-value">0</span></p> </div> </div> </body> </html

$('#coins-value').text(totalCoins);

Create me a clicker game with these things in it Core loop Clicking gains points Points buy upgrades Upgrades boost click power and coin/point gain Players rebirth for multiplier bonus Upgrades Click power Points per second Coins per point Autoclicker Double point chance Systems Player levels Talent tree Clans Daily rewards Achievements Quests Crafting Respec Unique mechanics Evolving click tool gains abilities Seed planting for point gains Sacrificing points summons boosts Container unlocking for rewards Breakthrough point thresholds for permanent bonuses Upgrades have durability and require repair Make me a game not a list

## Day 2 ### HTML HTML stands for "HyperText Markup Language". It is the language used to write text in webpages. ### Tags A tag is a word between angle brackets, like `<p>` or `<div>`. Tags are the basic building blocks of HTML. Most tags have an opening tag, and a closing tag, with some text in between. `<tag>Some text</tag>` Tags can be nested, like this: `<tag1><tag2>Some text</tag2></tag1>` Some tags do not need to be closed, for example `<img>` and `<br>`. HTML documents are made up of many tags, nested inside of one another. ### Attributes Tags can also have attributes, which are added in the opening tag. Attributes are used to specify additional information about the tag. `<tag attribute1="value1" attribute2="value2">Some text</tag>` Attributes are used differently on different tags, and each tag can take different attributes. ### Comments

generate functionTue, 01 Aug 2023

// Define variables let stars = []; let numStars = 100; // Set up the canvas function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; } } // Display the star on the canvas display() { fill(this.color); noStroke(); ellipse(this.x, this.y, this.size, this.size); } }

function setup() { createCanvas(600, 600); // Create stars and add them to the array for (let i = 0; i < numStars; i++) { stars.push(new Star()); } } // Draw the stars function draw() { background(0); // Update and display each star for (let i = 0; i < numStars; i++) { stars[i].update(); stars[i].display(); } } // Define the Star class class Star { constructor() { this.x = random(width); this.y = random(height); this.size = random(1, 5); this.speed = random(1, 5); this.color = color(random(255), random(255), random(255)); } // Update the star's position update() { this.x += this.speed; if (this.x > width) { this.x = 0; }

Javascript
View
translateTue, 01 Aug 2023

// main.js function setup() { createCanvas(500, 500); background(0); } function draw() { background(0); point(0, 0); point(0, 500); point(500, 0); point(500, 500); point(250, 250); point(250, 50); point(250, 450); point(50, 250); point(450, 250); point(50, 50); point(50, 450); point(450, 50); point(450, 450); }

function setup() { createCanvas(500, 500); background(0); } function draw() { background(0); point(0, 0); point(0, 500); point(500, 0); point(500, 500); point(250, 250); point(250, 50); point(250, 450); point(50, 250); point(450, 250); point(50, 50); point(50, 450); point(450, 50); point(450, 450); }

Javascript
View

Questions about programming?Chat with your personal AI assistant