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in getDetachedBubbles you are using getConnectedBubbles however that is type dependent, for this case any type should count as connected.
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rewrite getDetachedBubbles such that it counts from the last element in rows not the first
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in bubble update, if not attached, if a bubble intersects with a barrier and the bubble is moving towards the barrier. Bounce the bubble off the barrier
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in bible update, update the intersection logic to assume the barriers is a rectangle and the balls is a circle
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the modification of speedX and speedY should be based on rectangle to circle intersection and the out angle after intersection should be calculated accordingly
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In ball update, update the intersection logic such that it's between the ball circle and the barrier rectangle. With all the faces of the rectangle being factored in.
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n ball update, update the intersection logic such that it's between the ball circle and the barrier rectangle. With all the faces of the rectangle being factored in. Please factor in that both barrier and balls have an anchor point of .5, .5
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in bubble update, if not attached, if a bubble intersects with a barrier and the bubble is moving towards the barrier. Bounce the bubble off the barrier. Consider the barriers 4 lines each that is intersected with individually. With the circles new speedX and speedY being calculated based on circle to line intersections using real physics.
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Please fix the bug: 'TypeError: self.intersectsLine is not a function. (In 'self.intersectsLine(line.x1, line.y1, line.x2, line.y2)', 'self.intersectsLine' is undefined)' in or related to this line: 'if (self.intersectsLine(line.x1, line.y1, line.x2, line.y2) && movingTowards) {' Line Number: 85
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Please fix the bug: 'ReferenceError: Can't find variable: checkLineIntersection' in or related to this line: 'if (checkLineIntersection(self.x, self.y, self.x + speedX, self.y + speedY, line.x1, line.y1, line.x2, line.y2) && movingTowards) {' Line Number: 85
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Bubbles should intersect barriers, and bounce based on circle to line intersection. With each barrier being considered four lines. The balls should bounce of the barriers similar to how the logic would be implemented in billiard or eight ball pool.
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Bubbles should intersect barriers, and bounce based on circle to line intersection. With each barrier being considered four lines and each bubble being a circle. The balls should bounce of the barriers similar to how the logic would be implemented in billiard or eight ball pool. Please consider that both bubbles and barriers have their anchor set at .5,.5
User prompt
Bubbles should intersect barriers, and bounce based on circle to line intersection. With each barrier being considered four lines and each bubble being a circle. The balls should bounce of the barriers similar to how the logic would be implemented in billiard or eight ball pool. Please consider that both bubbles and barriers have their anchor set at .5,.5
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===================================================================
--- original.js
+++ change.js
@@ -40,90 +40,34 @@
if (!isAttached) {
self.x += speedX;
self.y += speedY;
speedY += 1.5;
+ // Check for collision with the left and right walls
if (self.x < self.width / 2 && speedX < 0 || self.x > game.width - self.width / 2 && speedX > 0) {
speedX = -speedX;
}
- // Check for intersection with barriers
- for (var i = 0; i < barriers.length; i++) {
- var barrier = barriers[i];
- var intersection = self.getIntersection(barrier);
- if (intersection) {
- // Calculate the normal of the intersection
- var normal = {
- x: intersection.x - self.x,
- y: intersection.y - self.y
- };
- // Normalize the normal
- var length = Math.sqrt(normal.x * normal.x + normal.y * normal.y);
- normal.x /= length;
- normal.y /= length;
- // Reflect the bubble's velocity over the normal
- var dot = speedX * normal.x + speedY * normal.y;
- speedX = speedX - 2 * dot * normal.x;
- speedY = speedY - 2 * dot * normal.y;
+ // Check for collision with barriers
+ barriers.forEach(function (barrier) {
+ // Considering each barrier as four lines (top, bottom, left, right)
+ var barrierTop = barrier.y - barrier.height / 2;
+ var barrierBottom = barrier.y + barrier.height / 2;
+ var barrierLeft = barrier.x - barrier.width / 2;
+ var barrierRight = barrier.x + barrier.width / 2;
+ // Check if the bubble intersects any of the barrier's lines
+ if (self.y - self.height / 2 <= barrierBottom && self.y + self.height / 2 >= barrierTop) {
+ if (self.x + self.width / 2 >= barrierLeft && self.x - self.width / 2 <= barrierRight) {
+ // Determine the direction of the bounce based on the bubble's trajectory
+ if (speedX > 0 && self.x < barrier.x || speedX < 0 && self.x > barrier.x) {
+ speedX = -speedX; // Bounce off left or right side
+ }
+ if (speedY > 0 && self.y < barrier.y || speedY < 0 && self.y > barrier.y) {
+ speedY = -speedY; // Bounce off top or bottom side
+ }
+ }
}
- }
+ });
}
};
- self.getIntersection = function (barrier) {
- // Calculate the four lines of the barrier
- var lines = [{
- x1: barrier.x,
- y1: barrier.y,
- x2: barrier.x + barrier.width,
- y2: barrier.y
- }, {
- x1: barrier.x + barrier.width,
- y1: barrier.y,
- x2: barrier.x + barrier.width,
- y2: barrier.y + barrier.height
- }, {
- x1: barrier.x + barrier.width,
- y1: barrier.y + barrier.height,
- x2: barrier.x,
- y2: barrier.y + barrier.height
- }, {
- x1: barrier.x,
- y1: barrier.y + barrier.height,
- x2: barrier.x,
- y2: barrier.y
- }];
- // Check each line for intersection with the bubble
- for (var i = 0; i < lines.length; i++) {
- var line = lines[i];
- var dx = line.x2 - line.x1;
- var dy = line.y2 - line.y1;
- var dr = Math.sqrt(dx * dx + dy * dy);
- var D = line.x1 * line.y2 - line.x2 * line.y1;
- var discriminant = self.width * self.width * dr * dr - D * D;
- console.log(discriminant);
- if (discriminant >= 0) {
- // The line intersects the bubble
- var sign = dy < 0 ? -1 : 1;
- var x1 = (D * dy + sign * dx * Math.sqrt(discriminant)) / (dr * dr);
- var x2 = (D * dy - sign * dx * Math.sqrt(discriminant)) / (dr * dr);
- var y1 = (-D * dx + Math.abs(dy) * Math.sqrt(discriminant)) / (dr * dr);
- var y2 = (-D * dx - Math.abs(dy) * Math.sqrt(discriminant)) / (dr * dr);
- // Return the intersection point that is closest to the bubble's center
- var dist1 = Math.sqrt((x1 - self.x) * (x1 - self.x) + (y1 - self.y) * (y1 - self.y));
- var dist2 = Math.sqrt((x2 - self.x) * (x2 - self.x) + (y2 - self.y) * (y2 - self.y));
- if (dist1 < dist2) {
- return {
- x: x1,
- y: y1
- };
- } else {
- return {
- x: x2,
- y: y2
- };
- }
- }
- }
- return null;
- };
});
var Grid = Container.expand(function () {
var self = Container.call(this);
var rows = [];
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