User prompt
Remove stack placement logic and stack array from game initialization ✅ Remove stack collision logic from Ball.update ✅ Remove stack collision logic from game update loop
User prompt
Balls must not go through the stacks; upon collision, they should bounce back
User prompt
Balls must bounce off every corner.
User prompt
Prevent balls from passing through any stack by enforcing collision with all stacks ✅ Keep track of all stacks (obstacles) in a global array ✅ Ensure that balls collide and bounce off every stack in this array, so they cannot pass through
User prompt
Balls should bounce when they hit the stacks.
User prompt
Place random stacks in the game, with a maximum of 6 stacks
User prompt
No ball should pass through any line drawn by the left mouse button.
User prompt
When the balls hit the aimline (the chains), they will bounce back in the direction they came from.
User prompt
The balls can never cross the aimLine
User prompt
The balls will never pass through the chain.
User prompt
The balls will treat the chain as a wall and behave accordingly.
User prompt
Just like the balls bounce when they collide with each other, they should also bounce when they hit the chain.
User prompt
The balls will bounce when they hit the chain.
User prompt
The chain will act like a barrier, and when a ball hits the chain, it should bounce off as if it collided with a wall.
User prompt
After touching the chain, the balls should not be able to pass through it. Then, they should shrink and split into two separate pieces.
User prompt
Enlarge the balls, and every time they touch the chain, they should split into two.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var nx = last.x + self.dirX * self.segmentLength;' Line Number: 152
User prompt
Delete line 199 and remove that piece of code.
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
User prompt
Make the balls start moving.
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Ball class: bounces, shrinks on hit, rebounds off everything
var Ball = Container.expand(function () {
var self = Container.call(this);
// Ball type: 'red' or 'green'
self.type = 'red';
self.radius = 90; // initial radius
self.minRadius = 40; // minimum radius after shrinking
self.shrinkAmount = 18; // how much to shrink per hit
// Attach asset
self.asset = null;
self.setType = function (type) {
self.type = type;
if (self.asset) self.removeChild(self.asset);
var assetId = type === 'red' ? 'ballRed' : 'ballGreen';
self.asset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
width: self.radius * 2,
height: self.radius * 2
});
};
// Set initial type
self.setType(self.type);
// Physics
self.vx = 0;
self.vy = 0;
self.bounce = 0.98; // energy loss on bounce
self.gravity = 1.2;
// For collision detection
self.getRadius = function () {
return self.radius;
};
// Shrink ball
self.shrink = function () {
if (self.radius > self.minRadius) {
self.radius -= self.shrinkAmount;
if (self.radius < self.minRadius) self.radius = self.minRadius;
// Animate shrink
tween(self.asset, {
width: self.radius * 2,
height: self.radius * 2
}, {
duration: 180,
easing: tween.easeOut
});
}
};
// Update per frame
self.update = function () {
// Move
self.x += self.vx;
self.y += self.vy;
// Gravity
self.vy += self.gravity;
// Bounce off walls
if (self.x - self.radius < 0) {
self.x = self.radius;
self.vx = -self.vx * self.bounce;
}
if (self.x + self.radius > 2048) {
self.x = 2048 - self.radius;
self.vx = -self.vx * self.bounce;
}
// Bounce off floor/ceiling
if (self.y - self.radius < 0) {
self.y = self.radius;
self.vy = -self.vy * self.bounce;
}
if (self.y + self.radius > 2732) {
self.y = 2732 - self.radius;
self.vy = -self.vy * self.bounce;
}
};
return self;
});
// Chain class: fires in direction, stops at collision or edge
var Chain = Container.expand(function () {
var self = Container.call(this);
// Chain is a series of segments
self.segments = [];
self.segmentLength = 64;
self.maxSegments = 32;
self.dirX = 0;
self.dirY = 0;
self.originX = 0;
self.originY = 0;
self.active = true;
// For collision
self.getTip = function () {
if (self.segments.length === 0) return {
x: self.originX,
y: self.originY
};
var last = self.segments[self.segments.length - 1];
return {
x: last.x,
y: last.y
};
};
// Initialize chain
self.fire = function (originX, originY, dirX, dirY) {
self.originX = originX;
self.originY = originY;
self.dirX = dirX;
self.dirY = dirY;
self.segments = [];
self.active = true;
// Remove old children
while (self.children.length) self.removeChild(self.children[0]);
// Add first segment
var seg = LK.getAsset('chain', {
anchorX: 0.5,
anchorY: 0.5
});
seg.x = originX;
seg.y = originY;
self.addChild(seg);
self.segments.push(seg);
};
// Update per frame
self.update = function () {
if (!self.active) return;
// Defensive: Only proceed if there is at least one segment
if (self.segments.length === 0) return;
// Add new segment in direction
var last = self.segments[self.segments.length - 1];
var nx = last.x + self.dirX * self.segmentLength;
var ny = last.y + self.dirY * self.segmentLength;
// Stop if out of bounds
if (nx < 0 || nx > 2048 || ny < 0 || ny > 2732) {
self.active = false;
return;
}
// Add new segment
var seg = LK.getAsset('chain', {
anchorX: 0.5,
anchorY: 0.5
});
seg.x = nx;
seg.y = ny;
self.addChild(seg);
self.segments.push(seg);
// Limit length
if (self.segments.length > self.maxSegments) {
self.active = false;
}
};
// Remove all segments
self.clear = function () {
while (self.children.length) self.removeChild(self.children[0]);
self.segments = [];
self.active = false;
};
return self;
});
// Robot class: moves left/right, fires chain
var Robot = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('robot', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = self.asset.width;
self.height = self.asset.height;
// For movement
self.speed = 0;
self.maxSpeed = 32;
self.targetX = 1024;
// For collision
// Update per frame
self.update = function () {
// Move towards targetX
var dx = self.targetX - self.x;
if (Math.abs(dx) > 8) {
self.speed = Math.max(-self.maxSpeed, Math.min(self.maxSpeed, dx * 0.25));
self.x += self.speed;
} else {
self.x = self.targetX;
self.speed = 0;
}
// Clamp to screen
if (self.x < self.width / 2) self.x = self.width / 2;
if (self.x > 2048 - self.width / 2) self.x = 2048 - self.width / 2;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// --- Game variables ---
// Robot: blue box
// Ball: red
// Ball: green
// Chain: yellow box (thin)
// Aiming line: white box (thin, will be scaled)
var robot = new Robot();
var balls = [];
var chain = new Chain();
var aimLine = null;
var isAiming = false;
var aimStart = {
x: 0,
y: 0
};
var aimEnd = {
x: 0,
y: 0
};
var canFire = true;
var fireCooldown = 18; // frames between shots
var fireTimer = 0;
var score = 0;
var scoreTxt = null;
// --- Add robot ---
robot.x = 1024;
robot.y = 2732 - 120;
game.addChild(robot);
// --- Add balls ---
var ball1 = new Ball();
ball1.setType('red');
ball1.radius = 160; // enlarged radius
ball1.asset.width = ball1.radius * 2;
ball1.asset.height = ball1.radius * 2;
ball1.x = 600;
ball1.y = 800;
// Set initial velocity to make the ball start moving
ball1.vx = 18;
ball1.vy = -22;
balls.push(ball1);
game.addChild(ball1);
var ball2 = new Ball();
ball2.setType('green');
ball2.radius = 160; // enlarged radius
ball2.asset.width = ball2.radius * 2;
ball2.asset.height = ball2.radius * 2;
ball2.x = 1448;
ball2.y = 900;
// Set initial velocity to make the ball start moving
ball2.vx = -16;
ball2.vy = -18;
balls.push(ball2);
game.addChild(ball2);
// --- Add chain (hidden at start) ---
game.addChild(chain);
// --- Score text ---
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Aiming line ---
function updateAimLine() {
if (!aimLine) {
aimLine = LK.getAsset('aimLine', {
anchorX: 0,
anchorY: 0.5
});
aimLine.alpha = 0.5;
game.addChild(aimLine);
}
var dx = aimEnd.x - aimStart.x;
var dy = aimEnd.y - aimStart.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len < 80) len = 80; // minimum length
aimLine.x = aimStart.x;
aimLine.y = aimStart.y;
aimLine.width = len;
aimLine.height = 16;
aimLine.rotation = Math.atan2(dy, dx);
aimLine.visible = true;
}
function hideAimLine() {
if (aimLine) aimLine.visible = false;
}
// --- Input handling ---
game.down = function (x, y, obj) {
// Only allow aiming if touch is in lower 1/3 of screen
if (y > 2732 - 600) {
isAiming = true;
aimStart.x = robot.x;
aimStart.y = robot.y - robot.height / 2;
aimEnd.x = x;
aimEnd.y = y;
updateAimLine();
}
};
game.move = function (x, y, obj) {
if (isAiming) {
// Update aim direction
aimEnd.x = x;
aimEnd.y = y;
updateAimLine();
} else {
// Move robot left/right only
robot.targetX = x;
}
};
game.up = function (x, y, obj) {
if (isAiming && canFire) {
// Fire chain in direction
var dx = aimEnd.x - aimStart.x;
var dy = aimEnd.y - aimStart.y;
var len = Math.sqrt(dx * dx + dy * dy);
if (len > 80) {
var dirX = dx / len;
var dirY = dy / len;
chain.clear();
chain.fire(aimStart.x, aimStart.y, dirX, dirY);
canFire = false;
fireTimer = fireCooldown;
}
}
isAiming = false;
hideAimLine();
};
// --- Ball-ball collision ---
function ballsCollide(b1, b2) {
var dx = b1.x - b2.x;
var dy = b1.y - b2.y;
var dist = Math.sqrt(dx * dx + dy * dy);
return dist < b1.radius + b2.radius;
}
function resolveBallCollision(b1, b2) {
var dx = b1.x - b2.x;
var dy = b1.y - b2.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) return;
var overlap = b1.radius + b2.radius - dist;
if (overlap > 0) {
// Push balls apart
var nx = dx / dist;
var ny = dy / dist;
b1.x += nx * (overlap / 2);
b1.y += ny * (overlap / 2);
b2.x -= nx * (overlap / 2);
b2.y -= ny * (overlap / 2);
// Exchange velocities (elastic)
var tx = nx;
var ty = ny;
var v1 = b1.vx * tx + b1.vy * ty;
var v2 = b2.vx * tx + b2.vy * ty;
var m1 = b1.radius;
var m2 = b2.radius;
var newV1 = (v1 * (m1 - m2) + 2 * m2 * v2) / (m1 + m2);
var newV2 = (v2 * (m2 - m1) + 2 * m1 * v1) / (m1 + m2);
b1.vx += (newV1 - v1) * tx;
b1.vy += (newV1 - v1) * ty;
b2.vx += (newV2 - v2) * tx;
b2.vy += (newV2 - v2) * ty;
}
}
// --- Ball-robot collision ---
function ballHitsRobot(ball, robot) {
var bounds = robot.getBounds();
// Closest point on robot to ball center
var cx = Math.max(bounds.left, Math.min(ball.x, bounds.right));
var cy = Math.max(bounds.top, Math.min(ball.y, bounds.bottom));
var dx = ball.x - cx;
var dy = ball.y - cy;
var dist = Math.sqrt(dx * dx + dy * dy);
return dist < ball.radius;
}
function resolveBallRobotCollision(ball, robot) {
var bounds = robot.getBounds();
var cx = Math.max(bounds.left, Math.min(ball.x, bounds.right));
var cy = Math.max(bounds.top, Math.min(ball.y, bounds.bottom));
var dx = ball.x - cx;
var dy = ball.y - cy;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) return;
var overlap = ball.radius - dist;
if (overlap > 0) {
// Push ball out
var nx = dx / dist;
var ny = dy / dist;
ball.x += nx * overlap;
ball.y += ny * overlap;
// Reflect velocity
var dot = ball.vx * nx + ball.vy * ny;
ball.vx -= 2 * dot * nx;
ball.vy -= 2 * dot * ny;
ball.vx *= 0.9;
ball.vy *= 0.9;
}
}
// --- Chain-ball collision ---
function chainHitsBall(chain, ball) {
// Check each segment
for (var i = 0; i < chain.segments.length; ++i) {
var seg = chain.segments[i];
var dx = seg.x - ball.x;
var dy = seg.y - ball.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < ball.radius) {
return true;
}
}
return false;
}
// --- Chain stops at first collision with ball or wall ---
function updateChainCollisions() {
if (!chain.active) return;
for (var i = 0; i < balls.length; ++i) {
if (chainHitsBall(chain, balls[i])) {
var hitBall = balls[i];
// --- Chain acts as a barrier: bounce ball off chain, do not allow pass-through ---
// Find the closest segment that collides
var closestSeg = null;
var minDist = Infinity;
for (var j = 0; j < chain.segments.length; ++j) {
var seg = chain.segments[j];
var dx = seg.x - hitBall.x;
var dy = seg.y - hitBall.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < hitBall.radius && dist < minDist) {
minDist = dist;
closestSeg = seg;
}
}
if (closestSeg) {
// Push ball out of the chain segment and reflect velocity (barrier bounce)
var dx = hitBall.x - closestSeg.x;
var dy = hitBall.y - closestSeg.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) {
// Avoid division by zero, nudge
dx = 1;
dy = 0;
dist = 1;
}
var overlap = hitBall.radius - dist;
if (overlap > 0) {
var nx = dx / dist;
var ny = dy / dist;
// Move ball out of the chain
hitBall.x += nx * overlap;
hitBall.y += ny * overlap;
// Reflect velocity (barrier bounce)
var dot = hitBall.vx * nx + hitBall.vy * ny;
hitBall.vx -= 2 * dot * nx;
hitBall.vy -= 2 * dot * ny;
// Dampen
hitBall.vx *= 0.85;
hitBall.vy *= 0.85;
}
// Do NOT deactivate the chain here; allow it to persist as a barrier
}
// --- Shrink and split logic ---
if (hitBall.radius > hitBall.minRadius + hitBall.shrinkAmount) {
// Shrink first
hitBall.shrink();
// Split into two balls
var newRadius = Math.max(hitBall.radius / 1.5, hitBall.minRadius);
for (var s = 0; s < 2; ++s) {
var newBall = new Ball();
newBall.setType(hitBall.type);
newBall.radius = newRadius;
newBall.asset.width = newRadius * 2;
newBall.asset.height = newRadius * 2;
// Offset new balls slightly to avoid overlap
var angle = Math.PI / 4 + s * (Math.PI / 2);
newBall.x = hitBall.x + Math.cos(angle) * newRadius;
newBall.y = hitBall.y + Math.sin(angle) * newRadius;
// Give them some velocity away from each other
newBall.vx = hitBall.vx + (s === 0 ? -12 : 12);
newBall.vy = hitBall.vy - 10;
balls.push(newBall);
game.addChild(newBall);
}
// Remove the original ball
game.removeChild(hitBall);
balls.splice(i, 1);
i--; // adjust index after removal
} else {
// If too small, just shrink
hitBall.shrink();
}
score += 1;
scoreTxt.setText(score);
// Flash ball
LK.effects.flashObject(hitBall, 0xffff00, 200);
chain.active = false;
break;
}
}
}
// --- Game update loop ---
game.update = function () {
// Update robot
robot.update();
// Update balls
for (var i = 0; i < balls.length; ++i) {
balls[i].update();
}
// Ball-ball collision
if (balls.length >= 2) {
if (ballsCollide(balls[0], balls[1])) {
resolveBallCollision(balls[0], balls[1]);
}
}
// Ball-robot collision
for (var i = 0; i < balls.length; ++i) {
if (ballHitsRobot(balls[i], robot)) {
resolveBallRobotCollision(balls[i], robot);
// Game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update chain
if (chain.active) {
chain.update();
updateChainCollisions();
}
// Fire cooldown
if (!canFire) {
fireTimer--;
if (fireTimer <= 0) {
canFire = true;
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -419,9 +419,9 @@
if (!chain.active) return;
for (var i = 0; i < balls.length; ++i) {
if (chainHitsBall(chain, balls[i])) {
var hitBall = balls[i];
- // --- Prevent ball from passing through the chain (rebound) ---
+ // --- Chain acts as a barrier: bounce ball off chain, do not allow pass-through ---
// Find the closest segment that collides
var closestSeg = null;
var minDist = Infinity;
for (var j = 0; j < chain.segments.length; ++j) {
@@ -434,9 +434,9 @@
closestSeg = seg;
}
}
if (closestSeg) {
- // Push ball out of the chain segment
+ // Push ball out of the chain segment and reflect velocity (barrier bounce)
var dx = hitBall.x - closestSeg.x;
var dy = hitBall.y - closestSeg.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) {
@@ -448,18 +448,20 @@
var overlap = hitBall.radius - dist;
if (overlap > 0) {
var nx = dx / dist;
var ny = dy / dist;
+ // Move ball out of the chain
hitBall.x += nx * overlap;
hitBall.y += ny * overlap;
- // Reflect velocity
+ // Reflect velocity (barrier bounce)
var dot = hitBall.vx * nx + hitBall.vy * ny;
hitBall.vx -= 2 * dot * nx;
hitBall.vy -= 2 * dot * ny;
// Dampen
hitBall.vx *= 0.85;
hitBall.vy *= 0.85;
}
+ // Do NOT deactivate the chain here; allow it to persist as a barrier
}
// --- Shrink and split logic ---
if (hitBall.radius > hitBall.minRadius + hitBall.shrinkAmount) {
// Shrink first