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
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Balls must not go through the stacks; upon collision, they should bounce back
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Balls must bounce off every corner.
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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
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Balls should bounce when they hit the stacks.
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Place random stacks in the game, with a maximum of 6 stacks
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No ball should pass through any line drawn by the left mouse button.
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When the balls hit the aimline (the chains), they will bounce back in the direction they came from.
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The balls can never cross the aimLine
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The balls will never pass through the chain.
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The balls will treat the chain as a wall and behave accordingly.
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Just like the balls bounce when they collide with each other, they should also bounce when they hit the chain.
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The balls will bounce when they hit the chain.
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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.
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After touching the chain, the balls should not be able to pass through it. Then, they should shrink and split into two separate pieces.
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Enlarge the balls, and every time they touch the chain, they should split into two.
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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
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Delete line 199 and remove that piece of code.
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
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Make the balls start moving.
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 199
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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
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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; } // --- Prevent balls from ever crossing the aimLine --- // Only enforce if aimLine exists and is visible if (typeof aimLine !== "undefined" && aimLine && aimLine.visible) { // Calculate the normal vector of the aimLine var dx = Math.cos(aimLine.rotation); var dy = Math.sin(aimLine.rotation); // Vector from aimLine start to ball center var px = self.x - aimLine.x; var py = self.y - aimLine.y; // Project vector onto aimLine direction to get closest point on the line var proj = px * dx + py * dy; // Clamp projection to the aimLine segment var len = aimLine.width; if (proj < 0) proj = 0; if (proj > len) proj = len; // Closest point on the aimLine var closestX = aimLine.x + dx * proj; var closestY = aimLine.y + dy * proj; // Distance from ball center to closest point var distX = self.x - closestX; var distY = self.y - closestY; var dist = Math.sqrt(distX * distX + distY * distY); if (dist < self.radius) { // Ball is overlapping the aimLine, push it out and reflect velocity var overlap = self.radius - dist; // Defensive: avoid division by zero if (dist === 0) { distX = 1; distY = 0; dist = 1; } var nx = distX / dist; var ny = distY / dist; self.x += nx * overlap; self.y += ny * overlap; // Reflect velocity var dot = self.vx * nx + self.vy * ny; self.vx -= 2 * dot * nx; self.vy -= 2 * dot * ny; // Dampen to simulate energy loss self.vx *= self.bounce; 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; // --- Ball bounce off chain, just like ball-ball collision --- // Project velocity onto normal var dot = hitBall.vx * nx + hitBall.vy * ny; // Reflect velocity (elastic bounce) hitBall.vx -= 2 * dot * nx; hitBall.vy -= 2 * dot * ny; // Dampen to simulate energy loss (same as ball-ball) hitBall.vx *= hitBall.bounce; hitBall.vy *= hitBall.bounce; } // Do NOT deactivate the chain here; allow it to persist as a barrier (chain acts as a wall) } // --- 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); break; } } } // --- Game update loop --- game.update = function () { // Update robot robot.update(); // Update balls for (var i = 0; i < balls.length; ++i) { balls[i].update(); // --- Enforce chain as a barrier every frame, so balls never pass through --- if (chain.active) { // For each segment, check collision and bounce if needed for (var j = 0; j < chain.segments.length; ++j) { var seg = chain.segments[j]; var dx = balls[i].x - seg.x; var dy = balls[i].y - seg.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < balls[i].radius) { // Push ball out of the chain segment and reflect velocity (barrier bounce) var overlap = balls[i].radius - dist; if (dist === 0) { dx = 1; dy = 0; dist = 1; } var nx = dx / dist; var ny = dy / dist; balls[i].x += nx * overlap; balls[i].y += ny * overlap; // Project velocity onto normal var dot = balls[i].vx * nx + balls[i].vy * ny; // Reflect velocity (elastic bounce) balls[i].vx -= 2 * dot * nx; balls[i].vy -= 2 * dot * ny; // Dampen to simulate energy loss (same as ball-ball) balls[i].vx *= balls[i].bounce; balls[i].vy *= balls[i].bounce; } } } } // 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
@@ -77,8 +77,52 @@
if (self.y + self.radius > 2732) {
self.y = 2732 - self.radius;
self.vy = -self.vy * self.bounce;
}
+ // --- Prevent balls from ever crossing the aimLine ---
+ // Only enforce if aimLine exists and is visible
+ if (typeof aimLine !== "undefined" && aimLine && aimLine.visible) {
+ // Calculate the normal vector of the aimLine
+ var dx = Math.cos(aimLine.rotation);
+ var dy = Math.sin(aimLine.rotation);
+ // Vector from aimLine start to ball center
+ var px = self.x - aimLine.x;
+ var py = self.y - aimLine.y;
+ // Project vector onto aimLine direction to get closest point on the line
+ var proj = px * dx + py * dy;
+ // Clamp projection to the aimLine segment
+ var len = aimLine.width;
+ if (proj < 0) proj = 0;
+ if (proj > len) proj = len;
+ // Closest point on the aimLine
+ var closestX = aimLine.x + dx * proj;
+ var closestY = aimLine.y + dy * proj;
+ // Distance from ball center to closest point
+ var distX = self.x - closestX;
+ var distY = self.y - closestY;
+ var dist = Math.sqrt(distX * distX + distY * distY);
+ if (dist < self.radius) {
+ // Ball is overlapping the aimLine, push it out and reflect velocity
+ var overlap = self.radius - dist;
+ // Defensive: avoid division by zero
+ if (dist === 0) {
+ distX = 1;
+ distY = 0;
+ dist = 1;
+ }
+ var nx = distX / dist;
+ var ny = distY / dist;
+ self.x += nx * overlap;
+ self.y += ny * overlap;
+ // Reflect velocity
+ var dot = self.vx * nx + self.vy * ny;
+ self.vx -= 2 * dot * nx;
+ self.vy -= 2 * dot * ny;
+ // Dampen to simulate energy loss
+ self.vx *= self.bounce;
+ self.vy *= self.bounce;
+ }
+ }
};
return self;
});
// Chain class: fires in direction, stops at collision or edge