User prompt
Haz nubes con hitbox que se generen aleatoria mente en el mapa
User prompt
Ponle unos rayos de sol al sol
User prompt
Haz un fondo con un cielo y un sol en una esquina
User prompt
Haz que haya una línea invisible que se ponga en un tercio y que arriba de ella la bola no se pueda ir a ese lugar
User prompt
Haz que si uno toca la bola se quede en ese lugar pero siga saltando
User prompt
Haz que la bola nunca pueda dejar de saltar
User prompt
Haz que la velocidad y sea siempre 20
User prompt
Revierte el cambio
User prompt
Ahora cuando uno toca la bola la bola se queda quieta en el lugar
User prompt
Haz que si uno no toca la bola no se mueva
User prompt
Haz que la bola sea visible
User prompt
Bouncing Ball Forever
Initial prompt
Crea una bola que salta indefinidamente
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
// Attach ball graphics
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Physics properties
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.3;
self.bounce = 0.8;
// Update physics and bouncing
self.update = function () {
// Apply gravity
self.velocityY += self.gravity;
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Bounce off left and right walls
if (self.x <= 40 || self.x >= 2008) {
self.velocityX = -self.velocityX * self.bounce;
self.x = self.x <= 40 ? 40 : 2008;
}
// Define invisible barrier at one-third of screen height
var barrierY = 2732 / 3; // One-third from top
// Bounce off invisible barrier (top third) and bottom wall
if (self.y <= barrierY || self.y >= 2692) {
self.velocityY = -self.velocityY * self.bounce;
self.y = self.y <= barrierY ? barrierY : 2692;
}
// Ensure minimum velocity to keep ball moving
var minVelocity = 2;
if (Math.abs(self.velocityX) < minVelocity && Math.abs(self.velocityY) < minVelocity) {
// Add random velocity if ball is moving too slowly
self.velocityX = (Math.random() - 0.5) * minVelocity * 2;
self.velocityY = Math.random() > 0.5 ? -minVelocity : minVelocity;
}
};
return self;
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
// Attach cloud graphics
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
// Movement properties
self.velocityX = (Math.random() - 0.5) * 2; // Random horizontal movement
self.velocityY = 0;
// Update cloud movement
self.update = function () {
// Move cloud
self.x += self.velocityX;
// Wrap around screen horizontally
if (self.x < -75) {
self.x = 2048 + 75;
} else if (self.x > 2048 + 75) {
self.x = -75;
}
};
return self;
});
/****
* Initialize Game
****/
// Create and add the ball to the game
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Create and add the ball to the game
var ball = game.addChild(new Ball());
// Add sun decoration to top-right corner
var sun = game.addChild(LK.getAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
}));
sun.x = 2048 - 150; // Position near right edge
sun.y = 150; // Position near top edge
// Add sun rays around the sun
var sunRays = [];
var numRays = 8;
for (var i = 0; i < numRays; i++) {
var ray = game.addChild(LK.getAsset('sunRay', {
anchorX: 0,
anchorY: 0.5
}));
ray.x = sun.x;
ray.y = sun.y;
ray.rotation = i * Math.PI * 2 / numRays;
sunRays.push(ray);
}
// Position ball at center of screen
ball.x = 2048 / 2;
ball.y = 2732 / 2;
// Cloud generation and management
var clouds = [];
var cloudTimer = 0;
var cloudSpawnInterval = 180; // Spawn cloud every 3 seconds (60fps * 3)
// Game update loop
game.update = function () {
// Cloud generation timer
cloudTimer++;
if (cloudTimer >= cloudSpawnInterval) {
cloudTimer = 0;
// Create new cloud at random position
var newCloud = new Cloud();
newCloud.x = Math.random() * 2048;
newCloud.y = Math.random() * (2732 / 3 - 100) + 50; // Only in upper two-thirds, avoiding barrier
clouds.push(newCloud);
game.addChild(newCloud);
}
// Check ball collision with clouds
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
if (ball.intersects(cloud)) {
// Ball bounces off cloud
ball.velocityY = -Math.abs(ball.velocityY) * 0.8; // Bounce upward
ball.velocityX += cloud.velocityX * 0.5; // Transfer some cloud momentum
// Remove cloud on impact
cloud.destroy();
clouds.splice(i, 1);
}
}
};
// Touch interaction to set ball position to touch location
game.down = function (x, y, obj) {
// Set ball position to touch location
ball.x = x;
ball.y = y;
// Keep horizontal velocity but reset vertical velocity to maintain bouncing
ball.velocityY = 0;
}; ===================================================================
--- original.js
+++ change.js
@@ -41,8 +41,31 @@
}
};
return self;
});
+var Cloud = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach cloud graphics
+ var cloudGraphics = self.attachAsset('cloud', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Movement properties
+ self.velocityX = (Math.random() - 0.5) * 2; // Random horizontal movement
+ self.velocityY = 0;
+ // Update cloud movement
+ self.update = function () {
+ // Move cloud
+ self.x += self.velocityX;
+ // Wrap around screen horizontally
+ if (self.x < -75) {
+ self.x = 2048 + 75;
+ } else if (self.x > 2048 + 75) {
+ self.x = -75;
+ }
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -78,8 +101,38 @@
}
// Position ball at center of screen
ball.x = 2048 / 2;
ball.y = 2732 / 2;
+// Cloud generation and management
+var clouds = [];
+var cloudTimer = 0;
+var cloudSpawnInterval = 180; // Spawn cloud every 3 seconds (60fps * 3)
+// Game update loop
+game.update = function () {
+ // Cloud generation timer
+ cloudTimer++;
+ if (cloudTimer >= cloudSpawnInterval) {
+ cloudTimer = 0;
+ // Create new cloud at random position
+ var newCloud = new Cloud();
+ newCloud.x = Math.random() * 2048;
+ newCloud.y = Math.random() * (2732 / 3 - 100) + 50; // Only in upper two-thirds, avoiding barrier
+ clouds.push(newCloud);
+ game.addChild(newCloud);
+ }
+ // Check ball collision with clouds
+ for (var i = clouds.length - 1; i >= 0; i--) {
+ var cloud = clouds[i];
+ if (ball.intersects(cloud)) {
+ // Ball bounces off cloud
+ ball.velocityY = -Math.abs(ball.velocityY) * 0.8; // Bounce upward
+ ball.velocityX += cloud.velocityX * 0.5; // Transfer some cloud momentum
+ // Remove cloud on impact
+ cloud.destroy();
+ clouds.splice(i, 1);
+ }
+ }
+};
// Touch interaction to set ball position to touch location
game.down = function (x, y, obj) {
// Set ball position to touch location
ball.x = x;
Una nube . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Haz una nube amarilla . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Una bola con ojos. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Nube verde. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Nube roja. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat