User prompt
increase the ball speed
User prompt
make the grid 14 colomns instead of 15 and ensure the entire grid is then properly rescaled across the screem
User prompt
increase the speed of the ball
User prompt
make the grid 15 colomns instead of 13 and ensure the entire grid is then properly rescaled across the screem
User prompt
make the grid 13 colomns instead of 12 and ensure the entire grid is then properly rescaled across the screem
User prompt
fix the collision mechanism between the ball and the obstacles as the game goes to game over even if the ball is not directly touching the obstacle
User prompt
the ball is starting traveling towards the right side of the screen, so start the ball also by rotating it towards the right. when either the player taps the screen to change it's direction, or the ball hits a screen edge, flip the direction of rotation of the ball towards the other side, in this case left. alternate between rotating left and right when either yu get a tap input or the ball collides with a wall
User prompt
Please fix the bug: 'ReferenceError: scoreMultiplier is not defined' in or related to this line: 'score += scoreMultiplier;' Line Number: 28
User prompt
show a score in the top side of the screen. add +1 point for each bounce of the wall. For each consecutive ricochet give +1 more points, so the first bounce would worth point, the second 2 points, the third 3 points and so on
User prompt
change the obstacles x and y values, so they fit perfectly into the grid inside the screen of 12 columns and 20 rows
User prompt
I've increased the size of the obstacles so I need yu to update the screen so they are all generated inside the s een bound and not get cut off again
User prompt
the ball should bounce back when it's edges hits the screen bounds, not go all the way through its center
User prompt
the background needs to stretch across the entire size of the screen
User prompt
create a background and attach it to the background container.
User prompt
some obstacles are created outside the screen bounds, thus only a small part of them is visible, the rest is cut. you need to ensure the grid on which the obstacles are created, is within the full inside bounds of the screen so the obstacles created are not cut off
User prompt
create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
User prompt
instead fo randomly placing obstacles on the map, first create a grid of 12 columns and 20 rows that stretches across the entire screen area, so each square grid fits perfectly in the given grid aray size. Then create 5 starting obstacles, and in one random empty cells place one of each obstacle, so they they are equally displaced. after each time the ball bounces of a wall, add a new obstacle in one of the remaining empty grids, and upon each ball ricochet with the edge of the screen, add a new obstacle.
Initial prompt
Ricochet Ball
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 15; self.speedY = 15; self.rotationDirection = 1; // 1 for right, -1 for left self.update = function () { self.x += self.speedX; self.y += self.speedY; self.rotation += 0.05 * self.rotationDirection; // Rotate the ball // Bounce off walls if (self.x - self.width / 2 <= 0 || self.x + self.width / 2 >= 2048) { self.speedX *= -1; self.rotationDirection *= -1; // Flip the rotation direction // Increment the score and update the score text score += scoreMultiplier; scoreTxt.setText(score); // Increase the score multiplier scoreMultiplier++; var obstacle = new Obstacle(); var emptyCells = []; for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (grid[row][col] === null) { emptyCells.push({ row: row, col: col }); } } } var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid[randomCell.row][randomCell.col] = obstacle; } if (self.y - self.height / 2 <= 0 || self.y + self.height / 2 >= 2732) { self.speedY *= -1; // Increment the score and update the score text score += scoreMultiplier; scoreTxt.setText(score); // Increase the score multiplier scoreMultiplier++; var obstacle = new Obstacle(); var emptyCells = []; for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (grid[row][col] === null) { emptyCells.push({ row: row, col: col }); } } } var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid[randomCell.row][randomCell.col] = obstacle; } }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Obstacles can have their own behavior if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var BackgroundContainer = new Container(); var MidgroundContainer = new Container(); var ForegroundContainer = new Container(); var scoreMultiplier = 1; // Initialize scoreMultiplier game.addChild(BackgroundContainer); game.addChild(MidgroundContainer); game.addChild(ForegroundContainer); // Create a background and attach it to the BackgroundContainer var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 100, // Scale the background to fit the screen width scaleY: 2732 / 100, // Scale the background to fit the screen height x: 0, y: 0 }); BackgroundContainer.addChild(background); var ball = MidgroundContainer.addChild(new Ball()); ball.x = 1024; ball.y = 1366; var obstacles = []; var grid = []; for (var i = 0; i < 20; i++) { grid[i] = []; for (var j = 0; j < 14; j++) { grid[i][j] = null; } } for (var i = 0; i < 5; i++) { var obstacle = new Obstacle(); var emptyCells = []; for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (grid[row][col] === null) { emptyCells.push({ row: row, col: col }); } } } var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 14) + 2048 / 14 / 2; obstacle.y = randomCell.row * (2732 / 20) + 2732 / 20 / 2; obstacles.push(obstacle); ForegroundContainer.addChild(obstacle); grid[randomCell.row][randomCell.col] = obstacle; } // Handle touch events game.down = function (x, y, obj) { // Change ball direction on touch ball.speedY *= -1; ball.rotationDirection *= -1; // Flip the rotation direction }; // Update game state // Create a score text and attach it to the GUI overlay var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.update = function () { ball.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); // Check for collision with ball if (ball.intersects(obstacles[i]) && ball.hitTest(obstacles[i])) { // End game on collision LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -8,10 +8,10 @@
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speedX = 10;
- self.speedY = 10;
+ self.speedX = 15;
+ self.speedY = 15;
self.rotationDirection = 1; // 1 for right, -1 for left
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;