User prompt
the disc moves left and right horizontally on the screen between the edges of the screen before being released. I want this distance to be smaller, so that the ball never touches the edges of the screen, thus decrease the overall distance by 20%, relativle to the middle of the screen.
User prompt
the disc moves left and risght horizontally on the screen before getting released. I want to to shorten this distance by 20%
User prompt
turn the separators invisible
User prompt
change gravity to 6
User prompt
change gravity to 2
User prompt
change gravity to 1
User prompt
change elasticity to 0.2
User prompt
decrease the width of the separators by 25%
User prompt
move the separators 50 pixels higher
User prompt
move the separators 100 pixels lower
User prompt
Collision Detection Frequency: Verify that the collision detection between the disc and separators is being checked frequently enough. If the game loop (LK.on('tick', function() {...})) runs too infrequently or the disc moves too fast, it might skip over the collision detection phase where the disc is in contact with the separator.
User prompt
Fix Bug: 'ReferenceError: velocity2 is not defined' in this line: 'var newVelocityX1 = (velocity1.x * (mass1 - mass2) + 2 * mass2 * velocity2.x) / (mass1 + mass2);' Line Number: 29
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var velocity2 = {' Line Number: 29
User prompt
Enhance Velocity Adjustment: When adjusting the disc's velocity after the collision, it is essential to consider the elasticity and mass of both the disc and the separator. The current method of subtracting velocity might not be sufficient to simulate a realistic bounce. Consider inverting the velocity component that is perpendicular to the collision surface while applying the elasticity factor.
User prompt
Correct Use of normal Vector: Ensure that the normal vector (used to calculate the collision response) is correctly pointing away from the collision surface. This vector should be perpendicular to the surface of the separator at the point of collision.
User prompt
Adjust Collision Logic between separators and the disc: In the collideWithDisc method, you are calculating the collision based on the distance between the edges of the disc and separator. Make sure that this logic correctly identifies when the disc's edge is within the collision range of the separator's edge. The current use of dx, dy, and distance needs to accurately reflect the point of contact.
User prompt
move the separators 50 pixels lower
User prompt
double the height of the separators length
User prompt
Once a collision is detected, the response should be immediate and noticeable. This might involve adjusting the disc's velocity and direction more significantly upon collision to create a realistic bounce effect.
User prompt
increase the height length of the separators. I need them to be stretched longer
User prompt
triple the height of the separators hitbox
User prompt
Ensure that the dimensions and positions of both the separators and the discs are accurately defined. This includes making sure that the separators' width and height are set to represent actual barriers that the discs can collide with.
User prompt
When adjusting the disc’s velocity upon collision, take into account the thickness of the separator. This will prevent the disc from appearing to merge into the separator before bouncing off.
User prompt
Once a collision is detected, the response should be immediate and noticeable. This might involve adjusting the disc's velocity and direction more significantly upon collision to create a realistic bounce effect.
User prompt
The collision detection logic in the collideWithDisc function of the Separator object needs refinement. You should calculate the collision based on the edges of the disc and the separator, rather than their centers, to get a more accurate collision response. This can be done by considering the direction of the disc’s movement and its radius (half of its width/height) when determining if it has collided with the edge of a separator.
var Separator = Container.expand(function () { var self = Container.call(this); var separatorGraphics = self.createAsset('separator', 'Separator Graphics', 0.5, 0.5); separatorGraphics.alpha = 0; separatorGraphics.width = LK.getAsset('separator').width; separatorGraphics.height = LK.getAsset('separator').height * 4; self.collideWithDisc = function (disc) { var discGraphics = disc.getGraphics(); var discEdgeX = disc.x + (disc.movingLeft ? -1 : 1) * discGraphics.width / 2; var discEdgeY = disc.y - discGraphics.height / 2; var separatorEdgeX = self.x + (disc.movingLeft ? 1 : -1) * separatorGraphics.width / 2; var separatorEdgeY = self.y - separatorGraphics.height / 2; var dx = discEdgeX - separatorEdgeX; var dy = discEdgeY - separatorEdgeY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < discGraphics.width / 2 + separatorGraphics.width / 2) { var normal = { x: (self.x - disc.x) / distance, y: (self.y - disc.y) / distance }; var dotProduct = disc.velocity.x * normal.x + disc.velocity.y * normal.y; if (dotProduct > 0) { var mass1 = disc.mass; var mass2 = self.mass; var velocity1 = { x: disc.velocity.x, y: disc.velocity.y }; var newVelocityX1 = velocity1.x; var newVelocityY1 = velocity1.y; disc.velocity.x = newVelocityX1 * disc.elasticity; disc.velocity.y = newVelocityY1 * disc.elasticity; } } }; }); var DiscIndicator = Container.expand(function () { var self = Container.call(this); var discGraphics = self.createAsset('disc', 'Disc Indicator Graphics', 0.5, 0.5); self.setCount = function (count) { self.removeChildren(); for (var i = 0; i < count; i++) { var disc = self.createAsset('disc', 'Disc Indicator Graphics', 0.5, 0.5); disc.scale.set(0.5); disc.x = i * (discGraphics.width * 0.5) * 1.1; self.addChild(disc); } }; }); var Slot = Container.expand(function (pointValue) { var self = Container.call(this); self.slotGraphics; switch (pointValue) { case 10: self.slotGraphics = self.createAsset('slot_red', 'Slot Graphics', 0.5, 1); break; case 25: self.slotGraphics = self.createAsset('slot_blue', 'Slot Graphics', 0.5, 1); break; case 50: self.slotGraphics = self.createAsset('slot_green', 'Slot Graphics', 0.5, 1); break; case 100: self.slotGraphics = self.createAsset('slot_purple', 'Slot Graphics', 0.5, 1); break; default: self.slotGraphics = self.createAsset('slot', 'Slot Graphics', 0.5, 1); break; } self.pointValue = pointValue; var pointValueText = new Text2(self.pointValue.toString(), { size: 50, fill: '#ffffff' }); pointValueText.anchor.set(0.5, 0); self.addChild(pointValueText); self.collideWithDisc = function (disc, updateScoreCallback) { disc.inSlot = true; disc.pointValue = self.pointValue; updateScoreCallback(disc.pointValue); if (self.pointValue === 100) { var remainingDiscs = self.parent && self.parent.discs ? self.parent.discs.length - self.parent.currentDiscIndex : 0; if (remainingDiscs < 3) { self.parent.createDisc.apply(self.parent); } self.parent.discIndicator.setCount(remainingDiscs + 1); } }; self.setSize = function (width, height) { self.slotGraphics.width = width; self.slotGraphics.height = height; pointValueText.x = width / 2; pointValueText.y = height - pointValueText.height; }; }); var Peg = Container.expand(function () { var self = Container.call(this); var pegGraphics = self.createAsset('peg', 'Peg Graphics', .25, .25); self.collideWithDisc = function (disc) { var normal = { x: disc.x - self.x, y: disc.y - self.y }; var length = Math.sqrt(normal.x * normal.x + normal.y * normal.y); normal.x /= length; normal.y /= length; var dotProduct = disc.velocity.x * normal.x + disc.velocity.y * normal.y; disc.velocity.x -= 5 * dotProduct * normal.x * disc.elasticity; disc.velocity.y -= 5 * dotProduct * normal.y * disc.elasticity; }; }); var Disc = Container.expand(function () { var self = Container.call(this); self.getGraphics = function () { return discGraphics; }; var discGraphics = self.createAsset('disc', 'Disc Graphics', .25, .25); self.velocity = { x: 0, y: 0 }; self.elasticity = 0.2; self.gravity = 6; self.inSlot = false; self.pointValue = 0; self.x = LK.getAsset('disc').width / 2; self.y = LK.getAsset('disc').height / 2; self.velocity = { x: 0, y: 0 }; self.horizontalSpeed = 80; self.movingLeft = Math.random() < 0.5; self.move = function () { if (!self.inSlot) { var limit = 2048 * 0.2; if (self.movingLeft) { self.x -= self.horizontalSpeed; if (self.x <= limit) self.movingLeft = false; } else { self.x += self.horizontalSpeed; if (self.x >= 2048 - limit) self.movingLeft = true; } if (self.velocity.y !== 0 || self.velocity.x !== 0) { self.velocity.y += self.gravity * 0.5; self.x += self.velocity.x; self.y += self.velocity.y; if (self.x < 0 || self.x > 2048) { self.velocity.x *= -1; } if (self.y < 0 || self.y > 2732) { self.velocity.y *= -1; } } } }; self.collideWithPeg = function (peg) { var dx = self.x - peg.x; var dy = self.y - peg.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < pegGraphics.width / 2 + discGraphics.width / 2) { var angle = Math.atan2(dy, dx); var sin = Math.sin(angle); var cos = Math.cos(angle); self.x = peg.x + (pegGraphics.width / 2 + discGraphics.width / 2) * cos; self.y = peg.y + (pegGraphics.width / 2 + discGraphics.width / 2) * sin; var dx1 = self.velocity.x; var dy1 = self.velocity.y; var speed = Math.sqrt(dx1 * dx1 + dy1 * dy1); var direction = Math.atan2(dy1, dx1); self.velocity.x = speed * Math.cos(direction + angle) * self.elasticity; self.velocity.y = speed * Math.sin(direction + angle) * self.elasticity; if (distance < pegGraphics.width / 2 + discGraphics.width / 2) { self.x = peg.x + (pegGraphics.width / 2 + discGraphics.width / 2) * cos; self.y = peg.y + (pegGraphics.width / 2 + discGraphics.width / 2) * sin; } } }; }); var Game = Container.expand(function () { var self = Container.call(this); self.createDisc = function () { var disc = new Disc(); disc.alpha = 0; discs.push(disc); self.addChild(disc); }; var background = self.createAsset('background', 'Background Graphics', 0, 0); background.width = 2048; background.height = 2732; background.alpha = 1; self.addChild(background); var separators = []; var totalSeparators = 6; var separatorSpacing = 2048 / (totalSeparators + 1); for (var i = 0; i < totalSeparators; i++) { var separator = new Separator(); separator.x = separatorSpacing * (i + 1); separator.y = 2732 - separator.height / 2 - 40 + 50; separators.push(separator); self.addChild(separator); } stage.on('down', function (obj) { if (currentDiscIndex < discs.length) { var activeDisc = discs[currentDiscIndex]; if (!activeDisc.inSlot) { activeDisc.velocity.y = 5; activeDisc.velocity.x = (Math.random() - 0.5) * 3; activeDisc.horizontalSpeed = 0; self.discIndicator.setCount(discs.length - currentDiscIndex - 1); } } }); var scoreTxt = new Text2('0', { size: 100, fill: '#ffffff', stroke: '#000000', strokeThickness: 6, font: "'Luckiest Guy', 'Arial Black', sans-serif" }); scoreTxt.anchor.set(0.5, 0); LK.gui.topCenter.addChild(scoreTxt); self.discIndicator = new DiscIndicator(); self.discIndicator.x = 100; self.discIndicator.y = 70; LK.gui.addChild(self.discIndicator); self.discIndicator.setCount(5); function updateScore(pointValue) { totalScore += pointValue; scoreTxt.setText(totalScore.toString()); } function updateUI() { scoreTxt.setText(totalScore.toString()); } var pegs = []; var slots = []; var discs = [new Disc(), new Disc(), new Disc(), new Disc(), new Disc()]; for (var i = 0; i < discs.length; i++) { discs[i].x = 2048 / 2; discs[i].y = 250; discs[i].velocity.x = 0; discs[i].velocity.y = 0; discs[i].visible = false; self.addChild(discs[i]); } discs[0].visible = true; var currentDiscIndex = 0; var totalScore = 0; function createDisc() { var disc = new Disc(); discs.push(disc); self.addChild(disc); } var slotPoints = [10, 25, 50, 100, 50, 25, 10]; var slotWidth = 2048 / slotPoints.length; for (var i = 0; i < slotPoints.length; i++) { var slot = new Slot(slotPoints[i]); slot.setSize(slotWidth, slotWidth); slot.x = i * slotWidth + 140; slot.y = 2732 - slot.slotGraphics.height + 500; slots.push(slot); slot.slotGraphics.alpha = 0; self.addChild(slot); var visualSlot = new Slot(slotPoints[i]); visualSlot.setSize(slotWidth, slotWidth); visualSlot.x = slot.x; visualSlot.y = slot.y - 200; self.addChild(visualSlot); } LK.on('tick', function () { if (currentDiscIndex < discs.length) { var activeDisc = discs[currentDiscIndex]; if (!activeDisc.inSlot) { activeDisc.move(); for (var i = 0; i < pegs.length; i++) { if (activeDisc.intersects(pegs[i])) { pegs[i].collideWithDisc(activeDisc); } } for (var i = 0; i < pegs.length; i++) { if (activeDisc.intersects(pegs[i])) { pegs[i].collideWithDisc(activeDisc); } } for (var s = 0; s < separators.length; s++) { for (var i = 0; i < activeDisc.velocity.y; i++) { if (activeDisc.intersects(separators[s])) { separators[s].collideWithDisc(activeDisc, activeDisc.discGraphics); } } } for (var j = 0; j < slots.length; j++) { if (activeDisc.intersects(slots[j]) && !activeDisc.inSlot) { slots[j].collideWithDisc(activeDisc, updateScore); activeDisc.inSlot = true; currentDiscIndex++; self.discIndicator.setCount(discs.length - currentDiscIndex); if (currentDiscIndex < discs.length) { if (discs[currentDiscIndex - 1].inSlot) { discs[currentDiscIndex].x = Math.random() * 2048; discs[currentDiscIndex].y = 250; discs[currentDiscIndex].velocity.x = 0; discs[currentDiscIndex].velocity.y = 0; discs[currentDiscIndex].horizontalSpeed = 80; discs[currentDiscIndex].movingLeft = Math.random() < 0.5; discs[currentDiscIndex].visible = true; discs[currentDiscIndex].alpha = 1; } } } } } if (currentDiscIndex == discs.length) { var allDiscsInSlots = discs.every(function (disc) { return disc.inSlot; }); var lastDisc = discs[discs.length - 1]; if (allDiscsInSlots && (!lastDisc.inSlot || lastDisc.pointValue !== 100)) { LK.showGameOver(); totalScore = 0; currentDiscIndex = 0; discs.forEach(function (disc) { disc.x = 2048 / 2; disc.y = 850; disc.velocity.y = 0; disc.velocity.x = 0; disc.inSlot = false; }); } } } }); var pegOffsetX = 2048 / 7; var pegOffsetY = (2732 - pegOffsetX) / 9; var marginX = pegOffsetX / 2 - 20; for (var row = 0; row < 8; row++) { var numberOfPegsInRow = row % 2 === 0 ? 7 : 6; for (var col = 0; col < numberOfPegsInRow; col++) { var peg = new Peg(); var staggerOffset = row % 2 * (pegOffsetX / 2); peg.x = marginX + col * pegOffsetX + staggerOffset; peg.y = pegOffsetY + row * pegOffsetY + 190; pegs.push(peg); self.addChild(peg); } } });
===================================================================
--- original.js
+++ change.js
@@ -128,18 +128,19 @@
self.velocity = {
x: 0,
y: 0
};
- self.horizontalSpeed = 64;
+ self.horizontalSpeed = 80;
self.movingLeft = Math.random() < 0.5;
self.move = function () {
if (!self.inSlot) {
+ var limit = 2048 * 0.2;
if (self.movingLeft) {
self.x -= self.horizontalSpeed;
- if (self.x <= 0) self.movingLeft = false;
+ if (self.x <= limit) self.movingLeft = false;
} else {
self.x += self.horizontalSpeed;
- if (self.x >= 2048) self.movingLeft = true;
+ if (self.x >= 2048 - limit) self.movingLeft = true;
}
if (self.velocity.y !== 0 || self.velocity.x !== 0) {
self.velocity.y += self.gravity * 0.5;
self.x += self.velocity.x;
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.wooden peg
bucket with 50 text on it. front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
golden bucket with 100 text on it. front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
bucket with 25 text on it. front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
round crumpled ball of paper. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. no shadow. pixel. 8 bit
white paper wallpaper. In-Game texture. 2d.. High contrast. No shadows. pixel. 8 bit. single color
paper peg Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
green plus sign Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
silver bucket with 75 text on it . front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit