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1 point is added to the score every second after the player starts moving the platform, however the first point takes a second to actually be added. instead of waiting 1 second, instantly add it as soon as the platform has moved, and only then start dding +1 every second
Code edit (1 edits merged)
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move the score 50 pixels higher
Code edit (2 edits merged)
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ensure the board appears one layer under the score text
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ensure the score text is one layer over the board, so that is appears over it
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'scoreText.x = Board.x; // Center horizontally on the board' Line Number: 119
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ensure the score text is on top of the board asset
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create a new rectangle asset and name it Board. give it an x and y position
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create a new rectangle on the screen named ScoreBoard. give it an x and y position
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there's a very slight space between the ball and the platform. reduce the ball's hitbox by 10 pixels, so that it appears the ball actually overlaps the platform by a bit, but maintain the actual graphic at teh same size
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shit the platform's animation to the left by 50 pixels. keep all the other mechanics in place as they are, just shift the graphical asset
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speed up the ball animation
/**** * Classes ****/ // Assets are automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); // Create and attach the ball asset var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Set initial properties self.radius = ballGraphics.width / 2 - 10; // Assuming the asset is a circle self.gravity = 0.5; self.velocityY = 0; self.rotationAngle = 0; // Rotation angle of the ball self.hasHitRectangle = false; // Flag to check if the ball has hit the rectangle // Ball update method self.update = function () { // Apply gravity with increased force to ensure it surpasses all other forces // Correctly apply gravity to the ball // Apply gravity to the ball's vertical velocity consistently every tick self.velocityY += self.gravity; // Update the ball's vertical position based on the velocity self.y += self.velocityY; // Derive horizontal velocity from rotation var movementDirection = self.rotationAngle < 0 ? -1 : 1; // Determine the direction of movement based on the rotation of the ball // Dynamically adjust sensitivity based on gameplay needs var baseSensitivity = 1; // Base sensitivity factor increased var dynamicSensitivityAdjustment = 0.1; // Additional sensitivity based on game state or player progress increased var movementSensitivity = baseSensitivity + dynamicSensitivityAdjustment; // Total sensitivity for ball's movement updated var movementInertia = Math.abs(self.rotationAngle) * movementSensitivity; // Calculate movement inertia self.velocityX = movementDirection * movementInertia; // Apply movement inertia to horizontal velocity self.x += self.velocityX; // Apply the horizontal velocity to the ball // Initialize a flip timer for the ball self.flipTimer = 0; // Update method to include timed flipping self.update = function () { self.velocityY += self.gravity; self.y += self.velocityY; var movementDirection = self.rotationAngle < 0 ? -1 : 1; var baseSensitivity = 1; var dynamicSensitivityAdjustment = 0.1; var movementSensitivity = baseSensitivity + dynamicSensitivityAdjustment; var movementInertia = Math.abs(self.rotationAngle) * movementSensitivity; self.velocityX = movementDirection * movementInertia; self.x += self.velocityX; // Update flip timer and flip ball graphic every second self.flipTimer += 1 / 5; // Assuming game runs at 60 FPS if (self.flipTimer >= 1) { ballGraphics.scale.x *= -1; // Flip the ball graphic self.flipTimer = 0; // Reset timer } }; }; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); // Create and attach the platform asset var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); // Set initial properties self.width = platformGraphics.width; self.height = platformGraphics.height; self.canInteract = true; // Flag to determine if the platform can interact with the ball }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Add the background image to the game, stretching it to fill the entire screen var background = LK.getAsset('background', { anchorX: 0.0, // Anchor to the top-left corner anchorY: 0.0, // Anchor to the top-left corner x: 0, // Position at the top-left corner y: 0, // Position at the top-left corner scaleX: game.width / 2048, // Scale horizontally to fill the screen scaleY: game.height / 2048 // Scale vertically to fill the screen }); game.addChild(background); // Initialize score and add score text to the screen var score = 0; // Initialize score variable var scoreCountingStarted = false; // Flag to track if score counting has started var scoreText = new Text2(score.toString(), { size: 250, fill: "#ffffff", // White color for better visibility stroke: "#000000", // Black color for the outline strokeThickness: 20 // Outline thickness }); // Position the score text at the top center of the screen scoreText.anchor.set(0.5, 0); // Center the text horizontally scoreText.x = 1024; // Center horizontally in the game view scoreText.y = -20; // Position at the top with some margin // Add the score text to the game game.addChild(scoreText); // Add the new rectangle asset to the game var centerRectangle = LK.getAsset('centerRectangle', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1850, alpha: 0 // Make the rectangle invisible }); game.addChild(centerRectangle); // Initialize balls var ball = game.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 1100; // Start from the top var platform = game.addChild(new Platform()); platform.x = 1024; // Center horizontally platform.y = 2222; // Position lower // Check collision between ball and platform function checkCollision() { var dx = ball.x - platform.x; var dy = ball.y - platform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (platform.canInteract && distance < ball.radius + platform.height / 2) { // Correct collision detection between ball and platform // Reduce the horizontal contact point of the platform with the ball // Calculate the center point of the platform and the boundaries of the narrow collision zone var platformCenterX = platform.x; var narrowZoneWidth = platform.width * 0.8; // Increase the contact width to 80% of the platform's total width var narrowZoneLeftBoundary = platformCenterX - narrowZoneWidth / 2; var narrowZoneRightBoundary = platformCenterX + narrowZoneWidth / 2; // Check if the ball is within the narrow collision zone and above the platform if (ball.y + ball.radius > platform.y - platform.height / 2 && ball.x > narrowZoneLeftBoundary && ball.x < narrowZoneRightBoundary) { // If the ball is touching the platform, reverse the ball's vertical velocity ball.velocityY *= -0.5; // Apply a dampening effect to simulate a bounce ball.y = platform.y - platform.height / 2 - ball.radius; // Adjust the ball's position to be above the platform // This code block should be removed as it incorrectly disables platform interaction prematurely } // Check collision between ball and centerRectangle var rectDx = ball.x - centerRectangle.x; var rectDy = ball.y - centerRectangle.y; var rectDistance = Math.sqrt(rectDx * rectDx + rectDy * rectDy); if (rectDistance < ball.radius + centerRectangle.height / 2) { platform.canInteract = false; // Disable platform interaction when ball touches the rectangle } } } // Game tick event LK.on('tick', function () { ball.update(); checkCollision(); // Add boundaries around the screen edges if (ball.x - ball.radius < 0) { ball.x = ball.radius; } if (ball.x + ball.radius > 2048) { ball.x = 2048 - ball.radius; } if (ball.y - ball.radius < 0) { ball.y = ball.radius; ball.velocityY = 0; } if (ball.y + ball.radius > 2732) { LK.showGameOver(); } }); // Touch event to move the platform var targetX = platform.x; // Initialize targetX to the current platform position game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); targetX = pos.x; // Update targetX when the cursor moves }); LK.on('tick', function () { var oldPlatformX = platform.x; var speedLimit = 20; // Set the speed limit var newPlatformX = targetX; var speed = newPlatformX - oldPlatformX; if (Math.abs(speed) > speedLimit) { // If the calculated speed exceeds the limit, adjust the new position of the platform newPlatformX = oldPlatformX + (speed > 0 ? speedLimit : -speedLimit); } // Limit the platform's movement to 200 pixels to the left and right from the center of the screen if (newPlatformX < 1024 - 200) { newPlatformX = 1024 - 200; } else if (newPlatformX > 1024 + 200) { newPlatformX = 1024 + 200; } platform.x = newPlatformX; // Start score counting when the player moves the platform for the first time // Moved score counting start condition inside the platform movement check to ensure it starts after the first movement if (!scoreCountingStarted && platform.x !== oldPlatformX) { scoreCountingStarted = true; score += 1; scoreText.setText(score.toString()); LK.setInterval(function () { score += 1; scoreText.setText(score.toString()); }, 1000); } // Calculate the displacement of the platform from the center of the screen var displacement = platform.x - 1024; // Correct the logic for determining the direction of the ball's rotation based on the platform's position relative to the ball's center var rotationDirection = platform.x > ball.x ? -1 : 1; // Rotate clockwise if platform's middle is to the left of the ball's center, and vice versa // Adjust the sensitivity of the ball's rotation to the platform's movement var rotationSensitivity = 0.00025 + score * 0.00001; // Increase rotationSensitivity by 0.1 for each score increment // Calculate rotational inertia based on the absolute value of displacement var rotationalInertia = Math.abs(displacement) * rotationSensitivity; // Apply rotational inertia to rotation angle ball.rotationAngle += rotationDirection * rotationalInertia; // Apply the rotation to the ball ball.rotation = ball.rotationAngle; // Correlate the ball's rotation with its horizontal movement // Determine the direction of movement based on the rotation of the ball var movementDirection = ball.rotationAngle < 0 ? 1 : -1; // Adjust the sensitivity of the ball's movement to its rotation var movementSensitivity = 0.01; // Increase this value to enhance the ball's movement // Calculate movement inertia var movementInertia = Math.abs(ball.rotationAngle) * movementSensitivity; // Apply movement inertia to horizontal velocity ball.velocityX = movementDirection * movementInertia; // Apply the horizontal velocity to the ball ball.x += ball.velocityX; });
===================================================================
--- original.js
+++ change.js
@@ -102,14 +102,14 @@
fill: "#ffffff",
// White color for better visibility
stroke: "#000000",
// Black color for the outline
- strokeThickness: 10 // Outline thickness
+ strokeThickness: 20 // Outline thickness
});
// Position the score text at the top center of the screen
scoreText.anchor.set(0.5, 0); // Center the text horizontally
scoreText.x = 1024; // Center horizontally in the game view
-scoreText.y = -10; // Position at the top with some margin
+scoreText.y = -20; // Position at the top with some margin
// Add the score text to the game
game.addChild(scoreText);
// Add the new rectangle asset to the game
var centerRectangle = LK.getAsset('centerRectangle', {
@@ -200,8 +200,10 @@
// Start score counting when the player moves the platform for the first time
// Moved score counting start condition inside the platform movement check to ensure it starts after the first movement
if (!scoreCountingStarted && platform.x !== oldPlatformX) {
scoreCountingStarted = true;
+ score += 1;
+ scoreText.setText(score.toString());
LK.setInterval(function () {
score += 1;
scoreText.setText(score.toString());
}, 1000);
perfectly round basketball ball. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an image of a basketball player's hand, focusing on the hand only without showing the entire arm. The hand should be positioned with the index finger extended upwards. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
basketball court background seen from the perspective of a player. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.