User prompt
great, the ball now responds to the platform moving, as it moves left and right, but the gravity doesn't seem to work, it also needs to have a vertical force being applied to it, allowing it to fall down around the platform
User prompt
The Ball's Behavior: The ball, affected by an invisible force we call "gravity," always wants to fall straight down. When it's resting on the finger, this downward force is counteracted. However, the ball isn't glued to the finger. It can roll off to either side if it's not perfectly balanced. make this happen
User prompt
ball Rotation Mechanic: Introduce a variable to track the rotation angle of the ball around its bottom point. Adjust this angle based on the ball's displacement from the center of the finger to visually represent the balance state. The further from the center, the faster the rotation.
User prompt
remove any bouncing properties off the ball, it should never bounce off the plaform
User prompt
Add a CircleCollider2D (or equivalent) to the ball to detect collisions with the finger object.
Code edit (1 edits merged)
Please save this source code
User prompt
now make the platform track the player's cursor on the screen. the platform should be fixed on the y position, only moving left and right
Code edit (1 edits merged)
Please save this source code
Initial prompt
Ball balancing on ball
===================================================================
--- original.js
+++ change.js
@@ -1,55 +1,54 @@
-/****
+/****
* 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; // Assuming the asset is a circle
- self.gravity = 0.5;
- self.bounce = -0.7;
- self.velocityY = 0;
- // Ball update method
- self.update = function () {
- self.velocityY += self.gravity;
- self.y += self.velocityY;
- // Bounce off the bottom of the screen
- if (self.y + self.radius > 2732) {
- self.y = 2732 - self.radius;
- self.velocityY *= self.bounce;
- }
- };
+ 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; // Assuming the asset is a circle
+ self.gravity = 0.5;
+ self.velocityY = 0;
+ // Ball update method
+ self.update = function () {
+ self.velocityY += self.gravity;
+ self.y += self.velocityY;
+ // Bounce off the bottom of the screen
+ if (self.y + self.radius > 2732) {
+ self.y = 2732 - self.radius;
+ self.velocityY *= self.bounce;
+ }
+ };
});
// 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;
+ 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;
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize balls
var ball = game.addChild(new Ball());
ball.x = 1024; // Center horizontally
ball.y = 100; // Start from the top
@@ -57,29 +56,29 @@
platform.x = 1024; // Center horizontally
platform.y = 2732 - 200; // Position above the bottom
// 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 (distance < ball.radius + platform.height / 2) {
- // Simple collision response
- ball.velocityY *= ball.bounce;
- ball.y = platform.y - platform.height / 2 - ball.radius;
- }
+ var dx = ball.x - platform.x;
+ var dy = ball.y - platform.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < ball.radius + platform.height / 2) {
+ // Simple collision response
+ ball.velocityY *= ball.bounce;
+ ball.y = platform.y - platform.height / 2 - ball.radius;
+ }
}
// Game tick event
LK.on('tick', function () {
- ball.update();
- checkCollision();
+ ball.update();
+ checkCollision();
});
// Touch event to move the platform
game.on('down', function (obj) {
- var pos = obj.event.getLocalPosition(game);
- platform.x = pos.x;
+ var pos = obj.event.getLocalPosition(game);
+ platform.x = pos.x;
});
game.on('move', function (obj) {
- if (obj.event.target === platform) {
- var pos = obj.event.getLocalPosition(game);
- platform.x = pos.x;
- }
+ if (obj.event.target === platform) {
+ var pos = obj.event.getLocalPosition(game);
+ platform.x = pos.x;
+ }
});
\ No newline at end of file
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.