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
@@ -13,16 +13,17 @@
// Set initial properties
self.radius = ballGraphics.width / 2; // Assuming the asset is a circle
self.gravity = 0.5;
self.velocityY = 0;
+ self.rotationAngle = 0; // Rotation angle of the ball
// Ball update method
self.update = function () {
self.velocityY += self.gravity;
self.y += self.velocityY;
- // Stop at the bottom of the screen
+ // Bounce off the bottom of the screen
if (self.y + self.radius > 2732) {
self.y = 2732 - self.radius;
- self.velocityY = 0;
+ self.velocityY *= self.bounce;
}
};
});
// Platform class
@@ -59,16 +60,12 @@
function checkCollision() {
var dx = ball.x - platform.x;
var dy = ball.y - platform.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- var minDistance = ball.radius + platform.width / 2;
- if (distance < minDistance) {
- var angle = Math.atan2(dy, dx);
- var targetX = platform.x + Math.cos(angle) * minDistance;
- var targetY = platform.y + Math.sin(angle) * minDistance;
- var speed = Math.sqrt(ball.velocityY * ball.velocityY);
- ball.velocityY = Math.sin(angle) * speed;
- ball.y = targetY;
+ 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 () {
@@ -78,5 +75,11 @@
// Touch event to move the platform
game.on('move', function (obj) {
var pos = obj.event.getLocalPosition(game);
platform.x = pos.x;
+ // Calculate the displacement of the ball from the center of the platform
+ var displacement = ball.x - platform.x;
+ // Adjust the rotation angle based on the displacement
+ ball.rotationAngle += displacement * 0.01; // The constant 0.01 determines the speed of rotation
+ // Apply the rotation to the ball
+ ball.rotation = ball.rotationAngle;
});
\ 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.