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the whole point of the platform is that the platform holds the ball above it. however, right now if the ball has fallen under the platform, but I quickly move the platform right above the ball's Y center, it instantly teleports it back from under the platform above it, which defeats the purpose. this is a bug, fix it, as once the ball has fallen under a certain point, it shouldn't be teleported back up
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go to game over if the ball touches the bttom side of the screen
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after falling from the platform, the ball can currently be relifted by using the platform, however since the ball has already fallen under a certain point fro mthe platform, instead of being relifted it should just be pushed away, as to make it feel mroe natural.
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after the ball is almost ready to fall off the platform due to the inbalance, it's pushed with a very hard force horizontally, instead of naturally falling around the platform, as if being attracted by gravity. fix this, so the falling feels more natural
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Simulate Friction and Inertia for Rotation: To decouple the ball's rotation from platform displacement, focus on the ball's horizontal movement as the trigger for rotation. When the ball moves horizontally due to an imbalance, this movement should influence the rotation. Implement a simple form of inertia where the ball continues to move in a direction until friction (a decreasing force) gradually stops it. The rate of this horizontal movement can then be used to determine the rate of rotation.
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Implement a simple form of inertia where the ball continues to move in a direction until friction (a decreasing force) gradually stops it.
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Implement a simple form of inertia where the ball continues to move in a direction until friction (a decreasing force) gradually stops it. The rate of this horizontal movement can then be used to determine the rate of rotation.
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To decouple the ball's rotation from platform displacement, focus on the ball's horizontal movement as the trigger for rotation. When the ball moves horizontally due to an imbalance, this movement should influence the rotation.
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Simulate Friction and Inertia for Rotation: To decouple the ball's rotation from platform displacement, focus on the ball's horizontal movement as the trigger for rotation. When the ball moves horizontally due to an imbalance, this movement should influence the rotation. Implement a simple form of inertia where the ball continues to move in a direction until friction (a decreasing force) gradually stops it. The rate of this horizontal movement can then be used to determine the rate of rotation.
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Please fix the bug: 'ReferenceError: Vector is not defined' in or related to this line: 'self.applyForce(new Vector(0, self.gravity)); // Apply gravity' Line Number: 27
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Ensure smooth application of gravity and consistent update intervals. Consider using a physics engine's built-in gravity and movement functions if not already doing so, as these are designed to simulate natural movements more accurately.
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Decouple the ball's rotation from the platform's displacement. Instead, base the rotation on actual physics interactions, such as when the ball is moving horizontally due to an imbalance.
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the platform starts moving towards the left of the screen as soon as the game loads which is a bug. it should stay in it's original position until it receives an input from the player
Code edit (1 edits merged)
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Code edit (1 edits merged)
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the ball's rotation is too subtle, make it rotate more in relation to the platform
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make the ball flip animation even faster
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let's add an animation to the ball. once every 10 miliseconds, flip the ball's graphic horizontally, so that it flips like this back and forth at a fast interval
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Implement a more sophisticated collision response that allows for a gradual transition from being balanced to falling off. This could involve detecting the edge of the platform and applying a smaller, gradually increasing horizontal force as the ball approaches this edge, simulating a tipping point.
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Adjust the rotation logic to be more reflective of natural physics. The ball should rotate based on its own movement and the forces acting on it, not just the platform's movement. Consider simulating rotational inertia where the rotation gradually increases as the ball moves off-center and decreases as it returns to balance.
===================================================================
--- original.js
+++ change.js
@@ -16,38 +16,43 @@
self.velocityY = 0;
self.rotationAngle = 0; // Rotation angle of the ball
// Ball update method
self.update = function () {
- // Use a physics engine's built-in functions to apply gravity and movement
- self.applyForce({
- x: 0,
- y: self.gravity
- }); // Apply gravity
- self.updatePosition(); // Update position based on velocity
+ // Apply gravity
+ self.velocityY += self.gravity;
+ // Apply vertical force
+ self.y += self.velocityY;
// Check if the ball is on the platform and moving downwards
- if (self.y + self.radius > platform.y - platform.height / 2 && self.velocity.y > 0) {
+ if (self.y + self.radius > platform.y - platform.height / 2 && self.velocityY > 0) {
// Calculate the displacement of the ball from the center of the platform
var displacement = self.x - platform.x;
// If the ball is not perfectly centered, it should roll off the platform
if (Math.abs(displacement) > platform.width / 4) {
// The constant 4 determines the balance threshold
// Apply horizontal velocity
var edgeDistance = platform.width / 2 - Math.abs(displacement);
var forceMultiplier = 0.5 - edgeDistance / (platform.width / 2);
- self.applyForce(new Vector(displacement * 0.005 * forceMultiplier, 0)); // Apply horizontal force
+ self.velocityX = displacement * 0.005 * forceMultiplier; // The constant 0.02 determines the speed of rolling, making it more subtle
+ self.x += self.velocityX;
// Apply friction to gradually stop the ball from rolling
- self.applyFriction(0.95);
+ self.velocityX *= 0.95;
} else {
// Reset the ball's vertical position and velocity only if the ball is moving downwards
self.y = platform.y - platform.height / 2 - self.radius;
- self.velocity.y = 0;
+ self.velocityY = 0;
}
} else if (self.y + self.radius < platform.y - platform.height / 2) {
// If the ball is not on the platform, let it fall
- self.applyForce(new Vector(0, self.gravity));
+ self.velocityY += self.gravity;
}
- // Calculate the rotation based on the horizontal velocity
- self.rotation = Math.atan2(self.velocity.y, self.velocity.x);
+ // Apply friction to gradually stop the ball from rolling
+ self.velocityX *= 0.95;
+ // Calculate rotational inertia
+ var rotationalInertia = self.velocityX * 0.1; // The constant 0.1 determines the sensitivity of rotation to horizontal movement
+ // Apply rotational inertia to rotation angle
+ self.rotationAngle += rotationalInertia;
+ // Apply the rotation to the ball
+ ballGraphics.rotation = self.rotationAngle;
};
});
// Platform class
var Platform = Container.expand(function () {
@@ -86,8 +91,18 @@
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < ball.radius + platform.height / 2) {
// Collision detected, adjust the ball's position to be on top of the platform
ball.y = platform.y - platform.height / 2 - ball.radius;
+ // Calculate the displacement of the ball from the center of the platform
+ var displacement = ball.x - platform.x;
+ // If the ball is not perfectly centered, it should roll off the platform
+ if (Math.abs(displacement) > platform.width / 4) {
+ // The constant 4 determines the balance threshold
+ // Apply horizontal velocity
+ var edgeDistance = platform.width / 2 - Math.abs(displacement);
+ var forceMultiplier = 0.5 - edgeDistance / (platform.width / 2);
+ ball.velocityX = displacement * 0.005 * forceMultiplier; // The constant 0.02 determines the speed of rolling, making it more subtle
+ }
}
}
// Game tick event
LK.on('tick', function () {
@@ -126,6 +141,22 @@
// If the calculated speed exceeds the limit, adjust the new position of the platform
newPlatformX = oldPlatformX + (speed > 0 ? speedLimit : -speedLimit);
}
platform.x = newPlatformX;
- // No need to calculate the rotation here as it's now handled in the Ball's update method
+ // 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
+ // Rotate the ball when it is close to the platform
+ if (Math.abs(ball.y + ball.radius - (platform.y - platform.height / 2)) < 200) {
+ // Increase the distance to allow the ball to rotate when it is close to the platform
+ // Determine the direction of rotation based on the movement of the platform
+ var rotationDirection = oldPlatformX < platform.x ? -1 : 1;
+ // Adjust the sensitivity of the ball's rotation to the platform's movement
+ var rotationSensitivity = 0.0001; // Increase this value to enhance the ball's left and right movement
+ // Calculate rotational inertia
+ var rotationalInertia = displacement * rotationSensitivity;
+ // Apply rotational inertia to rotation angle
+ ball.rotationAngle += rotationDirection * rotationalInertia;
+ // Apply the rotation to the ball
+ ball.rotation = ball.rotationAngle;
+ }
});
\ No newline at end of file
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