Code edit (5 edits merged)
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once the ball falls under a certain point, disable it's interaction with the platform. this point is relative to the bottom of the screen
Code edit (6 edits merged)
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once the ball falls under a certain point, disable it's interaction with the platform. this point is relative to the bottom of the screen
Code edit (4 edits merged)
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after the ball fall's bellow a certain point, it should disable it's interaction with the platform, so that the platform's can't accidentally bring the ball back
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right now, if the hand moves ti it's right most limit, the ball rotates clockwise but it doesn't move to the right which mean's it's perfectly balanced so it never falls. the perfect balance should only be achieved when the hand's center is placed directly in the screen's center. this is a bug, so make sure the ball reacts correctly to the hands position
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right now, if the hand moves ti it's right most limit, the ball rotates clockwise but it doesn't move to the right which mean's it's perfectly balanced so it never falls. the perfect balance should only be achieved when the hand's center is placed directly in the screen's center
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make the ball's rotation correlated to it's horizontal movement. if the ball rotates counterclockwise, it should also have a movement to the left, and when rotating clockwise it should move to the right
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make the ball's rotation correlated to it's horizontal movement. if the ball rotates counterclockwise, it should also have a movement to the left, and when rotating clockwise it should move to the right
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after the ball falls after a certain point, it should stop reacting to he platform, but this point is currently too large. reduce it
Code edit (4 edits merged)
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make the ball's reaction to the subtle changes of the platform even more. increase it's snsitivity to the platforms movement
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increase gravity
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after the ball falls after a certain point, it should stop reacting to he platform, but this point is currently too large. reduce it
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reduce the point after which the ball can no longer be controlled by the platform even more
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the game enter game over before the ball actually touches the ground. wait for it to fall to the bottom before going to game over
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after the ball falls after a certain point, it should stop reacting to he platform, but this point is currently too large. reduce it
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the ball's contact point with the platform is too large. reduce the contact point of the platform
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after the balls falls off, the rotation currently stops, but that looks unnatural, as based on physics, it's rotation should continue due to inertia, so keep the ball's rotation even after it falls
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now you made the ball be more sensitive, but the ball's rotation is too much, so while you should keep this sensitivy, the ball's visual rotation should be lower, so it doesn't rotate as much as it looks unnatural
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the ball stays too balanced on the finger, so if I only slightly move the platform it's still very balanced. the whole idea is that the player needs to move the platform to keep the ball balanced, but since the ball stays too balanced it never falls. make the ball be more sensitive to the subtle changes in the platform's movement, to that it moves left and right even at slight changes in the platforms movment
/****
* 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 = 0.3;
self.velocityY = 0;
self.rotationAngle = 0; // Rotation angle of the ball
// Ball update method
self.update = function () {
// 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.velocityY > 0 && self.y < platform.y) {
// 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 / 0.1);
self.velocityX = displacement * 0.05 * forceMultiplier; // The constant 0.02 determines the speed of rolling, making it more subtle
// Apply friction to gradually stop the ball from rolling
self.velocityX *= 0.95;
// Apply gravity to horizontal velocity
self.velocityX += self.gravity * displacement / platform.width;
self.x += self.velocityX;
} 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.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.velocityY += self.gravity;
}
// Flip the ball's graphic horizontally every 5 milliseconds
if (LK.ticks % 7 == 0) {
ballGraphics.scale.x *= -1;
}
};
});
// 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;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// 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 = 1500; // 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) {
// Collision detected, adjust the ball's position to be on top of the platform
ball.y = platform.y - platform.height / 2 - ball.radius;
}
}
// 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;
ball.velocityX = 0;
}
if (ball.x + ball.radius > 2048) {
ball.x = 2048 - ball.radius;
ball.velocityX = 0;
}
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;
// 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 = 0.001; // 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;
}
});
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