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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
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'ball.y = platform.y - platform.height / 2 - ball.radius; // Start from the top of the platform' Line Number: 85
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there's a bug where the ball is invisible until the platform moves, which is a bug, it should always be visible on the board from the start of the game
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the ball's rotation should concide with it's horizontal movement, or viceversa, so it the ball rotates clockwise that should coincide with a movement to the right. right now the ball rotates but it's not moving, which feels weird
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add a limit for the hand, so that it can't move all the way to the edge of the screen. if the hand tarts from the center of the screen, it should only be able to move 200 pixels to the left and 200 to the right, until it can no longer go any further
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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.
/**** * 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 / 5 && 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 / 4) { // Reduce the contact point of the platform // Collision detected, adjust the ball's position to be on top of the platform ball.y = platform.y - platform.height / 4 - ball.radius; // Adjust the ball's position according to the new contact point } } // 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 // 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 with reduced visual rotation ball.rotation = ball.rotationAngle * 0.1; });
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--- original.js
+++ change.js
@@ -21,9 +21,9 @@
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 / 3 && self.velocityY > 0 && self.y < platform.y) {
+ if (self.y + self.radius > platform.y - platform.height / 5 && 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) {
perfectly round basketball ball. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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