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add this pls
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the ball should never stand in perfect equilibium., if it's ever static and not moving left or right, add a default, but very subtle left and right movement, as to force the player to keep controlling the all
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the ball should never stand in perfect equilibium., if it's ever static and not moving left or right, add a default, but very subtle left and right movement, as to force the player to keep controlling the all
User prompt
there's a bug where the ball can't still travel upwards, as it get's teleported in certain contact points with the platform. it should never be able to go upwards more than 10 pixels
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disable the ball's ability to travel vertically upwards, it can only go downwards, never upwards
User prompt
disable the ball's ability to travel vertically upwards, it can only go downwards, never upwards
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I asked you to just disable the ball's interaction with the platform, but the ball simply stops moving. it needs to continue be affected by gravity and fall, just that the platform's should no longer be considered a contact point
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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 and expressed in pixels
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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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User prompt
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
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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
User prompt
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
User prompt
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
User prompt
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
User prompt
after the ball falls after a certain point, it should stop reacting to he platform, but this point is currently too large. reduce it
/****
* 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.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 / 4 && 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 = 0.01; // 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 * 0.05;
});
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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.