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the ball currently uses the entire width of the platform as a contact point. I need you to reduce this contact point, bu only horrizontally, so while the platform still maintains the same width, the contact point with the ball should be much lower, make sure this only happens to the width of the platform, the height should remain intact
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the ball currently uses the entire width of the platform as a contact point. I need you to reduce this contact point, bu only horrizontally, so while the platform still maintains the same width, the contact point with the ball should be much lower
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due to the gravity, the ball slowly but surely goes through the platform. the ball should not be able to merge through the platform, rather it needs to go around it, never pass through it
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reduce the horizontal contact point between the ball and the platform
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there's a bug where the ball no longer get's in contact with the platform, making it impossible to balance the ball as it simply falls through the platform
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Review the game's tick function to ensure that gravity is applied to the ball's vertical velocity (`velocityY`) consistently on every tick, without fail. This means removing any conditions that might prevent the gravity logic from executing.
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ensure gravity is applied on the ball
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the ball is no longer affected by gravity, fix this
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fix this bug to ensure gravity works o nthe ball
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there's a bug where the ball is no longer affected by gravity. ensure gravity surpasses all other forces that are applied to the ball
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Introduce a sensitivity factor that adjusts the ball's horizontal movement speed based on its rotation speed and direction. The sensitivity factor can be tuned to ensure that the ball's movement feels natural and directly correlated to its rotation. This factor can be dynamically adjusted based on gameplay needs to ensure a balanced and intuitive control mechanism.
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Instead of separately calculating the ball's rotation and horizontal movement, you can make the rotation the primary driver of movement. This involves calculating the rotation based on the platform's movement and then deriving the ball's horizontal velocity from this rotation. This approach ensures that the visual rotation and the actual movement of the ball are inherently linked.
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Modify the logic that calculates the ball's horizontal movement to directly use the rotation angle and speed as factors. This means the horizontal velocity of the ball should be a function of its rotation. For instance, the greater the rotation angle (to a certain limit), the higher the horizontal velocity. This creates a direct linkage between how fast and in what direction the ball is rotating and how it moves horizontally.
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can you check the code and see if you can optimize the ball's code? identify any redundant or duplicate code and optimize it
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now correlate the ball's rotation with it's horizontal movemebt. if the ball rotates clockwise, it should also move to the right. the larger the rotation, the larger the travel distance should be. this also gies viceversa for the counterclowise rotation, which would make the ball move to the left
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redo the ball's horizontal movement logic. instead of making the ball move left and right based on the platform's position, just make it rotate. if the platform moves to the right, the ball should rotate counterclockwise. if the platform moves left, it should rotate clockwise. the further away the platform is from the center, the bigger the ration should be
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Code edit (6 edits merged)
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fix the ball's collision with the rectangle. if any part of the ball hits any part of the rectangle, that should be considered a collision
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Ensure that the check for the `hasHitRectangle` flag is correctly implemented and occurs at the appropriate point in the logic flow. This means the check should be placed before any platform-ball interaction logic is executed, and it should effectively halt further processing of such interactions if the flag indicates the ball has hit the rectangle.
/****
* 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
self.hasHitRectangle = false; // Flag to check if the ball has hit the rectangle
// Ball update method
self.update = function () {
// Apply gravity
self.velocityY += self.gravity;
// Apply vertical force
self.y += self.velocityY;
// Skip platform-ball interaction if ball has hit the rectangle
if (!self.hasHitRectangle && 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 / 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
****/
// Add the new rectangle asset to the game
var centerRectangle = LK.getAsset('centerRectangle', {
anchorX: 0.5,
// Center anchor x-coordinate
anchorY: 0.5,
// Center anchor y-coordinate
x: 1024,
// Center position x-coordinate
y: 1850 // Center position y-coordinate
});
game.addChild(centerRectangle);
// 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 = 2220; // Position lower
// 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 && !ball.hasHitRectangle) {
// Check if the ball is touching the rectangle
if (ball.y + ball.radius > centerRectangle.y - centerRectangle.height / 2) {
// If the ball is touching the rectangle, disable the platform's contact with the ball permanently
ball.hasHitRectangle = true;
}
if (ball.hasHitRectangle) {
return;
}
}
}
// 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;
// Make the ball's rotation correlated to its horizontal movement
if (ball.rotationAngle < 0) {
// If the ball rotates counterclockwise, it should also have a movement to the left
ball.velocityX = -Math.abs(ball.velocityX * ball.rotationAngle);
} else if (ball.rotationAngle > 0) {
// When rotating clockwise it should move to the right
ball.velocityX = Math.abs(ball.velocityX * ball.rotationAngle);
}
// Adjust the ball's horizontal movement based on the platform's position
if (platform.x < 1024 - 200) {
ball.velocityX -= 0.1;
} else if (platform.x > 1024 + 200) {
ball.velocityX += 0.1;
}
});
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