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.
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Within the game's tick or update function, where the ball's position and velocity are updated based on its interaction with the platform, add a condition to check the `hasHitRectangle` flag before applying any platform-related physics to the ball. If the flag is set to `true`, the logic that adjusts the ball's movement based on the platform should be skipped. 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.
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fix it please, so the platform can no longer interact with the ball, once the ball has hit the rectangle
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fix it please, so the platform can no longer interact with the ball, once the ball has hit the rectangle
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fix it please, so the platform can no longer interact with the ball, once the ball has hit the rectangle
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fix it please, so the platform can no longer interact with the ball, once the ball has hit the rectangle
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once the ball touches the rectangle, disable the platform's contact with the ball, so that they simply can't interact anymore
Code edit (4 edits merged)
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create a new rectangle asset in the center of the screen, that has the width of the entire screen, and a height of 100 pixels
Code edit (1 edits merged)
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move the platform lower
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I want the ball's rotation to be correlated to it's horizontal movement. so if the ball rotates clockwise that means it must also be moving to the right
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Introduce a variable to track the oscillation state of the ball. This variable could represent the direction of the next movement (left or right) and the magnitude of the movement.
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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
Code edit (7 edits merged)
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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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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
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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
/**** * 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; } });
===================================================================
--- original.js
+++ change.js
@@ -22,9 +22,9 @@
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 && self.y < platform.y) {
+ 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) {
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