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Move the animation initialization logic outside of the update method to a more appropriate place, such as the constructor of the ball object or a dedicated initialization method that is called explicitly when the object is created. This ensures the animation is set up once and runs independently of the update logic.
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The condition `if (!self.animationInitialized)` is meant to ensure the animation setup runs only once. However, if there's any issue with how `self.animationInitialized` is set or if the update method doesn't run as expected (e.g., before the first flip occurs), the animation might not start at all. fix this
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the code for the ball animation seems to be there but the animation doesnt happen
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now the ball animation simply stopped working. ensure the ball has an animation comprised of 2 frames. the first frame is the current ball graphic, and the second frame is the same graphic but flipped horizontally. change the frame once every 1 second
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optimize the ball's animation as I believe it's currently controled from multiple parts of the code which makes it bug
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the balls' animation is all bugged, it doesn't work as intended. it simply needs to flip the graphic horizontally once every second, but right now that animation starts very late and when it starts it flips it faster than 1 second
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the ball wa ssupposed to have an animation effect which got messed up. ensure the ball has a contasnt animation, which is composed of the same graphic being flipped horizontally once every 100 miliseconds
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increase the contact width point between the ball and the platform
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the rotation of the ball also makes it move horizontally, but that movement is currently too low, increase it please
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now the disabling stopped altogether. ensure the interaction between the ball and platform gets disabled as soon as the ball touches the rectangle. this needs to superceed everything else to ensure it happens
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there's a bug where the ball's interaction with the platform gets disabled, before the ball even touches the rectangle. that interaction only needs to be disabled when the ball touches the rectangle, never before. fix this
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Implement a flag within the ball or platform class (e.g., `canInteract`) that determines whether the ball and platform can interact. Initially set this flag to `true`. Once the ball touches the rectangle, set this flag to `false`. Modify the collision detection logic to check this flag before processing any interactions between the ball and the platform. If the flag is `false`, skip the interaction logic.
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if the ball touches the rectangle, disable the platform's ability to interact with the ball
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you decreased the contact point between the ball and the platform's width, but now it's too narrow, increased that contact point
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Determine the center point of the platform. From this center point, calculate the boundaries of the narrow collision zone by adding and subtracting 5% of the platform's total width to/from the center point's x-coordinate. This gives you the left and right boundaries of the narrow collision zone
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implement this fix, so that the ball only considers 10% of the platform's width as a contact point relative to it's middle, anything outside at the edges should not be considered a contact point
Code edit (1 edits merged)
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Code edit (1 edits merged)
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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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User prompt
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
User prompt
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
/****
* 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 with increased force to ensure it surpasses all other forces
// Correctly apply gravity to the ball
// Apply gravity to the ball's vertical velocity consistently every tick
self.velocityY += self.gravity;
// Update the ball's vertical position based on the velocity
self.y += self.velocityY;
// Derive horizontal velocity from rotation
var movementDirection = self.rotationAngle < 0 ? -1 : 1; // Determine the direction of movement based on the rotation of the ball
// Dynamically adjust sensitivity based on gameplay needs
var baseSensitivity = 0.1; // Base sensitivity factor
var dynamicSensitivityAdjustment = 0.005; // Additional sensitivity based on game state or player progress
var movementSensitivity = baseSensitivity + dynamicSensitivityAdjustment; // Total sensitivity for ball's movement
var movementInertia = Math.abs(self.rotationAngle) * movementSensitivity; // Calculate movement inertia
self.velocityX = movementDirection * movementInertia; // Apply movement inertia to horizontal velocity
self.x += self.velocityX; // Apply the horizontal velocity to the ball
// Flip the ball's graphic horizontally based on rotation direction
ballGraphics.scale.x = movementDirection;
};
});
// 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 / 2) {
// Correct collision detection between ball and platform
if (ball.y + ball.radius > platform.y - platform.height / 2 && ball.x + ball.radius > platform.x - platform.width / 2 && ball.x - ball.radius < platform.x + platform.width / 2) {
// If the ball is touching the platform, reverse the ball's vertical velocity
ball.velocityY *= -0.5; // Apply a dampening effect to simulate a bounce
ball.y = platform.y - platform.height / 2 - ball.radius; // Adjust the ball's position to be above the platform
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;
}
if (ball.x + ball.radius > 2048) {
ball.x = 2048 - ball.radius;
}
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 platform from the center of the screen
var displacement = platform.x - 1024;
// Adjust the rotation angle based on the displacement
// Rotate the ball when the platform moves
// Determine the direction of rotation based on the movement of the platform
var rotationDirection = displacement < 0 ? 1 : -1;
// Adjust the sensitivity of the ball's rotation to the platform's movement
var rotationSensitivity = 0.0005; // Increase this value to enhance the ball's rotation
// Calculate rotational inertia
var rotationalInertia = Math.abs(displacement) * rotationSensitivity;
// Apply rotational inertia to rotation angle
ball.rotationAngle += rotationDirection * rotationalInertia;
// Apply the rotation to the ball
ball.rotation = ball.rotationAngle;
// Correlate the ball's rotation with its horizontal movement
// Determine the direction of movement based on the rotation of the ball
var movementDirection = ball.rotationAngle < 0 ? 1 : -1;
// Adjust the sensitivity of the ball's movement to its rotation
var movementSensitivity = 0.01; // Increase this value to enhance the ball's movement
// Calculate movement inertia
var movementInertia = Math.abs(ball.rotationAngle) * movementSensitivity;
// Apply movement inertia to horizontal velocity
ball.velocityX = movementDirection * movementInertia;
// Apply the horizontal velocity to the ball
ball.x += ball.velocityX;
});
perfectly round basketball ball. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.