Code edit (1 edits merged)
Please save this source code
User prompt
the ball currently has a flipping animation, that only flips the asset based on the ball's position relative to it's center. replace this animation to ensure this flipping happens once every second, regardless of the ball's position
User prompt
add a black outline to the score with a thickness of 10
User prompt
stretch the background over the entire screen
User prompt
add a background to the game that strecthes across the entire screen
User prompt
the score needs to remain at 0 until the platform starts moving, only start counting after the platform mvoes for the first time
User prompt
add +1 to the score once every second. only start counting after the player moves the platform, until then keep the score to 0
User prompt
add a score to the screen
User prompt
add a score to the game. it needs to start from 0. add +1 every second. only start adding +1 after the player moves the platform, until then keep the score 0
User prompt
make the rectangle invisible
User prompt
the ball rotates a bit too fast. maintain the same values for it's movement, but the rotation should not appear as fast
User prompt
the ball's rotation seems to not be working as intended. the ball should never rotate clockwise if the platform's middle is to the right of the ball's center, and viceversa
User prompt
Instead of using a global flag like `isBallFlipped`, use an instance-specific flag within each `Ball` class instance to track its animation state. This allows each ball to independently track its own animation state and flip at the correct intervals.
User prompt
:** The logic for flipping the ball's graphic every second should be moved into the `Ball` class's update method or a similar method within the class that gets called every tick. This way, the animation logic is directly tied to the ball instances and can properly access and manipulate the `ballGraphics` of each ball.
User prompt
The `ballGraphics` variable, which is intended to control the visual representation of the ball, should be properly associated with each instance of the `Ball` class. This means you should define and manipulate `ballGraphics` within the `Ball` class itself, rather than attempting to control it from the global scope. This ensures that each ball instance has its own `ballGraphics` that can be individually manipulated.
User prompt
fix it pls
User prompt
fix it
User prompt
the ball animation stopped working. it needs to have 2 frames, one regular and another one flipped, that change once every second
User prompt
Please fix the bug: 'ReferenceError: ballGraphics is not defined' in or related to this line: 'ballGraphics.scale.x *= -1; // Flip the ball' Line Number: 76
User prompt
the ball's flip animation got bugged, and changes based on the ball's relation to the platform. instead, it should simply flip once every second, regardless of it's position
User prompt
Consider creating a dedicated method for handling the animation logic that is separate from the update logic. This method can be called independently at the desired interval using `LK.setInterval` or similar timing functions provided by the game engine.
User prompt
If the ball animation relies on variables or flags (like `self.animationInitialized`), ensure these are accessible and correctly managed in the scope where they are used. This might involve moving some variables to a higher scope if necessary.
User prompt
Make sure that the `self.animationInitialized` flag is correctly set after the animation is initialized. This will prevent multiple initializations and ensure the animation setup is executed only once.
User prompt
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.
User prompt
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
/****
* 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 = 1; // Base sensitivity factor increased
var dynamicSensitivityAdjustment = 0.1; // Additional sensitivity based on game state or player progress increased
var movementSensitivity = baseSensitivity + dynamicSensitivityAdjustment; // Total sensitivity for ball's movement updated
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
// Initialize ball animation to flip horizontally every second outside update method
self.animationInitialized = false; // Flag to ensure the animation setup runs only once
self.initAnimation = function () {
if (!self.animationInitialized) {
self.animationInitialized = true;
self.flipFrame = function () {
ballGraphics.flipX = ballGraphics.flipX === 0 ? 1 : 0; // Toggle flipX between 0 and 1
};
LK.setInterval(self.flipFrame, 1000); // Flip frame every 1000ms (1 second)
}
};
self.initAnimation();
};
});
// 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;
self.canInteract = true; // Flag to determine if the platform can interact with the ball
});
/****
* 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 (platform.canInteract && distance < ball.radius + platform.height / 2) {
// Correct collision detection between ball and platform
// Reduce the horizontal contact point of the platform with the ball
// Calculate the center point of the platform and the boundaries of the narrow collision zone
var platformCenterX = platform.x;
var narrowZoneWidth = platform.width * 0.8; // Increase the contact width to 80% of the platform's total width
var narrowZoneLeftBoundary = platformCenterX - narrowZoneWidth / 2;
var narrowZoneRightBoundary = platformCenterX + narrowZoneWidth / 2;
// Check if the ball is within the narrow collision zone and above the platform
if (ball.y + ball.radius > platform.y - platform.height / 2 && ball.x > narrowZoneLeftBoundary && ball.x < narrowZoneRightBoundary) {
// 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
// This code block should be removed as it incorrectly disables platform interaction prematurely
}
// Check collision between ball and centerRectangle
var rectDx = ball.x - centerRectangle.x;
var rectDy = ball.y - centerRectangle.y;
var rectDistance = Math.sqrt(rectDx * rectDx + rectDy * rectDy);
if (rectDistance < ball.radius + centerRectangle.height / 2) {
platform.canInteract = false; // Disable platform interaction when ball touches the rectangle
}
}
}
// 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.