Code edit (1 edits merged)
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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
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add a black outline to the score with a thickness of 10
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stretch the background over the entire screen
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add a background to the game that strecthes across the entire screen
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the score needs to remain at 0 until the platform starts moving, only start counting after the platform mvoes for the first time
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add +1 to the score once every second. only start counting after the player moves the platform, until then keep the score to 0
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add a score to the screen
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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
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make the rectangle invisible
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the ball rotates a bit too fast. maintain the same values for it's movement, but the rotation should not appear as fast
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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
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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.
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:** 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.
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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.
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fix it pls
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fix it
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the ball animation stopped working. it needs to have 2 frames, one regular and another one flipped, that change once every second
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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
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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
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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.
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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.
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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.
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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
/**** * 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 // 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; 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 ****/ // Initialize score and add score text to the screen var score = 0; // Initialize score variable var scoreText = new Text2(score.toString(), { size: 150, fill: "#ffffff" // White color for better visibility }); // Position the score text at the top center of the screen scoreText.anchor.set(0.5, 0); // Center the text horizontally scoreText.x = 1024; // Center horizontally in the game view scoreText.y = 50; // Position at the top with some margin // Add the score text to the game game.addChild(scoreText); // Add the new rectangle asset to the game var centerRectangle = LK.getAsset('centerRectangle', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1850, alpha: 0 // Make the rectangle invisible }); 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; // Correct the logic for determining the direction of the ball's rotation based on the platform's position relative to the ball's center var rotationDirection = platform.x > ball.x ? -1 : 1; // Rotate clockwise if platform's middle is to the left of the ball's center, and vice versa // Adjust the sensitivity of the ball's rotation to the platform's movement var rotationSensitivity = 0.00025; // Reduced sensitivity value for the ball's rotation // Calculate rotational inertia based on the absolute value of displacement 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; });
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--- original.js
+++ change.js
@@ -60,10 +60,20 @@
/****
* Game Code
****/
-// Initialize score and set to 0
-var score = 0;
+// Initialize score and add score text to the screen
+var score = 0; // Initialize score variable
+var scoreText = new Text2(score.toString(), {
+ size: 150,
+ fill: "#ffffff" // White color for better visibility
+});
+// Position the score text at the top center of the screen
+scoreText.anchor.set(0.5, 0); // Center the text horizontally
+scoreText.x = 1024; // Center horizontally in the game view
+scoreText.y = 50; // Position at the top with some margin
+// Add the score text to the game
+game.addChild(scoreText);
// Add the new rectangle asset to the game
var centerRectangle = LK.getAsset('centerRectangle', {
anchorX: 0.5,
anchorY: 0.5,
@@ -111,17 +121,8 @@
// Game tick event
LK.on('tick', function () {
ball.update();
checkCollision();
- // Increment score every second after platform has moved
- if (platform.x !== 1024) {
- // Check if platform has moved from its initial position
- if (LK.ticks % 60 == 0) {
- // Game runs at 60FPS, so every 60 ticks is approximately one second
- score += 1;
- console.log("Score: " + score); // For debugging, replace with actual score display update logic
- }
- }
// Add boundaries around the screen edges
if (ball.x - ball.radius < 0) {
ball.x = ball.radius;
}
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