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increase the rotationSensitivity by 0.1 every time the score increases by +1
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increase velocityX by +1 every time the score increase by 1
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increase the velocityXby 0.1 every second
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increase the movementSensitivity by 1 every second
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optmize the code to remove redundant code that is duplicatre
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increase the movementSensitivity by 0.1 every second
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once every second increase the rotationSensitivity by 0.00025
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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
/**** * 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 ****/ // Add the background image to the game, stretching it to fill the entire screen var background = LK.getAsset('background', { anchorX: 0.0, // Anchor to the top-left corner anchorY: 0.0, // Anchor to the top-left corner x: 0, // Position at the top-left corner y: 0, // Position at the top-left corner scaleX: game.width / 2048, // Scale horizontally to fill the screen scaleY: game.height / 2048 // Scale vertically to fill the screen }); game.addChild(background); // Initialize score and add score text to the screen var score = 0; // Initialize score variable var scoreCountingStarted = false; // Flag to track if score counting has started 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; // Start score counting when the player moves the platform for the first time // Moved score counting start condition inside the platform movement check to ensure it starts after the first movement if (!scoreCountingStarted && platform.x !== oldPlatformX) { scoreCountingStarted = true; LK.setInterval(function () { score += 1; scoreText.setText(score.toString()); }, 1000); } // 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; });
===================================================================
--- original.js
+++ change.js
@@ -62,13 +62,19 @@
* Game Code
****/
// Add the background image to the game, stretching it to fill the entire screen
var background = LK.getAsset('background', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 1024,
- // Center horizontally
- y: 1366 // Center vertically
+ anchorX: 0.0,
+ // Anchor to the top-left corner
+ anchorY: 0.0,
+ // Anchor to the top-left corner
+ x: 0,
+ // Position at the top-left corner
+ y: 0,
+ // Position at the top-left corner
+ scaleX: game.width / 2048,
+ // Scale horizontally to fill the screen
+ scaleY: game.height / 2048 // Scale vertically to fill the screen
});
game.addChild(background);
// Initialize score and add score text to the screen
var score = 0; // Initialize score variable
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