Code edit (3 edits merged)
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add a max speed to the magnet
Code edit (1 edits merged)
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increase the attraction force of the magnet
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ensure the objects spawn from the bottom
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reverse the direction of the objects so they spawn from the bottom, and ensure they not travel towards the top
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reverse the direction of the objects so they spawn from the bottom instead of from the top
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reverse the direction of the objects so they spawn from the botton
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increase the speed of the objects
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when an object touches the magnet go to game over
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the magnet should follow the finger only when the finger is held on the screen
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the game still lags after around 20 objects, fix it
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reduce the attraction radius
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fix it
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when objects collide they simply disappear which is a bug, they just shouldn't overlap
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objects shouldn't collide with each other
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Magnet Pull Race
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Magnet class var Magnet = Container.expand(function () { var self = Container.call(this); var magnetGraphics = self.attachAsset('magnet', { anchorX: 0.5, anchorY: 0.5 }); self.pullStrength = 5; self.pull = function (object) { var dx = self.x - object.x; var dy = self.y - object.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 500) { // Only pull if within 500 pixels object.x += dx / distance * self.pullStrength; object.y += dy / distance * self.pullStrength; } }; }); // Object class var ObjectToPull = Container.expand(function () { var self = Container.call(this); var objectGraphics = self.attachAsset('object', { anchorX: 0.5, anchorY: 0.5 }); self.isPulled = false; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var magnet = game.addChild(new Magnet()); magnet.x = 1024; // Center horizontally magnet.y = 1366; // Center vertically var objects = []; // Array to hold objects var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Function to spawn objects function spawnObject() { var newObject = new ObjectToPull(); // Randomly position objects at the top of the screen newObject.x = Math.random() * 2048; newObject.y = 0; objects.push(newObject); game.addChild(newObject); } // Game tick function LK.on('tick', function () { // Spawn an object every 60 frames (about 1 second) if (LK.ticks % 60 == 0) { spawnObject(); } // Move and check for magnet pull objects.forEach(function (object) { object.y += 2; // Objects fall down magnet.pull(object); // Magnet tries to pull each object // Check if object reaches the bottom of the screen if (object.y > 2732) { object.destroy(); // Remove object from game objects = objects.filter(function (o) { return o !== object; }); // Remove object from array } // Check for collision with other objects for (var i = 0; i < objects.length; i++) { for (var j = i + 1; j < objects.length; j++) { if (objects[i].intersects(objects[j])) { // Objects are too close, apply a repulsion force var dx = objects[j].x - objects[i].x; var dy = objects[j].y - objects[i].y; var distance = Math.sqrt(dx * dx + dy * dy); var force = 100 / distance; // The force is stronger when the objects are closer objects[i].x -= dx / distance * force; objects[i].y -= dy / distance * force; objects[j].x += dx / distance * force; objects[j].y += dy / distance * force; } } } }); // Update score scoreTxt.setText(objects.length.toString()); }); // Touch event to move magnet game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); magnet.x = pos.x; magnet.y = pos.y; }); // This simple game setup demonstrates the core mechanics of pulling objects with a magnet. // Additional features such as different object types, levels, and challenges can be added to enhance the gameplay.
===================================================================
--- original.js
+++ change.js
@@ -79,16 +79,17 @@
// Check for collision with other objects
for (var i = 0; i < objects.length; i++) {
for (var j = i + 1; j < objects.length; j++) {
if (objects[i].intersects(objects[j])) {
- // Objects collided, destroy both
- objects[i].destroy();
- objects[j].destroy();
- // Remove objects from array
- objects = objects.filter(function (o) {
- return o !== objects[i] && o !== objects[j];
- });
- break;
+ // Objects are too close, apply a repulsion force
+ var dx = objects[j].x - objects[i].x;
+ var dy = objects[j].y - objects[i].y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var force = 100 / distance; // The force is stronger when the objects are closer
+ objects[i].x -= dx / distance * force;
+ objects[i].y -= dy / distance * force;
+ objects[j].x += dx / distance * force;
+ objects[j].y += dy / distance * force;
}
}
}
});