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 < 400) { // 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; self.isActive = 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 = 2732; 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) { var newObject; // Check if there is an inactive object in the pool for (var i = 0; i < objects.length; i++) { if (!objects[i].isActive) { newObject = objects[i]; break; } } // If no inactive object was found, create a new one if (!newObject) { newObject = new ObjectToPull(); objects.push(newObject); game.addChild(newObject); } // Activate the object and position it at the top of the screen newObject.isActive = true; newObject.x = Math.random() * 2048; newObject.y = 2732; } // Move and check for magnet pull objects.forEach(function (object) { object.y += 10; // Objects fall down faster magnet.pull(object); // Magnet tries to pull each object // Check if object reaches the bottom of the screen if (object.y > 2732) { object.isActive = false; // Deactivate object } // Trigger game over if object touches the magnet if (magnet.intersects(object)) { LK.showGameOver(); } // Check for collision with other objects // Implement spatial partitioning to reduce the number of collision checks var cellSize = 100; // Size of each cell in the grid var grid = []; // 2D array representing the grid for (var i = 0; i < 2048 / cellSize; i++) { grid[i] = []; } // Assign each object to a cell in the grid objects.forEach(function (object) { var cellX = Math.floor(object.x / cellSize); var cellY = Math.floor(object.y / cellSize); grid[cellX][cellY] = object; }); // Only check for collisions between objects in the same or adjacent cells for (var i = 0; i < grid.length; i++) { for (var j = 0; j < grid[i].length; j++) { var object1 = grid[i][j]; if (object1) { // Check for collisions with objects in the same cell for (var k = i - 1; k <= i + 1; k++) { for (var l = j - 1; l <= j + 1; l++) { if (k >= 0 && k < grid.length && l >= 0 && l < grid[i].length) { var object2 = grid[k][l]; if (object2 && object1 !== object2 && object1.intersects(object2)) { // Objects are too close, apply a repulsion force var dx = object2.x - object1.x; var dy = object2.y - object1.y; var distance = Math.sqrt(dx * dx + dy * dy); var force = 100 / distance; // The force is stronger when the objects are closer object1.x -= dx / distance * force; object1.y -= dy / distance * force; object2.x += dx / distance * force; object2.y += dy / distance * force; } } } } } } } }); // Update score scoreTxt.setText(objects.length.toString()); }); // Touch event to move magnet var isFingerDown = false; // Track if the finger is held down game.on('down', function (obj) { isFingerDown = true; // Set flag to true when finger touches the screen }); game.on('move', function (obj) { if (isFingerDown) { // Only move magnet if finger is held down var pos = obj.event.getLocalPosition(game); magnet.x = pos.x; magnet.y = pos.y; } }); game.on('up', function (obj) { isFingerDown = false; // Reset flag when finger is lifted }); // 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.
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--- original.js
+++ change.js
@@ -80,9 +80,9 @@
}
// Activate the object and position it at the top of the screen
newObject.isActive = true;
newObject.x = Math.random() * 2048;
- newObject.y = 0;
+ newObject.y = 2732;
}
// Move and check for magnet pull
objects.forEach(function (object) {
object.y += 10; // Objects fall down faster