User prompt
the ball orbiting the orbit must accelerate and decelerate according to Kepler's laws.
User prompt
the ball can't pass through the planet, it describes an open ellipse around it, according to Kepler's laws.
User prompt
the ball wasn't born on the planet.
User prompt
the ball is born near the planet, not inside, and accelerated by its gravity.
User prompt
he ball must not touch the planet's surface, it must circle it according to Kepler's laws.
User prompt
The ball is only born once. Correct the mistake.
User prompt
increase the impact of the planet to 50 percent of the screen
User prompt
the ball isn't born on the planet.
User prompt
the ball should not touch the planet surface, the closer to the planet surface the more curved the trajectory of the ball, but the ball should not remain in the planet orbit.
User prompt
the ball should not touch the surface of the planet, the closer to the planet surface the more curved the trajectory of the ball is
User prompt
the ball must not touch the planet's surface, it must circle it according to Kepler's laws.
User prompt
increase the gravity of the planet and the mass of the ball 100 times.
User prompt
increase the gravity of the planet and the mass of the ball 10 times.
User prompt
increase the gravity of the planet and the mass of the ball
User prompt
increase the planet's gravity
User prompt
increase the planet's gravity
User prompt
the ball must not touch the planet's surface, it must circle it according to Kepler's laws.
User prompt
expand the planet's sphere of influence
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'radius')' in this line: 'if (distance < planet.radius + self.radius) {' Line Number: 97
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var dx = planet.x - self.x;' Line Number: 93
User prompt
the ball cannot pass through the planet, it must change its trajectory in the vicinity of the planet, the more the closer it gets
User prompt
Fix Bug: 'TypeError: this.intersects is not a function' in this line: 'if (this.intersects(leftPaddle)) {' Line Number: 74
User prompt
The ball cannot pass through the paddle, it must interact with the ball with all of its faces.
User prompt
make the background a starry sky.
User prompt
the planet distorts the ball's trajectory the closer it gets.
===================================================================
--- original.js
+++ change.js
@@ -93,27 +93,27 @@
var dx = planet.x - ball.x;
var dy = planet.y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var gravityFactor = Math.max(0, 1 - distance / (planet.radius + ball.radius));
- if (distance < planet.radius + self.radius) {
+ if (distance < planet.radius + ball.radius) {
// Prevent ball from passing through the planet
- var overlap = planet.radius + self.radius - distance;
+ var overlap = planet.radius + ball.radius - distance;
var collisionAngle = Math.atan2(dy, dx);
- self.x += Math.cos(collisionAngle) * overlap;
- self.y += Math.sin(collisionAngle) * overlap;
+ ball.x += Math.cos(collisionAngle) * overlap;
+ ball.y += Math.sin(collisionAngle) * overlap;
// Calculate gravity effect
var gravityStrength = planet.mass / (distance * distance);
var gravityX = dx / distance * gravityStrength * gravityFactor;
var gravityY = dy / distance * gravityStrength * gravityFactor;
// Apply gravity effect to velocity
- self.velocity.x += gravityX;
- self.velocity.y += gravityY;
+ ball.velocity.x += gravityX;
+ ball.velocity.y += gravityY;
// Reflect velocity based on the collision angle
- var velocityAngle = Math.atan2(self.velocity.y, self.velocity.x);
+ var velocityAngle = Math.atan2(ball.velocity.y, ball.velocity.x);
var angleDifference = 2 * (collisionAngle - velocityAngle);
- var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
- self.velocity.x = Math.cos(velocityAngle + angleDifference) * speed;
- self.velocity.y = Math.sin(velocityAngle + angleDifference) * speed;
+ var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
+ ball.velocity.x = Math.cos(velocityAngle + angleDifference) * speed;
+ ball.velocity.y = Math.sin(velocityAngle + angleDifference) * speed;
}
// Reset ball if it goes off screen
if (ball.x < -ball.radius || ball.x > game.width + ball.radius) {
ball.reset();
plasma barrier. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neutron star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neutron star, pulsar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cat eye nebula, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
flying saucer, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase