User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'radius')' in this line: 'if (distance < planet.radius + self.radius) {' Line Number: 84
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var dx = planet.x - self.x;' Line Number: 80
User prompt
the ball can't pass through the planet, it describes an open ellipse around it, according to Kepler's laws, acceleration and deceleration of velocity 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, acceleration and deceleration of velocity 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 can't pass through the planet, it describes an open ellipse around it, 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
increase the minimum speed by a factor of 10
User prompt
reduce the maximum speed by a factor of 10
User prompt
enter the maximum and minimum speeds the ball can have.
User prompt
make the minimum ball speed 2 times greater and the maximum speed 3 times less.
User prompt
the ball must not go off the screen
User prompt
make the ball's birthplaces more random
User prompt
the ball is born in close quarters, fix it.
User prompt
make the paddle interactions smooth.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'velocity')' in this line: 'self.velocity.x = self.velocity.x / speed * maxSpeed;' Line Number: 125
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'velocity')' in this line: 'var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);' Line Number: 122
User prompt
ball velocity cannot increase indefinitely
User prompt
make the gravitational effects more visible
User prompt
double the mass of the planet
User prompt
invert the ellipses
User prompt
increase the mass of the ball
User prompt
the paddle ends hit harder
User prompt
the ball cannot pass through the paddle, the paddle interacts with the ball on all sides.
User prompt
the ball cannot pass through the paddle, the paddle interacts with the ball on all sides.
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.createAsset('ball', 'Ball asset', 0.5, 0.5);
self.velocity = {
x: 0,
y: 0
};
self.radius = ballGraphics.width / 2;
self.update = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
};
self.reset = function () {
self.x = game.width / 4;
self.y = game.height / 4;
var angle = Math.random() * Math.PI * 2;
self.velocity = {
x: Math.cos(angle) * 5,
y: Math.sin(angle) * 5
};
};
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.createAsset('paddle', 'Paddle asset', 0.5, 0.5);
self.update = function () {
// Paddle update logic
};
});
// Planet class
var Planet = Container.expand(function () {
var self = Container.call(this);
var planetGraphics = self.createAsset('planet', 'Planet asset', 0.5, 0.5);
self.mass = 1000; // Arbitrary mass for gravity calculation
self.radius = planetGraphics.width / 2;
self.x = game.width / 2;
self.y = game.height / 2;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var ball = game.addChild(new Ball());
var leftPaddle = game.addChild(new Paddle());
var rightPaddle = game.addChild(new Paddle());
var planet = game.addChild(new Planet());
// Set initial positions
leftPaddle.x = 100;
leftPaddle.y = game.height / 2;
rightPaddle.x = game.width - 100;
rightPaddle.y = game.height / 2;
ball.reset();
// Game logic
LK.on('tick', function () {
ball.update();
leftPaddle.update();
rightPaddle.update();
// Check for collisions with paddles and handle interaction on all sides
if (ball.intersects(leftPaddle)) {
handlePaddleCollision(ball, leftPaddle);
}
if (ball.intersects(rightPaddle)) {
handlePaddleCollision(ball, rightPaddle);
}
function handlePaddleCollision(ball, paddle) {
var paddleBounds = paddle.getBounds();
var ballBounds = ball.getBounds();
var overlapX = Math.max(0, Math.min(ballBounds.right, paddleBounds.right) - Math.max(ballBounds.left, paddleBounds.left));
var overlapY = Math.max(0, Math.min(ballBounds.bottom, paddleBounds.bottom) - Math.max(ballBounds.top, paddleBounds.top));
if (overlapX > overlapY) {
ball.velocity.y *= -1;
if (ballBounds.top < paddleBounds.top) {
ball.y -= overlapY;
} else {
ball.y += overlapY;
}
} else {
ball.velocity.x *= -1;
if (ballBounds.left < paddleBounds.left) {
ball.x -= overlapX;
} else {
ball.x += overlapX;
}
}
}
// Check for collisions with top and bottom boundaries
if (ball.y - ball.radius <= 0 || ball.y + ball.radius >= game.height) {
ball.velocity.y *= -1;
}
// Elliptical orbit effect around the planet using Kepler's laws
var dx = planet.x - ball.x;
var dy = planet.y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < planet.radius + ball.radius) {
// Prevent ball from passing through the planet
ball.reset();
} else if (distance < planet.radius * 5) {
// Arbitrary factor for gravitational influence
// Calculate angle of approach
var angle = Math.atan2(dy, dx);
// Calculate the perpendicular angle for the orbit
var orbitAngle = angle + Math.PI / 2;
// Determine the orbiting velocity, which changes with distance
var orbitVelocity = Math.sqrt(planet.mass / distance * (2 / distance - 1 / (planet.radius * 2.5)));
// Apply the orbiting velocity perpendicular to the angle of approach
ball.velocity.x += Math.cos(orbitAngle) * orbitVelocity;
ball.velocity.y += Math.sin(orbitAngle) * orbitVelocity;
// Normalize the velocity to simulate acceleration and deceleration
var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
var maxSpeed = 10;
if (speed > maxSpeed) {
ball.velocity.x *= maxSpeed / speed;
ball.velocity.y *= maxSpeed / speed;
}
}
// Reset ball if it goes off screen
if (ball.x < -ball.radius || ball.x > game.width + ball.radius) {
ball.reset();
}
});
// Touch controls for paddles
function handleTouch(obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < game.width / 2) {
leftPaddle.y = touchPos.y;
} else {
rightPaddle.y = touchPos.y;
}
}
game.on('down', handleTouch);
game.on('move', handleTouch);
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