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.mass = 10; // Increased mass of the ball 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 = Math.random() * game.width; self.y = Math.random() * game.height; 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.targetY = self.y; self.update = function () { var interpolationSpeed = 0.1; self.y += (self.targetY - self.y) * interpolationSpeed; }; }); // 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 = 2000; // Doubled 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 // Check for collisions with paddles and reflect the ball var paddleCollision = checkPaddleCollision(ball, leftPaddle) || checkPaddleCollision(ball, rightPaddle); if (paddleCollision) { var normal = paddleCollision.normal; var dot = 2 * (ball.velocity.x * normal.x + ball.velocity.y * normal.y); var hitFactor = 1 + 0.5 * Math.abs(paddleCollision.hitPosition); ball.velocity.x -= dot * normal.x * hitFactor; ball.velocity.y -= dot * normal.y * hitFactor; } // Function to check collision with paddles and return collision normal function checkPaddleCollision(ball, paddle) { if (ball.intersects(paddle)) { var dx = ball.x - paddle.x; var dy = ball.y - paddle.y; var angle = Math.atan2(dy, dx); var hitPosition = (ball.y - paddle.y) / (paddle.height / 2); // Normalized hit position (-1 top, 1 bottom) return { normal: { x: Math.cos(angle), y: Math.sin(angle) }, hitPosition: hitPosition }; } return null; } // 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) { // Increased 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 * 3))); // Apply the orbiting velocity perpendicular to the angle of approach ball.velocity.x += Math.cos(orbitAngle) * orbitVelocity * 1.5; ball.velocity.y += Math.sin(orbitAngle) * orbitVelocity * 1.5; // Normalize the velocity to prevent indefinite increase in speed var minSpeed = 30; var maxSpeed = 1; var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y); if (speed > maxSpeed) { ball.velocity.x = ball.velocity.x / speed * maxSpeed; ball.velocity.y = ball.velocity.y / speed * maxSpeed; } else if (speed < minSpeed) { var angle = Math.atan2(ball.velocity.y, ball.velocity.x); ball.velocity.x = Math.cos(angle) * minSpeed; ball.velocity.y = Math.sin(angle) * minSpeed; } } // Reflect the ball's velocity if it hits the left or right edge of the screen if (ball.x - ball.radius <= 0 || ball.x + ball.radius >= game.width) { ball.velocity.x *= -1; } }); // Touch controls for paddles function handleTouch(obj) { var touchPos = obj.event.getLocalPosition(game); if (touchPos.x < game.width / 2) { leftPaddle.targetY = touchPos.y; } else { rightPaddle.targetY = touchPos.y; } } game.on('down', handleTouch); game.on('move', handleTouch);
===================================================================
--- original.js
+++ change.js
@@ -120,9 +120,9 @@
// Apply the orbiting velocity perpendicular to the angle of approach
ball.velocity.x += Math.cos(orbitAngle) * orbitVelocity * 1.5;
ball.velocity.y += Math.sin(orbitAngle) * orbitVelocity * 1.5;
// Normalize the velocity to prevent indefinite increase in speed
- var minSpeed = 3;
+ var minSpeed = 30;
var maxSpeed = 1;
var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
if (speed > maxSpeed) {
ball.velocity.x = ball.velocity.x / speed * maxSpeed;
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