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.
===================================================================
--- original.js
+++ change.js
@@ -4,21 +4,40 @@
// 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;
+ var dx = planet.x - self.x;
+ var dy = planet.y - self.y;
+ var distanceSquared = dx * dx + dy * dy;
+ var distance = Math.sqrt(distanceSquared);
+ if (distance < planet.radius + self.radius) {
+ // If the ball is too close to the planet, reset its position
+ self.reset();
+ } else {
+ // Calculate gravitational force according to Kepler's laws
+ var gravityForce = planet.mass / distanceSquared;
+ var gravityX = dx / distance * gravityForce;
+ var gravityY = dy / distance * gravityForce;
+ // Adjust velocity to create an elliptical orbit
+ self.velocity.x += gravityX;
+ self.velocity.y += gravityY;
+ // Update ball position
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Dampen the velocity to stabilize the orbit
+ self.velocity.x *= 0.99;
+ self.velocity.y *= 0.99;
+ }
};
self.reset = function () {
- self.x = Math.random() * game.width;
- self.y = Math.random() * game.height;
+ 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
@@ -28,19 +47,17 @@
// 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;
+ // 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 = 2000; // Doubled mass for gravity calculation
+ self.mass = 1000; // Arbitrary mass for gravity calculation
self.radius = planetGraphics.width / 2;
self.x = game.width / 2;
self.y = game.height / 2;
});
@@ -71,81 +88,23 @@
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;
+ if (ball.intersects(leftPaddle) || ball.intersects(rightPaddle)) {
+ ball.velocity.x *= -1;
}
- // 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;
+ leftPaddle.y = touchPos.y;
} else {
- rightPaddle.targetY = touchPos.y;
+ rightPaddle.y = touchPos.y;
}
}
game.on('down', handleTouch);
game.on('move', handleTouch);
\ No newline at end of file
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