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 () { var dx = planet.x - self.x; var dy = planet.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < planet.radius + self.radius) { // Ball is too close to the planet, reset to a safe distance self.reset(); } else { // Calculate gravitational force var gravityForce = planet.mass / (distance * distance); var gravityX = dx / distance * gravityForce; var gravityY = dy / distance * gravityForce; // Update velocity with gravitational force self.velocity.x += gravityX; self.velocity.y += gravityY; // Update ball position self.x += self.velocity.x; self.y += self.velocity.y; // Adjust velocity for elliptical orbit var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); var angle = Math.atan2(self.velocity.y, self.velocity.x); // Adjust speed to maintain elliptical orbit var orbitalSpeed = Math.sqrt(planet.mass / distance); self.velocity.x = orbitalSpeed * Math.cos(angle); self.velocity.y = orbitalSpeed * Math.sin(angle); } }; 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 if (ball.intersects(leftPaddle) || ball.intersects(rightPaddle)) { ball.velocity.x *= -1; } // Check for collisions with top and bottom boundaries if (ball.y - ball.radius <= 0 || ball.y + ball.radius >= game.height) { ball.velocity.y *= -1; } }); // 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);
===================================================================
--- original.js
+++ change.js
@@ -10,10 +10,33 @@
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 distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < planet.radius + self.radius) {
+ // Ball is too close to the planet, reset to a safe distance
+ self.reset();
+ } else {
+ // Calculate gravitational force
+ var gravityForce = planet.mass / (distance * distance);
+ var gravityX = dx / distance * gravityForce;
+ var gravityY = dy / distance * gravityForce;
+ // Update velocity with gravitational force
+ self.velocity.x += gravityX;
+ self.velocity.y += gravityY;
+ // Update ball position
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Adjust velocity for elliptical orbit
+ var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
+ var angle = Math.atan2(self.velocity.y, self.velocity.x);
+ // Adjust speed to maintain elliptical orbit
+ var orbitalSpeed = Math.sqrt(planet.mass / distance);
+ self.velocity.x = orbitalSpeed * Math.cos(angle);
+ self.velocity.y = orbitalSpeed * Math.sin(angle);
+ }
};
self.reset = function () {
self.x = game.width / 4;
self.y = game.height / 4;
@@ -75,30 +98,8 @@
// 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
- 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) {
- // Calculate the angle of approach
- var angle = Math.atan2(dy, dx);
- // Reflect the ball's velocity vector
- var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
- var normalX = Math.cos(angle);
- var normalY = Math.sin(angle);
- var dot = 2 * (ball.velocity.x * normalX + ball.velocity.y * normalY);
- ball.velocity.x = ball.velocity.x - dot * normalX;
- ball.velocity.y = ball.velocity.y - dot * normalY;
- // Adjust the ball's position to be outside the planet's radius
- ball.x = planet.x + (planet.radius + ball.radius) * normalX;
- ball.y = planet.y + (planet.radius + ball.radius) * normalY;
- }
- // 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);
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