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
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double the mass of the planet
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invert the ellipses
User prompt
increase the mass of the ball
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the paddle ends hit harder
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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
@@ -75,35 +75,28 @@
// Check for collisions with top and bottom boundaries
if (ball.y - ball.radius <= 0 || ball.y + ball.radius >= game.height) {
ball.velocity.y *= -1;
}
- // Kepler's laws based trajectory 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) {
+ // Kepler's laws for elliptical orbit around the planet
+ 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) {
// Prevent ball from passing through the planet
- var overlap = planet.radius + ball.radius - distance;
- var angle = Math.atan2(dy, dx);
- ball.x += Math.cos(angle) * overlap;
- ball.y += Math.sin(angle) * overlap;
+ self.reset();
+ } else if (distance < game.width / 2) {
+ // Apply acceleration and deceleration according to Kepler's laws
+ var forceDirection = {
+ x: dx / distance,
+ y: dy / distance
+ };
+ var orbitalVelocity = Math.sqrt(planet.mass / distance);
+ var angleBetween = Math.atan2(forceDirection.y, forceDirection.x) - Math.atan2(self.velocity.y, self.velocity.x);
+ var acceleration = 2 * orbitalVelocity * Math.sin(angleBetween / 2) / 60; // Divide by 60 for per tick calculation
+ self.velocity.x += forceDirection.x * acceleration;
+ self.velocity.y += forceDirection.y * acceleration;
}
- // Calculate gravitational force
- var gravityForce = planet.mass / (distance * distance);
- // Calculate acceleration due to gravity
- var accelX = dx / distance * gravityForce;
- var accelY = dy / distance * gravityForce;
- // Update velocity based on acceleration
- ball.velocity.x += accelX;
- ball.velocity.y += accelY;
- // Adjust velocity for elliptical orbit
- var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y);
- var maxSpeed = 10; // Maximum speed for stable orbit
- if (speed > maxSpeed) {
- var speedRatio = maxSpeed / speed;
- ball.velocity.x *= speedRatio;
- ball.velocity.y *= speedRatio;
- }
// 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