User prompt
to create a planet 2 upwards of 500
User prompt
copy the planet and paste it 500 higher, the old planet should remain in its place.
User prompt
copy the planet and paste it 500 above.
User prompt
give planet2 all the properties of a planet
User prompt
give planet2 all the properties of a planet
User prompt
to create planet two at a distance of 500 from the first planet.
User prompt
to move the planet down 500
User prompt
the ball should be dropped in random places, but not near the planet.
User prompt
double the initial velocity of the ball
User prompt
increase the range of the planet's gravity by a factor of two
User prompt
increase the range of the planet's gravity by a factor of two
User prompt
increase the gravitational range of the planet
User prompt
reduce the mass of the ball by a factor of 10
User prompt
increase the gravitational effect by 10 times
User prompt
10 times the mass of the ball
User prompt
the initial velocity of the ball is 2 times higher
User prompt
increase the gravitational force
User prompt
increase gravitational and antigravity forces.
User prompt
the repulsive forces of the paddles also obey Kepler's laws
User prompt
the ball cannot touch the planet, all close maneuvers must be performed at a distance from the surface
User prompt
the ball cannot touch the planet, all maneuvers must be performed at a distance
User prompt
increase gravitational effects
User prompt
increase gravitational effects
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'velocity')' in this line: 'self.velocity.x += forceDirection.x * acceleration;' Line Number: 96
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'velocity')' in this line: 'var angleBetween = Math.atan2(forceDirection.y, forceDirection.x) - Math.atan2(self.velocity.y, self.velocity.x);' Line Number: 94
/****
* 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
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;
}
// Kepler's laws for elliptical orbit around the planet
var dx = planet.x - ball.x;
var dy = planet.y - ball.y;
var distanceSquared = dx * dx + dy * dy;
var distance = Math.sqrt(distanceSquared);
if (distance < planet.radius + ball.radius) {
// Prevent ball from passing through the planet
ball.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(ball.velocity.y, ball.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;
}
// 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