User prompt
orbit the satellite to the right
User prompt
make the satellite orbits smaller
User prompt
make a gradual rotation of the satellite's orbit.
User prompt
do a slow rotation of the satellite's orbit.
User prompt
make a Nodal precession satellite
User prompt
make the satellite's orbital ellipse narrower.
User prompt
orbit the satellite more out of the screen.
User prompt
make the satellite's orbit eliptical and partially off-screen
User prompt
the satellite must collide with the ball
User prompt
The satellite's jerking around, fix it.
User prompt
the satellite should be traveling in a Keplerian orbit.
User prompt
The satellite can interact with the ball but must not interact with the paddles
User prompt
launch a satellite into the orbit of both planets, the ellipses of their trajectories must partially extend beyond the screen,
User prompt
launch a satellite into the orbit of both planets, the ellipses of their trajectories must partially extend beyond the screen,
User prompt
launch two satellites into orbit of both planets, the ellipses of their trajectories must extend beyond the screen,
User prompt
to reduce the gravitational force of both planets
User prompt
shift the second planet to the left by 100 and the planet to the right by 100.
User prompt
shift the second planet to the left by 50 and the planet to the right by 50.
User prompt
shift the second planet to the left by 50 and the planet to the right by 50.
User prompt
give the second planet all the gravitational properties of the first planet.
User prompt
Move the planet down by 500 units
User prompt
Fix Bug: 'Uncaught ReferenceError: Planet is not defined' in this line: 'var planet = game.addChild(new Planet());' Line Number: 69
User prompt
create a second planet with all the properties of the first planet.
User prompt
to create planet two 500 above the planet.
User prompt
Fix Bug: 'Uncaught ReferenceError: planet is not defined' in this line: 'var safeZone = planet.radius * 3;' Line Number: 19
/****
* 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;
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 () {
var safeZone = planet.radius * 3; // Use the global planet variable
var minX = safeZone;
var maxX = game.width - safeZone;
var minY = safeZone;
var maxY = game.height - safeZone;
do {
self.x = Math.random() * (maxX - minX) + minX;
self.y = Math.random() * (maxY - minY) + minY;
var dx = planet.x - self.x;
var dy = planet.y - self.y;
} while (Math.sqrt(dx * dx + dy * dy) < safeZone);
var angle = Math.random() * Math.PI * 2;
self.velocity = {
x: Math.cos(angle) * 10,
y: Math.sin(angle) * 10
};
};
});
// 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 (mass, yOffset) {
var self = Container.call(this);
var planetGraphics = self.createAsset('planet', 'Planet asset', 0.5, 0.5);
self.mass = mass;
self.radius = planetGraphics.width / 2;
self.x = game.width / 2;
self.y = game.height / 2 + yOffset;
});
/****
* 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; // Global reference to the main planet
var planet1 = game.addChild(new Planet(5000, 500));
var planet2 = game.addChild(new Planet(200, 0));
planet = planet1; // Assign the main planet to the global variable
// 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;
}
// Gravity effect from planet
var dx = planet.x - ball.x;
var dy = planet.y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var safeDistance = (planet.radius + ball.radius + 50) * 2; // Doubling the safe margin to increase gravity range
if (distance < safeDistance) {
// Adjusted gravity effect to maintain a safe distance
var gravity = planet.mass / (distance * distance) * 10;
var gravityX = dx / distance * gravity;
var gravityY = dy / distance * gravity;
ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance);
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
}
// 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