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; 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 () { var self = Container.call(this); var planetGraphics = self.createAsset('planet', 'Planet asset', 0.5, 0.5); self.mass = 5000; // Reduced mass for gravity calculation self.radius = planetGraphics.width / 2; self.x = game.width / 2 + 100; self.y = game.height / 2 + 500; }); // SecondPlanet class var SecondPlanet = Container.expand(function () { var self = Container.call(this); var planetGraphics = self.createAsset('secondPlanet', 'Second Planet asset', 0.5, 0.5); self.mass = 2500; // Reduced mass for weaker gravity calculation self.radius = planetGraphics.width / 2; self.x = game.width / 2 - 100; self.y = game.height / 2 - 500; // Position the second planet above the first }); // Satellite class var Satellite = Container.expand(function () { var self = Container.call(this); var satelliteGraphics = self.createAsset('satellite', 'Satellite asset', 0.5, 0.5); self.orbitRadius = 0; self.orbitSpeed = 0.01; self.orbitAngle = Math.random() * Math.PI * 2; self.update = function (planets) { self.orbitAngle += self.orbitSpeed; var dx = planet.x - game.width / 2; var dy = planet.y - game.height / 2; self.x = game.width / 2 + self.orbitRadius * Math.cos(self.orbitAngle) + dx; self.y = game.height / 2 + self.orbitRadius * Math.sin(self.orbitAngle) + dy; if (self.x < -self.width || self.x > game.width + self.width || self.y < -self.height || self.y > game.height + self.height) { self.orbitRadius = Math.max(game.width, game.height) / 4; } }; self.reset = function () { self.orbitRadius = Math.max(game.width, game.height) / 4; self.orbitSpeed = Math.random() * 0.02 + 0.005; self.orbitAngle = Math.random() * Math.PI * 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; var secondPlanet = game.addChild(new SecondPlanet()); ball.reset(); // Initialize satellite var satellite = game.addChild(new Satellite()); satellite.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 planets var planets = [planet, secondPlanet]; planets.forEach(function (currentPlanet) { var dx = currentPlanet.x - ball.x; var dy = currentPlanet.y - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); var safeDistance = (currentPlanet.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 = currentPlanet.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); } }); // Update satellite orbit and check for collision with the ball satellite.update(planets); if (satellite.intersects(ball)) { // Reflect ball velocity var normalX = ball.x - satellite.x; var normalY = ball.y - satellite.y; var normalLength = Math.sqrt(normalX * normalX + normalY * normalY); normalX /= normalLength; normalY /= normalLength; var dotProduct = ball.velocity.x * normalX + ball.velocity.y * normalY; ball.velocity.x -= 2 * dotProduct * normalX; ball.velocity.y -= 2 * dotProduct * 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); 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
@@ -137,10 +137,21 @@
ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance);
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
}
});
- // Update satellite orbit
+ // Update satellite orbit and check for collision with the ball
satellite.update(planets);
+ if (satellite.intersects(ball)) {
+ // Reflect ball velocity
+ var normalX = ball.x - satellite.x;
+ var normalY = ball.y - satellite.y;
+ var normalLength = Math.sqrt(normalX * normalX + normalY * normalY);
+ normalX /= normalLength;
+ normalY /= normalLength;
+ var dotProduct = ball.velocity.x * normalX + ball.velocity.y * normalY;
+ ball.velocity.x -= 2 * dotProduct * normalX;
+ ball.velocity.y -= 2 * dotProduct * normalY;
+ }
// 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