User prompt
the ball must not pass through the paddle
User prompt
move planet two up by 50
User prompt
move planet two up by 100
User prompt
move planet two up by 200
User prompt
increase gravity by 30 percent
User prompt
increase gravity by 10 percent
User prompt
increase the initial speed of the ball
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in this line: 'backgroundGraphics.width = LK.stage.width;' Line Number: 93
User prompt
align background to edges of screen
User prompt
align background to center
User prompt
stretch background to full screen
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in this line: 'backgroundGraphics.width = LK.stage.width;' Line Number: 93
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in this line: 'backgroundGraphics.width = LK.stage.width;' Line Number: 93
User prompt
full screen background
User prompt
add background
User prompt
reduce planetary gravity by 30 percent
User prompt
reduce planetary gravity
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 113
User prompt
create a new satellite around the second planet.
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 113
User prompt
build a satellite around the second planet
User prompt
to reduce the gravitational force of satellite
User prompt
shift the satellite's orbit to the right by 500
User prompt
shift the satellite's orbit to the right by 1,000
User prompt
shift the satellite's orbit to the right so that its rotation is within the screen
/****
* 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 + 300; // Shift orbit to the right
var dy = planet.y - game.height / 2;
var ellipseRatio = 3;
self.x = game.width / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle) + dx;
self.y = game.height / 2 + self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle) + dy;
if (self.x < -self.width * 2 || self.x > game.width + self.width * 2 || self.y < -self.height * 2 || self.y > game.height + self.height * 2) {
self.orbitRadius = Math.max(game.width, game.height) / 3.5;
}
};
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);
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