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
===================================================================
--- original.js
+++ change.js
@@ -45,37 +45,37 @@
// 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.mass = 1000; // Further reduced mass for weaker gravity effect
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.mass = 500; // Further reduced mass for weaker gravity effect
self.radius = planetGraphics.width / 2;
self.x = game.width / 2 - 100;
self.y = game.height / 2 - 500; // Position the second planet above the first
});
-// SecondPlanetSatellite class
-var SecondPlanetSatellite = Container.expand(function () {
+// Satellite class
+var Satellite = Container.expand(function () {
var self = Container.call(this);
- var satelliteGraphics = self.createAsset('satellite', 'Second Planet Satellite asset', 0.5, 0.5);
+ 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 (secondPlanet) {
+ self.update = function (planets) {
self.orbitAngle += self.orbitSpeed;
- var dx = secondPlanet.x - game.width / 2;
- var dy = secondPlanet.y - game.height / 2;
+ var dx = planet.x - game.width / 2;
+ var dy = planet.y - game.height / 2;
var ellipseRatio = 3;
// Reduce the mass of the satellite to decrease gravitational force
self.mass = 1000; // Adjusted mass for weaker gravity calculation
- self.x = game.width / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle) + dx;
+ self.x = game.width / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle) + dx + 1500;
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;
}
@@ -108,14 +108,11 @@
rightPaddle.x = game.width - 100;
rightPaddle.y = game.height / 2;
var secondPlanet = game.addChild(new SecondPlanet());
ball.reset();
-// Initialize satellites
-var satellite = game.addChild(new SecondPlanetSatellite());
+// Initialize satellite
+var satellite = game.addChild(new Satellite());
satellite.reset();
-// Initialize second planet satellite
-var secondPlanetSatellite = game.addChild(new SecondPlanetSatellite());
-secondPlanetSatellite.reset();
// Game logic
LK.on('tick', function () {
ball.update();
leftPaddle.update();
@@ -143,11 +140,10 @@
ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance);
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
}
});
- // Update satellite orbits and check for collision with the ball
+ // Update satellite orbit and check for collision with the ball
satellite.update(planets);
- secondPlanetSatellite.update(secondPlanet);
if (satellite.intersects(ball)) {
// Reflect ball velocity
var normalX = ball.x - satellite.x;
var normalY = ball.y - satellite.y;
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