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) * 15, // Increased initial speed y: Math.sin(angle) * 15 // Increased initial speed }; }; }); // 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 - 700; // 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; 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 + 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; } }; 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; }; }); // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.createAsset('background', 'Background asset', 0, 0); backgroundGraphics.width = game.width; backgroundGraphics.height = game.height; self.addChild(backgroundGraphics); }); /**** * Initialize Game ****/ // Initialize background var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize background var background = game.addChild(new Background()); // 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) * (7 * 1.3); // Increased gravity by 30 percent 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
@@ -58,9 +58,9 @@
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
+ self.y = game.height / 2 - 700; // Position the second planet above the first
});
// Satellite class
var Satellite = Container.expand(function () {
var self = Container.call(this);
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