User prompt
create an object in elliptical orbit around secondPlanet
User prompt
Fix Bug: 'ReferenceError: satellite is not defined' in this line: 'if (satellite.intersects(ball)) {' Line Number: 158
User prompt
create an object in elliptical orbit around secondPlanet
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 124
User prompt
make a second satellite in an elliptical orbit around secondPlanet, call him SecondSatellite
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 125
User prompt
make a second satellite in an elliptical orbit around secondPlanet, leave the old satellite unchanged
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 125
User prompt
make a second satellite in an elliptical orbit around secondPlanet
User prompt
the first satellite is missing, fix it
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 125
User prompt
make a second satellite in an elliptical orbit around secondPlanet, the ellipse of the orbit is directed upward and partially extends beyond the screen
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 125
User prompt
make a second satellite in an elliptical orbit around the second planet, the orbit is directed upward and partially extends beyond the screen
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 125
User prompt
Fix Bug: 'Uncaught ReferenceError: Satellite is not defined' in this line: 'var satellite = game.addChild(new Satellite());' Line Number: 125
User prompt
make a second satellite in an elliptical orbit around the second planet, the orbit is directed upward and partially extends beyond the screen
User prompt
increase gravity secondPlanet by 30 percent
User prompt
increase gravity secondPlanet by 50 percent
User prompt
increase gravity secondPlanet by 80 percent
User prompt
increase gravity secondPlanet by 50 percent
User prompt
increase gravity secondPlanet by 30 percent
User prompt
increase secondPlanet gravity by 30 percent
User prompt
increase planet two's gravity by 30 percent
User prompt
increase the gravity of the second planet by 30 percent
/**** * 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 - 550; // 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 and prevent ball from passing through if (ball.intersects(leftPaddle)) { ball.velocity.x = Math.abs(ball.velocity.x); ball.x = leftPaddle.x + leftPaddle.width / 2 + ball.radius; } else if (ball.intersects(rightPaddle)) { ball.velocity.x = -Math.abs(ball.velocity.x); ball.x = rightPaddle.x - rightPaddle.width / 2 - ball.radius; } // 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 * 1.69); // Increased gravity by 30 percent from the original 1.3 multiplier 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
@@ -149,9 +149,9 @@
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 * 1.69); // Increased gravity by 30 percent for SecondPlanet
+ var gravity = currentPlanet.mass / (distance * distance) * (7 * 1.69); // Increased gravity by 30 percent from the original 1.3 multiplier
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);
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