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
===================================================================
--- original.js
+++ change.js
@@ -60,45 +60,31 @@
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 = 0.015;
- self.orbitAngle = Math.random() * Math.PI * 2;
- self.update = function (planets) {
- // Satellite update logic
- };
- self.reset = function () {
- // Satellite reset logic
- };
-});
// SecondSatellite class
var SecondSatellite = Container.expand(function () {
var self = Container.call(this);
var satelliteGraphics = self.createAsset('secondSatellite', 'Second Satellite asset', 0.5, 0.5);
self.orbitRadius = 0;
- self.orbitSpeed = 0.015; // Slightly faster orbit speed
+ self.orbitSpeed = 0.01;
self.orbitAngle = Math.random() * Math.PI * 2;
self.update = function (secondPlanet) {
self.orbitAngle += self.orbitSpeed;
var dx = secondPlanet.x - game.width / 2;
var dy = secondPlanet.y - game.height / 2;
- var ellipseRatio = 2; // More elongated ellipse
- // Adjust the mass of the second satellite to decrease gravitational force
- self.mass = 500; // Adjusted mass for weaker gravity calculation
+ var ellipseRatio = 3;
+ // Adjusted mass for weaker gravity calculation
+ self.mass = 1000;
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 - 1000; // Orbit directed upward
+ self.y = game.height / 2 - self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle) + dy - 1000; // Direct the orbit upward and extend beyond the screen
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;
+ self.orbitRadius = Math.max(game.width, game.height) / 3.5;
}
};
self.reset = function () {
- self.orbitRadius = Math.max(game.width, game.height) / 3.5;
- self.orbitSpeed = Math.random() * 0.02 + 0.01; // Slightly faster orbit speed
+ 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
@@ -137,9 +123,8 @@
ball.reset();
// Initialize satellites
var satellite = game.addChild(new Satellite());
satellite.reset();
-// Initialize second satellite
var secondSatellite = game.addChild(new SecondSatellite());
secondSatellite.reset();
// Game logic
LK.on('tick', function () {
@@ -173,22 +158,23 @@
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
- satellite.update(planets);
- secondSatellite.update(secondPlanet);
- 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;
- }
+ // Update satellite orbits and check for collisions with the ball
+ [satellite, secondSatellite].forEach(function (currentSatellite) {
+ currentSatellite.update(currentSatellite === satellite ? planet : secondPlanet);
+ if (currentSatellite.intersects(ball)) {
+ // Reflect ball velocity
+ var normalX = ball.x - currentSatellite.x;
+ var normalY = ball.y - currentSatellite.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