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
});
// 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 = 0.01;
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 = 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; // 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) / 3.5;
}
};
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 satellites
var satellite = game.addChild(new SecondSatellite());
satellite.reset();
var secondSatellite = game.addChild(new SecondSatellite());
secondSatellite.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 * (currentPlanet === secondPlanet ? 1.8 * 1.3 : 1.3)); // Adjust gravity based on planet
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 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();
}
});
// 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
@@ -121,9 +121,9 @@
rightPaddle.y = game.height / 2;
var secondPlanet = game.addChild(new SecondPlanet());
ball.reset();
// Initialize satellites
-var satellite = game.addChild(new Satellite());
+var satellite = game.addChild(new SecondSatellite());
satellite.reset();
var secondSatellite = game.addChild(new SecondSatellite());
secondSatellite.reset();
// Game logic
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