User prompt
the minimum speed of the ball cannot be less than the initial speed of the ball by 200 percent
User prompt
the maximum speed of the ball cannot exceed the initial speed of the ball by 300 percent
User prompt
make the ball speed 5 percent higher if the paddle is in motion at the time of impact
User prompt
make the ball speed 20 percent higher if the paddles is in motion at the time of impact
User prompt
increase the speed of movement of the ellipticalOrbitObject by 30 percent
User prompt
increase gravity ellipticalOrbitObject
User prompt
make ellipticalOrbitObject and satellite collisions smoother
User prompt
make ellipticalOrbitObject and satellite collisions smoother
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var distanceToBall = Math.sqrt(Math.pow(ball.x - self.x, 2) + Math.pow(ball.y - self.y, 2));' Line Number: 108
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var distanceToBall = Math.sqrt(Math.pow(ball.x - self.x, 2) + Math.pow(ball.y - self.y, 2));' Line Number: 108
User prompt
add gravity ellipticalOrbitObject
User prompt
add collision for elliptical OrbitObject
User prompt
Fix Bug: 'ReferenceError: planets is not defined' in this line: 'satellite.update(planets);' Line Number: 188
User prompt
add gravity ellipticalOrbitObject
User prompt
add gravity to ellipticalOrbitObject
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'self.velocity.x = (self.velocity.x || 0) + gravityX;' Line Number: 105
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'self.velocity.x = (self.velocity.x || 0) + gravityX;' Line Number: 105
User prompt
add gravity to ellipticalOrbitObject
User prompt
add gravity ellipticalOrbitObject
User prompt
the ellipticalOrbitObject must collide with the ball
User prompt
move the ellipticalOrbitObject up by 400
User prompt
move the ellipticalOrbitObject up by 500
User prompt
rotate the ellipticalOrbitObject orbit by 90 degrees
User prompt
create a new object in a new elliptical orbit around secondPlanet
User prompt
Fix Bug: 'ReferenceError: satellite is not defined' in this line: 'if (satellite.intersects(ball)) {' Line Number: 158
/**** * 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; }; }); // EllipticalOrbitObject class var EllipticalOrbitObject = Container.expand(function () { var self = Container.call(this); var orbitObjectGraphics = self.createAsset('ellipticalOrbitObject', 'Elliptical Orbit Object 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 - self.x; var dy = secondPlanet.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var gravity = secondPlanet.mass / (distance * distance); var gravityX = dx / distance * gravity; var gravityY = dy / distance * gravity; self.velocity.x = (self.velocity.x || 0) + gravityX; self.velocity.y = (self.velocity.y || 0) + gravityY; var ellipseRatio = 2; // Ratio for the elliptical orbit self.x += self.velocity.x; self.y += self.velocity.y; 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) / 4; self.velocity.x = 0; self.velocity.y = 0; } }; self.reset = function () { self.orbitRadius = Math.max(game.width, game.height) / 5; 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 the elliptical orbit object var ellipticalOrbitObject = game.addChild(new EllipticalOrbitObject()); ellipticalOrbitObject.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 * (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 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(); } // Update the elliptical orbit object ellipticalOrbitObject.update(secondPlanet); }); // 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
@@ -95,15 +95,23 @@
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 dx = secondPlanet.x - self.x;
+ var dy = secondPlanet.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var gravity = secondPlanet.mass / (distance * distance);
+ var gravityX = dx / distance * gravity;
+ var gravityY = dy / distance * gravity;
+ self.velocity.x = (self.velocity.x || 0) + gravityX;
+ self.velocity.y = (self.velocity.y || 0) + gravityY;
var ellipseRatio = 2; // Ratio for the elliptical orbit
- self.x = game.width / 2 + self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle + Math.PI / 2) + dx;
- self.y = game.height / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle + Math.PI / 2) + dy - 900;
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
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) / 4;
+ self.velocity.x = 0;
+ self.velocity.y = 0;
}
};
self.reset = function () {
self.orbitRadius = Math.max(game.width, game.height) / 5;
@@ -200,35 +208,10 @@
// Reset ball if it goes off screen
if (ball.x < -ball.radius || ball.x > game.width + ball.radius) {
ball.reset();
}
- // Update the elliptical orbit object, apply gravity, and check for collision with the ball
+ // Update the elliptical orbit object
ellipticalOrbitObject.update(secondPlanet);
- // Gravity effect from ellipticalOrbitObject
- var dx = ellipticalOrbitObject.x - ball.x;
- var dy = ellipticalOrbitObject.y - ball.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- var safeDistance = (ellipticalOrbitObject.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 = ellipticalOrbitObject.mass / (distance * distance) * (7 * 1.3); // Adjust gravity based on object
- 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);
- }
- // Check for collision with the ball
- if (ellipticalOrbitObject.intersects(ball)) {
- // Reflect ball velocity
- var normalX = ball.x - ellipticalOrbitObject.x;
- var normalY = ball.y - ellipticalOrbitObject.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;
- }
});
// Touch controls for paddles
function handleTouch(obj) {
var touchPos = obj.event.getLocalPosition(game);
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