User prompt
increase the effect on the ball of gravity ellipticalOrbitObject and satellite
User prompt
increase the effect on the ball of gravity ellipticalOrbitObject and satellite
User prompt
increase the gravity of ellipticalOrbitObject and satellite by 1000 times
User prompt
increase the gravity of ellipticalOrbitObject and satellite by 150 times
User prompt
increase the gravity of ellipticalOrbitObject and satellite by 50 times
User prompt
remove collisions from ellipticalOrbitObject and satellite.
User prompt
Each time the ball goes off the screen, remove one health object, when the last health object disappears - game over
User prompt
Each time the ball goes off the screen, remove one health object, when the health runs out - game over
User prompt
health objects are down 100
User prompt
health objects are down 200
User prompt
health objects in front of the background
User prompt
make five health objects in the top right of the screen
User prompt
halve the satellite speed
User prompt
reduce the speed of ellipticalOrbitObject by half
User prompt
increase ellipticalOrbitObject's gravity by three times
User prompt
add gravity to ellipticalOrbitObject
User prompt
increase gravity of ellipticalOrbitObject by two times
User prompt
increase gravity of ellipticalOrbitObject
User prompt
remove collision from ellipticalOrbitObject
User prompt
add a health meter consisting of 5 parts to the upper right corner of the screen
User prompt
add a health counter consisting of 5 objects to the upper right section of the screen, on top of the background
User prompt
add a health counter consisting of 5 objects to the upper right section of the screen
User prompt
the maximum speed of the ball cannot exceed the initial speed of the ball by 200 percent
User prompt
when the ball shakes when colliding with satellite and ellipticalOrbitObject add a blue special effect
User prompt
remove the ball shaking when colliding with satellite and ellipticalOrbitObject
/****
* 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 () {
var initialSpeed = 15;
var maxSpeed = initialSpeed * 3;
var currentSpeed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
if (currentSpeed > maxSpeed) {
var speedReductionFactor = maxSpeed / currentSpeed;
self.velocity.x *= speedReductionFactor;
self.velocity.y *= speedReductionFactor;
}
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.isMoving = false;
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, ball) {
self.orbitAngle += self.orbitSpeed;
var dx = secondPlanet.x - game.width / 2;
var dy = secondPlanet.y - game.height / 2;
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;
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;
}
// Gravity effect on the ball
if (ball) {
if (ball) {
var distanceToBall = Math.sqrt(Math.pow(ball.x - self.x, 2) + Math.pow(ball.y - self.y, 2));
// Rest of the code that uses distanceToBall
}
// Rest of the code that uses distanceToBall
}
var gravityStrength = self.mass / Math.pow(distanceToBall, 1.8); // Decreased the exponent to increase gravity effect
if (distanceToBall < self.orbitRadius) {
var gravityX = (self.x - ball.x) / distanceToBall * gravityStrength;
var gravityY = (self.y - ball.y) / distanceToBall * gravityStrength;
ball.velocity.x += gravityX;
ball.velocity.y += gravityY;
}
};
self.reset = function () {
self.orbitRadius = Math.max(game.width, game.height) / 5;
self.orbitSpeed = (Math.random() * 0.02 + 0.005) * 1.3;
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) * (leftPaddle.isMoving ? 1.05 : 1);
ball.x = leftPaddle.x + leftPaddle.width / 2 + ball.radius;
leftPaddle.isMoving = false;
} else if (ball.intersects(rightPaddle)) {
ball.velocity.x = -Math.abs(ball.velocity.x) * (rightPaddle.isMoving ? 1.05 : 1);
ball.x = rightPaddle.x - rightPaddle.width / 2 - ball.radius;
rightPaddle.isMoving = false;
}
// 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)) {
// Smooth out the reflection calculation
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 = (ball.velocity.x - 2 * dotProduct * normalX) * 0.95;
ball.velocity.y = (ball.velocity.y - 2 * dotProduct * normalY) * 0.95;
}
// 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 and check for collision with the ball
ellipticalOrbitObject.update(secondPlanet);
if (ellipticalOrbitObject.intersects(ball)) {
// Smooth out the reflection calculation
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 = (ball.velocity.x - 2 * dotProduct * normalX) * 0.95;
ball.velocity.y = (ball.velocity.y - 2 * dotProduct * normalY) * 0.95;
}
});
// Touch controls for paddles
function handleTouch(obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < game.width / 2) {
leftPaddle.isMoving = leftPaddle.y !== touchPos.y;
leftPaddle.y = touchPos.y;
} else {
rightPaddle.isMoving = rightPaddle.y !== touchPos.y;
rightPaddle.y = touchPos.y;
}
}
game.on('down', handleTouch);
game.on('move', handleTouch);
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