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 * 2; 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 }); // Health class var Health = Container.expand(function () { var self = Container.call(this); var healthGraphics = self.createAsset('health', 'Health asset', 0.5, 0.5); self.width = healthGraphics.width; self.height = healthGraphics.height; }); // 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; // Increase the mass of the satellite to increase gravitational force by 50 times self.mass = 1000 * 50; // Adjusted mass for stronger 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) * 0.5; 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 * 50 / Math.pow(distanceToBall, 1.8); // Increased the gravity effect by 50 times 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) * 0.65; 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()); // Initialize health objects var healthObjects = []; for (var i = 0; i < 5; i++) { var health = game.addChild(new Health()); health.x = game.width - (i + 1) * (health.width + 10); health.y = 110; healthObjects.push(health); } // 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); // Reset ball if it goes off screen and remove one health object if (ball.x < -ball.radius || ball.x > game.width + ball.radius) { if (healthObjects.length > 0) { var lastHealthIndex = healthObjects.length - 1; healthObjects[lastHealthIndex].destroy(); healthObjects.splice(lastHealthIndex, 1); } ball.reset(); if (healthObjects.length === 0) { LK.showGameOver(); } } // Update the elliptical orbit object and check for collision with the ball ellipticalOrbitObject.update(secondPlanet); }); // 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);
===================================================================
--- original.js
+++ change.js
@@ -88,10 +88,10 @@
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
+ // Increase the mass of the satellite to increase gravitational force by 50 times
+ self.mass = 1000 * 50; // Adjusted mass for stronger 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;
@@ -127,9 +127,9 @@
// 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
+ var gravityStrength = self.mass * 50 / Math.pow(distanceToBall, 1.8); // Increased the gravity effect by 50 times
if (distanceToBall < self.orbitRadius) {
var gravityX = (self.x - ball.x) / distanceToBall * gravityStrength;
var gravityY = (self.y - ball.y) / distanceToBall * gravityStrength;
ball.velocity.x += gravityX;
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