User prompt
increase the influence of the second planet on the ball
User prompt
increase the influence of the second planet on the ball
User prompt
to increase the second planet's gravity tenfold
User prompt
to quadruple the gravity of the second planet
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var gravity = currentPlanet.mass / (distance * distance) * (7 * (currentPlanet === secondPlanet ? 1.8 * 1.3 : 1.3)); // Adjust gravity based on planet' Line Number: 230
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'ellipticalOrbitObject.update(secondPlanet);' Line Number: 263
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var planets = [secondPlanet];' Line Number: 222
User prompt
Fix Bug: 'Uncaught ReferenceError: planet is not defined' in or related to this line: 'var safeZone = planet.radius * 3;' Line Number: 30
User prompt
deleted planet
User prompt
make the second planet invisible.
User prompt
Fix Bug: 'Uncaught ReferenceError: planetGraphics is not defined' in or related to this line: 'self.radius = planetGraphics.width / 2;' Line Number: 77
User prompt
make the second planet invisible
User prompt
the second planet up by 50
User prompt
the second planet up by 100
User prompt
center the second planet in the center of the screen
User prompt
center the planet in the center of the screen
User prompt
reduce the collision strength of ellipticalOrbitObject and satellite by 10 percent
User prompt
reduce the collision strength of ellipticalOrbitObject and satellite by 25 percent
User prompt
reduce collision strength of ellipticalOrbitObject and satellite
User prompt
increase the radius and strength of the effect of ellipticalOrbitObject and satellite gravity on the ball
User prompt
increase the radius and strength of the effect on the ellipticalOrbitObject gravity ball and satellite
User prompt
increase the radius and strength of the effect on the ellipticalOrbitObject gravity ball and satellite
User prompt
make the gravity settings of ellipticalOrbitObject and satellite the same as those of the planets
User prompt
increase the effect on the ball of gravity ellipticalOrbitObject and satellite
===================================================================
--- original.js
+++ change.js
@@ -3,9 +3,12 @@
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
- var ballGraphics = self.createAsset('ball', 'Ball asset', 0.5, 0.5);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
self.mass = 10;
self.velocity = {
x: 0,
y: 0
@@ -45,43 +48,58 @@
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
- var paddleGraphics = self.createAsset('paddle', 'Paddle asset', 0.5, 0.5);
+ var paddleGraphics = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 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);
+ var planetGraphics = self.attachAsset('planet', {
+ anchorX: 0.5,
+ anchorY: 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;
+ self.x = game.width / 2;
+ self.y = game.height / 2;
});
// SecondPlanet class
var SecondPlanet = Container.expand(function () {
var self = Container.call(this);
- var planetGraphics = self.createAsset('secondPlanet', 'Second Planet asset', 0.5, 0.5);
+ var planetGraphics = self.attachAsset('secondPlanet', {
+ anchorX: 0.5,
+ anchorY: 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);
+ var healthGraphics = self.attachAsset('health', {
+ anchorX: 0.5,
+ anchorY: 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);
+ var satelliteGraphics = self.attachAsset('satellite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
self.orbitRadius = 0;
self.orbitSpeed = 0.01;
self.orbitAngle = Math.random() * Math.PI * 2;
self.update = function (planets) {
@@ -105,9 +123,12 @@
});
// 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);
+ var orbitObjectGraphics = self.attachAsset('ellipticalOrbitObject', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
self.orbitRadius = 0;
self.orbitSpeed = 0.01;
self.orbitAngle = Math.random() * Math.PI * 2;
self.update = function (secondPlanet, ball) {
@@ -144,9 +165,9 @@
});
// Background class
var Background = Container.expand(function () {
var self = Container.call(this);
- var backgroundGraphics = self.createAsset('background', 'Background asset', 0, 0);
+ var backgroundGraphics = self.attachAsset('background', {});
backgroundGraphics.width = game.width;
backgroundGraphics.height = game.height;
self.addChild(backgroundGraphics);
});
@@ -234,10 +255,10 @@
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 -= 1.8 * dotProduct * normalX;
- ball.velocity.y -= 1.8 * dotProduct * normalY;
+ ball.velocity.x -= 2 * dotProduct * normalX;
+ ball.velocity.y -= 2 * dotProduct * normalY;
}
// 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) {
@@ -259,10 +280,10 @@
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 -= 1.8 * dotProduct * normalX;
- ball.velocity.y -= 1.8 * dotProduct * normalY;
+ ball.velocity.x -= 2 * dotProduct * normalX;
+ ball.velocity.y -= 2 * dotProduct * normalY;
}
});
// Touch controls for paddles
function handleTouch(obj) {
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