User prompt
increase the influence of the second planet on the ball
User prompt
increase the influence of the second planet on the ball
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to increase the second planet's gravity tenfold
User prompt
to quadruple the gravity of the second planet
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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.
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Fix Bug: 'Uncaught ReferenceError: planetGraphics is not defined' in or related to this line: 'self.radius = planetGraphics.width / 2;' Line Number: 77
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make the second planet invisible
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the second planet up by 50
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the second planet up by 100
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center the second planet in the center of the screen
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center the planet in the center of the screen
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reduce the collision strength of ellipticalOrbitObject and satellite by 10 percent
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reduce the collision strength of ellipticalOrbitObject and satellite by 25 percent
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reduce collision strength of ellipticalOrbitObject and satellite
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increase the radius and strength of the effect of ellipticalOrbitObject and satellite gravity on the ball
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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
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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
@@ -57,20 +57,8 @@
self.update = function () {
// Paddle update logic
};
});
-// Planet class
-var Planet = Container.expand(function () {
- var self = Container.call(this);
- 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;
-});
// SecondPlanet class
var SecondPlanet = Container.expand(function () {
var self = Container.call(this);
var planetGraphics = self.attachAsset('secondPlanet', {
@@ -102,9 +90,9 @@
});
self.orbitRadius = 0;
self.orbitSpeed = 0.01;
self.orbitAngle = Math.random() * Math.PI * 2;
- self.update = function (planets) {
+ self.update = function () {
self.orbitAngle += self.orbitSpeed;
var dx = planet.x - game.width / 2;
var dy = planet.y - game.height / 2;
var ellipseRatio = 3;
@@ -189,9 +177,8 @@
// 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());
@@ -231,9 +218,9 @@
if (ball.y - ball.radius <= 0 || ball.y + ball.radius >= game.height) {
ball.velocity.y *= -1;
}
// Gravity effect from planets
- var planets = [planet, secondPlanet];
+ var planets = [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);
@@ -247,9 +234,9 @@
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
}
});
// Update satellite orbit and check for collision with the ball
- satellite.update(planets);
+ satellite.update();
if (satellite.intersects(ball)) {
// Reflect ball velocity
var normalX = ball.x - satellite.x;
var normalY = ball.y - satellite.y;
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