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increase the influence of the second planet on the ball
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increase the influence of the second planet on the ball
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to increase the second planet's gravity tenfold
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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
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Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'ellipticalOrbitObject.update(secondPlanet);' Line Number: 263
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Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var planets = [secondPlanet];' Line Number: 222
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Fix Bug: 'Uncaught ReferenceError: planet is not defined' in or related to this line: 'var safeZone = planet.radius * 3;' Line Number: 30
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deleted planet
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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
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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
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increase the effect on the ball of gravity ellipticalOrbitObject and satellite
===================================================================
--- original.js
+++ change.js
@@ -226,9 +226,10 @@
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 gravityMultiplier = currentPlanet === planet ? 1.3 : 1.8 * 1.3;
+ var gravity = currentPlanet.mass / (distance * distance) * (7 * gravityMultiplier); // 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);
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