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There are 4 lines that modify x,y in bounce, remove the bottom ones
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in bounce, don't set self.x and self.y
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In bounce, we sadly can't move the boot so instead of moving the boot add twice the distance to ball
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In bounce, move the ball and boot apart such they do not overlap, if they overlap.
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In bounce, move the ball and boot apart such they do not overlap, if they overlap. The boot cannot move, so only move the ball.
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In bounce, move the ball away from the boot, if the boot and ball overlap such they do not overlap, if they overlap
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In bounce, move the ball and boot apart such they do not overlap, if they overlap
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In calculateVelocity divide the velocities by 5
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multiply totalSpeed by the bounce factor before applying to ball
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In bounce use both boot and ball speed to set new direction
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rewrite the bounce method, to use billiard like intersection logic, where new ball velocity is calculated using the intersection angle and the speed of both boot and ball
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Please fix this "The ball seems to move faster and faster after each bounce, even if its initial velocity is zero, due to the way the bounce function is coded. The bounce function calculates the ball's new velocity based on the relative motion between the ball and the boot. It reflects the ball's velocity vector off the boot and then adds the boot's velocity to the ball's velocity. Here's the critical part of the code that causes the acceleration: ```javascript self.velocityX = -2 * dotProduct * normalX + boot.velocityX; self.velocityY = -2 * dotProduct * normalY + boot.velocityY; ``` This code segment is designed to calculate the new velocity of the ball by reflecting its incoming velocity off the boot and then adding the boot's velocity to it. The `-2 * dotProduct` part is intended to reverse the direction of the ball's velocity while also considering the boot's movement. However, because the boot's velocity (`boot.velocityX` and `boot.velocityY`) is added to the ball's velocity after the reflection calculation, the ball can gain additional speed from the boot's movement. If the boot is moving upward quickly at the moment of contact, it imparts extra upward velocity to the ball. This can happen even if the ball's initial velocity is zero because the boot's velocity is always factored into the calculation. Since there is no damping or maximum velocity cap applied to the ball's velocity after the bounce, the ball can accumulate speed with each bounce, leading to the observed acceleration. This effect is compounded if the player consistently moves the boot quickly to keep the ball in the air, as the boot's velocity is a significant factor in the ball's new velocity after each bounce."
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The bounce code seems to make the ball go faster and faster. Update the bounce code to use circle to circle intersection between ball and boot factoring in ball speed and boot speed to calculate the new speed of the ball. similar to if two billiard balls where to hit each other
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in calculateVelocity divide boot velocityX and velocityY by 5
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If bouncing happens, after updating self.velocityX and self.velocityY, separately *= both by bounceFactor
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If bouncing happens, after updating self.velocityX and self.velocityY, separately *= both by bounceFactor
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In bounce if the ball bounces, add two lines, one multiplying velocityX with .7 and one one for Y as well
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After updating self.velocityX and Y multiply both with bounceFactor
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var Boot = Container.expand(function () { var self = Container.call(this); var bootGraphics = self.createAsset('boot', 'Boot', .5, .5); self.realWidth = bootGraphics.width * 0.7; self.velocityX = 0; self.velocityY = 0; self.previousX = 0; self.previousY = 0; self.calculateVelocity = function () { self.velocityX = (self.x - self.previousX) / 2; self.velocityY = (self.y - self.previousY) / 2; self.previousX = self.x; self.previousY = self.y; var targetRotation = -Math.atan2(self.velocityY, 0) / 2 + Math.PI / 9; self.rotation += (targetRotation - self.rotation) * 0.1; }; }); var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.createAsset('ball', 'Soccer Ball', .5, .5); self.velocityX = 0; self.velocityY = 0; self.gravity = 0.5; self.bounceFactor = 0.7; self.move = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; if (self.x - self.width / 2 < 0) { self.velocityX *= -0.7; self.x = self.width / 2; } if (self.x + self.width / 2 > 2048) { self.velocityX *= -0.7; self.x = 2048 - self.width / 2; } }; self.bounce = function (boot) { var dx = self.x - boot.x; var dy = self.y - boot.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < boot.realWidth / 2 + self.width / 2) { var angle = Math.atan2(dy, dx); var sin = Math.sin(angle); var cos = Math.cos(angle); var bootSpeed = Math.sqrt(boot.velocityX * boot.velocityX + boot.velocityY * boot.velocityY); var ballSpeed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY); var totalSpeed = (bootSpeed + ballSpeed) * self.bounceFactor; var directionX = cos * totalSpeed; var directionY = sin * totalSpeed; self.velocityX = directionX; self.velocityY = directionY; var overlap = boot.realWidth / 2 + self.width / 2 - distance; self.x += 2 * overlap * cos; self.y += 2 * overlap * sin; } }; }); var Game = Container.expand(function () { var self = Container.call(this); stage.on('move', function (obj) { var pos = obj.event.getLocalPosition(self); boot.x = pos.x; boot.y = pos.y; }); var ball = self.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 2732 / 4; var boot = self.addChild(new Boot()); boot.visible = true; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(.5, 0); LK.gui.topCenter.addChild(scoreTxt); var isGameOver = false; var isGameStarted = false; stage.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); boot.x = pos.x; boot.y = pos.y; boot.visible = true; }); LK.on('tick', function () { boot.calculateVelocity(); if (!isGameStarted) { var dx = boot.x - ball.x; var dy = boot.y - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < boot.realWidth / 2 + ball.width / 2) { ball.bounce(boot); isGameStarted = true; } } else { ball.move(); var dx = boot.x - ball.x; var dy = boot.y - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < boot.realWidth / 2 + ball.width / 2) { ball.bounce(boot); } } if (ball.y > 2732 - ball.height / 2) { isGameOver = true; } if (isGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); });
===================================================================
--- original.js
+++ change.js
@@ -6,10 +6,10 @@
self.velocityY = 0;
self.previousX = 0;
self.previousY = 0;
self.calculateVelocity = function () {
- self.velocityX = (self.x - self.previousX) / 5;
- self.velocityY = (self.y - self.previousY) / 5;
+ self.velocityX = (self.x - self.previousX) / 2;
+ self.velocityY = (self.y - self.previousY) / 2;
self.previousX = self.x;
self.previousY = self.y;
var targetRotation = -Math.atan2(self.velocityY, 0) / 2 + Math.PI / 9;
self.rotation += (targetRotation - self.rotation) * 0.1;
Soccer ball. Single Cartoon Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Round soccer boot, cartoon style Single Cartoon Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon football stadium Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.