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that's not realistic at all. review ball rotation
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'rotationSpeed')' in or related to this line: 'self.rotationSpeed = 0;' Line Number: 125
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add rotation to the ball depending on its movement. make it realistic as a professional
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prevent ball from going y < half
Code edit (2 edits merged)
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move the colision dection logic from ball update to game update
Code edit (4 edits merged)
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now like a professional, use ball colisions physics to implement realistics colisions between ball and players
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Please like a profesional, use all required 2d physics ( acceleration, gravity, ...) to implement a realistic ball movement
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (self.y > net.y && self.speedY > 0) {' Line Number: 47
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (self.y > net.y && self.speedY > 0) {' Line Number: 43
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'self.collisionBody.x = self.x; // Update collisionBody position' Line Number: 35
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Fix intersections are always false ! you already did : ✅ Fix intersections always returning false by ensuring collisionBody is properly initialized ✅ Fix intersections always returning false by ensuring collision detection logic is correct ✅ Fix intersections always returning false by ensuring collision detection logic is correct in game update twice and it didn't fix the problem. think more globally, change your solution
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Fix intersections are always false !
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Fix intersections are always false
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Fix intersections are always false (ie console.log("COLLID!"); never called)
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use player instead of player.collisionBody for ball intersection
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fix ball passes still through players !
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fix ball passes through players !
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make ball colision with player effective : ball should bounce on them and if they have a speed it should bounce proportionally
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,131 @@
/****
* Classes
****/
+//<Assets used in the game will automatically appear here>
+// Ball class
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.half = self.width / 2;
+ self.speedX = 3;
+ self.speedY = 3;
+ self.lastCollisionTime = 0; // To avoid multiple collisions
+ self.update = function (net, player1, player2) {
+ if (!ballCanMove) {
+ return;
+ }
+ // Apply gravity with acceleration
+ self.speedY += self.speedY * 0.01;
+ // Damping for horizontal movement
+ self.speedX *= 0.95;
+ // Update ball position based on speed
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Check for out of bounds (optional, adjust as needed)
+ if (self.y > 2000) {
+ self.y = 2000;
+ self.speedY = -Math.abs(self.speedY);
+ }
+ // Check for collisions with the net (improved)
+ if (net && self.y > net.y && self.speedY > 0) {
+ self.speedY *= -1; // Reverse vertical direction
+ // Update score based on ball position (implement logic here)
+ }
+ // Collision detection with bounding boxes
+ var ballBox = self.getBoundingBox();
+ // Check for collisions with players (improved with lastCollisionTime)
+ var currentTime = LK.now();
+ if (self.collidesWithBox(ballBox, player1.getBoundingBox()) && currentTime - self.lastCollisionTime > 10) {
+ self.handlePlayerCollision(player1);
+ self.lastCollisionTime = currentTime;
+ } else if (self.collidesWithBox(ballBox, player2.getBoundingBox()) && currentTime - self.lastCollisionTime > 10) {
+ self.handlePlayerCollision(player2);
+ self.lastCollisionTime = currentTime;
+ }
+ console.log("Ball position - x: ".concat(self.x, ", y: ").concat(self.y));
+ };
+ self.getBoundingBox = function () {
+ return {
+ x1: self.x - self.half,
+ y1: self.y - self.half,
+ x2: self.x + self.half,
+ y2: self.y + self.half
+ };
+ };
+ self.collidesWithBox = function (box1, box2) {
+ return box1.x1 < box2.x2 && box1.x2 > box2.x1 && box1.y1 < box2.y2 && box1.y2 > box2.y1;
+ };
+ self.handlePlayerCollision = function (player) {
+ var angle = Math.atan2(self.y - player.y, self.x - player.x);
+ var speed = Math.sqrt(self.speedX * self.speedX + self.speedY * self.speedY);
+ // Calculate resulting speed with player influence
+ var resultingSpeedX = speed * Math.cos(angle) + player.speedX * 0.8;
+ var resultingSpeedY = speed * Math.sin(angle) + player.speedY * 0.8;
+ self.speedX = resultingSpeedX;
+ self.speedY = resultingSpeedY;
+ };
+ return self;
+});
+/*
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.half = self.width / 2;
+ self.speedX = 3;
+ self.speedY = 3;
+ self.lastCollisionTime = 0; // Pour éviter les collisions multiples
+ self.update = function (net, player1, player2) {
+ if (!ballCanMove) {
+ return;
+ }
+ // Apply gravity
+ self.applyGravity();
+ // Update ball position
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Check for out of bounds
+ if (self.y > 2000) {
+ console.log("REVERT!");
+ self.y = 2000;
+ self.speedY = -Math.abs(self.speedY); // Make the ball bounce up
+ }
+ // Check for x screen limits
+ if (self.x < 0) {
+ self.x = 0;
+ self.speedX = Math.abs(self.speedX); // Make the ball bounce to the right
+ } else if (self.x > 2048) {
+ self.x = 2048;
+ self.speedX = -Math.abs(self.speedX); // Make the ball bounce to the left
+ }
+ console.log("Ball position - x: ".concat(self.x, ", y: ").concat(self.y));
+ // Check for collisions with the net
+ if (self.intersects(net)) {
+ self.speedX *= -1; // Reverse horizontal direction
+ }
+ // Check for collisions with players
+ if (player1 && player1.collisionBody && self.intersects(player1.collisionBody) || player2 && player2.collisionBody && self.intersects(player2.collisionBody)) {
+ var player = self.intersects(player1.collisionBody) ? player1 : player2;
+ var angle = Math.atan2(self.y - player.y, self.x - player.x);
+ var speed = Math.sqrt(self.speedX * self.speedX + self.speedY * self.speedY);
+ // Calculate the resulting speed of the ball using player's speedX and speedY
+ var resultingSpeedX = speed * Math.cos(angle) + player.speedX;
+ var resultingSpeedY = speed * Math.sin(angle) + player.speedY;
+ self.speedX = resultingSpeedX;
+ self.speedY = resultingSpeedY;
+ }
+ };
+ self.applyGravity = function () {
+ this.speedY += 0.5; // Gravity effect
+ };
+});
+*/
// Net class
var Net = Container.expand(function () {
var self = Container.call(this);
var netGraphics = self.attachAsset('net', {
@@ -63,64 +187,8 @@
/****
* Game Code
****/
-// Ball class
-//<Assets used in the game will automatically appear here>
-Ball.prototype.update = function (net, player1, player2) {
- if (!ballCanMove) {
- return;
- }
- // Apply gravity with acceleration
- this.speedY += this.speedY * 0.01;
- // Damping for horizontal movement
- this.speedX *= 0.95;
- // Update ball position based on speed
- this.x += this.speedX;
- this.y += this.speedY;
- // Check for out of bounds (optional, adjust as needed)
- if (this.y > 2000) {
- this.y = 2000;
- this.speedY = -Math.abs(this.speedY);
- }
- // Check for collisions with the net (improved)
- if (this.y > net.y && this.speedY > 0) {
- this.speedY *= -1; // Reverse vertical direction
- // Update score based on ball position (implement logic here)
- }
- // Collision detection with bounding boxes
- var ballBox = this.getBoundingBox();
- // Check for collisions with players (improved with lastCollisionTime)
- var currentTime = LK.now();
- if (this.collidesWithBox(ballBox, player1.getBoundingBox()) && currentTime - this.lastCollisionTime > 10) {
- this.handlePlayerCollision(player1);
- this.lastCollisionTime = currentTime;
- } else if (this.collidesWithBox(ballBox, player2.getBoundingBox()) && currentTime - this.lastCollisionTime > 10) {
- this.handlePlayerCollision(player2);
- this.lastCollisionTime = currentTime;
- }
- console.log("Ball position - x: ".concat(this.x, ", y: ").concat(this.y));
-};
-Ball.prototype.getBoundingBox = function () {
- return {
- x1: this.x - this.half,
- y1: this.y - this.half,
- x2: this.x + this.half,
- y2: this.y + this.half
- };
-};
-Ball.prototype.collidesWithBox = function (box1, box2) {
- return box1.x1 < box2.x2 && box1.x2 > box2.x1 && box1.y1 < box2.y2 && box1.y2 > box2.y1;
-};
-Ball.prototype.handlePlayerCollision = function (player) {
- var angle = Math.atan2(this.y - player.y, this.x - player.x);
- var speed = Math.sqrt(this.speedX * this.speedX + this.speedY * this.speedY);
- // Calculate resulting speed with player influence
- var resultingSpeedX = speed * Math.cos(angle) + player.speedX * 0.8;
- var resultingSpeedY = speed * Math.sin(angle) + player.speedY * 0.8;
- this.speedX = resultingSpeedX;
- this.speedY = resultingSpeedY;
-};
var ballCanMove = false;
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
@@ -142,11 +210,11 @@
player1.y = PLAYER1_INITIAL_Y;
player2.x = PLAYER2_INITIAL_X;
player2.y = PLAYER2_INITIAL_Y;
var net = new Net();
-game.addChild(net);
net.x = 2048 / 2;
net.y = 2000;
+game.addChild(net);
var ball = new Ball();
ball.x = PLAYER1_INITIAL_X;
ball.y = 1300; // Set the ball's initial vertical position to y = 1300
game.addChild(ball);
@@ -179,9 +247,9 @@
player1.x = PLAYER1_INITIAL_X;
player1.y = PLAYER1_INITIAL_Y;
player2.x = PLAYER2_INITIAL_X;
player2.y = PLAYER2_INITIAL_Y;
- */
+ */
}
game.down = function (x, y, obj) {
if (x <= 1024 - player1.width / 2 && x >= player1.width / 2) {
player1.speedX = x - player1.x; // Update speedX based on movement
white volley ball.
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