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in customIntersect, if circle2 has a parent, use parent position + circle2 relative position
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log player colision in gmae update
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intersects doesn't produce satifying results, use the fact that ball is a circle and collisionBody too to implement a custom intersections function names customIntersect (don't forget collisionBody relative position)
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you removed all rotation ! I only said to re-check if there isn't too much, not to rermove all
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recheck if rotation isn't updated in too much places
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a contact doesn't mean the ball should become an helicopter! review the magnitude of rotation on contact
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rotation increase on contacts but doesn't stop directly just after, it decreases gradually
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rotation speed should not increase just because of the fall, only on contacts
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rotation looks like one of a motor, not a ball. review that make it natural
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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
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move the colision dection logic from ball update to game update
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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
/****
* 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 (adjusted for smoother fall)
self.speedY += self.speedY * 0.02;
// Damping for horizontal movement
self.speedX *= 0.9; // Adjust damping for desired movement speed
// 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); // Bounce back from bottom
} else if (self.y < 0) {
// Added check for top boundary (optional)
self.y = 0;
self.speedY = Math.abs(self.speedY); // Bounce back from top
}
// 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 (improved)
var ballBox = self.getBoundingBox();
// Check for collisions with players
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 (adjusted for better bounce)
var resultingSpeedX = speed * Math.cos(angle) + player.speedX * 1.2;
var resultingSpeedY = speed * Math.sin(angle) - Math.abs(player.speedY) * 0.5; // Reduce upward force on player collision
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', {
anchorX: 0.5,
anchorY: 1,
alpha: 0.1
});
});
// Player class
var Player = Container.expand(function (index) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1,
alpha: 0.95,
scaleX: index === 2 ? -1 : 1,
tint: index === 1 ? 0xADD8E6 : 0xFF6347 // Light blue for player 1, Tomato red for player 2
});
self.index = index;
self.speedX = 0; // Initialize horizontal speed
var collidSize = 220;
self.collisionBody = LK.getAsset('collisionBody', {
anchorX: 0.5,
anchorY: 0.5,
alpha: isDebug ? 0.6 : 0,
width: collidSize,
height: collidSize,
y: -200
});
self.addChild(self.collisionBody);
self.update = function () {
var prevX = self.x; // Store previous x position
var prevY = self.y; // Store previous y position
if (self.jumping) {
self.y -= 20; // Increase jump speed
if (self.y <= 1300) {
self.jumping = false;
}
} else if (self.y < 2000) {
self.y += 20; // Increase fall speed for smoother jump
}
if (self.y < 0) {
self.y = 0; // Prevent player1 from moving above the window
}
if (self.index === 2 && self.x > 1024 && self.x < 1024 + self.width / 2) {
self.x = 1024 + self.width / 2; // Prevent player2 from moving past the net
}
self.speedX = self.x - prevX; // Calculate horizontal speed based on movement
self.speedY = self.y - prevY; // Calculate vertical speed based on movement
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var ballCanMove = false;
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
var isDebug = true;
var player2Debug = true;
var PLAYER1_INITIAL_X = 512;
var PLAYER1_INITIAL_Y = 2000;
var PLAYER2_INITIAL_X = 1536;
var PLAYER2_INITIAL_Y = 2000;
var player1 = new Player(1);
var player2 = new Player(2);
game.addChild(player1);
game.addChild(player2);
player1.x = PLAYER1_INITIAL_X;
player1.y = PLAYER1_INITIAL_Y;
player2.x = PLAYER2_INITIAL_X;
player2.y = PLAYER2_INITIAL_Y;
var net = new Net();
net.x = 2048 / 2;
net.y = 2000;
game.addChild(net);
var net = new 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);
var score1 = 0;
var score2 = 0;
var scoreTxt1 = new Text2('0', {
size: 100,
fill: "#ffffff"
});
scoreTxt1.anchor.set(0.5, 0);
LK.gui.topLeft.addChild(scoreTxt1);
var scoreTxt2 = new Text2('0', {
size: 100,
fill: "#ffffff"
});
scoreTxt2.anchor.set(0.5, 0);
LK.gui.topRight.addChild(scoreTxt2);
game.update = function () {
if (!ballCanMove && (player1.collisionBody && ball.intersects(player1.collisionBody) || player2.collisionBody && ball.intersects(player2.collisionBody) || ball.intersects(player1) || ball.intersects(player2))) {
ballCanMove = true;
}
};
function resetBall() {
ball.x = PLAYER1_INITIAL_X;
ball.y = 1300; // Set the ball's initial vertical position to y = 1300
ball.speedX = 3;
ball.speedY = 3; // Reset speed
ballCanMove = false; // Reset ball movement flag
/*
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
player1.x = x;
}
if (player1.y >= PLAYER1_INITIAL_Y) {
player1.jumping = true;
}
if (player2Debug && x >= 1024 + player2.width / 2 && x <= 2048 - player2.width / 2 && x >= player2.width / 2) {
player2.speedX = x - player2.x; // Update speedX based on movement
player2.x = x;
}
if (player2Debug && player2.y >= PLAYER2_INITIAL_Y) {
player2.jumping = true;
}
};
game.move = function (x, y, obj) {
if (x + player1.width / 2 <= 1024 && x - player1.width / 2 >= 0) {
player1.speedX = x - player1.x; // Update speedX based on movement
player1.x = x;
}
if (player2Debug && x - player2.width / 2 >= 1024 && x + player2.width / 2 <= 2048) {
player2.speedX = x - player2.x; // Update speedX based on movement
player2.x = x;
}
if (player2Debug && x < 1024 + player2.width / 2) {
player2.x = 1024 + player2.width / 2; // Prevent player2 from moving past the net
}
if (player1.y < 0) {
player1.y = 0; // Prevent player1 from moving above the window
}
};
game.up = function (x, y, obj) {
// No action needed on up event
};
white volley ball.
top view of a concave blue (0xADD8E6) plastic button. 4 small black directionnal chevrons engraved : right, left, top , bottom.. Photorealistic
Beach ball. photo
full view of a Beach white towel with colored infinte logo. placed on the sand. photo
Start button in the shape of a white beach volleyball with « START » written on it in black. Photo