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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
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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
/**** * 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 };
===================================================================
--- original.js
+++ change.js
@@ -33,9 +33,9 @@
self.y = 0;
self.speedY = Math.abs(self.speedY); // Bounce back from top
}
// Check for collisions with the net (improved)
- if (self.y > net.y && self.speedY > 0) {
+ 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)
@@ -217,8 +217,12 @@
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);
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