Code edit (10 edits merged)
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in customIntersect, if circle2 has a parent, use parent position + circle2 relative position
Code edit (2 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -8,128 +8,41 @@
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
- self.half = self.width / 2;
+ var 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 * 0.9); // 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.accelerationY = 0.5; // Gravity
+ self.friction = 0.99; // Friction to slow down the ball over time
self.lastCollisionTime = 0; // Pour éviter les collisions multiples
self.update = function (net, player1, player2) {
if (!ballCanMove) {
return;
}
// Apply gravity
- self.applyGravity();
+ self.speedY += self.accelerationY;
+ // Apply friction
+ self.speedX *= self.friction;
+ self.speedY *= self.friction;
// 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
+ if (self.y + half > 2000) {
+ self.y = 2000 - half;
+ self.speedY = -Math.abs(self.speedY) * 0.8; // Make the ball bounce up with reduced speed
}
// Check for x screen limits
- if (self.x < 0) {
- self.x = 0;
+ if (self.x - half < 0) {
+ self.x = half;
self.speedX = Math.abs(self.speedX); // Make the ball bounce to the right
- } else if (self.x > 2048) {
- self.x = 2048;
+ } else if (self.x + half > 2048) {
+ self.x = 2048 - half;
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', {
@@ -249,15 +162,17 @@
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
+ ball.accelerationY = 0.5; // Reset gravity
+ ball.friction = 0.99; // Reset friction
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
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