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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 }); var 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.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 + half > 2000) { self.y = 2000 - half; self.speedY = -Math.abs(self.speedY) * 0.8; // Make the ball bounce up with reduced speed } else if (self.y - half < 0) { self.y = half; self.speedY = Math.abs(self.speedY) * 0.8; // Make the ball bounce down with reduced speed } // Check for x screen limits 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 + half > 2048) { self.x = 2048 - half; self.speedX = -Math.abs(self.speedX); // Make the ball bounce to the left } // Collision detection logic moved to game update }; }); // 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; } // Check for collisions with players if (ball.intersects(player1.collisionBody) || ball.intersects(player2.collisionBody)) { var player = ball.intersects(player1.collisionBody) ? player1 : player2; var collisionAngle = Math.atan2(ball.y - player.y, ball.x - player.x); var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY); var playerSpeed = Math.sqrt(player.speedX * player.speedX + player.speedY * player.speedY); var newSpeedX = speed * Math.cos(collisionAngle) + playerSpeed * Math.cos(collisionAngle); var newSpeedY = speed * Math.sin(collisionAngle) + playerSpeed * Math.sin(collisionAngle); ball.speedX = newSpeedX * 0.8; // Apply some energy loss ball.speedY = newSpeedY * 0.8; // Apply some energy loss } }; 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 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 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 } };
===================================================================
--- original.js
+++ change.js
@@ -30,8 +30,11 @@
// Check for out of bounds
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
+ } else if (self.y - half < 0) {
+ self.y = half;
+ self.speedY = Math.abs(self.speedY) * 0.8; // Make the ball bounce down with reduced speed
}
// Check for x screen limits
if (self.x - half < 0) {
self.x = half;
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