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in ``` if (ball.y + ball.height / 2 > net.y - net.height) { ball.speedX = Math.sign(-ball.speedX) * Math.min(Math.abs(ball.speedX * 1.05), SPEED_LIMIT); ball.speedY = -Math.min(Math.abs(ball.speedY * 1.05), SPEED_LIMIT); } else { ball.speedX = Math.sign(ball.speedX) * Math.min(Math.abs(ball.speedX * 1.05), SPEED_LIMIT); ball.speedY = Math.min(Math.abs(ball.speedY * 1.05), SPEED_LIMIT); }``` replace ball.speedX * 1.05 by a var newSpeedX
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```` if (ball.y + ball.height / 2 > net.y - net.height) { ball.speedX = Math.sign(-ball.speedX * 1.05) * Math.min(Math.abs(-ball.speedX * 1.05), SPEED_LIMIT); ball.speedY = Math.sign(-Math.abs(ball.speedY) * 1.05) * Math.min(Math.abs(-Math.abs(ball.speedY) * 1.05), SPEED_LIMIT); ; } else { ball.speedX = Math.sign(ball.speedX * 1.05) * Math.min(Math.abs(ball.speedX * 1.05), SPEED_LIMIT); ball.speedY = Math.sign(Math.abs(ball.speedY) * 1.05) * Math.min(Math.abs(Math.abs(ball.speedY) * 1.05), SPEED_LIMIT); } ```` make this more ledgible without changing its behaviour
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SPEED_LIMIT is not applied, ball still move to fast on fast player move
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define a global speed limit and apply it to newSpeedX & newSpeedY
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newSpeedX & newSpeedY shoul be limited
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make scoreTxt1 darker
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give the net a bouncing ratio to prevent ball stuck on it
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ball.y should not be set directly when customBoxCircleIntersect, speed should be instead
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lastCollisionTime is a good idea but now when ball touches the net it jumps away wich is not natural
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastCollisionTime')' in or related to this line: 'if (Date.now() - self.lastCollisionTime > 100) {' Line Number: 239
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self.lastCollisionTime = 0; defined twice
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when hiting the top of the net , ball keeps indefinelty make micro bounce on it. fix that
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add a bit of randomness to ball reactions to avoir inite stuck
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ball can easily get stuck at the top of the net, and then it keeps vibrating indefinetly, fix that by adjusting reactions
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ball can easily get stuck at the top of the net, and then it keeps vibrating indefinetly, fix that to make it more natural
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in game.update, when customBoxCircleIntersect from the top, y reaction is not treated
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in customBoxCircleIntersect, just compare circleX+circle.width / 2 to left and circleX-circle.width / 2 to right, same with top...
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===================================================================
--- original.js
+++ change.js
@@ -141,36 +141,21 @@
circleY += circle.parent.y;
}
var boxX = box.x;
var boxY = box.y;
- console.log("Box Coordinates: ", {
- x: boxX,
- y: boxY
- });
var halfBoxWidth = box.width / 2;
- var halfBoxHeight = box.height / 2;
- // Calculate the coordinates of the box corners
+ var halfCircleWidth = circle.width / 2;
+ // Calculate the coordinates of the box edges
var left = boxX - halfBoxWidth;
var right = boxX + halfBoxWidth;
- var top = boxY - halfBoxHeight;
- var bottom = boxY + halfBoxHeight;
- console.log("Box Corners with Anchors: ", {
- left: left,
- right: right,
- top: top,
- bottom: bottom
- });
- // Find the closest point to the circle within the box
- var closestX = Math.max(left, Math.min(circleX, right));
- var closestY = Math.max(top, Math.min(circleY, bottom));
- // Calculate the distance between the circle's center and this closest point
- var dx = circleX - closestX;
- var dy = circleY - closestY;
- // If the distance is less than the circle's radius, an intersection occurs
- if (dx * dx + dy * dy < circle.width / 2 * (circle.width / 2)) {
+ var top = boxY - box.height;
+ var bottom = boxY;
+ // Check if the circle intersects with the box
+ if (circleX + halfCircleWidth > left && circleX - halfCircleWidth < right && circleY + halfCircleWidth > top && circleY - halfCircleWidth < bottom) {
console.log("customIntersect NET !" + circle.width);
+ return true;
}
- return dx * dx + dy * dy < circle.width / 2 * (circle.width / 2);
+ return false;
}
function customIntersect(circle1, circle2) {
//console.log("customIntersect ", circle1, circle2.parent);
var circle2X = circle2.x;
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