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var newSpeedX = ball.speedX * 1.05 + Math.random() * 0.05; var newSpeedY = ball.speedY * 1.05 + Math.random() * 0.05; // Check if the ball is intersecting the net from the top if (ball.y + ball.height / 2 > net.y - net.height) { // Top collision: Reverse the horizontal direction and limit the speed ball.speedX = Math.sign(ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); // Top collision: Reverse the vertical direction and limit the speed ball.speedY = -Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } else { // Side collision: Reverse the horizontal direction and limit the speed ball.speedX = Math.sign(-ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); // Side collision: Maintain the vertical direction and limit the speed ball.speedY = Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } there are still ball.speedX/Y, replace them by newSpeedX/Y
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simplify var newSpeedX = ball.speedX * 1.05 + Math.random() * 0.05; var newSpeedY = ball.speedY * 1.05 + Math.random() * 0.05; // Check if the ball is intersecting the net from the top if (ball.y + ball.height / 2 > net.y - net.height) { // Top collision: Reverse the horizontal direction and limit the speed ball.speedX = Math.sign(ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); // Top collision: Reverse the vertical direction and limit the speed ball.speedY = -Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } else { // Side collision: Maintain the horizontal direction and limit the speed ball.speedX = Math.sign(-ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); // Side collision: Maintain the vertical direction and limit the speed ball.speedY = Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } to use only newSpeeds
Code edit (3 edits merged)
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add comment to ``` // Check if the ball is intersecting the net from the top if (ball.y + ball.height / 2 > net.y - net.height) { // Reverse the horizontal direction and limit the speed ball.speedX = Math.sign(-ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); // Reverse the vertical direction and limit the speed ball.speedY = -Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } else { // Maintain the horizontal direction and limit the speed ball.speedX = Math.sign(ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); // Maintain the vertical direction and limit the speed ball.speedY = Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } ``` so that we know witch case is top and whiwh is side
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add comments to ``` if (ball.y + ball.height / 2 > net.y - net.height) { ball.speedX = Math.sign(-ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); ball.speedY = -Math.min(Math.abs(newSpeedY), SPEED_LIMIT); } else { ball.speedX = Math.sign(ball.speedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); ball.speedY = Math.min(Math.abs(newSpeedY), SPEED_LIMIT); }```
Code edit (1 edits merged)
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same for ball.speedY * 1.05
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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
Code edit (2 edits merged)
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SPEED_LIMIT is not applied, ball still move to fast on fast player move
Code edit (3 edits merged)
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define a global speed limit and apply it to newSpeedX & newSpeedY
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newSpeedX & newSpeedY shoul be limited
Code edit (10 edits merged)
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make scoreTxt1 darker
Code edit (1 edits merged)
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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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/**** * Classes ****/ // Initialize rotation speed //<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.rotationSpeed = 0; 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.lastCollisionTime = 0; // Initialize last collision time 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; self.rotation += self.rotationSpeed * (self.speedX > 0 ? 1 : -1); // Update ball rotation based on direction self.rotationSpeed *= 0.98; // Gradually decrease rotation speed // self.rotation += self.rotationSpeed * (self.speedX > 0 ? 1 : -1); // Update ball rotation based on direction // self.rotationSpeed *= 0.98; // Gradually decrease rotation speed // 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 if (self.x < 1024) { score2 += 1; // Increase score for player 2 scoreTxt2.setText(score2.toString()); } else { score1 += 1; // Increase score for player 1 scoreTxt1.setText(score1.toString()); } resetBall(); // Reset the ball after scoring } 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: isDebug ? 1 : 0 }); }); // Player class var Player = Container.expand(function (index) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1, alpha: 0.98, 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 ****/ 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 ball.rotation = 0; // Reset rotation angle } function customBoxCircleIntersect(box, circle) { var circleX = circle.x; var circleY = circle.y; if (circle.parent) { circleX += circle.parent.x; circleY += circle.parent.y; } var boxX = box.x; var boxY = box.y; var halfBoxWidth = box.width / 2; var halfCircleWidth = circle.width / 2; var netBuffer = 2; // Adjust netBuffer to control how far the ball bounces from the net // Calculate the coordinates of the box edges with buffer var left = boxX - halfBoxWidth; var right = boxX + halfBoxWidth; var top = boxY - box.height; var bottom = boxY; // Check if the circle intersects with the box (considering entire ball) return circleX + halfCircleWidth > left && circleX - halfCircleWidth < right && circleY + halfCircleWidth > top + netBuffer && circleY - halfCircleWidth < bottom; } function customIntersect(circle1, circle2) { //console.log("customIntersect ", circle1, circle2.parent); var circle2X = circle2.x; var circle2Y = circle2.y; if (circle2.parent) { circle2X += circle2.parent.x; circle2Y += circle2.parent.y; } var dx = circle1.x - circle2X; var dy = circle1.y - circle2Y; var distance = Math.sqrt(dx * dx + dy * dy); var radiusSum = circle1.width / 2 + circle2.width / 2; //console.log("customIntersect ", distance.toFixed(0), radiusSum); return distance < radiusSum; } 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 ball.rotationSpeed = 0; 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 && (customIntersect(ball, player1.collisionBody) || customIntersect(ball, player2.collisionBody))) { ///|| player2.collisionBody && customIntersect(ball, player2.collisionBody) || customIntersect(ball, player1) || customIntersect(ball, player2))) { ballCanMove = true; //console.log("Player collision detected 1"); } // Check for collision with the net if (customBoxCircleIntersect(net, ball)) { // Check if enough time has passed since the last collision if (Date.now() - self.lastCollisionTime > 100) { // Reverse ball's horizontal direction and apply some energy loss ball.speedX = -ball.speedX * 0.8 + (Math.random() - 0.5); // Handle y reaction when intersecting from the top if (ball.y + ball.height / 2 > net.y - net.height) { ball.y = net.y - net.height - ball.height / 2; ball.speedY = -Math.abs(ball.speedY) * 0.8; // Make the ball bounce up with reduced speed } // Update the last collision time self.lastCollisionTime = Date.now(); } } // Check for collisions with players if (customIntersect(ball, player1.collisionBody) || customIntersect(ball, player2.collisionBody)) { //console.log("Player collision detected 2"); var player = customIntersect(ball, 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); // Add a bit of randomness to the ball's speed to avoid infinite stuck ball.speedX = newSpeedX * 0.8 + (Math.random() - 0.5); ball.speedY = newSpeedY * 0.8 + (Math.random() - 0.5); //ball.rotationSpeed += Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY) * 0.005; // Update rotation speed based on collision } ball.rotationSpeed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY) * 0.005; // Update rotation speed based on collision }; 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 + net.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 + net.width / 2 + 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
@@ -16,8 +16,9 @@
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.lastCollisionTime = 0; // Initialize last collision time
self.update = function (net, player1, player2) {
if (!ballCanMove) {
return;
}
@@ -224,14 +225,19 @@
//console.log("Player collision detected 1");
}
// Check for collision with the net
if (customBoxCircleIntersect(net, ball)) {
- // Reverse ball's horizontal direction and apply some energy loss
- ball.speedX = -ball.speedX * 0.8 + (Math.random() - 0.5);
- // Handle y reaction when intersecting from the top
- if (ball.y + ball.height / 2 > net.y - net.height) {
- ball.y = net.y - net.height - ball.height / 2;
- ball.speedY = -Math.abs(ball.speedY) * 0.8; // Make the ball bounce up with reduced speed
+ // Check if enough time has passed since the last collision
+ if (Date.now() - self.lastCollisionTime > 100) {
+ // Reverse ball's horizontal direction and apply some energy loss
+ ball.speedX = -ball.speedX * 0.8 + (Math.random() - 0.5);
+ // Handle y reaction when intersecting from the top
+ if (ball.y + ball.height / 2 > net.y - net.height) {
+ ball.y = net.y - net.height - ball.height / 2;
+ ball.speedY = -Math.abs(ball.speedY) * 0.8; // Make the ball bounce up with reduced speed
+ }
+ // Update the last collision time
+ self.lastCollisionTime = Date.now();
}
}
// Check for collisions with players
if (customIntersect(ball, player1.collisionBody) || customIntersect(ball, player2.collisionBody)) {
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