Code edit (3 edits merged)
Please save this source code
User prompt
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
User prompt
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)
Please save this source code
User prompt
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
User prompt
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)
Please save this source code
User prompt
same for ball.speedY * 1.05
User prompt
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
User prompt
```` 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)
Please save this source code
User prompt
SPEED_LIMIT is not applied, ball still move to fast on fast player move
Code edit (3 edits merged)
Please save this source code
User prompt
define a global speed limit and apply it to newSpeedX & newSpeedY
User prompt
newSpeedX & newSpeedY shoul be limited
Code edit (10 edits merged)
Please save this source code
User prompt
make scoreTxt1 darker
Code edit (1 edits merged)
Please save this source code
User prompt
give the net a bouncing ratio to prevent ball stuck on it
User prompt
ball.y should not be set directly when customBoxCircleIntersect, speed should be instead
User prompt
lastCollisionTime is a good idea but now when ball touches the net it jumps away wich is not natural
User prompt
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
User prompt
self.lastCollisionTime = 0; defined twice
User prompt
when hiting the top of the net , ball keeps indefinelty make micro bounce on it. fix that
Code edit (3 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -234,14 +234,14 @@
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);
+ 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);
+ 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);
}
// Update the last collision time
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