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whistle when a player makes 4 consecutive touches
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apply points 1 and 4
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optimize if (customIntersect(ball, player1.collisionBody) || customIntersect(ball, player2.collisionBody)) by : - create a variable touchIndex = 0 - if ball.X <1024 : test customIntersect(ball, player1.collisionBody) if true set touchIndex to 1 - if ball.X >1024 : test customIntersect(ball, player2.collisionBody) if true set touchIndex to 2 then if touchIndex , run the current if block content
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add a touch counter : players are allowed 3 consecutive touches (to prevent player from keeping the ball indefinetly). on the 4th touch the opponent scores
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create a playsound function responsible of playing sounds that prevents a sound to be playey too frequently
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double the size of scores and increase weight
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score should always be on 2 digits
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ai player should play with the same rules than player. for example it shouldn't be able to jump indefinetly
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play bump sound on ball collision
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play whistle sound once when ball touch ground
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create a function aiUpdate
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Code edit (3 edits merged)
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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
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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); }```
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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
===================================================================
--- original.js
+++ change.js
@@ -122,8 +122,20 @@
/****
* Game Code
****/
+function aiUpdate() {
+ // Simple AI to move player2 towards the ball
+ if (ball.x > player2.x + player2.width / 2) {
+ player2.x += 5; // Move right
+ } else if (ball.x < player2.x - player2.width / 2) {
+ player2.x -= 5; // Move left
+ }
+ // Make player2 jump if the ball is close
+ if (ball.y < player2.y && Math.abs(ball.x - player2.x) < player2.width) {
+ player2.jumping = true;
+ }
+}
function resetBall() {
ball.x = PLAYER1_INITIAL_X;
ball.y = 1300; // Set the ball's initial vertical position to y = 1300
ball.speedX = 3;
@@ -176,9 +188,9 @@
y: 2732 / 2
});
game.addChild(background);
var SPEED_LIMIT = 50; // Define a global speed limit
-var isDebug = true;
+var isDebug = false;
var player2Debug = true;
var PLAYER1_INITIAL_X = 512;
var PLAYER1_INITIAL_Y = 2000;
var PLAYER2_INITIAL_X = 1536;
@@ -232,10 +244,11 @@
// Handle y reaction when intersecting from the top
var newSpeedX = ball.speedX * 1.15 + (Math.random() - 0.5) * 0.05;
var newSpeedY = ball.speedY * 1.15 + (Math.random() - 0.5) * 0.05;
// Check if the ball is intersecting the net from the top
- if (ball.y + ball.height / 2 <= net.y - net.height) {
- console.log("TOP collision detected ", ball.y + ball.height / 2, net.y - net.height);
+ //console.log("TOP chceck", ball.y + ball.height / 2, net.y - net.height);
+ if (ball.y + ball.height / 2 <= net.y - net.height + 20) {
+ //console.log("TOP collision detected ", ball.y + ball.height / 2, net.y - net.height);
// Top collision: Reverse the horizontal direction and limit the speed
newSpeedX = ball.speedX;
// Top collision: Reverse the vertical direction and limit the speed
newSpeedY = -Math.min(Math.abs(newSpeedY), SPEED_LIMIT);
@@ -264,8 +277,9 @@
ball.speedY = newSpeedY * 1.20 + (Math.random() - 0.5) * 0.05;
//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
+ aiUpdate();
};
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
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