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whistle when a player makes 4 consecutive touches
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apply points 1 and 4
Code edit (4 edits merged)
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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
@@ -45,8 +45,10 @@
score1 += 1; // Increase score for player 1
scoreTxt1.setText(score1.toString().padStart(2, '0'));
}
resetBall(); // Reset the ball after scoring
+ player1Touches = 0;
+ player2Touches = 0;
} 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
}
@@ -162,8 +164,10 @@
ball.accelerationY = 0.5; // Reset gravity
ball.friction = 0.99; // Reset friction
ballCanMove = false; // Reset ball movement flag
ball.rotation = 0; // Reset rotation angle
+ player1Touches = 0;
+ player2Touches = 0;
}
function customBoxCircleIntersect(box, circle) {
var circleX = circle.x;
var circleY = circle.y;
@@ -215,8 +219,10 @@
var PLAYER2_INITIAL_X = 1536;
var PLAYER2_INITIAL_Y = 2000;
var player1 = new Player(1);
var player2 = new Player(2);
+var player1Touches = 0;
+var player2Touches = 0;
game.addChild(player1);
game.addChild(player2);
player1.x = PLAYER1_INITIAL_X;
player1.y = PLAYER1_INITIAL_Y;
@@ -267,12 +273,12 @@
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
//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);
+ if (ball.y + ball.height / 2 <= net.y - net.height + 100) {
+ 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;
+ newSpeedX = ball.speedX * 1.25;
// Top collision: Reverse the vertical direction and limit the speed
newSpeedY = -Math.min(Math.abs(newSpeedY), SPEED_LIMIT);
} else {
// Side collision: Reverse the horizontal direction and limit the speed
@@ -287,8 +293,26 @@
}
// Check for collisions with players
if (customIntersect(ball, player1.collisionBody) || customIntersect(ball, player2.collisionBody)) {
playSound('bump', 500); // Play bump sound on collision with a cooldown of 0.5 seconds
+ // Increment touch counters
+ if (customIntersect(ball, player1.collisionBody)) {
+ player1Touches++;
+ player2Touches = 0; // Reset opponent's touch counter
+ } else if (customIntersect(ball, player2.collisionBody)) {
+ player2Touches++;
+ player1Touches = 0; // Reset opponent's touch counter
+ }
+ // Check for touch limit
+ if (player1Touches >= 4) {
+ score2 += 1; // Opponent scores
+ scoreTxt2.setText(score2.toString().padStart(2, '0'));
+ resetBall();
+ } else if (player2Touches >= 4) {
+ score1 += 1; // Opponent scores
+ scoreTxt1.setText(score1.toString().padStart(2, '0'));
+ resetBall();
+ }
//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);
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