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Please fix the bug: 'ReferenceError: x is not defined' in or related to this line: 'var dx = x - joystickBasePosition.x;' Line Number: 188
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'joystick.x = joystickBasePosition.x;' Line Number: 230
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Use a joystik by following these instructions : ``` // Global variables var joystick = null; var joystickBasePosition = null; var joystickDrag = false; // Inside game init // Create and position the joystick joystick = game.addChild(LK.getAsset('joystick', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, x: 2048 / 2, y: 2732 - 300 })); // Store joystick base position joystickBasePosition = { x: joystick.x, y: joystick.y }; // Inside Down event joystickDrag = true; // Inside Move event if (joystickDrag) { var dx = x - joystickBasePosition.x; var dy = y - joystickBasePosition.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxDistance = joystick.width / 4; // Max distance joystick can move from center if (distance > maxDistance) { var angle = Math.atan2(dy, dx); dx = Math.cos(angle) * maxDistance; dy = Math.sin(angle) * maxDistance; } joystick.x = joystickBasePosition.x + dx; joystick.y = joystickBasePosition.y + dy; } // Inside Up event joystickDrag = false; joystick.x = joystickBasePosition.x; joystick.y = joystickBasePosition.y; ```
Code edit (1 edits merged)
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don't increase player touches (player1Touches and player2Touches) when consecutive touches occur under 300ms
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don't increase player touches when they occur under 300ms
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ignore player touches that occur under 500ms
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set touchTime to Date.now() when a player touches the ball
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add a global touchTime
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prevent player jump if DAte.now() - resetTime < 1000
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store the reset time in a global
Code edit (2 edits merged)
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 184
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after a ball reset, let a small delay before playing
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with prevMouseY = y; then y < prevMouseY you won't get results; think again a find a easy system to swipe to jump (without tapping)
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store consequent mouse position to detect for a vertical move (without the need of tapping)
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`if (y < player1.y && player1.y >= PLAYER1_INITIAL_Y)` is not practical; detect a vertical move instead not just a position above PLAYER1_INITIAL_Y
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change the control system to remplace "tap to jump" by "move up to jump"
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don't apply the constraint `if (x + player1.width / 2 + net.width / 2 <= 1024 && x - player1.width / 2 >= 0) ` on x just clamp player1.x between player1.width / 2 and 1024-player1.width / 2 - net.width / 2
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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
/**** * 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; // 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; // Apply speed limit self.speedX = Math.sign(self.speedX) * Math.min(Math.abs(self.speedX), SPEED_LIMIT); self.speedY = Math.sign(self.speedY) * Math.min(Math.abs(self.speedY), SPEED_LIMIT); // 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) * 0.7; // Make the ball bounce up with more reduced speed self.speedX *= 0.9; // Apply slight energy loss on horizontal speed playSound('whistle', 1000); // Play whistle sound when ball touches the ground with a cooldown of 1 second if (self.x < 1024) { score2 += 1; // Increase score for player 2 scoreTxt2.setText(score2.toString().padStart(2, '0')); } else { 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 } // 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 < PLAYER1_INITIAL_Y) { self.y += 20; // Increase fall speed for smoother jump } if (self.y >= PLAYER1_INITIAL_Y) { self.jumping = false; self.y = PLAYER1_INITIAL_Y; // Ensure player lands on the ground } 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 } if (self.index === 2 && self.y >= PLAYER2_INITIAL_Y) { self.jumping = false; self.y = PLAYER2_INITIAL_Y; // Ensure AI player lands on the ground } 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 ****/ var prevMouseY = null; var lastPlayedTime = {}; function playSound(soundId, cooldown) { var currentTime = Date.now(); if (!lastPlayedTime[soundId] || currentTime - lastPlayedTime[soundId] > cooldown) { LK.getSound(soundId).play(); lastPlayedTime[soundId] = currentTime; } } function aiUpdate() { // Simple AI to move player2 towards the ball if (ball.x > 1024) { 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 (!player2.jumping && player2.y >= PLAYER2_INITIAL_Y && 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; 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 player1Touches = 0; player2Touches = 0; } 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 SPEED_LIMIT = 50; // Define a global speed limit var isDebug = false; var player2Debug = false; 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); var player1Touches = 0; var player2Touches = 0; 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('00', { size: 200, fill: "#00008B", fontWeight: "bold" }); scoreTxt1.anchor.set(-1, 0); LK.gui.topLeft.addChild(scoreTxt1); var scoreTxt2 = new Text2('00', { size: 200, fill: "#FF6347", fontWeight: "bold" }); scoreTxt2.anchor.set(2, 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() - ball.lastCollisionTime > 0) { playSound('bump', 500); // Play bump sound on collision with a cooldown of 0.5 seconds // Reverse ball's horizontal direction and apply some energy loss // 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 //console.log("TOP chceck", 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 * 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 newSpeedX = -Math.sign(newSpeedX) * Math.min(Math.abs(newSpeedX), SPEED_LIMIT); newSpeedY = ball.speedY; } ball.speedX = newSpeedX; ball.speedY = newSpeedY; // Update the last collision time ball.lastCollisionTime = Date.now(); } } // Check for collisions with players var touchIndex = 0; if (ball.x < 1024 && customIntersect(ball, player1.collisionBody)) { touchIndex = 1; } else if (ball.x > 1024 && customIntersect(ball, player2.collisionBody)) { touchIndex = 2; } if (touchIndex) { playSound('bump', 500); // Play bump sound on collision with a cooldown of 0.5 seconds // Increment touch counters if (touchIndex === 1) { player1Touches++; player2Touches = 0; // Reset opponent's touch counter } else if (touchIndex === 2) { player2Touches++; player1Touches = 0; // Reset opponent's touch counter } // Check for touch limit if (player1Touches >= 4) { playSound('whistle', 1000); // Play whistle sound score2 += 1; // Opponent scores scoreTxt2.setText(score2.toString().padStart(2, '0')); resetBall(); } else if (player2Touches >= 4) { playSound('whistle', 1000); // Play whistle sound score1 += 1; // Opponent scores scoreTxt1.setText(score1.toString().padStart(2, '0')); resetBall(); } //console.log("Player collision detected 2"); var player = touchIndex === 1 ? 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 = Math.sign(speed * Math.cos(collisionAngle) + (playerSpeed + 0.1 * Math.sign(playerSpeed)) * Math.cos(collisionAngle)) * Math.min(Math.abs(speed * Math.cos(collisionAngle) + (playerSpeed + 0.1 * Math.sign(playerSpeed)) * Math.cos(collisionAngle)), SPEED_LIMIT); var newSpeedY = Math.sign(speed * Math.sin(collisionAngle) + (playerSpeed + 0.1 * Math.sign(playerSpeed)) * Math.sin(collisionAngle)) * Math.min(Math.abs(speed * Math.sin(collisionAngle) + (playerSpeed + 0.1 * Math.sign(playerSpeed)) * Math.sin(collisionAngle)), SPEED_LIMIT); // Add a bit of randomness to the ball's speed to avoid infinite stuck ball.speedX = newSpeedX * 1.20 + (Math.random() - 0.5) * 0.05; 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) { player1.x = Math.max(player1.width / 2, Math.min(x, 1024 - player1.width / 2 - net.width / 2)); player1.speedX = x - player1.x; // Update speedX based on movement prevMouseY = y; // Store current mouse position as previous mouse position if (prevMouseY !== null && y < prevMouseY) { 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) { player1.x = Math.max(player1.width / 2, Math.min(x, 1024 - player1.width / 2 - net.width / 2)); player1.speedX = x - player1.x; // Update speedX based on movement prevMouseY = y; // Store current mouse position as previous mouse position 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 (prevMouseY !== null && y < prevMouseY) { player1.jumping = true; } if (player1.y < 0) { player1.y = 0; // Prevent player1 from moving above the window } };
===================================================================
--- original.js
+++ change.js
@@ -137,8 +137,9 @@
/****
* Game Code
****/
+var prevMouseY = null;
var lastPlayedTime = {};
function playSound(soundId, cooldown) {
var currentTime = Date.now();
if (!lastPlayedTime[soundId] || currentTime - lastPlayedTime[soundId] > cooldown) {
@@ -341,9 +342,10 @@
};
game.down = function (x, y, obj) {
player1.x = Math.max(player1.width / 2, Math.min(x, 1024 - player1.width / 2 - net.width / 2));
player1.speedX = x - player1.x; // Update speedX based on movement
- if (y < player1.y && player1.speedY < 0) {
+ prevMouseY = y; // Store current mouse position as previous mouse position
+ if (prevMouseY !== null && y < prevMouseY) {
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
@@ -355,16 +357,17 @@
};
game.move = function (x, y, obj) {
player1.x = Math.max(player1.width / 2, Math.min(x, 1024 - player1.width / 2 - net.width / 2));
player1.speedX = x - player1.x; // Update speedX based on movement
+ prevMouseY = y; // Store current mouse position as previous mouse position
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 (y < player1.y && player1.speedY < 0) {
+ if (prevMouseY !== null && y < prevMouseY) {
player1.jumping = true;
}
if (player1.y < 0) {
player1.y = 0; // Prevent player1 from moving above the window
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