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separate variables declaration and objects initialisations. place initialisations in a gameInitialize funciton
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re-order code to group variables
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apply .toFixed(0) to console.log("MOVE joystickDrag dx: ".concat(dx, ", player1.speedX: ").concat(player1.speedX, ", joystickDrag dy: ").concat(dy));
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put console.log("MOVE joystickDrag dx:", dx); console.log("MOVE player1.speedX:", player1.speedX); console.log("MOVE joystickDrag dy:", dy); in one unique log
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log dx and player1.speedX in game.move
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apply a ratio to player1 movement with joystic to make it smoother
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use ``` var dx = joystick.x - joystickBasePosition.x; var dy = joystick.y - joystickBasePosition.y; ``` to move player1 inside move event handler
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use ``` var dx = joystick.x - joystickBasePosition.x; var dy = joystick.y - joystickBasePosition.y; ``` to move player1
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rename handleMove(x, y, obj) to handleJoystickLimits(x, y)
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log joystickDrag
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Please fix the bug: 'Uncaught ReferenceError: handleMove is not defined' in or related to this line: 'handleMove(x, y, obj);' Line Number: 428
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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: '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; ```
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don't increase player touches (player1Touches and player2Touches) when consecutive touches occur under 300ms
/****
* 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 touchTime = 0; // Global variable to store the touch time
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;
}
}
var resetTime = 1000; // Global variable to store the reset time
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
// Add a small delay before the ball can move after a reset
LK.setTimeout(function () {
ballCanMove = true;
}, resetTime);
ball.rotation = 0; // Reset rotation angle
resetTime = Date.now(); // Update reset time
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) {
touchTime = Date.now(); // Update touchTime when a player touches the ball
playSound('bump', 500); // Play bump sound on collision with a cooldown of 0.5 seconds
// Increment touch counters
if (touchIndex === 1) {
if (Date.now() - touchTime >= 300) {
player1Touches++;
}
player2Touches = 0; // Reset opponent's touch counter
} else if (touchIndex === 2) {
if (Date.now() - touchTime >= 300) {
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 (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
if (prevMouseY !== null && y < prevMouseY - 50 && Date.now() - resetTime >= 1000) {
player1.jumping = true;
}
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 (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