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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
Code edit (1 edits merged)
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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
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
===================================================================
--- original.js
+++ change.js
@@ -137,8 +137,22 @@
/****
* Game Code
****/
+joystick = game.addChild(LK.getAsset('joystick', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5,
+ x: 2048 / 2,
+ y: 2732 - 300
+}));
+joystickBasePosition = {
+ x: joystick.x,
+ y: joystick.y
+};
+var joystick = null;
+var joystickBasePosition = null;
+var joystickDrag = false;
var touchTime = 0; // Global variable to store the touch time
var prevMouseY = null;
var lastPlayedTime = {};
function playSound(soundId, cooldown) {
@@ -148,34 +162,41 @@
lastPlayedTime[soundId] = currentTime;
}
}
function aiUpdate() {
- // Simple AI to move player2 towards the ball
+ joystickDrag = true;
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 (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;
+ }
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;
@@ -191,9 +212,11 @@
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
+ joystickDrag = false;
+ joystick.x = joystickBasePosition.x;
+ joystick.y = joystickBasePosition.y;
var left = boxX - halfBoxWidth;
var right = boxX + halfBoxWidth;
var top = boxY - box.height;
var bottom = boxY;
@@ -233,8 +256,9 @@
var player1 = new Player(1);
var player2 = new Player(2);
var player1Touches = 0;
var player2Touches = 0;
+var resetTime = 0; // Global variable to store the reset time
game.addChild(player1);
game.addChild(player2);
player1.x = PLAYER1_INITIAL_X;
player1.y = PLAYER1_INITIAL_Y;
@@ -274,8 +298,11 @@
///|| player2.collisionBody && customIntersect(ball, player2.collisionBody) || customIntersect(ball, player1) || customIntersect(ball, player2))) {
ballCanMove = true;
//console.log("Player collision detected 1");
}
+ if (Date.now() - resetTime < 1000) {
+ return;
+ }
// 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) {
@@ -310,9 +337,8 @@
} 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) {
@@ -324,8 +350,9 @@
player2Touches++;
}
player1Touches = 0; // Reset opponent's touch counter
}
+ touchTime = Date.now(); // Update touchTime when a player touches the ball
// Check for touch limit
if (player1Touches >= 4) {
playSound('whistle', 1000); // Play whistle sound
score2 += 1; // Opponent scores
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