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Code edit (11 edits merged)
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call initShadows at the end of gameInitialize
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inside initShadows, add all shadows to the game
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in initShadows, add 2 locals parasolShadow and chairShadow
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create 3 globals : ballShadow, player1Shadow, player2Shadow and a new function initShadows
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add the parasol to the game (respect coding style)
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update the animation : they should get longer vertically when jumping and get smaller when landing
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think a lot on the way to do it properly, then animate the blobs (players) when they move (like jellys)
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ball shadow should not rotate (always on the ground)
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move ball update shadow in a dicated function in ball class
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update ball shadow to look like a real one
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add shadow in Player and ball class
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wait 2sec before gameOver
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add a global for finalScore = 15
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in updateScore, in Check for game over condition, add a big result text "VICTORY!" or "DEFEAT!" at y =700
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Apply the rule : The game ends when one of the two players reach 15 (or more) points and also there is a two-point lead over the other.
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Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'var moveInterval = setInterval(function () {' Line Number: 239
===================================================================
--- original.js
+++ change.js
@@ -66,9 +66,9 @@
} else if (self.x + half > 2048) {
self.x = 2048 - half;
self.speedX = -Math.abs(self.speedX); // Make the ball bounce to the left
}
- self.updateShadow();
+ // Collision detection logic moved to game update
};
});
// Net class
var Net = Container.expand(function () {
@@ -89,15 +89,9 @@
scaleX: index === 2 ? -1 : 1,
tint: index === 1 ? 0xADD8E6 : 0xFF6347 // Light blue for player 1, Tomato red for player 2
});
self.index = index;
- // Add shadow
- var shadow = self.attachAsset('shadow', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5
- });
- shadow.y = 20; // Offset shadow slightly below the player
+ self.scale.set(1, 1); // Initialize player scale to normal
self.jumping = false;
self.falling = false;
self.speedX = 0; // Initialize horizontal speed
var collidSize = 220;
@@ -125,8 +119,10 @@
if (self.y >= PLAYER_INITIAL_Y) {
self.jumping = false;
self.falling = false;
self.y = PLAYER_INITIAL_Y; // Ensure player lands on the ground
+ // Reset scale to normal when player stops moving
+ self.scale.set(1, 1);
}
if (self.y < 0) {
self.y = 0; // Prevent player1 from moving above the window
}
@@ -134,8 +130,12 @@
self.x = 1024 + self.width / 2; // Prevent player2 from moving past the net
}
self.speedX = self.x - prevX; // Calculate horizontal speed based on movement
self.speedY = self.y - prevY; // Calculate vertical speed based on movement
+ // Apply jelly-like animation based on speed
+ var scaleX = 1 + Math.abs(self.speedX) * 0.01;
+ var scaleY = 1 - Math.abs(self.speedY) * 0.01;
+ self.scale.set(scaleX, scaleY);
};
});
/****
@@ -169,9 +169,9 @@
var resetTime; // Global variable to store the reset time
var nextRoundPauseDelay;
var score1;
var score2;
-var finalScore = 1; //15; // Define the final score for the game
+var finalScore = 15; // Define the final score for the game
var servingPlayer = 1; // Initialize serving player to player 1
function playSound(soundId, cooldown) {
var currentTime = Date.now();
if (!lastPlayedTime[soundId] || currentTime - lastPlayedTime[soundId] > cooldown) {
@@ -335,8 +335,13 @@
}
}
// Check for collisions with players
var touchIndex = 0;
+ if (ball.x + ball.width / 2 < 1024) {
+ player2Touches = 0;
+ } else if (ball.x - ball.width / 2 > 1024) {
+ player1Touches = 0;
+ }
if (ball.x < 1024 && customIntersect(ball, player1.collisionBody)) {
touchIndex = 1;
} else if (ball.x > 1024 && customIntersect(ball, player2.collisionBody)) {
touchIndex = 2;
@@ -438,17 +443,19 @@
ball.rotationSpeed = 0;
game.addChild(ball);
scoreTxt1 = new Text2('00', {
size: 200,
- fill: "#00008B",
- fontWeight: "bold"
+ fill: "#0000d8",
+ fontWeight: "bold",
+ dropShadow: true
});
scoreTxt1.anchor.set(-1, 0);
LK.gui.topLeft.addChild(scoreTxt1);
scoreTxt2 = new Text2('00', {
size: 200,
fill: "#FF6347",
- fontWeight: "bold"
+ fontWeight: "bold",
+ dropShadow: true
});
scoreTxt2.anchor.set(2, 0);
LK.gui.topRight.addChild(scoreTxt2);
joystick = game.addChild(LK.getAsset('joystick', {
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