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use player instead of player.collisionBody for ball intersection
Code edit (3 edits merged)
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fix ball passes still through players !
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fix ball passes through players !
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make ball colision with player effective : ball should bounce on them and if they have a speed it should bounce proportionally
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restore x screen limits for the ball : it should not go out of screen
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restore screen limits for the ball : it should not go out of screen
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use player speedX and speedY and position to calculate the resulting speed of the ball on collision
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in Player, calculate player speedX and speedX over time
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rework the ball movement : When a ball collids a ball it doesn't only apply *0.5 on speed !
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'collisionBody')' in or related to this line: 'if (player1.collisionBody && self.intersects(player1.collisionBody) || player2.collisionBody && self.intersects(player2.collisionBody)) {' Line Number: 47
Code edit (2 edits merged)
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log and update the ball position
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'collisionBody')' in or related to this line: 'if (player1.collisionBody && self.intersects(player1.collisionBody) || player2.collisionBody && self.intersects(player2.collisionBody)) {' Line Number: 40
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'collisionBody')' in or related to this line: 'if (player1.collisionBody && self.intersects(player1.collisionBody) || player2.collisionBody && self.intersects(player2.collisionBody)) {' Line Number: 40
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'collisionBody')' in or related to this line: 'if (player1.collisionBody && self.intersects(player1.collisionBody) || player2.collisionBody && self.intersects(player2.collisionBody)) {' Line Number: 40
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ball can't go at under the ground (y > 2000)
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'collisionBody')' in or related to this line: 'if (self.intersects(player1.collisionBody) || self.intersects(player2.collisionBody)) {' Line Number: 40
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implement ball move
Code edit (2 edits merged)
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MAKE BALL GO UP WHEN TOUCHED BY PLAYER !!!
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ball falls down when touched by player from bellow ! fix that
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repair : ball is not influenced by player contact
===================================================================
--- original.js
+++ change.js
@@ -23,9 +23,9 @@
self.x += self.speedX;
self.y += self.speedY;
// Check for out of bounds
if (self.y > 2000) {
- console.log("REVERT!");
+ //console.log("REVERT!");
self.y = 2000;
self.speedY = -Math.abs(self.speedY); // Make the ball bounce up
}
// Check for x screen limits
@@ -41,10 +41,11 @@
if (self.intersects(net)) {
self.speedX *= -1; // Reverse horizontal direction
}
// Check for collisions with players
- if (player1 && player1.collisionBody && self.intersects(player1.collisionBody) || player2 && player2.collisionBody && self.intersects(player2.collisionBody)) {
- var player = self.intersects(player1.collisionBody) ? player1 : player2;
+ if (player1 && self.intersects(player1) || player2 && self.intersects(player2)) {
+ console.log("COLLID!");
+ var player = self.intersects(player1) ? player1 : player2;
var angle = Math.atan2(self.y - player.y, self.x - player.x);
var speed = Math.sqrt(self.speedX * self.speedX + self.speedY * self.speedY);
var playerSpeed = Math.sqrt(player.speedX * player.speedX + player.speedY * player.speedY);
var resultingSpeedX = speed * Math.cos(angle) + player.speedX * 0.5;
@@ -89,9 +90,9 @@
var collidSize = 220;
self.collisionBody = LK.getAsset('collisionBody', {
anchorX: 0.5,
anchorY: 0.5,
- alpha: isDebug ? 0.6 : 0,
+ alpha: isDebug ? 1 : 0,
width: collidSize,
height: collidSize,
y: -200
});
@@ -172,9 +173,9 @@
});
scoreTxt2.anchor.set(0.5, 0);
LK.gui.topRight.addChild(scoreTxt2);
game.update = function () {
- if (!ballCanMove && (player1.collisionBody && ball.intersects(player1.collisionBody) || player2.collisionBody && ball.intersects(player2.collisionBody) || ball.intersects(player1) || ball.intersects(player2))) {
+ if (!ballCanMove && (ball.intersects(player1) || ball.intersects(player2))) {
ballCanMove = true;
}
};
function resetBall() {
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