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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
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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
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no no no; please start the ball movmeent all over! make it work like a simple voley game
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Attention, il faut garder le code concernant le ballon à l'intérieur de la classe Ballon. Il faut enlever ce qu'il y a dans les autres endroits comme dans l'update de la classe Player.
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Après le premier contact, le ballon ne tient plus compte des joueurs. Il tombe en les traversant. Il faut corriger cela.
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C'est mieux, mais le ballon ne fait qu'aller verticalement. Quand deux boules se touchent, le mouvement n'est pas vertical. Il faut introduire des rotations et des angles.
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Le ballon ne fait que tomber comme s'il n'y avait pas de joueurs. Il faut que les joueurs poussent le ballon, sinon ça ne sert à rien.
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'applyGravity')' in or related to this line: 'self.applyGravity = function () {' Line Number: 266
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On revoit tout le fonctionnement du mouvement du ballon pour le faire ressembler à celui de Globivley.
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Le ballon ne fait que tomber encore. Il faut corriger cela.
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Le ballon ne fait que tomber et n'est pas poussé par les joueurs.
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Actuellement, quand le joueur saute sur le ballon par en dessous, le ballon tombe au lieu de monter.
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corrige les forces appliquées au ballon en fonction des mouvements des joueurs
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ajoute des constantes pour les positions initiales des joueurs
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mais max speed à 30
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dans limitSpeed ajoute une constante au lieu de répéter la valeur 10
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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: 81
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Quand la balle touche le sol, elle doit être réinitialisée.
/**** * Classes ****/ //<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.half = self.width / 2; self.speedX = 3; self.speedY = 3; self.lastCollisionTime = 0; // Pour éviter les collisions multiples self.update = function (net, player1, player2) { if (!ballCanMove) { return; } // Apply gravity self.applyGravity(); // Update ball position self.x += self.speedX; self.y += self.speedY; // Check for collisions with the net if (self.intersects(net)) { self.speedX *= -1; // Reverse horizontal direction } // Check for collisions with players if (player1.collisionBody && self.intersects(player1.collisionBody) || player2.collisionBody && self.intersects(player2.collisionBody)) { self.speedY = -10; // Make the ball go up self.speedX = (self.intersects(player1.collisionBody) ? player1.speedX : player2.speedX) * 0.5; // Adjust horizontal speed based on player movement } // Check for out of bounds if (self.y > 2732) { resetBall(); } }; }); // Net class var Net = Container.expand(function () { var self = Container.call(this); var netGraphics = self.attachAsset('net', { anchorX: 0.5, anchorY: 1, alpha: 0.1 }); }); // Player class var Player = Container.expand(function (index) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1, alpha: 0.95, 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 if (self.jumping) { self.y -= 20; // Increase jump speed if (self.y <= 1300) { self.jumping = false; } } else if (self.y < 2000) { self.y += 20; // Increase fall speed for smoother jump } 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 } self.speedX = self.x - prevX; // Calculate horizontal speed based on movement }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var ballCanMove = false; var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); var isDebug = true; var player2Debug = true; var PLAYER1_INITIAL_X = 512; var PLAYER1_INITIAL_Y = 2000; var PLAYER2_INITIAL_X = 1536; var PLAYER2_INITIAL_Y = 2000; var player1 = game.addChild(new Player(1)); var player2 = game.addChild(new Player(2)); player1.x = PLAYER1_INITIAL_X; player1.y = PLAYER1_INITIAL_Y; player2.x = PLAYER2_INITIAL_X; player2.y = PLAYER2_INITIAL_Y; var net = new Net(); game.addChild(net); net.x = 2048 / 2; net.y = 2000; var ball = new Ball(); ball.x = player1.x; ball.y = 1300; // Set the ball's initial vertical position to y = 300 game.addChild(ball); var score1 = 0; var score2 = 0; var scoreTxt1 = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt1.anchor.set(0.5, 0); LK.gui.topLeft.addChild(scoreTxt1); var scoreTxt2 = new Text2('0', { size: 100, fill: "#ffffff" }); scoreTxt2.anchor.set(0.5, 0); LK.gui.topRight.addChild(scoreTxt2); game.update = function () { if (!ballCanMove && (ball.intersects(player1.collisionBody) || ball.intersects(player2.collisionBody) || ball.intersects(player1) || ball.intersects(player2))) { ballCanMove = true; } if (ballCanMove) { ball.update(net, player1, player2); } }; 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 ballCanMove = false; // Reset ball movement flag /* player1.x = PLAYER1_INITIAL_X; player1.y = PLAYER1_INITIAL_Y; player2.x = PLAYER2_INITIAL_X; player2.y = PLAYER2_INITIAL_Y; */ } game.down = function (x, y, obj) { if (x <= 1024 - player1.width / 2 && x >= player1.width / 2) { player1.speedX = x - player1.x; // Update speedX based on movement player1.x = x; } if (player1.y >= PLAYER1_INITIAL_Y) { 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) { if (x + player1.width / 2 <= 1024 && x - player1.width / 2 >= 0) { player1.speedX = x - player1.x; // Update speedX based on movement player1.x = x; } 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 + player2.width / 2; // Prevent player2 from moving past the net } if (player1.y < 0) { player1.y = 0; // Prevent player1 from moving above the window } }; game.up = function (x, y, obj) { // No action needed on up event }; Ball.prototype.applyGravity = function () { this.speedY += 0.5; // Gravity effect }; Ball.prototype.applyGravity = function () { this.speedY += 0.5; // Gravity effect };
===================================================================
--- original.js
+++ change.js
@@ -26,9 +26,9 @@
if (self.intersects(net)) {
self.speedX *= -1; // Reverse horizontal direction
}
// Check for collisions with players
- if (self.intersects(player1.collisionBody) || self.intersects(player2.collisionBody)) {
+ if (player1.collisionBody && self.intersects(player1.collisionBody) || player2.collisionBody && self.intersects(player2.collisionBody)) {
self.speedY = -10; // Make the ball go up
self.speedX = (self.intersects(player1.collisionBody) ? player1.speedX : player2.speedX) * 0.5; // Adjust horizontal speed based on player movement
}
// Check for out of bounds
@@ -121,11 +121,12 @@
var net = new Net();
game.addChild(net);
net.x = 2048 / 2;
net.y = 2000;
-var ball = game.addChild(new Ball());
+var ball = new Ball();
ball.x = player1.x;
ball.y = 1300; // Set the ball's initial vertical position to y = 300
+game.addChild(ball);
var score1 = 0;
var score2 = 0;
var scoreTxt1 = new Text2('0', {
size: 100,
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