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add a collisionBody to the players on the ball as a public property
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Limite la vitesse de la balle
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réduit la vitesse de la balle
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Rends le joueur 2 un peu plus rouge
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Les couleurs des joueurs sont trop prononcées. Elles doivent être plus légères.
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Ajoute une légère teinte bleue pour le joueur 1 et rouge pour le joueur 2
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utilise scale x au lieu de flip x
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Pour le joueur 2, on retourne l'image horizontalement.
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Passe un index dans la classe Player pour différencier le joueur 1 du joueur 2.
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La physique de la balle, c'est du n'importe quoi. Corrige cela.
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Au début, la balle ne doit pas bouger jusqu'à ce qu'un joueur la touche.
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add an image background
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Actuellement la balle ne se coince pas, par contre elle ne peut pas passer au dessus du filet.
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Actuellement, la balle se coince dans le filet. Corrigez cela.
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Ré-imaginez quelque chose de plus simple et de plus efficace, car la balle traverse toujours le filet actuellement.
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ne pas utiliser intersect pour le filet mais utiliser la position du filet
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La balle ne doit bouger que si le mouvement est possible.
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in Ball class, instead of using `self.width / 2` add a property half
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Toujours pensez à prendre en compte la largeur de l'objet pour vérifier les limites.
/**** * 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.update = function () { if (!ballCanMove) { return; } self.speedY += 0.5; // Gravity effect // Limit the speed of the ball if (self.speedX > 10) { self.speedX = 10; } if (self.speedX < -10) { self.speedX = -10; } if (self.speedY > 10) { self.speedY = 10; } if (self.speedY < -10) { self.speedY = -10; } // Update position self.x += self.speedX; self.y += self.speedY; // Check for collisions with walls if (self.x - self.half <= 0 || self.x + self.half >= 2048) { self.speedX *= -1; } if (self.y - self.half <= 0 || self.y + self.half >= 2000) { self.speedY *= -1; } // Check for collisions with the net if (self.x + self.half > net.x - net.width / 2 && self.x - self.half < net.x + net.width / 2) { if (self.y + self.half > net.y - net.height && self.y - self.half < net.y) { self.speedY *= -1; // Bounce effect when hitting the top of the net self.y = net.y - net.height - self.half; // Adjust position to be above the net } else if (self.y - self.half < net.y && self.y + self.half > net.y - net.height) { self.speedX *= -1; // Reflect horizontally when hitting the side of the net if (self.x < net.x) { self.x = net.x - net.width / 2 - self.half; // Adjust position to the left of the net } else { self.x = net.x + net.width / 2 + self.half; // Adjust position to the right of the net } } } // Check for collisions with players if (self.intersects(player1.collisionBody) || self.intersects(player2.collisionBody)) { self.speedY = -10; // Bounce upward self.speedX = (self.x - (self.intersects(player1) ? player1.x : player2.x)) * 0.1; // Reflect based on collision point // Limit the speed of the ball if (self.speedX > 10) { self.speedX = 10; } if (self.speedX < -10) { self.speedX = -10; } if (self.speedY > 10) { self.speedY = 10; } if (self.speedY < -10) { self.speedY = -10; } } // Check for ground collision if (self.y + self.half >= 2000) { self.speedY *= -0.8; // Bounce effect self.y = 2000 - self.half; // Reset position to ground level considering ball's height } }; }); // Net class var Net = Container.expand(function () { var self = Container.call(this); var netGraphics = self.attachAsset('net', { anchorX: 0.5, anchorY: 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.collisionBody = LK.getAsset('collisionBody', { anchorX: 0.5, anchorY: 0.5, alpha: 0.2 }); self.addChild(self.collisionBody); self.update = function () { 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 } }; }); /**** * 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 player2Debug = true; var player1 = game.addChild(new Player(1)); var player2 = game.addChild(new Player(2)); player1.x = 512; player1.y = 2000; player2.x = 1536; player2.y = 2000; var net = game.addChild(new Net()); net.x = 2048 / 2; net.y = 2000; var ball = game.addChild(new Ball()); ball.x = player1.x; ball.y = 1300; // Set the ball's initial vertical position to y = 300 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 () { ball.update(net, player1, player2); player1.update(); player2.update(); if (ball.x <= 0) { score1++; scoreTxt1.setText(score1); resetBall(); } else if (ball.x >= 2732) { score2++; scoreTxt2.setText(score2); resetBall(); } if (ball.intersects(player1.collisionBody) || ball.intersects(player2.collisionBody)) { ball.speedY = -10; // Bounce upward ball.speedX = (ball.x - (ball.intersects(player1) ? player1.x : player2.x)) * 0.1; // Reflect based on collision point } if (!ballCanMove && (ball.intersects(player1) || ball.intersects(player2))) { ballCanMove = true; } }; function resetBall() { ball.x = player1.x; ball.y = 1400; // Set the ball's initial vertical position to y = 1400 ball.speedX = 5; ball.speedY = -10; // Initial upward speed ballCanMove = false; // Reset ball movement flag } game.down = function (x, y, obj) { if (x <= 1024 - player1.width / 2 && x >= player1.width / 2) { player1.x = x; } if (y < player1.y) { player1.jumping = true; } if (player1.y < 0) { player1.y = 0; // Prevent player1 from moving above the window } if (player2Debug && player2.y < 0) { player2.y = 0; // Prevent player2 from moving above the window } if (player2Debug && player2.y < 0) { player2.y = 0; // Prevent player2 from moving above the window } if (player2Debug && x >= 1024 + player2.width / 2 && x <= 2048 - player2.width / 2 && x >= player2.width / 2) { player2.x = x; } if (y < player2.y) { player2.jumping = true; } }; game.move = function (x, y, obj) { if (x + player1.width / 2 <= 1024 && x - player1.width / 2 >= 0) { player1.x = x; } if (player2Debug && x - player2.width / 2 >= 1024 && x + player2.width / 2 <= 2048) { 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 };
===================================================================
--- original.js
+++ change.js
@@ -99,9 +99,10 @@
});
self.index = index;
self.collisionBody = LK.getAsset('collisionBody', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ alpha: 0.2
});
self.addChild(self.collisionBody);
self.update = function () {
if (self.jumping) {
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