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In if (distance < fixedSpeed || self.x < courtLeftBoundary + self.width / 2 || self.x > courtRightBoundary - self.width / 2 || self.y < courtTopBoundary + self.height / 2) { check also bottom
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Prevent players from going out of bottom bound
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Prevent players from going out of top bound
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Prevent players from going out of right bound
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Prevent players from going out of left bound
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.y')' in or related to this line: 'if (self.y < courtTopBoundary + self.height / 2) {' Line Number: 861
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In ball update, also check the Y boundaries
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In game.on(βupβ) when hasBall use dx and dy to calculate angle
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In game.on(βupβ) when hasBall use buttonABasePosition to calculate angle
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Create a buttonABasePosition variable
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console log the throwAngle in degrees
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Fix Calculate throw angle based on joystick because it always throws horizontally
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The game is isometric view so gravity should not send it to the bottom of the screen. Update that
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if (ball.y > 2732) Just bounce
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Complete the ballβs shoot and update functions (angle, x,β¦)
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If the player has the ball, when button A is released (up), throw the ball in the button selected Direction
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Update ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / 7) * 50; increase ticks divier when player has target position
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Update ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / 7) * 50; increase the speed when player is moving
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Update the block if (ball.currentPlayer) { ball.x = ball.currentPlayer.x; if (ball.currentPlayer.verticalDirection === 0) { ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; // Add dribble movement when moving down or idle game.addChild(ball); // Ensure ball is in front by re-adding it to the game } else { ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / 7) * 50; // Add dribble movement when moving up game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game } } increase the speed when player is moving
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In the tick handler, in ball dribble handling, use 2 speeds, one when player is moving and other it when player stop moving
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/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Ball class for the basketball var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 0.5; self.isShot = false; self.currentPlayer = null; // New property to track the current player holding the ball self.shoot = function (power, angle) { self.speedX = Math.cos(angle) * power; self.speedY = Math.sin(angle) * -power; // Negate Y to move up self.isShot = true; }; self.update = function () { if (self.isShot) { self.x += self.speedX; self.y += self.speedY; // Removed gravity effect for isometric view // Boundary checks if (self.x < courtLeftBoundary + self.width / 2) { self.x = courtLeftBoundary + self.width / 2; self.speedX *= -0.5; // Bounce back with reduced speed } if (self.x > courtRightBoundary - self.width / 2) { self.x = courtRightBoundary - self.width / 2; self.speedX *= -0.5; // Bounce back with reduced speed } } }; self.reset = function () { self.x = 1024; // Center X self.y = 2000; // Starting Y self.isShot = false; self.speedY = 0; }; }); // Hoop class for the basketball hoop var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); self.setPosition = function () { self.x = 1024; // Center X self.y = 200; // Hoop Y position }; }); // Player class for the player var Player = Container.expand(function () { var self = Container.call(this); self.hasBall = false; // New property to indicate if the player has the ball self.currentPosture = ""; // New property to store the name of the current posture self.verticalDirection = 0; // 0 when idle or moving down, 1 when moving up self.head = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 1 }); self.eyes = self.attachAsset('eyes', { anchorX: 0.5, anchorY: 0.75, scaleX: 0.8, scaleY: 1 }); self.rightArm = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 1, scaleX: 0.5, scaleY: 1.5 }); self.rightHand = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.leftArm = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 1, scaleX: 0.5, scaleY: 1.5 }); self.leftHand = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.trunk = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 2.0 }); self.rightLeg = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 2 }); self.rightFoot = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.leftLeg = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 2 }); self.leftFoot = self.attachAsset('bodyPart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.5 }); self.updatePosture = function () { var speed = 0.1; // Speed of transition if (!this.targetPosture) { return; } //this.x += (this.targetPosture.x - this.x) * speed; //this.y += (this.targetPosture.y - this.y) * speed; // Check if the target posture for hands and legs is reached var handsAndLegsReached = Math.abs(this.rightHand.x - this.targetPosture.rightHand.x) < 1 && Math.abs(this.rightHand.y - this.targetPosture.rightHand.y) < 1 && Math.abs(this.leftHand.x - this.targetPosture.leftHand.x) < 1 && Math.abs(this.leftHand.y - this.targetPosture.leftHand.y) < 1 && Math.abs(this.rightLeg.x - this.targetPosture.rightLeg.x) < 1 && Math.abs(this.rightLeg.y - this.targetPosture.rightLeg.y) < 1 && Math.abs(this.leftLeg.x - this.targetPosture.leftLeg.x) < 1 && Math.abs(this.leftLeg.y - this.targetPosture.leftLeg.y) < 1; if (handsAndLegsReached) { // Update currentPosture to the name of the targetPosture when hands and legs posture is reached this.currentPosture = this.targetPosture.name; } if (this.targetPosture && this.targetPosture.head) { this.head.x += (this.targetPosture.head.x - this.head.x) * speed; } if (this.targetPosture && this.targetPosture.eyes) { this.eyes.x += (this.targetPosture.eyes.x - this.eyes.x) * speed; this.eyes.y += (this.targetPosture.eyes.y - this.eyes.y) * speed; this.eyes.visible = enableEye && this.verticalDirection === 0; } this.head.y += (this.targetPosture.head.y - this.head.y) * speed; this.rightArm.x += (this.targetPosture.rightArm.x - this.rightArm.x) * speed; this.rightArm.y += (this.targetPosture.rightArm.y - this.rightArm.y) * speed; this.rightHand.x += (this.targetPosture.rightHand.x - this.rightHand.x) * speed; this.rightHand.y += (this.targetPosture.rightHand.y - this.rightHand.y) * speed; this.leftArm.x += (this.targetPosture.leftArm.x - this.leftArm.x) * speed; this.leftArm.y += (this.targetPosture.leftArm.y - this.leftArm.y) * speed; this.leftHand.x += (this.targetPosture.leftHand.x - this.leftHand.x) * speed; this.leftHand.y += (this.targetPosture.leftHand.y - this.leftHand.y) * speed; this.trunk.x += (this.targetPosture.trunk.x - this.trunk.x) * speed; this.trunk.y += (this.targetPosture.trunk.y - this.trunk.y) * speed; this.rightLeg.x += (this.targetPosture.rightLeg.x - this.rightLeg.x) * speed; this.rightLeg.y += (this.targetPosture.rightLeg.y - this.rightLeg.y) * speed; this.rightFoot.x += (this.targetPosture.rightFoot.x - this.rightFoot.x) * speed; this.rightFoot.y += (this.targetPosture.rightFoot.y - this.rightFoot.y) * speed; this.leftLeg.x += (this.targetPosture.leftLeg.x - this.leftLeg.x) * speed; this.leftLeg.y += (this.targetPosture.leftLeg.y - this.leftLeg.y) * speed; this.leftFoot.x += (this.targetPosture.leftFoot.x - this.leftFoot.x) * speed; this.leftFoot.y += (this.targetPosture.leftFoot.y - this.leftFoot.y) * speed; }; self.updatePosition = function () { if (self.targetPoint) { self.verticalDirection = self.targetPoint.y < self.y ? 1 : 0; var fixedSpeed = 10; // Fixed pixels per frame // Calculate direction vector var dx = self.targetPoint.x - self.x; var dy = self.targetPoint.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var nx = dx / distance; // Normalized direction x var ny = dy / distance; // Normalized direction y // Move player by fixed speed in the direction of the targetPoint self.x += nx * fixedSpeed; self.y += ny * fixedSpeed; // Check if player is close enough to targetPoint to stop if (distance < fixedSpeed || self.x < courtLeftBoundary + self.width / 2 || self.x > courtRightBoundary - self.width / 2 || self.y < courtTopBoundary + self.height / 2) { if (self.x < courtLeftBoundary + self.width / 2) { self.x = courtLeftBoundary + self.width / 2; } else if (self.x > courtRightBoundary - self.width / 2) { self.x = courtRightBoundary - self.width / 2; } if (self.y > courtBottomBoundary - 500 - self.height / 2) { self.y = courtBottomBoundary - self.height / 2; } self.targetPoint = null; // Clear targetPoint when close enough self.verticalDirection = 0; // Alternate between dribblingPosture1 and dribblingPosture2 when player hasBall and is not moving if (self.hasBall && !self.targetPoint) { var currentTick = LK.ticks; self.setPosture(dribblingPosture1); } else { self.setPosture(idlePosture); } } else { // Alternate between runningUp1 and runningUp2 postures while moving var currentTick = LK.ticks; if (currentTick % 20 < 10) { self.setPosture(self.hasBall ? runningUpWithBall1 : runningUp1); } else { self.setPosture(self.hasBall ? runningUpWithBall2 : runningUp2); } } } else { if (self.hasBall) { var currentTick = LK.ticks; self.setPosture(Math.abs(ball.y - self.y) > 150 ? dribblingPosture1 : dribblingPosture2); } } }; self.setPosture = function (newPosture) { console.log("Entering setPosture " + self.currentPosture + " => " + newPosture.name); if (self.currentPosture != newPosture.name) { console.log("Changing posture"); self.targetPosture = newPosture; } else { console.log("Already in posture"); } }; self.goToPoint = function (newPosition) { self.targetPoint = newPosition; }; }); /**** * Initialize Game ****/ // Player positions var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Define court boundaries as global variables var courtTopBoundary = 0; var courtBottomBoundary = 2732; var courtLeftBoundary = 0; var courtRightBoundary = 2048; // Removed simulateAnchorY1 function and its usage var buttonA = game.addChild(LK.getAsset('buttonA', { anchorX: 0.5, anchorY: 0.5, alpha: 0.85, x: 2048 - 300, y: 2732 - 250 })); // Create and position the joystick var joystick = game.addChild(LK.getAsset('joystick', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75, x: 300, // Positioned on the left with some margin // Center X y: 2732 - 250 // Positioned at the bottom with some margin })); /******* Retro Basket ******** A retro basketball game. It's a one vs one basketball game. Ball is lanched in the middle. Players must run and catch it, then throw it in the oppoent hoop. *****************************/ var idlePosture = { name: "idlePosture", x: 1024, y: 2000, head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 110, y: 50 }, rightHand: { x: 125, y: 30 }, leftArm: { x: -110, y: 50 }, leftHand: { x: -120, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 37.5, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -37.5, y: 150 }, leftFoot: { x: -50, y: 250 } }; var dribblingPosture1 = { name: "dribblingPosture1", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 90, y: 50 // Adjusted from -20 to 50 }, rightHand: { x: -90, y: 30 }, leftArm: { x: -90, y: 50 // Adjusted from -20 to 50 }, leftHand: { x: 90, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 40, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -40, y: 150 }, leftFoot: { x: -50, y: 250 } }; var dribblingPosture2 = { name: "dribblingPosture2", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 90, y: 50 // Adjusted from -20 to 50 }, rightHand: { x: -90, y: 50 }, leftArm: { x: -90, y: 50 // Adjusted from -20 to 50 }, leftHand: { x: 90, y: 50 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 40, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -40, y: 150 }, leftFoot: { x: -50, y: 250 } }; var runningUp1 = { name: "runningUp1", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 90, y: 50 // Adjusted from -20 to 50 by adding 70 }, rightHand: { x: 105, y: 30 }, leftArm: { x: -90, y: 50 }, leftHand: { x: -105, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 40, y: 100 }, rightFoot: { x: 50, y: 200 }, leftLeg: { x: -40, y: 150 }, leftFoot: { x: -50, y: 250 } }; var runningUp2 = { name: "runningUp2", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 80, y: 50 // Adjusted from -20 to 50 by adding 70 }, rightHand: { x: 95, y: 30 }, leftArm: { x: -80, y: 50 }, leftHand: { x: -95, y: 30 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 40, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -40, y: 100 }, leftFoot: { x: -50, y: 200 } }; var runningUpWithBall1 = { name: "runningUpWithBall1", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 90, y: 20 // Adjusted from -20 to 50 by adding 70 }, rightHand: { x: -0, y: -20 }, leftArm: { x: -90, y: 20 }, leftHand: { x: 0, y: -20 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 40, y: 100 }, rightFoot: { x: 50, y: 200 }, leftLeg: { x: -40, y: 150 }, leftFoot: { x: -50, y: 250 } }; var runningUpWithBall2 = { name: "runningUpWithBall2", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 80, y: -20 // Adjusted from -90 to -20 by adding 70 }, rightHand: { x: 5, y: 15 }, leftArm: { x: -80, y: -20 }, leftHand: { x: 5, y: 15 }, trunk: { x: 0, y: 0 }, rightLeg: { x: 40, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -40, y: 100 }, leftFoot: { x: -50, y: 200 } }; var throwingPosture = { name: "throwingPosture", x: 1024, // Center X y: 2000, // Player Y position head: { x: 0, y: -160 }, eyes: { x: 0, y: -160 }, rightArm: { x: 100, y: -120 }, rightHand: { x: 100, y: -250 // Set the right hand at the top of the right arm }, leftArm: { x: -100, y: -120 }, leftHand: { x: -100, y: -250 // Set the left hand at the top of the left arm }, trunk: { x: 0, y: 0 }, rightLeg: { x: 37.5, y: 150 }, rightFoot: { x: 50, y: 250 }, leftLeg: { x: -37.5, y: 150 }, leftFoot: { x: -50, y: 250 } }; var player = game.addChild(new Player()); player.x = 2048 / 2; // Center X player.y = 2732 / 2; // Center Y player.setPosture(idlePosture); var ball = game.addChild(new Ball()); ball.reset(); var hoop = game.addChild(new Hoop()); hoop.setPosition(); var score = 0; var scoreTxt = new Text2("0" + score.toString(), { size: 150, fill: "#ffffff" }); scoreTxt.x = -180; scoreTxt.y = -10; var enableEye = true; LK.gui.topRight.addChild(scoreTxt); var joystickBasePosition = { x: joystick.x, y: joystick.y }; var buttonABasePosition = { x: buttonA.x, y: buttonA.y }; var joystickDrag = false; var buttonADrag = false; game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); // Calculate distance between click and joystick center var distance = Math.sqrt(Math.pow(pos.x - joystick.x, 2) + Math.pow(pos.y - joystick.y, 2)); // Calculate distance between click and buttonA center var distanceToButtonA = Math.sqrt(Math.pow(pos.x - buttonA.x, 2) + Math.pow(pos.y - buttonA.y, 2)); // If click is within joystick radius, start dragging if (distance <= joystick.width / 2) { joystickDrag = true; } else if (distanceToButtonA <= buttonA.width / 2) { buttonADrag = true; } else { // If click is outside joystick radius and not within buttonA radius, treat it as a target position //player.goToPoint({ // x: pos.x, // y: pos.y //}); } }); game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); if (joystickDrag) { var dx = pos.x - joystickBasePosition.x; var dy = pos.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; // Update player target point based on joystick movement player.goToPoint({ x: player.x + dx * 5, y: player.y + dy * 5 }); } else if (buttonADrag) { if (!player.hasBall) { player.setPosture(throwingPosture); } var dxButtonA = pos.x - (2048 - 300); var dyButtonA = pos.y - (2732 - 250); var distanceButtonA = Math.sqrt(dxButtonA * dxButtonA + dyButtonA * dyButtonA); var maxDistanceButtonA = buttonA.width / 4; // Max distance buttonA can move from center if (distanceButtonA > maxDistanceButtonA) { var angleButtonA = Math.atan2(dyButtonA, dxButtonA); dxButtonA = Math.cos(angleButtonA) * maxDistanceButtonA; dyButtonA = Math.sin(angleButtonA) * maxDistanceButtonA; } buttonA.x = 2048 - 300 + dxButtonA; buttonA.y = 2732 - 250 + dyButtonA; if (player.currentPosture != "throwingPosture") { return; } // Calculate arm rotation based on buttonA movement var armRotationFactor = 0.05; // Factor to control the rotation sensitivity var armRotation = Math.max(-Math.PI / 1.8, Math.min(Math.PI / 1.8, dxButtonA * armRotationFactor)); // Clamp rotation between -100 and 100 degrees converted to radians // Log armRotation in degrees //console.log("Arm rotation: " + (armRotation * (180 / Math.PI)).toFixed(2) + " degrees"); player.rightArm.rotation = armRotation; player.leftArm.rotation = armRotation; // Calculate the top position of the arms and move hands to follow the arms' movement var rightArmTopX = player.rightArm.x + Math.cos(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5); var rightArmTopY = player.rightArm.y + Math.sin(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5); var leftArmTopX = player.leftArm.x + Math.cos(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5); var leftArmTopY = player.leftArm.y + Math.sin(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5); //console.log("rightArmTopX: " + rightArmTopX.toFixed(2) + " y " + rightArmTopY.toFixed(2)); player.rightHand.x = rightArmTopX; player.rightHand.y = rightArmTopY; player.leftHand.x = leftArmTopX; player.leftHand.y = leftArmTopY; } }); game.on('up', function (obj) { if (joystickDrag) { joystickDrag = false; joystick.x = joystickBasePosition.x; joystick.y = joystickBasePosition.y; } if (buttonADrag) { buttonADrag = false; // If the player has the ball, throw it in the direction selected if (player.hasBall) { var throwPower = 20; // Adjust throw power as needed var dx = buttonA.x - buttonABasePosition.x; var dy = -(buttonA.y - buttonABasePosition.y); // Invert Y-axis for correct angle calculation var throwAngle = Math.atan2(dy, dx); console.log("Throw angle in degrees: " + (throwAngle * (180 / Math.PI)).toFixed(2)); // Log throwAngle in degrees ball.shoot(throwPower, throwAngle); player.hasBall = false; // Player no longer has the ball ball.currentPlayer = null; // Clear the ball's currentPlayer property } else { // Restore hands to normal positions after dragging buttonA player.rightArm.rotation = 0; player.leftArm.rotation = 0; // Return player to idle posture player.setPosture(idlePosture); } // Reset buttonA to its original position buttonA.x = 2048 - 300; buttonA.y = 2732 - 250; } }); var idle = true; // Test postures /* var changePostureTimer = LK.setInterval(function () { if (idle) { player.setPosture(runningUp1); idle = false; } else { player.setPosture(runningUp2); idle = true; } }, 1000); */ LK.on('tick', function () { ball.update(); // Check if player's trunk intersects with the ball if (player.trunk.intersects(ball)) { ball.currentPlayer = player; // Assign the player to the ball's currentPlayer property player.hasBall = true; // Assign the player to the ball's currentPlayer property } // Make the ball follow the currentPlayer's position with dribble movement if (ball.currentPlayer) { ball.x = ball.currentPlayer.x; if (ball.currentPlayer.verticalDirection === 0) { ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / (ball.currentPlayer.targetPoint ? 4 : 6)) * 100; game.addChild(ball); // Ensure ball is in front by re-adding it to the game } else { ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / (ball.currentPlayer.targetPoint ? 4 : 6)) * 50; game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game } } if (!buttonADrag || player.currentPosture != "throwingPosture") { player.updatePosture(); player.updatePosition(); } // Re-add joystick to ensure it appears above other elements game.addChild(joystick); // Check if ball intersects with hoop and is moving downwards if (ball.intersects(hoop) && ball.speedY > 0) { score += 1; scoreTxt.setText(score.toString()); ball.reset(); } // Reset ball if it goes off-screen // Check Y boundaries for the ball if (ball.y < courtTopBoundary + ball.height / 2) { ball.y = courtTopBoundary + ball.height / 2; ball.speedY *= -0.5; // Bounce back with reduced speed } if (ball.y > courtBottomBoundary - ball.height / 2) { ball.y = courtBottomBoundary - ball.height / 2; ball.speedY *= -0.5; // Bounce back with reduced speed } });
===================================================================
--- original.js
+++ change.js
@@ -185,9 +185,9 @@
self.x = courtLeftBoundary + self.width / 2;
} else if (self.x > courtRightBoundary - self.width / 2) {
self.x = courtRightBoundary - self.width / 2;
}
- if (self.y > courtBottomBoundary - self.height / 2) {
+ if (self.y > courtBottomBoundary - 500 - self.height / 2) {
self.y = courtBottomBoundary - self.height / 2;
}
self.targetPoint = null; // Clear targetPoint when close enough
self.verticalDirection = 0;