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reduce the ball gravite to 0 in the ball class if the ball hits a rim
User prompt
stop ticks by pausing the game when the ball hits left or right rim
User prompt
in the ball class add a condition to set the selfspeed.y to 0 if any rim side has been touched.
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reduce gravity to 0 when ball touches either rim.
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if ball toches the rim, then the ball should stopmoving in that spot. reduce its speed to 0.
Code edit (1 edits merged)
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increase rim size by 50 pixels
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track how many times the ball touches the left and right rim during a shot.
Code edit (1 edits merged)
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consoloe log rim touches
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if ball is not moving for 2 seconds then its game over
User prompt
when ball hits rim, make sure ball gravity make ball stay still in the same spot.
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when ball hits rim set ball y = 0
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if ball hits rim, then ball should stop moving in that spot and game should be over after 2 seconds.
Code edit (2 edits merged)
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if the ball touches the left rim twice in a row, the ball should have 0 gravity.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'self.lastRimTouched = x === hoopInstance.x + hoopInstance.leftElement.x ? 'left' : 'right';' Line Number: 65
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Fix Bug: 'ReferenceError: hoop is not defined' in this line: 'self.lastRimTouched = x === hoop.x + hoop.leftElement.x ? 'left' : 'right';' Line Number: 65
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If the ball touches the rim of the same side two times in a row, without touching the other rim, then the ball gravity should be changed to 0
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if a ball hits the same rim twice in a row, then reduce ball gravity to 0.
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If the ball hits the same rim 2 times in a row, the ball should reduce its gravity to 0
Code edit (1 edits merged)
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Code edit (4 edits merged)
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if ball bounces twice on the same rim, reduce gravity to 0.
===================================================================
--- original.js
+++ change.js
@@ -35,9 +35,13 @@
self.hasThrown = false;
self.leftRimTouches = 0;
self.rightRimTouches = 0;
self.move = function () {
- self.speed.y += 3.2;
+ if (!self.hitLeftRim) {
+ if (!self.hitRightRim) {
+ self.speed.y += 3.2;
+ }
+ }
self.x += self.speed.x;
self.y += self.speed.y;
self.rotation += self.speed.x * 0.01;
if (self.hasThrown) {
@@ -231,17 +235,19 @@
if (ball.distanceTo(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y) < ball.width / 2 + hoop.leftElement.width / 2) {
ball.moveToDistance(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y, ball.width / 2 + hoop.leftElement.width / 2 + 1);
ball.bounceOffPoint(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y, 0.3);
ball.leftRimTouches++;
+ self.hitLeftRim = true;
ball.hitElement = 'left';
- LK.pause();
+ console.log('Left Rim touch', 'Touches:', ball.leftRimTouches);
}
if (ball.distanceTo(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y) < ball.width / 2 + hoop.rightElement.width / 2) {
ball.moveToDistance(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y, ball.width / 2 + hoop.rightElement.width / 2 + 1);
ball.bounceOffPoint(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y, 0.3);
ball.rightRimTouches++;
+ self.hitRightRim = true;
ball.hitElement = 'right';
- LK.pause();
+ console.log('Right Rim touch', 'Touches:', ball.rightRimTouches);
}
}
ballShadow.x = ball.x;
ballShadow.y = 1800 + ball.height / 2 + 500 * ball.scale.x;
@@ -283,8 +289,10 @@
}
ball.leftRimTouches = 0;
ball.rightRimTouches = 0;
ball.hitElement = '';
+ ball.hitLeftRim = false;
+ ball.hitRightRim = false;
hoop.moveTo(Math.random() * (2048 - 1000) + 500, Math.random() * (2732 - 2000) + 1000, hoopRim);
}
}
if (ball.x + ball.width / 2 < 0 || ball.x - ball.width / 2 > 2048) {
Cartoon. Grass background. Backyard. Top view. In game asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon. Wood board. In game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
stars particles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.