Code edit (3 edits merged)
Please save this source code
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the game should only go to game over if the ball hits the ground without scoring a point. if it scores a point before it touches the ground, reload the ball so I can drop it again
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✅ Reset the ball's position after it touches the ground and has scored a point. right now it goes to game over which is a bug
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after the ball goes through the hoop and implicitly scores a point, after it touches the ground, reset it back so the player can drop a new one
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it still doesnt work
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fix it
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after the ball goes through the hoop and implicitly scores a point, after it touches the ground, reset it back so the player can drop a new one
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after the ball goes though the hoop and touches the ground, reset the ball back to it's original position so the player can then shoot it again
Code edit (1 edits merged)
Please save this source code
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move the panel even higher
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move the panel higher by 1000 pixels
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After detecting a collision with an edge, the game logic might be incorrectly adjusting the ball's position. If the adjustment is not calculated correctly, it could teleport the ball to an unintended location. This could happen if the logic sets the ball's position based on the edge's position without considering the ball's dimensions or the direction from which it collided with the edge. fix this
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If you want the ball to also bounce off horizontally when hitting the edge from the side, you would need to implement a horizontal speed component (`speedX`) for the ball. Upon collision, reverse the horizontal speed (`self.speedX *= -1;`) to simulate the ball bouncing off the edge.
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the ball does collide with the edgee, but instead of bouncing off it naturally, the ball is teleported into the left edge of the screen, which is a bug. fix this, so the ball bounces of the edge
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Implement collision detection between the ball and the edges. This involves checking if the ball's position intersects with the position of any edge objects in the game. You can use the `.intersects()` method provided by the game engine for this purpose.
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perfect, implement the above suggestions to make the ball bounce off the edges
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Please fix the bug: 'ReferenceError: edge1 is not defined' in or related to this line: 'var edge1CenterX = panel.x + edge1.x;' Line Number: 49
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Please fix the bug: 'ReferenceError: edge1 is not defined' in or related to this line: 'var edge1CenterX = panel.x + edge1.x;' Line Number: 49
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Please fix the bug: 'ReferenceError: edge1 is not defined' in or related to this line: 'var edge1CenterX = panel.x + edge1.x;' Line Number: 49
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there's 2 edges attached to the panel, but the ball only collides with one of them which is a bug, it should collide with both
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To simulate natural movement around the edge, adjust the ball's velocity vector to be tangent to the edge at the point of collision. This might involve calculating the tangent vector at the collision point and adjusting the ball's velocity accordingly."
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Modify the ball's velocity based on the collision normal. The ball's new velocity should be adjusted away from the edge, simulating a natural bounce. This involves reversing the component of the ball's velocity that is in the direction of the normal."
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"Upon detecting a collision, calculate the collision normal, which is the direction from the center of the edge to the center of the ball. This will be used to determine how the ball should move away from the edge."
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"Implement precise collision detection that calculates the distance between the centers of the ball and the edge. If this distance is less than the sum of their radii, a collision has occurred."
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Introduce a balance check to allow the ball to roll off the edge more dynamically You should only negate gravity's effect (by setting velocityY to 0) if the ball is moving downwards and makes contact with the edge. If the ball is already on the edge and gets too unbalanced, it should start falling off without the vertical velocity being zeroed out again.
/**** * Classes ****/ var BackgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 2; self.gravity = 1; self.bounce = -0.7; self.update = function () { if (!isStuck) { self.speedY += self.gravity; self.y += self.speedY; if (self.y > 2732 - self.height / 2) { self.speedY *= self.bounce; self.y = 2732 - self.height / 2; } } else { self.x = cursorX; } }; }); // Edge class var Edge = Container.expand(function () { var self = Container.call(this); var edgeGraphics = self.attachAsset('edge', { anchorX: 0.5, anchorY: 0.5 }); }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Panel class var Panel = Container.expand(function () { var self = Container.call(this); var panelGraphics = self.attachAsset('panel', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; // 1 for moving right, -1 for moving left }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ var ball; var hoop; var score = 0; var isStuck = true; var cursorX = 1024; // Initialize cursorX to the center of the screen var scoreTxt; var backgroundContainer = game.addChild(new BackgroundContainer()); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); function initGame() { ball = foregroundContainer.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 200; // Starting height var panel = midgroundContainer.addChild(new Panel()); var edge1 = panel.addChild(new Edge()); edge1.x = -200; // Relative to the panel edge1.y = 50; // Relative to the panel var edge2 = panel.addChild(new Edge()); edge2.x = 200; // Relative to the panel edge2.y = 50; // Relative to the panel panel.x = 1024; // Center horizontally panel.y = 2732 - 1300; // Position from bottom hoop = panel.addChild(new Hoop()); hoop.x = 0; // Center horizontally hoop.y = 150; // Position from bottom scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); cursorX = pos.x; }); game.on('down', function (obj) { isStuck = false; }); LK.on('tick', function () { ball.update(); checkScore(); if (ball.y >= 2732 - ball.height / 2 && !isStuck) { if (!ball.scored) { LK.showGameOver(); } else { foregroundContainer.removeChild(ball); ball = foregroundContainer.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 200; // Starting height isStuck = true; } } // Update the panel's position panel.x += 10 * panel.direction; // Reverse the direction if the panel hits the screen edges if (panel.x - panel.width / 2 <= 0 || panel.x + panel.width / 2 >= 2048) { panel.direction *= -1; } }); } function checkScore() { if (ball.intersects(hoop) && !ball.scored) { score += 1; scoreTxt.setText(score.toString()); ball.scored = true; // Mark ball as scored to prevent multiple increments } else if (!ball.intersects(hoop)) { ball.scored = false; // Reset scored flag when ball is not intersecting } } initGame();
===================================================================
--- original.js
+++ change.js
@@ -11,26 +11,21 @@
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speedX = 0; // Horizontal speed
- self.speedY = 2; // Vertical speed
- self.gravity = 1; // Gravity
- self.bounce = -0.7; // Bounce factor
+ self.speedY = 2;
+ self.gravity = 1;
+ self.bounce = -0.7;
self.update = function () {
if (!isStuck) {
- self.speedY += self.gravity; // Apply gravity
- self.y += self.speedY; // Update vertical position
- self.x += self.speedX; // Update horizontal position
+ self.speedY += self.gravity;
+ self.y += self.speedY;
if (self.y > 2732 - self.height / 2) {
- self.speedY *= self.bounce; // Apply bounce
- self.y = 2732 - self.height / 2; // Reset position
+ self.speedY *= self.bounce;
+ self.y = 2732 - self.height / 2;
}
- if (self.x < self.width / 2 || self.x > 2048 - self.width / 2) {
- self.speedX *= -1; // Reverse horizontal speed
- }
} else {
- self.x = cursorX; // Follow cursor
+ self.x = cursorX;
}
};
});
// Edge class
@@ -97,9 +92,9 @@
var edge2 = panel.addChild(new Edge());
edge2.x = 200; // Relative to the panel
edge2.y = 50; // Relative to the panel
panel.x = 1024; // Center horizontally
- panel.y = 2732 - 300; // Position from bottom
+ panel.y = 2732 - 1300; // Position from bottom
hoop = panel.addChild(new Hoop());
hoop.x = 0; // Center horizontally
hoop.y = 150; // Position from bottom
scoreTxt = new Text2(score.toString(), {
@@ -117,24 +112,8 @@
});
LK.on('tick', function () {
ball.update();
checkScore();
- // Check collision with edges
- if (ball.intersects(edge1) || ball.intersects(edge2)) {
- ball.speedX *= -1; // Reverse horizontal speed
- // Adjust ball's position slightly outside the edge's bounds to prevent repeated immediate recollisions
- if (ball.x < edge1.x + edge1.width / 2) {
- ball.x = edge1.x + edge1.width / 2 + ball.width / 2 + 1;
- } else if (ball.x > edge2.x - edge2.width / 2) {
- ball.x = edge2.x - edge2.width / 2 - ball.width / 2 - 1;
- }
- // Adjust ball's vertical position to prevent it from getting stuck in the edge
- if (ball.y < edge1.y + edge1.height / 2) {
- ball.y = edge1.y + edge1.height / 2 + ball.height / 2 + 1;
- } else if (ball.y > edge2.y - edge2.height / 2) {
- ball.y = edge2.y - edge2.height / 2 - ball.height / 2 - 1;
- }
- }
if (ball.y >= 2732 - ball.height / 2 && !isStuck) {
if (!ball.scored) {
LK.showGameOver();
} else {