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now ballPassedAboveHoop should be set to true when ball touches the hoop's top Trigger
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in hoop class set hoopTopTrigger width to 220 and hoopBottomTrigger to 400
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Now add a bottom trigger in the hoop
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fix the fact that ball.intersects(hoop.hoopTriggerGraphics) is not triggered, maybe hoopTrigger needs to be an 'object' not just an asset...
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in main tick loop, call handleTopTrigger when ball intersects the hoop trigger
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add a hopptrigger in the hoop class
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'ball.update();' Line Number: 266
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Réinitialise le compteur de rebond à chaque fois que l'utilisateur touche l'écran.
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compte le nombre de rebonds entre le moment du tir et l'arrivée dans le panier.
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enregistre le score dans l'outil de la plateforme.
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Utilise LK7SCORE pour le score.
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ajoute un compteur de temps en haut à droite
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Remonte la position initiale du ballon de 100 pixels
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Change la couleur du score en vert foncé
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Change la couleur du score en vert.
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===================================================================
--- original.js
+++ change.js
@@ -32,17 +32,17 @@
// Enhanced gravity effect with gradual vertical speed reduction and limit to max speed
self.speedY += 1.2;
//self.speedY *= 0.99;
self.speedY = Math.max(Math.min(self.speedY, maxSpeed), -maxSpeed); // Max speed limit
- // Check for boundary collisions, reverse speed, and lose points
+ // Check for boundary collisions, reverse speed, increment bounce counter, and lose points
if (self.x <= 0 || self.x >= game.width) {
self.speedX *= -1;
- //score -= 1; // Deduct points when hitting horizontal boundaries
+ bounceCounter += 1; // Increment bounce counter
scoreTxt.setText(score.toString()); // Update score display
}
if (self.y <= 0) {
self.speedY *= -0.98;
- //score -= 1; // Deduct points when hitting the top boundary
+ bounceCounter += 1; // Increment bounce counter
scoreTxt.setText(score.toString()); // Update score display
}
// Check if the ball has passed above the hoop and set ballPassedAboveHoop to true
if (self.y < hoop.y - hoop.height / 2 - 200 && !ballPassedAboveHoop) {
@@ -66,8 +66,9 @@
}
};
self.reset = function () {
ballPassedAboveHoop = false;
+ bounceCounter = 0; // Reset bounce counter
self.x = game.width / 2;
self.y = game.height - 300;
self.speedX = 0;
self.speedY = 0;
@@ -129,8 +130,10 @@
/****
* Game Code
****/
+// Initialize bounce counter variable
+var bounceCounter = 0;
// Initialize timer variables
var timerSeconds = 60; // Set the initial timer value in seconds
var timerTxt = new Text2(timerSeconds.toString(), {
size: 150,
@@ -148,9 +151,9 @@
LK.showGameOver(); // Show game over screen
}
}, 1000); // Set the interval to update every 1000ms (1 second)
function handleScore() {
- score += 1;
+ score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();
ballPassedAboveHoop = false; // Reset the condition after scoring
// Create and add confetti effect to the game