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in initGame, if !isDebug, set alpha of hoopTriggers to 0
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Please fix the bug: 'ReferenceError: handleHoopBorder is not defined' in or related to this line: 'handleHoopBorder();' Line Number: 341
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in main loop, call handleHoopBorder when ball touches a hoop border
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in hoop class, add 2 new objects hoopBorderLeft and hoopBorderRight
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Please fix the bug: 'TypeError: ball.speedY.toString(...).toFixed is not a function' in or related to this line: 'scoreTxt.setText(ball.speedY.toString().toFixed(2));' Line Number: 319
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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.
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,10 @@
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
- self.wallBounceSpeedRatio = 0.96;
+ self.wallBounceSpeedRatio = 0.95;
+ self.floorBounceRatio = 0.8;
self.gravityAcceleration = 1.2;
self.half = ballGraphics.width / 2;
self.isMoving = false;
self.launch = function (speedX, speedY) {
@@ -28,13 +29,13 @@
self.x += self.speedX;
self.y += self.speedY;
// Make the basketball spin only when moving
if (self.speedX !== 0 || self.speedY !== 0) {
- ballGraphics.rotation += 0.1 * Math.sign(self.speedX) * Math.sign(self.speedY);
+ ballGraphics.rotation += 0.1 * Math.sign(self.speedX);
}
// Gradually reduce horizontal speed
// Apply friction to horizontal speed and limit to max speed
- self.speedX *= self.wallBounceSpeedRatio;
+ self.speedX *= 0.99;
self.speedX = Math.max(Math.min(self.speedX, maxSpeed), -maxSpeed); // Max speed limit
// Enhanced gravity effect with gradual vertical speed reduction and limit to max speed
self.speedY += self.gravityAcceleration;
self.speedY = Math.max(Math.min(self.speedY, maxSpeed), -maxSpeed); // Max speed limit
@@ -53,9 +54,9 @@
}
// Bottom boundary
if (ball.y > game.height - self.half) {
ball.y = game.height - self.half;
- ball.speedY *= -1 * self.wallBounceSpeedRatio;
+ ball.speedY *= -1 * self.wallBounceSpeedRatio * self.floorBounceRatio;
bounceCounter += 1; // Increment bounce counter
}
// Left boundary
if (ball.x < 0 + self.half) {
@@ -75,10 +76,10 @@
// Set ballPassedAboveHoop to false when the ball passes under the hoop (+ its height)
if (self.y > hoop.y + hoop.height / 2) {
ballPassedAboveHoop = false;
}
- // Reset ball when its speed is very low
- if (Math.abs(self.speedX) < 1 && Math.abs(self.speedY) < 1) {
+ // Reset ball when in bottom and its speed is very low
+ if (ball.y > game.height * 0.75 && Math.abs(self.speedX) < 1 && Math.abs(self.speedY) < 1) {
self.reset();
}
};
self.reset = function () {
@@ -141,8 +142,15 @@
self.setPosition = function (x, y) {
self.x = x;
self.y = y;
};
+ // Add hoopTrigger as a child of Hoop
+ var hoopTriggerGraphics = self.attachAsset('hoopTrigger', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Position hoopTrigger relative to the hoop
+ hoopTriggerGraphics.y = hoopGraphics.height / 2;
});
/****
* Initialize Game
@@ -240,9 +248,9 @@
confetti.animate(); // Animate confetti
});
// Initiate gradual movement of the hoop to a new random position within the game boundaries
var targetX = Math.random() * (game.width - hoop.width) + hoop.width / 2;
- var targetY = Math.max(Math.random() * (game.height / 2) + 100, 500); // Ensure hoop's Y position does not go below 500
+ var targetY = Math.max(Math.random() * (game.height / 2) + 100, 780); // Ensure hoop's Y position does not go below 780
var moveHoopInterval = LK.setInterval(function () {
hoop.x += (targetX - hoop.x) * 0.05; // Move 5% of the distance per tick
hoop.y += (targetY - hoop.y) * 0.05; // Move 5% of the distance per tick
// Check if the hoop is close enough to the target position to stop
@@ -266,5 +274,6 @@
} else if (ball.speedY < 0) {
ball.speedY *= -0.98;
}
}
-});
\ No newline at end of file
+});
+initGame();
\ No newline at end of file