Code edit (9 edits merged)
Please save this source code
User prompt
don't accept other touch while ball is moving
Code edit (5 edits merged)
Please save this source code
User prompt
reduce ball speed when launched
User prompt
reduce ball speed
Code edit (6 edits merged)
Please save this source code
User prompt
in LK.on('tick', ), after ball.update();, calculate distance between ball and hoop
Code edit (1 edits merged)
Please save this source code
User prompt
in initGame, if !isDebug, set alpha of hoopTriggers to 0
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: handleHoopBorder is not defined' in or related to this line: 'handleHoopBorder();' Line Number: 341
Code edit (3 edits merged)
Please save this source code
User prompt
in main loop, call handleHoopBorder when ball touches a hoop border
User prompt
in hoop class, add 2 new objects hoopBorderLeft and hoopBorderRight
Code edit (3 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
now ballPassedAboveHoop should be set to true when ball touches the hoop's top Trigger
Code edit (2 edits merged)
Please save this source code
User prompt
in hoop class set hoopTopTrigger width to 220 and hoopBottomTrigger to 400
Code edit (6 edits merged)
Please save this source code
User prompt
Now add a bottom trigger in the hoop
Code edit (2 edits merged)
Please save this source code
User prompt
fix the fact that ball.intersects(hoop.hoopTriggerGraphics) is not triggered, maybe hoopTrigger needs to be an 'object' not just an asset...
===================================================================
--- original.js
+++ change.js
@@ -143,19 +143,31 @@
self.x = x;
self.y = y;
};
// Define hoopTrigger as a new Container object for better intersection detection
- self.hoopTrigger = new Container();
- var hoopTriggerGraphics = self.hoopTrigger.attachAsset('hoopTrigger', {
+ self.hoopTopTrigger = new Container();
+ var hoopTriggerGraphics = self.hoopTopTrigger.attachAsset('hoopTrigger', {
anchorX: 0.5,
anchorY: 0.5
});
// Position hoopTriggerGraphics inside hoopTrigger container
hoopTriggerGraphics.y = 0;
// Position hoopTrigger container relative to the hoop
- self.hoopTrigger.y = hoopGraphics.height / 2;
+ self.hoopTopTrigger.y = -hoopGraphics.height / 2 + 40;
// Add hoopTrigger container as a child of Hoop
- self.addChild(self.hoopTrigger);
+ self.addChild(self.hoopTopTrigger);
+ // Define hoopBottomTrigger as a new Container object for better intersection detection
+ self.hoopBottomTrigger = new Container();
+ var hoopBottomTriggerGraphics = self.hoopBottomTrigger.attachAsset('hoopTrigger', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Position hoopBottomTriggerGraphics inside hoopBottomTrigger container
+ hoopBottomTriggerGraphics.y = 0;
+ // Position hoopBottomTrigger container relative to the hoop
+ self.hoopBottomTrigger.y = hoopGraphics.height / 2 - 40;
+ // Add hoopBottomTrigger container as a child of Hoop
+ self.addChild(self.hoopBottomTrigger);
});
/****
* Initialize Game
@@ -275,9 +287,9 @@
if (!isGameRunning) {
return;
}
ball.update();
- if (ball.intersects(hoop.hoopTrigger)) {
+ if (ball.intersects(hoop.hoopTopTrigger)) {
handleTopTrigger();
}
/*else if (ball.intersects(hoop)) {
if (ballPassedAboveHoop) {