Code edit (9 edits merged)
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don't accept other touch while ball is moving
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reduce ball speed when launched
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reduce ball speed
Code edit (6 edits merged)
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in LK.on('tick', ), after ball.update();, calculate distance between ball and hoop
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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...
===================================================================
--- original.js
+++ change.js
@@ -68,23 +68,16 @@
ball.x = game.width - self.half;
ball.speedX *= -1 * self.wallBounceSpeedRatio;
bounceCounter += 1; // Increment bounce counter
}
- // Check if the ball has passed above the hoop and set ballPassedAboveHoop to true
- if (self.y < hoop.y - hoop.height / 2 - 200 && !ballPassedAboveHoop) {
- ballPassedAboveHoop = true;
- }
- // 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 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 () {
ballPassedAboveHoop = false;
+ ballPassedInsideHoop = false;
bounceCounter = 0; // Reset bounce counter
self.x = game.width / 2;
self.y = game.height - 300;
self.speedX = 0;
@@ -158,16 +151,16 @@
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', {
- width: 400,
+ width: 220,
anchorX: 0.5,
anchorY: 0.5
});
// Position hoopBottomTriggerGraphics inside hoopBottomTrigger container
hoopBottomTriggerGraphics.y = 0;
// Position hoopBottomTrigger container relative to the hoop
- self.hoopBottomTrigger.y = 0;
+ self.hoopBottomTrigger.y = -hoopGraphics.height / 2 + 140;
// Add hoopBottomTrigger container as a child of Hoop
self.addChild(self.hoopBottomTrigger);
});
@@ -185,8 +178,9 @@
var isGameRunning = false;
var bounceCounter = 0;
var maxSpeed = 100;
var ballPassedAboveHoop = false;
+var ballPassedInsideHoop = false;
var timerSeconds = 60; // Set the initial timer value in seconds
var ball = null;
var hoop = null;
var score = 0;
@@ -254,19 +248,31 @@
hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center
isGameRunning = true;
}
function handleTopTrigger() {
- console.log("Top trigger");
- ballPassedAboveHoop = true;
+ console.log("Top trigger. speed", ball.speedY);
+ if (ball.speedY > 0) {
+ ballPassedAboveHoop = true;
+ }
}
function handleBottomTrigger() {
console.log("Bottom trigger");
+ if (ballPassedAboveHoop) {
+ ballPassedInsideHoop = true;
+ handleScore();
+ } else {
+ console.log("touch hoop bottom");
+ ball.speedY *= -0.98;
+ ballPassedAboveHoop = false;
+ ballPassedInsideHoop = false;
+ }
}
function handleScore() {
score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();
ballPassedAboveHoop = false; // Reset the condition after scoring
+ ballPassedInsideHoop = false;
// Create and add confetti effect to the game
var confetti = game.addChild(new Confetti());
confetti.x = 0; // Position confetti at the hoop's position
confetti.y = 0;
@@ -293,12 +299,12 @@
if (!isGameRunning) {
return;
}
ball.update();
- if (!ballPassedAboveHoop && ball.intersects(hoop.hoopTopTrigger)) {
+ if (!ballPassedInsideHoop && !ballPassedAboveHoop && ball.intersects(hoop.hoopTopTrigger)) {
handleTopTrigger();
}
- if (ball.intersects(hoop.hoopBottomTrigger)) {
+ if (!ballPassedInsideHoop && ball.intersects(hoop.hoopBottomTrigger)) {
handleBottomTrigger();
}
/*else if (ball.intersects(hoop)) {
if (ballPassedAboveHoop) {