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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
@@ -197,13 +197,8 @@
/****
* Game Code
****/
-function handleHoopBorder() {
- console.log("Ball touched hoop border");
- // Reverse ball's horizontal speed and apply a slight reduction
- ball.speedX *= -0.95;
-}
/* ********************************************************************************* */
/* ******************************* GAME VARIABLES ********************************** */
/* ********************************************************************************* */
var isGameRunning = false;
@@ -296,8 +291,14 @@
ballPassedAboveHoop = false;
ballPassedInsideHoop = false;
}
}
+function handleHoopBorder() {
+ console.log("Ball touched hoop border");
+ // Reverse ball's horizontal speed and apply a slight reduction
+ ball.speedX *= -0.95;
+ ball.speedY *= -0.95;
+}
function handleScore() {
score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();