Code edit (9 edits merged)
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don't accept other touch while ball is moving
Code edit (5 edits merged)
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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
@@ -17,10 +17,10 @@
self.gravityAcceleration = 1.2;
self.half = ballGraphics.width / 2;
self.isMoving = false;
self.launch = function (speedX, speedY) {
- self.speedX = speedX * 0.75; // Reduce speedX by 25%
- self.speedY = speedY * 0.75; // Reduce speedY by 25%
+ self.speedX = speedX;
+ self.speedY = speedY;
self.isMoving = true;
};
self.update = function () {
if (!self.isMoving) {
@@ -154,9 +154,10 @@
self.hoopTopTrigger.isHandling = false;
var hoopBottomTriggerGraphics = self.hoopBottomTrigger.attachAsset('hoopTrigger', {
width: 300,
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ tint: 0x0000ff
});
// Position hoopBottomTriggerGraphics inside hoopBottomTrigger container
hoopBottomTriggerGraphics.y = 0;
// Position hoopBottomTrigger container relative to the hoop
@@ -228,9 +229,9 @@
startPosition = pos;
bounceCounter = 0; // Reset bounce counter when the user touches the screen
});
game.on('up', function (obj) {
- if (startPosition) {
+ if (startPosition && !ball.isMoving) {
var endPosition = obj.event.getLocalPosition(game);
var speedX = Math.max(Math.min((endPosition.x - startPosition.x) * 0.1, maxSpeed), -maxSpeed);
var speedY = Math.max(Math.min((endPosition.y - startPosition.y) * 0.1, maxSpeed), -maxSpeed);
ball.launch(speedX, speedY);
@@ -372,11 +373,17 @@
hoop.setPosition(targetX, targetY); // Ensure hoop is exactly at target position
LK.clearInterval(moveHoopInterval); // Stop the interval
console.log("Ok can handle score...");
isHandlingScore = false;
+ resetCollisionHandling();
}
}, 16); // Run every 16ms (~60FPS)
- resetCollisionHandling();
+ /*
+ LK.setTimeout(function () {
+ isHandlingScore = false;
+ resetCollisionHandling();
+ }, 250);
+ */
}
/* ********************************************************************************* */
/* ********************************** MAIN LOOP ************************************ */
/* ********************************************************************************* */
@@ -401,9 +408,9 @@
var distanceX = ball.x - hoop.x;
var distanceY = ball.y - hoop.y;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
//console.log("Distance between ball and hoop:", distance);
- if (distance > 450) {
+ if (distance > 250) {
resetCollisionHandling();
}
//scoreTxt.setText(ball.speedY.toFixed(2));
});