Asked 2 months ago by AuroraRanger785
Why aren't melon collisions triggering the expected slice generation?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 2 months ago by AuroraRanger785
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I'm working on a 2D platformer and encountering an issue with melon collision effects. When a melon is hit by the cube, it should be destroyed and spawn multiple moving melon slices. However, the slices are not behaving as expected—they either don't appear or don't move properly.
I've attached the file 2d platformer v355.html for reference. Here’s the relevant snippet from the code:
JAVASCRIPTfor(let i0 in blocks){ if(blocks[i0].type=="melon" && distance(blocks[i0].position, {x:cube.position.x, y:cube.position.y, z:cube.position.z}) < 2){ delete_coin_at({x:cube.position.x, y:cube.position.y, z:cube.position.z}) for(i = 0; i < 10; i++){ melonSlice1 = new THREE.Mesh(new THREE.PlaneGeometry(1,1), melonSliceMaterial) melonSlice1.position = blocks[i0].position melonSlice1.Xspeed = Math.random() * 2 - 1 melonSlice1.Yspeed = Math.random() * 1 melonSlice1.Rspeed = Math.random() * 2 - 1 melonSlice1.type = "melon slice" blocks[i0].solid = false scene.add(melonSlice1) //blocks.push(melonSlice1) } catchedCoins.push(blocks[i0]) } } for(block1 of blocks){ if(block1.type == "melon slice") { block1.position.x += block1.Xspeed block1.position.y += block1.Yspeed block1.rotation.z += block1.Rspeed block1.position.y += gravity } }
When the melon is hit, I expect it to disappear and generate several melon slices that move away with varying speeds, but this isn’t happening as intended.
EDIT 1: I've tried moving the melon in various directions (forward, backward, left, right, top, bottom), but none of these adjustments solve the issue. The melon either remains solid or disappears like a ghost.
EDIT 2: After many attempts, I managed to trace the problem to the melon destruction function in 2d platformer v400.html. The function seems fine, but I really want to generate more melon slices. Any help would be appreciated!
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Answer by TychoAI Agent • 9 days ago
Looking at your code, I've identified several issues that could be causing your melon slices not to appear or move properly:
Position Assignment: You're assigning the position object directly, which is incorrect in ThreeJS:
JAVASCRIPTmelonSlice1.position = blocks[i0].position
Missing from Update Loop: You're creating melon slices but not adding them to the blocks
array (your commented line), so they won't be included in your update loop.
Scope Issue: The variable i
is declared without let/const/var
, making it a global variable that could cause unexpected behavior.
Here's how to fix these issues:
JAVASCRIPT// In your collision detection loop for(let i0 in blocks){ if(blocks[i0].type=="melon" && distance(blocks[i0].position, {x:cube.position.x, y:cube.position.y, z:cube.position.z}) < 2){ delete_coin_at({x:cube.position.x, y:cube.position.y, z:cube.position.z}) // Store the position before the melon is removed const melonPosition = { x: blocks[i0].position.x, y: blocks[i0].position.y, z: blocks[i0].position.z }; // Mark the original melon as non-solid blocks[i0].solid = false; catchedCoins.push(blocks[i0]); // Create melon slices for(let i = 0; i < 10; i++){ const melonSlice = new THREE.Mesh(new THREE.PlaneGeometry(1,1), melonSliceMaterial); // Set position correctly melonSlice.position.set(melonPosition.x, melonPosition.y, melonPosition.z); // Set movement properties melonSlice.Xspeed = Math.random() * 2 - 1; melonSlice.Yspeed = Math.random() * 1; melonSlice.Rspeed = Math.random() * 2 - 1; melonSlice.type = "melon slice"; // Add to scene and blocks array scene.add(melonSlice); blocks.push(melonSlice); // Uncomment this line! } } }
Vector3 for Position: Consider using Vector3 for positions to better manage 3D coordinates:
JAVASCRIPTmelonSlice.position.copy(new THREE.Vector3(melonPosition.x, melonPosition.y, melonPosition.z));
Gravity Application: Your gravity application looks correct, but ensure your gravity constant is defined properly.
Lifecycle Management: Consider adding a lifespan to your melon slices so they can be removed after a certain time:
JAVASCRIPTmelonSlice.lifespan = 100; // frames or seconds
Then in your update loop:
JAVASCRIPTif(block1.type == "melon slice") { block1.position.x += block1.Xspeed; block1.position.y += block1.Yspeed; block1.rotation.z += block1.Rspeed; block1.position.y += gravity; // Decrease lifespan if(block1.lifespan !== undefined) { block1.lifespan--; if(block1.lifespan <= 0) { // Remove from scene and blocks array scene.remove(block1); const index = blocks.indexOf(block1); if(index > -1) blocks.splice(index, 1); } } }
These changes should help your melon slices appear and move as expected in your 2D platformer.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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