Okay, let's build this 3D Pong-like game.
Okay, I'll adjust the game to be 2D, change the colors, resize the divider, modify the starting positions, and implement the manual ball reset using the 'R' key.
You're right! My apologies. Using MeshBasicMaterial requires no lights, and I also mistakenly left the paddles starting completely off-screen, with the opponent paddle never moving horizontally into view.
Let's fix the initial paddle positions so they are visible from the start and remove the unnecessary lights.
Got it. Let's make the ball a square, the divider a solid line, and slow down the ball's movement.
Okay, I'll adjust the collision logic, implement the point loss for hitting the top/bottom boundaries, and remove the on-screen score display as requested.
Ah, I understand now. The ball should treat the central divider line as a solid wall and bounce off it. My previous implementation for the divider collision wasn't robust enough.
Let's fix the checkCollisions function to handle the divider collision properly, ensuring the ball bounces off reliably.
You are absolutely correct. My apologies, the ball shouldn't collide with the divider immediately after being reset. It should fly past it initially.
The issue is that the ball starts exactly at x = 0, the same position as the divider. We need to give it a tiny initial offset when resetting so it starts clearly on the player's side.
Let's adjust the resetBall function.
You're persistent! My apologies again. It seems the interaction between the starting position and the collision check right after reset is trickier than anticipated.
Let's try a more explicit check for the divider collision. Instead of relying solely on intersectsBox, we'll manually check the boundaries and only reverse the velocity if the ball is truly moving into the divider's space, not starting inside or moving away from it. I'll also increase the initial offset slightly for good measure.