Code edit (2 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
center the background asset to the middle of the screen
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Add a 10 stroke black to the failure text
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Cool. Now use that information to create a background
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Make the score zone for getting a basket the bottom 15 pixels of the hoop.
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Make the score zone for getting a basket the bottom 15 pixels of the hoop.
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Make the score zone for getting a basket the bottom 15 pixels of the hoop.
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remove the rim zone
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When the ball touches the rim bounce area, make the ball bounce off it like a real basketball would.
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Do a very quick ball animation through the hoop when a basket is scored. Make sure the ball going back up to the top of the screen still happens.
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When a basket it scored, do a quick animation where the ball goes through the hoop.
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Redo the score calculation so score does not get calculated when it hits the rim
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To fix the bug where the ball calculates a score when it hits the rim instead of bouncing off, you should adjust the collision detection logic within the game's tick function or wherever the collision detection between the ball and the hoop is handled. Specifically, ensure that when a collision between the ball and the rim objects is detected, the game only reverses the ball's horizontal velocity to simulate a bounce, without incrementing the score. This involves separating the logic that checks for a ball passing through the scoring zone (bottom 15 pixels of the hoop) from the logic that handles rim collisions. By doing so, the game will correctly differentiate between a ball hitting the rim and a ball successfully passing through the hoop for a score. fix!
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how can I fix the bug where the ball rim is calculating score when it hits the rim? Give a single solution all in 1. Don't number it.
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how can I fix the bug where the ball rim is calculating score when it hits the rim
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I think there is a bug. The rim bounce is calculating score, when it should be bouncing the ball off
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Make the score zone for getting a basket the bottom 15 pixels of the hoop.
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Oh, I like ideas 1 and 2. Can you please implement them.
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create a new asset called "backboard". This will be the parent of the rim and will follow the location of the rim.
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When the score = 0, reset the ball bounce variable every time the player fails to get a basket.
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Add the ball bounce variable for a hoop round and the hoop score counter into the score that gets added right after the hoop is scored. The starting hoop score you can get is 2 and bounce is 0.
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Add the ball bounce variable for a hoop round and the hoop score counter into the score that gets added right after the hoop is scored.
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.update = function () { if (!isDragging) { // Check for left wall bounce if (self.x <= 25 + ballGraphics.width / 2) { self.velocity.x = Math.abs(self.velocity.x); // Reverse velocity for bounce wallBounceCounter++; } else if (self.x >= 2023 - ballGraphics.width / 2) { self.velocity.x = -Math.abs(self.velocity.x); // Reverse velocity for right wall bounce wallBounceCounter++; } // Check for right wall bounce if (self.x >= 2023 - ballGraphics.width / 2) { self.velocity.x = -Math.abs(self.velocity.x); // Reverse velocity for bounce } else if (self.x <= 25 + ballGraphics.width / 2) { self.velocity.x = Math.abs(self.velocity.x); // Reverse velocity for left wall bounce } self.x += self.velocity.x; self.y += self.velocity.y; self.velocity.y += 0.98; // Gravity effect ballGraphics.rotation += self.velocity.y / 100; // Add rotation to the ball based on its velocity if (self.y > 2732) { self.velocity.y = 0; // Stop the ball when it hits the floor self.y = 2732; // Reset position to the bottom of the screen ballGraphics.rotation = 0; // Reset rotation when the ball hits the floor } } }; }); // DragBox class var DragBox = Container.expand(function () { var self = Container.call(this); self.visible = false; // Make the box invisible self.width = 200; // Set the width of the box self.height = 200; // Set the height of the box }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); self.bounceLeft = new Container(); self.bounceLeft.width = 10; self.bounceLeft.height = hoopGraphics.height; self.bounceLeft.x = hoopGraphics.x - hoopGraphics.width / 2; self.bounceLeft.y = hoopGraphics.y; self.addChild(self.bounceLeft); self.bounceRight = new Container(); self.bounceRight.width = 10; self.bounceRight.height = hoopGraphics.height; self.bounceRight.x = hoopGraphics.x + hoopGraphics.width / 2 - 10; self.bounceRight.y = hoopGraphics.y; self.addChild(self.bounceRight); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ // Add background image var backgroundImage = game.addChild(LK.getAsset('backgroundImage', { anchorX: 0.5, // Center anchor horizontally anchorY: 0.5, // Center anchor vertically scaleX: 1, scaleY: 1, x: 950, // Center position horizontally y: 1366 // Center position vertically })); var wallBounceCounter = 0; var hoopScoreCounter = 2; // Variables for hoop movement var hoopMoving = false; var hoopDirection = 1; var hoopSpeed = 2; // Function to handle the dragging of the ball function dragBall() { // Handle drag start game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); var dx = pos.x - ball.x; var dy = pos.y - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < ball.width / 2) { dragStart.x = pos.x; dragStart.y = pos.y; isDragging = true; isInPlay = true; } else { isDragging = false; isInPlay = false; } }); // Handle drag move game.on('move', function (obj) { if (isDragging && isInPlay) { var pos = obj.event.getLocalPosition(game); var dx = pos.x - dragStart.x; var dy = pos.y - dragStart.y; var distance = Math.sqrt(dx * dx + dy * dy); // Calculate the speed var speed = Math.sqrt(ball.velocity.x * ball.velocity.x + ball.velocity.y * ball.velocity.y); // Limit the speed to a maximum value var maxSpeed = 75; if (speed > maxSpeed) { var ratio = maxSpeed / speed; ball.velocity.x *= ratio; ball.velocity.y *= ratio; } // Limit the speed to what it would be at the 500 pixel drag zone if (pos.y > 500) { pos.y = 500; } } }); // Handle drag end game.on('up', function (obj) { if (isDragging) { var pos = obj.event.getLocalPosition(game); var tempVelocityX = (pos.x - dragStart.x) / 10; var tempVelocityY = (pos.y - dragStart.y) / 10; var speed = Math.sqrt(tempVelocityX * tempVelocityX + tempVelocityY * tempVelocityY); var maxSpeed = 100; if (speed > maxSpeed) { var ratio = maxSpeed / speed; ball.velocity.x = tempVelocityX * ratio; ball.velocity.y = tempVelocityY * ratio; } else { ball.velocity.x = tempVelocityX; ball.velocity.y = tempVelocityY; } isDragging = false; } }); } // Call the function to handle the dragging of the ball dragBall(); // Function to respawn the ball at the top of the screen function respawnBall() { ball = game.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 0; // Start at the top of the screen ball.velocity = { x: 0, y: 0 }; // Make the ball still when it respawns isDragging = true; // Keep the ball still until interacted with isInPlay = false; } var ball; var hoop; var isDragging = false; var isInPlay = false; var dragStart = { x: 0, y: 0 }; var consecutiveBaskets = 0; var multiplierActive = false; var streakCooldown = false; // Initialize ball and hoop function initGame() { ball = game.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 100; // Start 100 pixels down from the top of the screen ball.velocity = { x: 0, y: 0 }; // Make the ball still when it first spawns isDragging = true; // Keep the ball still until interacted with hoop = game.addChild(new Hoop()); hoop.x = 1024; // Center horizontally hoop.y = 2632; // Move the hoop up by 100 pixels var hoopStartPosition = { x: hoop.x, y: hoop.y }; // Define the starting position of the hoop } // Check for scoring function checkScore() { if (ball.intersects(hoop)) { consecutiveBaskets++; if (consecutiveBaskets >= 8 && !multiplierActive && !streakCooldown && !countdownTxt) { LK.setScore(LK.getScore() + 6); var countdown = 10; countdownTxt = new Text2(countdown.toString(), { size: 150, fill: "#ffffff" }); countdownTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(countdownTxt); var countdownInterval = LK.setInterval(function () { countdown--; if (countdown <= 0) { LK.clearInterval(countdownInterval); LK.gui.center.removeChild(countdownTxt); countdownTxt = null; multiplierActive = false; streakCooldown = true; LK.setTimeout(function () { streakCooldown = false; }, 30000); } else { countdownTxt.setText(countdown.toString()); } }, 1000); } else { LK.setScore(LK.getScore() + hoopScoreCounter + wallBounceCounter); } // Reset consecutiveBaskets and wall bounce counter after scoring consecutiveBaskets = 0; wallBounceCounter = 0; // Update score text scoreTxt.setText(LK.getScore()); // Start moving the hoop if score is over 25 and hoop is not already moving // Increase hoop speed by 1.2x every 25 score after the first 25 if (LK.getScore() > 25 && !hoopMoving) { hoopMoving = true; } else if (LK.getScore() % 25 == 0 && LK.getScore() > 25) { hoopSpeed *= 1.2; } // Move the ball back to the respawn position ball.x = 1024; // Center horizontally ball.y = 100; // Start 100 pixels down from the top of the screen ball.velocity = { x: 0, y: 0 }; // Make the ball still when it respawns isDragging = true; // Keep the ball still until interacted with isInPlay = false; // Move the hoop to a new location var newX = Math.random() * (1848 - 100) + 100; // Random x position between 100 and 1848 var newY = Math.random() * (2532 - 1200) + 1200; // Random y position between 1200 and 2532 // Add glide animation to the hoop when it moves to a different location var glideTime = 0.5; // Glide time in seconds var glideFrames = glideTime * 60; // Convert glide time to frames var glideX = (newX - hoop.x) / glideFrames; // Calculate glide distance per frame for x var glideY = (newY - hoop.y) / glideFrames; // Calculate glide distance per frame for y var glideFrame = 0; // Initialize glide frame counter var glideInterval = LK.setInterval(function () { hoop.x += glideX; hoop.y += glideY; glideFrame++; if (glideFrame >= glideFrames) { LK.clearInterval(glideInterval); // Clear interval when glide animation is done } }, 1000 / 60); // Set interval to match game frame rate } } // Game tick LK.on('tick', function () { if (!isDragging) { ball.update(); } checkScore(); // Move the hoop left and right if hoopMoving is true if (hoopMoving) { hoop.x += hoopDirection * hoopSpeed; // Reverse direction if hoop hits screen boundaries if (hoop.x <= 100 || hoop.x >= 1948) { hoopDirection *= -1; } } // Check if the ball is off the screen or hits the bottom if (ball.x <= 2 || ball.x >= 2046 || ball.y >= 2730) { if (!multiplierActive) { consecutiveBaskets = 0; } if (LK.getScore() == 0) { wallBounceCounter = 0; // Reset wall bounce counter when player fails to get a basket with score = 0 // Move the ball back to the respawn position ball.x = 1024; // Center horizontally ball.y = 100; // Start 100 pixels down from the top of the screen ball.velocity = { x: 0, y: 0 }; // Make the ball still when it respawns isDragging = true; // Keep the ball still until interacted with isInPlay = false; // Create an array of retry messages var retryMessages = ['Try Again', 'One More Time', 'Just Click On It', 'How Hard Can It Be?']; // Randomly select a retry message var retryMessage = retryMessages[Math.floor(Math.random() * retryMessages.length)]; // Check if a retry message is currently displayed if (currentRetryMessage) { // Fade out the current retry message var fadeOutFrames = fadeOutTime * 60; // Convert fade out time to frames var fadeOutAlpha = 1 / fadeOutFrames; // Calculate alpha decrease per frame var fadeOutFrame = 0; // Initialize fade out frame counter var fadeOutInterval = LK.setInterval(function () { currentRetryMessage.alpha -= fadeOutAlpha; fadeOutFrame++; if (fadeOutFrame >= fadeOutFrames) { LK.clearInterval(fadeOutInterval); // Clear interval when fade out animation is done LK.gui.center.removeChild(currentRetryMessage); currentRetryMessage = null; } }, 1000 / 60); // Set interval to match game frame rate } else { currentRetryMessage = null; } // Display the selected retry message for 3 seconds var tryAgainTxt = new Text2(retryMessage, { size: 150, fill: "#ffffff", stroke: "#000000", // Black stroke strokeThickness: 10 // Stroke thickness of 10 }); tryAgainTxt.anchor.set(0.5, 0); tryAgainTxt.y = 500; tryAgainTxt.alpha = 0; // Set initial alpha to 0 for fade in LK.gui.center.addChild(tryAgainTxt); currentRetryMessage = tryAgainTxt; // Fade in animation var fadeInTime = 0.25; // Fade in time in seconds var fadeInFrames = fadeInTime * 60; // Convert fade in time to frames var fadeInAlpha = 1 / fadeInFrames; // Calculate alpha increase per frame var fadeInFrame = 0; // Initialize fade in frame counter var fadeInInterval = LK.setInterval(function () { tryAgainTxt.alpha += fadeInAlpha; fadeInFrame++; if (fadeInFrame >= fadeInFrames) { LK.clearInterval(fadeInInterval); // Clear interval when fade in animation is done } }, 1000 / 60); // Set interval to match game frame rate // Fade out animation var fadeOutTime = 0.25; // Fade out time in seconds LK.setTimeout(function () { var fadeOutFrames = fadeOutTime * 60; // Convert fade out time to frames var fadeOutAlpha = 1 / fadeOutFrames; // Calculate alpha decrease per frame var fadeOutFrame = 0; // Initialize fade out frame counter var fadeOutInterval = LK.setInterval(function () { tryAgainTxt.alpha -= fadeOutAlpha; fadeOutFrame++; if (fadeOutFrame >= fadeOutFrames) { LK.clearInterval(fadeOutInterval); // Clear interval when fade out animation is done LK.gui.center.removeChild(tryAgainTxt); } }, 1000 / 60); // Set interval to match game frame rate }, 3000 - fadeOutTime * 1000); // Start fade out animation 0.25 seconds before removing the text } else { LK.showGameOver(); } } }); // Initialize game elements initGame(); // Create score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", // Black stroke strokeThickness: 5 // Stroke thickness of 5 }); // Create a variable to store the current retry message text object var currentRetryMessage; // Center the score text horizontally, anchor point set at the middle of its top edge. scoreTxt.anchor.set(0.5, 0); // Add the score text to the GUI overlay. // The score text is attached to the top-center of the screen. LK.gui.center.addChild(scoreTxt);
===================================================================
--- original.js
+++ change.js
@@ -86,9 +86,9 @@
anchorY: 0.5,
// Center anchor vertically
scaleX: 1,
scaleY: 1,
- x: 1000,
+ x: 950,
// Center position horizontally
y: 1366 // Center position vertically
}));
var wallBounceCounter = 0;
8-Bit basketball. No lighting is present on the ball. The lighting does not affect the look of the ball.. Single Game Texture. In-Game asset. 2d. Transparent background. High contrast. No shadows.
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