User prompt
Make it so you have to drag the basketball for at least .5 seconds before letting go to make it move
User prompt
Make it so you have to click on the basketball to start the drag process
User prompt
lower the max speed of the basketball by 3 times
User prompt
Create a max speed for the basketball
User prompt
Instead of not letting the player drag below the 500 pixel drag zone, limit the speed to what it would be at the 500 pixel drag zone
User prompt
Only 1 10 second countdown timer is allowed on screen at once.
User prompt
Once the 10 second countdown timer starts, disable the streak and do not allow any more timers to spawn until the countdown timer ends. After the first 5 basket streak, add a 30 second cooldown to the basketball streak. After that cooldown is over, start the streak counting again. Make sure the streak is set to 0
User prompt
Move the 10 second countdown timer to the top left of the screen
User prompt
When 5 baskets are scored in a row, imply a 3x multiplier for 10 seconds. Create a 10 second countdown timer which shows how much more time the multiplier has.
User prompt
If the ball touches the edge of the map before the first text is gone, fade that text out and replace it with a new text
User prompt
Create multiple text to go along with "Try Again" text. Here are the other texts that should be added. "One More Time" "Just Click On It" "How Hard Can It Be?"
User prompt
Please fix the bug: 'ReferenceError: fadeOutTime is not defined' in or related to this line: 'LK.setTimeout(function () {' Line Number: 214
User prompt
Add a .25 second fade in and a .25 second fade out animation for the try again text.
User prompt
Move the try again text down 500 pixels
User prompt
Move the try again text 250 pixels above the bottom of the screen
User prompt
If the score is 0 and the ball touches the edge of the map, move it back to the respawn point and put text on screen for 3 seconds which states "Try Again"
User prompt
When the hoop moves to a different location, show a glide animation to move that hoop. Make the animation .5 seconds
User prompt
Track when a player scores. Every time a player scores, do a moving animation to move the hoop to a different location. That location must be outside these boundaries. 1200 pixels below the top of the screen. 50 pixels above the top of the screen. 100 pixels to the left of the screen and 100 pixels to the right of the screen.
User prompt
Track when a player scores. Every time a player scores, do a moving animation to move the hoop to a different location. That location must be outside these boundaries. 600 pixels below the top of the screen. 50 pixels above the top of the screen. 100 pixels to the left of the screen and 100 pixels to the right of the screen.
User prompt
Track when a player scores. Every time a player scores, do a moving animation to move the hoop to a different location. That location must be within these boundaries. 600 pixels below the top of the screen. 50 pixels above the top of the screen. 100 pixels to the left of the screen and 100 pixels to the right of the screen.
User prompt
Create a function which defines the starting starting position of the hoop. The starting position of the hoop is the current location of the hoop.
User prompt
Create a function which defines the starting starting position of the hoop.
User prompt
Create a function that makes the ball bounce in a random upwards direction when it hits the left 30 or right 30 pixels of the hoop.
User prompt
When the ball hits the bottom of the screen, make sure it ends the game
User prompt
Make sure the respawn position after scoring is the same as the spawn position
===================================================================
--- original.js
+++ change.js
@@ -186,8 +186,24 @@
// 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
+ }
// Display the selected retry message for 3 seconds
var tryAgainTxt = new Text2(retryMessage, {
size: 150,
fill: "#ffffff"
@@ -195,8 +211,9 @@
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
@@ -234,8 +251,10 @@
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
+// 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.
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.
8-Bit hula hoop. The color is red. The hoop is flat facing towards the ground. Single Game Texture. In-Game asset. 2d. Transparent background. High contrast. No shadows.
Basketball court. One basketball hoop with background and net is shown. Facing downcourt. 8-Bit style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.