User prompt
When a basket is scored, make an animation where the basketball goes through the middle of the hoop. Make sure the ball respawns after going through the basket.
User prompt
make sure the ball respawns after going through the hoop
User prompt
When a basket is scored, make an animation where the basketball goes through the middle of the hoop
User prompt
add a bounce function to the basketball hoop
User prompt
Make the max velocity 100
User prompt
Make the max velocity .1
User prompt
Make the max velocity 1
User prompt
Make the max velocity 10
User prompt
make sure the speed of rotation is tied to the velocity
User prompt
Dedicate the left 10 pixels and right 10 pixels of the hoop to a new region called "bounce". Do not add any function to it.
User prompt
Please fix the bug: 'ReferenceError: leftBounceArea is not defined' in or related to this line: 'if (ball.x <= 2 || ball.x >= 2046 || ball.y >= 2730 || ball.intersects(leftBounceArea) || ball.intersects(rightBounceArea)) {' Line Number: 245
User prompt
Add a 10 pixel area to the right side and left side of the basketball hoop. If the basketball touches this area, the ball bounces off. This area will follow with the basketball hoop.
User prompt
Please fix the bug: 'ReferenceError: leftHoopBounce is not defined' in or related to this line: 'if (ball.intersects(leftHoopBounce) || ball.intersects(rightHoopBounce) || ball.y >= 2730) {' Line Number: 239
User prompt
Add a 30 pixel area to the inside the left and right sides of the hoop. Make those areas "hoop bounce" regions.
User prompt
Add a 30 pixel area to the inside the left and right sides of the hoop. Make those areas hoop bounce regions.
User prompt
Add a 30 pixel area to the left and right sides of the hoop. Make those areas bounce zones. Make sure these bounce zones are different than the old wall bounce zones
User prompt
Add a 30 pixel area to the left and right sides of the hoop. Make those areas bounce zones
User prompt
simulate spin and rotation with the basketball falling
User prompt
Fix the bug where you cannot score a basket past a certain amount of score
User prompt
Fix the bug where the player cannot score a basket after getting 8 score
User prompt
Make the try again text be allowed to appear more than once.
User prompt
Make it so the "Try Again" text can appear more than once until the score is above 0
User prompt
Make it so you cannot interact with the basketball when it is falling down in the air
User prompt
Can you please implement that
User prompt
Please fix the bug: 'ReferenceError: countdownTxt is not defined' in or related to this line: 'if (consecutiveBaskets >= 5 && !multiplierActive && !streakCooldown && !countdownTxt) {' Line Number: 163
/**** * 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) { self.x += self.velocity.x; self.y += self.velocity.y; self.velocity.y += 0.98; // Gravity effect 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 } } }; }); // 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 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ // 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 && ball.velocity.y == 0) { 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 = 10 / 3; 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); ball.velocity.x = (pos.x - dragStart.x) / 10; ball.velocity.y = (pos.y - dragStart.y) / 10; 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 >= 5 && !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() + 2); } // Update score text scoreTxt.setText(LK.getScore()); // 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(); // 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 (true) { // 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 } // Display the selected retry message for 3 seconds var tryAgainTxt = new Text2(retryMessage, { size: 150, fill: "#ffffff" }); 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" }); // 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
@@ -215,9 +215,9 @@
if (ball.x <= 2 || ball.x >= 2046 || ball.y >= 2730) {
if (!multiplierActive) {
consecutiveBaskets = 0;
}
- if (LK.getScore() == 0) {
+ if (true) {
// 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 = {
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.