User prompt
Create a variable that tracks how many times the ball bounces against the wall. For each time the score increases, reset the variable back to 0.
User prompt
Create a variable for this hoop score counter. This counter will start at 2. When the hoop resets, it will be reset back to 2.
User prompt
Add a wall bounce for the left and right walls. Use a 25 pixel area inside the left and right walls to determine this area where the ball can bounce. Make sure the bounce is calculated for velocity.
User prompt
Add a wall bounce for the left and right walls. Use a 25 pixel area inside the left and right walls to determine this area where the ball can bounce.
User prompt
Add a ball bounce to the wall. Add +1 score to that hoop score for each basket that is made. Make the score increase delay .2 for each bounce.
User prompt
Please fix the bug: 'ReferenceError: lastBounceTime is not defined' in or related to this line: 'if (currentTime - lastBounceTime > bounceScoreLimit) {' Line Number: 35
User prompt
Add +1 point to the score the player will get for each bounce on the wall the player gets with a successful basket. Add a bool timer and limit the score you get for every .2 seconds. make sure that counter gets reset every time the player scores.
User prompt
Add +1 point to the score the player will get for each bounce on the wall the player gets with a successful basket.
User prompt
Add a bounce to the wall and track how many times the ball bounced. Reset that variable after score is added.
User prompt
Put the background and wall assets above the transparent background
User prompt
add a bounce to the left and right wall. Increase the size of that wall to 50 pixels
User prompt
Create a new asset for the left and right side of the wall. Place these assets 5 pixels offset into the screen
User prompt
make the current background transparent
User prompt
Track the mouse before the basketball is touched. If the mouse is not over the basketball when the mouse is clicked, don't do anything with the ball.
User prompt
Add a stroke of 5 to the score counter
User prompt
Okay. Implement that please.
User prompt
Every 25 score after the first 25, increase the speed of the hoop by 1.2x
User prompt
After the score goes over 25, make the hoop start moving slowly left and right
User prompt
Decrease the max velocity by 1/4
User prompt
Make the zone where the balls score is calculated at the bottom 25 pixels of the hoop
User prompt
Make the zone where the balls score is calculated at the bottom 5 pixels of the hoop
User prompt
I like that idea. Can you please implement it
User prompt
how can I implement a bounce for the rim of the basketball hoop without numbered steps
User prompt
I like that idea. Can you please implement it
User prompt
make the ball immune to the edge end clause before respawning after going through the hoop
/**** * 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 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 ****/ // 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 = 100; 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.y >= hoop.y + hoop.height / 2 - 25 && ball.y <= hoop.y + hoop.height / 2 && ball.x >= hoop.x - hoop.width / 2 && ball.x <= hoop.x + hoop.width / 2) { 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() + 2); } // Reset consecutiveBaskets after scoring consecutiveBaskets = 0; // 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 (LK.getScore() == 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" }); 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
@@ -169,9 +169,9 @@
}; // Define the starting position of the hoop
}
// Check for scoring
function checkScore() {
- if (ball.y >= hoop.y + hoop.height / 2 - 5 && ball.y <= hoop.y + hoop.height / 2 && Math.abs(ball.x - hoop.x) <= hoop.width / 2) {
+ if (ball.y >= hoop.y + hoop.height / 2 - 25 && ball.y <= hoop.y + hoop.height / 2 && ball.x >= hoop.x - hoop.width / 2 && ball.x <= hoop.x + hoop.width / 2) {
consecutiveBaskets++;
if (consecutiveBaskets >= 8 && !multiplierActive && !streakCooldown && !countdownTxt) {
LK.setScore(LK.getScore() + 6);
var countdown = 10;
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.