Code edit (7 edits merged)
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after var dx = (endX - startX) * t + offsetX; var dy = (endY - startY) * t + offsetY; //- 0.5 * gravity * t * t log dx and dy
Code edit (1 edits merged)
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add a different offset for x and y to simulate a parabole
User prompt
I have the following code // Calculate parabolic trajectory for targeting line dots var gravity = 0.98; // Simulate gravity effect on the parabola var initialVelocity = -200; // Initial velocity of the parabola, adjust as needed var angle = Math.atan2(endY - startY, endX - startX); // Angle of the throw for (var i = 0; i < self.steps; i++) { var t = i / self.steps * 2; // Normalized time variable for the trajectory calculation var offset = (self.steps / 2 - Math.abs(i - self.steps / 2)) * 50; // Add an offset when i is close to self.steps/2 var dx = (endX - startX) * t + offset; var dy = (endY - startY) * t - 0.5 * gravity * t * t + offset; if (self.dots[i]) { self.dots[i].x = startX + dx; self.dots[i].y = startY + dy; // Subtract dy to simulate upward motion self.dots[i].visible = true; } } update offset so that i = 0 => offset = 0 i> 0 && i < steps/2 => offset between 0 and 100 i = steps/2 => offset = 100 i > steps/2 && i < steps-1 => offset between 100 and 0 i = steps-1 => offset = 0
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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update offset so that i = 0 => offset = 0 i = steps/2 => offset = 100 i = steps-1 => offset = 0
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make the offset more linear depending on i
Code edit (5 edits merged)
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update var dx = (endX - startX) * t; var dy = (endY - startY) * t - 0.5 * gravity * t * t; to add an offset when i is close to self.steps/2
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update var dx = (endX - startX) * t; var dy = (endY - startY) * t - 0.5 * gravity * t * t; to simulate a parabolic throw, But the dots should always go from start to end points
User prompt
update var dx = (endX - startX) * t; var dy = (endY - startY) * t - 0.5 * gravity * t * t; to simulate a parabolic throw
User prompt
the current trajectory of dots is a straight line, simulate physics with a inital throw angle of 45°
User prompt
use the angle in the parabolic trajectory for targeting line dots
User prompt
For the parabolic trajectory for targeting line dots, add an initial angle of 60°
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fix ``` var dx = initialVelocity * t * Math.cos(angle); var dy = initialVelocity * t * Math.sin(angle) - gravity * t * t / 2; ``` to ensure that self.dots[0].x = startX; self.dots[0].y = startY; and that self.dots[9].x = endX; self.dots[9].y = endY;
Code edit (2 edits merged)
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now, make the dots of the targetLine follow a parabolic trajectory from start to end. First dot should be on the ball, last dot should be on the hoop.
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Please fix the bug: 'ReferenceError: dy is not defined' in or related to this line: 'var angle = Math.atan2(dy, dx); // Angle of the throw' Line Number: 278
User prompt
now, make the dots of the targetLine follow a parabolic trajectory from start to end instead of a straight line
User prompt
now, make the dots of the targetLine follow a parabolic trajectory instead of a straight line
/**** 
* Classes
****/ 
// Assets will be automatically created based on usage in the code.
// Ball class for the basketball
var Ball = Container.expand(function () {
	var self = Container.call(this);
	var ballGraphics = self.attachAsset('basketball', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speedY = 0;
	self.gravity = 0.5;
	self.isShot = false;
	self.currentPlayer = null; // New property to track the current player holding the ball
	self.shoot = function (power, angle) {
		self.speedX = Math.cos(angle) * power;
		self.speedY = Math.sin(angle) * -power; // Negate Y to move up
		self.isShot = true;
	};
	self.update = function () {
		if (self.isShot) {
			self.x += self.speedX;
			self.y += self.speedY;
			// Removed gravity effect for isometric view
			// Boundary checks
			if (self.x < courtLeftBoundary + self.width / 2) {
				self.x = courtLeftBoundary + self.width / 2;
				self.speedX *= -0.5; // Bounce back with reduced speed
			}
			if (self.x > courtRightBoundary - self.width / 2) {
				self.x = courtRightBoundary - self.width / 2;
				self.speedX *= -0.5; // Bounce back with reduced speed
			}
		}
	};
	self.reset = function () {
		self.x = 1024; // Center X
		self.y = 2000; // Starting Y
		self.isShot = false;
		self.speedY = 0;
	};
});
// Hoop class for the basketball hoop
var Hoop = Container.expand(function () {
	var self = Container.call(this);
	var hoopGraphics = self.attachAsset('hoop', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.setPosition = function () {
		self.x = 1024; // Center X
		self.y = 200; // Hoop Y position
	};
});
// Player class for the player
var Player = Container.expand(function () {
	var self = Container.call(this);
	self.hasBall = false; // New property to indicate if the player has the ball
	self.currentPosture = ""; // New property to store the name of the current posture
	self.isMovingUp = 0; // 0 when idle or moving down, 1 when moving up
	self.head = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 1
	});
	self.eyes = self.attachAsset('eyes', {
		anchorX: 0.5,
		anchorY: 0.75,
		scaleX: 0.8,
		scaleY: 1
	});
	self.rightArm = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 1,
		scaleX: 0.5,
		scaleY: 1.5
	});
	self.rightHand = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5
	});
	self.leftArm = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 1,
		scaleX: 0.5,
		scaleY: 1.5
	});
	self.leftHand = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5
	});
	self.trunk = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 2.0
	});
	self.rightLeg = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.5,
		scaleY: 2
	});
	self.rightFoot = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5
	});
	self.leftLeg = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.5,
		scaleY: 2
	});
	self.leftFoot = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5
	});
	self.updatePosture = function () {
		var speed = 0.2; //0.1; // Speed of transition
		if (!this.targetPosture) {
			return;
		}
		//this.x += (this.targetPosture.x - this.x) * speed;
		//this.y += (this.targetPosture.y - this.y) * speed;
		// Check if the target posture for hands and legs is reached
		var handsAndLegsReached = Math.abs(this.rightHand.x - this.targetPosture.rightHand.x) < 1 && Math.abs(this.rightHand.y - this.targetPosture.rightHand.y) < 1 && Math.abs(this.leftHand.x - this.targetPosture.leftHand.x) < 1 && Math.abs(this.leftHand.y - this.targetPosture.leftHand.y) < 1 && Math.abs(this.rightLeg.x - this.targetPosture.rightLeg.x) < 1 && Math.abs(this.rightLeg.y - this.targetPosture.rightLeg.y) < 1 && Math.abs(this.leftLeg.x - this.targetPosture.leftLeg.x) < 1 && Math.abs(this.leftLeg.y - this.targetPosture.leftLeg.y) < 1;
		if (handsAndLegsReached) {
			//console.log("handsAndLegsReached !");
			// Update currentPosture to the name of the targetPosture when hands and legs posture is reached
			this.currentPosture = this.targetPosture.name;
			this.targetPosture = null;
			return;
		}
		if (this.targetPosture && this.targetPosture.head) {
			this.head.x += (this.targetPosture.head.x - this.head.x) * speed;
		}
		if (this.targetPosture && this.targetPosture.eyes) {
			this.eyes.x += (this.targetPosture.eyes.x - this.eyes.x) * speed;
			this.eyes.y += (this.targetPosture.eyes.y - this.eyes.y) * speed;
			this.eyes.visible = enableEye && this.isMovingUp === 1;
		}
		this.head.y += (this.targetPosture.head.y - this.head.y) * speed;
		this.rightArm.x += (this.targetPosture.rightArm.x - this.rightArm.x) * speed;
		this.rightArm.y += (this.targetPosture.rightArm.y - this.rightArm.y) * speed;
		this.rightHand.x += (this.targetPosture.rightHand.x - this.rightHand.x) * speed;
		this.rightHand.y += (this.targetPosture.rightHand.y - this.rightHand.y) * speed;
		this.leftArm.x += (this.targetPosture.leftArm.x - this.leftArm.x) * speed;
		this.leftArm.y += (this.targetPosture.leftArm.y - this.leftArm.y) * speed;
		this.leftHand.x += (this.targetPosture.leftHand.x - this.leftHand.x) * speed;
		this.leftHand.y += (this.targetPosture.leftHand.y - this.leftHand.y) * speed;
		this.trunk.x += (this.targetPosture.trunk.x - this.trunk.x) * speed;
		this.trunk.y += (this.targetPosture.trunk.y - this.trunk.y) * speed;
		this.rightLeg.x += (this.targetPosture.rightLeg.x - this.rightLeg.x) * speed;
		this.rightLeg.y += (this.targetPosture.rightLeg.y - this.rightLeg.y) * speed;
		this.rightFoot.x += (this.targetPosture.rightFoot.x - this.rightFoot.x) * speed;
		this.rightFoot.y += (this.targetPosture.rightFoot.y - this.rightFoot.y) * speed;
		this.leftLeg.x += (this.targetPosture.leftLeg.x - this.leftLeg.x) * speed;
		this.leftLeg.y += (this.targetPosture.leftLeg.y - this.leftLeg.y) * speed;
		this.leftFoot.x += (this.targetPosture.leftFoot.x - this.leftFoot.x) * speed;
		this.leftFoot.y += (this.targetPosture.leftFoot.y - this.leftFoot.y) * speed;
	};
	self.updatePosition = function () {
		self.isMoving = false;
		self.speedX = 0;
		self.speedY = 0;
		if (joystickDrag) {
			if (isThrowingMode) {} else {
				self.isMoving = true;
				var dx = joystick.x - joystickBasePosition.x;
				var dy = joystick.y - joystickBasePosition.y;
				self.speedX = dx * 0.1; // Adjust speed factor as needed
				self.speedY = dy * 0.1; // Adjust speed factor as needed
			}
		}
		// Apply speed
		self.x += self.speedX;
		self.y += self.speedY;
		//console.log("Player speedY: ", self.speedY); // Log player's vertical speed
		self.isMovingUp = self.speedY < 0 ? 1 : 0;
		self.eyes.visible = enableEye && (this.isMovingUp === 0 || isThrowingMode);
		// Boundary checks
		if (self.x < courtLeftBoundary + self.width / 2) {
			self.x = courtLeftBoundary + self.width / 2;
		} else if (self.x > courtRightBoundary - self.width / 2) {
			self.x = courtRightBoundary - self.width / 2;
		}
		if (self.y < courtTopBoundary + self.height / 2) {
			self.y = courtTopBoundary + self.height / 2;
		} else if (self.y > courtBottomBoundary - 500 - self.height / 2) {
			self.y = courtBottomBoundary - 500 - self.height / 2;
		}
		// Posture updates based on movement
		if (self.isMoving) {
			var currentTick = LK.ticks;
			if (currentTick % 20 < 10) {
				self.setPosture(self.hasBall ? runningUpWithBall1 : runningUp1);
			} else {
				self.setPosture(self.hasBall ? runningUpWithBall2 : runningUp2);
			}
		} else {
			if (self.hasBall) {
				if (isThrowingMode) {} else {
					self.setPosture(Math.abs(ball.y - self.y) > 150 ? dribblingPosture1 : dribblingPosture2);
				}
			} else {
				//console.log("No ball => idle" + self.hasBall);
				self.setPosture(idlePosture);
			}
		}
	};
	self.setPosture = function (newPosture) {
		//console.log("Entering setPosture " + self.currentPosture + " => " + newPosture.name);
		if (self.currentPosture != newPosture.name) {
			self.targetPosture = newPosture;
		} else {
			//console.log("Already in posture");
		}
	};
	// self.goToPoint = function (newPosition) {
	// 	self.targetPoint = newPosition;
	// };
});
// Class for the targeting line made of targetDots
var TargetingLine = Container.expand(function () {
	var self = Container.call(this);
	self.dots = [];
	self.steps = 20; // Fixed number of dots
	//self.visible = false; // Initially not visible
	// Initialize 10 dots for the targeting line
	for (var i = 0; i < 10; i++) {
		var dot = self.attachAsset('targetDot', {
			anchorX: 0.5,
			anchorY: 0.5,
			visible: false // Initially not visible
		});
		self.dots.push(dot);
	}
	// Method to update the targeting line
	self.updateLine = function (startX, startY, endX, endY) {
		if (this.isUpdating) {
			return;
		}
		this.isUpdating = true;
		// Hide dots
		for (var i = 0; i < self.steps; i++) {
			if (self.dots[i]) {
				self.dots[i].visible = false;
			}
		}
		// Calculate parabolic trajectory for targeting line dots
		var gravity = 0.98; // Simulate gravity effect on the parabola
		var initialVelocity = -200; // Initial velocity of the parabola, adjust as needed
		var angle = Math.atan2(endY - startY, endX - startX); // Angle of the throw
		for (var i = 0; i < self.steps; i++) {
			var t = i / self.steps * 2; // Normalized time variable for the trajectory calculation
			var offset = Math.abs(i - self.steps / 2) < 3 ? 50 : 0; // Add an offset when i is close to self.steps/2
			var dx = (endX - startX) * t + offset;
			var dy = (endY - startY) * t - 0.5 * gravity * t * t + offset;
			if (self.dots[i]) {
				self.dots[i].x = startX + dx;
				self.dots[i].y = startY + dy; // Subtract dy to simulate upward motion
				self.dots[i].visible = true;
			}
		}
		// Hide remaining dots if any
		/*for (var i = self.steps; i < 10; i++) {
			if (self.dots[i]) {
				self.dots[i].visible = false;
			}
		}*/
		this.isUpdating = false;
	};
	// Method to hide the targeting line
	self.showLine = function () {
		self.visible = true;
		self.dots.forEach(function (dot) {
			dot.visible = true;
		});
	};
	self.hideLine = function () {
		self.visible = false;
		self.dots.forEach(function (dot) {
			dot.visible = false;
		});
	};
});
/**** 
* Initialize Game
****/ 
// Player positions
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Sky blue background
});
/**** 
* Game Code
****/ 
// Define court boundaries as global variables
var courtTopBoundary = 0;
var courtBottomBoundary = 2732;
var courtLeftBoundary = 0;
var courtRightBoundary = 2048;
// Removed simulateAnchorY1 function and its usage
var buttonA = game.addChild(LK.getAsset('buttonA', {
	anchorX: 0.5,
	anchorY: 0.5,
	alpha: 0.85,
	x: 2048 - 300,
	y: 2732 - 250,
	visible: false
}));
// Create and position the joystick
var joystick = game.addChild(LK.getAsset('joystick', {
	anchorX: 0.5,
	anchorY: 0.5,
	alpha: 0.75,
	x: 300,
	// Positioned on the left with some margin
	// Center X
	y: 2732 - 250 // Positioned at the bottom with some margin
}));
/******* Retro Basket ********
A retro basketball game.
It's a one vs one basketball game.
Ball is lanched in the middle.
Players must run and catch it, then throw it in the oppoent hoop.
*****************************/
var idlePosture = {
	name: "idlePosture",
	x: 1024,
	y: 2000,
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 110,
		y: 50
	},
	rightHand: {
		x: 125,
		y: 30
	},
	leftArm: {
		x: -110,
		y: 50
	},
	leftHand: {
		x: -120,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 37.5,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -37.5,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var dribblingPosture1 = {
	name: "dribblingPosture1",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: 50 // Adjusted from -20 to 50
	},
	rightHand: {
		x: -90,
		y: 30
	},
	leftArm: {
		x: -90,
		y: 50 // Adjusted from -20 to 50
	},
	leftHand: {
		x: 90,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var dribblingPosture2 = {
	name: "dribblingPosture2",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: 50 // Adjusted from -20 to 50
	},
	rightHand: {
		x: -90,
		y: 50
	},
	leftArm: {
		x: -90,
		y: 50 // Adjusted from -20 to 50
	},
	leftHand: {
		x: 90,
		y: 50
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var runningUp1 = {
	name: "runningUp1",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: 50 // Adjusted from -20 to 50 by adding 70
	},
	rightHand: {
		x: 105,
		y: 30
	},
	leftArm: {
		x: -90,
		y: 50
	},
	leftHand: {
		x: -105,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 100
	},
	rightFoot: {
		x: 50,
		y: 200
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var runningUp2 = {
	name: "runningUp2",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 80,
		y: 50 // Adjusted from -20 to 50 by adding 70
	},
	rightHand: {
		x: 95,
		y: 30
	},
	leftArm: {
		x: -80,
		y: 50
	},
	leftHand: {
		x: -95,
		y: 30
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 100
	},
	leftFoot: {
		x: -50,
		y: 200
	}
};
var runningUpWithBall1 = {
	name: "runningUpWithBall1",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 90,
		y: 20 // Adjusted from -20 to 50 by adding 70
	},
	rightHand: {
		x: -0,
		y: -20
	},
	leftArm: {
		x: -90,
		y: 20
	},
	leftHand: {
		x: 0,
		y: -20
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 100
	},
	rightFoot: {
		x: 50,
		y: 200
	},
	leftLeg: {
		x: -40,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var runningUpWithBall2 = {
	name: "runningUpWithBall2",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 80,
		y: -20 // Adjusted from -90 to -20 by adding 70
	},
	rightHand: {
		x: 5,
		y: 15
	},
	leftArm: {
		x: -80,
		y: -20
	},
	leftHand: {
		x: 5,
		y: 15
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 40,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -40,
		y: 100
	},
	leftFoot: {
		x: -50,
		y: 200
	}
};
var throwingPosture = {
	name: "throwingPosture",
	x: 1024,
	// Center X
	y: 2000,
	// Player Y position
	head: {
		x: 0,
		y: -160
	},
	eyes: {
		x: 0,
		y: -160
	},
	rightArm: {
		x: 100,
		y: -120
	},
	rightHand: {
		x: 100,
		y: -250 // Set the right hand at the top of the right arm
	},
	leftArm: {
		x: -100,
		y: -120
	},
	leftHand: {
		x: -100,
		y: -250 // Set the left hand at the top of the left arm
	},
	trunk: {
		x: 0,
		y: 0
	},
	rightLeg: {
		x: 37.5,
		y: 150
	},
	rightFoot: {
		x: 50,
		y: 250
	},
	leftLeg: {
		x: -37.5,
		y: 150
	},
	leftFoot: {
		x: -50,
		y: 250
	}
};
var player = game.addChild(new Player());
player.x = 2048 / 2; // Center X
player.y = 2732 / 2; // Center Y
player.setPosture(idlePosture);
var ball = game.addChild(new Ball());
ball.reset();
var hoop = game.addChild(new Hoop());
hoop.setPosition();
var score = 0;
var debugTxt = new Text2("Debug Info", {
	size: 50,
	fill: "#ffffff"
});
debugTxt.x = 20;
debugTxt.y = 20;
LK.gui.topLeft.addChild(debugTxt);
var scoreTxt = new Text2("0" + score.toString(), {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.x = -180;
scoreTxt.y = -10;
var enableEye = true;
LK.gui.topRight.addChild(scoreTxt);
var joystickBasePosition = {
	x: joystick.x,
	y: joystick.y
};
var buttonABasePosition = {
	x: buttonA.x,
	y: buttonA.y
};
var joystickDrag = false;
var buttonADrag = false;
var lastTouchDownTime = 0; // Timestamp of the last touch down event
var touchTapThreshold = 200; // Milliseconds within which a touch is considered a tap
var isTapGesture = false; // Flag to differentiate between tap and drag gestures
var isThrowingMode = 0; // 0 = Move mode; 1 = Throw mode
var targetingLine = new TargetingLine();
game.addChild(targetingLine);
game.on('down', function (obj) {
	lastTouchDownTime = Date.now(); // Capture the current timestamp when touch starts
	var pos = obj.event.getLocalPosition(game);
	// Calculate distance between click and joystick center
	var distance = Math.sqrt(Math.pow(pos.x - joystick.x, 2) + Math.pow(pos.y - joystick.y, 2));
	// Calculate distance between click and buttonA center
	var distanceToButtonA = Math.sqrt(Math.pow(pos.x - buttonA.x, 2) + Math.pow(pos.y - buttonA.y, 2));
	// If click is within joystick radius, start dragging
	if (distance <= joystick.width / 2) {
		joystickDrag = true;
	} else if (distanceToButtonA <= buttonA.width / 2) {
		// buttonADrag = true; Disabled interaction with buttonA
	}
});
game.on('move', function (obj) {
	var pos = obj.event.getLocalPosition(game);
	if (joystickDrag) {
		var dx = pos.x - joystickBasePosition.x;
		var dy = pos.y - joystickBasePosition.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		var maxDistance = joystick.width / 4; // Max distance joystick can move from center
		if (distance > maxDistance) {
			var angle = Math.atan2(dy, dx);
			dx = Math.cos(angle) * maxDistance;
			dy = Math.sin(angle) * maxDistance;
		}
		joystick.x = joystickBasePosition.x + dx;
		joystick.y = joystickBasePosition.y + dy;
		if (isThrowingMode) {
			console.log("Using joysting in throwing mode...");
			// Calculate arm rotation based on buttonA movement
			var armRotationFactor = 0.05; // Factor to control the rotation sensitivity
			var armRotation = Math.max(-Math.PI / 1.8, Math.min(Math.PI / 1.8, dx * armRotationFactor)); // Clamp rotation between -100 and 100 degrees converted to radians
			// Log armRotation in degrees
			//console.log("Arm rotation: " + (armRotation * (180 / Math.PI)).toFixed(2) + " degrees");
			player.rightArm.rotation = armRotation;
			player.leftArm.rotation = armRotation;
			// Calculate the top position of the arms and move hands to follow the arms' movement
			var rightArmTopX = player.rightArm.x + Math.cos(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5);
			var rightArmTopY = player.rightArm.y + Math.sin(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5);
			var leftArmTopX = player.leftArm.x + Math.cos(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5);
			var leftArmTopY = player.leftArm.y + Math.sin(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5);
			//console.log("rightArmTopX: " + rightArmTopX.toFixed(2) + " y " + rightArmTopY.toFixed(2));
			player.rightHand.x = rightArmTopX;
			player.rightHand.y = rightArmTopY;
			player.leftHand.x = leftArmTopX;
			player.leftHand.y = leftArmTopY;
		} else {
			console.log("Using joysting in moving mode...");
			// Update player target point based on joystick movement
			// player.goToPoint({
			// 	x: player.x + dx * 5,
			// 	y: player.y + dy * 5
			// });
		}
	} else if (buttonADrag) {
		if (!player.hasBall) {
			player.setPosture(throwingPosture);
		}
		var dxButtonA = pos.x - (2048 - 300);
		var dyButtonA = pos.y - (2732 - 250);
		var distanceButtonA = Math.sqrt(dxButtonA * dxButtonA + dyButtonA * dyButtonA);
		var maxDistanceButtonA = buttonA.width / 4; // Max distance buttonA can move from center
		if (distanceButtonA > maxDistanceButtonA) {
			var angleButtonA = Math.atan2(dyButtonA, dxButtonA);
			dxButtonA = Math.cos(angleButtonA) * maxDistanceButtonA;
			dyButtonA = Math.sin(angleButtonA) * maxDistanceButtonA;
		}
		buttonA.x = 2048 - 300 + dxButtonA;
		buttonA.y = 2732 - 250 + dyButtonA;
		if (player.currentPosture != "throwingPosture") {
			return;
		}
		// Calculate arm rotation based on buttonA movement
		var armRotationFactor = 0.05; // Factor to control the rotation sensitivity
		var armRotation = Math.max(-Math.PI / 1.8, Math.min(Math.PI / 1.8, dxButtonA * armRotationFactor)); // Clamp rotation between -100 and 100 degrees converted to radians
		// Log armRotation in degrees
		//console.log("Arm rotation: " + (armRotation * (180 / Math.PI)).toFixed(2) + " degrees");
		player.rightArm.rotation = armRotation;
		player.leftArm.rotation = armRotation;
		// Calculate the top position of the arms and move hands to follow the arms' movement
		var rightArmTopX = player.rightArm.x + Math.cos(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5);
		var rightArmTopY = player.rightArm.y + Math.sin(player.rightArm.rotation - Math.PI / 2) * (player.rightArm.height + player.rightHand.height / 1.5);
		var leftArmTopX = player.leftArm.x + Math.cos(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5);
		var leftArmTopY = player.leftArm.y + Math.sin(player.leftArm.rotation - Math.PI / 2) * (player.leftArm.height + player.rightHand.height / 1.5);
		//console.log("rightArmTopX: " + rightArmTopX.toFixed(2) + " y " + rightArmTopY.toFixed(2));
		player.rightHand.x = rightArmTopX;
		player.rightHand.y = rightArmTopY;
		player.leftHand.x = leftArmTopX;
		player.leftHand.y = leftArmTopY;
	}
});
game.on('up', function (obj) {
	var touchDuration = Date.now() - lastTouchDownTime; // Calculate the duration of the touch
	isTapGesture = touchDuration <= touchTapThreshold; // Determine if the gesture is a tap based on the duration
	if (isTapGesture && player.hasBall) {
		isThrowingMode = 1 - isThrowingMode; // Toggle isThrowingMode between 0 and 1
		console.log("isThrowingMode: " + isThrowingMode); // Log the current joystick mode
		// Correctly toggle the joystick asset based on isThrowingMode
		if (isThrowingMode == 1) {
			joystick.attachAsset('buttonA', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			player.setPosture(throwingPosture);
			console.log("=> show targeting line"); // Log the current joystick mode
			targetingLine.showLine();
		} else {
			player.rightArm.rotation = 0;
			player.leftArm.rotation = 0;
			joystick.attachAsset('joystick', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			targetingLine.hideLine(); // Hide targeting line
		}
		joystickDrag = false;
	} else if (joystickDrag) {
		joystickDrag = false;
		joystick.x = joystickBasePosition.x;
		joystick.y = joystickBasePosition.y;
	}
	if (buttonADrag) {
		buttonADrag = false;
		// If the player has the ball, throw it in the direction selected
		if (player.hasBall) {
			var throwPower = 20; // Adjust throw power as needed
			var dx = buttonA.x - buttonABasePosition.x;
			var dy = -(buttonA.y - buttonABasePosition.y); // Invert Y-axis for correct angle calculation
			var throwAngle = Math.atan2(dy, dx);
			console.log("Throw angle in degrees: " + (throwAngle * (180 / Math.PI)).toFixed(2)); // Log throwAngle in degrees
			ball.shoot(throwPower, throwAngle);
			player.hasBall = false; // Player no longer has the ball
			ball.currentPlayer = null; // Clear the ball's currentPlayer property
		} else {
			// Restore hands to normal positions after dragging buttonA
			player.rightArm.rotation = 0;
			player.leftArm.rotation = 0;
			// Return player to idle posture
			player.setPosture(idlePosture);
		}
		// Reset buttonA to its original position
		buttonA.x = 2048 - 300;
		buttonA.y = 2732 - 250;
	}
});
var idle = true;
// Test postures
/*
var changePostureTimer = LK.setInterval(function () {
	if (idle) {
		player.setPosture(runningUp1);
		idle = false;
	} else {
		player.setPosture(runningUp2);
		idle = true;
	}
}, 1000);
*/
LK.on('tick', function () {
	ball.update();
	// Check if player's trunk intersects with the ball
	if (!player.hasBall && player.trunk.intersects(ball)) {
		ball.currentPlayer = player; // Assign the player to the ball's currentPlayer property
		player.hasBall = true; // Assign the player to the ball's currentPlayer property
	}
	// Make the ball follow the currentPlayer's position with dribble movement
	if (ball.currentPlayer) {
		ball.x = ball.currentPlayer.x;
		if (isThrowingMode == 1) {
			// Dynamically make the ball follow the player's hands position in throwing mode
			// Calculate the middle position between the two hands
			var middleHandX = (ball.currentPlayer.rightHand.x + ball.currentPlayer.leftHand.x) / 2 + ball.currentPlayer.x;
			var middleHandY = (ball.currentPlayer.rightHand.y + ball.currentPlayer.leftHand.y) / 2 + ball.currentPlayer.y;
			ball.x = middleHandX;
			ball.y = middleHandY;
			// Create and update the targeting line from the ball to the hoop
			targetingLine.updateLine(ball.x, ball.y, hoop.x, hoop.y);
			// This line is removed to rely on updateLine method for visibility control
		} else if (ball.currentPlayer.isMovingUp === 0) {
			ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / (ball.currentPlayer.isMoving ? 4 : 7)) * 100;
			game.addChild(ball); // Ensure ball is in front by re-adding it to the game
		} else {
			ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / (ball.currentPlayer.isMoving ? 4 : 7)) * 50;
			game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game
		}
	}
	if (!buttonADrag || player.currentPosture != "throwingPosture") {
		player.updatePosture();
		player.updatePosition();
	}
	// Re-add joystick to ensure it appears above other elements
	game.addChild(joystick);
	// Check if ball intersects with hoop and is moving downwards
	if (ball.intersects(hoop) && ball.speedY > 0) {
		score += 1;
		scoreTxt.setText(score.toString());
		ball.reset();
	}
	// Reset ball if it goes off-screen
	// Check Y boundaries for the ball
	if (ball.y < courtTopBoundary + ball.height / 2) {
		ball.y = courtTopBoundary + ball.height / 2;
		ball.speedY *= -0.5; // Bounce back with reduced speed
	}
	if (ball.y > courtBottomBoundary - ball.height / 2) {
		ball.y = courtBottomBoundary - ball.height / 2;
		ball.speedY *= -0.5; // Bounce back with reduced speed
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -251,9 +251,9 @@
 			return;
 		}
 		this.isUpdating = true;
 		// Hide dots
-		for (var i = 0; i < 10; i++) {
+		for (var i = 0; i < self.steps; i++) {
 			if (self.dots[i]) {
 				self.dots[i].visible = false;
 			}
 		}