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Please fix the bug: 'Timeout.tick error: Cannot set properties of null (setting 'x')' in or related to this line: 'score2Txt.x = game.width / 4;' Line Number: 1616
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switch score texts positions
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center each score txt in its screen half
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place the scores in the bottom
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add also a new score2Txt
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create a new global variable score2 for player2 score
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Please fix the bug: 'ReferenceError: player1 is not defined' in or related to this line: 'if (!ball.currentPlayer) {' Line Number: 1294
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Please fix the bug: 'ReferenceError: currentPosture is not defined' in or related to this line: 'if (!player2.isThrowing) {' Line Number: 1354
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'mesureFlag.x = targetPosition.x; // TEMP DEBUG' Line Number: 1329
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in aiActing case MOVE_TO_THROW, move to a random courtPositions
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'height')' in or related to this line: 'courtPositions.push({' Line Number: 670
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Add 9 points in courtPositions with values x: i * game.width / 4, y: courtTopY + i*3+j * court.height / 4, i and j going from 1 to 3
/**** 
* Classes
****/ 
/****************************************************************************************** */ 
/************************************** BALL ********************************************** */
/****************************************************************************************** */ 
// 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.followingSpeed = 1.0; // Increased speed when following target line
	self.fallingInitialSpeed = 20.0; // Increased speed when following target line
	self.speedY = 0;
	self.gravity = 0.5;
	self.isShot = false;
	self.isFollowTrajectory = false;
	self.isFalling = false;
	self.currentPlayer = null; // New property to track the current player holding the ball
	self.lastShootPlayer = null; // New property to track the current player holding the ball
	self.lastShootPosition = null;
	self.referenceX = null;
	self.fallingAngle = null;
	self.hasBumpedLeft = false;
	self.hasBumpedRight = false;
	self.collidedWithBumper = false;
	self.touchedBumper = null;
	self.initialXAmplitude = 75; // Amplitude of the sinusoidal movement
	self.initialXFrequency = 0.15; // Frequency of the sinusoidal movement
	self.Xamplitude = 0;
	self.XFrequency = 0;
	self.YAmplitude = 10;
	self.YFrequency = 0.05;
	self.refTicks = 0;
	self.shootBall = function () {
		console.log("Executing shootBall ", currentTrajectory);
		if (!currentTrajectory || currentTrajectory.length === 0) {
			console.log("No currentTrajectory");
			return;
		}
		if (self.currentPlayer) {
			console.log("Clear current ball player...");
			self.currentPlayer.hasBall = false;
			self.currentPlayer.isThrowing = false;
			self.lastShootPlayer = self.currentPlayer;
			self.lastShootPosition = {
				x: self.lastShootPlayer.x,
				y: self.lastShootPlayer.y
			};
			self.currentPlayer = null;
		}
		self.isFollowTrajectory = true;
		self.isShot = true;
	};
	self.handleFollowing = function () {
		// Calculate progressive movement towards the next point in the trajectory
		var nextPoint = currentTrajectory[0];
		var dx = nextPoint.x - self.x;
		var dy = nextPoint.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		//console.log("dx,dy=" + dx, dy, " distance =", distance);
		if (distance < 5) {
			//console.log("Close enough...");
			// If close enough to the next point, move to the next point and remove it from the trajectory
			self.x = nextPoint.x;
			self.y = nextPoint.y;
			currentTrajectory.shift();
			if (currentTrajectory.length === 0) {
				self.isFollowTrajectory = false;
				console.log("Trajectory end. Falling...", self.x, self.y, " / hoop :", basket.x, basket.y);
				// Pause for debug
				/* 
				LK.setTimeout(function () {
					self.isFalling = true;
				}, 1000);
				*/ 
				self.isFalling = true;
			}
		} else {
			// Otherwise, move progressively towards the next point
			//console.log("following...");
			//debugTxt.setText("following");
			var speedX = dx * self.followingSpeed;
			var speedY = dy * self.followingSpeed;
			self.x += speedX;
			self.y += speedY;
			self.speedX = speedX * 0.5; // Store speedX
			self.speedY = speedY; // Store speedY
			self.lastSpeedX = speedX; // Store speedX
			self.lastSpeedY = speedY; // Store speedY
		}
		self.referenceX = null;
	};
	self.handleFalling = function () {
		// Bullet Time effect
		//if (self.y < 350 && LK.ticks % 2 !== 0) {
		//	return;
		// Simplify falling behavior
		// Apply gravity to speedY, increasing it over time to simulate acceleration with increasing factor
		// if (self.speedY != self.fallingInitialSpeed && self.fallingAngle == null) {
		// 	self.speedY = self.fallingInitialSpeed;
		// 	self.fallingAngle = 1; // TEMP DEBUG !!!
		// }
		self.gravity = 0.5; //self.y > courtTopBoundary ? 0.5 : 0.75; // Reset gravity to a constant value
		self.speedY += self.gravity;
		//console.log("handleFalling...", self.speedX, self.speedY, " bumping=" + self.collidedWithBumper);
		if (!self.collidedWithBumper && (self.intersects(basket.leftHoopBumper) || self.intersects(basket.rightHoopBumper))) {
			self.collidedWithBumper = true;
			self.touchedBumper = null;
			if (self.intersects(basket.leftHoopBumper)) {
				self.hasBumpedLeft = true;
				self.touchedBumper = basket.leftHoopBumper;
				//console.log("Bump left");
			} else {
				self.hasBumpedRight = true;
				self.touchedBumper = basket.rightHoopBumper;
				//console.log("Bump right");
			}
			var bumperX = basket.x + self.touchedBumper.x;
			var bumperY = basket.y + self.touchedBumper.y;
			var angleToBumper = Math.atan2(bumperY - self.y, bumperX - self.x);
			/* 
			console.log("Init speed: " + Math.floor(self.speedX) + ", " + Math.floor(self.speedY));
			console.log("Bump angle: " + angleToBumper + " => " + (angleToBumper * (180 / Math.PI)).toFixed(0) + "°");
			console.log("Ball=" + Math.floor(self.x) + "," + Math.floor(self.y));
			console.log("Bump=" + Math.floor(bumperX) + "," + Math.floor(bumperY));
			*/ 
			// Calculate relative velocity components
			var relativeSpeedX = self.speedX * Math.cos(angleToBumper) + self.speedY * Math.sin(angleToBumper);
			var relativeSpeedY = self.speedX * Math.sin(angleToBumper) - self.speedY * Math.cos(angleToBumper);
			// Adjust speed based on impact
			relativeSpeedX *= -0.9; // Coefficient of restitution
			relativeSpeedY *= -0.5; // Reduced vertical rebound
			// Convert relative velocity components back to global coordinates
			self.speedX = relativeSpeedX * Math.cos(angleToBumper) - relativeSpeedY * Math.sin(angleToBumper);
			self.speedY = relativeSpeedX * Math.sin(angleToBumper) + relativeSpeedY * Math.cos(angleToBumper);
			// Apply dampening effect
			self.speedX *= 0.95;
			self.speedY *= 0.95;
			//console.log("Result speed: " + Math.floor(self.speedX) + ", " + Math.floor(self.speedY));
		} else {
			// Ensure bumper is defined before accessing its properties
			if (self.collidedWithBumper && self.touchedBumper) {
				var bumperX = basket.x + self.touchedBumper.x;
				var bumperY = basket.y + self.touchedBumper.y;
				var distToBump = Math.sqrt(Math.pow(bumperX - self.x, 2) + Math.pow(bumperY - self.y, 2));
				if (distToBump > 75) {
					//console.log("Stopped bumping. Dist=" + distToBump);
					self.collidedWithBumper = false;
					self.touchedBumper = null;
				}
			}
		}
		// Update the ball's position based on the current speedY and speedX
		self.x += self.speedX;
		self.y += self.speedY;
		// When ball is falling and reaches courtTopBoundary, make its x follow a sinusoidal curve
		if (self.y > courtTopBoundary) {
			if (self.referenceX == null) {
				self.fallingAngle = Math.PI / 4 + (self.lastSpeedX < 0 ? Math.PI / 2 : 0);
				self.referenceX = self.x;
				self.Xamplitude = self.initialXAmplitude;
				self.XFrequency = self.initialXFrequency;
				self.refTicks = LK.ticks;
			}
			self.Xamplitude *= 0.98; // Logarithmic decrease
			self.XFrequency -= 0.0001;
			if (self.Xamplitude > 1) {
				self.x = self.referenceX + (LK.ticks - self.refTicks) * 5 * Math.cos(self.fallingAngle) + self.Xamplitude * Math.abs(Math.sin(LK.ticks * self.XFrequency));
			}
		}
		// Check boundaries and bounce if a border is reached
		if (self.y > courtBottomBoundary - self.height / 2) {
			self.y = courtBottomBoundary - self.height / 2;
			self.speedY *= -0.5; // Bounce back with reduced speed
		}
		if (self.x < courtLeftBoundary + self.width / 2) {
			self.x = courtLeftBoundary + self.width / 2;
			self.speedX *= -0.5; // Bounce back with reduced speed
		} else if (self.x > courtRightBoundary - self.width / 2) {
			self.x = courtRightBoundary - self.width / 2;
			self.speedX *= -0.5; // Bounce back with reduced speed
		}
		self.speedX *= 0.92;
		self.speedY *= 0.92;
		if (self.y > courtTopBoundary && Math.abs(self.speedX) < 2 && Math.abs(self.speedY) < 2) {
			// Adjust threshold for ending falling
			console.log("Too slow stop falling", self.speedY);
			self.isFalling = false;
			self.fallingAngle = null;
			self.hasBumpedLeft = false;
			self.hasBumpedRight = false;
			self.isShot = false;
			self.speedY = 0;
			self.speedX = 0;
		}
	};
	self.update = function () {
		if (self.isShot) {
			if (self.isFollowTrajectory && currentTrajectory && currentTrajectory.length > 0) {
				self.handleFollowing();
			} else if (self.isFalling) {
				self.handleFalling();
			} else {
				debugTxt.setText("wait");
			}
		}
	};
	self.catched = function () {
		self.isFalling = false;
		self.fallingAngle = null;
		self.hasBumpedLeft = false;
		self.hasBumpedRight = false;
		self.collidedWithBumper = false;
		self.isShot = false;
		self.speedY = 0;
		self.speedX = 0;
		self.scoreCounted = false;
	};
	self.reset = function () {
		self.x = 300; //1024; // Center X
		self.y = 2000; // Starting Y 500 -> 2565
		self.isShot = false;
		self.speedY = 0;
	};
});
/****************************************************************************************** */ 
/************************************** BASKET ******************************************** */
/****************************************************************************************** */ 
// Basket class to group backboard, basketBallPost, and hoop
var Basket = Container.expand(function () {
	var self = Container.call(this);
	self.x = 1024;
	self.y = 300;
	self.hoopX = 1024;
	self.hoopY = 270;
	self.hoopW = 182;
	self.hoppBumpW = 10;
	self.hoopLeftBumpX = 1024 - 182 / 2 + self.hoppBumpW / 2;
	self.hoopRightBumpX = 1024 + 182 / 2 - self.hoppBumpW / 2;
	// Create and attach basketBallPost asset
	self.basketBallPost = self.attachAsset('post', {
		anchorX: 0.5,
		anchorY: 1.0,
		x: 0,
		y: self.y + 150 // Base of the post aligns with the bottom of the Basket container
	});
	// Create and attach backboard asset
	self.backboard = self.attachAsset('backBoard', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: self.y - 420
	});
	// Create and attach backboardInner part under backboard
	self.backboardInner = self.attachAsset('backBoardInner', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: self.y - 420
	});
	// Create and attach hoop asset
	self.hoop = self.attachAsset('hoop', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: self.x - 1024,
		// Same as Basket
		y: self.y - 350
	});
	// Create and attach leftHoopBumper asset
	self.leftHoopBumper = self.attachAsset('hoopBumper', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: self.hoopLeftBumpX - self.x,
		y: self.y - 350
	});
	// Create and attach rightHoopBumper asset
	self.rightHoopBumper = self.attachAsset('hoopBumper', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: self.hoopRightBumpX - self.x,
		y: self.y - 350
	});
});
/****************************************************************************************** */ 
/************************************** PLAYER ******************************************** */
/****************************************************************************************** */ 
var Player = Container.expand(function (isAI, tint) {
	var self = Container.call(this);
	self.isAI = isAI; // New property to indicate if the player is controlled by AI
	self.tint = tint; // Default tint color for player
	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.isChangingPosture = false; // 0 when idle or moving down, 1 when moving up
	self.nextPosture = null;
	self.isThrowing = false;
	self.isMovingUp = 0; // 0 when idle or moving down, 1 when moving up
	self.currentTargetPosition = null;
	self.moveToTarget = false;
	self.reachedLastTarget = false;
	self.head = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 1,
		tint: self.tint
	});
	self.eyes = self.attachAsset('eyes', {
		anchorX: 0.5,
		anchorY: 0.75,
		scaleX: 0.8,
		scaleY: 1,
		tint: 0xFFFFFF
	});
	self.rightArm = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 1,
		scaleX: 0.5,
		scaleY: 1.5,
		tint: self.tint
	});
	self.rightHand = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5,
		tint: self.tint
	});
	self.leftArm = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 1,
		scaleX: 0.5,
		scaleY: 1.5,
		tint: self.tint
	});
	self.leftHand = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5,
		tint: self.tint
	});
	self.trunk = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 2.0,
		tint: self.tint
	});
	self.rightLeg = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.5,
		scaleY: 2,
		tint: self.tint
	});
	self.rightFoot = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5,
		tint: self.tint
	});
	self.leftLeg = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.5,
		scaleY: 2,
		tint: self.tint
	});
	self.leftFoot = self.attachAsset('bodyPart', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.75,
		scaleY: 0.5,
		tint: self.tint
	});
	self.updatePosture = function () {
		var speed = 0.2; //0.1; // Speed of transition
		if (!this.targetPosture) {
			return;
		}
		// Check if the target posture for hands and legs is reached
		//console.log("this.targetPosture: " + this.targetPosture.name + " :  this.rightHand.x: " + this.rightHand.x, " this.targetPosture.rightHand.x: " + this.targetPosture.rightHand.x);
		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 && Math.abs(this.head.x - this.targetPosture.head.x) < 1 && Math.abs(this.head.y - this.targetPosture.head.y) < 1 && Math.abs(this.eyes.x - this.targetPosture.eyes.x) < 1 && Math.abs(this.eyes.y - this.targetPosture.eyes.y) < 1 && Math.abs(this.rightFoot.x - this.targetPosture.rightFoot.x) < 1 && Math.abs(this.rightFoot.y - this.targetPosture.rightFoot.y) < 1 && Math.abs(this.leftFoot.x - this.targetPosture.leftFoot.x) < 1 && Math.abs(this.leftFoot.y - this.targetPosture.leftFoot.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;
			self.isChangingPosture = false;
			if (self.nextPosture) {
				self.setPosture(self.nextPosture);
			}
			return;
		} else {
			self.isChangingPosture = true;
		}
		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;
			self.updateEyes();
		}
		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 (!self.isAI && joystickDrag && !self.isThrowing) {
			self.isMoving = true;
			var dx = joystick.x - joystickBasePosition.x;
			var dy = joystick.y - joystickBasePosition.y;
			self.speedX = dx * 0.15; // Adjust speed factor as needed
			self.speedY = dy * 0.15; // Adjust speed factor as needed
		}
		if (self.isAI && self.moveToTarget && self.currentTargetPosition) {
			self.isMoving = true;
			var dx = self.currentTargetPosition.x - self.x;
			var dy = self.currentTargetPosition.y - self.y;
			self.speedX = dx >= 20 ? 10 : dx <= -20 ? -10 : 0; // Set constant speed regardless of distance
			self.speedY = dy >= 20 ? 10 : dy <= -20 ? -10 : 0; // Set constant speed regardless of distance
			// Check if the AI player has reached the target position within a certain threshold
			//console.log("dx,dy)", dx, dy, " => speedX,speedY", self.speedX, self.speedY);
			if (!self.speedX && !self.speedY) {
				console.warn("Reached target!");
				self.reachedLastTarget = true;
				self.isMoving = false;
				self.moveToTarget = false; // Stop moving towards the target
				self.currentTargetPosition = null; // Clear the target position
			}
		}
		// Apply speed
		self.x += self.speedX;
		self.y += self.speedY;
		//debugTxt.setText("Player X: " + self.x.toFixed(2) + ", Y: " + self.y.toFixed(2));
		//console.log("Player speedY: ", self.speedY); // Log player's vertical speed
		self.isMovingUp = self.speedY < 0 ? 1 : 0;
		self.updateEyes();
		// 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 - 0) {
			self.y = courtTopBoundary - 0;
		} else if (self.y > courtBottomBoundary - 275) {
			self.y = courtBottomBoundary - 275;
		}
		// 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 (!self.isThrowing) {
					self.setPosture(Math.abs(ball.y - self.y) > 150 ? dribblingPosture1 : dribblingPosture2);
				}
			} else {
				//console.log("No ball => idle" + self.hasBall);
				self.setPosture(idlePosture);
			}
		}
	};
	self.updateEyes = function () {
		self.eyes.visible = enableEye && !self.isMovingUp && !self.isThrowing;
	};
	self.setPosture = function (newPosture) {
		if (self.isAI) {
			//console.log("Entering setPosture " + self.currentPosture + " => " + newPosture.name);
		}
		if (self.isChangingPosture) {
			if (self.isAI) {
				//console.log("Already changing posture");
			}
			// Store next posture for when target one is reached
			self.nextPosture = newPosture;
			return;
		}
		if (self.nextPosture) {
			// If a next posture is set, use it as target
			newPosture = self.nextPosture;
			self.nextPosture = null;
		}
		if (newPosture && self.currentPosture != newPosture.name) {
			self.targetPosture = newPosture;
		} else {
			if (self.isAI) {
				//console.log("Already in posture");
			}
		}
	};
});
/****************************************************************************************** */ 
/************************************** TARGET LINE *************************************** */
/****************************************************************************************** */ 
// Class for the targeting line made of targetDots
var TargetingLine = Container.expand(function () {
	var self = Container.call(this);
	self.dots = [];
	self.steps = 20;
	// Initialize 10 dots for the targeting line
	for (var i = 0; i < self.steps; 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) {
		// Controls only the dots positions, not their visibility
		if (this.isUpdating) {
			return;
		}
		this.isUpdating = true;
		// Calculate line direction and distance
		var dx = endX - startX;
		var dy = endY - startY;
		var distance = Math.sqrt(dx * dx + dy * dy);
		var parabolRatio = Math.min(Math.max(Math.abs(dy / 20), 10), 40);
		//console.log("dy: " + (dy + game.height * 0.25) + ", ParabolRatio: " + parabolRatio);
		var stepX = dx / self.steps;
		var stepY = dy / self.steps;
		// Update positions of existing dots along the line
		for (var i = 0; i < self.steps; i++) {
			if (self.dots[i]) {
				// Calculate offset to only go up
				var offset = -parabolRatio * i * Math.sin(Math.PI / self.steps * i);
				self.dots[i].x = startX + stepX * i;
				self.dots[i].y = startY + stepY * i + offset;
			}
		}
		this.isUpdating = false;
		// Store dots coordinates in currentTrajectory
		currentTrajectory = self.dots.map(function (dot) {
			return {
				x: dot.x,
				y: dot.y
			};
		});
	};
	// Method to hide the targeting line
	self.showLine = function () {
		// Controls only the dots visibility, not their positions
		self.visible = true;
		self.dots.forEach(function (dot) {
			dot.visible = true;
		});
	};
	self.hideLine = function () {
		// Controls only the dots visibility, not their positions
		self.visible = false;
		self.dots.forEach(function (dot) {
			dot.visible = false;
		});
	};
});
/**** 
* Initialize Game
****/ 
/******* 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 hoop.
*****************************/
var game = new LK.Game({
	backgroundColor: 0x000000 // Sky blue background
});
/**** 
* Game Code
****/ 
// Enumeration for AI states
var AI_STATE = {
	IDLE: 'IDLE',
	MOVE_TO_BALL: 'MOVE_TO_BALL',
	MOVE_TO_BLOCK: 'MOVE_TO_BLOCK',
	BLOCKING: 'BLOCKING',
	MOVE_TO_THROW: 'MOVE_TO_THROW',
	THROWING: 'THROWING'
};
// Enumeration for game states
var GAME_STATE = {
	INIT: 'INIT',
	MENU: 'MENU',
	STARTING: 'STARTING',
	PLAYING: 'PLAYING',
	SCORE: 'SCORE'
};
var gameState = GAME_STATE.INIT;
var aiState = AI_STATE.IDLE;
var isDebug = true;
var player = null;
var player2 = null;
var ball = null;
var basket = null;
var court = null;
var courtBackground = null;
var startButton = null;
var mesureFlag = null;
var joystick = null;
var debugTxt = null;
var scoreTxt = null;
var score = 0;
var score2 = 0;
var joystickBasePosition = null;
var joystickDrag = 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 = null;
var enableEye = true;
var courtTopY = 750;
var courtCenterY = 1500; // court asset height 2056/2+750 (top) = 1778 ~= 1700 | v2 : 2250/2+750 = 1875
var courtBottomY = 2240;
var targetPointXOffsetDirection = 1;
var targetPointYOffsetDirection = 1;
var targetPointXOffset = 0;
var targetPointYOffset = -50; // Offset above hoop for targetting
var targetPointXOffsetIncrement = 5; // Increment or decrement offset by 10
var targetPointXOffsetBounds = 220; // Bounds for changing direction
var targetPointYOffsetIncrement = 2; // Increment or decrement offset by 10
var targetPointYOffsetBounds = 100; // Bounds for changing direction
var currentTrajectory = [];
// Define court boundaries as global variables
var courtTopBoundary = 750 - 230;
var courtBottomBoundary = 2240;
var courtLeftBoundary = 0;
var courtRightBoundary = 2048;
// Global array to store court positions
var courtPositions = [];
var distanceImprecisionMin = 1;
var distanceImprecisionMax = 20;
/****************************************************************************************** */ 
/************************************** POSTURES ****************************************** */
/****************************************************************************************** */ 
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,
	y: 2000,
	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
	}
};
/****************************************************************************************** */ 
/*********************************** UTILITY FUNCTIONS ************************************ */
/****************************************************************************************** */ 
function isPointInEllipse(x, y) {
	console.log("isPointInEllipse:", x, y);
	// Coordonnées du centre de l'ellipse
	var x0 = 1024; // Centre du canvas
	var y0 = 1170; // Centre du canvas
	var rX = 720;
	var rY = 600;
	var dX = Math.abs(x - x0);
	var dY = Math.abs(y - y0);
	var d = Math.sqrt(Math.pow(dX, 2) + Math.pow(dY, 2));
	// Calcul de l'angle polaire du point par rapport au centre de l'ellipse
	var angle = Math.atan2(y - y0, x - x0);
	if (angle < 0) {
		angle += 2 * Math.PI; // Convertit l'angle en radians positifs
	}
	var factor = Math.abs(Math.cos(angle)); // factor will be 1 at 0, PI/2, PI, 3*PI/2 and smaller near PI/4 and 3*PI/4
	var xt = x0 + rX * Math.cos(angle) / Math.sqrt(1 / factor);
	var yt = y0 + rY * Math.sin(angle);
	var radiusAtAngle = Math.sqrt(Math.pow(xt - x0, 2) + Math.pow(yt - y0, 2));
	/* 
	mesureFlag.x = x0;
	mesureFlag.y = y0;
	mesureFlag.rotation = angle;
	mesureFlag.width = d;
	console.log("Angle : ", angle, "Radius : ", radiusAtAngle, "Dist : ", d, " => inside ", d <= radiusAtAngle);
	drawElipse(x0, y0, rX, rY);
	*/ 
	return d <= radiusAtAngle;
}
function drawElipse(x0, y0, rX, rY) {
	for (var angle = 0; angle < 2 * Math.PI; angle += 0.1) {
		var factor = Math.abs(Math.cos(angle)); // factor will be 1 at 0, PI/2, PI, 3*PI/2 and smaller near PI/4 and 3*PI/4
		var xt = x0 + rX * Math.cos(angle) / Math.sqrt(1 / factor);
		var yt = y0 + rY * Math.sin(angle); // / Math.sqrt(factor * 1.0);
		var dot = game.addChild(LK.getAsset('targetDot', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: xt,
			y: yt,
			visible: true
		}));
	}
}
/****************************************************************************************** */ 
/*********************************** INPUT HANDLERS *************************************** */
/****************************************************************************************** */ 
function onDownPlaying(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));
	// If click is within joystick radius, start dragging
	if (distance <= joystick.width / 2) {
		joystickDrag = true;
	}
}
function onMovePlaying(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...");
			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...");
		}
	}
}
function onUpPlaying(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) {
		if (isThrowingMode == 1) {
			ball.shootBall();
		}
		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.isThrowing = true;
			player.setPosture(throwingPosture);
			console.log("=> show targeting line"); // Log the current joystick mode
			LK.setTimeout(function () {
				targetingLine.showLine();
			}, 250);
		} else {
			player.rightArm.rotation = 0;
			player.leftArm.rotation = 0;
			joystick.attachAsset('joystick', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			player.isThrowing = false;
			targetingLine.hideLine(); // Hide targeting line
		}
		joystickDrag = false;
	} else if (joystickDrag) {
		joystickDrag = false;
		joystick.x = joystickBasePosition.x;
		joystick.y = joystickBasePosition.y;
	}
}
game.on('down', function (obj) {
	switch (gameState) {
		case GAME_STATE.MENU:
			// Handle menu logic here
			break;
		case GAME_STATE.STARTING:
			// Handle game starting logic here
			break;
		case GAME_STATE.PLAYING:
			onDownPlaying(obj);
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
	}
});
game.on('move', function (obj) {
	switch (gameState) {
		case GAME_STATE.MENU:
			// Handle menu logic here
			break;
		case GAME_STATE.STARTING:
			// Handle game starting logic here
			break;
		case GAME_STATE.PLAYING:
			onMovePlaying(obj);
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
	}
});
game.on('up', function (obj) {
	switch (gameState) {
		case GAME_STATE.MENU:
			// Handle menu logic here
			break;
		case GAME_STATE.STARTING:
			// Handle game starting logic here
			break;
		case GAME_STATE.PLAYING:
			onUpPlaying(obj);
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
	}
});
// Test postures
/* 
var idle = true;
var changePostureTimer = LK.setInterval(function () {
	if (idle) {
		player.setPosture(runningUp1);
		idle = false;
	} else {
		player.setPosture(runningUp2);
		idle = true;
	}
}, 1000);
*/ 
/****************************************************************************************** */ 
/************************************* AI FUNCTIONS **************************************** */
/****************************************************************************************** */ 
function aiThinking() {
	if (LK.ticks % 60 !== 0) {
		return;
	}
	var initState = aiState;
	// Determine AI state based on the ball's situation
	if (!ball.currentPlayer) {
		if (aiState != AI_STATE.MOVE_TO_BALL) {
			// If the ball is not currently hold, move towards the ball
			aiState = AI_STATE.MOVE_TO_BALL;
			player2.reachedLastTarget = false;
			player2.currentTargetPosition = null;
		}
	} else if (ball.currentPlayer === player2) {
		if (aiState == AI_STATE.MOVE_TO_BALL) {
			// Ok Got Ball
			player2.reachedLastTarget = true;
			player2.currentTargetPosition = null;
		}
		if (aiState == AI_STATE.MOVE_TO_BALL && player2.reachedLastTarget) {
			// Got Ball but not target => move to throw
			console.log("aiThinking... will MOVE_TO_THROW. current target :", player2.currentTargetPosition);
			// If the ball is being shot and the AI is the current player, prepare to throw
			player2.currentTargetPosition = null;
			player2.reachedLastTarget = false;
			aiState = AI_STATE.MOVE_TO_THROW;
		}
		if (aiState == AI_STATE.THROWING) {
			console.log("aiThinking...Waiting Throw end");
		}
		if (aiState == AI_STATE.MOVE_TO_THROW && player2.reachedLastTarget) {
			// At throw position => Throw
			console.log("aiThinking... In Position to Throw!");
			aiState = AI_STATE.THROWING;
		}
	} else if (ball.currentPlayer === player) {
		// If the ball is being shot and the AI is not the current player, attempt to block
		aiState = AI_STATE.MOVE_TO_BLOCK;
		player2.reachedLastTarget = false;
	}
	// Log the current AI state for debugging purposes
	console.log("aiThinking... State: " + initState + " -> " + aiState);
}
function aiActing() {
	if (LK.ticks % 10 !== 0) {
		return;
	}
	console.log("aiActing... State: " + aiState + " / Thr " + player2.isThrowing);
	switch (aiState) {
		case AI_STATE.MOVE_TO_BALL:
			if (!player2.hasBall && !player2.currentTargetPosition) {
				if (ball.y > courtTopY) {
					player2.currentTargetPosition = {
						x: ball.x,
						y: ball.y
					};
					player2.moveToTarget = true;
				} else {
					console.log("Wait ball fall...");
				}
			} else {
				console.log("Already have target...");
			}
			break;
		case AI_STATE.MOVE_TO_THROW:
			// Select a random court position for the AI to move to
			if (!player2.currentTargetPosition) {
				if (player2.reachedLastTarget) {
					// Ok at throw position => throw
					console.log("reachedLastTarget");
				} else {
					console.log("Setting a target where to throw...");
					var randomIndex = Math.floor(Math.random() * courtPositions.length);
					var targetPosition = courtPositions[randomIndex];
					player2.currentTargetPosition = targetPosition;
					player2.moveToTarget = true;
				}
			} else {
				console.log("AI is already moving to a target..." + " / Thr " + player2.isThrowing);
			}
			if (player2.currentTargetPosition) {
				mesureFlag.x = player2.currentTargetPosition.x; // TEMP DEBUG
				mesureFlag.y = player2.currentTargetPosition.y;
				game.addChild(mesureFlag); // Ensure player is in front by re-adding it to the game
			}
			debugTxt.setText("P2 Mv " + player2.isMoving + " / Thr " + player2.isThrowing);
			break;
		case AI_STATE.THROWING:
			console.log("Throwing...", player2.currentPosture, player2.isChangingPosture);
			if (player2.hasBall && !player2.isThrowing) {
				console.log("1) setting posture...");
				player2.isThrowing = true;
				player2.setPosture(throwingPosture);
			} else if (player2.hasBall && player2.currentPosture == throwingPosture.name && !player2.isChangingPosture) {
				console.log("2) Aim & shoot...");
				var targetPointX = basket.x; // + targetPointXOffset + (middleHandX - ball.currentPlayer.x);
				var targetPointY = basket.y; // + targetPointYOffset + (middleHandY - ball.currentPlayer.y + 200);
				targetingLine.updateLine(ball.x, ball.y, targetPointX, targetPointY);
				ball.shootBall();
			}
			break;
		case AI_STATE.MOVE_TO_BLOCK:
			break;
		default:
			// IDLE
			break;
	}
}
/****************************************************************************************** */ 
/************************************* GAME STATES **************************************** */
/****************************************************************************************** */ 
function gameInitialize() {
	courtBackground = game.addChild(LK.getAsset('courtBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: courtCenterY
	}));
	court = game.addChild(LK.getAsset('Court', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: courtCenterY,
		scaleX: 1.08,
		scaleY: 0.90,
		tint: 0xb27747
	}));
	basket = game.addChild(new Basket());
	startButton = game.addChild(LK.getAsset('startButton', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 2732 / 2,
		visible: false,
		interactive: false
	}));
	mesureFlag = game.addChild(LK.getAsset('mesureFlag', {
		anchorX: 0,
		anchorY: 0.5,
		x: 3 * game.width / 4,
		y: courtTopY + 3 * court.height / 4,
		width: 20,
		rotation: 2 * Math.PI / 2,
		visible: isDebug
	}));
	debugTxt = new Text2("Court Top: " + (court.y - court.height / 2), {
		size: 50,
		fill: "#ffffff"
	});
	debugTxt.visible = isDebug;
	debugTxt.x = 20;
	debugTxt.y = 20;
	LK.gui.topLeft.addChild(debugTxt);
	// Init remarquable court positions for AI
	for (var i = 1; i <= 4; i++) {
		for (var j = 0; j <= 3; j++) {
			courtPositions.push({
				x: Math.floor(i * game.width / 5),
				y: Math.floor(courtTopY - 50 + j * court.height / 4)
			});
		}
	}
	console.log("courtPositions", courtPositions);
	gameInitStateMenu();
}
function gameSwitchNextState() {
	console.log("gameSwitchNextState...from", gameState);
	switch (gameState) {
		case GAME_STATE.MENU:
			gameCleanStateMenu();
			gameInitStateStarting();
			break;
		case GAME_STATE.STARTING:
			gameCleanStateStarting();
			gameInitStatePlaying();
			break;
		case GAME_STATE.PLAYING:
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
		default:
			// INIT
			gameInitStateMenu();
			break;
	}
}
function gameInitStateMenu() {
	console.log("gameInitStateMenu...");
	gameState = GAME_STATE.MENU;
	startButton.visible = true;
	startButton.interactive = true;
	// Add event listener to startButton to switch game state on press
	startButton.on('down', function () {
		var originalWidth = startButton.width;
		var originalHeight = startButton.height;
		var shrinkWidth = originalWidth * 0.6;
		var shrinkHeight = originalHeight * 0.6;
		var enlargeWidth = originalWidth * 20;
		var enlargeHeight = originalHeight * 20;
		var animationSteps = 100;
		var currentStep = 0;
		startButton.alpha = 1;
		var animationInterval = LK.setInterval(function () {
			if (currentStep < animationSteps / 5) {
				// Shrink
				startButton.width -= (originalWidth - shrinkWidth) / (animationSteps / 5);
				startButton.height -= (originalHeight - shrinkHeight) / (animationSteps / 5);
			} else if (currentStep < animationSteps) {
				// Enlarge
				startButton.width += (enlargeWidth - originalWidth) / (animationSteps / 5);
				startButton.height += (enlargeHeight - originalHeight) / (animationSteps / 5);
				startButton.alpha -= 0.01;
			} else {
				// Reset to original size and clear interval
				startButton.width = originalWidth;
				startButton.height = originalHeight;
				LK.clearInterval(animationInterval);
				gameSwitchNextState();
			}
			currentStep++;
		}, 5);
	});
	debugTxt.setText("MENU");
}
function gameCleanStateMenu() {
	console.log("gameCleanStateMenu...");
	startButton.visible = false;
	startButton.interactive = false;
	debugTxt.setText("MENU => STARTING");
}
function gameInitStateStarting() {
	console.log("gameInitStateStarting...");
	gameState = GAME_STATE.STARTING;
	debugTxt.setText("STARTING");
	// Create and position the joystick
	joystick = game.addChild(LK.getAsset('joystick', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.75,
		x: 2048 / 2,
		y: 2732 - 300
	}));
	player = game.addChild(new Player(false, 0x0000FF));
	player.x = 800; //2048 / 2; // Center X
	player.y = 2000; //2732 / 2; // Center Y
	player.setPosture(idlePosture);
	player2 = game.addChild(new Player(true, 0xFF0000)); // Instantiate player2 as AI with red tint
	player2.x = 1248; // Position player2 slightly to the right of player1
	player2.y = 2000; // Same Y position as player1
	player2.setPosture(idlePosture);
	ball = game.addChild(new Ball());
	ball.reset();
	scoreTxt = new Text2(score.toString(), {
		size: 150,
		fill: "#ffffff"
	});
	// Create a new Text2 object for player2's score and add it to the GUI
	score2Txt = new Text2(score2.toString(), {
		size: 150,
		fill: "#ff0000" // Red color to differentiate from player1's score
	});
	score2Txt.anchor.set(0.5, 0); // Center the score text horizontally
	score2Txt.x = 1024 + 1024 / 2; // Half of the screen width plus offset for the right side
	score2Txt.y = -150;
	LK.gui.bottomRight.addChild(score2Txt);
	scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally
	scoreTxt.x = 1024 / 2; // Half of the screen width for the left side
	scoreTxt.y = -150;
	LK.gui.bottomLeft.addChild(scoreTxt);
	joystickBasePosition = {
		x: joystick.x,
		y: joystick.y
	};
	targetingLine = new TargetingLine();
	game.addChild(targetingLine);
	LK.setTimeout(gameSwitchNextState, 1000);
}
function gameCleanStateStarting() {
	console.log("gameCleanStateStarting...");
	debugTxt.setText("STARTING => PLAYING");
}
function gameInitStatePlaying() {
	console.log("gameInitStatePlaying...");
	gameState = GAME_STATE.PLAYING;
	debugTxt.setText("PLAYING");
}
function gamePlaying() {
	ball.update();
	// Check if player's trunk intersects with the ball
	if (!ball.currentPlayer) {
		if (player.trunk.intersects(ball) || player.rightLeg.intersects(ball) || player.leftLeg.intersects(ball)) {
			ball.currentPlayer = player; // Assign the player to the ball's currentPlayer property
			ball.catched();
			player.hasBall = true; // Assign the player to the ball's currentPlayer property
		}
		if (player2.trunk.intersects(ball) || player2.rightLeg.intersects(ball) || player2.leftLeg.intersects(ball)) {
			ball.currentPlayer = player2; // Assign the player to the ball's currentPlayer property
			ball.catched();
			player2.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.isFollowTrajectory) {
		ball.x = ball.currentPlayer.x;
		if (ball.currentPlayer.isThrowing == 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;
			//Update the targeting line from the ball to the hoop
			var distanceToHoop = Math.sqrt(Math.pow(basket.x - ball.currentPlayer.x, 2) + Math.pow(basket.y - ball.currentPlayer.y, 2));
			// Calculate distanceImprecisionRatio based on distanceToHoop, clamped between 0.5 and 2
			var distanceImprecisionRatio = Math.min(Math.max(distanceToHoop / 600, distanceImprecisionMin), distanceImprecisionMax);
			targetPointXOffset += targetPointXOffsetDirection * targetPointXOffsetIncrement * distanceImprecisionRatio; // Increment or decrement offset
			if (targetPointXOffset >= targetPointXOffsetBounds || targetPointXOffset <= -targetPointXOffsetBounds) {
				targetPointXOffsetDirection *= -1; // Change direction 
			}
			targetPointYOffset += targetPointYOffsetDirection * targetPointYOffsetIncrement * distanceImprecisionRatio; // Increment or decrement offset 
			if (targetPointYOffset >= targetPointYOffsetBounds || targetPointYOffset <= -targetPointYOffsetBounds) {
				targetPointYOffsetDirection *= -1;
			}
			var targetPointX = basket.x + targetPointXOffset + (middleHandX - ball.currentPlayer.x);
			var targetPointY = basket.y + targetPointYOffset + (middleHandY - ball.currentPlayer.y + 200);
			targetingLine.updateLine(ball.x, ball.y, targetPointX, targetPointY);
			// This line is removed to rely on updateLine method for visibility control
			game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game
		} else if (ball.currentPlayer.isMovingUp === 0) {
			targetingLine.hideLine();
			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 {
			targetingLine.hideLine();
			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
		}
	}
	player.updatePosture();
	player.updatePosition();
	player2.updatePosture();
	player2.updatePosition();
	// Re-add joystick to ensure it appears above other elements
	game.addChild(joystick);
	// Check if ball intersects with hoop and is moving downwards
	// Check if ball is passing between the hoop bumpers and moving downwards
	if (ball.y - ball.height / 2 < basket.hoopY && ball.speedY > 0 && ball.x > basket.hoopLeftBumpX && ball.x < basket.hoopRightBumpX && !ball.scoreCounted) {
		ball.aboveHoop = true;
	} else if (ball.aboveHoop && ball.y > basket.hoopY && ball.y < basket.hoopY + ball.height && ball.speedY > 0 && ball.x > basket.hoopLeftBumpX && ball.x < basket.hoopRightBumpX && !ball.scoreCounted) {
		var refX = ball.lastShootPosition.x + (ball.lastShootPosition.x > 1024 ? -50 : 50); // Add foot offest
		var refY = ball.lastShootPosition.y + 250; // Add foot offest
		console.log("isPointInEllipse:", isPointInEllipse(refX, refY));
		var pointsScored = 2; // Default to 2 points
		if (refY <= 1170) {
			// Top rectangle area
			if (refX <= 300 || refX >= 1740) {
				pointsScored = 3; // Award 3 points for shots from the sides within the specified Y range
			}
		} else {
			// Elipse area
			pointsScored = isPointInEllipse(refX, refY) ? 2 : 3;
		}
		console.log(refX, refY, "=> " + Math.floor(Math.sqrt(Math.pow(refX - 1024, 2) + Math.pow(refY - 1200, 2))) + " => " + pointsScored + "pts");
		if (ball.lastShootPlayer == player) {
			score += pointsScored;
			scoreTxt.setText(score.toString());
		} else {
			score2 += pointsScored;
			score2Txt.setText(score2.toString());
		}
		ball.scoreCounted = true; // Mark score as counted to prevent multiple increments
		ball.aboveHoop = false; // Reset aboveHoop flag after scoring
	}
	// Reset ball if it goes off-screen
	// Check Y boundaries for the ball
	if (!ball.isFollowTrajectory && !ball.isFalling) {
		// when isFollowTrajectory might pass the top of screen
		if (ball.y < 0 + ball.height / 2) {
			ball.y = 0 + 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
		}
	}
	aiThinking();
	aiActing();
}
LK.on('tick', function () {
	switch (gameState) {
		case GAME_STATE.MENU:
			// Handle menu logic here
			break;
		case GAME_STATE.STARTING:
			// Handle game starting logic here
			break;
		case GAME_STATE.PLAYING:
			gamePlaying();
			break;
		case GAME_STATE.SCORE:
			// Handle score display logic here
			break;
	}
});
gameInitialize(); ===================================================================
--- original.js
+++ change.js
@@ -1530,14 +1530,16 @@
 	score2Txt = new Text2(score2.toString(), {
 		size: 150,
 		fill: "#ff0000" // Red color to differentiate from player1's score
 	});
-	score2Txt.x = 0;
+	score2Txt.anchor.set(0.5, 0); // Center the score text horizontally
+	score2Txt.x = 1024 + 1024 / 2; // Half of the screen width plus offset for the right side
 	score2Txt.y = -150;
-	LK.gui.bottomLeft.addChild(score2Txt);
-	scoreTxt.x = 0;
+	LK.gui.bottomRight.addChild(score2Txt);
+	scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally
+	scoreTxt.x = 1024 / 2; // Half of the screen width for the left side
 	scoreTxt.y = -150;
-	LK.gui.bottom.addChild(scoreTxt);
+	LK.gui.bottomLeft.addChild(scoreTxt);
 	joystickBasePosition = {
 		x: joystick.x,
 		y: joystick.y
 	};