User prompt
Update ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / 7) * 50; increase ticks divier when player has target position
User prompt
Update ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / 7) * 50; increase the speed when player is moving
User prompt
Update the block if (ball.currentPlayer) { ball.x = ball.currentPlayer.x; if (ball.currentPlayer.verticalDirection === 0) { ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 7) * 100; // Add dribble movement when moving down or idle 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 / 7) * 50; // Add dribble movement when moving up game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game } } increase the speed when player is moving
User prompt
In the tick handler, in ball dribble handling, use 2 speeds, one when player is moving and other it when player stop moving
Code edit (1 edits merged)
Please save this source code
User prompt
Use dribbkeSpeed in the block if (distance >= fixedSpeed) {…}
User prompt
Use dribbleSpeed also when distance > fixedSpeed
Code edit (9 edits merged)
Please save this source code
User prompt
In the ball dribble handling, use 2 speeds, one when player is moving and other it when player stop moving
User prompt
Increase the ball dribble speed when player is moving then Restore it when player stop moving
User prompt
Increase the ball dribble speed when player is moving and Restore it when player stop moving
User prompt
Restore the ball inital speed when player stop moving
User prompt
Augment the ball dribble speed when player is moving
Code edit (1 edits merged)
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Code edit (2 edits merged)
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User prompt
In all running Postures Add 70 to rightArm.y and leftArm.y
User prompt
In all dribbling Postures Add 70 to rightArm.y and leftArm.y
User prompt
In dribbling Postures Add -70 to rightArm.y
User prompt
Add 4 global variables for boundaries to the court
User prompt
Add 4 boundaries to the court
Code edit (9 edits merged)
Please save this source code
User prompt
in UP handler, also restore normal hands positions
Code edit (3 edits merged)
Please save this source code
User prompt
console when entering in setPosture function
Code edit (1 edits merged)
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/**** 
* 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.speedY = -power;
		self.isShot = true;
	};
	self.update = function () {
		if (self.isShot) {
			self.y += self.speedY;
			self.speedY += self.gravity;
		}
	};
	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.verticalDirection = 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 = 0.1; // 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) {
			// Update currentPosture to the name of the targetPosture when hands and legs posture is reached
			this.currentPosture = this.targetPosture.name;
		}
		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.verticalDirection === 0;
		}
		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 () {
		if (self.targetPoint) {
			self.verticalDirection = self.targetPoint.y < self.y ? 1 : 0;
			var fixedSpeed = 10; // Fixed pixels per frame
			// Calculate direction vector
			var dx = self.targetPoint.x - self.x;
			var dy = self.targetPoint.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			var nx = dx / distance; // Normalized direction x
			var ny = dy / distance; // Normalized direction y
			// Move player by fixed speed in the direction of the targetPoint
			self.x += nx * fixedSpeed;
			self.y += ny * fixedSpeed;
			// Check if player is close enough to targetPoint to stop
			if (distance < fixedSpeed) {
				self.targetPoint = null; // Clear targetPoint when close enough
				self.verticalDirection = 0;
				// Alternate between dribblingPosture1 and dribblingPosture2 when player hasBall and is not moving
				if (self.hasBall && !self.targetPoint) {
					var currentTick = LK.ticks;
					self.setPosture(dribblingPosture1);
				} else {
					self.setPosture(idlePosture);
				}
			} else {
				// Alternate between runningUp1 and runningUp2 postures while moving
				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) {
				var currentTick = LK.ticks;
				self.setPosture(Math.abs(ball.y - self.y) > 150 ? dribblingPosture1 : dribblingPosture2);
			}
		}
	};
	self.setPosture = function (newPosture) {
		console.log("Entering setPosture " + self.currentPosture + " => " + newPosture.name);
		if (self.currentPosture != newPosture.name) {
			console.log("Changing posture");
			self.targetPosture = newPosture;
		} else {
			console.log("Already in posture");
		}
	};
	self.goToPoint = function (newPosition) {
		self.targetPoint = newPosition;
	};
});
/**** 
* 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
}));
// 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 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 joystickDrag = false;
var buttonADrag = false;
game.on('down', function (obj) {
	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;
	} else {
		// If click is outside joystick radius and not within buttonA radius, treat it as a target position
		player.goToPoint({
			x: pos.x,
			y: pos.y
		});
	}
});
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;
		// 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 / 8; // 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) {
	if (joystickDrag) {
		joystickDrag = false;
		joystick.x = joystickBasePosition.x;
		joystick.y = joystickBasePosition.y;
	}
	if (buttonADrag) {
		buttonADrag = false;
		// Reset buttonA to its original position
		buttonA.x = 2048 - 300;
		buttonA.y = 2732 - 250;
		// Restore hands to normal positions after dragging buttonA
		player.rightArm.rotation = 0;
		player.leftArm.rotation = 0;
		// Return player to idle posture
		player.setPosture(idlePosture);
	}
});
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.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 (ball.currentPlayer.verticalDirection === 0) {
			ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / (ball.currentPlayer.targetPoint ? 14 : 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.targetPoint ? 14 : 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
	if (ball.y > 2732) {
		ball.reset();
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -794,12 +794,12 @@
 	// Make the ball follow the currentPlayer's position with dribble movement
 	if (ball.currentPlayer) {
 		ball.x = ball.currentPlayer.x;
 		if (ball.currentPlayer.verticalDirection === 0) {
-			ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / 5) * 100; // Increased speed by changing divisor from 7 to 5
+			ball.y = ball.currentPlayer.y + 150 + Math.sin(LK.ticks / (ball.currentPlayer.targetPoint ? 14 : 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 / 5) * 50; // Increased speed by changing divisor from 7 to 5
+			ball.y = ball.currentPlayer.y - 120 + Math.sin(LK.ticks / (ball.currentPlayer.targetPoint ? 14 : 7)) * 50;
 			game.addChild(ball.currentPlayer); // Ensure player is in front by re-adding it to the game
 		}
 	}
 	if (!buttonADrag || player.currentPosture != "throwingPosture") {