User prompt
While the arrow is used to aim and indicates the direction of the throw, the actual logic that checks if the ball is hit by the opening might not be directly tied to the arrow's direction in a straightforward manner. The basket's rotation is adjusted to follow the arrow's direction, but if there's any discrepancy in how this rotation is applied or calculated, it could affect the outcome. Fix this issue
User prompt
remove the rotation from the asset basketball
User prompt
change which side of the basket is the opening to the one left to the current side that is the opening
User prompt
make it so after 5 bounces off a boostpad they act like regular obstacles to stop infinite loops from happening
User prompt
add a new class similar to obstacle called boostpad that has similar properties but one additional one: When the basket hit's the boost pad it gets reflected with twice the speed and reach
User prompt
make it so the obstacles are solid and if the basket hits it it bounces off of it
User prompt
make it so when the basket bounces of an object or a wall, it's rotation follows the path of the reflection
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make it so you can only collect balls if you hit it with the opening side of the basket
User prompt
turn the basket asset by 90 degrees, so the opening follows the direction of the arrow
User prompt
rotate the basket's asset by 90 degrees to the left
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turn the face of the basket by 90%. The basket's asset has an opening at the top site
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make the basket's rotation follow the direction of the arrow
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make it 30% of the screen size
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give the arrow a stretch limit of the equivalent of 40% of the screen size
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make it so the basket always goes 50% further than the cursors end location
User prompt
make it so the arrow or rather the cursor can extend outside the screen, so you can shoot the basket into a wall even if its right next to the screen edge
User prompt
make it so the drawn arrow is only stretched in the direction of the cursor
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make it so the arrow only extends in the direction of the cursor, from the center of the basket
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make the backgroudn lihht blue
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make the background light blue
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make it so the basket goes in the opposit direction
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make the basket spawn 1/4 of the screen size away from the bottom
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make the basket spawn a bit higher
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make it so the basket always spawns a bit higher
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make it so the basket can bounce of the edges of the screen
/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self["throw"] = function () { // Throw logic for the ball }; self.spawn = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; }); // Assets will be automatically created based on usage in the code. // Basket class var Basket = Container.expand(function () { var self = Container.call(this); var basketGraphics = self.attachAsset('basket', { anchorX: 0.5, anchorY: 0.5, rotation: -Math.PI / 2 }); self.drawArrow = function (pos) { // Calculate the distance and direction of the drag var dx = pos.x - self.x; var dy = pos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var direction = Math.atan2(dy, dx); // Remove the previous arrow if it exists if (self.arrow) { self.arrow.destroy(); } // Create a new arrow asset self.arrow = LK.getAsset('arrow', { anchorX: 0.0, // Anchor at the start of the arrow anchorY: 0.5, // Center vertically x: self.x, y: self.y, scaleX: Math.min(Math.max(distance / 100, 1), 0.3 * Math.sqrt(2048 * 2048 + 2732 * 2732) / 100), // Stretch the arrow in the direction of the cursor, but ensure it's at least 1 to allow it to extend outside the screen and not more than 40% of the screen size scaleY: 1, rotation: direction }); // Make the basket's rotation follow the direction of the arrow and rotate the basket asset by 90 degrees to make the opening follow the direction of the arrow basketGraphics.rotation = direction + Math.PI / 2; // Add the arrow to the game game.addChild(self.arrow); }; self.move = function () { // Move the basket self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= 0.99; self.vy *= 0.99; // Check for collision with the edges of the screen and bounce off if (self.x < 0 || self.x > 2048) { self.vx *= -1; // Adjust the basket's rotation based on the direction of reflection basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } if (self.y < 0 || self.y > 2732) { self.vy *= -1; // Adjust the basket's rotation based on the direction of reflection basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } // Check for collision with obstacles and bounce off for (var i = 0; i < obstacles.length; i++) { if (self.intersects(obstacles[i])) { // Calculate the angle of reflection var dx = self.x - obstacles[i].x; var dy = self.y - obstacles[i].y; var angle = Math.atan2(dy, dx); // Reflect the velocity self.vx = Math.cos(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = Math.sin(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation based on the direction of reflection basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } } // Check for collision with boostpads and bounce off with double speed for (var i = 0; i < boostpads.length; i++) { if (self.intersects(boostpads[i])) { // Calculate the angle of reflection var dx = self.x - boostpads[i].x; var dy = self.y - boostpads[i].y; var angle = Math.atan2(dy, dx); // Reflect the velocity and double the speed self.vx = 2 * Math.cos(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = 2 * Math.sin(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation based on the direction of reflection basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } } }; self.shoot = function (pos) { // Calculate the distance and direction of the drag var dx = self.x - pos.x; var dy = self.y - pos.y; var distance = Math.sqrt(dx * dx + dy * dy); var direction = Math.atan2(dy, dx); // Set the velocity of the basket to go 50% further than the cursor's end location self.vx = -Math.cos(direction) * distance * 1.5 / 100; self.vy = -Math.sin(direction) * distance * 1.5 / 100; }; self.isBallHitByOpening = function (ball) { // Calculate the angle between the basket's direction and the ball var dx = ball.x - self.x; var dy = ball.y - self.y; var angle = Math.atan2(dy, dx); // Check if the ball is within the opening angle of the basket return Math.abs(angle - basketGraphics.rotation) < Math.PI / 4; }; }); // Boostpad class var Boostpad = Container.expand(function () { var self = Container.call(this); var boostpadGraphics = self.attachAsset('boostpad', { anchorX: 0.5, anchorY: 0.5 }); }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.positionObstacle = function () { // Positioning logic for the obstacle }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xADD8E6 // Init game with light blue background }); /**** * Game Code ****/ // Initialize game elements var basket = game.addChild(new Basket()); basket.x = 1024; // Center horizontally basket.y = 2732 - 2732 / 4; // Position 1/4 of the screen size away from the bottom basket.visible = true; // Ensure the basket is always visible var balls = []; for (var i = 0; i < 10; i++) { var ball = game.addChild(new Ball()); ball.spawn(); balls.push(ball); } var obstacles = []; var boostpads = []; // Create obstacles and boostpads at random positions for (var i = 0; i < 5; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom obstacles.push(obstacle); var boostpad = game.addChild(new Boostpad()); boostpad.x = Math.random() * 2048; boostpad.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom boostpads.push(boostpad); } // Function to spawn a new ball function spawnBall() { var ball = new Ball(); ball.x = 1024; // Start from the center horizontally ball.y = 2732 - 150; // Start a little above the basket balls.push(ball); game.addChild(ball); } // Touch event to throw a ball var initialPos; game.on('down', function (obj) { var event = obj.event; initialPos = event.getLocalPosition(game); basket.shoot(initialPos); }); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); basket.drawArrow(pos); }); // Game tick event LK.on('tick', function () { // Update balls for (var i = balls.length - 1; i >= 0; i--) { balls[i]["throw"](); basket.move(); // Check for collision with basket if (balls[i].intersects(basket) && basket.isBallHitByOpening(balls[i])) { balls[i].destroy(); balls.splice(i, 1); // Increase the score and update the score counter score++; scoreTxt.setText('Score: ' + score); } // Remove balls that are off-screen or collide with obstacles if (balls[i] && (balls[i].y < 0 || obstacles.some(function (obstacle) { return balls[i].intersects(obstacle); }))) { balls[i].destroy(); balls.splice(i, 1); } } }); // Initialize the first ball spawnBall(); // Create a score counter var score = 0; var scoreTxt = new Text2('Score: 0', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(1, 0); // Anchor to the top right corner LK.gui.topRight.addChild(scoreTxt);
===================================================================
--- original.js
+++ change.js
@@ -84,8 +84,22 @@
// Adjust the basket's rotation based on the direction of reflection
basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2;
}
}
+ // Check for collision with boostpads and bounce off with double speed
+ for (var i = 0; i < boostpads.length; i++) {
+ if (self.intersects(boostpads[i])) {
+ // Calculate the angle of reflection
+ var dx = self.x - boostpads[i].x;
+ var dy = self.y - boostpads[i].y;
+ var angle = Math.atan2(dy, dx);
+ // Reflect the velocity and double the speed
+ self.vx = 2 * Math.cos(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ self.vy = 2 * Math.sin(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ // Adjust the basket's rotation based on the direction of reflection
+ basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2;
+ }
+ }
};
self.shoot = function (pos) {
// Calculate the distance and direction of the drag
var dx = self.x - pos.x;
@@ -104,8 +118,16 @@
// Check if the ball is within the opening angle of the basket
return Math.abs(angle - basketGraphics.rotation) < Math.PI / 4;
};
});
+// Boostpad class
+var Boostpad = Container.expand(function () {
+ var self = Container.call(this);
+ var boostpadGraphics = self.attachAsset('boostpad', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
@@ -138,14 +160,19 @@
ball.spawn();
balls.push(ball);
}
var obstacles = [];
-// Create obstacles at random positions
+var boostpads = [];
+// Create obstacles and boostpads at random positions
for (var i = 0; i < 5; i++) {
var obstacle = game.addChild(new Obstacle());
obstacle.x = Math.random() * 2048;
obstacle.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom
obstacles.push(obstacle);
+ var boostpad = game.addChild(new Boostpad());
+ boostpad.x = Math.random() * 2048;
+ boostpad.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom
+ boostpads.push(boostpad);
}
// Function to spawn a new ball
function spawnBall() {
var ball = new Ball();
in-game asset. 2d. basketball. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. Blank background. super simplistic arrow from left to right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. flat graphic orange red. Basketball saying "bonus" white font. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. flat minimalistic graphic. Boost pad with a lightning icon on the top. Top view. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. monster head from top view. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. shield graphic green. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. flat 2d graphic of a blueish rectangle that looks like the top of a crate. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. yellow lighting bolt. small black outline. blank background. minimalistic flat graphic. Single Game Texture. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. magnet graphic recentgular with text saying "Magnetism". blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. High contrast. No shadows. red and blue. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.