User prompt
it's not working after clicking the level 1 asset there is no way for you to shoot the basket, fix that
User prompt
after you click on a level, the arrow is not visible in the level and you cannot shoot the basket, fix that
User prompt
Please fix the bug: 'ReferenceError: balls is not defined' in or related to this line: 'balls.push(ball);' Line Number: 273
User prompt
Please fix the bug: 'ReferenceError: balls is not defined' in or related to this line: 'balls.push(ball);' Line Number: 273
User prompt
fix the issue
User prompt
make all fives level assets visible on the level menu
User prompt
make it so there are five assets for the fives levels. When you click on one of them they bring you to the corresponding level.
User prompt
add a level menu at the start of the game. There a five levels. Make it so the obstacles and balls can be changed individually for every level. Physics, the size of the baskets and other assets are to be global though
User prompt
make it so a bonus only applies if a shot is reflected off a boostpad and within the same shot, not if the shot after collects a ball
User prompt
the bonus only applys if a ball is collected with the reflection off a boostpad, there is no bonus for the next shot even if the previous shot was reflected off a boostpad.
User prompt
the bonus only applys if a ball is collected with the reflection off a boostpad not in general
User prompt
make the bonus asset three time as bgi and move it a bit away form the corners of the screen
User prompt
display asset bonus for one second in the top left corner when a bonus is hit
User prompt
make balls collected after reflected from a boostpad count twice as much, also create a new asset called "bonus"
User prompt
reduec boost power of boostopads by 20%
User prompt
make the boos power of the boostpad a bit smaller
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
remove boostpads alltogether
User prompt
The basket's default orientation (with its opening facing upwards) and how the rotation is applied post-collision might not be consistently accounted for. If the rotation adjustment does not consider the basket's default orientation, it could result in the basket moving in one direction while the opening faces another. Fix this issue so the opening of the basket is always the part that follows the path of the arrow or the reflection if reflected from a surface
User prompt
The calculation for the reflection angle might not be accurately accounting for the angle of incidence and the normal to the collision surface. This could lead to an incorrect adjustment of the basket's rotation, making it appear as if it's moving sideways relative to its opening. Fix this issue so the opening of the basket is always the part that follows the path of the arrow or the reflection if reflected from a surface
User prompt
After the basket's velocity vector is reflected, the basket's rotation is adjusted to align with this new direction. However, if this adjustment does not accurately reflect the new direction of movement, the basket's opening may not face the direction it's moving. Ensuring that the basket's rotation is synchronized with its velocity vector post-collision is crucial. Fix this issue so the opening of the basket is always the part that follows the path of the arrow or the reflection if reflected from a surface
User prompt
The basket's default orientation (with its opening facing upwards) and how the rotation is applied post-collision might not be consistently accounted for. If the rotation adjustment does not consider the basket's default orientation, it could result in the basket moving in one direction while the opening faces another. Fix 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
User prompt
make it so the rotation of the basket follows the path of the reflection as soon as it hits an obstacle and or boostpad
User prompt
make it so the rotation of the basket follows the path of reflection when it hits an obstacle or boostpad, but is rotated by 90 degrees clockwise
/****
* 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
});
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
});
// Correctly align the basket's opening with the arrow direction without additional rotation
basketGraphics.rotation = direction;
// 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 + 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 + 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 + 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 if the boostpad has been hit less than 5 times
if (boostpads[i].bounceCount < 5) {
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);
boostpads[i].bounceCount++; // Increase the bounce count of the boostpad
} else {
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;
}
}
};
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
});
self.bounceCount = 0; // Add a bounce counter to the boostpad
});
// 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);
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.