User prompt
Show ball going through hoop animate so net moves and ball goes behind hoop rim and net ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When ball is stopped in green area basketball is shot straight into hoop ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make shot bar with a green dot the size of the basketball use basketball asset as gauge and make it move back and forth click to stop basketball in the green spot for perfect shot and basketball goes straight in for swish ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If ball lands on rim make it roll in to hoop for a basket ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Decrease swipe power
User prompt
Make basketball able to hit basketball and bounce off
User prompt
Make ball able to bounce on hoop
User prompt
Render basketball behind net and rim
User prompt
Adjust basketball controll to use swipe
User prompt
Make net asset size
User prompt
Make net true size
User prompt
Make basketball true size
User prompt
Make basketball true size
User prompt
Move rim up 150 on backboard
User prompt
Move rim up 100 on backboard
User prompt
Move hoop down 50 on backboard
User prompt
Move hoop down 50 on backboard
User prompt
Move rim up 200 higher on backboard
User prompt
Move rim up higher on the backboard
User prompt
Reposition hoop rim not backboard up 300
User prompt
Move hoop down 800
User prompt
Move rim up 300
User prompt
Move hoop rim up 200
User prompt
Move ring down 700
User prompt
Move ring up 200
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Basketball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
// Set z-index to render behind net and hoop
ballGraphics.zIndex = -1;
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.5;
self.bounceDecay = 0.7;
self.hasScored = false;
self.isActive = true;
self.update = function () {
if (!self.isActive) return;
self.velocityY += self.gravity;
self.x += self.velocityX;
self.y += self.velocityY;
// Check hoop collision
if (hoop) {
var hoopX = hoop.x;
var hoopY = hoop.y - 350; // Adjust for hoop position within container
var relativeX = self.x - hoopX;
var relativeY = self.y - hoopY;
// Check if ball is hitting the hoop rim
if (relativeX >= -125 && relativeX <= 125 && relativeY >= -25 && relativeY <= 25) {
// Determine which side of the hoop was hit
if (Math.abs(relativeX) > 90) {
// Hit the sides of the rim
self.velocityX = -self.velocityX * self.bounceDecay;
if (relativeX < 0) {
self.x = hoopX - 125;
} else {
self.x = hoopX + 125;
}
LK.getSound('bounce').play();
} else if (relativeY >= -25 && relativeY <= 0 && self.velocityY > 0) {
// Hit the top of the rim (bouncing up)
self.velocityY = -Math.abs(self.velocityY) * self.bounceDecay;
self.y = hoopY - 25;
self.velocityX *= 0.8; // Reduce horizontal velocity slightly
LK.getSound('bounce').play();
}
}
}
// Check ground collision
if (self.y > 2632) {
self.y = 2632;
self.velocityY = -self.velocityY * self.bounceDecay;
self.velocityX *= 0.9;
LK.getSound('bounce').play();
if (Math.abs(self.velocityY) < 1) {
self.isActive = false;
}
}
// Remove if off screen
if (self.x < -100 || self.x > 2148 || self.y > 2800) {
self.isActive = false;
}
};
return self;
});
var Hoop = Container.expand(function () {
var self = Container.call(this);
var backboard = self.attachAsset('backboard', {
anchorX: 0.5,
anchorY: 1
});
backboard.y = -20;
var hoop = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5
});
hoop.y = -350;
// Set z-index to render in front of basketball
hoop.zIndex = 1;
var net = self.attachAsset('net', {
anchorX: 0.5,
anchorY: 0,
scaleX: 1,
scaleY: 1
});
net.y = -325;
net.alpha = 0.3;
// Set z-index to render in front of basketball
net.zIndex = 2;
self.hoopBounds = {
left: -90,
right: 90,
top: -20,
bottom: 20
};
// Enable z-index sorting for proper rendering order
self.sortableChildren = true;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var basketballs = [];
var hoop = null;
var ground = null;
var scoreTxt = null;
var streakTxt = null;
var currentStreak = 0;
var swipeStartX = 0;
var swipeStartY = 0;
var swipeStartTime = 0;
var isSwipeStarted = false;
var lastShotTime = 0;
var musicNotes = ['note1', 'note2', 'note3', 'note4', 'note5'];
var currentNoteIndex = 0;
// Enable z-index sorting for proper rendering order
game.sortableChildren = true;
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
}));
ground.y = 2632;
// Create hoop
hoop = game.addChild(new Hoop());
hoop.x = 1024;
hoop.y = 1300;
// Create score display
scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create streak display
streakTxt = new Text2('Streak: 0', {
size: 60,
fill: 0xFFD700
});
streakTxt.anchor.set(0.5, 0);
streakTxt.y = 100;
LK.gui.top.addChild(streakTxt);
function createBasketball(startX, startY, velocityX, velocityY) {
var ball = new Basketball();
ball.x = startX;
ball.y = startY;
ball.velocityX = velocityX;
ball.velocityY = velocityY;
basketballs.push(ball);
game.addChild(ball);
return ball;
}
function checkBasketScore(ball) {
if (ball.hasScored) return;
var hoopX = hoop.x;
var hoopY = hoop.y;
var relativeX = ball.x - hoopX;
var relativeY = ball.y - hoopY;
if (relativeX >= hoop.hoopBounds.left && relativeX <= hoop.hoopBounds.right && relativeY >= hoop.hoopBounds.top && relativeY <= hoop.hoopBounds.bottom && ball.velocityY > 0) {
ball.hasScored = true;
currentStreak++;
var points = 10 * currentStreak;
LK.setScore(LK.getScore() + points);
// Play swish sound
LK.getSound('swish').play();
// Play musical note
LK.getSound(musicNotes[currentNoteIndex]).play();
currentNoteIndex = (currentNoteIndex + 1) % musicNotes.length;
// Visual feedback
LK.effects.flashObject(hoop, 0x00FF00, 300);
// Update displays
scoreTxt.setText('Score: ' + LK.getScore());
streakTxt.setText('Streak: ' + currentStreak);
// Animate streak text
tween(streakTxt, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(streakTxt, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
}
}
game.down = function (x, y, obj) {
if (LK.ticks - lastShotTime < 60) return; // Prevent rapid firing
isSwipeStarted = true;
swipeStartX = x;
swipeStartY = y;
swipeStartTime = LK.ticks;
};
game.up = function (x, y, obj) {
if (!isSwipeStarted) return;
isSwipeStarted = false;
lastShotTime = LK.ticks;
// Calculate swipe distance and time
var swipeDistanceX = x - swipeStartX;
var swipeDistanceY = y - swipeStartY;
var swipeTime = Math.max(1, LK.ticks - swipeStartTime);
var swipeDistance = Math.sqrt(swipeDistanceX * swipeDistanceX + swipeDistanceY * swipeDistanceY);
// Only shoot if there's meaningful swipe movement
if (swipeDistance > 50) {
// Calculate velocity based on swipe speed and direction
var velocityMultiplier = Math.min(swipeDistance / swipeTime * 0.5, 20);
var velocityX = swipeDistanceX / swipeTime * velocityMultiplier * 0.1;
var velocityY = swipeDistanceY / swipeTime * velocityMultiplier * 0.1;
// Calculate shooting position (bottom center of screen)
var startX = 1024;
var startY = 2500;
createBasketball(startX, startY, velocityX, velocityY);
}
};
game.update = function () {
// Update basketballs
for (var i = basketballs.length - 1; i >= 0; i--) {
var ball = basketballs[i];
if (!ball.isActive) {
ball.destroy();
basketballs.splice(i, 1);
continue;
}
// Check for scoring
checkBasketScore(ball);
// Check collision with other basketballs
for (var j = i + 1; j < basketballs.length; j++) {
var otherBall = basketballs[j];
if (!otherBall.isActive) continue;
var dx = ball.x - otherBall.x;
var dy = ball.y - otherBall.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = 120; // Combined radius of two basketballs
if (distance < minDistance && distance > 0) {
// Calculate collision normal
var normalX = dx / distance;
var normalY = dy / distance;
// Separate balls to prevent overlap
var overlap = minDistance - distance;
var separationX = normalX * overlap * 0.5;
var separationY = normalY * overlap * 0.5;
ball.x += separationX;
ball.y += separationY;
otherBall.x -= separationX;
otherBall.y -= separationY;
// Calculate relative velocity
var relativeVelX = ball.velocityX - otherBall.velocityX;
var relativeVelY = ball.velocityY - otherBall.velocityY;
// Calculate relative velocity along collision normal
var relativeSpeed = relativeVelX * normalX + relativeVelY * normalY;
// Only resolve if objects are moving towards each other
if (relativeSpeed > 0) continue;
// Calculate impulse scalar (assuming equal mass)
var impulse = -2 * relativeSpeed / 2;
var impulseX = impulse * normalX;
var impulseY = impulse * normalY;
// Apply impulse with bounce decay
var bounceDecay = 0.8;
ball.velocityX += impulseX * bounceDecay;
ball.velocityY += impulseY * bounceDecay;
otherBall.velocityX -= impulseX * bounceDecay;
otherBall.velocityY -= impulseY * bounceDecay;
// Play bounce sound
LK.getSound('bounce').play();
}
}
}
// Reset streak if no balls scored recently
if (basketballs.length === 0 && LK.ticks - lastShotTime > 180) {
if (currentStreak > 0) {
currentStreak = 0;
streakTxt.setText('Streak: 0');
currentNoteIndex = 0; // Reset musical progression
}
}
// Check win condition
if (LK.getScore() >= 500) {
LK.showYouWin();
}
};
// Start background music
LK.playMusic('backgroundMusic'); ===================================================================
--- original.js
+++ change.js
@@ -240,8 +240,49 @@
continue;
}
// Check for scoring
checkBasketScore(ball);
+ // Check collision with other basketballs
+ for (var j = i + 1; j < basketballs.length; j++) {
+ var otherBall = basketballs[j];
+ if (!otherBall.isActive) continue;
+ var dx = ball.x - otherBall.x;
+ var dy = ball.y - otherBall.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var minDistance = 120; // Combined radius of two basketballs
+ if (distance < minDistance && distance > 0) {
+ // Calculate collision normal
+ var normalX = dx / distance;
+ var normalY = dy / distance;
+ // Separate balls to prevent overlap
+ var overlap = minDistance - distance;
+ var separationX = normalX * overlap * 0.5;
+ var separationY = normalY * overlap * 0.5;
+ ball.x += separationX;
+ ball.y += separationY;
+ otherBall.x -= separationX;
+ otherBall.y -= separationY;
+ // Calculate relative velocity
+ var relativeVelX = ball.velocityX - otherBall.velocityX;
+ var relativeVelY = ball.velocityY - otherBall.velocityY;
+ // Calculate relative velocity along collision normal
+ var relativeSpeed = relativeVelX * normalX + relativeVelY * normalY;
+ // Only resolve if objects are moving towards each other
+ if (relativeSpeed > 0) continue;
+ // Calculate impulse scalar (assuming equal mass)
+ var impulse = -2 * relativeSpeed / 2;
+ var impulseX = impulse * normalX;
+ var impulseY = impulse * normalY;
+ // Apply impulse with bounce decay
+ var bounceDecay = 0.8;
+ ball.velocityX += impulseX * bounceDecay;
+ ball.velocityY += impulseY * bounceDecay;
+ otherBall.velocityX -= impulseX * bounceDecay;
+ otherBall.velocityY -= impulseY * bounceDecay;
+ // Play bounce sound
+ LK.getSound('bounce').play();
+ }
+ }
}
// Reset streak if no balls scored recently
if (basketballs.length === 0 && LK.ticks - lastShotTime > 180) {
if (currentStreak > 0) {
Make picture high definition
Remove everything but net
Remove basketball rings and backboards from picture
Shiny black rectangle frame. In-Game asset. 2d. High contrast. No shadows
Neon green basketball. In-Game asset. 2d. High contrast. No shadows
Change to black warriors uniform
Change to black warriors uniform
Padlock button that says *locked* Purchase for: $100. In-Game asset. 2d. High contrast. No shadows
Remove words "with basketball"
Number 1
Number 2
Number 3
Number 4
Number 5
Number 6
Number 7
Number 8
Make it say $HOP in big letters across the ball
Change it to say Rhythm
Make a shop backdrop with display shelves and framed areas to place items
Remove ball and put his hands down like he just caught a pass
Remove ball and fix hands
Record. In-Game asset. 2d. High contrast. No shadows
Make the net look like it's on fire
Make button teal and purple text
A UI button that says Ai Battle Mode in sports ESPN style fonts. In-Game asset. 2d. High contrast. No shadows
1
Sound effect
2
Sound effect
3
Sound effect
swish
Sound effect
bounce
Sound effect
backgroundMusic
Music
Makeaswish
Sound effect
Title
Music
Second
Music
Third
Music
Fourth
Music
Cash
Sound effect
Hypersonic
Music
swim
Music
Sunrise
Music
Onfire
Sound effect
Speedup
Sound effect
Fifth
Music