User prompt
Show ball going through hoop animate so net moves and ball goes behind hoop rim and net āŖš” 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 āŖš” 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 āŖš” 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 āŖš” 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 if ball is resting on the rim (low velocity and on top)
if (Math.abs(relativeX) <= 90 && relativeY >= -30 && relativeY <= -20 && Math.abs(self.velocityY) < 2 && Math.abs(self.velocityX) < 3) {
// Ball is resting on rim, make it roll into the hoop
self.isActive = false; // Stop normal physics
self.hasScored = true; // Mark as scored
// Animate rolling into hoop
tween(self, {
x: hoopX,
y: hoopY + 40,
rotation: self.rotation + Math.PI * 2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Score the basket
currentStreak++;
var points = 10 * currentStreak;
LK.setScore(LK.getScore() + points);
// Play swish sound
LK.getSound('swish').play();
// Update displays
scoreTxt.setText('Score: ' + LK.getScore());
streakTxt.setText('Streak: ' + currentStreak);
// Visual feedback
LK.effects.flashObject(hoop, 0x00FF00, 300);
}
});
}
}
// 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;
});
var ShotBar = Container.expand(function () {
var self = Container.call(this);
// Background bar
var bgBar = self.attachAsset('shotBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
// Green zone
var greenZone = self.attachAsset('shotBarGreen', {
anchorX: 0.5,
anchorY: 0.5
});
greenZone.x = 0; // Start at center, will move
// Moving basketball indicator
var indicator = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
self.isActive = false;
self.isMoving = false;
self.moveDirection = 1; // 1 for right, -1 for left
self.moveSpeed = 8;
self.maxDistance = 160; // Half of bar width minus indicator size
self.perfectShot = false;
self.startMoving = function () {
self.isActive = true;
self.isMoving = true;
self.perfectShot = false;
// Position green zone randomly
greenZone.x = (Math.random() - 0.5) * 240; // Random position within bar
// Reset indicator position
indicator.x = -self.maxDistance;
self.moveDirection = 1;
self.visible = true;
};
self.stopMoving = function () {
self.isMoving = false;
// Check if indicator is within green zone
var greenLeft = greenZone.x - 40;
var greenRight = greenZone.x + 40;
self.perfectShot = indicator.x >= greenLeft && indicator.x <= greenRight;
// Hide shot bar after a short delay
var self_ref = self;
LK.setTimeout(function () {
self_ref.visible = false;
self_ref.isActive = false;
}, 200);
return self.perfectShot;
};
self.update = function () {
if (!self.isMoving) return;
// Move indicator back and forth
indicator.x += self.moveSpeed * self.moveDirection;
// Bounce off edges
if (indicator.x >= self.maxDistance) {
indicator.x = self.maxDistance;
self.moveDirection = -1;
} else if (indicator.x <= -self.maxDistance) {
indicator.x = -self.maxDistance;
self.moveDirection = 1;
}
};
self.visible = false;
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;
var shotBar = null;
var isChargingShot = false;
// 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);
// Create shot bar
shotBar = game.addChild(new ShotBar());
shotBar.x = 1024;
shotBar.y = 2200;
function createBasketball(startX, startY, velocityX, velocityY) {
var ball = new Basketball();
ball.x = startX;
ball.y = startY;
ball.velocityX = velocityX;
ball.velocityY = velocityY;
ball.isPerfectShot = false;
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;
// Perfect shot bonus
if (ball.isPerfectShot) {
points *= 2; // Double points for perfect shots
// Extra visual feedback for perfect shots
LK.effects.flashScreen(0xFFD700, 400);
}
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, ball.isPerfectShot ? 0xFFD700 : 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
if (shotBar.isActive) {
// Stop the shot bar and check for perfect shot
var isPerfect = shotBar.stopMoving();
isChargingShot = false;
// Calculate shooting parameters
var startX = 1024;
var startY = 2500;
var velocityX = 0;
var velocityY = -15; // Base upward velocity
if (isPerfect) {
// Perfect shot - straight to hoop
velocityX = (hoop.x - startX) * 0.012; // Aim directly at hoop
velocityY = -18; // Stronger upward velocity for perfect arc
// Create perfect shot basketball
var ball = createBasketball(startX, startY, velocityX, velocityY);
ball.isPerfectShot = true;
// Visual feedback for perfect shot
LK.effects.flashScreen(0x00FF00, 200);
} else {
// Regular shot with some randomness
velocityX = (Math.random() - 0.5) * 8;
velocityY = -12 - Math.random() * 6;
createBasketball(startX, startY, velocityX, velocityY);
}
lastShotTime = LK.ticks;
} else {
// Start charging shot
isChargingShot = true;
shotBar.startMoving();
swipeStartX = x;
swipeStartY = y;
swipeStartTime = LK.ticks;
}
};
game.up = function (x, y, obj) {
// Shot bar system handles shooting now, remove swipe-based shooting
};
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
@@ -130,8 +130,75 @@
// Enable z-index sorting for proper rendering order
self.sortableChildren = true;
return self;
});
+var ShotBar = Container.expand(function () {
+ var self = Container.call(this);
+ // Background bar
+ var bgBar = self.attachAsset('shotBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Green zone
+ var greenZone = self.attachAsset('shotBarGreen', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ greenZone.x = 0; // Start at center, will move
+ // Moving basketball indicator
+ var indicator = self.attachAsset('basketball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.3
+ });
+ self.isActive = false;
+ self.isMoving = false;
+ self.moveDirection = 1; // 1 for right, -1 for left
+ self.moveSpeed = 8;
+ self.maxDistance = 160; // Half of bar width minus indicator size
+ self.perfectShot = false;
+ self.startMoving = function () {
+ self.isActive = true;
+ self.isMoving = true;
+ self.perfectShot = false;
+ // Position green zone randomly
+ greenZone.x = (Math.random() - 0.5) * 240; // Random position within bar
+ // Reset indicator position
+ indicator.x = -self.maxDistance;
+ self.moveDirection = 1;
+ self.visible = true;
+ };
+ self.stopMoving = function () {
+ self.isMoving = false;
+ // Check if indicator is within green zone
+ var greenLeft = greenZone.x - 40;
+ var greenRight = greenZone.x + 40;
+ self.perfectShot = indicator.x >= greenLeft && indicator.x <= greenRight;
+ // Hide shot bar after a short delay
+ var self_ref = self;
+ LK.setTimeout(function () {
+ self_ref.visible = false;
+ self_ref.isActive = false;
+ }, 200);
+ return self.perfectShot;
+ };
+ self.update = function () {
+ if (!self.isMoving) return;
+ // Move indicator back and forth
+ indicator.x += self.moveSpeed * self.moveDirection;
+ // Bounce off edges
+ if (indicator.x >= self.maxDistance) {
+ indicator.x = self.maxDistance;
+ self.moveDirection = -1;
+ } else if (indicator.x <= -self.maxDistance) {
+ indicator.x = -self.maxDistance;
+ self.moveDirection = 1;
+ }
+ };
+ self.visible = false;
+ return self;
+});
/****
* Initialize Game
****/
@@ -154,8 +221,10 @@
var isSwipeStarted = false;
var lastShotTime = 0;
var musicNotes = ['note1', 'note2', 'note3', 'note4', 'note5'];
var currentNoteIndex = 0;
+var shotBar = null;
+var isChargingShot = false;
// Enable z-index sorting for proper rendering order
game.sortableChildren = true;
// Create ground
ground = game.addChild(LK.getAsset('ground', {
@@ -181,14 +250,19 @@
});
streakTxt.anchor.set(0.5, 0);
streakTxt.y = 100;
LK.gui.top.addChild(streakTxt);
+// Create shot bar
+shotBar = game.addChild(new ShotBar());
+shotBar.x = 1024;
+shotBar.y = 2200;
function createBasketball(startX, startY, velocityX, velocityY) {
var ball = new Basketball();
ball.x = startX;
ball.y = startY;
ball.velocityX = velocityX;
ball.velocityY = velocityY;
+ ball.isPerfectShot = false;
basketballs.push(ball);
game.addChild(ball);
return ball;
}
@@ -201,16 +275,22 @@
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;
+ // Perfect shot bonus
+ if (ball.isPerfectShot) {
+ points *= 2; // Double points for perfect shots
+ // Extra visual feedback for perfect shots
+ LK.effects.flashScreen(0xFFD700, 400);
+ }
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);
+ LK.effects.flashObject(hoop, ball.isPerfectShot ? 0xFFD700 : 0x00FF00, 300);
// Update displays
scoreTxt.setText('Score: ' + LK.getScore());
streakTxt.setText('Streak: ' + currentStreak);
// Animate streak text
@@ -231,34 +311,45 @@
}
}
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 * 0.3, 12);
- var velocityX = swipeDistanceX / swipeTime * velocityMultiplier * 0.08;
- var velocityY = swipeDistanceY / swipeTime * velocityMultiplier * 0.08;
- // Calculate shooting position (bottom center of screen)
+ if (shotBar.isActive) {
+ // Stop the shot bar and check for perfect shot
+ var isPerfect = shotBar.stopMoving();
+ isChargingShot = false;
+ // Calculate shooting parameters
var startX = 1024;
var startY = 2500;
- createBasketball(startX, startY, velocityX, velocityY);
+ var velocityX = 0;
+ var velocityY = -15; // Base upward velocity
+ if (isPerfect) {
+ // Perfect shot - straight to hoop
+ velocityX = (hoop.x - startX) * 0.012; // Aim directly at hoop
+ velocityY = -18; // Stronger upward velocity for perfect arc
+ // Create perfect shot basketball
+ var ball = createBasketball(startX, startY, velocityX, velocityY);
+ ball.isPerfectShot = true;
+ // Visual feedback for perfect shot
+ LK.effects.flashScreen(0x00FF00, 200);
+ } else {
+ // Regular shot with some randomness
+ velocityX = (Math.random() - 0.5) * 8;
+ velocityY = -12 - Math.random() * 6;
+ createBasketball(startX, startY, velocityX, velocityY);
+ }
+ lastShotTime = LK.ticks;
+ } else {
+ // Start charging shot
+ isChargingShot = true;
+ shotBar.startMoving();
+ swipeStartX = x;
+ swipeStartY = y;
+ swipeStartTime = LK.ticks;
}
};
+game.up = function (x, y, obj) {
+ // Shot bar system handles shooting now, remove swipe-based shooting
+};
game.update = function () {
// Update basketballs
for (var i = basketballs.length - 1; i >= 0; i--) {
var ball = basketballs[i];
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