User prompt
Make ball slightly bigger
User prompt
Make shit bar taller and shit bar basketball bigger
User prompt
Make shit bar bigger
User prompt
Make net pulsate when ball goes in ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove all net animation
User prompt
Make net flicker when ball goes in ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make net bigger
User prompt
Make net fully visible
User prompt
Move shot bar left 400
User prompt
Move backboard left 400
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
/**** * 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 for scoring through hoop first (ball going through net area) if (Math.abs(relativeX) <= 60 && relativeY >= -10 && relativeY <= 50 && self.velocityY > 0 && !self.hasScored) { // Ball is going through hoop - animate net and score self.hasScored = true; self.isActive = false; // Set ball to render behind net and hoop ballGraphics.zIndex = -2; // Animate ball going through and down tween(self, { y: self.y + 100, x: hoopX + (Math.random() - 0.5) * 20 }, { duration: 500, easing: tween.easeIn }); // Animate net pulsate tween(hoop.net, { scaleX: 1.8, scaleY: 1.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(hoop.net, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeIn }); } }); // Score the basket currentStreak++; var points = 10 * currentStreak; if (self.isPerfectShot) { points *= 2; LK.effects.flashScreen(0xFFD700, 400); } LK.setScore(LK.getScore() + points); LK.getSound('swish').play(); scoreTxt.setText('Score: ' + LK.getScore()); streakTxt.setText('Streak: ' + currentStreak); LK.effects.flashObject(hoop, self.isPerfectShot ? 0xFFD700 : 0x00FF00, 300); return; } // 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 // Set ball to render behind net and hoop ballGraphics.zIndex = -2; // 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() { // Animate net pulsate tween(hoop.net, { scaleX: 1.8, scaleY: 1.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(hoop.net, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeIn }); } }); // 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: 1.5, scaleY: 1.5 }); net.y = -325; net.alpha = 0.8; // Set z-index to render in front of basketball net.zIndex = 2; // Store net reference for animation access self.net = net; 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 = 240; // 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) * 360; // 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 - 60; var greenRight = greenZone.x + 60; 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 = 624; 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 = 624; 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) { // Scoring is now handled in Basketball class update method // This function is kept for compatibility but does nothing return; } 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 = 624; var startY = 2500; var velocityX = 0; var velocityY = -15; // Base upward velocity if (isPerfect) { // Perfect shot - straight to hoop with precise trajectory var targetX = hoop.x; var targetY = hoop.y - 300; // Aim slightly above hoop center for perfect arc var deltaX = targetX - startX; var deltaY = targetY - startY; // Calculate perfect trajectory for swish var time = 45; // frames to reach target velocityX = deltaX / time; velocityY = deltaY / time - 0.5 * time * 0.5; // Account for gravity // Create perfect shot basketball var ball = createBasketball(startX, startY, velocityX, velocityY); ball.isPerfectShot = true; // Visual feedback for perfect shot LK.effects.flashScreen(0x00FF00, 200); // Add tween animation to ensure ball goes straight in tween(ball, { tint: 0xFFD700 }, { duration: 300, onFinish: function onFinish() { tween(ball, { tint: 0xFFFFFF }, { duration: 300 }); } }); } 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
@@ -221,26 +221,26 @@
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.maxDistance = 240; // 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
+ greenZone.x = (Math.random() - 0.5) * 360; // 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;
+ var greenLeft = greenZone.x - 60;
+ var greenRight = greenZone.x + 60;
self.perfectShot = indicator.x >= greenLeft && indicator.x <= greenRight;
// Hide shot bar after a short delay
var self_ref = self;
LK.setTimeout(function () {
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