User prompt
Make backboard change colour when basket goes in ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a ball for backboard 2 and 3
User prompt
Add shotbars for backboard 2 and 3
User prompt
Add shotbars for backboard 2 and 3
User prompt
Move backboard 2 left 50
User prompt
Move backboard 3 right 350
User prompt
Copy everything and add to right of backboard
User prompt
Move backboard 2 left 300
User prompt
Copy everything and add to left of backboard
User prompt
Make background high definition
User prompt
Move everything left 10
User prompt
Move everything left 10
User prompt
Move everything right 120
User prompt
Move everything right 300
User prompt
Simplify perfect shot logic to guarantee scoring with direct trajectory calculation
User prompt
Make the ball shoots 200 higher
User prompt
When landed in Green zone ball must go in ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move backboard down 25
User prompt
Add a slight bit more power to shot
User prompt
Modify perfect shot logic to ensure basketball goes straight over the rim and into hoop when stopped in green zone ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When shit allow ball to reach the middle of backboard before going I ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Allow ball to pass rim on the way up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Prevent scoring when ball shoots under rim
User prompt
Ball must pass rim and fall into it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If shot bar lands on green make ball go straight through hoop with a swish ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* 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;
// Handle perfect shot trajectory override
if (self.isPerfectShot && self.perfectShotTarget && self.perfectShotTime < self.perfectShotDuration) {
// Use interpolated position for perfect shot to guarantee trajectory
var progress = self.perfectShotTime / self.perfectShotDuration;
var startX = 1024;
var startY = 2500;
// Create arc trajectory that goes straight over rim and into hoop
var hoopX = hoop.x;
var hoopY = hoop.y - 450; // Hoop position
var rimY = hoopY - 20; // Slightly above rim
// Calculate arc that peaks just above the rim then drops straight down
var peakY = rimY - 100; // Peak height above rim
var easeProgress = progress * progress * (3 - 2 * progress); // Smooth interpolation
// X position goes straight to hoop center
self.x = startX + (hoopX - startX) * progress;
// Y position follows arc that peaks above rim then drops straight down
if (progress < 0.7) {
// Rising phase to peak above rim
var riseProgress = progress / 0.7;
self.y = startY + (peakY - startY) * (1 - (1 - riseProgress) * (1 - riseProgress));
} else {
// Falling phase straight down into hoop
var fallProgress = (progress - 0.7) / 0.3;
self.y = peakY + (hoopY + 20 - peakY) * fallProgress;
}
self.perfectShotTime++;
// Once we reach the target, let normal physics take over for the swish
if (self.perfectShotTime >= self.perfectShotDuration) {
self.velocityX = 0;
self.velocityY = 3; // Small downward velocity for swish
self.perfectShotTarget = null; // Clear override
}
} else {
// Normal physics
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 - 450; // 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)
// Increased scoring area width to account for larger basketball and ensure proper detection
// Only allow scoring if ball is coming from above the rim (self.y < hoopY)
if (Math.abs(relativeX) <= 80 && relativeY >= -20 && relativeY <= 60 && self.velocityY > 0 && !self.hasScored && self.y < hoopY) {
// 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;
// Create smooth swish animation with multiple stages
var swishX = hoopX + (Math.random() - 0.5) * 15; // Slight horizontal variation
// Stage 1: Ball enters net with slight deceleration
tween(self, {
y: self.y + 30,
x: swishX,
scaleX: 0.95,
scaleY: 1.05
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Stage 2: Ball moves through net with wobble
tween(self, {
y: self.y + 60,
x: swishX + (Math.random() - 0.5) * 8,
scaleX: 1.0,
scaleY: 1.0,
rotation: self.rotation + 0.3
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Stage 3: Ball exits net and falls naturally
tween(self, {
y: self.y + 80,
x: swishX + (Math.random() - 0.5) * 12,
rotation: self.rotation + 0.5
}, {
duration: 300,
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 (only sides and front/back, not the opening)
if (relativeX >= -160 && relativeX <= 160 && relativeY >= -40 && relativeY <= 40) {
// Only bounce if hitting the sides of the rim or coming from wrong angle
if (Math.abs(relativeX) > 120) {
// Hit the sides of the rim
self.velocityX = -self.velocityX * self.bounceDecay;
if (relativeX < 0) {
self.x = hoopX - 160;
} else {
self.x = hoopX + 160;
}
LK.getSound('bounce').play();
} else if (relativeY >= -40 && relativeY <= -20 && self.velocityY > 0 && Math.abs(relativeX) > 60) {
// Hit the front/back edge of the rim (not the center opening) - only when going down
self.velocityY = -Math.abs(self.velocityY) * self.bounceDecay;
self.y = hoopY - 40;
self.velocityX *= 0.8; // Reduce horizontal velocity slightly
LK.getSound('bounce').play();
}
}
// Check if ball is resting on the rim edges (not center opening)
if (Math.abs(relativeX) >= 60 && Math.abs(relativeX) <= 120 && relativeY >= -45 && relativeY <= -35 && Math.abs(self.velocityY) < 2 && Math.abs(self.velocityX) < 3) {
// Ball is resting on rim edge, 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 with smooth swish
tween(self, {
x: hoopX,
y: hoopY + 20,
rotation: self.rotation + Math.PI * 1.5,
scaleX: 0.95,
scaleY: 1.05
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// Second stage: ball goes through net
tween(self, {
y: hoopY + 60,
x: hoopX + (Math.random() - 0.5) * 10,
rotation: self.rotation + Math.PI * 0.5,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 400,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Third stage: ball exits net and falls naturally
tween(self, {
y: hoopY + 100,
x: hoopX + (Math.random() - 0.5) * 15,
rotation: self.rotation + Math.PI * 0.3
}, {
duration: 300,
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;
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);
}
});
}
}
// Ground collision removed - ball can fall through
// 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,
scaleX: 1.3,
scaleY: 1.3
});
backboard.y = -15;
var hoop = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
hoop.y = -450;
// 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 = -425;
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: -108,
right: 108,
top: -24,
bottom: 24
};
// 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: 0.6,
scaleY: 0.6
});
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;
// Add background
var background = game.addChild(LK.getAsset('Background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
// Set background to render behind everything
background.zIndex = -10;
// Ground removed - no longer needed
// Create hoop
hoop = game.addChild(new Hoop());
hoop.x = 1024;
hoop.y = 1370;
// 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) {
// 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 = 1024;
var startY = 2500;
var velocityX = 0;
var velocityY = -17; // Base upward velocity - increased power
if (isPerfect) {
// Perfect shot - straight trajectory over rim and into hoop
var targetX = hoop.x;
var targetY = hoop.y - 450; // Target the exact hoop scoring area
// Create perfect shot basketball
var ball = createBasketball(startX, startY, 0, -20);
ball.isPerfectShot = true;
// Single stage trajectory: straight over rim into hoop
ball.perfectShotTarget = {
x: targetX,
y: targetY
};
ball.perfectShotTime = 0;
ball.perfectShotDuration = 80; // Time to reach hoop
// 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
});
}
});
// Add vertical rotation animation
tween(ball, {
rotation: ball.rotation + Math.PI * 4
}, {
duration: 1500,
easing: tween.easeOut
});
} else {
// Regular shot with some randomness
velocityX = (Math.random() - 0.5) * 8;
velocityY = -14 - Math.random() * 6; // Increased base power
var ball = createBasketball(startX, startY, velocityX, velocityY);
// Add vertical rotation animation for regular shot
tween(ball, {
rotation: ball.rotation + Math.PI * 3
}, {
duration: 1200,
easing: tween.easeOut
});
}
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 = 180; // Combined radius of two basketballs (adjusted for bigger size)
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
@@ -249,9 +249,9 @@
anchorY: 1,
scaleX: 1.3,
scaleY: 1.3
});
- backboard.y = -40;
+ backboard.y = -15;
var hoop = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
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