User prompt
Move reflections up 150
User prompt
Make basketball appear to be in front of player1
User prompt
Make basketball invisible until it passes the player1
User prompt
Make basketball shit move faster
User prompt
Make basketball starting position just above player1
User prompt
Make basketball invisible until it passes player1 fingers
User prompt
When shotbar1 ball is stopped by tap make player1 visible and player1down invisible for 1 second then switch back ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Switch back to player1down after shot goes up
User prompt
After ball is shot make player1 invisible and player1down visible
User prompt
When shotbar 1 ball lands in the green zone make player1down invisible and player1 visible
User prompt
Make player1 invisible
User prompt
Make player1down visible
User prompt
Add player1down to scene
User prompt
Add player1down position on player1
User prompt
Make shotbar ball move faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move ball reflections up 150
User prompt
Move ball reflections up 400
User prompt
Create ball reflections on backdrop floor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase ball speed
User prompt
Move shotbar up 300
User prompt
I want basketball to look like player is shooting it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Render player behind basketball
User prompt
Add player1 last so he is in front of basketball
User prompt
Make basketball render behind player1
User prompt
Make basketball start position on top of player1
/**** * 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, hoop, and player1 ballGraphics.zIndex = -5; 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 for all hoops var hoopsToCheck = [hoop]; if (typeof leftHoop !== 'undefined') { hoopsToCheck.push(leftHoop); } if (typeof rightHoop !== 'undefined') { hoopsToCheck.push(rightHoop); } for (var hoopIndex = 0; hoopIndex < hoopsToCheck.length; hoopIndex++) { var currentHoop = hoopsToCheck[hoopIndex]; if (currentHoop) { var hoopX = currentHoop.x; var hoopY = currentHoop.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(currentHoop.net, { scaleX: 1.8, scaleY: 1.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(currentHoop.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; // Use cycling color for perfect shot screen flash var flashColor = basketColors[currentColorIndex]; LK.effects.flashScreen(flashColor, 400); } LK.setScore(LK.getScore() + points); LK.getSound('swish').play(); scoreTxt.setText('Score: ' + LK.getScore()); streakTxt.setText('Streak: ' + currentStreak); LK.effects.flashObject(currentHoop, self.isPerfectShot ? 0xFFD700 : 0x00FF00, 300); // Animate backboard color change var backboard = currentHoop.children[0]; // Get the backboard (first child) if (self.isPerfectShot) { // For perfect shots, use cycling color directly var flashColor = basketColors[currentColorIndex]; // Cycle to next color for next basket currentColorIndex = (currentColorIndex + 1) % basketColors.length; tween(backboard, { tint: flashColor }, { duration: 300, easing: tween.easeOut }); } else { // For regular shots, use cycling color directly var flashColor = basketColors[currentColorIndex]; // Cycle to next color for next basket currentColorIndex = (currentColorIndex + 1) % basketColors.length; tween(backboard, { tint: flashColor }, { duration: 300, easing: tween.easeOut }); } 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(currentHoop.net, { scaleX: 1.8, scaleY: 1.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(currentHoop.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(currentHoop, 0x00FF00, 300); // Animate backboard color change var backboard = currentHoop.children[0]; // Get the backboard (first child) var flashColor = basketColors[currentColorIndex]; // Cycle to next color for next basket currentColorIndex = (currentColorIndex + 1) % basketColors.length; tween(backboard, { tint: flashColor }, { duration: 300, easing: tween.easeOut }); } }); } } } // 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 }); 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 - rotated to be vertical var bgBar = self.attachAsset('shotBarBg', { anchorX: 0.5, anchorY: 0.5 }); bgBar.rotation = Math.PI / 2 + Math.PI; // Rotate 90 degrees + 180 degrees to make vertical and flip // Green zone - rotated to be vertical var greenZone = self.attachAsset('shotBarGreen', { anchorX: 0.5, anchorY: 0.5 }); greenZone.rotation = Math.PI / 2 + Math.PI; // Rotate 90 degrees + 180 degrees to make vertical and flip greenZone.y = 0; // Start at center, will move vertically // 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 vertically greenZone.y = (Math.random() - 0.5) * 360; // Random position within vertical bar // Reset indicator position vertically - start at top indicator.y = -self.maxDistance; self.moveDirection = 1; // Start moving downward self.visible = true; }; self.stopMoving = function () { self.isMoving = false; // Check if indicator is within green zone vertically var greenTop = greenZone.y - 60; var greenBottom = greenZone.y + 60; self.perfectShot = indicator.y >= greenTop && indicator.y <= greenBottom; // 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 vertically indicator.y += self.moveSpeed * self.moveDirection; // Bounce off edges if (indicator.y >= self.maxDistance) { indicator.y = self.maxDistance; self.moveDirection = -1; } else if (indicator.y <= -self.maxDistance) { indicator.y = -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 leftHoop = null; var rightHoop = 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 shotBar2 = null; var shotBar3 = null; var isChargingShot = false; // Color cycling system for backboard changes var basketColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFA500, 0x800080, 0xFFB6C1, 0x90EE90, 0x87CEEB, 0xDDA0DD]; var currentColorIndex = 0; // Enable z-index sorting for proper rendering order game.sortableChildren = true; // Add background with high definition scaling var background = game.addChild(LK.getAsset('Background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Ensure background covers full screen with crisp high definition rendering background.width = 2048; background.height = 2732; // 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 = 1300; // Create second hoop to the left of the backboard leftHoop = game.addChild(new Hoop()); leftHoop.x = 1024 - 375 - 350; // Position to the left of the backboard (half backboard width) moved 350 left leftHoop.y = 1300; // Create third hoop to the right of the backboard rightHoop = game.addChild(new Hoop()); rightHoop.x = 1024 + 375 + 350; // Position to the right of the backboard (half backboard width) moved 350 right rightHoop.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 for main hoop shotBar = game.addChild(new ShotBar()); shotBar.x = 1024; shotBar.y = 1800; // Create shot bar for left hoop (backboard 2) shotBar2 = game.addChild(new ShotBar()); shotBar2.x = leftHoop.x; shotBar2.y = 1800; // Create shot bar for right hoop (backboard 3) shotBar3 = game.addChild(new ShotBar()); shotBar3.x = rightHoop.x; shotBar3.y = 1800; 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 // Determine which hoop to target based on tap position var targetHoop = hoop; var currentShotBar = shotBar; if (x < 683) { // Left third of screen - target left hoop targetHoop = leftHoop; currentShotBar = shotBar2; } else if (x > 1365) { // Right third of screen - target right hoop targetHoop = rightHoop; currentShotBar = shotBar3; } if (currentShotBar.isActive) { // Stop the shot bar and check for perfect shot var isPerfect = currentShotBar.stopMoving(); isChargingShot = false; // Calculate shooting parameters based on target hoop var startX, startY; if (targetHoop === leftHoop) { // Launch from left side for backboard 2 startX = leftHoop.x; startY = 2500; } else if (targetHoop === rightHoop) { // Launch from right side for backboard 3 startX = rightHoop.x; startY = 2500; } else { // Launch from center for main backboard startX = 1024; startY = 2500; } var velocityX = 0; var velocityY = -15; // Base upward velocity if (isPerfect) { // Perfect shot - straight to hoop with precise trajectory var targetX = targetHoop.x; var targetY = targetHoop.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 var ballFlashColor = basketColors[(currentColorIndex - 1 + basketColors.length) % basketColors.length]; // Use the color that will be used for this shot tween(ball, { tint: ballFlashColor }, { 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 = -12 - Math.random() * 6; 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; currentShotBar.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(); } }; // Add Player1 at bottom of screen var player1 = game.addChild(LK.getAsset('Player1', { anchorX: 0.5, anchorY: 1 })); player1.x = 1024; // Center horizontally player1.y = 2732; // Bottom of screen player1.zIndex = 5; // Render in front of basketball and other game elements // Start background music LK.playMusic('backgroundMusic'); ;
===================================================================
--- original.js
+++ change.js
@@ -11,10 +11,10 @@
var ballGraphics = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set z-index to render behind net and hoop
- ballGraphics.zIndex = -1;
+ // Set z-index to render behind net, hoop, and player1
+ ballGraphics.zIndex = -5;
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.5;
self.bounceDecay = 0.7;
@@ -395,9 +395,9 @@
shotBar3.y = 1800;
function createBasketball(startX, startY, velocityX, velocityY) {
var ball = new Basketball();
ball.x = startX;
- ball.y = player1.y - player1.height; // Position on top of player1
+ ball.y = startY;
ball.velocityX = velocityX;
ball.velocityY = velocityY;
ball.isPerfectShot = false;
basketballs.push(ball);
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