User prompt
Play sound named 3 instead of swish sound on right hoop
User prompt
Play sound named 2 instead of swish sound on hoop
User prompt
Play sound named 1 instead of swish sound on left hoop
User prompt
Play 1 sound when basket is scored on lefthoop
User prompt
When basket scored on hoop 2 play 1 sound
User prompt
Make shotbar appear automatically
User prompt
Move shotbar down 100
User prompt
Why didn't X2 bonus work when all backboard same colour
User prompt
X2 score if player makes all 3 backboards the same colour
User prompt
Remove score target
User prompt
Play swish sound when backboard changes colour
User prompt
Play the swish sound when the ball goes through rim
User prompt
Move ball reflections up 200
User prompt
Prevent ball from changing colours
User prompt
Make player1 true to asset size
User prompt
Make player1 same size as asset
User prompt
Make player 1 smaller ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make player1 high definition
User prompt
Add player3 to right side of screen
User prompt
Move player2 left 100
User prompt
Fix this please
User prompt
Add player2 to left side of screen
User prompt
Six streak dynamics so made baskets keel streak and misfires lose streak
User prompt
Adjust physics so when shotbar1 is tapped in greenzone that basketball swishes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move basketball starting position up 500
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BallReflection = Container.expand(function () { var self = Container.call(this); var reflectionGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); // Make reflection more transparent and darker reflectionGraphics.alpha = 0.3; reflectionGraphics.tint = 0x666666; // Flip reflection vertically reflectionGraphics.scaleY = -0.8; // Flipped and slightly smaller reflectionGraphics.scaleX = 0.8; // Set z-index to render on floor reflectionGraphics.zIndex = -3; self.parentBall = null; self.floorY = 2032; // Move floor up 700 pixels (550 + 150) self.update = function () { if (!self.parentBall || !self.parentBall.isActive) { self.destroy(); return; } // Position reflection below the ball self.x = self.parentBall.x; self.y = self.floorY - (self.floorY - self.parentBall.y) * 0.2; // Reflection distance from floor // Match parent ball rotation self.rotation = self.parentBall.rotation; // Fade reflection based on ball height var heightFactor = Math.max(0, (self.floorY - self.parentBall.y) / 1000); reflectionGraphics.alpha = 0.3 * heightFactor; }; return self; }); 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 in front of player1 ballGraphics.zIndex = 2; self.velocityX = 0; self.velocityY = 0; self.gravity = 0.5; self.bounceDecay = 0.7; self.hasScored = false; self.isActive = true; self.guaranteedSwish = false; 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) // For guaranteed swish shots, use more lenient detection var hoopDetectionWidth = self.guaranteedSwish ? 80 : 60; var hoopDetectionTop = self.guaranteedSwish ? -20 : -10; var hoopDetectionBottom = self.guaranteedSwish ? 60 : 50; if (Math.abs(relativeX) <= hoopDetectionWidth && relativeY >= hoopDetectionTop && relativeY <= hoopDetectionBottom && 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 - this counts as a miss if (self.x < -100 || self.x > 2148 || self.y > 2800) { // Only reset streak if this ball hasn't scored if (!self.hasScored) { currentStreak = 0; streakTxt.setText('Streak: 0'); } 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 = 16; 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 ballReflections = []; 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 Player1 (center player) - positioned at Player1's location shotBar = game.addChild(new ShotBar()); shotBar.x = 1024; // Match Player1's x position shotBar.y = 1500; // Create shot bar for Player2 (left player) - positioned at Player2's location shotBar2 = game.addChild(new ShotBar()); shotBar2.x = 300; // Match Player2's x position shotBar2.y = 1500; // Create shot bar for right hoop (no dedicated player yet) shotBar3 = game.addChild(new ShotBar()); shotBar3.x = rightHoop.x; shotBar3.y = 1500; 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); // Create reflection for this ball var reflection = new BallReflection(); reflection.parentBall = ball; ballReflections.push(reflection); game.addChild(reflection); 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 player/hoop to target based on tap position var targetHoop = hoop; var currentShotBar = shotBar; var activePlayer = 1; // Track which player is shooting if (x < 683) { // Left third of screen - Player2's area targetHoop = leftHoop; currentShotBar = shotBar2; activePlayer = 2; } else if (x > 1365) { // Right third of screen - Player3's area targetHoop = rightHoop; currentShotBar = shotBar3; activePlayer = 3; } if (currentShotBar.isActive) { // Stop the shot bar and check for perfect shot var isPerfect = currentShotBar.stopMoving(); isChargingShot = false; // Switch sprites for the appropriate player if (activePlayer === 1) { // Player1 shooting player1.visible = true; player1down.visible = false; // Switch back after 1 second LK.setTimeout(function () { player1.visible = false; player1down.visible = true; }, 1000); } else if (activePlayer === 2) { // Player2 shooting player2.visible = true; player2down.visible = false; // Switch back after 1 second LK.setTimeout(function () { player2.visible = false; player2down.visible = true; }, 1000); } else if (activePlayer === 3) { // Player3 shooting player3.visible = true; player3down.visible = false; // Switch back after 1 second LK.setTimeout(function () { player3.visible = false; player3down.visible = true; }, 1000); } // Calculate shooting parameters based on active player var startX, startY; if (activePlayer === 2) { // Launch from Player2's position (left player) startX = 300; // Player2's x position startY = 2000; } else if (activePlayer === 3) { // Launch from Player3's position (right player) startX = 1748; // Player3's x position startY = 2000; } else { // Launch from Player1's position (center) for main hoop startX = 1024; // Player1's x position startY = 2000; } var velocityX = 0; var velocityY = -20; // Base upward velocity if (isPerfect) { // Perfect shot - guaranteed swish trajectory var targetX = targetHoop.x; var targetY = targetHoop.y - 350; // Aim directly at hoop center for clean entry var deltaX = targetX - startX; var deltaY = targetY - startY; // Calculate perfect parabolic trajectory for guaranteed swish var time = 50; // Slightly more time for smoother arc var gravity = 0.5; // Match basketball gravity // Calculate initial velocities for perfect arc velocityX = deltaX / time; velocityY = deltaY / time - 0.5 * gravity * time; // Fine-tune for guaranteed swish - ensure ball enters hoop cleanly var horizontalAdjustment = 0; // No horizontal drift for perfect shot var verticalAdjustment = -2; // Slight downward bias for clean entry velocityX += horizontalAdjustment; velocityY += verticalAdjustment; // Create perfect shot basketball var ball = createBasketball(startX, startY, velocityX, velocityY); ball.isPerfectShot = true; // Ensure ball will score by setting special trajectory flag ball.guaranteedSwish = 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 = -16 - Math.random() * 8; 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; } } // Clean up orphaned reflections for (var i = ballReflections.length - 1; i >= 0; i--) { var reflection = ballReflections[i]; if (!reflection.parentBall || !reflection.parentBall.isActive) { reflection.destroy(); ballReflections.splice(i, 1); } // 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 = 1; // Render in front of background player1.visible = false; // Make invisible // Add Player1down at bottom of screen var player1down = game.addChild(LK.getAsset('Player1down', { anchorX: 0.5, anchorY: 1 })); player1down.x = 1024; // Center horizontally player1down.y = 2732; // Bottom of screen player1down.zIndex = 1; // Render in front of background player1down.visible = true; // Make visible // Add Player2 at bottom left of screen var player2 = game.addChild(LK.getAsset('Player2', { anchorX: 0.5, anchorY: 1 })); player2.x = 300; // Left side horizontally player2.y = 2732; // Bottom of screen player2.zIndex = 1; // Render in front of background player2.visible = false; // Make invisible // Add Player2down at bottom left of screen var player2down = game.addChild(LK.getAsset('Player2down', { anchorX: 0.5, anchorY: 1 })); player2down.x = 300; // Left side horizontally player2down.y = 2732; // Bottom of screen player2down.zIndex = 1; // Render in front of background player2down.visible = true; // Make visible // Add Player3 at bottom right of screen var player3 = game.addChild(LK.getAsset('Player3', { anchorX: 0.5, anchorY: 1 })); player3.x = 1748; // Right side horizontally player3.y = 2732; // Bottom of screen player3.zIndex = 1; // Render in front of background player3.visible = false; // Make invisible // Add Player3down at bottom right of screen var player3down = game.addChild(LK.getAsset('Player3down', { anchorX: 0.5, anchorY: 1 })); player3down.x = 1748; // Right side horizontally player3down.y = 2732; // Bottom of screen player3down.zIndex = 1; // Render in front of background player3down.visible = true; // Make visible // Start background music LK.playMusic('backgroundMusic'); ;
===================================================================
--- original.js
+++ change.js
@@ -677,11 +677,8 @@
player1.x = 1024; // Center horizontally
player1.y = 2732; // Bottom of screen
player1.zIndex = 1; // Render in front of background
player1.visible = false; // Make invisible
-// Player1 at original asset size
-player1.scaleX = 1.0;
-player1.scaleY = 1.0;
// Add Player1down at bottom of screen
var player1down = game.addChild(LK.getAsset('Player1down', {
anchorX: 0.5,
anchorY: 1
@@ -689,11 +686,8 @@
player1down.x = 1024; // Center horizontally
player1down.y = 2732; // Bottom of screen
player1down.zIndex = 1; // Render in front of background
player1down.visible = true; // Make visible
-// Player1down at original asset size
-player1down.scaleX = 1.0;
-player1down.scaleY = 1.0;
// Add Player2 at bottom left of screen
var player2 = game.addChild(LK.getAsset('Player2', {
anchorX: 0.5,
anchorY: 1
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