User prompt
Add reset button under best score to reset unlocked player ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Reset storage ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Reset game
User prompt
Move locked player background right 10
User prompt
Move locked player background right 20
User prompt
Make locked player background 50 wider
User prompt
Move locked player background left 50
User prompt
Make locked player background not translucent
User prompt
Move locked button up 100
User prompt
Move locked button up 400
User prompt
Move locked button up 200
User prompt
Use true asset size for locked button
User prompt
Add locked button to locked player ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Lock player2 and player3 and make it $100 to unlock them ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Speed up shotbar when score reaches 100
User prompt
Reset 60 seconds if player reaches 100
User prompt
Move best score left 100
User prompt
If player gets streak 10 award $20 if player gets 20 streak award $50 if player gets 30 streak award $75 if player gets 50 streak award $100 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ok nice player is over 50 points slightly speed up shotbar
User prompt
If you match all backboards the same colour award player with $100.00 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add best score display top right corner of screen ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
If you score 50 points reset timer to 60 seconds
User prompt
Add a 60 seconds timer
User prompt
Make each scored basket worth 2 points
User prompt
Don't play music untill sound 1,2 and 3 has played
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { money: 0 }); /**** * 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 = 1832; // Move floor up 900 pixels (700 + 200) 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 = 2; if (self.isPerfectShot) { // Use cycling color for perfect shot screen flash var flashColor = basketColors[currentColorIndex]; LK.effects.flashScreen(flashColor, 400); } // Apply 2x multiplier if all backboards are same color if (allSameColorMultiplier) { points *= 2; } LK.setScore(LK.getScore() + points); // Check if score reached 50 points to reset timer if (LK.getScore() >= 50 && LK.getScore() - points < 50) { gameTimer = 60 * 60; // Reset to 60 seconds at 60 FPS gameTimeLeft = 60; timerTxt.setText('Time: 60'); } // Play different sound based on which hoop scored if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').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; // Track which backboard was scored on and update color tracking var hoopIndex = 0; // Default to center hoop if (currentHoop === leftHoop) hoopIndex = 1; if (currentHoop === rightHoop) hoopIndex = 2; backboardColors[hoopIndex] = flashColor; tween(backboard, { tint: flashColor }, { duration: 300, easing: tween.easeOut }); // Check if all backboards now have same color checkAllBackboardsSameColor(); // Play different sound based on which hoop scored when backboard changes color if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').play(); } } else { // For regular shots, use cycling color directly var flashColor = basketColors[currentColorIndex]; // Cycle to next color for next basket currentColorIndex = (currentColorIndex + 1) % basketColors.length; // Track which backboard was scored on and update color tracking var hoopIndex = 0; // Default to center hoop if (currentHoop === leftHoop) hoopIndex = 1; if (currentHoop === rightHoop) hoopIndex = 2; backboardColors[hoopIndex] = flashColor; tween(backboard, { tint: flashColor }, { duration: 300, easing: tween.easeOut }); // Check if all backboards now have same color checkAllBackboardsSameColor(); // Play different sound based on which hoop scored when backboard changes color if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').play(); } } 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 = 2; // Apply 2x multiplier if all backboards are same color if (allSameColorMultiplier) { points *= 2; } LK.setScore(LK.getScore() + points); // Check if score reached 50 points to reset timer if (LK.getScore() >= 50 && LK.getScore() - points < 50) { gameTimer = 60 * 60; // Reset to 60 seconds at 60 FPS gameTimeLeft = 60; timerTxt.setText('Time: 60'); } // Play different sound based on which hoop scored if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').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; // Track which backboard was scored on and update color tracking var hoopIndex = 0; // Default to center hoop if (currentHoop === leftHoop) hoopIndex = 1; if (currentHoop === rightHoop) hoopIndex = 2; backboardColors[hoopIndex] = flashColor; tween(backboard, { tint: flashColor }, { duration: 300, easing: tween.easeOut }); // Check if all backboards now have same color checkAllBackboardsSameColor(); // Play different sound based on which hoop scored when backboard changes color if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').play(); } } }); } } } // 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; // Keep shot bar visible and restart movement after a brief pause var self_ref = self; LK.setTimeout(function () { self_ref.startMoving(); }, 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 = true; 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 gameTimer = 60 * 60; // 60 seconds at 60 FPS var gameTimeLeft = 60; var gameEnded = false; 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; // Track backboard colors for multiplier system var backboardColors = [0xFFFFFF, 0xFFFFFF, 0xFFFFFF]; // [hoop, leftHoop, rightHoop] - start with white var allSameColorMultiplier = false; var moneyAwarded = false; // Track if money has been awarded for current color match // Create multiplier indicator text var multiplierTxt = new Text2('', { size: 50, fill: 0xFFD700 }); multiplierTxt.anchor.set(0.5, 0); multiplierTxt.y = 180; LK.gui.top.addChild(multiplierTxt); // 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 timer display var timerTxt = new Text2('Time: 60', { size: 60, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0); timerTxt.y = 160; LK.gui.top.addChild(timerTxt); // Create best score display var bestScore = storage.bestScore || 0; var bestScoreTxt = new Text2('Best: ' + bestScore, { size: 60, fill: 0xFFD700 }); bestScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(bestScoreTxt); // Create money display var currentMoney = storage.money || 0; var moneyTxt = new Text2('$' + currentMoney.toFixed(2), { size: 50, fill: 0x00FF00 }); moneyTxt.anchor.set(0, 0); moneyTxt.x = 120; // Offset from left edge to avoid menu icon moneyTxt.y = 10; LK.gui.topLeft.addChild(moneyTxt); // 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 = 1600; // 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 = 1600; // Create shot bar for right hoop (no dedicated player yet) shotBar3 = game.addChild(new ShotBar()); shotBar3.x = rightHoop.x; shotBar3.y = 1600; 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; } function checkAllBackboardsSameColor() { // Check if all three backboards have the same color var allSame = backboardColors[0] === backboardColors[1] && backboardColors[1] === backboardColors[2]; // Debug logging to see what's happening console.log('Checking colors:', backboardColors, 'All same:', allSame, 'Current multiplier:', allSameColorMultiplier); // Only activate multiplier if colors changed to same (not if already same) // Also ensure we're not comparing the initial white colors if (allSame && !allSameColorMultiplier && backboardColors[0] !== 0xFFFFFF) { allSameColorMultiplier = true; console.log('Activating 2x multiplier!'); multiplierTxt.setText('2X MULTIPLIER ACTIVE!'); // Visual feedback for achieving same colors LK.effects.flashScreen(0xFFD700, 500); // Gold flash // Award $100.00 if not already awarded for this color match if (!moneyAwarded) { currentMoney += 100.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); moneyAwarded = true; // Additional visual feedback for money award LK.effects.flashScreen(0x00FF00, 800); // Green flash for money console.log('Awarded $100.00! Total money:', currentMoney); } } else if (!allSame && allSameColorMultiplier) { allSameColorMultiplier = false; moneyAwarded = false; // Reset money award flag when colors no longer match console.log('Deactivating 2x multiplier'); multiplierTxt.setText(''); } } 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); // Ball color tinting removed to prevent color changes // 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 } } // Update timer if (!gameEnded) { gameTimer--; var newTimeLeft = Math.ceil(gameTimer / 60); if (newTimeLeft !== gameTimeLeft) { gameTimeLeft = newTimeLeft; timerTxt.setText('Time: ' + gameTimeLeft); } // Check if time is up if (gameTimer <= 0 && !gameEnded) { gameEnded = true; timerTxt.setText('Time: 0'); // Check and update best score var currentScore = LK.getScore(); if (currentScore > bestScore) { bestScore = currentScore; storage.bestScore = bestScore; bestScoreTxt.setText('Best: ' + bestScore); } LK.showGameOver(); } } // Win condition removed - no score target }; // 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'); // Make shotbar appear automatically - start all shotbars moving shotBar.startMoving(); shotBar2.startMoving(); shotBar3.startMoving(); ; ;
===================================================================
--- original.js
+++ change.js
@@ -1,9 +1,11 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1");
+var storage = LK.import("@upit/storage.v1", {
+ money: 0
+});
/****
* Classes
****/
@@ -464,8 +466,9 @@
var currentColorIndex = 0;
// Track backboard colors for multiplier system
var backboardColors = [0xFFFFFF, 0xFFFFFF, 0xFFFFFF]; // [hoop, leftHoop, rightHoop] - start with white
var allSameColorMultiplier = false;
+var moneyAwarded = false; // Track if money has been awarded for current color match
// Create multiplier indicator text
var multiplierTxt = new Text2('', {
size: 50,
fill: 0xFFD700
@@ -530,8 +533,18 @@
fill: 0xFFD700
});
bestScoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(bestScoreTxt);
+// Create money display
+var currentMoney = storage.money || 0;
+var moneyTxt = new Text2('$' + currentMoney.toFixed(2), {
+ size: 50,
+ fill: 0x00FF00
+});
+moneyTxt.anchor.set(0, 0);
+moneyTxt.x = 120; // Offset from left edge to avoid menu icon
+moneyTxt.y = 10;
+LK.gui.topLeft.addChild(moneyTxt);
// 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 = 1600;
@@ -576,10 +589,21 @@
console.log('Activating 2x multiplier!');
multiplierTxt.setText('2X MULTIPLIER ACTIVE!');
// Visual feedback for achieving same colors
LK.effects.flashScreen(0xFFD700, 500); // Gold flash
+ // Award $100.00 if not already awarded for this color match
+ if (!moneyAwarded) {
+ currentMoney += 100.00;
+ storage.money = currentMoney;
+ moneyTxt.setText('$' + currentMoney.toFixed(2));
+ moneyAwarded = true;
+ // Additional visual feedback for money award
+ LK.effects.flashScreen(0x00FF00, 800); // Green flash for money
+ console.log('Awarded $100.00! Total money:', currentMoney);
+ }
} else if (!allSame && allSameColorMultiplier) {
allSameColorMultiplier = false;
+ moneyAwarded = false; // Reset money award flag when colors no longer match
console.log('Deactivating 2x multiplier');
multiplierTxt.setText('');
}
}
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