User prompt
Stop screen flashing in rhythm mode
User prompt
Make sure best scores are being saved in rhythm mode ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ensure ball goes through hoop with perfect tap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase tap sensitivity
User prompt
In rhythm mode when tapped correctly make it the same as getting a greenzone perfect shot on swish mode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If a rhythm circles passes the tapzones without being tapped it counts as a miss
User prompt
In rhythm mode if you miss a rhythm circle 3 times it is game over.
User prompt
In rhythm mode if you miss a rhythm circles it is game over.
User prompt
In rhythm mode when you tap correctly make the players in that row shoot perfect swishes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: rhythmBestScore is not defined' in or related to this line: 'if (currentScore > rhythmBestScore) {' Line Number: 1902 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Seperate best scores for swish mode from best scores in rhythm mode ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make tapzones taller
User prompt
Make tapzones taller
User prompt
In rhythm mode replace shotbars with a horizontal tap zone that if player taps the falling rhythm circles in the tap zone they score a perfect swish ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
In rhythm mode Remove shotbar basketballs and score basket when you tap a rhythm circle in line with the greenzone ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove shotbar basketballs and score basket when you tap a rhythm circle in line with the greenzone
User prompt
Make the rhythm circles drop at 124 bpm ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Why isn't this system working for the rhythm game
User prompt
Score rhythm points if you tap the ball in the greenzone and the rhythm circles at the same time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make timing rhythm circles fall from top of the screen in line with the greenzone balls and they need to be tapped as they pass the greenzone balls ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
In rhythm mode Make rhythm circles fall to time tapping green ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'rhythmCircleActive')' in or related to this line: 'if (!firstBar.rhythmCircleActive) {' Line Number: 1831
User prompt
In rhythm mode Change the greenzones in score bars into rhythm circles that player must press every .5 seconds . If they press them correctly starting from left to right the balls will swish perfectly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Change the greenzones in score bars into rhythm circles that player must press every .5 seconds . If they press them correctly starting from left to right the balls will swish perfectly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Change rhythm mode so that player must tap on of the green zone every .5 seconds to hit a basket and stay on beat.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { money: 0, player2Unlocked: false, player3Unlocked: false }); /**** * 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++; // Check for streak rewards var moneyEarned = 0; if (currentStreak === 10 && streakRewardsAwarded.indexOf(10) === -1) { moneyEarned = 20.00; streakRewardsAwarded.push(10); } else if (currentStreak === 20 && streakRewardsAwarded.indexOf(20) === -1) { moneyEarned = 50.00; streakRewardsAwarded.push(20); } else if (currentStreak === 30 && streakRewardsAwarded.indexOf(30) === -1) { moneyEarned = 75.00; streakRewardsAwarded.push(30); } else if (currentStreak === 50 && streakRewardsAwarded.indexOf(50) === -1) { moneyEarned = 100.00; streakRewardsAwarded.push(50); } // Apply money multiplier if active if (moneyEarned > 0) { if (moneyMultiplierBaskets > 0) { moneyEarned *= 2; moneyMultiplierBaskets--; } currentMoney += moneyEarned; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); LK.effects.flashScreen(0x00FF00, 600); // Green flash for money } 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; } // Apply rhythm multiplier if in rhythm mode if (typeof rhythmMultiplier !== 'undefined' && rhythmMultiplier > 1) { points = Math.floor(points * rhythmMultiplier); } LK.setScore(LK.getScore() + points); // Check if score reached multiple of 50 points to reset timer var currentScore = LK.getScore(); var previousScore = currentScore - points; var currentFifties = Math.floor(currentScore / 50); var previousFifties = Math.floor(previousScore / 50); if (currentFifties > previousFifties) { gameTimer = 60 * 60; // Reset to 60 seconds at 60 FPS gameTimeLeft = 60; timerTxt.setText('01:00'); } // 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++; // Check for streak rewards if (currentStreak === 10 && streakRewardsAwarded.indexOf(10) === -1) { currentMoney += 20.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(10); LK.effects.flashScreen(0x00FF00, 600); // Green flash for money } else if (currentStreak === 20 && streakRewardsAwarded.indexOf(20) === -1) { currentMoney += 50.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(20); LK.effects.flashScreen(0x00FF00, 600); // Green flash for money } else if (currentStreak === 30 && streakRewardsAwarded.indexOf(30) === -1) { currentMoney += 75.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(30); LK.effects.flashScreen(0x00FF00, 600); // Green flash for money } else if (currentStreak === 50 && streakRewardsAwarded.indexOf(50) === -1) { currentMoney += 100.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(50); LK.effects.flashScreen(0x00FF00, 600); // Green flash for money } 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 multiple of 50 points to reset timer var currentScore = LK.getScore(); var previousScore = currentScore - points; var currentFifties = Math.floor(currentScore / 50); var previousFifties = Math.floor(previousScore / 50); if (currentFifties > previousFifties) { gameTimer = 60 * 60; // Reset to 60 seconds at 60 FPS gameTimeLeft = 60; timerTxt.setText('01:00'); } // 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 - ball is just removed, no streak penalty 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 RhythmCircle = Container.expand(function () { var self = Container.call(this); // Create rhythm circle using green ball asset var circle = self.attachAsset('greenBall', { anchorX: 0.5, anchorY: 0.5 }); circle.zIndex = 10; self.isActive = false; self.isPressed = false; self.playerId = 1; // Which player this circle belongs to self.sequenceNumber = 0; // Position in the sequence (0=left, 1=center, 2=right) self.lastSpawnTime = 0; self.activate = function () { self.isActive = true; self.isPressed = false; self.visible = true; self.lastSpawnTime = LK.ticks; // Start with small scale and animate to full size circle.scaleX = 0.1; circle.scaleY = 0.1; tween(circle, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut }); }; self.press = function () { if (!self.isActive || self.isPressed) return false; self.isPressed = true; // Visual feedback - flash and scale up briefly tween(circle, { scaleX: 1.3, scaleY: 1.3, tint: 0xFFFFFF }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(circle, { scaleX: 0.1, scaleY: 0.1, tint: 0x00ff00 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.isActive = false; self.visible = false; } }); } }); return true; }; self.update = function () { if (!self.isActive) return; // Auto-deactivate after 1 second if not pressed if (LK.ticks - self.lastSpawnTime > 60) { // 1 second at 60 FPS self.isActive = false; self.visible = false; // Reset rhythm sequence on timeout if (typeof rhythmSequenceProgress !== 'undefined') { rhythmSequenceProgress = 0; } } }; return self; }); var Shop = Container.expand(function () { var self = Container.call(this); // Shop background var shopBg = self.attachAsset('Player4', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 25 }); shopBg.tint = 0x333333; shopBg.alpha = 0.9; self.isVisible = false; self.visible = false; // Shop title var shopTitle = new Text2('SHOP', { size: 120, fill: 0xFFD700 }); shopTitle.anchor.set(0.5, 0.5); shopTitle.y = -800; self.addChild(shopTitle); // Shop items array self.shopItems = [{ name: 'Speed Boost', description: 'Increase shot speed by 25%', cost: 50.00, purchased: false, type: 'speed' }, { name: 'Perfect Shot', description: 'Next 3 shots guaranteed perfect', cost: 25.00, purchased: false, type: 'perfect' }, { name: 'Money Multiplier', description: 'Double money for 10 baskets', cost: 75.00, purchased: false, type: 'money' }, { name: 'Time Extension', description: 'Add 30 seconds to timer', cost: 100.00, purchased: false, type: 'time' }]; // Create shop item buttons self.itemButtons = []; for (var i = 0; i < self.shopItems.length; i++) { var item = self.shopItems[i]; var yOffset = -400 + i * 200; // Item background var itemBg = self.attachAsset('Player4', { anchorX: 0.5, anchorY: 0.5, scaleX: 15, scaleY: 3 }); itemBg.y = yOffset; itemBg.tint = 0x555555; itemBg.alpha = 0.8; // Item name text var nameText = new Text2(item.name, { size: 60, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = yOffset - 30; self.addChild(nameText); // Item description text var descText = new Text2(item.description, { size: 40, fill: 0xCCCCCC }); descText.anchor.set(0.5, 0.5); descText.y = yOffset + 10; self.addChild(descText); // Item cost text var costText = new Text2('$' + item.cost.toFixed(2), { size: 50, fill: 0x00FF00 }); costText.anchor.set(0.5, 0.5); costText.y = yOffset + 50; self.addChild(costText); // Store button info for click detection self.itemButtons.push({ index: i, bounds: { x: -400, y: yOffset - 75, width: 800, height: 150 }, costText: costText, nameText: nameText }); } // Close button var closeBtn = new Text2('CLOSE', { size: 80, fill: 0xFF0000 }); closeBtn.anchor.set(0.5, 0.5); closeBtn.y = 600; self.addChild(closeBtn); self.closeBounds = { x: -150, y: 550, width: 300, height: 100 }; self.show = function () { // Pause the game LK.pauseGame(); // Show shop background var shopBackground = LK.getAsset('ShopBackground', { anchorX: 0, anchorY: 0 }); shopBackground.x = 0; shopBackground.y = 0; shopBackground.width = 2048; shopBackground.height = 2732; shopBackground.zIndex = 99; self.shopBg = shopBackground; game.addChild(shopBackground); self.isVisible = true; self.visible = true; self.x = 1024; self.y = 1366; self.zIndex = 100; // Update item availability based on money for (var i = 0; i < self.itemButtons.length; i++) { var button = self.itemButtons[i]; var item = self.shopItems[button.index]; if (currentMoney >= item.cost && !item.purchased) { button.costText.fill = 0x00FF00; button.nameText.fill = 0xFFFFFF; } else if (item.purchased) { button.costText.setText('OWNED'); button.costText.fill = 0xFFD700; button.nameText.fill = 0xFFD700; } else { button.costText.fill = 0xFF0000; button.nameText.fill = 0x888888; } } }; self.hide = function () { // Resume the game LK.resumeGame(); // Remove shop background if (self.shopBg) { self.shopBg.destroy(); self.shopBg = null; } self.isVisible = false; self.visible = false; }; self.handleClick = function (localX, localY) { // Check close button if (localX >= self.closeBounds.x && localX <= self.closeBounds.x + self.closeBounds.width && localY >= self.closeBounds.y && localY <= self.closeBounds.y + self.closeBounds.height) { self.hide(); return true; } // Check item buttons for (var i = 0; i < self.itemButtons.length; i++) { var button = self.itemButtons[i]; var bounds = button.bounds; if (localX >= bounds.x && localX <= bounds.x + bounds.width && localY >= bounds.y && localY <= bounds.y + bounds.height) { var item = self.shopItems[button.index]; // Check if can purchase if (currentMoney >= item.cost && !item.purchased) { self.purchaseItem(button.index); return true; } } } return false; }; self.purchaseItem = function (itemIndex) { var item = self.shopItems[itemIndex]; // Deduct money currentMoney -= item.cost; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); // Apply item effect switch (item.type) { case 'speed': // Increase rhythm circle spawn rate rhythmSpawnInterval = Math.max(15, rhythmSpawnInterval - 5); // Minimum 0.25 seconds break; case 'perfect': // Grant 3 guaranteed perfect shots perfectShotsRemaining = 3; break; case 'money': // Double money for next 10 baskets moneyMultiplierBaskets = 10; break; case 'time': // Add 30 seconds to timer gameTimer += 30 * 60; // 30 seconds at 60 FPS gameTimeLeft += 30; var minutes = Math.floor(gameTimeLeft / 60); var seconds = gameTimeLeft % 60; var formattedTime = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerTxt.setText(formattedTime); break; } // Mark as purchased (except consumables) if (item.type !== 'perfect' && item.type !== 'money' && item.type !== 'time') { item.purchased = true; } // Visual feedback LK.effects.flashScreen(0x00FF00, 300); // Update display self.show(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state management var gameState = 'title'; // 'title', 'playing', 'modeSelect' var gameMode = 'swish'; // 'swish' or 'rhythm' var modeSelectBackground = null; var swishButton = null; var rhythmButton = null; var titleBackground = null; var titleText = null; var startButton = null; var basketballs = []; var ballReflections = []; var hoop = null; var leftHoop = null; var rightHoop = null; var ground = null; var scoreTxt = null; var streakTxt = null; var timerTxt = null; var player1 = null; var player1down = null; var player2 = null; var player2down = null; var player3 = null; var player3down = null; var currentMoney = 0; var moneyTxt = null; var multiplierTxt = null; var bestScore = 0; var bestScoreTxt = null; var currentStreak = 0; var streakRewardsAwarded = []; // Track which streak rewards have been given 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 rhythmCircle1 = null; var rhythmCircle2 = null; var rhythmCircle3 = null; var rhythmSequenceProgress = 0; // 0=waiting, 1=left pressed, 2=center pressed, 3=all pressed var rhythmSpawnTimer = 0; var rhythmSpawnInterval = 30; // 0.5 seconds at 60 FPS 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 var player2Unlocked = storage.player2Unlocked || false; var player3Unlocked = storage.player3Unlocked || false; var unlockCost = 100.00; // Shop variables var shop = null; var perfectShotsRemaining = 0; var moneyMultiplierBaskets = 0; // Rhythm mode variables var beatInterval = 60; // 60 frames = 1 second at 60 FPS var lastBeatTime = 0; var beatTolerance = 10; // frames of tolerance for rhythm timing var rhythmStreak = 0; var beatIndicator = null; var rhythmMultiplier = 1; // Initialize title screen initializeTitleScreen(); 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 initializeTitleScreen() { // Create title background titleBackground = game.addChild(LK.getAsset('TitleBackground', { anchorX: 0, anchorY: 0 })); titleBackground.x = 0; titleBackground.y = 0; titleBackground.width = 2048; titleBackground.height = 2732; titleBackground.zIndex = -5; // Create game title using asset titleText = game.addChild(LK.getAsset('Title', { anchorX: 0.5, anchorY: 0.5 })); titleText.x = 1024; titleText.y = 900; titleText.zIndex = 10; // Create start button using tap to start asset startButton = game.addChild(LK.getAsset('Taptostart', { anchorX: 0.5, anchorY: 0.5 })); startButton.x = 1274; startButton.y = 1050; startButton.zIndex = 10; // Play make a wish sound when title screen loads LK.getSound('Makeaswish').play(); // Play title music when title screen loads LK.playMusic('Title'); // Animate start button pulsate continuously function pulsateStartButton() { if (!startButton || gameState !== 'title') return; // Safety check tween(startButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (!startButton || gameState !== 'title') return; // Safety check // Create continuous pulsating loop tween(startButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (!startButton || gameState !== 'title') return; // Safety check // Restart the pulsate cycle pulsateStartButton(); } }); } }); } pulsateStartButton(); } function initializeModeSelection() { // Hide title screen elements if (titleBackground) { titleBackground.destroy(); titleBackground = null; } if (titleText) { titleText.destroy(); titleText = null; } if (startButton) { tween.stop(startButton); startButton.destroy(); startButton = null; } // Create mode selection background modeSelectBackground = game.addChild(LK.getAsset('TitleBackground', { anchorX: 0, anchorY: 0 })); modeSelectBackground.x = 0; modeSelectBackground.y = 0; modeSelectBackground.width = 2048; modeSelectBackground.height = 2732; modeSelectBackground.zIndex = -5; // Create mode selection title var modeTitle = new Text2('SELECT MODE', { size: 120, fill: 0xFFD700 }); modeTitle.anchor.set(0.5, 0.5); modeTitle.x = 1024; modeTitle.y = 800; modeTitle.zIndex = 10; game.addChild(modeTitle); // Create Swish mode button swishButton = game.addChild(LK.getAsset('Swish', { anchorX: 0.5, anchorY: 0.5 })); swishButton.x = 1024; swishButton.y = 1200; swishButton.zIndex = 10; // Create Rhythm mode button rhythmButton = new Text2('RHYTHM', { size: 100, fill: 0xFF6B6B }); rhythmButton.anchor.set(0.5, 0.5); rhythmButton.x = 1024; rhythmButton.y = 1600; rhythmButton.zIndex = 10; game.addChild(rhythmButton); // Change game state to mode selection gameState = 'modeSelect'; // Animate buttons function animateModeButtons() { if (gameState !== 'modeSelect') return; tween(swishButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState !== 'modeSelect') return; tween(swishButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 600, easing: tween.easeInOut, onFinish: animateModeButtons }); } }); } animateModeButtons(); } function initializeGameplay() { // Hide title screen elements if (titleBackground) { titleBackground.destroy(); titleBackground = null; } if (titleText) { titleText.destroy(); titleText = null; } if (startButton) { // Stop any active tweens on the start button before destroying tween.stop(startButton); startButton.destroy(); startButton = null; } // Hide mode selection elements if (modeSelectBackground) { modeSelectBackground.destroy(); modeSelectBackground = null; } if (swishButton) { tween.stop(swishButton); swishButton.destroy(); swishButton = null; } if (rhythmButton) { rhythmButton.destroy(); rhythmButton = null; } // Initialize all game elements (moved from main game code) // Create shop instance shop = game.addChild(new Shop()); // Create multiplier indicator text 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; background.width = 2048; background.height = 2732; background.zIndex = -10; // Create hoops hoop = game.addChild(new Hoop()); hoop.x = 1024; hoop.y = 1300; leftHoop = game.addChild(new Hoop()); leftHoop.x = 1024 - 375 - 350; leftHoop.y = 1300; rightHoop = game.addChild(new Hoop()); rightHoop.x = 1024 + 375 + 350; rightHoop.y = 1300; // Create UI displays scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); streakTxt = new Text2('Streak: 0', { size: 60, fill: 0xFFD700 }); streakTxt.anchor.set(0.5, 0); streakTxt.y = 100; LK.gui.top.addChild(streakTxt); timerTxt = new Text2('01:00', { size: 80, fill: 0xFF0000, font: "'Courier New', 'Monaco', 'Lucida Console', monospace" }); timerTxt.anchor.set(0.5, 0); timerTxt.y = 160; LK.gui.top.addChild(timerTxt); bestScore = storage.bestScore || 0; bestScoreTxt = new Text2('Best: ' + bestScore, { size: 60, fill: 0xFFD700 }); bestScoreTxt.anchor.set(1, 0); bestScoreTxt.x = -100; LK.gui.topRight.addChild(bestScoreTxt); currentMoney = storage.money || 0; moneyTxt = new Text2('$' + currentMoney.toFixed(2), { size: 50, fill: 0x00FF00 }); moneyTxt.anchor.set(0, 0); moneyTxt.x = 120; moneyTxt.y = 10; LK.gui.topLeft.addChild(moneyTxt); // Create rhythm circles rhythmCircle1 = game.addChild(new RhythmCircle()); rhythmCircle1.x = 300; rhythmCircle1.y = 1600; rhythmCircle1.playerId = 2; rhythmCircle1.sequenceNumber = 0; rhythmCircle1.visible = false; rhythmCircle2 = game.addChild(new RhythmCircle()); rhythmCircle2.x = 1024; rhythmCircle2.y = 1600; rhythmCircle2.playerId = 1; rhythmCircle2.sequenceNumber = 1; rhythmCircle2.visible = false; rhythmCircle3 = game.addChild(new RhythmCircle()); rhythmCircle3.x = rightHoop.x; rhythmCircle3.y = 1600; rhythmCircle3.playerId = 3; rhythmCircle3.sequenceNumber = 2; rhythmCircle3.visible = false; // Add players player1 = game.addChild(LK.getAsset('Player1', { anchorX: 0.5, anchorY: 1 })); player1.x = 1024; player1.y = 2732; player1.zIndex = 1; player1.visible = false; player1down = game.addChild(LK.getAsset('Player1down', { anchorX: 0.5, anchorY: 1 })); player1down.x = 1024; player1down.y = 2732; player1down.zIndex = 1; player1down.visible = true; player2 = game.addChild(LK.getAsset('Player2', { anchorX: 0.5, anchorY: 1 })); player2.x = 300; player2.y = 2732; player2.zIndex = 1; player2.visible = false; player2down = game.addChild(LK.getAsset('Player2down', { anchorX: 0.5, anchorY: 1 })); player2down.x = 300; player2down.y = 2732; player2down.zIndex = 1; player2down.visible = true; player3 = game.addChild(LK.getAsset('Player3', { anchorX: 0.5, anchorY: 1 })); player3.x = 1748; player3.y = 2732; player3.zIndex = 1; player3.visible = false; player3down = game.addChild(LK.getAsset('Player3down', { anchorX: 0.5, anchorY: 1 })); player3down.x = 1748; player3down.y = 2732; player3down.zIndex = 1; player3down.visible = true; // Create lock overlays var player2Lock = null; var player2UnlockBtn = null; var player2LockImg = null; if (!player2Unlocked) { player2Lock = game.addChild(LK.getAsset('Player4', { anchorX: 0.5, anchorY: 1, scaleX: 6.5, scaleY: 10 })); player2Lock.x = 280; player2Lock.y = 2732; player2Lock.zIndex = 3; player2Lock.alpha = 1.0; player2Lock.tint = 0x000000; player2LockImg = game.addChild(LK.getAsset('Locked', { anchorX: 0.5, anchorY: 0.5 })); player2LockImg.x = 300; player2LockImg.y = 1700; player2LockImg.zIndex = 5; player2UnlockBtn = new Text2('UNLOCK\n$100', { size: 40, fill: 0xFFFFFF }); player2UnlockBtn.anchor.set(0.5, 0.5); player2UnlockBtn.x = 300; player2UnlockBtn.y = 2400; player2UnlockBtn.zIndex = 4; game.addChild(player2UnlockBtn); } var player3Lock = null; var player3UnlockBtn = null; var player3LockImg = null; if (!player3Unlocked) { player3Lock = game.addChild(LK.getAsset('Player4', { anchorX: 0.5, anchorY: 1, scaleX: 6.5, scaleY: 10 })); player3Lock.x = 1728; player3Lock.y = 2732; player3Lock.zIndex = 3; player3Lock.alpha = 1.0; player3Lock.tint = 0x000000; player3LockImg = game.addChild(LK.getAsset('Locked', { anchorX: 0.5, anchorY: 0.5 })); player3LockImg.x = 1748; player3LockImg.y = 1700; player3LockImg.zIndex = 5; player3UnlockBtn = new Text2('UNLOCK\n$100', { size: 40, fill: 0xFFFFFF }); player3UnlockBtn.anchor.set(0.5, 0.5); player3UnlockBtn.x = 1748; player3UnlockBtn.y = 2400; player3UnlockBtn.zIndex = 4; game.addChild(player3UnlockBtn); } // Initialize rhythm system rhythmSequenceProgress = 0; rhythmSpawnTimer = 0; // Initialize rhythm mode elements if in rhythm mode if (gameMode === 'rhythm') { // Create beat indicator beatIndicator = new Text2('♪', { size: 200, fill: 0xFFD700 }); beatIndicator.anchor.set(0.5, 0.5); beatIndicator.x = 1024; beatIndicator.y = 400; beatIndicator.zIndex = 20; game.addChild(beatIndicator); // Create rhythm streak display var rhythmStreakTxt = new Text2('Rhythm: 0', { size: 60, fill: 0xFF6B6B }); rhythmStreakTxt.anchor.set(0.5, 0); rhythmStreakTxt.y = 240; LK.gui.top.addChild(rhythmStreakTxt); // Start beat timing lastBeatTime = LK.ticks; } // Change game state to playing gameState = 'playing'; } 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) { // Handle title screen clicks if (gameState === 'title') { // Check if clicked on start button area (tap to start button) var buttonLeft = startButton.x - 250; // Half of button width var buttonRight = startButton.x + 250; var buttonTop = startButton.y - 250; // Half of button height var buttonBottom = startButton.y + 250; if (x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom) { initializeModeSelection(); } return; } // Handle mode selection clicks if (gameState === 'modeSelect') { // Check Swish button var swishLeft = swishButton.x - 200; var swishRight = swishButton.x + 200; var swishTop = swishButton.y - 150; var swishBottom = swishButton.y + 150; if (x >= swishLeft && x <= swishRight && y >= swishTop && y <= swishBottom) { gameMode = 'swish'; initializeGameplay(); return; } // Check Rhythm button var rhythmLeft = rhythmButton.x - 200; var rhythmRight = rhythmButton.x + 200; var rhythmTop = rhythmButton.y - 50; var rhythmBottom = rhythmButton.y + 50; if (x >= rhythmLeft && x <= rhythmRight && y >= rhythmTop && y <= rhythmBottom) { gameMode = 'rhythm'; initializeGameplay(); return; } return; } if (LK.ticks - lastShotTime < 30) return; // Reduce cooldown for better responsiveness // Handle shop clicks if shop is visible if (shop && shop.isVisible) { var shopPos = shop.toLocal({ x: x, y: y }); if (shop.handleClick(shopPos.x, shopPos.y)) { return; } } // Check for unlock button clicks first - expanded touch area if (!player2Unlocked && player2UnlockBtn && x >= 150 && x <= 450 && y >= 2200 && y <= 2600) { if (currentMoney >= unlockCost) { // Unlock Player2 currentMoney -= unlockCost; storage.money = currentMoney; player2Unlocked = true; storage.player2Unlocked = true; moneyTxt.setText('$' + currentMoney.toFixed(2)); // Remove lock overlay if (player2Lock) { player2Lock.destroy(); player2Lock = null; } if (player2LockImg) { player2LockImg.destroy(); player2LockImg = null; } if (player2UnlockBtn) { player2UnlockBtn.destroy(); player2UnlockBtn = null; } LK.effects.flashScreen(0x00FF00, 500); } return; } if (!player3Unlocked && player3UnlockBtn && x >= 1598 && x <= 1898 && y >= 2200 && y <= 2600) { if (currentMoney >= unlockCost) { // Unlock Player3 currentMoney -= unlockCost; storage.money = currentMoney; player3Unlocked = true; storage.player3Unlocked = true; moneyTxt.setText('$' + currentMoney.toFixed(2)); // Remove lock overlay if (player3Lock) { player3Lock.destroy(); player3Lock = null; } if (player3LockImg) { player3LockImg.destroy(); player3LockImg = null; } if (player3UnlockBtn) { player3UnlockBtn.destroy(); player3UnlockBtn = null; } LK.effects.flashScreen(0x00FF00, 500); } return; } // Check if tap is below the top of the backboard (backboards are at y=1300 and extend up ~726 pixels) // Greatly increased tap sensitivity by expanding the detection area further var backboardTopY = 1300 - 1100; // Expanded tap area by 374 pixels above backboard (200) if (y <= backboardTopY) { return; // Don't allow shooting if tapping above the backboard } // Check for rhythm circle presses var circlePressed = false; var targetHoop = hoop; var activePlayer = 1; var isPerfect = false; // Check left circle (Player 2) if (x >= 150 && x <= 450 && y >= 1450 && y <= 1750 && rhythmCircle1.isActive) { if (!player2Unlocked) return; if (rhythmSequenceProgress === 0) { // Must be first in sequence circlePressed = rhythmCircle1.press(); if (circlePressed) { rhythmSequenceProgress = 1; targetHoop = leftHoop; activePlayer = 2; } } else { // Wrong sequence - reset rhythmSequenceProgress = 0; return; } } // Check center circle (Player 1) else if (x >= 874 && x <= 1174 && y >= 1450 && y <= 1750 && rhythmCircle2.isActive) { if (rhythmSequenceProgress === 1) { // Must be second in sequence circlePressed = rhythmCircle2.press(); if (circlePressed) { rhythmSequenceProgress = 2; targetHoop = hoop; activePlayer = 1; } } else { // Wrong sequence - reset rhythmSequenceProgress = 0; return; } } // Check right circle (Player 3) else if (x >= rightHoop.x - 150 && x <= rightHoop.x + 150 && y >= 1450 && y <= 1750 && rhythmCircle3.isActive) { if (!player3Unlocked) return; if (rhythmSequenceProgress === 2) { // Must be third in sequence circlePressed = rhythmCircle3.press(); if (circlePressed) { rhythmSequenceProgress = 3; targetHoop = rightHoop; activePlayer = 3; isPerfect = true; // Perfect shot when sequence completed correctly } } else { // Wrong sequence - reset rhythmSequenceProgress = 0; return; } } else { // No circle pressed or wrong area return; } if (circlePressed) { isChargingShot = false; // Check rhythm timing if in rhythm mode var onBeat = false; if (gameMode === 'rhythm') { var timeSinceLastBeat = LK.ticks - lastBeatTime; var timeToNextBeat = beatInterval - timeSinceLastBeat; // Check if shot is within beat tolerance if (timeSinceLastBeat <= beatTolerance || timeToNextBeat <= beatTolerance) { onBeat = true; rhythmStreak++; rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5); // Max 3x multiplier LK.effects.flashScreen(0xFF6B6B, 200); // Pink flash for on-beat shot } else { rhythmStreak = 0; rhythmMultiplier = 1; } // Update rhythm streak display var rhythmStreakTxt = LK.gui.top.children.find(function (child) { return child.text && child.text.indexOf('Rhythm:') !== -1; }); if (rhythmStreakTxt) { rhythmStreakTxt.setText('Rhythm: ' + rhythmStreak + ' (' + rhythmMultiplier.toFixed(1) + 'x)'); } } // 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 () { // Only run gameplay logic when in playing state if (gameState !== 'playing') { return; } // 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(); } } } // Streak is only reset when player misses a shot (handled in Basketball class) // No automatic reset when no balls are active // Update timer if (!gameEnded) { gameTimer--; var newTimeLeft = Math.ceil(gameTimer / 60); if (newTimeLeft !== gameTimeLeft) { gameTimeLeft = newTimeLeft; // Format timer as MM:SS var minutes = Math.floor(gameTimeLeft / 60); var seconds = gameTimeLeft % 60; var formattedTime = (minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerTxt.setText(formattedTime); } // Check if time is up if (gameTimer <= 0 && !gameEnded) { gameEnded = true; timerTxt.setText('00:00'); // Check and update best score var currentScore = LK.getScore(); if (currentScore > bestScore) { bestScore = currentScore; storage.bestScore = bestScore; bestScoreTxt.setText('Best: ' + bestScore); } LK.showGameOver(); } } // Rhythm circle spawn system rhythmSpawnTimer++; if (rhythmSpawnTimer >= rhythmSpawnInterval) { rhythmSpawnTimer = 0; // Spawn next circle in sequence based on current progress if (rhythmSequenceProgress === 0 && !rhythmCircle1.isActive) { // Spawn left circle first if (player2Unlocked) { rhythmCircle1.activate(); } } else if (rhythmSequenceProgress === 1 && !rhythmCircle2.isActive) { // Spawn center circle second rhythmCircle2.activate(); } else if (rhythmSequenceProgress === 2 && !rhythmCircle3.isActive) { // Spawn right circle third if (player3Unlocked) { rhythmCircle3.activate(); } } // Reset sequence if all circles completed if (rhythmSequenceProgress === 3) { rhythmSequenceProgress = 0; } } // Rhythm mode beat system if (gameMode === 'rhythm' && beatIndicator) { // Check for beat timing if (LK.ticks - lastBeatTime >= beatInterval) { lastBeatTime = LK.ticks; // Animate beat indicator tween(beatIndicator, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(beatIndicator, { scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeIn }); } }); // Play beat sound LK.getSound('1').play(); } } // Win condition removed - no score target }; // Title screen is now initialized - gameplay will be initialized when start is pressed
===================================================================
--- original.js
+++ change.js
@@ -419,8 +419,80 @@
// Enable z-index sorting for proper rendering order
self.sortableChildren = true;
return self;
});
+var RhythmCircle = Container.expand(function () {
+ var self = Container.call(this);
+ // Create rhythm circle using green ball asset
+ var circle = self.attachAsset('greenBall', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ circle.zIndex = 10;
+ self.isActive = false;
+ self.isPressed = false;
+ self.playerId = 1; // Which player this circle belongs to
+ self.sequenceNumber = 0; // Position in the sequence (0=left, 1=center, 2=right)
+ self.lastSpawnTime = 0;
+ self.activate = function () {
+ self.isActive = true;
+ self.isPressed = false;
+ self.visible = true;
+ self.lastSpawnTime = LK.ticks;
+ // Start with small scale and animate to full size
+ circle.scaleX = 0.1;
+ circle.scaleY = 0.1;
+ tween(circle, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ };
+ self.press = function () {
+ if (!self.isActive || self.isPressed) return false;
+ self.isPressed = true;
+ // Visual feedback - flash and scale up briefly
+ tween(circle, {
+ scaleX: 1.3,
+ scaleY: 1.3,
+ tint: 0xFFFFFF
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(circle, {
+ scaleX: 0.1,
+ scaleY: 0.1,
+ tint: 0x00ff00
+ }, {
+ duration: 200,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ self.isActive = false;
+ self.visible = false;
+ }
+ });
+ }
+ });
+ return true;
+ };
+ self.update = function () {
+ if (!self.isActive) return;
+ // Auto-deactivate after 1 second if not pressed
+ if (LK.ticks - self.lastSpawnTime > 60) {
+ // 1 second at 60 FPS
+ self.isActive = false;
+ self.visible = false;
+ // Reset rhythm sequence on timeout
+ if (typeof rhythmSequenceProgress !== 'undefined') {
+ rhythmSequenceProgress = 0;
+ }
+ }
+ };
+ return self;
+});
var Shop = Container.expand(function () {
var self = Container.call(this);
// Shop background
var shopBg = self.attachAsset('Player4', {
@@ -610,12 +682,10 @@
moneyTxt.setText('$' + currentMoney.toFixed(2));
// Apply item effect
switch (item.type) {
case 'speed':
- // Increase shot bar speed for all bars
- shotBar.moveSpeed *= 1.25;
- shotBar2.moveSpeed *= 1.25;
- shotBar3.moveSpeed *= 1.25;
+ // Increase rhythm circle spawn rate
+ rhythmSpawnInterval = Math.max(15, rhythmSpawnInterval - 5); // Minimum 0.25 seconds
break;
case 'perfect':
// Grant 3 guaranteed perfect shots
perfectShotsRemaining = 3;
@@ -644,93 +714,8 @@
self.show();
};
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;
- // Use perfect shot bonus if available
- if (perfectShotsRemaining > 0 && !self.perfectShot) {
- self.perfectShot = true;
- perfectShotsRemaining--;
- }
- // Reset streak if player misses the green zone
- if (!self.perfectShot) {
- currentStreak = 0;
- streakTxt.setText('Streak: ' + currentStreak);
- streakRewardsAwarded = []; // Reset streak rewards
- }
- // 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;
- // Increase speed every 50 points scored
- var currentSpeed = self.moveSpeed;
- var scoreMultiplier = Math.floor(LK.getScore() / 50);
- if (scoreMultiplier > 0) {
- currentSpeed = self.moveSpeed * (1 + scoreMultiplier * 0.5); // 50% speed increase per 50 points
- }
- // Move indicator back and forth vertically
- indicator.y += currentSpeed * 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
****/
@@ -781,11 +766,14 @@
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 rhythmCircle1 = null;
+var rhythmCircle2 = null;
+var rhythmCircle3 = null;
+var rhythmSequenceProgress = 0; // 0=waiting, 1=left pressed, 2=center pressed, 3=all pressed
+var rhythmSpawnTimer = 0;
+var rhythmSpawnInterval = 30; // 0.5 seconds at 60 FPS
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;
@@ -800,17 +788,14 @@
var shop = null;
var perfectShotsRemaining = 0;
var moneyMultiplierBaskets = 0;
// Rhythm mode variables
-var beatInterval = 30; // 30 frames = 0.5 seconds at 60 FPS
+var beatInterval = 60; // 60 frames = 1 second at 60 FPS
var lastBeatTime = 0;
var beatTolerance = 10; // frames of tolerance for rhythm timing
var rhythmStreak = 0;
var beatIndicator = null;
var rhythmMultiplier = 1;
-var greenZone = null;
-var lastTapTime = 0;
-var mustTapGreenZone = false;
// Initialize title screen
initializeTitleScreen();
function createBasketball(startX, startY, velocityX, velocityY) {
var ball = new Basketball();
@@ -1073,18 +1058,27 @@
moneyTxt.anchor.set(0, 0);
moneyTxt.x = 120;
moneyTxt.y = 10;
LK.gui.topLeft.addChild(moneyTxt);
- // Create shot bars
- shotBar = game.addChild(new ShotBar());
- shotBar.x = 1024;
- shotBar.y = 1600;
- shotBar2 = game.addChild(new ShotBar());
- shotBar2.x = 300;
- shotBar2.y = 1600;
- shotBar3 = game.addChild(new ShotBar());
- shotBar3.x = rightHoop.x;
- shotBar3.y = 1600;
+ // Create rhythm circles
+ rhythmCircle1 = game.addChild(new RhythmCircle());
+ rhythmCircle1.x = 300;
+ rhythmCircle1.y = 1600;
+ rhythmCircle1.playerId = 2;
+ rhythmCircle1.sequenceNumber = 0;
+ rhythmCircle1.visible = false;
+ rhythmCircle2 = game.addChild(new RhythmCircle());
+ rhythmCircle2.x = 1024;
+ rhythmCircle2.y = 1600;
+ rhythmCircle2.playerId = 1;
+ rhythmCircle2.sequenceNumber = 1;
+ rhythmCircle2.visible = false;
+ rhythmCircle3 = game.addChild(new RhythmCircle());
+ rhythmCircle3.x = rightHoop.x;
+ rhythmCircle3.y = 1600;
+ rhythmCircle3.playerId = 3;
+ rhythmCircle3.sequenceNumber = 2;
+ rhythmCircle3.visible = false;
// Add players
player1 = game.addChild(LK.getAsset('Player1', {
anchorX: 0.5,
anchorY: 1
@@ -1197,12 +1191,11 @@
player3UnlockBtn.y = 2400;
player3UnlockBtn.zIndex = 4;
game.addChild(player3UnlockBtn);
}
- // Start shot bars
- shotBar.startMoving();
- shotBar2.startMoving();
- shotBar3.startMoving();
+ // Initialize rhythm system
+ rhythmSequenceProgress = 0;
+ rhythmSpawnTimer = 0;
// Initialize rhythm mode elements if in rhythm mode
if (gameMode === 'rhythm') {
// Create beat indicator
beatIndicator = new Text2('♪', {
@@ -1213,17 +1206,8 @@
beatIndicator.x = 1024;
beatIndicator.y = 400;
beatIndicator.zIndex = 20;
game.addChild(beatIndicator);
- // Create green zone that player must tap
- greenZone = game.addChild(LK.getAsset('greenBall', {
- anchorX: 0.5,
- anchorY: 0.5
- }));
- greenZone.x = 1024;
- greenZone.y = 600;
- greenZone.zIndex = 20;
- greenZone.alpha = 0.8;
// Create rhythm streak display
var rhythmStreakTxt = new Text2('Rhythm: 0', {
size: 60,
fill: 0xFF6B6B
@@ -1232,9 +1216,8 @@
rhythmStreakTxt.y = 240;
LK.gui.top.addChild(rhythmStreakTxt);
// Start beat timing
lastBeatTime = LK.ticks;
- mustTapGreenZone = true;
}
// Change game state to playing
gameState = 'playing';
}
@@ -1372,66 +1355,91 @@
var backboardTopY = 1300 - 1100; // Expanded tap area by 374 pixels above backboard (200)
if (y <= backboardTopY) {
return; // Don't allow shooting if tapping above the backboard
}
- // Determine which player/hoop to target based on tap position
+ // Check for rhythm circle presses
+ var circlePressed = false;
var targetHoop = hoop;
- var currentShotBar = shotBar;
- var activePlayer = 1; // Track which player is shooting
- if (x < 683) {
- // Left third of screen - Player2's area
- if (!player2Unlocked) return; // Block shooting if locked
- targetHoop = leftHoop;
- currentShotBar = shotBar2;
- activePlayer = 2;
- } else if (x > 1365) {
- // Right third of screen - Player3's area
- if (!player3Unlocked) return; // Block shooting if locked
- targetHoop = rightHoop;
- currentShotBar = shotBar3;
- activePlayer = 3;
+ var activePlayer = 1;
+ var isPerfect = false;
+ // Check left circle (Player 2)
+ if (x >= 150 && x <= 450 && y >= 1450 && y <= 1750 && rhythmCircle1.isActive) {
+ if (!player2Unlocked) return;
+ if (rhythmSequenceProgress === 0) {
+ // Must be first in sequence
+ circlePressed = rhythmCircle1.press();
+ if (circlePressed) {
+ rhythmSequenceProgress = 1;
+ targetHoop = leftHoop;
+ activePlayer = 2;
+ }
+ } else {
+ // Wrong sequence - reset
+ rhythmSequenceProgress = 0;
+ return;
+ }
}
- if (currentShotBar.isActive) {
- // Stop the shot bar and check for perfect shot
- var isPerfect = currentShotBar.stopMoving();
+ // Check center circle (Player 1)
+ else if (x >= 874 && x <= 1174 && y >= 1450 && y <= 1750 && rhythmCircle2.isActive) {
+ if (rhythmSequenceProgress === 1) {
+ // Must be second in sequence
+ circlePressed = rhythmCircle2.press();
+ if (circlePressed) {
+ rhythmSequenceProgress = 2;
+ targetHoop = hoop;
+ activePlayer = 1;
+ }
+ } else {
+ // Wrong sequence - reset
+ rhythmSequenceProgress = 0;
+ return;
+ }
+ }
+ // Check right circle (Player 3)
+ else if (x >= rightHoop.x - 150 && x <= rightHoop.x + 150 && y >= 1450 && y <= 1750 && rhythmCircle3.isActive) {
+ if (!player3Unlocked) return;
+ if (rhythmSequenceProgress === 2) {
+ // Must be third in sequence
+ circlePressed = rhythmCircle3.press();
+ if (circlePressed) {
+ rhythmSequenceProgress = 3;
+ targetHoop = rightHoop;
+ activePlayer = 3;
+ isPerfect = true; // Perfect shot when sequence completed correctly
+ }
+ } else {
+ // Wrong sequence - reset
+ rhythmSequenceProgress = 0;
+ return;
+ }
+ } else {
+ // No circle pressed or wrong area
+ return;
+ }
+ if (circlePressed) {
isChargingShot = false;
- // Check if tapping green zone first in rhythm mode
+ // Check rhythm timing if in rhythm mode
var onBeat = false;
if (gameMode === 'rhythm') {
- // Check if player is tapping on green zone
- var greenZoneLeft = greenZone.x - 75;
- var greenZoneRight = greenZone.x + 75;
- var greenZoneTop = greenZone.y - 75;
- var greenZoneBottom = greenZone.y + 75;
- if (x >= greenZoneLeft && x <= greenZoneRight && y >= greenZoneTop && y <= greenZoneBottom) {
- // Player tapped green zone
- var timeSinceLastBeat = LK.ticks - lastBeatTime;
- var timeToNextBeat = beatInterval - timeSinceLastBeat;
- // Check if tap is within beat tolerance
- if (timeSinceLastBeat <= beatTolerance || timeToNextBeat <= beatTolerance) {
- onBeat = true;
- rhythmStreak++;
- rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5); // Max 3x multiplier
- LK.effects.flashScreen(0xFF6B6B, 200); // Pink flash for on-beat tap
- lastTapTime = LK.ticks;
- mustTapGreenZone = false; // Allow shooting now
- } else {
- rhythmStreak = 0;
- rhythmMultiplier = 1;
- mustTapGreenZone = true; // Must wait for next beat
- }
- // Update rhythm streak display
- var rhythmStreakTxt = LK.gui.top.children.find(function (child) {
- return child.text && child.text.indexOf('Rhythm:') !== -1;
- });
- if (rhythmStreakTxt) {
- rhythmStreakTxt.setText('Rhythm: ' + rhythmStreak + ' (' + rhythmMultiplier.toFixed(1) + 'x)');
- }
- return; // Don't proceed with shooting, this was just a green zone tap
- } else if (mustTapGreenZone) {
- // Player tried to shoot without tapping green zone first
- return; // Block shooting
+ var timeSinceLastBeat = LK.ticks - lastBeatTime;
+ var timeToNextBeat = beatInterval - timeSinceLastBeat;
+ // Check if shot is within beat tolerance
+ if (timeSinceLastBeat <= beatTolerance || timeToNextBeat <= beatTolerance) {
+ onBeat = true;
+ rhythmStreak++;
+ rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5); // Max 3x multiplier
+ LK.effects.flashScreen(0xFF6B6B, 200); // Pink flash for on-beat shot
+ } else {
+ rhythmStreak = 0;
+ rhythmMultiplier = 1;
}
+ // Update rhythm streak display
+ var rhythmStreakTxt = LK.gui.top.children.find(function (child) {
+ return child.text && child.text.indexOf('Rhythm:') !== -1;
+ });
+ if (rhythmStreakTxt) {
+ rhythmStreakTxt.setText('Rhythm: ' + rhythmStreak + ' (' + rhythmMultiplier.toFixed(1) + 'x)');
+ }
}
// Switch sprites for the appropriate player
if (activePlayer === 1) {
// Player1 shooting
@@ -1628,14 +1636,37 @@
}
LK.showGameOver();
}
}
+ // Rhythm circle spawn system
+ rhythmSpawnTimer++;
+ if (rhythmSpawnTimer >= rhythmSpawnInterval) {
+ rhythmSpawnTimer = 0;
+ // Spawn next circle in sequence based on current progress
+ if (rhythmSequenceProgress === 0 && !rhythmCircle1.isActive) {
+ // Spawn left circle first
+ if (player2Unlocked) {
+ rhythmCircle1.activate();
+ }
+ } else if (rhythmSequenceProgress === 1 && !rhythmCircle2.isActive) {
+ // Spawn center circle second
+ rhythmCircle2.activate();
+ } else if (rhythmSequenceProgress === 2 && !rhythmCircle3.isActive) {
+ // Spawn right circle third
+ if (player3Unlocked) {
+ rhythmCircle3.activate();
+ }
+ }
+ // Reset sequence if all circles completed
+ if (rhythmSequenceProgress === 3) {
+ rhythmSequenceProgress = 0;
+ }
+ }
// Rhythm mode beat system
if (gameMode === 'rhythm' && beatIndicator) {
- // Check for beat timing every 0.5 seconds
+ // Check for beat timing
if (LK.ticks - lastBeatTime >= beatInterval) {
lastBeatTime = LK.ticks;
- mustTapGreenZone = true; // Reset requirement to tap green zone
// Animate beat indicator
tween(beatIndicator, {
scaleX: 1.5,
scaleY: 1.5
@@ -1651,27 +1682,8 @@
easing: tween.easeIn
});
}
});
- // Animate green zone to pulse
- if (greenZone) {
- tween(greenZone, {
- scaleX: 1.3,
- scaleY: 1.3
- }, {
- duration: 150,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(greenZone, {
- scaleX: 1.0,
- scaleY: 1.0
- }, {
- duration: 150,
- easing: tween.easeIn
- });
- }
- });
- }
// Play beat sound
LK.getSound('1').play();
}
}
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