User prompt
Seperate best scores for swish mode from best scores in rhythm mode āŖš” 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 āŖš” 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 āŖš” 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 āŖš” 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 āŖš” 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 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
In rhythm mode Make rhythm circles fall to time tapping green ball āŖš” 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 āŖš” 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 āŖš” 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.
User prompt
Slow down beat in rhythm mode
User prompt
Fix Rhythm mode scoring
User prompt
In rhythm mode speed the beat up
User prompt
Make musical note element bigger
User prompt
In rhythm mode make the basketball in the shotbar move up and down every .5 seconds āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
In rhythm mode make the shotbar move up and down every .5 seconds āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
In rhythm mode make green balls show up every .5 seconds
User prompt
Add a new mode called rhythm and swish
User prompt
Add a delay while game is loading
User prompt
Please fix the bug: 'ReferenceError: checkMusicTransition is not defined' in or related to this line: 'checkMusicTransition();' Line Number: 1430
/****
* 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 circle graphic using greenBall asset with scale and tint for rhythm indicator
var circleGraphics = self.attachAsset('greenBall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
circleGraphics.tint = 0xFF6B6B; // Pink tint for rhythm circles
circleGraphics.alpha = 0.8;
// Set z-index to render above most elements
circleGraphics.zIndex = 15;
self.fallSpeed = 6;
self.isActive = true;
self.targetShotBar = null; // Which shot bar this circle is aligned with
self.wasInGreenZone = false;
self.hasPassed = false;
// Store the Y position of the green zone for this circle's target shot bar
self.greenZoneY = 0;
self.update = function () {
if (!self.isActive) return;
// Fall downward
self.y += self.fallSpeed;
// Check if circle has reached the green zone area of target shot bar
if (self.targetShotBar && self.targetShotBar.children && self.targetShotBar.children.length > 1) {
var greenZone = self.targetShotBar.children[1]; // Second child should be green zone
var shotBarWorldY = self.targetShotBar.y + greenZone.y;
var tolerance = 60; // Match the green zone tolerance
// Check if circle is in the green zone area
var inGreenZone = Math.abs(self.y - shotBarWorldY) <= tolerance;
if (inGreenZone && !self.wasInGreenZone) {
self.wasInGreenZone = true;
// Pulse effect when entering green zone
tween(circleGraphics, {
scaleX: 1.6,
scaleY: 1.6,
alpha: 1.0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(circleGraphics, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.8
}, {
duration: 150,
easing: tween.easeIn
});
}
});
}
// Check if circle has passed the green zone
if (self.y > shotBarWorldY + tolerance && !self.hasPassed) {
self.hasPassed = true;
}
}
// Remove if off screen
if (self.y > 2800) {
self.isActive = false;
}
};
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 shot bar speed for all bars
shotBar.moveSpeed *= 1.25;
shotBar2.moveSpeed *= 1.25;
shotBar3.moveSpeed *= 1.25;
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;
});
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
****/
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 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
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;
var rhythmCircles = [];
var rhythmCircleSpawnTimer = 0;
var rhythmCircleSpawnInterval = 120; // Spawn every 2 seconds (120 frames)
// 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 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;
// 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);
}
// Start shot bars
shotBar.startMoving();
shotBar2.startMoving();
shotBar3.startMoving();
// Initialize rhythm mode elements if in rhythm mode
if (gameMode === 'rhythm') {
// Create beat indicator
beatIndicator = new Text2('āŖ', {
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 spawnRhythmCircle() {
if (gameMode !== 'rhythm') return;
// Randomly choose which shot bar to align with (only unlocked players)
var availableShotBars = [shotBar]; // Always include center
if (player2Unlocked && shotBar2) {
availableShotBars.push(shotBar2);
}
if (player3Unlocked && shotBar3) {
availableShotBars.push(shotBar3);
}
var targetBar = availableShotBars[Math.floor(Math.random() * availableShotBars.length)];
var circle = new RhythmCircle();
circle.x = targetBar.x;
circle.y = 200; // Start from top of screen
circle.targetShotBar = targetBar;
rhythmCircles.push(circle);
game.addChild(circle);
}
function checkRhythmCircleTap(x, y) {
if (gameMode !== 'rhythm') return false;
var tappedCircle = null;
var tappedInGreenZone = false;
for (var i = rhythmCircles.length - 1; i >= 0; i--) {
var circle = rhythmCircles[i];
if (!circle.isActive) continue;
// Check if tap is within circle bounds
var distance = Math.sqrt((x - circle.x) * (x - circle.x) + (y - circle.y) * (y - circle.y));
if (distance <= 90) {
// Circle tap radius
tappedCircle = circle;
tappedInGreenZone = circle.wasInGreenZone && !circle.hasPassed;
break;
}
}
return {
tapped: tappedCircle !== null,
circle: tappedCircle,
inGreenZone: tappedInGreenZone
};
}
function checkSimultaneousTap(x, y) {
if (gameMode !== 'rhythm') return false;
// Check for rhythm circle tap
var rhythmResult = checkRhythmCircleTap(x, y);
if (!rhythmResult.tapped) return false;
// Check if any shot bar has a ball in green zone simultaneously
var ballInGreenZone = false;
var targetShotBar = null;
var shotBars = [shotBar];
if (player2Unlocked && shotBar2) shotBars.push(shotBar2);
if (player3Unlocked && shotBar3) shotBars.push(shotBar3);
for (var i = 0; i < shotBars.length; i++) {
var bar = shotBars[i];
if (bar.isActive && bar.isMoving && bar.children && bar.children.length > 2) {
var indicator = bar.children[2]; // Basketball indicator
var greenZone = bar.children[1]; // Green zone
var greenTop = greenZone.y - 60;
var greenBottom = greenZone.y + 60;
if (indicator.y >= greenTop && indicator.y <= greenBottom) {
ballInGreenZone = true;
targetShotBar = bar;
break;
}
}
}
// Only award rhythm points if both conditions are met
if (rhythmResult.tapped && rhythmResult.inGreenZone && ballInGreenZone) {
// Perfect simultaneous tap!
rhythmStreak += 2; // Double rhythm streak bonus
rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5);
LK.effects.flashScreen(0xFFD700, 400); // Gold flash for perfect simultaneous tap
LK.setScore(LK.getScore() + 5); // Big bonus for simultaneous tap
scoreTxt.setText('Score: ' + LK.getScore());
// Stop the shot bar that was in green zone and trigger perfect shot
if (targetShotBar) {
targetShotBar.perfectShot = true;
targetShotBar.stopMoving();
}
} else if (rhythmResult.tapped && rhythmResult.inGreenZone) {
// Only rhythm circle tapped in green zone
rhythmStreak++;
rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5);
LK.effects.flashScreen(0x00FF00, 200); // Green flash for rhythm tap
LK.setScore(LK.getScore() + 1); // Small bonus for rhythm only
scoreTxt.setText('Score: ' + LK.getScore());
} else {
// Missed timing or only partial success
rhythmStreak = 0;
rhythmMultiplier = 1;
LK.effects.flashScreen(0xFF0000, 200); // Red flash for missed timing
}
// 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)');
}
// Remove tapped circle with animation
if (rhythmResult.circle) {
tween(rhythmResult.circle, {
scaleX: 2.0,
scaleY: 2.0,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
rhythmResult.circle.isActive = false;
}
});
}
return rhythmResult.tapped;
}
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;
}
// Check for simultaneous rhythm circle and ball tap in rhythm mode
if (gameMode === 'rhythm' && checkSimultaneousTap(x, y)) {
return; // If we tapped a rhythm circle, don't process shooting
}
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
}
// 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
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;
}
if (currentShotBar.isActive) {
// Stop the shot bar and check for perfect shot
var isPerfect = currentShotBar.stopMoving();
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 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();
}
// Rhythm circle spawning and management
if (gameMode === 'rhythm') {
rhythmCircleSpawnTimer++;
if (rhythmCircleSpawnTimer >= rhythmCircleSpawnInterval) {
rhythmCircleSpawnTimer = 0;
spawnRhythmCircle();
}
// Update and cleanup rhythm circles
for (var i = rhythmCircles.length - 1; i >= 0; i--) {
var circle = rhythmCircles[i];
if (!circle.isActive) {
circle.destroy();
rhythmCircles.splice(i, 1);
}
}
}
}
// Win condition removed - no score target
};
// Title screen is now initialized - gameplay will be initialized when start is pressed ===================================================================
--- original.js
+++ change.js
@@ -1312,55 +1312,102 @@
game.addChild(circle);
}
function checkRhythmCircleTap(x, y) {
if (gameMode !== 'rhythm') return false;
- var tapped = false;
+ var tappedCircle = null;
+ var tappedInGreenZone = false;
for (var i = rhythmCircles.length - 1; i >= 0; i--) {
var circle = rhythmCircles[i];
if (!circle.isActive) continue;
// Check if tap is within circle bounds
var distance = Math.sqrt((x - circle.x) * (x - circle.x) + (y - circle.y) * (y - circle.y));
if (distance <= 90) {
// Circle tap radius
- // Check if circle was tapped while in or near green zone
- if (circle.wasInGreenZone && !circle.hasPassed) {
- // Perfect rhythm tap!
- rhythmStreak++;
- rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5);
- LK.effects.flashScreen(0x00FF00, 200); // Green flash for perfect tap
- LK.setScore(LK.getScore() + 1); // Bonus point for rhythm
- scoreTxt.setText('Score: ' + LK.getScore());
- } else {
- // Missed timing
- rhythmStreak = 0;
- rhythmMultiplier = 1;
- LK.effects.flashScreen(0xFF0000, 200); // Red flash for missed timing
- }
- // 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)');
- }
- // Remove tapped circle with animation
- tween(circle, {
- scaleX: 2.0,
- scaleY: 2.0,
- alpha: 0
- }, {
- duration: 300,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- circle.isActive = false;
- }
- });
- tapped = true;
+ tappedCircle = circle;
+ tappedInGreenZone = circle.wasInGreenZone && !circle.hasPassed;
break;
}
}
- return tapped;
+ return {
+ tapped: tappedCircle !== null,
+ circle: tappedCircle,
+ inGreenZone: tappedInGreenZone
+ };
}
+function checkSimultaneousTap(x, y) {
+ if (gameMode !== 'rhythm') return false;
+ // Check for rhythm circle tap
+ var rhythmResult = checkRhythmCircleTap(x, y);
+ if (!rhythmResult.tapped) return false;
+ // Check if any shot bar has a ball in green zone simultaneously
+ var ballInGreenZone = false;
+ var targetShotBar = null;
+ var shotBars = [shotBar];
+ if (player2Unlocked && shotBar2) shotBars.push(shotBar2);
+ if (player3Unlocked && shotBar3) shotBars.push(shotBar3);
+ for (var i = 0; i < shotBars.length; i++) {
+ var bar = shotBars[i];
+ if (bar.isActive && bar.isMoving && bar.children && bar.children.length > 2) {
+ var indicator = bar.children[2]; // Basketball indicator
+ var greenZone = bar.children[1]; // Green zone
+ var greenTop = greenZone.y - 60;
+ var greenBottom = greenZone.y + 60;
+ if (indicator.y >= greenTop && indicator.y <= greenBottom) {
+ ballInGreenZone = true;
+ targetShotBar = bar;
+ break;
+ }
+ }
+ }
+ // Only award rhythm points if both conditions are met
+ if (rhythmResult.tapped && rhythmResult.inGreenZone && ballInGreenZone) {
+ // Perfect simultaneous tap!
+ rhythmStreak += 2; // Double rhythm streak bonus
+ rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5);
+ LK.effects.flashScreen(0xFFD700, 400); // Gold flash for perfect simultaneous tap
+ LK.setScore(LK.getScore() + 5); // Big bonus for simultaneous tap
+ scoreTxt.setText('Score: ' + LK.getScore());
+ // Stop the shot bar that was in green zone and trigger perfect shot
+ if (targetShotBar) {
+ targetShotBar.perfectShot = true;
+ targetShotBar.stopMoving();
+ }
+ } else if (rhythmResult.tapped && rhythmResult.inGreenZone) {
+ // Only rhythm circle tapped in green zone
+ rhythmStreak++;
+ rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5);
+ LK.effects.flashScreen(0x00FF00, 200); // Green flash for rhythm tap
+ LK.setScore(LK.getScore() + 1); // Small bonus for rhythm only
+ scoreTxt.setText('Score: ' + LK.getScore());
+ } else {
+ // Missed timing or only partial success
+ rhythmStreak = 0;
+ rhythmMultiplier = 1;
+ LK.effects.flashScreen(0xFF0000, 200); // Red flash for missed timing
+ }
+ // 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)');
+ }
+ // Remove tapped circle with animation
+ if (rhythmResult.circle) {
+ tween(rhythmResult.circle, {
+ scaleX: 2.0,
+ scaleY: 2.0,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ rhythmResult.circle.isActive = false;
+ }
+ });
+ }
+ return rhythmResult.tapped;
+}
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
@@ -1426,10 +1473,10 @@
return;
}
return;
}
- // Check for rhythm circle taps first in rhythm mode
- if (gameMode === 'rhythm' && checkRhythmCircleTap(x, y)) {
+ // Check for simultaneous rhythm circle and ball tap in rhythm mode
+ if (gameMode === 'rhythm' && checkSimultaneousTap(x, y)) {
return; // If we tapped a rhythm circle, don't process shooting
}
if (LK.ticks - lastShotTime < 30) return; // Reduce cooldown for better responsiveness
// Handle shop clicks if shop is visible
Make picture high definition
Remove everything but net
Remove basketball rings and backboards from picture
Shiny black rectangle frame. In-Game asset. 2d. High contrast. No shadows
Neon green basketball. In-Game asset. 2d. High contrast. No shadows
Change to black warriors uniform
Change to black warriors uniform
Padlock button that says *locked* Purchase for: $100. In-Game asset. 2d. High contrast. No shadows
Remove words "with basketball"
Number 1
Number 2
Number 3
Number 4
Number 5
Number 6
Number 7
Number 8
Make it say $HOP in big letters across the ball
Change it to say Rhythm
Make a shop backdrop with display shelves and framed areas to place items
Remove ball and put his hands down like he just caught a pass
Remove ball and fix hands
Record. In-Game asset. 2d. High contrast. No shadows
Make the net look like it's on fire
Make button teal and purple text
A UI button that says Ai Battle Mode in sports ESPN style fonts. In-Game asset. 2d. High contrast. No shadows
1
Sound effect
2
Sound effect
3
Sound effect
swish
Sound effect
bounce
Sound effect
backgroundMusic
Music
Makeaswish
Sound effect
Title
Music
Second
Music
Third
Music
Fourth
Music
Cash
Sound effect
Hypersonic
Music
swim
Music
Sunrise
Music
Onfire
Sound effect
Speedup
Sound effect
Fifth
Music