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Define thunder mode as Thunderball and player7, player8 and player9 as thunder mode players
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Define pacers mode as pacersball and player4, player5 and player6 as pacers mode players
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Define pacers mode as pacersball and player3, player4 and player5 as pacers mode players
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Define default mode basketball as Warriorsball and player1, player2, player3 as default mode players
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Move team pack thunder display right 20
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Move team pack thunder display left 50
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Move team pack thunder display right 200
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Move team pack thunder display right 500
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Add Thunderball as an item in the shopbackdrop scene
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Click pacersball to buy item
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Change pacersball price to $500.00
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Please fix the bug: 'Uncaught ReferenceError: itemBg is not defined' in or related to this line: 'game.storeItemBg = itemBg;' Line Number: 921
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Remove pacersball background from shopbackdrop scene
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Move tap to buy text above pacersball
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'setText')' in or related to this line: 'moneyTxt.setText('$' + currentMoney.toFixed(2));' Line Number: 1847
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Move pacersball price to under pacersball image
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Move Team Pack: Pacers text up 25 pixels
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Move text that says team pack pacers up 200 and left 200
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Change text that says pacers ball to say Team Pack: Pacers
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Move pacersball up 100
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Make pacersball bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move pacers ball down 300
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Move pacersball left 20
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Move swish button down 500
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Move pacersball left 150
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { money: 0, swishBestScore: 0, rhythmBestScore: 0 }); /**** * Classes ****/ var BallReflection = Container.expand(function () { var self = Container.call(this); var reflectionGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); // Make reflection more transparent and darker reflectionGraphics.alpha = 0.3; reflectionGraphics.tint = 0x666666; // Flip reflection vertically reflectionGraphics.scaleY = -0.8; // Flipped and slightly smaller reflectionGraphics.scaleX = 0.8; // Set z-index to render on floor reflectionGraphics.zIndex = -3; self.parentBall = null; self.floorY = 1832; // Move floor up 900 pixels (700 + 200) self.update = function () { if (!self.parentBall || !self.parentBall.isActive) { self.destroy(); return; } // Position reflection below the ball self.x = self.parentBall.x; self.y = self.floorY - (self.floorY - self.parentBall.y) * 0.2; // Reflection distance from floor // Match parent ball rotation self.rotation = self.parentBall.rotation; // Fade reflection based on ball height var heightFactor = Math.max(0, (self.floorY - self.parentBall.y) / 1000); reflectionGraphics.alpha = 0.3 * heightFactor; }; return self; }); var Basketball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); // Set z-index to render in front of player1 ballGraphics.zIndex = 2; self.velocityX = 0; self.velocityY = 0; self.gravity = 0.5; self.bounceDecay = 0.7; self.hasScored = false; self.isActive = true; self.guaranteedSwish = false; self.update = function () { if (!self.isActive) return; self.velocityY += self.gravity; self.x += self.velocityX; self.y += self.velocityY; // Check hoop collision for all hoops var hoopsToCheck = [hoop]; if (typeof leftHoop !== 'undefined') { hoopsToCheck.push(leftHoop); } if (typeof rightHoop !== 'undefined') { hoopsToCheck.push(rightHoop); } for (var hoopIndex = 0; hoopIndex < hoopsToCheck.length; hoopIndex++) { var currentHoop = hoopsToCheck[hoopIndex]; if (currentHoop) { var hoopX = currentHoop.x; var hoopY = currentHoop.y - 350; // Adjust for hoop position within container var relativeX = self.x - hoopX; var relativeY = self.y - hoopY; // Check for scoring through hoop first (ball going through net area) // For guaranteed swish shots, use much more lenient detection var hoopDetectionWidth = self.guaranteedSwish ? 120 : 60; var hoopDetectionTop = self.guaranteedSwish ? -35 : -10; var hoopDetectionBottom = self.guaranteedSwish ? 80 : 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); } if (moneyEarned > 0) { currentMoney += moneyEarned; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); LK.getSound('Cash').play(); // Play cash sound when money is awarded } var points = 2; if (self.isPerfectShot) { // Use cycling color for perfect shot var flashColor = basketColors[currentColorIndex]; } // 2x multiplier removed - no longer applied when all backboards are same color // 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) { if (gameMode === 'rhythm') { gameTimer = 15 * 60; // Reset to 15 seconds for rhythm mode at 60 FPS gameTimeLeft = 15; updateTimerDisplay(15); } else { gameTimer = 60 * 60; // Reset to 60 seconds for swish mode at 60 FPS gameTimeLeft = 60; updateTimerDisplay(60); } } // Play different sound based on which hoop scored if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').play(); } scoreTxt.setText('Score: ' + LK.getScore()); streakTxt.setText('Streak: ' + currentStreak); // 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.getSound('Cash').play(); // Play cash sound when money is awarded } else if (currentStreak === 20 && streakRewardsAwarded.indexOf(20) === -1) { currentMoney += 50.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(20); LK.getSound('Cash').play(); // Play cash sound when money is awarded } else if (currentStreak === 30 && streakRewardsAwarded.indexOf(30) === -1) { currentMoney += 75.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(30); LK.getSound('Cash').play(); // Play cash sound when money is awarded } else if (currentStreak === 50 && streakRewardsAwarded.indexOf(50) === -1) { currentMoney += 100.00; storage.money = currentMoney; moneyTxt.setText('$' + currentMoney.toFixed(2)); streakRewardsAwarded.push(50); LK.getSound('Cash').play(); // Play cash sound when money is awarded } var points = 2; // 2x multiplier removed - no longer applied when all backboards are same color 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) { if (gameMode === 'rhythm') { gameTimer = 15 * 60; // Reset to 15 seconds for rhythm mode at 60 FPS gameTimeLeft = 15; updateTimerDisplay(15); } else { gameTimer = 60 * 60; // Reset to 60 seconds for swish mode at 60 FPS gameTimeLeft = 60; updateTimerDisplay(60); } } // Play different sound based on which hoop scored if (currentHoop === leftHoop) { LK.getSound('1').play(); } else if (currentHoop === rightHoop) { LK.getSound('3').play(); } else { LK.getSound('2').play(); } // Update displays scoreTxt.setText('Score: ' + LK.getScore()); streakTxt.setText('Streak: ' + currentStreak); // 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 > 2) { var greenZone = self.targetShotBar.children[1]; // Second child should be green zone var indicator = self.targetShotBar.children[2]; // Third child is the basketball indicator var shotBarWorldY = self.targetShotBar.y; // Shot bar's world Y position var tolerance = 60; // Match the green zone tolerance // Check if circle is in the green zone area (aligned with shot bar position) var inGreenZone = Math.abs(self.y - shotBarWorldY) <= tolerance; if (inGreenZone && !self.wasInGreenZone) { self.wasInGreenZone = true; // Store the green zone Y position for this circle self.greenZoneY = shotBarWorldY; // 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 ShotBar = Container.expand(function () { var self = Container.call(this); if (gameMode === 'rhythm') { // In rhythm mode, create horizontal tap zone instead of vertical shot bar var tapZone = self.attachAsset('shotBarBg', { anchorX: 0.5, anchorY: 0.5 }); // Keep horizontal orientation for tap zone tapZone.scaleX = 1.2; // Make it wider for easier tapping tapZone.scaleY = 2.0; // Make it taller for easier tapping tapZone.tint = 0x00FF00; // Green color for tap zone tapZone.alpha = 0.7; // Semi-transparent } else { // Swish mode: vertical shot bar (original implementation) 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.greenZone = greenZone; self.indicator = indicator; } 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 () { if (gameMode === 'rhythm') { // In rhythm mode, tap zone is always active and visible self.isActive = true; self.visible = true; return; } // Swish mode logic self.isActive = true; self.isMoving = true; self.perfectShot = false; // Position green zone randomly vertically if (self.greenZone) { self.greenZone.y = (Math.random() - 0.5) * 360; // Random position within vertical bar } // Reset indicator position vertically - start at top if (self.indicator) { self.indicator.y = -self.maxDistance; } self.moveDirection = 1; // Start moving downward self.visible = true; }; self.stopMoving = function () { if (gameMode === 'rhythm') { // In rhythm mode, always return perfect shot for tap zone self.perfectShot = true; return true; } // Swish mode logic self.isMoving = false; // Check if indicator is within green zone vertically if (self.greenZone && self.indicator) { var greenTop = self.greenZone.y - 60; var greenBottom = self.greenZone.y + 60; self.perfectShot = self.indicator.y >= greenTop && self.indicator.y <= greenBottom; } // 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 (gameMode === 'rhythm' || !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 if (self.indicator) { self.indicator.y += currentSpeed * self.moveDirection; // Bounce off edges if (self.indicator.y >= self.maxDistance) { self.indicator.y = self.maxDistance; self.moveDirection = -1; } else if (self.indicator.y <= -self.maxDistance) { self.indicator.y = -self.maxDistance; self.moveDirection = 1; } } }; self.visible = true; return self; }); // Title screen is now initialized - gameplay will be initialized when start is pressed var Store = Container.expand(function () { var self = Container.call(this); // Add shop backdrop to the store var shopBackdrop = self.attachAsset('Shopbackdrop', { anchorX: 0, anchorY: 0 }); shopBackdrop.x = 0; shopBackdrop.y = 0; shopBackdrop.width = 2048; shopBackdrop.height = 2732; shopBackdrop.zIndex = -1; // Store items configuration self.items = [{ id: 'pacersball', name: 'Pacers Ball', price: 150.00, asset: 'Bballpacers', unlocked: false }]; // Load unlocked items from storage self.loadUnlockedItems = function () { for (var i = 0; i < self.items.length; i++) { var item = self.items[i]; // Clear pacers ball unlock status to fix the "OWNED" issue if (item.id === 'pacersball') { storage[item.id + '_unlocked'] = false; } item.unlocked = storage[item.id + '_unlocked'] || false; } }; // Save unlocked item to storage self.saveUnlockedItem = function (itemId) { storage[itemId + '_unlocked'] = true; }; // Check if player can afford item self.canAfford = function (item) { return currentMoney >= item.price; }; // Purchase item self.purchaseItem = function (item) { if (!self.canAfford(item) || item.unlocked) { return false; } // Deduct money currentMoney -= item.price; storage.money = currentMoney; // Unlock item item.unlocked = true; self.saveUnlockedItem(item.id); // Play purchase sound LK.getSound('Cash').play(); return true; }; // Get item by id self.getItem = function (itemId) { for (var i = 0; i < self.items.length; i++) { if (self.items[i].id === itemId) { return self.items[i]; } } return null; }; // Check if item is unlocked self.isUnlocked = function (itemId) { var item = self.getItem(itemId); return item ? item.unlocked : false; }; // Initialize store self.loadUnlockedItems(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Load saved data from storage or use defaults currentMoney = storage.money || 0; swishBestScore = storage.swishBestScore || 0; rhythmBestScore = storage.rhythmBestScore || 0; // Create global store instance var gameStore = new Store(); function showHowToPlay() { // Create background using TitleBackground asset var background = game.addChild(LK.getAsset('TitleBackground', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; background.width = 2048; background.height = 2732; background.zIndex = 49; // Create semi-transparent overlay var overlay = game.addChild(LK.getAsset('Player4', { anchorX: 0, anchorY: 0, scaleX: 20.48, scaleY: 27.32 })); overlay.x = 0; overlay.y = 0; overlay.tint = 0x000000; overlay.alpha = 0.6; overlay.zIndex = 50; // Create instructions text var instructionsText = new Text2('HOW TO PLAY\n\n' + 'SWISH MODE:\n' + '• Tap to shoot basketballs\n' + '• Hit perfect timing for swish shots\n' + '• Score baskets to increase streak\n' + '• Match backboard colors for bonus\n' + '• Unlock new players with money\n\n' + 'RHYTHM MODE:\n' + '• Tap falling circles in the green zones\n' + '• Perfect timing gives bonus points\n' + '• Maintain rhythm for multipliers\n\n' + 'TAP TO CLOSE', { size: 80, fill: 0xFFFFFF }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 1024; instructionsText.y = 1366; instructionsText.zIndex = 51; game.addChild(instructionsText); // Store references for cleanup game.instructionsBackground = background; game.instructionsOverlay = overlay; game.instructionsText = instructionsText; } function hideHowToPlay() { if (game.instructionsBackground) { game.instructionsBackground.destroy(); game.instructionsBackground = null; } if (game.instructionsOverlay) { game.instructionsOverlay.destroy(); game.instructionsOverlay = null; } if (game.instructionsText) { game.instructionsText.destroy(); game.instructionsText = null; } } function showStore() { // Create store background using Shopbackdrop asset var storeBackground = game.addChild(LK.getAsset('Shopbackdrop', { anchorX: 0, anchorY: 0 })); storeBackground.x = 0; storeBackground.y = 0; storeBackground.width = 2048; storeBackground.height = 2732; storeBackground.zIndex = 49; // Create store title text var storeTitle = new Text2('STORE', { size: 120, fill: 0xFFFFFF }); storeTitle.anchor.set(0.5, 0.5); storeTitle.x = 1024; storeTitle.y = 400; storeTitle.zIndex = 51; game.addChild(storeTitle); // Create money display var storeMoneyText = new Text2('Money: $' + currentMoney.toFixed(2), { size: 80, fill: 0x00FF00 }); storeMoneyText.anchor.set(0.5, 0.5); storeMoneyText.x = 1024; storeMoneyText.y = 600; storeMoneyText.zIndex = 51; game.addChild(storeMoneyText); // Create pacersball item var pacersballItem = gameStore.getItem('pacersball'); if (pacersballItem) { // Create item background/container var itemBg = game.addChild(LK.getAsset('Shopbackdrop', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.2 })); itemBg.x = 1024; itemBg.y = 1000; itemBg.tint = 0x333333; itemBg.alpha = 0.8; itemBg.zIndex = 50; // Create item image var itemImage = game.addChild(LK.getAsset('Bballpacers', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); itemImage.x = 354; itemImage.y = 1200; itemImage.zIndex = 51; // Create item name text var itemNameText = new Text2('Pacers Ball', { size: 60, fill: 0xFFFFFF }); itemNameText.anchor.set(0.5, 0.5); itemNameText.x = 554; itemNameText.y = 1150; itemNameText.zIndex = 51; game.addChild(itemNameText); // Create price text var priceColor = gameStore.canAfford(pacersballItem) ? 0x00FF00 : 0xFF0000; var priceText = new Text2('$' + pacersballItem.price.toFixed(2), { size: 50, fill: priceColor }); priceText.anchor.set(0.5, 0.5); priceText.x = 1124; priceText.y = 1000; priceText.zIndex = 51; game.addChild(priceText); // Create status text var statusText = new Text2(pacersballItem.unlocked ? 'OWNED' : 'TAP TO BUY', { size: 40, fill: pacersballItem.unlocked ? 0xFFD700 : 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); statusText.x = 1124; statusText.y = 1050; statusText.zIndex = 51; game.addChild(statusText); // Store references for cleanup and purchase handling game.storeItemBg = itemBg; game.storeItemImage = itemImage; game.storeItemNameText = itemNameText; game.storeItemPriceText = priceText; game.storeItemStatusText = statusText; game.storeItem = pacersballItem; } // Create close button text var closeButton = new Text2('TAP TO CLOSE', { size: 60, fill: 0xFFFFFF }); closeButton.anchor.set(0.5, 0.5); closeButton.x = 1024; closeButton.y = 2400; closeButton.zIndex = 51; game.addChild(closeButton); // Store references for cleanup game.storeBackground = storeBackground; game.storeTitle = storeTitle; game.storeMoneyText = storeMoneyText; game.storeCloseButton = closeButton; } function hideStore() { if (game.storeBackground) { game.storeBackground.destroy(); game.storeBackground = null; } if (game.storeTitle) { game.storeTitle.destroy(); game.storeTitle = null; } if (game.storeMoneyText) { game.storeMoneyText.destroy(); game.storeMoneyText = null; } if (game.storeCloseButton) { game.storeCloseButton.destroy(); game.storeCloseButton = null; } // Clean up store item elements if (game.storeItemBg) { game.storeItemBg.destroy(); game.storeItemBg = null; } if (game.storeItemImage) { game.storeItemImage.destroy(); game.storeItemImage = null; } if (game.storeItemNameText) { game.storeItemNameText.destroy(); game.storeItemNameText = null; } if (game.storeItemPriceText) { game.storeItemPriceText.destroy(); game.storeItemPriceText = null; } if (game.storeItemStatusText) { game.storeItemStatusText.destroy(); game.storeItemStatusText = null; } game.storeItem = null; } // Title screen is now initialized - gameplay will be initialized when start is pressed; 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 = storage.money || 0; var moneyTxt = null; var multiplierTxt = null; var bestScore = 0; var bestScoreTxt = null; var swishBestScore = 0; var rhythmBestScore = 0; 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; // Will be set correctly in initializeGameplay var gameTimeLeft = 60; // Will be set correctly in initializeGameplay 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 = true; var player3Unlocked = true; // 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 = 29; // Spawn at 124 BPM (29 frames = ~124 beats per minute) var tapZoneGreenBalls = []; // Array to hold green balls in tap zones var volumeVisualizerBars = []; // Array to hold volume visualizer bars // Global timer variables var timerNumbers = []; // Global function to update timer display with number assets function updateTimerDisplay(timeLeft) { if (timerNumbers.length === 0) return; // Safety check // Display seconds only (2 digits) var digits = [Math.floor(timeLeft / 10), // Tens digit timeLeft % 10 // Units digit ]; for (var i = 0; i < timerNumbers.length && i < digits.length; i++) { var digitValue = digits[i].toString(); var newAsset = LK.getAsset(digitValue, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Get the stored container reference var container = timerNumbers[i].parentContainer; if (container) { // Replace the existing number with new asset container.removeChild(timerNumbers[i]); newAsset.x = [-30, 30][i]; newAsset.y = 90; newAsset.parentContainer = container; // Store container reference timerNumbers[i] = newAsset; container.addChild(newAsset); } } } // 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() { // Stop all music when returning to title LK.stopMusic(); // Clean up tap zone green balls for (var i = 0; i < tapZoneGreenBalls.length; i++) { if (tapZoneGreenBalls[i]) { tapZoneGreenBalls[i].destroy(); } } tapZoneGreenBalls = []; // Clean up volume visualizer bars for (var i = 0; i < volumeVisualizerBars.length; i++) { if (volumeVisualizerBars[i]) { volumeVisualizerBars[i].destroy(); } } volumeVisualizerBars = []; // 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 = 1000; 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 = 1294; startButton.y = 1150; startButton.zIndex = 10; // Create how to play button using asset var howToPlayButton = game.addChild(LK.getAsset('Howtoplay', { anchorX: 0.5, anchorY: 0.5 })); howToPlayButton.x = 200; howToPlayButton.y = 2550; howToPlayButton.zIndex = 10; // Store reference for cleanup game.howToPlayButton = howToPlayButton; // Create shop button using asset var shopButton = game.addChild(LK.getAsset('Shop', { anchorX: 0.5, anchorY: 0.5 })); shopButton.x = 1848; shopButton.y = 2550; shopButton.zIndex = 10; // Store reference for cleanup game.shopButton = shopButton; // Play make a wish sound when title screen loads LK.getSound('Makeaswish').play(); // 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; } if (game.howToPlayButton) { game.howToPlayButton.destroy(); game.howToPlayButton = null; } if (game.shopButton) { game.shopButton.destroy(); game.shopButton = null; } if (game.shopButton) { game.shopButton.destroy(); game.shopButton = null; } // Hide instructions if showing hideHowToPlay(); // 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 = game.addChild(LK.getAsset('Selectmode', { anchorX: 0.5, anchorY: 0.5 })); modeTitle.x = 1024; modeTitle.y = 700; modeTitle.zIndex = 10; // Create Swish mode button swishButton = game.addChild(LK.getAsset('Swish', { anchorX: 0.5, anchorY: 0.5 })); swishButton.x = 1024; swishButton.y = 2100; swishButton.zIndex = 10; // Create Rhythm mode button rhythmButton = game.addChild(LK.getAsset('Rhythm', { anchorX: 0.5, anchorY: 0.5 })); rhythmButton.x = 1024; rhythmButton.y = 1150; rhythmButton.zIndex = 10; // 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 }); } }); // Add pulsating animation to rhythm button tween(rhythmButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState !== 'modeSelect') return; tween(rhythmButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState !== 'modeSelect') return; // Continue the rhythm button pulsate cycle tween(rhythmButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: arguments.callee.caller }); } }); } }); } 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 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); // Create timer using number assets instead of text timerNumbers = []; // Use global variable var timerContainer = new Container(); timerContainer.x = 0; timerContainer.y = 160; LK.gui.top.addChild(timerContainer); // Create shotclock background for timer numbers var timerBg = LK.getAsset('Shotclock', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); timerBg.x = 0; timerBg.y = 140; timerContainer.addChild(timerBg); // Create 2 number positions for seconds only var numberPositions = [-30, 30]; // Positions for tens and units // Initialize number assets for (var i = 0; i < 2; i++) { // 2 number positions for seconds var numberAsset = LK.getAsset('0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); numberAsset.x = numberPositions[i]; numberAsset.y = 90; numberAsset.parentContainer = timerContainer; // Store container reference timerNumbers.push(numberAsset); timerContainer.addChild(numberAsset); } // Initialize timer display with correct values for each mode if (gameMode === 'rhythm') { gameTimer = 15 * 60; // 15 seconds at 60 FPS gameTimeLeft = 15; updateTimerDisplay(15); } else { gameTimer = 60 * 60; // 60 seconds at 60 FPS gameTimeLeft = 60; updateTimerDisplay(60); } // Separate best scores for each mode swishBestScore = storage.swishBestScore || 0; rhythmBestScore = storage.rhythmBestScore || 0; bestScore = gameMode === 'rhythm' ? rhythmBestScore : swishBestScore; bestScoreTxt = new Text2('Best: ' + bestScore, { size: 60, fill: 0xFFD700 }); bestScoreTxt.anchor.set(1, 0); bestScoreTxt.x = -100; LK.gui.topRight.addChild(bestScoreTxt); // Use already loaded currentMoney value 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 - always use Player1/2/3 assets var player1Asset = 'Player1'; var player1downAsset = 'Player1down'; var player2Asset = 'Player2'; var player2downAsset = 'Player2down'; var player3Asset = 'Player3'; var player3downAsset = 'Player3down'; player1 = game.addChild(LK.getAsset(player1Asset, { anchorX: 0.5, anchorY: 1 })); player1.x = 1024; player1.y = 2732; player1.zIndex = 1; player1.visible = false; player1down = game.addChild(LK.getAsset(player1downAsset, { anchorX: 0.5, anchorY: 1 })); player1down.x = 1024; player1down.y = 2732; player1down.zIndex = 1; player1down.visible = true; player2 = game.addChild(LK.getAsset(player2Asset, { anchorX: 0.5, anchorY: 1 })); player2.x = 300; player2.y = 2732; player2.zIndex = 1; player2.visible = false; player2down = game.addChild(LK.getAsset(player2downAsset, { anchorX: 0.5, anchorY: 1 })); player2down.x = 300; player2down.y = 2732; player2down.zIndex = 1; player2down.visible = true; player3 = game.addChild(LK.getAsset(player3Asset, { anchorX: 0.5, anchorY: 1 })); player3.x = 1748; player3.y = 2732; player3.zIndex = 1; player3.visible = false; player3down = game.addChild(LK.getAsset(player3downAsset, { anchorX: 0.5, anchorY: 1 })); player3down.x = 1748; player3down.y = 2732; player3down.zIndex = 1; player3down.visible = true; // Lock overlays removed - players are now always unlocked // Start shot bars shotBar.startMoving(); shotBar2.startMoving(); shotBar3.startMoving(); // Initialize rhythm mode elements if in rhythm mode if (gameMode === 'rhythm') { // Timer already set above, just initialize rhythm-specific elements // 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 three green balls for tap zones tapZoneGreenBalls = []; var tapZonePositions = [300, 1024, 1748]; // Left, center, right positions for (var i = 0; i < tapZonePositions.length; i++) { var greenBall = game.addChild(LK.getAsset('greenBall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 })); greenBall.x = tapZonePositions[i]; greenBall.y = 1600; // Same Y as shot bars greenBall.tint = 0x00FF00; // Green tint greenBall.alpha = 0.8; greenBall.zIndex = 12; tapZoneGreenBalls.push(greenBall); } // Create volume visualizer bars volumeVisualizerBars = []; var barCount = 8; // Number of visualizer bars var barSpacing = 200; var startX = 1024 - (barCount - 1) * barSpacing * 0.5; // Center the bars for (var i = 0; i < barCount; i++) { var visualizerBar = game.addChild(LK.getAsset('Visualisers', { anchorX: 0.5, anchorY: 1, scaleX: 0.3, scaleY: 0.1 })); visualizerBar.x = startX + i * barSpacing; visualizerBar.y = 300; // Position above beat indicator visualizerBar.tint = 0x00FFFF; // Cyan color visualizerBar.alpha = 0.7; visualizerBar.zIndex = 18; visualizerBar.baseHeight = 0.1; visualizerBar.targetHeight = 0.1; volumeVisualizerBars.push(visualizerBar); } // 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 (all players available) var availableShotBars = [shotBar]; // Always include center if (shotBar2) { availableShotBars.push(shotBar2); } if (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 <= 120) { // Increased circle tap radius for better sensitivity tappedCircle = circle; // Check if circle is currently in the horizontal tap zone area var tolerance = 120; // Further increased tolerance for horizontal tap zone for better responsiveness if (circle.targetShotBar) { var shotBarY = circle.targetShotBar.y; tappedInGreenZone = Math.abs(circle.y - shotBarY) <= tolerance; } 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; // In rhythm mode, if player taps rhythm circle in tap zone, they score a perfect swish if (rhythmResult.tapped && rhythmResult.inGreenZone) { // Perfect swish in rhythm mode! rhythmStreak += 1; // Increase rhythm streak rhythmMultiplier = Math.min(3, 1 + Math.floor(rhythmStreak / 5) * 0.5); // Trigger volume visualizer pulse effect for (var v = 0; v < volumeVisualizerBars.length; v++) { var bar = volumeVisualizerBars[v]; var randomHeight = 0.3 + Math.random() * 1.2; // Random height between 0.3 and 1.5 bar.targetHeight = randomHeight; // Cycle through neon colors var neonColors = [0xFF0080, 0x00FF80, 0x8000FF, 0xFF8000, 0x0080FF, 0x80FF00, 0xFF0040, 0x40FF00]; var randomColor = neonColors[Math.floor(Math.random() * neonColors.length)]; // Animate bar to target height and change color tween(bar, { scaleY: randomHeight, tint: randomColor }, { duration: 150, easing: tween.easeOut, onFinish: function () { // Animate back to base height tween(this, { scaleY: 0.1 }, { duration: 500, easing: tween.easeIn }); }.bind(bar) }); } // Remove screen flash to prevent excessive flashing LK.setScore(LK.getScore() + 2); // Same scoring as swish mode scoreTxt.setText('Score: ' + LK.getScore()); // Check and update rhythm mode best score when scoring var currentScore = LK.getScore(); if (currentScore > rhythmBestScore) { rhythmBestScore = currentScore; storage.rhythmBestScore = rhythmBestScore; bestScore = rhythmBestScore; bestScoreTxt.setText('Best: ' + bestScore); } // Increase streak for perfect swish currentStreak++; streakTxt.setText('Streak: ' + currentStreak); // Play swish sound LK.getSound('swish').play(); // Make the player in that row shoot a perfect swish if (rhythmResult.circle && rhythmResult.circle.targetShotBar) { var targetBar = rhythmResult.circle.targetShotBar; var targetHoop = hoop; // Default to center hoop var activePlayer = 1; var startX = 1024; var startY = 2000; // Determine which player/hoop based on target shot bar if (targetBar === shotBar2) { // Left player (Player2) targetHoop = leftHoop; activePlayer = 2; startX = 300; } else if (targetBar === shotBar3) { // Right player (Player3) targetHoop = rightHoop; activePlayer = 3; startX = 1748; } // Switch player sprites to shooting position if (activePlayer === 1) { player1.visible = true; player1down.visible = false; LK.setTimeout(function () { player1.visible = false; player1down.visible = true; }, 1000); } else if (activePlayer === 2) { player2.visible = true; player2down.visible = false; LK.setTimeout(function () { player2.visible = false; player2down.visible = true; }, 1000); } else if (activePlayer === 3) { player3.visible = true; player3down.visible = false; LK.setTimeout(function () { player3.visible = false; player3down.visible = true; }, 1000); } // Calculate perfect shot trajectory with enhanced precision var targetX = targetHoop.x; var targetY = targetHoop.y - 350; // Aim directly at hoop center var deltaX = targetX - startX; var deltaY = targetY - startY; // Use optimized timing for guaranteed success var time = 45; // Slightly faster for better arc var gravity = 0.5; // Calculate perfect trajectory velocities with downward bias for clean entry var velocityX = deltaX / time; var velocityY = deltaY / time - 0.5 * gravity * time - 1.5; // Extra downward bias // Fine-tune horizontal velocity to ensure center entry var horizontalCorrection = (targetX - startX) * 0.02; // Small correction factor velocityX += horizontalCorrection; // Create perfect swish basketball var ball = createBasketball(startX, startY, velocityX, velocityY); ball.isPerfectShot = true; ball.guaranteedSwish = true; // Set additional properties to ensure scoring ball.hasScored = false; // Ensure it can score ball.isActive = true; // Ensure it's active // Add rotation animation tween(ball, { rotation: ball.rotation + Math.PI * 4 }, { duration: 1500, easing: tween.easeOut }); } } else if (rhythmResult.tapped) { // Rhythm circle tapped but not in tap zone - reset streaks rhythmStreak = 0; rhythmMultiplier = 1; currentStreak = 0; streakTxt.setText('Streak: ' + currentStreak); streakRewardsAwarded = []; // Reset streak rewards // Remove red flash to prevent excessive flashing } // 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!'); // 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; LK.getSound('Cash').play(); // Play cash sound when money is awarded console.log('Awarded $100.00! Total money:', currentMoney); } } else if (!allSame && allSameColorMultiplier) { allSameColorMultiplier = false; moneyAwarded = false; // Reset money award flag when colors no longer match console.log('Deactivating 2x multiplier'); multiplierTxt.setText(''); } } game.down = function (x, y, obj) { // Handle title screen clicks if (gameState === 'title') { // Check if store is showing if (game.storeBackground) { // Check if clicked on store item if (game.storeItem && game.storeItemBg) { var itemLeft = game.storeItemBg.x - 200; var itemRight = game.storeItemBg.x + 200; var itemTop = game.storeItemBg.y - 100; var itemBottom = game.storeItemBg.y + 100; if (x >= itemLeft && x <= itemRight && y >= itemTop && y <= itemBottom) { // Try to purchase item if (!game.storeItem.unlocked && gameStore.purchaseItem(game.storeItem)) { // Update money display moneyTxt.setText('$' + currentMoney.toFixed(2)); // Update store money display if (game.storeMoneyText) { game.storeMoneyText.setText('Money: $' + currentMoney.toFixed(2)); } // Update item status display if (game.storeItemStatusText) { game.storeItemStatusText.setText('OWNED'); game.storeItemStatusText.tint = 0xFFD700; } } return; } } hideStore(); return; } // Check if instructions are showing if (game.instructionsOverlay) { hideHowToPlay(); return; } // 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; } // Check if clicked on how to play button if (game.howToPlayButton) { var howToLeft = game.howToPlayButton.x - 150; var howToRight = game.howToPlayButton.x + 150; var howToTop = game.howToPlayButton.y - 150; var howToBottom = game.howToPlayButton.y + 150; if (x >= howToLeft && x <= howToRight && y >= howToTop && y <= howToBottom) { showHowToPlay(); return; } } // Check if clicked on shop button if (game.shopButton) { var shopLeft = game.shopButton.x - 150; var shopRight = game.shopButton.x + 150; var shopTop = game.shopButton.y - 150; var shopBottom = game.shopButton.y + 150; if (x >= shopLeft && x <= shopRight && y >= shopTop && y <= shopBottom) { showStore(); return; } } 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'; LK.playMusic('backgroundMusic'); 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'; LK.playMusic('Title'); initializeGameplay(); return; } return; } // In rhythm mode, only process rhythm circle taps, disable shooting if (gameMode === 'rhythm') { checkSimultaneousTap(x, y); return; // Don't process shooting in rhythm mode } if (LK.ticks - lastShotTime < 30) return; // Reduce cooldown for better responsiveness // Unlock buttons removed - players are now always unlocked // 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 targetHoop = leftHoop; currentShotBar = shotBar2; activePlayer = 2; } else if (x > 1365) { // Right third of screen - Player3's area targetHoop = rightHoop; currentShotBar = shotBar3; activePlayer = 3; } if (currentShotBar.isActive) { // Stop the shot bar and check for perfect shot var isPerfect = currentShotBar.stopMoving(); isChargingShot = false; // 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 // Remove pink flash to prevent excessive flashing } else { rhythmStreak = 0; rhythmMultiplier = 1; } } // 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 = 45; // Optimized timing for better arc var gravity = 0.5; // Match basketball gravity // Calculate initial velocities for perfect arc velocityX = deltaX / time; velocityY = deltaY / time - 0.5 * gravity * time - 1.5; // Enhanced downward bias // Fine-tune for guaranteed swish - ensure ball enters hoop cleanly var horizontalAdjustment = (targetX - startX) * 0.02; // Small correction factor var verticalAdjustment = -1; // Additional 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; // Set additional properties to ensure scoring ball.hasScored = false; // Ensure it can score ball.isActive = true; // Ensure it's active // Visual feedback for perfect shot removed // 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.floor(gameTimer / 60); if (newTimeLeft !== gameTimeLeft && newTimeLeft >= 0) { gameTimeLeft = newTimeLeft; // Update timer display using number assets updateTimerDisplay(gameTimeLeft); } // Check if time is up if (gameTimer <= 0 && !gameEnded) { gameEnded = true; updateTimerDisplay(0); // Check and update best score for current mode var currentScore = LK.getScore(); if (gameMode === 'rhythm') { if (currentScore > rhythmBestScore) { rhythmBestScore = currentScore; storage.rhythmBestScore = rhythmBestScore; bestScore = rhythmBestScore; bestScoreTxt.setText('Best: ' + bestScore); } } else { if (currentScore > swishBestScore) { swishBestScore = currentScore; storage.swishBestScore = swishBestScore; bestScore = swishBestScore; 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); } else { // Check if circle has passed the tap zone without being tapped correctly if (circle.targetShotBar && circle.hasPassed && circle.wasInGreenZone) { // Circle was in green zone but wasn't tapped correctly - reset streak currentStreak = 0; streakTxt.setText('Streak: ' + currentStreak); streakRewardsAwarded = []; // Reset streak rewards rhythmStreak = 0; rhythmMultiplier = 1; // Mark as inactive to prevent multiple resets circle.isActive = false; } } } } } // Win condition removed - no score target };
===================================================================
--- original.js
+++ change.js
@@ -796,18 +796,18 @@
scaleX: 1.2,
scaleY: 1.2
}));
itemImage.x = 354;
- itemImage.y = 1300;
+ itemImage.y = 1200;
itemImage.zIndex = 51;
// Create item name text
var itemNameText = new Text2('Pacers Ball', {
size: 60,
fill: 0xFFFFFF
});
itemNameText.anchor.set(0.5, 0.5);
itemNameText.x = 554;
- itemNameText.y = 1250;
+ itemNameText.y = 1150;
itemNameText.zIndex = 51;
game.addChild(itemNameText);
// Create price text
var priceColor = gameStore.canAfford(pacersballItem) ? 0x00FF00 : 0xFF0000;
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