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In colour match mode make sure the shotbar speeds up every time the timer is extended to make it more challenging ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix rhythm mode score checking to ensure timer reset happens when target score is reached
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Please fix the bug: 'Uncaught ReferenceError: player1Asset is not defined' in or related to this line: 'player1 = game.addChild(LK.getAsset(player1Asset, {' Line Number: 2739
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Clean up code
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Fix glitches
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In colour match mode, every time countdown timer resets speed up shotbar ball slightly to make it progressively more challenging. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move objective text in colour match mode down 150
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Move objective text to bottom of the screen
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Move colour match button down 150
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Move colour match button right 300
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Move swish colour match button under the teal 2player swish mode button
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Move swish colour match button under the teal button
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Move green 2 player button down 120
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Move green 2player button down 120
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Move teal button down 120
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Move green 2 player button down 150
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Move green button down 120
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Move teal button to the right of AI battle mode button
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Move teal button 100 right of ai battle mode button
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Move AI battle mode button below teal button
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'swishButton.x = twoPlayerButton.x; // Align with the teal button horizontally' Line Number: 2402
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Move green button so it's at the same level as teal button
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Make sure the teal button is completely clickable in current position
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Move teal button left 150
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Move teal button left 150
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { money: 0, swishBestScore: 0, rhythmBestScore: 0, currentBasketballMode: "Warriorsball", defaultPlayers: ["player1", "player2", "player3"] }); /**** * Classes ****/ var AIOpponent = Container.expand(function () { var self = Container.call(this); //{7j_ai} self.isActive = true; self.score = 0; self.difficulty = 1.8; // Difficulty multiplier - much harder base difficulty self.shotTimer = 0; self.shotInterval = 80; // Frames between AI shots (1.33 seconds at 60fps) - shoot much more frequently self.targetHoop = null; // Which hoop AI is targeting self.accuracy = 0.95; // Base accuracy percentage - near perfect accuracy self.lastShotTime = 0; self.perfectShotChance = 0.8; // 80% chance for perfect shots - extremely high self.adaptiveTimer = 0; // Timer for adaptive difficulty self.playerScoreWhenLastShot = 0; // Track player score for adaptive difficulty self.update = function () { if (!self.isActive || gameMode !== 'ai_vs') return; // Adaptive difficulty - AI gets extremely aggressive if player is ahead var scoreDifference = LK.getScore() - self.score; if (scoreDifference > 4) { self.difficulty = 3.0; // Massive difficulty increase self.shotInterval = 60; // Shoot extremely frequently (1 second) self.accuracy = 0.98; // Nearly perfect accuracy self.perfectShotChance = 0.95; // Almost all shots are perfect } else if (scoreDifference > 2) { self.difficulty = 2.5; // Very high difficulty self.shotInterval = 70; // 1.17 seconds self.accuracy = 0.96; self.perfectShotChance = 0.9; } else if (scoreDifference > 0) { self.difficulty = 2.0; // High difficulty self.shotInterval = 80; // 1.33 seconds self.accuracy = 0.94; self.perfectShotChance = 0.85; } else if (scoreDifference < -2) { // AI is ahead, reduce difficulty slightly but still very challenging self.difficulty = 1.5; self.shotInterval = 100; // 1.67 seconds self.accuracy = 0.9; self.perfectShotChance = 0.7; } else { // Normal difficulty - much harder than before self.difficulty = 1.8; self.shotInterval = 80; // 1.33 seconds self.accuracy = 0.95; self.perfectShotChance = 0.8; } self.shotTimer++; if (self.shotTimer >= self.shotInterval) { self.takeShot(); self.shotTimer = 0; } }; self.takeShot = function () { // Randomly choose a hoop to target var availableHoops = [hoop, leftHoop, rightHoop]; self.targetHoop = availableHoops[Math.floor(Math.random() * availableHoops.length)]; // Determine shot position based on target hoop var startX, startY; if (self.targetHoop === leftHoop) { startX = 300 + (Math.random() - 0.5) * 100; // Some randomness startY = 2000; } else if (self.targetHoop === rightHoop) { startX = 1748 + (Math.random() - 0.5) * 100; startY = 2000; } else { startX = 1024 + (Math.random() - 0.5) * 100; startY = 2000; } // Determine if this will be a perfect shot var isPerfectShot = Math.random() < self.perfectShotChance; var ball = new Basketball(); ball.x = startX; ball.y = startY; ball.isAIShot = true; // Mark as AI shot ball.aiOpponent = self; // Reference to AI for scoring if (isPerfectShot || Math.random() < self.accuracy) { // Accurate shot var targetX = self.targetHoop.x; var targetY = self.targetHoop.y - 350; var deltaX = targetX - startX; var deltaY = targetY - startY; var time = 45; var gravity = 0.5; ball.velocityX = deltaX / time + (Math.random() - 0.5) * 2; // Small randomness ball.velocityY = deltaY / time - 0.5 * gravity * time - 1.5; if (isPerfectShot) { ball.guaranteedSwish = true; ball.isPerfectShot = true; } } else { // Inaccurate shot ball.velocityX = (self.targetHoop.x - startX) / 50 + (Math.random() - 0.5) * 8; ball.velocityY = -16 - Math.random() * 8; } basketballs.push(ball); game.addChild(ball); // Create reflection var reflection = new BallReflection(); reflection.parentBall = ball; ballReflections.push(reflection); game.addChild(reflection); // Add rotation tween(ball, { rotation: ball.rotation + Math.PI * 3 }, { duration: 1200, easing: tween.easeOut }); self.lastShotTime = LK.ticks; }; return self; }); var BallReflection = Container.expand(function () { var self = Container.call(this); var basketballAsset = getBasketballAsset(); var reflectionGraphics = self.attachAsset(basketballAsset, { 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 basketballAsset = getBasketballAsset(); var ballGraphics = self.attachAsset(basketballAsset, { 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; // Add fire effect when streak is beyond 5 if (currentStreak > 5 && !self.fireEffect) { self.fireEffect = true; // Create fire-like effect with orange/red tinting and scaling var _fireAnimation = function fireAnimation() { if (!self.isActive) return; var fireColors = [0xFF4500, 0xFF6347, 0xFF8C00, 0xFFD700, 0xFF0000]; var randomColor = fireColors[Math.floor(Math.random() * fireColors.length)]; tween(ballGraphics, { tint: randomColor, scaleX: 1.1 + Math.random() * 0.2, scaleY: 1.1 + Math.random() * 0.2 }, { duration: 100 + Math.random() * 100, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isActive && currentStreak > 5) { _fireAnimation(); } else { // Reset to normal appearance when streak drops tween(ballGraphics, { tint: 0xFFFFFF, scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); self.fireEffect = false; } } }); }; _fireAnimation(); } 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 }); } }); // Replace net with onfire asset when streak is beyond 5 if (currentStreak > 5) { // Check if onfire asset doesn't already exist on this net if (!currentHoop.onfire) { // Hide the original net currentHoop.net.visible = false; currentHoop.onfire = currentHoop.addChild(LK.getAsset('Onfire', { anchorX: 0.5, anchorY: 0.5, scaleX: currentHoop.net.scaleX, scaleY: currentHoop.net.scaleY })); currentHoop.onfire.x = currentHoop.net.x; // Same as net currentHoop.onfire.y = currentHoop.net.y + 150; // Move down 150 pixels from net position (down 20 from previous) currentHoop.onfire.zIndex = 3; // Above net currentHoop.onfire.alpha = 1.0; // Play onfire sound when onfire asset replaces net LK.getSound('Onfire').play(); } // Animate onfire asset pulsate when scored if (currentHoop.onfire) { //{1u_new} tween(currentHoop.onfire, { scaleX: 2.0, scaleY: 2.0, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { if (currentHoop.onfire) { //{1C_new} tween(currentHoop.onfire, { scaleX: 1.5, scaleY: 1.5, alpha: 0.9 }, { duration: 200, easing: tween.easeIn }); } //{1L_new} } }); } //{1M_new} // Animate onfire asset to make it look on fire var _onfireAnimation = function onfireAnimation() { if (!currentHoop.onfire || currentStreak <= 5) return; var fireColors = [0xFFFFFF, 0xFFFF00, 0xFFA500, 0xFF6347, 0xFF4500, 0xFF0000]; var randomColor = fireColors[Math.floor(Math.random() * fireColors.length)]; tween(currentHoop.onfire, { tint: randomColor, scaleX: 1.0 + Math.random() * 0.3, scaleY: 1.0 + Math.random() * 0.3, alpha: 0.9 + Math.random() * 0.1 }, { duration: 100 + Math.random() * 100, easing: tween.easeInOut, onFinish: function onFinish() { if (currentHoop.onfire && currentStreak > 5) { _onfireAnimation(); } else if (currentHoop.onfire && currentStreak <= 5) { // Remove onfire effect when streak is over and show net currentHoop.net.visible = true; currentHoop.onfire.destroy(); currentHoop.onfire = null; } } }); }; _onfireAnimation(); } // Score the basket // Check if this is an AI shot if (self.isAIShot && self.aiOpponent) { // AI scored - increment AI score self.aiOpponent.score += 2; if (aiScoreTxt) { aiScoreTxt.setText('AI: ' + self.aiOpponent.score); } // Early return to prevent AI shots from affecting player scores return; } else { // Player scored - increment player streak currentStreak++; } // Check for streak rewards var streakRewards = [[10, 20.00], [20, 50.00], [30, 75.00], [50, 100.00]]; for (var i = 0; i < streakRewards.length; i++) { var streakLevel = streakRewards[i][0]; var rewardAmount = streakRewards[i][1]; if (currentStreak === streakLevel && streakRewardsAwarded.indexOf(streakLevel) === -1) { currentMoney += rewardAmount; storage.money = currentMoney; streakRewardsAwarded.push(streakLevel); if (moneyTxt) { moneyTxt.setText('$' + currentMoney.toFixed(2)); } LK.getSound('Cash').play(); // Play cash sound when money is awarded break; } } 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); // In rhythm mode, check if score reached multiple of 50 points to reset timer if (gameMode === 'rhythm') { var currentScore = LK.getScore(); var previousScore = currentScore - points; var currentFifties = Math.floor(currentScore / 50); var previousFifties = Math.floor(previousScore / 50); if (currentFifties > previousFifties) { gameTimer = 15 * 60; // Reset to 15 seconds for rhythm mode at 60 FPS gameTimeLeft = 15; updateTimerDisplay(15); } } // 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(); } if (scoreTxt) { scoreTxt.setText('Score: ' + LK.getScore()); } if (streakTxt) { //{3W_new} streakTxt.setText('Streak: ' + currentStreak); } //{3W_end} // 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 }); } }); // Replace net with onfire asset when streak is beyond 5 if (currentStreak > 5) { // Check if onfire asset doesn't already exist on this net if (!currentHoop.onfire) { // Hide the original net currentHoop.net.visible = false; currentHoop.onfire = currentHoop.addChild(LK.getAsset('Onfire', { anchorX: 0.5, anchorY: 0.5, scaleX: currentHoop.net.scaleX, scaleY: currentHoop.net.scaleY })); currentHoop.onfire.x = currentHoop.net.x; // Same as net currentHoop.onfire.y = currentHoop.net.y + 150; // Move down 150 pixels from net position (down 20 from previous) currentHoop.onfire.zIndex = 3; // Above net currentHoop.onfire.alpha = 1.0; // Play onfire sound when onfire asset replaces net LK.getSound('Onfire').play(); } // Animate onfire asset pulsate when scored if (currentHoop.onfire) { //{4L_new} tween(currentHoop.onfire, { scaleX: 2.0, scaleY: 2.0, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { if (currentHoop.onfire) { //{4T_new} tween(currentHoop.onfire, { scaleX: 1.5, scaleY: 1.5, alpha: 0.9 }, { duration: 200, easing: tween.easeIn }); } //{52_new} } }); } //{53_new} // Animate onfire asset to make it look on fire var _onfireAnimation = function onfireAnimation() { if (!currentHoop.onfire || currentStreak <= 5) return; var fireColors = [0xFFFFFF, 0xFFFF00, 0xFFA500, 0xFF6347, 0xFF4500, 0xFF0000]; var randomColor = fireColors[Math.floor(Math.random() * fireColors.length)]; tween(currentHoop.onfire, { tint: randomColor, scaleX: 1.0 + Math.random() * 0.3, scaleY: 1.0 + Math.random() * 0.3, alpha: 0.9 + Math.random() * 0.1 }, { duration: 100 + Math.random() * 100, easing: tween.easeInOut, onFinish: function onFinish() { if (currentHoop.onfire && currentStreak > 5) { _onfireAnimation(); } else if (currentHoop.onfire && currentStreak <= 5) { // Remove onfire effect when streak is over and show net currentHoop.net.visible = true; currentHoop.onfire.destroy(); currentHoop.onfire = null; } } }); }; _onfireAnimation(); } // Score the basket // Check if this is an AI shot if (self.isAIShot && self.aiOpponent) { // AI scored - increment AI score self.aiOpponent.score += 2; if (aiScoreTxt) { aiScoreTxt.setText('AI: ' + self.aiOpponent.score); } return; // Early return to prevent AI shots from affecting player scores } else { // Player scored - increment player streak currentStreak++; } // Streak rewards already handled above in consolidated logic var points = 2; // 2x multiplier removed - no longer applied when all backboards are same color LK.setScore(LK.getScore() + points); // In rhythm mode, check if score reached multiple of 50 points to reset timer if (gameMode === 'rhythm') { var currentScore = LK.getScore(); var previousScore = currentScore - points; var currentFifties = Math.floor(currentScore / 50); var previousFifties = Math.floor(previousScore / 50); if (currentFifties > previousFifties) { gameTimer = 15 * 60; // Reset to 15 seconds for rhythm mode at 60 FPS gameTimeLeft = 15; updateTimerDisplay(15); } } // 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 if (scoreTxt) { scoreTxt.setText('Score: ' + LK.getScore()); } if (streakTxt) { //{7w_new} streakTxt.setText('Streak: ' + currentStreak); } //{7w_end} // 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; self.hasBeenTapped = false; // Track if this circle has already triggered a shot // 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 basketballAsset = getBasketballAsset(); var indicator = self.attachAsset(basketballAsset, { 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; if (streakTxt) { //{9z_new} streakTxt.setText('Streak: ' + currentStreak); } //{9z_end} streakRewardsAwarded = []; // Reset streak rewards // Remove onfire effects from all nets when streak is reset and show nets if (hoop && hoop.onfire) { hoop.net.visible = true; hoop.onfire.destroy(); hoop.onfire = null; } if (leftHoop && leftHoop.onfire) { leftHoop.net.visible = true; leftHoop.onfire.destroy(); leftHoop.onfire = null; } if (rightHoop && rightHoop.onfire) { rightHoop.net.visible = true; rightHoop.onfire.destroy(); rightHoop.onfire = null; } } // 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; // Pause shot bar movement during break in swish mode if (isInBreak && gameMode === 'swish') { return; // Pause all shot bar movement during break } // Speed is now increased by break count instead of score var currentSpeed = self.moveSpeed; // Speed increase based on break count (number of breaks completed) var breakMultiplier = Math.floor(swishModeTimerReduction / 5); // Each break reduces timer by 5 seconds if (breakMultiplier > 0 && (!isInBreak || gameMode !== 'swish')) { currentSpeed = self.moveSpeed * (1 + breakMultiplier * 0.5); // 50% speed increase per break } // 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: 500.00, asset: 'Bballpacers', unlocked: false }, { id: 'thunderball', name: 'Thunder Ball', price: 750.00, asset: 'Bballthunder', unlocked: false }, { id: '2playvs', name: '2 Player Rhythm Pack', price: 500.00, asset: '2playvs', unlocked: false }, { id: 'swish2playvs', name: '2 Player Swish Pack', price: 500.00, asset: '2playvs', unlocked: false }, { //{aq_new} id: 'aibattle', name: 'AI Battle Pack', price: 500.00, asset: 'Aibattle', unlocked: false }]; // Load unlocked items from storage self.loadUnlockedItems = function () { for (var i = 0; i < self.items.length; i++) { var item = self.items[i]; item.unlocked = true; // Temporarily unlock all items } }; // 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 true; // Temporarily unlock all items }; // 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; // Load saved basketball mode and players var currentBasketballMode = storage.currentBasketballMode || defaultBasketballMode; if (storage.defaultPlayers) { defaultPlayers = storage.defaultPlayers; } // 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 = 500; storeTitle.zIndex = 51; game.addChild(storeTitle); // Create money display var storeMoneyText = new Text2('Money: $' + currentMoney.toFixed(2), { size: 80, fill: 0x00FF00 }); storeMoneyText.anchor.set(0.5, 0.5); storeMoneyText.x = 1024; storeMoneyText.y = 600; storeMoneyText.zIndex = 51; game.addChild(storeMoneyText); // Create pacersball item var pacersballItem = gameStore.getItem('pacersball'); if (pacersballItem) { // Create item image var itemImage = game.addChild(LK.getAsset('Bballpacers', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); itemImage.x = 354; itemImage.y = 1200; itemImage.zIndex = 51; // Create item name text var itemNameText = new Text2('Team Pack: Pacers', { size: 60, fill: 0xFFFFFF }); itemNameText.anchor.set(0.5, 0.5); itemNameText.x = 354; itemNameText.y = 925; itemNameText.zIndex = 51; game.addChild(itemNameText); // Create price text var priceColor = gameStore.canAfford(pacersballItem) ? 0x00FF00 : 0xFF0000; var priceText = new Text2('$' + pacersballItem.price.toFixed(2), { size: 50, fill: priceColor }); priceText.anchor.set(0.5, 0.5); priceText.x = 354; priceText.y = 1350; priceText.zIndex = 51; game.addChild(priceText); // Create status text var statusText = new Text2(pacersballItem.unlocked ? 'TAP TO SELECT' : 'TAP TO BUY', { size: 40, fill: pacersballItem.unlocked ? 0x00FF00 : 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); statusText.x = 354; statusText.y = 1050; statusText.zIndex = 51; game.addChild(statusText); // Store references for cleanup and purchase handling game.storeItemImage = itemImage; game.storeItemNameText = itemNameText; game.storeItemPriceText = priceText; game.storeItemStatusText = statusText; game.storeItem = pacersballItem; } // Create thunderball item var thunderballItem = gameStore.getItem('thunderball'); if (thunderballItem) { // Create item image var thunderItemImage = game.addChild(LK.getAsset('Bballthunder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); thunderItemImage.x = 1694; thunderItemImage.y = 1200; thunderItemImage.zIndex = 51; // Create item name text var thunderItemNameText = new Text2('Team Pack: Thunder', { size: 60, fill: 0xFFFFFF }); thunderItemNameText.anchor.set(0.5, 0.5); thunderItemNameText.x = 1694; thunderItemNameText.y = 925; thunderItemNameText.zIndex = 51; game.addChild(thunderItemNameText); // Create price text var thunderPriceColor = gameStore.canAfford(thunderballItem) ? 0x00FF00 : 0xFF0000; var thunderPriceText = new Text2('$' + thunderballItem.price.toFixed(2), { size: 50, fill: thunderPriceColor }); thunderPriceText.anchor.set(0.5, 0.5); thunderPriceText.x = 1694; thunderPriceText.y = 1350; thunderPriceText.zIndex = 51; game.addChild(thunderPriceText); // Create status text var thunderStatusText = new Text2(thunderballItem.unlocked ? 'TAP TO SELECT' : 'TAP TO BUY', { size: 40, fill: thunderballItem.unlocked ? 0x00FF00 : 0xFFFFFF }); thunderStatusText.anchor.set(0.5, 0.5); thunderStatusText.x = 1694; thunderStatusText.y = 1050; thunderStatusText.zIndex = 51; game.addChild(thunderStatusText); // Store references for cleanup and purchase handling game.storeThunderItemImage = thunderItemImage; game.storeThunderItemNameText = thunderItemNameText; game.storeThunderItemPriceText = thunderPriceText; game.storeThunderItemStatusText = thunderStatusText; game.storeThunderItem = thunderballItem; } // Create Warriorsball item (default mode) var warriorsballImage = game.addChild(LK.getAsset('basketball', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); warriorsballImage.x = 1024; warriorsballImage.y = 1900; warriorsballImage.zIndex = 51; warriorsballImage.tint = 0xFFD700; // Gold tint for Warriors theme // Create item name text var warriorsItemNameText = new Text2('Team Pack: Warriors', { size: 60, fill: 0xFFFFFF }); warriorsItemNameText.anchor.set(0.5, 0.5); warriorsItemNameText.x = 1024; warriorsItemNameText.y = 1625; warriorsItemNameText.zIndex = 51; game.addChild(warriorsItemNameText); // Create status text var warriorsStatusText = new Text2('TAP TO SELECT', { size: 40, fill: 0x00FF00 }); warriorsStatusText.anchor.set(0.5, 0.5); warriorsStatusText.x = 1024; warriorsStatusText.y = 1750; warriorsStatusText.zIndex = 51; game.addChild(warriorsStatusText); // Store references for cleanup and selection handling game.storeWarriorsItemImage = warriorsballImage; game.storeWarriorsItemNameText = warriorsItemNameText; game.storeWarriorsItemStatusText = warriorsStatusText; // Create 2playvs pack item var twoPlayerVsItem = gameStore.getItem('2playvs'); if (twoPlayerVsItem) { // Create item image var twoPlayerVsItemImage = game.addChild(LK.getAsset('2playvs', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); twoPlayerVsItemImage.x = 324; twoPlayerVsItemImage.y = 2000; twoPlayerVsItemImage.zIndex = 51; twoPlayerVsItemImage.tint = 0x00FF00; // Green tint to match 2player rhythm mode button // Create item name text var twoPlayerVsItemNameText = new Text2('2 Player Rhythm Pack', { size: 60, fill: 0xFFFFFF }); twoPlayerVsItemNameText.anchor.set(0.5, 0.5); twoPlayerVsItemNameText.x = 324; twoPlayerVsItemNameText.y = 1725; twoPlayerVsItemNameText.zIndex = 51; game.addChild(twoPlayerVsItemNameText); // Create price text var twoPlayerVsPriceColor = gameStore.canAfford(twoPlayerVsItem) ? 0x00FF00 : 0xFF0000; var twoPlayerVsPriceText = new Text2('$' + twoPlayerVsItem.price.toFixed(2), { size: 50, fill: twoPlayerVsPriceColor }); twoPlayerVsPriceText.anchor.set(0.5, 0.5); twoPlayerVsPriceText.x = 324; twoPlayerVsPriceText.y = 2150; twoPlayerVsPriceText.zIndex = 51; game.addChild(twoPlayerVsPriceText); // Create status text var twoPlayerVsStatusText = new Text2(twoPlayerVsItem.unlocked ? 'UNLOCKED' : 'TAP TO BUY', { size: 40, fill: twoPlayerVsItem.unlocked ? 0x00FF00 : 0xFFFFFF }); twoPlayerVsStatusText.anchor.set(0.5, 0.5); twoPlayerVsStatusText.x = 324; twoPlayerVsStatusText.y = 1850; twoPlayerVsStatusText.zIndex = 51; game.addChild(twoPlayerVsStatusText); // Store references for cleanup and purchase handling game.store2PlayerVsItemImage = twoPlayerVsItemImage; game.store2PlayerVsItemNameText = twoPlayerVsItemNameText; game.store2PlayerVsItemPriceText = twoPlayerVsPriceText; game.store2PlayerVsItemStatusText = twoPlayerVsStatusText; game.store2PlayerVsItem = twoPlayerVsItem; } // Create swish2playvs pack item var swishTwoPlayerVsItem = gameStore.getItem('swish2playvs'); if (swishTwoPlayerVsItem) { // Create item image var swishTwoPlayerVsItemImage = game.addChild(LK.getAsset('2playvs', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); swishTwoPlayerVsItemImage.x = 1724; swishTwoPlayerVsItemImage.y = 2000; swishTwoPlayerVsItemImage.zIndex = 51; swishTwoPlayerVsItemImage.tint = 0x008080; // Teal and purple tint to match 2player swish mode button // Create item name text var swishTwoPlayerVsItemNameText = new Text2('2 Player Swish Pack', { size: 60, fill: 0xFFFFFF }); swishTwoPlayerVsItemNameText.anchor.set(0.5, 0.5); swishTwoPlayerVsItemNameText.x = 1724; swishTwoPlayerVsItemNameText.y = 1725; swishTwoPlayerVsItemNameText.zIndex = 51; game.addChild(swishTwoPlayerVsItemNameText); // Create price text var swishTwoPlayerVsPriceColor = gameStore.canAfford(swishTwoPlayerVsItem) ? 0x00FF00 : 0xFF0000; var swishTwoPlayerVsPriceText = new Text2('$' + swishTwoPlayerVsItem.price.toFixed(2), { size: 50, fill: swishTwoPlayerVsPriceColor }); swishTwoPlayerVsPriceText.anchor.set(0.5, 0.5); swishTwoPlayerVsPriceText.x = 1724; swishTwoPlayerVsPriceText.y = 2150; swishTwoPlayerVsPriceText.zIndex = 51; game.addChild(swishTwoPlayerVsPriceText); // Create status text var swishTwoPlayerVsStatusText = new Text2(swishTwoPlayerVsItem.unlocked ? 'UNLOCKED' : 'TAP TO BUY', { size: 40, fill: swishTwoPlayerVsItem.unlocked ? 0x00FF00 : 0xFFFFFF }); swishTwoPlayerVsStatusText.anchor.set(0.5, 0.5); swishTwoPlayerVsStatusText.x = 1724; swishTwoPlayerVsStatusText.y = 1850; swishTwoPlayerVsStatusText.zIndex = 51; game.addChild(swishTwoPlayerVsStatusText); // Store references for cleanup game.storeSwish2PlayerVsItemImage = swishTwoPlayerVsItemImage; game.storeSwish2PlayerVsItemNameText = swishTwoPlayerVsItemNameText; game.storeSwish2PlayerVsItemPriceText = swishTwoPlayerVsPriceText; game.storeSwish2PlayerVsItemStatusText = swishTwoPlayerVsStatusText; game.storeSwish2PlayerVsItem = swishTwoPlayerVsItem; } // Create aibattle pack item var aibattleItem = gameStore.getItem('aibattle'); if (aibattleItem) { // Create item image//{cH_new1} var aibattleItemImage = game.addChild(LK.getAsset('Aibattle', { anchorX: 0.5, //{cH_new2} anchorY: 0.5, //{cH_new3} scaleX: 0.6, //{cH_new4} scaleY: 0.6 //{cH_new5} })); //{cH_new6} aibattleItemImage.x = 1024; aibattleItemImage.y = 1200; aibattleItemImage.zIndex = 51; // Create item name text//{cH_new7} var aibattleItemNameText = new Text2('AI Battle Pack', { size: 60, //{cH_new8} fill: 0xFFFFFF //{cH_new9} }); //{cH_new10} aibattleItemNameText.anchor.set(0.5, 0.5); aibattleItemNameText.x = 1024; aibattleItemNameText.y = 925; aibattleItemNameText.zIndex = 51; game.addChild(aibattleItemNameText); // Create price text//{cH_new11} var aibattlePriceColor = gameStore.canAfford(aibattleItem) ? 0x00FF00 : 0xFF0000; var aibattlePriceText = new Text2('$' + aibattleItem.price.toFixed(2), { size: 50, //{cH_new12} fill: aibattlePriceColor }); //{cH_new13} aibattlePriceText.anchor.set(0.5, 0.5); aibattlePriceText.x = 1024; aibattlePriceText.y = 1350; aibattlePriceText.zIndex = 51; game.addChild(aibattlePriceText); // Create status text//{cH_new14} var aibattleStatusText = new Text2(aibattleItem.unlocked ? 'UNLOCKED' : 'TAP TO BUY', { size: 40, //{cH_new15} fill: aibattleItem.unlocked ? 0x00FF00 : 0xFFFFFF }); //{cH_new16} aibattleStatusText.anchor.set(0.5, 0.5); aibattleStatusText.x = 1024; aibattleStatusText.y = 1050; aibattleStatusText.zIndex = 51; game.addChild(aibattleStatusText); // Store references for cleanup and purchase handling//{cH_new17} game.storeAibattleItemImage = aibattleItemImage; game.storeAibattleItemNameText = aibattleItemNameText; game.storeAibattleItemPriceText = aibattlePriceText; game.storeAibattleItemStatusText = aibattleStatusText; game.storeAibattleItem = aibattleItem; } //{cH_new18} // 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 (itemBg removed as it was never created) 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; // Clean up thunder item elements if (game.storeThunderItemImage) { game.storeThunderItemImage.destroy(); game.storeThunderItemImage = null; } if (game.storeThunderItemNameText) { game.storeThunderItemNameText.destroy(); game.storeThunderItemNameText = null; } if (game.storeThunderItemPriceText) { game.storeThunderItemPriceText.destroy(); game.storeThunderItemPriceText = null; } if (game.storeThunderItemStatusText) { game.storeThunderItemStatusText.destroy(); game.storeThunderItemStatusText = null; } game.storeThunderItem = null; // Clean up warriors item elements if (game.storeWarriorsItemImage) { game.storeWarriorsItemImage.destroy(); game.storeWarriorsItemImage = null; } if (game.storeWarriorsItemNameText) { game.storeWarriorsItemNameText.destroy(); game.storeWarriorsItemNameText = null; } if (game.storeWarriorsItemStatusText) { game.storeWarriorsItemStatusText.destroy(); game.storeWarriorsItemStatusText = null; } // Clean up 2playvs pack elements if (game.store2PlayerVsItemImage) { game.store2PlayerVsItemImage.destroy(); game.store2PlayerVsItemImage = null; } if (game.store2PlayerVsItemNameText) { game.store2PlayerVsItemNameText.destroy(); game.store2PlayerVsItemNameText = null; } if (game.store2PlayerVsItemPriceText) { game.store2PlayerVsItemPriceText.destroy(); game.store2PlayerVsItemPriceText = null; } if (game.store2PlayerVsItemStatusText) { game.store2PlayerVsItemStatusText.destroy(); game.store2PlayerVsItemStatusText = null; } game.store2PlayerVsItem = null; // Clean up swish2playvs pack elements if (game.storeSwish2PlayerVsItemImage) { game.storeSwish2PlayerVsItemImage.destroy(); game.storeSwish2PlayerVsItemImage = null; } if (game.storeSwish2PlayerVsItemNameText) { game.storeSwish2PlayerVsItemNameText.destroy(); game.storeSwish2PlayerVsItemNameText = null; } if (game.storeSwish2PlayerVsItemPriceText) { game.storeSwish2PlayerVsItemPriceText.destroy(); game.storeSwish2PlayerVsItemPriceText = null; } if (game.storeSwish2PlayerVsItemStatusText) { game.storeSwish2PlayerVsItemStatusText.destroy(); game.storeSwish2PlayerVsItemStatusText = null; } game.storeSwish2PlayerVsItem = null; // Clean up aibattle pack elements if (game.storeAibattleItemImage) { game.storeAibattleItemImage.destroy(); game.storeAibattleItemImage = null; } //{dm_new1} if (game.storeAibattleItemNameText) { game.storeAibattleItemNameText.destroy(); game.storeAibattleItemNameText = null; } //{dm_new2} if (game.storeAibattleItemPriceText) { //{dm_new3} game.storeAibattleItemPriceText.destroy(); game.storeAibattleItemPriceText = null; } //{dm_new4} if (game.storeAibattleItemStatusText) { //{dm_new5} game.storeAibattleItemStatusText.destroy(); game.storeAibattleItemStatusText = null; } //{dm_new6} game.storeAibattleItem = null; } // Title screen is now initialized - gameplay will be initialized when start is pressed; var gameState = 'title'; // 'title', 'playing', 'modeSelect' var gameMode = 'swish'; // 'swish', 'rhythm', 'ai_vs', or '2player' var aiOpponent = null; // AI opponent instance var aiScoreTxt = null; // AI score display // 2 Player battle mode variables var twoPlayerState = 'player1'; // 'player1', 'transition', 'player2', 'results' var player1Score = 0; var player2Score = 0; var twoPlayerTimer = 90 * 60; // 90 seconds at 60 FPS var twoPlayerTimeLeft = 90; var currentPlayerTxt = null; var player1ScoreTxt = null; var player2ScoreTxt = null; var transitionOverlay = null; var transitionText = null; var transitionTimer = 0; var countdownActive = false; var countdownTimer = 0; var countdownContainer = null; // 2 Player rhythm mode variables var twoPlayerRhythmMode = false; var defaultBasketballMode = 'Warriorsball'; // Default basketball mode var defaultPlayers = ['player1', 'player2', 'player3']; // Default mode players var pacersMode = 'pacersball'; // Pacers mode basketball var pacersPlayers = ['player4', 'player5', 'player6']; // Pacers mode players var thunderMode = 'Thunderball'; // Thunder mode basketball var thunderPlayers = ['player7', 'player8', 'player9']; // Thunder mode players 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 var musicStarted = false; // Track when music has started playing // Global timer variables var timerNumbers = []; // Break system variables for swish mode var isInBreak = false; var breakCountdown = 0; var breakCountdownNumbers = []; var speedIncreaseDelayed = false; var swishModeTimerReduction = 0; // Track how much to reduce timer each break // Function to swap player sprites based on current basketball mode function swapPlayerSprites() { if (!player1 || !player2 || !player3) return; // Safety check var player1Asset, player1downAsset, player2Asset, player2downAsset, player3Asset, player3downAsset; // Determine which assets to use based on current basketball mode if (currentBasketballMode === pacersMode) { // Use Pacers players (Player4, Player5, Player6) player1Asset = 'Player4'; player1downAsset = 'Player4down'; player2Asset = 'Player5'; player2downAsset = 'Player5down'; player3Asset = 'Player6'; player3downAsset = 'Player6down'; } else if (currentBasketballMode === thunderMode) { // Use Thunder players (Player7, Player8, Player9) player1Asset = 'Player7'; player1downAsset = 'Player7down'; player2Asset = 'Player8'; player2downAsset = 'Player8down'; player3Asset = 'Player9'; player3downAsset = 'Player9down'; } else { // Use Warriors players (Player1, Player2, Player3) - default player1Asset = 'Player1'; player1downAsset = 'Player1down'; player2Asset = 'Player2'; player2downAsset = 'Player2down'; player3Asset = 'Player3'; player3downAsset = 'Player3down'; } // Store current visibility states var player1Visible = player1.visible; var player2Visible = player2.visible; var player3Visible = player3.visible; var player1downVisible = player1down.visible; var player2downVisible = player2down.visible; var player3downVisible = player3down.visible; // Store current positions var player1X = player1.x, player1Y = player1.y; var player2X = player2.x, player2Y = player2.y; var player3X = player3.x, player3Y = player3.y; var player1downX = player1down.x, player1downY = player1down.y; var player2downX = player2down.x, player2downY = player2down.y; var player3downX = player3down.x, player3downY = player3down.y; // Remove existing player sprites if (player1) { player1.destroy(); } if (player1down) { player1down.destroy(); } if (player2) { player2.destroy(); } if (player2down) { player2down.destroy(); } if (player3) { player3.destroy(); } if (player3down) { player3down.destroy(); } // Create new player sprites with correct assets player1 = game.addChild(LK.getAsset(player1Asset, { anchorX: 0.5, anchorY: 1 })); player1.x = player1X; player1.y = player1Y; player1.zIndex = 1; player1.visible = player1Visible; player1down = game.addChild(LK.getAsset(player1downAsset, { anchorX: 0.5, anchorY: 1 })); player1down.x = player1downX; player1down.y = player1downY; player1down.zIndex = 1; player1down.visible = player1downVisible; player2 = game.addChild(LK.getAsset(player2Asset, { anchorX: 0.5, anchorY: 1 })); player2.x = player2X; player2.y = player2Y; player2.zIndex = 1; player2.visible = player2Visible; player2down = game.addChild(LK.getAsset(player2downAsset, { anchorX: 0.5, anchorY: 1 })); player2down.x = player2downX; player2down.y = player2downY; player2down.zIndex = 1; player2down.visible = player2downVisible; player3 = game.addChild(LK.getAsset(player3Asset, { anchorX: 0.5, anchorY: 1 })); player3.x = player3X; player3.y = player3Y; player3.zIndex = 1; player3.visible = player3Visible; player3down = game.addChild(LK.getAsset(player3downAsset, { anchorX: 0.5, anchorY: 1 })); player3down.x = player3downX; player3down.y = player3downY; player3down.zIndex = 1; player3down.visible = player3downVisible; } // Function to get basketball asset based on current basketball mode function getBasketballAsset() { if (currentBasketballMode === pacersMode) { return 'Bballpacers'; } else if (currentBasketballMode === thunderMode) { return 'Bballthunder'; } else { return 'basketball'; // Default Warriors mode } } // Function to start break countdown in swish mode function startBreakCountdown() { if (gameMode !== 'swish') return; // Check score requirements for breaks var scoreThresholds = [60, 120, 180, 240, 300, 360, 420]; var breakIndex = swishModeTimerReduction / 5; // 0, 1, 2, etc. if (breakIndex < scoreThresholds.length && LK.getScore() < scoreThresholds[breakIndex]) { // Score requirement not met - game over gameEnded = true; updateTimerDisplay(0); cleanupUIElements(); LK.showGameOver(); return; } isInBreak = true; breakCountdown = 5; speedIncreaseDelayed = false; // Increase timer reduction for next cycle (5 seconds each break) swishModeTimerReduction += 5; // Play speedup sound when 5-second countdown starts LK.getSound('Speedup').play(); // Create container for break countdown numbers var breakContainer = new Container(); breakContainer.x = 1024; // Center of screen breakContainer.y = 1366; // Middle of screen vertically breakContainer.zIndex = 100; // High z-index to appear on top game.addChild(breakContainer); // Create enlarged countdown numbers (5, 4, 3, 2, 1) updateBreakCountdown(); // Store container reference for cleanup game.breakContainer = breakContainer; } // Function to update break countdown display function updateBreakCountdown() { if (!isInBreak || !game.breakContainer) return; // Clear existing countdown numbers for (var i = 0; i < breakCountdownNumbers.length; i++) { if (breakCountdownNumbers[i]) { game.breakContainer.removeChild(breakCountdownNumbers[i]); breakCountdownNumbers[i].destroy(); } } breakCountdownNumbers = []; if (breakCountdown > 0) { // Create enlarged number asset for current countdown var numberAsset = LK.getAsset(breakCountdown.toString(), { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, // Enlarged scale scaleY: 3.0 }); numberAsset.x = 0; // Relative to container numberAsset.y = 0; numberAsset.alpha = 0; game.breakContainer.addChild(numberAsset); breakCountdownNumbers.push(numberAsset); // Animate number appearance with scale and fade tween(numberAsset, { alpha: 1.0, scaleX: 4.0, scaleY: 4.0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Animate number disappearance tween(numberAsset, { alpha: 0, scaleX: 2.0, scaleY: 2.0 }, { duration: 700, easing: tween.easeIn }); } }); } } // Function to end break countdown function endBreakCountdown() { isInBreak = false; breakCountdown = 0; speedIncreaseDelayed = false; // Clean up break countdown display if (game.breakContainer) { for (var i = 0; i < breakCountdownNumbers.length; i++) { if (breakCountdownNumbers[i]) { breakCountdownNumbers[i].destroy(); } } breakCountdownNumbers = []; game.breakContainer.destroy(); game.breakContainer = null; } } // Function to swap basketball assets for existing basketballs function swapBasketballAssets() { var newAssetId = getBasketballAsset(); // Update existing basketballs for (var i = 0; i < basketballs.length; i++) { var ball = basketballs[i]; if (ball && ball.children && ball.children.length > 0) { var ballGraphics = ball.children[0]; // First child should be the basketball graphics if (ballGraphics) { // Store current properties var currentX = ballGraphics.x; var currentY = ballGraphics.y; var currentAnchorX = ballGraphics.anchor.x; var currentAnchorY = ballGraphics.anchor.y; var currentZIndex = ballGraphics.zIndex; var currentTint = ballGraphics.tint; var currentAlpha = ballGraphics.alpha; var currentScaleX = ballGraphics.scaleX; var currentScaleY = ballGraphics.scaleY; var currentRotation = ballGraphics.rotation; // Remove existing graphics ball.removeChild(ballGraphics); ballGraphics.destroy(); // Create new graphics with correct asset var newGraphics = ball.attachAsset(newAssetId, { anchorX: currentAnchorX, anchorY: currentAnchorY }); // Restore properties newGraphics.x = currentX; newGraphics.y = currentY; newGraphics.zIndex = currentZIndex; newGraphics.tint = currentTint; newGraphics.alpha = currentAlpha; newGraphics.scaleX = currentScaleX; newGraphics.scaleY = currentScaleY; newGraphics.rotation = currentRotation; } } } // Update existing ball reflections for (var i = 0; i < ballReflections.length; i++) { var reflection = ballReflections[i]; if (reflection && reflection.children && reflection.children.length > 0) { var reflectionGraphics = reflection.children[0]; // First child should be the reflection graphics if (reflectionGraphics) { // Store current properties var currentX = reflectionGraphics.x; var currentY = reflectionGraphics.y; var currentAnchorX = reflectionGraphics.anchor.x; var currentAnchorY = reflectionGraphics.anchor.y; var currentZIndex = reflectionGraphics.zIndex; var currentTint = reflectionGraphics.tint; var currentAlpha = reflectionGraphics.alpha; var currentScaleX = reflectionGraphics.scaleX; var currentScaleY = reflectionGraphics.scaleY; var currentRotation = reflectionGraphics.rotation; // Remove existing graphics reflection.removeChild(reflectionGraphics); reflectionGraphics.destroy(); // Create new graphics with correct asset var newReflectionGraphics = reflection.attachAsset(newAssetId, { anchorX: currentAnchorX, anchorY: currentAnchorY }); // Restore properties newReflectionGraphics.x = currentX; newReflectionGraphics.y = currentY; newReflectionGraphics.zIndex = currentZIndex; newReflectionGraphics.tint = currentTint; newReflectionGraphics.alpha = currentAlpha; newReflectionGraphics.scaleX = currentScaleX; newReflectionGraphics.scaleY = currentScaleY; newReflectionGraphics.rotation = currentRotation; } } } } // 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 handleStoreItemPurchase(item, itemId, mode, players, statusText, priceText) { // Try to purchase item or select if owned if (!item.unlocked && gameStore.purchaseItem(item)) { // Switch mode when team pack is purchased if (item.id === itemId) { currentBasketballMode = mode; defaultPlayers = players.slice(); storage.currentBasketballMode = currentBasketballMode; storage.defaultPlayers = defaultPlayers; storage[itemId + '_unlocked'] = true; if (gameState === 'playing') { swapPlayerSprites(); swapBasketballAssets(); } } // Update displays if (moneyTxt) { moneyTxt.setText('$' + currentMoney.toFixed(2)); } if (game.storeMoneyText) { game.storeMoneyText.setText('Money: $' + currentMoney.toFixed(2)); } if (statusText) { statusText.setText('SELECTED'); statusText.tint = 0x00FF00; } if (priceText) { priceText.tint = 0x888888; } } else if (item.unlocked) { // Item already owned - select it if (item.id === itemId) { currentBasketballMode = mode; defaultPlayers = players.slice(); storage.currentBasketballMode = currentBasketballMode; storage.defaultPlayers = defaultPlayers; if (gameState === 'playing') { swapPlayerSprites(); swapBasketballAssets(); } // Update all team pack status displays updateAllTeamPackDisplays(itemId); LK.getSound('Cash').play(); } } else if (!gameStore.canAfford(item)) { // Flash red if can't afford if (priceText) { var originalTint = priceText.tint; priceText.tint = 0xFF0000; LK.setTimeout(function () { if (priceText) { priceText.tint = originalTint; } }, 500); } } } function updateAllTeamPackDisplays(selectedId) { // Update all team pack displays to show which is selected var teamPacks = [{ id: 'pacersball', statusText: game.storeItemStatusText }, { id: 'thunderball', statusText: game.storeThunderItemStatusText }, { id: 'warriorsball', statusText: game.storeWarriorsItemStatusText }]; for (var i = 0; i < teamPacks.length; i++) { var pack = teamPacks[i]; if (pack.statusText) { if (pack.id === selectedId || selectedId === 'warriorsball' && pack.id === 'warriorsball') { pack.statusText.setText('SELECTED'); pack.statusText.tint = 0x00FF00; } else { pack.statusText.setText('TAP TO SELECT'); pack.statusText.tint = 0xFFFFFF; } } } } 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 to clean up all UI elements from LK.gui function cleanupUIElements() { // Clean up all children from LK.gui containers if (LK.gui.top) { while (LK.gui.top.children.length > 0) { var child = LK.gui.top.children[0]; LK.gui.top.removeChild(child); child.destroy(); } } if (LK.gui.topLeft) { while (LK.gui.topLeft.children.length > 0) { var child = LK.gui.topLeft.children[0]; LK.gui.topLeft.removeChild(child); child.destroy(); } } if (LK.gui.topRight) { while (LK.gui.topRight.children.length > 0) { var child = LK.gui.topRight.children[0]; LK.gui.topRight.removeChild(child); child.destroy(); } } // Reset UI element references to null scoreTxt = null; streakTxt = null; moneyTxt = null; multiplierTxt = null; bestScoreTxt = null; timerNumbers = []; currentPlayerTxt = null; player1ScoreTxt = null; player2ScoreTxt = null; aiScoreTxt = null; } function initializeTitleScreen() { // Stop all music when returning to title LK.stopMusic(); // Reset music started flag musicStarted = false; // Clean up all UI elements from LK.gui cleanupUIElements(); // 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 = 250; 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 = 300; modeTitle.zIndex = 10; // Create Swish mode button swishButton = game.addChild(LK.getAsset('Swish', { anchorX: 0.5, anchorY: 0.5 })); swishButton.x = 424 + 400 + 500 + 200; // Position 400 pixels right of rhythm button swishButton.y = 600 + 150 - 50 + 20; // Move down 150 pixels, then up 50, then down 20 swishButton.zIndex = 10; // Create Rhythm mode button rhythmButton = game.addChild(LK.getAsset('Rhythm', { anchorX: 0.5, anchorY: 0.5 })); rhythmButton.x = 424; rhythmButton.y = 600; rhythmButton.zIndex = 10; // Create 2 Player battle mode button using 2playvs asset var twoPlayerButton = game.addChild(LK.getAsset('2playvs', { anchorX: 0.5, anchorY: 0.5 })); twoPlayerButton.x = swishButton.x - 150; twoPlayerButton.y = swishButton.y + swishButton.height / 2 + twoPlayerButton.height / 2 + 50 - 300 + 150; // Adjust position to ensure full clickability twoPlayerButton.zIndex = 10; // Create Color Match mode button using Swish asset with different tint var colorMatchButton = game.addChild(LK.getAsset('Swish', { anchorX: 0.5, anchorY: 0.5 })); colorMatchButton.x = 524; colorMatchButton.y = 2300; colorMatchButton.zIndex = 10; colorMatchButton.tint = 0xFF6B47; // Orange tint for Color Match mode // Create AI vs mode button using Aibattle asset var aiVsButton = game.addChild(LK.getAsset('Aibattle', { anchorX: 0.5, anchorY: 0.5 })); aiVsButton.x = twoPlayerButton.x + twoPlayerButton.width / 2 + aiVsButton.width / 2 + 50; // Position to the right of the teal button with 50px spacing aiVsButton.y = twoPlayerButton.y; // Align vertically with the teal button aiVsButton.zIndex = 10; game.colorMatchButton = colorMatchButton; // Create Color Match mode text overlay var colorMatchText = new Text2('COLOR MATCH', { size: 60, fill: 0xFFFFFF }); colorMatchText.anchor.set(0.5, 0.5); colorMatchText.x = 524; colorMatchText.y = 2300; colorMatchText.zIndex = 11; game.addChild(colorMatchText); // Remove text overlay since Aibattle asset contains the text var aiVsText = null; game.colorMatchText = colorMatchText; // Remove text overlay since 2playvs asset contains the text var twoPlayerText = null; // No text overlay needed game.aiVsButton = aiVsButton; game.aiVsText = aiVsText; game.twoPlayerButton = twoPlayerButton; game.twoPlayerText = twoPlayerText; // Change game state to mode selection var twoPlayerRhythmButton = game.addChild(LK.getAsset('2playvs', { anchorX: 0.5, anchorY: 0.5 })); twoPlayerRhythmButton.x = 424; twoPlayerRhythmButton.y = 850 + 150; twoPlayerRhythmButton.zIndex = 10; twoPlayerRhythmButton.tint = 0xFFFF00; // Start with yellow twoPlayerRhythmButton.alpha = 1.0; // Remove translucent effect // Animate between yellow and blue colors function animateTwoPlayerRhythmButton() { if (gameState !== 'modeSelect') return; tween(twoPlayerRhythmButton, { tint: 0x0000FF // Blue color }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState !== 'modeSelect') return; tween(twoPlayerRhythmButton, { tint: 0xFFFF00 // Yellow color }, { duration: 1000, easing: tween.easeInOut, onFinish: animateTwoPlayerRhythmButton }); } }); } animateTwoPlayerRhythmButton(); game.twoPlayerRhythmButton = twoPlayerRhythmButton; game.twoPlayerRhythmText = null; // Create 2 Player Rhythm vs mode button gameState = 'modeSelect'; // Animate buttons function animateModeButtons() { if (gameState !== 'modeSelect') return; // Swish button animation removed - no longer pulsating // 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; } // Clean up Color Match button if (game.colorMatchButton) { game.colorMatchButton.destroy(); game.colorMatchButton = null; } if (game.colorMatchText) { game.colorMatchText.destroy(); game.colorMatchText = null; } // Clean up AI vs button if (game.aiVsButton) { game.aiVsButton.destroy(); game.aiVsButton = null; } if (game.aiVsText) { game.aiVsText.destroy(); game.aiVsText = null; } // Clean up 2 Player button if (game.twoPlayerButton) { game.twoPlayerButton.destroy(); game.twoPlayerButton = null; } if (game.twoPlayerText) { game.twoPlayerText.destroy(); game.twoPlayerText = null; } // Clean up 2 Player Rhythm button if (game.twoPlayerRhythmButton) { game.twoPlayerRhythmButton.destroy(); game.twoPlayerRhythmButton = null; } if (game.twoPlayerRhythmText) { game.twoPlayerRhythmText.destroy(); game.twoPlayerRhythmText = 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); // Add default basketball mode display var basketballModeText = new Text2(currentBasketballMode, { size: 40, fill: 0xFFD700 }); basketballModeText.anchor.set(0, 0); basketballModeText.x = 120; basketballModeText.y = 70; LK.gui.topLeft.addChild(basketballModeText); // Create shot bars only if not in 2 player rhythm mode if (!(gameMode === '2player' && twoPlayerRhythmMode)) { 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 (default mode players) var player1Asset = 'Player1'; // Default player1 var player1downAsset = 'Player1down'; var player2Asset = 'Player2'; // Default player2 var player2downAsset = 'Player2down'; var player3Asset = 'Player3'; // Default player3 var player3downAsset = 'Player3down'; // Set default basketball mode to Warriorsball var currentBasketballMode = defaultBasketballMode; 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; // Apply the selected basketball mode by swapping player sprites swapPlayerSprites(); // Apply the selected basketball mode by swapping basketball assets swapBasketballAssets(); // Lock overlays removed - players are now always unlocked // Default mode players (player1, player2, player3) are always available // Start shot bars only if not in 2 player rhythm mode if (!(gameMode === '2player' && twoPlayerRhythmMode)) { shotBar.startMoving(); shotBar2.startMoving(); shotBar3.startMoving(); } // Initialize Color Match mode elements if in Color Match mode if (gameMode === 'colormatch') { // Set timer for Color Match mode to 60 seconds gameTimer = 60 * 60; // 60 seconds at 60 FPS gameTimeLeft = 60; updateTimerDisplay(60); // Create Color Match mode indicator var colorMatchModeIndicator = new Text2('COLOR MATCH MODE', { size: 50, fill: 0xFF6B47 }); colorMatchModeIndicator.anchor.set(1, 0); colorMatchModeIndicator.x = -100; colorMatchModeIndicator.y = 120; LK.gui.topRight.addChild(colorMatchModeIndicator); game.colorMatchModeIndicator = colorMatchModeIndicator; // Create matches display var matchesTxt = new Text2('Matches: 0', { size: 70, fill: 0xFF6B47 }); matchesTxt.anchor.set(0, 0); matchesTxt.x = -500; matchesTxt.y = 100; LK.gui.top.addChild(matchesTxt); game.colorMatchesTxt = matchesTxt; // Initialize color match tracking game.colorMatches = 0; game.lastMatchTime = 0; // Create objective display var objectiveTxt = new Text2('OBJECTIVE: MATCH ALL BACKBOARD COLORS', { size: 45, fill: 0xFFD700 }); objectiveTxt.anchor.set(0.5, 0); objectiveTxt.x = 0; objectiveTxt.y = 350; LK.gui.top.addChild(objectiveTxt); game.objectiveTxt = objectiveTxt; } // Initialize AI vs mode elements if in AI vs mode if (gameMode === 'ai_vs') { // Create AI opponent aiOpponent = new AIOpponent(); game.addChild(aiOpponent); // Create AI score display aiScoreTxt = new Text2('AI: 0', { size: 80, fill: 0xFF4444 // Red color for AI }); aiScoreTxt.anchor.set(0.5, 0); aiScoreTxt.x = -300; // Position to the left of player score aiScoreTxt.y = 100; // Move down 100 pixels LK.gui.top.addChild(aiScoreTxt); // Set timer for AI vs mode to 90 seconds gameTimer = 90 * 60; // 90 seconds at 60 FPS gameTimeLeft = 90; updateTimerDisplay(90); // Initialize speed multiplier tracking for shot bars if (shotBar) shotBar.currentSpeedMultiplier = 1; if (shotBar2) shotBar2.currentSpeedMultiplier = 1; if (shotBar3) shotBar3.currentSpeedMultiplier = 1; // Create AI vs mode indicator var modeIndicator = new Text2('AI BATTLE MODE', { size: 50, fill: 0xFF4444 }); modeIndicator.anchor.set(1, 0); modeIndicator.x = -100; modeIndicator.y = 120; LK.gui.topRight.addChild(modeIndicator); game.aiModeIndicator = modeIndicator; } // Initialize 2 Player battle mode elements if in 2 player mode if (gameMode === '2player') { // Initialize 2 player state twoPlayerState = 'player1'; player1Score = 0; player2Score = 0; // Check if this is 2 player rhythm mode if (twoPlayerRhythmMode) { // Set timer for 90 seconds in rhythm mode twoPlayerTimer = 90 * 60; // 90 seconds at 60 FPS twoPlayerTimeLeft = 90; gameTimer = twoPlayerTimer; gameTimeLeft = twoPlayerTimeLeft; updateTimerDisplay(90); } else { // Set timer for 90 seconds in swish mode twoPlayerTimer = 90 * 60; // 90 seconds at 60 FPS twoPlayerTimeLeft = 90; gameTimer = twoPlayerTimer; gameTimeLeft = twoPlayerTimeLeft; updateTimerDisplay(90); } // Create current player indicator var modeText = twoPlayerRhythmMode ? 'RHYTHM' : 'SWISH'; currentPlayerTxt = new Text2('PLAYER 1 - ' + modeText + ' MODE!', { size: 60, fill: 0x44FF44 }); currentPlayerTxt.anchor.set(0.5, 0); currentPlayerTxt.x = 0; currentPlayerTxt.y = 400; LK.gui.top.addChild(currentPlayerTxt); // Create player score displays player1ScoreTxt = new Text2('P1: 0', { size: 70, fill: 0x44FF44 }); player1ScoreTxt.anchor.set(0, 0); player1ScoreTxt.x = twoPlayerRhythmMode ? -500 : -550; player1ScoreTxt.y = 100; LK.gui.top.addChild(player1ScoreTxt); player2ScoreTxt = new Text2('P2: 0', { size: 70, fill: 0xFFFFFF }); player2ScoreTxt.anchor.set(1, 0); player2ScoreTxt.x = 600; player2ScoreTxt.y = 100; LK.gui.top.addChild(player2ScoreTxt); // Start countdown for player 1 createCountdownOverlay('PLAYER 1 GET READY!', 5); gameEnded = true; // Pause game during countdown } // Initialize rhythm mode elements if in rhythm mode or 2 player rhythm mode if (gameMode === 'rhythm' || gameMode === '2player' && twoPlayerRhythmMode) { // 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: 1.5, scaleY: 1.5 })); 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 = 400; // Position above beat indicator, moved down 100 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; } // Create volume visualizer bars for swish mode (same as rhythm mode) if (gameMode === 'swish') { //{eF_new1} volumeVisualizerBars = []; //{eF_new2} 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, //{eF_new3} anchorY: 1, scaleX: 0.3, scaleY: 0.1 //{eF_new4} })); //{eF_new5} visualizerBar.x = startX + i * barSpacing; visualizerBar.y = 400; // Position above beat indicator, moved down 100 visualizerBar.tint = 0x00FFFF; // Cyan color visualizerBar.alpha = 0.7; visualizerBar.zIndex = 18; visualizerBar.baseHeight = 0.1; visualizerBar.targetHeight = 0.1; volumeVisualizerBars.push(visualizerBar); } //{eF_new6} } //{eF_new7} // Change game state to playing gameState = 'playing'; } function spawnRhythmCircle() { if (gameMode !== 'rhythm' && !(gameMode === '2player' && twoPlayerRhythmMode)) return; // Randomly choose which shot bar to align with (all players available) var availableShotBars = []; if (shotBar) availableShotBars.push(shotBar); if (shotBar2) { availableShotBars.push(shotBar2); } if (shotBar3) { availableShotBars.push(shotBar3); } // If no shot bars exist (2 player rhythm mode), use predefined positions if (availableShotBars.length === 0) { var positions = [300, 1024, 1748]; // Left, center, right positions var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var circle = new RhythmCircle(); circle.x = randomPosition; circle.y = 200; // Start from top of screen circle.targetShotBar = null; // No shot bar in 2 player rhythm mode rhythmCircles.push(circle); game.addChild(circle); return; } 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' && !(gameMode === '2player' && twoPlayerRhythmMode)) return false; var tappedCircle = null; var tappedInGreenZone = false; for (var i = rhythmCircles.length - 1; i >= 0; i--) { var circle = rhythmCircles[i]; if (!circle.isActive || circle.hasBeenTapped) continue; // Skip if already been tapped // 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; } else if (gameMode === '2player' && twoPlayerRhythmMode) { // In 2 player rhythm mode, check if circle is in tap zone area (green ball position) var tapZoneY = 1600; // Same Y as green balls tappedInGreenZone = Math.abs(circle.y - tapZoneY) <= tolerance; } break; } } return { tapped: tappedCircle !== null, circle: tappedCircle, inGreenZone: tappedInGreenZone }; } function checkSimultaneousTap(x, y) { if (gameMode !== 'rhythm' && !(gameMode === '2player' && twoPlayerRhythmMode)) 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) { // Mark circle as tapped to prevent reuse rhythmResult.circle.hasBeenTapped = true; // 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 if (scoreTxt) { scoreTxt.setText('Score: ' + LK.getScore()); } // Update player scores in 2 player mode if (gameMode === '2player') { if (twoPlayerState === 'player1') { player1Score = LK.getScore(); if (player1ScoreTxt) { player1ScoreTxt.setText('P1: ' + player1Score); } } else if (twoPlayerState === 'player2') { player2Score = LK.getScore(); if (player2ScoreTxt) { player2ScoreTxt.setText('P2: ' + player2Score); } } } // 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++; if (streakTxt) { //{lT_new} streakTxt.setText('Streak: ' + currentStreak); } //{lT_end} // Play swish sound LK.getSound('swish').play(); // Make the player in that row shoot a perfect swish // In 2 player rhythm mode, use tap zone positions since no shot bars exist var targetHoop = hoop; // Default to center hoop var activePlayer = 1; var startX = 1024; var startY = 2000; // Determine which player/hoop based on circle position (for 2 player rhythm mode) if (gameMode === '2player' && twoPlayerRhythmMode) { // Use circle position to determine which hoop to target if (rhythmResult.circle.x <= 600) { // Left position targetHoop = leftHoop; activePlayer = 2; startX = 300; } else if (rhythmResult.circle.x >= 1400) { // Right position targetHoop = rightHoop; activePlayer = 3; startX = 1748; } else { // Center position targetHoop = hoop; activePlayer = 1; startX = 1024; } } else if (rhythmResult.circle && rhythmResult.circle.targetShotBar) { // Regular rhythm mode with shot bars var targetBar = rhythmResult.circle.targetShotBar; // 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) { // Mark circle as tapped to prevent reuse rhythmResult.circle.hasBeenTapped = true; // Rhythm circle tapped but not in tap zone - reset streaks rhythmStreak = 0; rhythmMultiplier = 1; currentStreak = 0; if (streakTxt) { //{mR_new} streakTxt.setText('Streak: ' + currentStreak); } //{mR_end} streakRewardsAwarded = []; // Reset streak rewards // Remove onfire effects from all nets when streak is reset and show nets if (hoop && hoop.onfire) { hoop.net.visible = true; hoop.onfire.destroy(); hoop.onfire = null; } if (leftHoop && leftHoop.onfire) { leftHoop.net.visible = true; leftHoop.onfire.destroy(); leftHoop.onfire = null; } if (rightHoop && rightHoop.onfire) { rightHoop.net.visible = true; rightHoop.onfire.destroy(); rightHoop.onfire = null; } // 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 createCountdownOverlay(message, count) { // Create semi-transparent overlay var countdownOverlay = game.addChild(LK.getAsset('TitleBackground', { anchorX: 0, anchorY: 0 })); countdownOverlay.x = 0; countdownOverlay.y = 0; countdownOverlay.width = 2048; countdownOverlay.height = 2732; countdownOverlay.tint = 0x000000; countdownOverlay.alpha = 0.7; countdownOverlay.zIndex = 100; // Create message text var messageText = new Text2(message, { size: 70, fill: 0xFFFFFF }); messageText.anchor.set(0.5, 0.5); messageText.x = 1024; messageText.y = 1100; messageText.zIndex = 101; game.addChild(messageText); // Create countdown container countdownContainer = new Container(); countdownContainer.x = 1024; countdownContainer.y = 1366; countdownContainer.zIndex = 102; game.addChild(countdownContainer); // Store references for cleanup game.countdownOverlay = countdownOverlay; game.countdownMessage = messageText; // Start countdown animation countdownActive = true; countdownTimer = count; updateCountdownDisplay(); } function updateCountdownDisplay() { if (!countdownActive || !countdownContainer) return; // Clear existing countdown number while (countdownContainer.children.length > 0) { var child = countdownContainer.children[0]; countdownContainer.removeChild(child); child.destroy(); } if (countdownTimer > 0) { // Create enlarged number asset for current countdown var numberAsset = LK.getAsset(countdownTimer.toString(), { anchorX: 0.5, anchorY: 0.5, scaleX: 4.0, scaleY: 4.0 }); numberAsset.x = 0; numberAsset.y = 0; numberAsset.alpha = 0; countdownContainer.addChild(numberAsset); // Animate number appearance tween(numberAsset, { alpha: 1.0, scaleX: 5.0, scaleY: 5.0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Animate number disappearance tween(numberAsset, { alpha: 0, scaleX: 3.0, scaleY: 3.0 }, { duration: 700, easing: tween.easeIn }); } }); } else { // Show "GO!" message var goText = new Text2('GO!', { size: 120, fill: 0x00FF00 }); goText.anchor.set(0.5, 0.5); goText.x = 0; goText.y = 0; goText.alpha = 0; countdownContainer.addChild(goText); // Animate GO! message tween(goText, { alpha: 1.0, scaleX: 1.5, scaleY: 1.5 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(goText, { alpha: 0, scaleX: 2.0, scaleY: 2.0 }, { duration: 600, easing: tween.easeIn }); } }); } } function hideCountdownOverlay() { countdownActive = false; countdownTimer = 0; if (game.countdownOverlay) { game.countdownOverlay.destroy(); game.countdownOverlay = null; } if (game.countdownMessage) { game.countdownMessage.destroy(); game.countdownMessage = null; } if (countdownContainer) { countdownContainer.destroy(); countdownContainer = null; } } function createTransitionOverlay(message) { // Create semi-transparent overlay transitionOverlay = game.addChild(LK.getAsset('TitleBackground', { anchorX: 0, anchorY: 0 })); transitionOverlay.x = 0; transitionOverlay.y = 0; transitionOverlay.width = 2048; transitionOverlay.height = 2732; transitionOverlay.tint = 0x000000; transitionOverlay.alpha = 0.8; transitionOverlay.zIndex = 100; // Create transition message transitionText = new Text2(message, { size: 80, fill: 0xFFFFFF }); transitionText.anchor.set(0.5, 0.5); transitionText.x = 1024; transitionText.y = 1200; transitionText.zIndex = 101; game.addChild(transitionText); // Create countdown text var countdownText = new Text2('STARTING IN 3...', { size: 60, fill: 0xFF4444 }); countdownText.anchor.set(0.5, 0.5); countdownText.x = 1024; countdownText.y = 1400; countdownText.zIndex = 101; game.addChild(countdownText); game.transitionCountdown = countdownText; // Animate countdown var count = 3; var countdownInterval = LK.setInterval(function () { if (count > 1) { count--; countdownText.setText('STARTING IN ' + count + '...'); } else { countdownText.setText('GO!'); LK.clearInterval(countdownInterval); } }, 60); // Update every second } function hideTransitionOverlay() { if (transitionOverlay) { transitionOverlay.destroy(); transitionOverlay = null; } if (transitionText) { transitionText.destroy(); transitionText = null; } if (game.transitionCountdown) { game.transitionCountdown.destroy(); game.transitionCountdown = null; } } function createWinnerOverlay(title, subtitle) { // Create semi-transparent overlay var winnerOverlay = game.addChild(LK.getAsset('TitleBackground', { anchorX: 0, anchorY: 0 })); winnerOverlay.x = 0; winnerOverlay.y = 0; winnerOverlay.width = 2048; winnerOverlay.height = 2732; winnerOverlay.tint = 0x000000; winnerOverlay.alpha = 0.8; winnerOverlay.zIndex = 100; // Create winner title var winnerTitle = new Text2(title, { size: 100, fill: 0xFFD700 }); winnerTitle.anchor.set(0.5, 0.5); winnerTitle.x = 1024; winnerTitle.y = 1100; winnerTitle.zIndex = 101; game.addChild(winnerTitle); // Create subtitle var winnerSubtitle = new Text2(subtitle, { size: 60, fill: 0xFFFFFF }); winnerSubtitle.anchor.set(0.5, 0.5); winnerSubtitle.x = 1024; winnerSubtitle.y = 1300; winnerSubtitle.zIndex = 101; game.addChild(winnerSubtitle); // Create continue instruction var continueText = new Text2('TAP TO CONTINUE', { size: 50, fill: 0x44FF44 }); continueText.anchor.set(0.5, 0.5); continueText.x = 1024; continueText.y = 1500; continueText.zIndex = 101; game.addChild(continueText); // Store references for cleanup game.winnerOverlay = winnerOverlay; game.winnerTitle = winnerTitle; game.winnerSubtitle = winnerSubtitle; game.winnerContinueText = continueText; // Set the time when winner display was created game.winnerDisplayTime = LK.ticks; // Animate winner title with pulsing effect tween(winnerTitle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (winnerTitle) { tween(winnerTitle, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: arguments.callee }); } } }); } 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); // Color Match mode specific logic if (gameMode === 'colormatch') { if (allSame && !allSameColorMultiplier && backboardColors[0] !== 0xFFFFFF) { allSameColorMultiplier = true; game.colorMatches++; // Update matches display if (game.colorMatchesTxt) { game.colorMatchesTxt.setText('Matches: ' + game.colorMatches); } // Award points based on match number var matchPoints = game.colorMatches * 10; LK.setScore(LK.getScore() + matchPoints); if (scoreTxt) { scoreTxt.setText('Score: ' + LK.getScore()); } // Award money for matches var matchMoney = game.colorMatches * 25.00; currentMoney += matchMoney; storage.money = currentMoney; if (moneyTxt) { moneyTxt.setText('$' + currentMoney.toFixed(2)); } // Reset timer immediately when all backboards match gameTimer = 60 * 60; // Reset to 60 seconds at 60 FPS gameTimeLeft = 60; updateTimerDisplay(60); // Flash screen with matched color LK.effects.flashScreen(backboardColors[0], 800); // Play special sound LK.getSound('Cash').play(); // Show match indicator multiplierTxt.setText('COLOR MATCH #' + game.colorMatches + '!'); LK.setTimeout(function () { if (multiplierTxt) { multiplierTxt.setText(''); } }, 2000); // Reset colors to white after brief delay to allow for new matches LK.setTimeout(function () { backboardColors = [0xFFFFFF, 0xFFFFFF, 0xFFFFFF]; // Reset backboard visual colors if (hoop && hoop.children[0]) { tween(hoop.children[0], { tint: 0xFFFFFF }, { duration: 500, easing: tween.easeOut }); } if (leftHoop && leftHoop.children[0]) { tween(leftHoop.children[0], { tint: 0xFFFFFF }, { duration: 500, easing: tween.easeOut }); } if (rightHoop && rightHoop.children[0]) { tween(rightHoop.children[0], { tint: 0xFFFFFF }, { duration: 500, easing: tween.easeOut }); } allSameColorMultiplier = false; }, 1500); } return; } // Original logic for other modes // 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 $100.00 if not already awarded for this color match if (!moneyAwarded) { currentMoney += 100.00; storage.money = currentMoney; if (moneyTxt) { moneyTxt.setText('$' + 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 2 player winner overlay clicks if (gameMode === '2player' && game.winnerOverlay) { // Check if enough time has passed since winner display was shown (3 seconds minimum) var currentTime = LK.ticks; if (!game.winnerDisplayTime) { game.winnerDisplayTime = currentTime; return; // Don't allow dismissal yet } var timeDisplayed = currentTime - game.winnerDisplayTime; var minimumDisplayTime = 3 * 60; // 3 seconds at 60 FPS if (timeDisplayed < minimumDisplayTime) { return; // Don't allow dismissal until minimum time has passed } // Clean up winner overlay if (game.winnerOverlay) { game.winnerOverlay.destroy(); game.winnerOverlay = null; } if (game.winnerTitle) { tween.stop(game.winnerTitle); game.winnerTitle.destroy(); game.winnerTitle = null; } if (game.winnerSubtitle) { game.winnerSubtitle.destroy(); game.winnerSubtitle = null; } if (game.winnerContinueText) { game.winnerContinueText.destroy(); game.winnerContinueText = null; } // Reset winner display time game.winnerDisplayTime = null; // Clean up UI elements before returning to title screen cleanupUIElements(); //{nz_new} // Return to title screen gameState = 'title'; gameMode = 'swish'; twoPlayerRhythmMode = false; // Reset rhythm mode flag initializeTitleScreen(); return; } // Handle title screen clicks if (gameState === 'title') { // Check if store is showing if (game.storeBackground) { // Check if clicked on pacers ball item (expanded click area for better detection) if (game.storeItem && game.storeItemImage) { var itemLeft = game.storeItemImage.x - 250; var itemRight = game.storeItemImage.x + 250; var itemTop = game.storeItemImage.y - 200; var itemBottom = game.storeItemImage.y + 200; if (x >= itemLeft && x <= itemRight && y >= itemTop && y <= itemBottom) { handleStoreItemPurchase(game.storeItem, 'pacersball', pacersMode, pacersPlayers, game.storeItemStatusText, game.storeItemPriceText); return; } } // Check if clicked on thunder ball item if (game.storeThunderItem && game.storeThunderItemImage) { var thunderItemLeft = game.storeThunderItemImage.x - 250; var thunderItemRight = game.storeThunderItemImage.x + 250; var thunderItemTop = game.storeThunderItemImage.y - 200; var thunderItemBottom = game.storeThunderItemImage.y + 200; if (x >= thunderItemLeft && x <= thunderItemRight && y >= thunderItemTop && y <= thunderItemBottom) { // Try to purchase thunder item or select if owned if (!game.storeThunderItem.unlocked && gameStore.purchaseItem(game.storeThunderItem)) { // Switch to thunder mode when thunder team pack is purchased if (game.storeThunderItem.id === 'thunderball') { currentBasketballMode = thunderMode; // Switch to Thunderball // Switch to thunder mode players (player7, player8, player9) defaultPlayers = thunderPlayers.slice(); // Copy thunder players array // Save the current basketball mode to storage storage.currentBasketballMode = currentBasketballMode; storage.defaultPlayers = defaultPlayers; // Swap player sprites if currently in game if (gameState === 'playing') { swapPlayerSprites(); swapBasketballAssets(); } } // Update money display if (moneyTxt) { 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.storeThunderItemStatusText) { game.storeThunderItemStatusText.setText('SELECTED'); game.storeThunderItemStatusText.tint = 0x00FF00; } // Update item price text color to show it's owned if (game.storeThunderItemPriceText) { game.storeThunderItemPriceText.tint = 0x888888; // Gray out price when owned } } else if (game.storeThunderItem.unlocked) { // Item already owned - select it if (game.storeThunderItem.id === 'thunderball') { currentBasketballMode = thunderMode; // Switch to Thunderball // Switch to thunder mode players (player7, player8, player9) defaultPlayers = thunderPlayers.slice(); // Copy thunder players array // Save the current basketball mode to storage storage.currentBasketballMode = currentBasketballMode; storage.defaultPlayers = defaultPlayers; // Swap player sprites if currently in game if (gameState === 'playing') { swapPlayerSprites(); swapBasketballAssets(); } // Update item status display if (game.storeThunderItemStatusText) { game.storeThunderItemStatusText.setText('SELECTED'); game.storeThunderItemStatusText.tint = 0x00FF00; } // Update pacers item status to not selected if (game.storeItemStatusText) { game.storeItemStatusText.setText('TAP TO SELECT'); game.storeItemStatusText.tint = 0xFFFFFF; } // Update warriors item status to not selected if (game.storeWarriorsItemStatusText) { game.storeWarriorsItemStatusText.setText('TAP TO SELECT'); game.storeWarriorsItemStatusText.tint = 0xFFFFFF; } // Play selection sound LK.getSound('Cash').play(); } } else if (!gameStore.canAfford(game.storeThunderItem)) { // Not enough money - flash red briefly if (game.storeThunderItemPriceText) { var originalThunderTint = game.storeThunderItemPriceText.tint; game.storeThunderItemPriceText.tint = 0xFF0000; LK.setTimeout(function () { if (game.storeThunderItemPriceText) { game.storeThunderItemPriceText.tint = originalThunderTint; } }, 500); } } return; } } // Check if clicked on 2playvs pack item if (game.store2PlayerVsItem && game.store2PlayerVsItemImage) { var twoPlayerVsItemLeft = game.store2PlayerVsItemImage.x - 250; var twoPlayerVsItemRight = game.store2PlayerVsItemImage.x + 250; var twoPlayerVsItemTop = game.store2PlayerVsItemImage.y - 200; var twoPlayerVsItemBottom = game.store2PlayerVsItemImage.y + 200; if (x >= twoPlayerVsItemLeft && x <= twoPlayerVsItemRight && y >= twoPlayerVsItemTop && y <= twoPlayerVsItemBottom) { // Try to purchase 2playvs pack if (!game.store2PlayerVsItem.unlocked && gameStore.purchaseItem(game.store2PlayerVsItem)) { // Successfully purchased 2 Player Rhythm pack storage['2playvs_unlocked'] = true; // Update money display if (moneyTxt) { moneyTxt.setText('$' + currentMoney.toFixed(2)); } // Update store money display if (game.storeMoneyText) { game.storeMoneyText.setText('Money: $' + currentMoney.toFixed(2)); } // Update item status display if (game.store2PlayerVsItemStatusText) { game.store2PlayerVsItemStatusText.setText('UNLOCKED'); game.store2PlayerVsItemStatusText.tint = 0x00FF00; } // Update item price text color to show it's owned if (game.store2PlayerVsItemPriceText) { game.store2PlayerVsItemPriceText.tint = 0x888888; // Gray out price when owned } } else if (!gameStore.canAfford(game.store2PlayerVsItem)) { // Not enough money - flash red briefly if (game.store2PlayerVsItemPriceText) { var originalTint = game.store2PlayerVsItemPriceText.tint; game.store2PlayerVsItemPriceText.tint = 0xFF0000; LK.setTimeout(function () { if (game.store2PlayerVsItemPriceText) { game.store2PlayerVsItemPriceText.tint = originalTint; } }, 500); } } return; } } // Check if clicked on swish2playvs pack item if (game.storeSwish2PlayerVsItem && game.storeSwish2PlayerVsItemImage) { var swishTwoPlayerVsItemLeft = game.storeSwish2PlayerVsItemImage.x - 250; var swishTwoPlayerVsItemRight = game.storeSwish2PlayerVsItemImage.x + 250; var swishTwoPlayerVsItemTop = game.storeSwish2PlayerVsItemImage.y - 200; var swishTwoPlayerVsItemBottom = game.storeSwish2PlayerVsItemImage.y + 200; if (x >= swishTwoPlayerVsItemLeft && x <= swishTwoPlayerVsItemRight && y >= swishTwoPlayerVsItemTop && y <= swishTwoPlayerVsItemBottom) { // Try to purchase swish2playvs pack if (!game.storeSwish2PlayerVsItem.unlocked && gameStore.purchaseItem(game.storeSwish2PlayerVsItem)) { // Successfully purchased 2 Player Swish pack storage['swish2playvs_unlocked'] = true; // Update money display if (moneyTxt) { moneyTxt.setText('$' + currentMoney.toFixed(2)); } // Update store money display if (game.storeMoneyText) { game.storeMoneyText.setText('Money: $' + currentMoney.toFixed(2)); } // Update item status display if (game.storeSwish2PlayerVsItemStatusText) { game.storeSwish2PlayerVsItemStatusText.setText('UNLOCKED'); game.storeSwish2PlayerVsItemStatusText.tint = 0x00FF00; } // Update item price text color to show it's owned if (game.storeSwish2PlayerVsItemPriceText) { game.storeSwish2PlayerVsItemPriceText.tint = 0x888888; // Gray out price when owned } } else if (!gameStore.canAfford(game.storeSwish2PlayerVsItem)) { // Not enough money - flash red briefly if (game.storeSwish2PlayerVsItemPriceText) { var originalTint = game.storeSwish2PlayerVsItemPriceText.tint; game.storeSwish2PlayerVsItemPriceText.tint = 0xFF0000; LK.setTimeout(function () { if (game.storeSwish2PlayerVsItemPriceText) { game.storeSwish2PlayerVsItemPriceText.tint = originalTint; } }, 500); } } return; } } // Check if clicked on aibattle pack item if (game.storeAibattleItem && game.storeAibattleItemImage) { var aibattleItemLeft = game.storeAibattleItemImage.x - 175; var aibattleItemRight = game.storeAibattleItemImage.x + 175; var aibattleItemTop = game.storeAibattleItemImage.y - 175; var aibattleItemBottom = game.storeAibattleItemImage.y + 175; if (x >= aibattleItemLeft && x <= aibattleItemRight && y >= aibattleItemTop && y <= aibattleItemBottom) { // Try to purchase aibattle pack if (!game.storeAibattleItem.unlocked && gameStore.purchaseItem(game.storeAibattleItem)) { // Successfully purchased AI Battle pack storage['aibattle_unlocked'] = true; // Update money display//{tU_new1} if (moneyTxt) { //{tU_new2} moneyTxt.setText('$' + currentMoney.toFixed(2)); //{tU_new3} } //{tU_new4} // Update store money display//{tU_new5} if (game.storeMoneyText) { //{tU_new6} game.storeMoneyText.setText('Money: $' + currentMoney.toFixed(2)); //{tU_new7} } //{tU_new8} // Update item status display//{tU_new9} if (game.storeAibattleItemStatusText) { //{tU_new10} game.storeAibattleItemStatusText.setText('UNLOCKED'); game.storeAibattleItemStatusText.tint = 0x00FF00; } //{tU_new11} // Update item price text color to show it's owned//{tU_new12} if (game.storeAibattleItemPriceText) { //{tU_new13} game.storeAibattleItemPriceText.tint = 0x888888; // Gray out price when owned } //{tU_new14} } else if (!gameStore.canAfford(game.storeAibattleItem)) { // Not enough money - flash red briefly//{tU_new15} if (game.storeAibattleItemPriceText) { //{tU_new16} var originalTint = game.storeAibattleItemPriceText.tint; game.storeAibattleItemPriceText.tint = 0xFF0000; LK.setTimeout(function () { //{tU_new17} if (game.storeAibattleItemPriceText) { //{tU_new18} game.storeAibattleItemPriceText.tint = originalTint; } //{tU_new19} }, 500); //{tU_new20} } //{tU_new21} } //{tU_new22} return; //{tU_new23} } //{tU_new24} } //{tU_new25} // Check if clicked on Warriorsball item (default mode) if (game.storeWarriorsItemImage) { var warriorsItemLeft = game.storeWarriorsItemImage.x - 250; var warriorsItemRight = game.storeWarriorsItemImage.x + 250; var warriorsItemTop = game.storeWarriorsItemImage.y - 200; var warriorsItemBottom = game.storeWarriorsItemImage.y + 200; if (x >= warriorsItemLeft && x <= warriorsItemRight && y >= warriorsItemTop && y <= warriorsItemBottom) { // Switch back to default Warriors mode currentBasketballMode = defaultBasketballMode; // Switch to Warriorsball // Switch back to default mode players (player1, player2, player3) defaultPlayers = ['player1', 'player2', 'player3']; // Reset to default players // Save the current basketball mode to storage storage.currentBasketballMode = currentBasketballMode; storage.defaultPlayers = defaultPlayers; // Swap player sprites if currently in game if (gameState === 'playing') { swapPlayerSprites(); swapBasketballAssets(); } // Update basketball mode display if (game.basketballModeText) { game.basketballModeText.setText(currentBasketballMode); } // Visual feedback if (game.storeWarriorsItemStatusText) { game.storeWarriorsItemStatusText.setText('SELECTED'); game.storeWarriorsItemStatusText.tint = 0x00FF00; } // Update pacers item status to not selected if (game.storeItemStatusText) { game.storeItemStatusText.setText('TAP TO SELECT'); game.storeItemStatusText.tint = 0xFFFFFF; } // Update thunder item status to not selected if (game.storeThunderItemStatusText) { game.storeThunderItemStatusText.setText('TAP TO SELECT'); game.storeThunderItemStatusText.tint = 0xFFFFFF; } // Play selection sound LK.getSound('Cash').play(); 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'); musicStarted = true; // Mark music as started initializeGameplay(); return; } // Check Color Match button if (game.colorMatchButton) { var colorMatchLeft = game.colorMatchButton.x - 200; var colorMatchRight = game.colorMatchButton.x + 200; var colorMatchTop = game.colorMatchButton.y - 150; var colorMatchBottom = game.colorMatchButton.y + 150; if (x >= colorMatchLeft && x <= colorMatchRight && y >= colorMatchTop && y <= colorMatchBottom) { gameMode = 'colormatch'; LK.playMusic('Fourth'); initializeGameplay(); return; } } // Check AI vs button if (game.aiVsButton) { var aiVsLeft = game.aiVsButton.x - 150; var aiVsRight = game.aiVsButton.x + 150; var aiVsTop = game.aiVsButton.y - 150; var aiVsBottom = game.aiVsButton.y + 150; if (x >= aiVsLeft && x <= aiVsRight && y >= aiVsTop && y <= aiVsBottom) { // Check if AI Battle pack is unlocked if (true) { // Temporarily unlock AI battle mode gameMode = 'ai_vs'; LK.playMusic('Second'); initializeGameplay(); } else { //{uP_new1} // Show message that pack needs to be purchased//{uP_new2} // Flash the button to indicate it's locked//{uP_new3} tween(game.aiVsButton, { //{uP_new4} tint: 0xFF0000, //{uP_new5} alpha: 0.5 //{uP_new6} }, { //{uP_new7} duration: 200, //{uP_new8} easing: tween.easeOut, //{uP_new9} onFinish: function onFinish() { //{uP_new10} tween(game.aiVsButton, { //{uP_new11} tint: 0xFFFFFF, //{uP_new12} alpha: 1.0 //{uP_new13} }, { //{uP_new14} duration: 200, //{uP_new15} easing: tween.easeIn //{uP_new16} }); //{uP_new17} } //{uP_new18} }); //{uP_new19} } //{uP_new20} return; } } // Check 2 Player vs button if (game.twoPlayerButton) { var twoPlayerLeft = game.twoPlayerButton.x - 150; var twoPlayerRight = game.twoPlayerButton.x + 150; var twoPlayerTop = game.twoPlayerButton.y - 150; var twoPlayerBottom = game.twoPlayerButton.y + 150; if (x >= twoPlayerLeft && x <= twoPlayerRight && y >= twoPlayerTop && y <= twoPlayerBottom) { // Check if 2 Player Swish pack is unlocked if (true) { // Temporarily unlock 2 Player Swish mode gameMode = '2player'; twoPlayerRhythmMode = false; LK.playMusic('Third'); initializeGameplay(); } else { // Show message that pack needs to be purchased // Flash the button to indicate it's locked tween(game.twoPlayerButton, { tint: 0xFF0000, alpha: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(game.twoPlayerButton, { tint: 0xFFFFFF, alpha: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); } return; } } // Check if clicked on 2 Player Rhythm vs button if (game.twoPlayerRhythmButton) { var twoPlayerRhythmLeft = game.twoPlayerRhythmButton.x - 150; var twoPlayerRhythmRight = game.twoPlayerRhythmButton.x + 150; var twoPlayerRhythmTop = game.twoPlayerRhythmButton.y - 150; var twoPlayerRhythmBottom = game.twoPlayerRhythmButton.y + 150; if (x >= twoPlayerRhythmLeft && x <= twoPlayerRhythmRight && y >= twoPlayerRhythmTop && y <= twoPlayerRhythmBottom) { // Check if 2 Player Rhythm pack is unlocked if (true) { // Temporarily unlock 2 Player Rhythm mode gameMode = '2player'; twoPlayerRhythmMode = true; LK.playMusic('Sunrise'); musicStarted = true; // Mark music as started initializeGameplay(); } else { // Show message that pack needs to be purchased // Flash the button to indicate it's locked tween(game.twoPlayerRhythmButton, { tint: 0xFF0000, alpha: 0.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(game.twoPlayerRhythmButton, { tint: 0xFFFF00, alpha: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); } return; } } return; } // In rhythm mode or 2 player rhythm mode, only process rhythm circle taps, disable shooting if (gameMode === 'rhythm' || gameMode === '2player' && twoPlayerRhythmMode) { checkSimultaneousTap(x, y); return; // Don't process shooting in rhythm mode } // Prevent shooting during countdown in 2player mode if (gameMode === '2player' && countdownActive) { return; } // In AI vs mode, use normal shooting mechanics if (gameMode === 'ai_vs') { // Continue with normal shooting logic } 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 // Handle break countdown in swish mode if (isInBreak && gameMode === 'swish') { // Update break countdown every 60 frames (1 second) if (LK.ticks % 60 === 0 && breakCountdown > 0) { breakCountdown--; if (breakCountdown > 0) { updateBreakCountdown(); } else { // Break is over endBreakCountdown(); } } } // Update timer (pause during break in swish mode) if (!gameEnded && (!isInBreak || gameMode !== 'swish')) { gameTimer--; var newTimeLeft = Math.floor(gameTimer / 60); if (newTimeLeft !== gameTimeLeft && newTimeLeft >= 0) { gameTimeLeft = newTimeLeft; // Update timer display using number assets updateTimerDisplay(gameTimeLeft); } // In swish mode, trigger break every 60 seconds if (gameMode === 'swish' && !isInBreak && gameTimeLeft <= 0) { startBreakCountdown(); // Apply reduced timer (60 seconds minus cumulative reductions) var adjustedTime = Math.max(10, 60 - swishModeTimerReduction); // Minimum 10 seconds gameTimer = adjustedTime * 60; // Convert to frames at 60 FPS gameTimeLeft = adjustedTime; updateTimerDisplay(adjustedTime); } // 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 === '2player') { // 2 Player battle mode time handling if (twoPlayerState === 'player1') { // Player 1's turn is over, record score and transition to player 2 player1Score = currentScore; player1ScoreTxt.setText('P1: ' + player1Score); // Start transition phase twoPlayerState = 'transition'; transitionTimer = 3 * 60; // 3 second transition if (twoPlayerRhythmMode) { createTransitionOverlay('PLAYER 2 RHYTHM - BEAT ' + player1Score + ' POINTS!'); } else { createTransitionOverlay('PLAYER 2 - BEAT ' + player1Score + ' POINTS!'); } } else if (twoPlayerState === 'player2') { // Player 2's turn is over, determine winner player2Score = currentScore; player2ScoreTxt.setText('P2: ' + player2Score); // Determine winner and show results if (player2Score > player1Score) { if (twoPlayerRhythmMode) { createWinnerOverlay('PLAYER 2 WINS RHYTHM BATTLE!', 'Score: ' + player2Score + ' vs ' + player1Score); } else { createWinnerOverlay('PLAYER 2 WINS!', 'Score: ' + player2Score + ' vs ' + player1Score); } } else if (player1Score > player2Score) { if (twoPlayerRhythmMode) { createWinnerOverlay('PLAYER 1 WINS RHYTHM BATTLE!', 'Score: ' + player1Score + ' vs ' + player2Score); } else { createWinnerOverlay('PLAYER 1 WINS!', 'Score: ' + player1Score + ' vs ' + player2Score); } } else { if (twoPlayerRhythmMode) { createWinnerOverlay('RHYTHM BATTLE TIE!', 'Both scored: ' + player1Score); } else { createWinnerOverlay('TIE GAME!', 'Both scored: ' + player1Score); } } } } else if (gameMode === 'ai_vs') { // AI vs mode - determine winner if (aiOpponent && currentScore > aiOpponent.score) { // Player wins cleanupUIElements(); LK.showYouWin(); } else if (aiOpponent && currentScore < aiOpponent.score) { // AI wins cleanupUIElements(); LK.showGameOver(); } else { // Tie game cleanupUIElements(); LK.showGameOver(); // Could be modified to show tie message } } else if (gameMode === 'colormatch') { // Color Match mode game over - show results var finalScore = LK.getScore(); var totalMatches = game.colorMatches || 0; // Check for new best score (could track color match best score separately) if (finalScore > swishBestScore) { swishBestScore = finalScore; storage.swishBestScore = swishBestScore; bestScore = swishBestScore; bestScoreTxt.setText('Best: ' + bestScore); } cleanupUIElements(); LK.showGameOver(); } else if (gameMode === 'rhythm') { if (currentScore > rhythmBestScore) { rhythmBestScore = currentScore; storage.rhythmBestScore = rhythmBestScore; bestScore = rhythmBestScore; bestScoreTxt.setText('Best: ' + bestScore); } cleanupUIElements(); LK.showGameOver(); } else { if (currentScore > swishBestScore) { swishBestScore = currentScore; storage.swishBestScore = swishBestScore; bestScore = swishBestScore; bestScoreTxt.setText('Best: ' + bestScore); } cleanupUIElements(); LK.showGameOver(); } } } // Handle countdown timer for 2 player mode if (gameMode === '2player' && countdownActive) { if (LK.ticks % 60 === 0 && countdownTimer > 0) { countdownTimer--; if (countdownTimer > 0) { updateCountdownDisplay(); } else { // Countdown finished updateCountdownDisplay(); // Show "GO!" LK.setTimeout(function () { hideCountdownOverlay(); gameEnded = false; // Resume game }, 1000); } } } // Handle 2 player mode transitions if (gameMode === '2player' && twoPlayerState === 'transition') { transitionTimer--; if (transitionTimer <= 0) { // Transition is over, start player 2's turn hideTransitionOverlay(); twoPlayerState = 'player2'; // Reset game state for player 2 LK.setScore(0); scoreTxt.setText('Score: 0'); currentStreak = 0; if (streakTxt) { //{vi_new} streakTxt.setText('Streak: 0'); } //{vi_end} streakRewardsAwarded = []; // Reset rhythm mode specific variables if in rhythm mode if (twoPlayerRhythmMode) { rhythmStreak = 0; rhythmMultiplier = 1; // Clear existing rhythm circles for (var rc = 0; rc < rhythmCircles.length; rc++) { if (rhythmCircles[rc]) { rhythmCircles[rc].destroy(); } } rhythmCircles = []; rhythmCircleSpawnTimer = 0; // Keep music playing for player 2 in rhythm mode musicStarted = true; } // Reset timer for player 2 if (twoPlayerRhythmMode) { // 90 seconds for rhythm mode twoPlayerTimer = 90 * 60; twoPlayerTimeLeft = 90; updateTimerDisplay(90); } else { // 90 seconds for swish mode twoPlayerTimer = 90 * 60; twoPlayerTimeLeft = 90; updateTimerDisplay(90); } gameTimer = twoPlayerTimer; gameTimeLeft = twoPlayerTimeLeft; // Ensure timer variables are properly synchronized for 2 player rhythm mode if (twoPlayerRhythmMode) { gameTimer = 90 * 60; // 90 seconds at 60 FPS gameTimeLeft = 90; twoPlayerTimer = gameTimer; twoPlayerTimeLeft = gameTimeLeft; } // Reset shot bar speed to default for player 2's turn (only if shot bars exist) if (shotBar) { shotBar.moveSpeed = 8; } if (shotBar2) { shotBar2.moveSpeed = 8; } if (shotBar3) { shotBar3.moveSpeed = 8; } // Update current player display var modeText = twoPlayerRhythmMode ? 'RHYTHM' : 'SWISH'; currentPlayerTxt.setText('PLAYER 2 - ' + modeText + ' - BEAT ' + player1Score + '!'); currentPlayerTxt.tint = 0xFF4444; // Red for player 2 player2ScoreTxt.tint = 0xFF4444; // Highlight player 2 score // Start countdown for player 2 createCountdownOverlay('PLAYER 2 GET READY!', 5); gameEnded = true; // Pause game during countdown } } // Handle shot bar speed increase every 30 seconds in 2 player mode (only if not rhythm mode) if (gameMode === '2player' && !gameEnded && !twoPlayerRhythmMode) { var elapsedSeconds = Math.floor(90 - gameTimeLeft); var speedMultiplier = 1 + Math.floor(elapsedSeconds / 30) * 0.5; // Increase speed by 50% every 30 seconds // Apply speed multiplier to all shot bars if (shotBar && speedMultiplier > 1) { shotBar.moveSpeed = 8 * speedMultiplier; } if (shotBar2 && speedMultiplier > 1) { shotBar2.moveSpeed = 8 * speedMultiplier; } if (shotBar3 && speedMultiplier > 1) { shotBar3.moveSpeed = 8 * speedMultiplier; } } // Handle shot bar speed increase every 20 seconds in AI battle mode if (gameMode === 'ai_vs' && !gameEnded) { var aiElapsedSeconds = Math.floor(90 - gameTimeLeft); var aiSpeedMultiplier = 1 + Math.floor(aiElapsedSeconds / 20) * 0.3; // Increase speed by 30% every 20 seconds // Apply speed multiplier to all shot bars using tween for smooth transition if (shotBar && aiSpeedMultiplier > shotBar.currentSpeedMultiplier) { shotBar.currentSpeedMultiplier = aiSpeedMultiplier; tween(shotBar, { moveSpeed: 8 * aiSpeedMultiplier }, { duration: 500, easing: tween.easeOut }); } if (shotBar2 && aiSpeedMultiplier > shotBar2.currentSpeedMultiplier) { shotBar2.currentSpeedMultiplier = aiSpeedMultiplier; tween(shotBar2, { moveSpeed: 8 * aiSpeedMultiplier }, { duration: 500, easing: tween.easeOut }); } if (shotBar3 && aiSpeedMultiplier > shotBar3.currentSpeedMultiplier) { shotBar3.currentSpeedMultiplier = aiSpeedMultiplier; tween(shotBar3, { moveSpeed: 8 * aiSpeedMultiplier }, { duration: 500, easing: tween.easeOut }); } } // Rhythm mode beat system if ((gameMode === 'rhythm' || gameMode === '2player' && twoPlayerRhythmMode) && 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' || gameMode === '2player' && twoPlayerRhythmMode) && musicStarted) { 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; if (streakTxt) { //{we_new} streakTxt.setText('Streak: ' + currentStreak); } //{we_end} streakRewardsAwarded = []; // Reset streak rewards rhythmStreak = 0; rhythmMultiplier = 1; // Remove onfire effects from all nets when streak is reset and show nets if (hoop && hoop.onfire) { hoop.net.visible = true; hoop.onfire.destroy(); hoop.onfire = null; } if (leftHoop && leftHoop.onfire) { leftHoop.net.visible = true; leftHoop.onfire.destroy(); leftHoop.onfire = null; } if (rightHoop && rightHoop.onfire) { rightHoop.net.visible = true; rightHoop.onfire.destroy(); rightHoop.onfire = null; } // Mark as inactive to prevent multiple resets circle.isActive = false; } } } } } // Swish mode visualizer beat system at 125bpm if (gameMode === 'swish' && volumeVisualizerBars.length > 0) { //{lR_new1} var swishBeatInterval = 29; // 29 frames = ~125 BPM at 60 FPS var lastSwishBeatTime = lastSwishBeatTime || 0; // Check for beat timing at 125bpm if (LK.ticks - lastSwishBeatTime >= swishBeatInterval) { lastSwishBeatTime = LK.ticks; //{lR_new2} // Trigger volume visualizer pulse effect for (var v = 0; v < volumeVisualizerBars.length; v++) { var bar = volumeVisualizerBars[v]; var randomHeight = 0.5 + Math.random() * 2.0; // Random height between 0.5 and 2.5 for heavy response 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 * 1.5, tint: randomColor }, { //{lR_new3} duration: 300, //{lR_new4} easing: tween.easeOut, //{lR_new5} onFinish: function () { // Animate back to base height tween(this, { scaleY: 0.1 //{lR_new6} }, { //{lR_new7} duration: 800, //{lR_new8} easing: tween.easeIn //{lR_new9} }); //{lR_new10} }.bind(bar) }); //{lR_new11} } //{lR_new12} } //{lR_new13} } //{lR_new14} // Win condition removed - no score target };
===================================================================
--- original.js
+++ change.js
@@ -2284,9 +2284,9 @@
anchorX: 0.5,
anchorY: 0.5
}));
rhythmButton.x = 424;
- rhythmButton.y = 600 + 120; // Move down 120 pixels
+ rhythmButton.y = 600;
rhythmButton.zIndex = 10;
// Create 2 Player battle mode button using 2playvs asset
var twoPlayerButton = game.addChild(LK.getAsset('2playvs', {
anchorX: 0.5,
@@ -2337,9 +2337,9 @@
anchorX: 0.5,
anchorY: 0.5
}));
twoPlayerRhythmButton.x = 424;
- twoPlayerRhythmButton.y = 850;
+ twoPlayerRhythmButton.y = 850 + 150;
twoPlayerRhythmButton.zIndex = 10;
twoPlayerRhythmButton.tint = 0xFFFF00; // Start with yellow
twoPlayerRhythmButton.alpha = 1.0; // Remove translucent effect
// Animate between yellow and blue colors
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