User prompt
当篮球和屏幕边缘第一次碰撞时,生成X2的图片,以此类推,直到X256
User prompt
当篮球和屏幕边缘第一次碰撞时,在碰撞处生成X2的图片,以此类推,直到X128
User prompt
给篮球添加一条拖影
User prompt
将分数显示的字体改为红色
User prompt
游戏进行的过程中播放背景音乐
User prompt
这些图片存在时间为2s
User prompt
当篮球和屏幕边缘碰撞,且篮球未和篮筐碰撞的时候,会在碰撞的地方生成一张图片,图片的样式为该篮球分数增加的倍数
User prompt
当篮球没有和篮筐碰撞的时候,将其所能增加的分数储存起来,初始为2,当篮球和屏幕边缘碰撞的时候,这个分数会*2
User prompt
当篮球和屏幕边缘碰撞的时候,这个篮球所能增加的分数会*2
User prompt
只有篮球和篮筐的第一次碰撞会增加分数
User prompt
当篮球和屏幕碰撞的时候让这个篮球能增加的分数*2
User prompt
当一个篮球没有被删除的时候不能生成另外一个篮球
User prompt
当一个篮球被删除的时候让篮筐随机移动到屏幕上半部分的某一个位置
User prompt
当一个篮球的初速度小于初速度的5%之后将其删除
User prompt
再加大一点篮球的初速度
User prompt
篮球被删除之后过1s可以生成下一个篮球
User prompt
当篮球的速度小于初速度的5%时删除篮球
User prompt
在上一个篮球没有被删除之前不会出现第二个篮球
User prompt
篮球和篮筐碰撞一次只进行一次判定
User prompt
篮球在碰到篮筐之后不会消失
User prompt
加大篮球的初速度
User prompt
将篮球初速度设定为5m/s
User prompt
将篮球初速度设定为2m/s
User prompt
当篮球速度下降到一个点之后删除
User prompt
让篮球运动遵循物理定律
/**** * Classes ****/ // Assets will be automatically created and loaded during gameplay // Basketball class var Basketball = Container.expand(function () { var self = Container.call(this); var basketballGraphics = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -20; self.hasCollided = false; self.update = function () { // Apply gravity self.speedY += 0.5; // Adjust gravity strength as needed // Apply friction self.speedX *= 0.99; // Adjust friction strength as needed self.speedY *= 0.99; // Adjust friction strength as needed self.x += self.speedX; self.y += self.speedY; // Check for collision with screen edges and bounce if (self.x <= 0 || self.x >= 2048) { self.speedX *= -0.8; // Reverse horizontal direction with energy loss self.x = Math.max(0, Math.min(self.x, 2048)); // Prevent sticking to the edge } if (self.y <= 0 || self.y >= 2732) { self.speedY *= -0.8; // Reverse vertical direction with energy loss self.y = Math.max(0, Math.min(self.y, 2732)); // Prevent sticking to the edge } }; }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Hoop movement logic if needed }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Player movement logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add countdown timer text var countdownTxt = new Text2('60', { size: 100, fill: "#ffffff" }); countdownTxt.anchor.set(1, 0); // Anchor to the top-right corner LK.gui.topRight.addChild(countdownTxt); var player = game.addChild(new Player()); // Set a timer to end the game after one minute (60000 milliseconds) LK.setTimeout(function () { LK.showGameOver(); }, 60000); player.x = 2048 / 2; player.y = 2732 - 200; var hoop = game.addChild(new Hoop()); hoop.x = 2048 / 2; hoop.y = 2732 / 4; var basketballs = []; var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.down = function (x, y, obj) { // Create a new basketball and shoot it towards the clicked position if (basketballs.length === 0) { var newBasketball = new Basketball(); newBasketball.x = player.x; newBasketball.y = player.y; newBasketball.speedX = (x - player.x) / 10; // Adjust speed for a faster shot newBasketball.speedY = (y - player.y) / 10; // Adjust speed for a faster shot basketballs.push(newBasketball); game.addChild(newBasketball); } }; game.up = function (x, y, obj) { dragNode = null; }; game.update = function () { // Update countdown timer if (LK.ticks % 60 == 0) { var remainingTime = Math.max(0, 60 - Math.floor(LK.ticks / 60)); countdownTxt.setText(remainingTime.toString() + "s"); if (remainingTime <= 3) { countdownTxt.fill = "#ff0000"; // Change to red countdownTxt.style.fontWeight = "bold"; // Emphasize countdownTxt.style.fontSize = 120; // Increase font size for emphasis } else if (remainingTime <= 10) { countdownTxt.fill = "#ffff00"; // Change to yellow countdownTxt.style.fontWeight = "normal"; // Default emphasis countdownTxt.style.fontSize = 100; // Default font size } else { countdownTxt.fill = "#ffffff"; // Default to white countdownTxt.style.fontWeight = "normal"; // Default emphasis countdownTxt.style.fontSize = 100; // Default font size } } for (var i = basketballs.length - 1; i >= 0; i--) { if (basketballs[i].intersects(hoop) && !basketballs[i].hasCollided) { basketballs[i].hasCollided = true; score += 2; LK.setScore(score); scoreTxt.setText(score); } if (basketballs[i] && basketballs[i].y < -50) { basketballs[i].destroy(); basketballs.splice(i, 1); } } if (LK.ticks % 60 == 0) { var newBasketball = new Basketball(); newBasketball.x = player.x; newBasketball.y = player.y; basketballs.push(newBasketball); game.addChild(newBasketball); } };
===================================================================
--- original.js
+++ change.js
@@ -103,15 +103,17 @@
}
}
game.down = function (x, y, obj) {
// Create a new basketball and shoot it towards the clicked position
- var newBasketball = new Basketball();
- newBasketball.x = player.x;
- newBasketball.y = player.y;
- newBasketball.speedX = (x - player.x) / 10; // Adjust speed for a faster shot
- newBasketball.speedY = (y - player.y) / 10; // Adjust speed for a faster shot
- basketballs.push(newBasketball);
- game.addChild(newBasketball);
+ if (basketballs.length === 0) {
+ var newBasketball = new Basketball();
+ newBasketball.x = player.x;
+ newBasketball.y = player.y;
+ newBasketball.speedX = (x - player.x) / 10; // Adjust speed for a faster shot
+ newBasketball.speedY = (y - player.y) / 10; // Adjust speed for a faster shot
+ basketballs.push(newBasketball);
+ game.addChild(newBasketball);
+ }
};
game.up = function (x, y, obj) {
dragNode = null;
};
@@ -141,10 +143,10 @@
LK.setScore(score);
scoreTxt.setText(score);
}
if (basketballs[i] && basketballs[i].y < -50) {
- basketballs[i].speedY *= -0.8; // Reverse vertical direction with energy loss
- basketballs[i].y = Math.max(0, Math.min(basketballs[i].y, 2732)); // Prevent sticking to the edge
+ basketballs[i].destroy();
+ basketballs.splice(i, 1);
}
}
if (LK.ticks % 60 == 0) {
var newBasketball = new Basketball();
一个篮球筐,正视,只有篮筐没有下面的杆. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
篮球,2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个穿运动服正在准备投篮的青年,正背对. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
篮球场,写实风格,视角是站在篮球场中心看向其中一个篮筐,在体育馆内. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有X2的字样. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有X4的字样. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有X8的字样. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有X16的字样,和前面几个图片样式一样. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有“X32”的字样,暖色调. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有“X64”的字样,暖色调. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有“X128”的字样,暖色调. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有“X256”的字样,暖色调. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有“X512”的字样,暖色调. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆炸,里面有“X1024”的字样,暖色调. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.