Code edit (15 edits merged)
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if ball intersects with defender, make three dust assets flash and reset the ball
Code edit (5 edits merged)
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make ball travel in reverse direction
Code edit (1 edits merged)
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Code edit (19 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'hoopRimGraphics')' in or related to this line: 'if (ball.y + ball.height > floorY && ball.speed.y > 0) {' Line Number: 648
Code edit (3 edits merged)
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After each shot make the backboard move randomly
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Code edit (1 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: powerBarAsset is not defined' in or related to this line: 'var powerBar = LK.getAsset(powerBarAsset, {' Line Number: 364
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if ball intersects with defender make ball dissapear
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if ball asset intersects with defender asset make ball dissapear for 1.5 seconds
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if ball asset intersects with defender asset make ball asset dissapear
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do not redirect ball when ball intersects with defender asset
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if ball intersects with defender asset make ball dissapear for 1.5 seconds
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pause ball in location of teammate until user shoots the ball again
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make ball pause in location of teammate when it intersects with teammate
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do not make ball dissapear if it intersects with teammate
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do not display miniballs if ball intersects with teammae
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Please fix the bug: 'TypeError: defender.pause is not a function' in or related to this line: 'defender.pause(); // Pause defender movement' Line Number: 674
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if ball intersects with teammate pause defender and shoot ball from where teammate is standing
===================================================================
--- original.js
+++ change.js
@@ -48,10 +48,10 @@
var dx = self.x - x;
var dy = self.y - y;
var angle = Math.atan2(dy, dx);
var speed = Math.sqrt(self.speed.x * self.speed.x + self.speed.y * self.speed.y);
- self.speed.x = Math.cos(angle) * speed * elasticity;
- self.speed.y = Math.sin(angle) * speed * elasticity;
+ self.speed.x = Math.cos(angle) * speed * elasticity; // * self.throwSpeed;
+ self.speed.y = Math.sin(angle) * speed * elasticity; // * self.throwSpeed;
};
self.angleTo = function (x, y) {
var dx = self.x - x;
var dy = self.y - y;
@@ -315,23 +315,23 @@
platform.x = platformSide === 'left' ? 0 : 2048;
platform.y = Math.random() * (2732 - platform.height) + platform.height / 2;
game.addChild(platform);
var currentPowerBar = 1;
-var powerBar = LK.getAsset('powerbar1', {
- anchorX: 0.5,
- anchorY: 0.5
-});
+// Cycle through power bar assets
var cyclePowerBars = function cyclePowerBars() {
var powerBarAsset = 'powerBar' + currentPowerBar;
+ var powerBar = LK.getAsset(powerBarAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
powerBar.x = 2048 - powerBar.width / 2; // Position in bottom right corner
powerBar.y = 2732 - powerBar.height / 2;
game.addChild(powerBar);
currentPowerBar = currentPowerBar % 8 + 1;
LK.setTimeout(function () {
game.removeChild(powerBar);
- }, 500);
+ }, 400);
};
-// cyclePowerBars(); // Removed to stop automatic powerBar cycling
var longestStreak = 0;
var currentStreak = 0;
var mouseDownTime = 0;
var screenClicks = 0;
@@ -356,9 +356,8 @@
defender.move();
} else {
defender.move();
}
- //defender.move();
if (ball.hasThrown) {
// Create a fire particle only when there is a multiplier
if (scoreMultiplier == 2) {
var particle = new Particle();
@@ -445,27 +444,8 @@
}
timerTxt.setText(gameTime.toString());
}
}, 1000);
-// Add event listener to toggle game pause state
-game.on('down', function (obj) {
- screenClicks++; // Increment screenClicks on every click
- // cycleDirections(); // Pause cycling when basketball is clicked
- if (obj.event.target === pauseButton) {
- if (isGamePaused) {
- resumeGame();
- } else {
- pauseGame();
- }
- }
-});
-var pauseButton = LK.getAsset('pauseButton', {
- anchorX: 0.5,
- anchorY: 0.5
-});
-pauseButton.x = 2048 - 100; // Position on the top right of the screen
-pauseButton.y = 100;
-LK.gui.topRight.addChild(pauseButton);
var hoop = game.addChild(new Hoop());
var defender = game.addChild(new Defender());
defender.x = 2048 / 2;
defender.y = 2732 / 2 - 500; // Position above the hoop
@@ -494,10 +474,8 @@
mouseDownTime = Date.now();
powerBar1Displayed = false;
var event = obj.event;
dragStart = event.getLocalPosition(game);
- // Display powerBar when basketball is clicked
- cyclePowerBars();
}
});
ball.on('up', function (obj) {
mouseDownTime = 0;
@@ -505,47 +483,8 @@
var dragStart = null;
game.on('move', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
- if (!powerBar1Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 200) {
- game.addChild(powerBar1);
- powerBar1Displayed = true;
- ball.speed.y = -80; // Shoot ball in the air 80 pixels
- }
- if (!powerBar3Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 600) {
- var powerBar3 = LK.getAsset('powerBar3', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- powerBar3.x = 2048 - powerBar3.width / 2;
- powerBar3.y = 2732 - powerBar3.height - powerBar1.height / 2 - 20; // Position above powerBar1
- game.addChild(powerBar3);
- powerBar3Displayed = true;
- }
- if (!powerBar4Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 800) {
- var powerBar2 = LK.getAsset('powerBar2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- powerBar2.x = 2048 - powerBar2.width / 2;
- powerBar2.y = 2732 - powerBar2.height / 2;
- var powerBar4 = LK.getAsset('powerBar4', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- powerBar4.x = 2048 - powerBar4.width / 2;
- // Ensure powerBar2 is defined and use its height safely
- // Ensure all powerBars are defined and use their heights safely
- if (typeof powerBar2 !== 'undefined' && powerBar2 && typeof powerBar3 !== 'undefined' && powerBar3 && typeof powerBar1 !== 'undefined' && powerBar1) {
- powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3
- } else {
- // Fallback position if any powerBar is not defined
- powerBar4.y = 2732 - powerBar4.height / 2 - 60;
- }
- game.addChild(powerBar4);
- powerBar4Displayed = true;
- ball.speed.y = -160; // Shoot ball in the air 160 pixels
- }
if (dragStart !== null && ball.distanceTo(pos.x, pos.y) > 400) {
game.fireBall(obj);
}
});
@@ -569,9 +508,9 @@
if (dragStart !== null) {
var event = obj.event;
var pos = event.getLocalPosition(game);
ball.throwSpeed = (Date.now() - mouseDownTime) / 1000;
- mouseDownTime = 0;
+ //mouseDownTime = 0;
var distance = Math.sqrt(Math.pow(pos.x - dragStart.x, 2) + Math.pow(pos.y - dragStart.y, 2));
if (distance > 150) {
game.fireBall(obj);
}
@@ -582,10 +521,15 @@
ball.y = floorY - ball.height;
powerBarIncrease = 0;
LK.on('tick', function () {
powerBarIncrease += 1;
- if (mouseDownTime > 0 && powerBarIncrease % 25 == 0) {
- cyclePowerBars();
+ if (powerBarIncrease % 15 == 0) {
+ if (mouseDownTime > 0) {
+ cyclePowerBars();
+ } else {
+ powerBarIncrease = 0;
+ currentPowerBar = 1;
+ }
}
if (scoreMultiplier > 1 && !ball.hasThrown) {
for (var i = 0; i < 2; i++) {
var particle = new Particle();
Basketball, cartoon style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
4:3 Simple rectangle white outline. Black background
Paris. Paris basketball backgroung. Eiffel Tower. Eurosport logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rainbow sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
two white palms facing forward no background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. HD Color
POV basketball court in forest. Full screen. Background. High detail
basketball barn background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
basketball dungeon background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
heaven background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pow effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
left hand. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wide Single Orange metal bar lying down Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast. —ar 2:1
https://kagi.com/proxy/basketball_backboard.png?c=iNrrnnUOe99nVfDGJsYBLujiaX2Hu-zxBFRkvLEyXdRnJ8cU3RjcAYbR-o12E923qVNGy1CEGrQG87ogCD3yUarJdZYt5R03mmEMb7Jrh-8%3D blank backboard Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.