User prompt
display only 2 instances of each miniball asset when ball disseapears
User prompt
do not make the ball go in opposite direction when intersecting with middle of screen
User prompt
make the ball go 1.5 the distance when dragged
User prompt
make the ball go twice the distance when dragged
User prompt
make user drag half the distance to get the ball the same height
Code edit (9 edits merged)
Please save this source code
User prompt
while ball is invisible display miniball assets on the screen
User prompt
make ball shoot twice as high when dragged
User prompt
if ball goes through basket before intersecting with defender do not make ball dissapear
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3' Line Number: 558
User prompt
if ball intersects with defender make ball dissapear for 1 second
User prompt
remove code that makes ball go in opposite direction of hands if it intersects
User prompt
make ball reappear after the end of every shot
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3' Line Number: 553
User prompt
if ball intersects with defender ball dissapears
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3' Line Number: 547
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Date.Now is not a function' in or related to this line: 'ball.throwSpeed = (Date.Now() - mouseDownTime) / 1000;' Line Number: 570
User prompt
only throw the ball when mouse button is released
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: powerBar2 is not defined' in or related to this line: 'powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3' Line Number: 537
User prompt
Please fix the bug: 'ReferenceError: powerBar1 is not defined' in or related to this line: 'game.addChild(powerBar1);' Line Number: 510
User prompt
Please fix the bug: 'ReferenceError: powerBar1 is not defined' in or related to this line: 'game.addChild(powerBar1);' Line Number: 510
Code edit (6 edits merged)
Please save this source code
User prompt
make ball resting position 200 pixels higher
/**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); self.hasScored = false; self.hasBounced = false; self.throwSpeed = 0; var ballGraphics = LK.getAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(ballGraphics); self.speed = { x: 0, y: 0 }; self.hasThrown = false; self.move = function () { self.speed.y += 3.2; self.x += self.speed.x; if (self.x < self.width / 2) { self.x = self.width / 2; } else if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; } self.y += self.speed.y; if (self.y < self.height / 2) { self.y = self.height / 2; self.speed.y *= -0.5; } self.rotation += self.speed.x * 0.01; if (self.hasThrown) { var targetScale = 0.8; self.scale.x += (targetScale - self.scale.x) * 0.05; self.scale.y += (targetScale - self.scale.y) * 0.05; } if (self.hasScored) { self.alpha -= 0.15; } else { self.alpha += 0.15; if (self.alpha > 1) { self.alpha = 1; } } }; self.bounceOffPoint = function (x, y, elasticity) { 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.angleTo = function (x, y) { var dx = self.x - x; var dy = self.y - y; return Math.atan2(dy, dx); }; self.distanceTo = function (x, y) { var dx = self.x - x; var dy = self.y - y; return Math.sqrt(dx * dx + dy * dy); }; self.moveToDistance = function (x, y, distance) { var angle = self.angleTo(x, y); self.x = x + Math.cos(angle) * (distance * 1.05); self.y = y + Math.sin(angle) * (distance * 1.05); }; }); var Defender = Container.expand(function () { var self = Container.call(this); var defenderGraphics = self.attachAsset('defender', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 1600; self.targetY = 833; self.targetCorner = 0; self.distanceFromTarget = function () { self.distanceX = self.targetX - self.x; self.distanceY = self.targetY - self.y; }; self.pickNewTarget = function () { // Gradually move defender within 200 pixel radius of 'hoopRimSeparate' asset self.targetCorner = (self.targetCorner + 1) % 4; self.targetX = hoopRim.x - 550 + (self.targetCorner + 1) % 4 % 3 * 3 % 5 % 2 * 1100; self.targetY = hoopRim.y - 550 + (self.targetCorner + 0) % 4 % 3 * 3 % 5 % 2 * 833; //self.targetX = hoopRim.x + (Math.random() - 0.5) * 800; //self.targetY = hoopRim.y + (Math.random() - 0.5) * 800; self.distanceFromTarget(); }; self.move = function () { self.x += self.distanceX * 0.01; self.y += self.distanceY * 0.01; }; }); var ExplosionParticle = Container.expand(function () { var self = Container.call(this); self.interactive = false; var shapes = ['leftElement', 'rightElement', 'ballShadow']; var shapeIndex = Math.floor(Math.random() * shapes.length); var explosionGraphics = self.attachAsset(shapes[shapeIndex], { anchorX: 0.5, anchorY: 0.5 }); explosionGraphics.blendMode = 1; self.lifeSpan = 30 + Math.random() * 20; // Random lifespan between 30 to 50 ticks self.speed = { x: (Math.random() - 0.5) * 10, y: (Math.random() - 0.5) * 10 }; self.scale.set(Math.random() * 0.5 + 0.5); // Random scale between 0.5 to 1 self.rotation = Math.random() * Math.PI * 2; self.move = function () { self.x += self.speed.x; self.y += self.speed.y; self.lifeSpan--; if (self.lifeSpan <= 0) { self.destroy(); } }; }); var Flower = Container.expand(function () { var self = Container.call(this); self.interactive = false; var flowerTypes = ['leftElement', 'rightElement', 'ballShadow']; // Reuse existing shapes for flowers var flowerIndex = Math.floor(Math.random() * flowerTypes.length); var flowerGraphics = self.attachAsset(flowerTypes[flowerIndex], { anchorX: 0.5, anchorY: 0.5 }); flowerGraphics.scaleX = flowerGraphics.scaleY = Math.random() * 0.5 + 0.5; // Random scale for variety self.speed = { x: (Math.random() - 0.5) * 2, y: Math.random() * 5 + 2 // Falling speed }; self.move = function () { self.x += self.speed.x; self.y += self.speed.y; if (self.y > 2732 + 100) { // Remove flower when it goes off screen self.destroy(); } }; }); var Hoop = Container.expand(function () { var self = Container.call(this); self.setScore = function (score) { self.scoreLabel.setText(score.toString()); }; self.moveTo = function (newX, newY, hoopRim) { var dx = (newX - self.x) / 60; var dy = (newY - self.y) / 60; var steps = 0; var interval = LK.setInterval(function () { self.x += dx; self.y += dy; hoopRim.x = self.x; hoopRim.y = self.y + self.children[1].y - 250; steps++; if (steps >= 60) { LK.clearInterval(interval); } }); }; var backboardGraphics = LK.getAsset('backboard', { anchorX: 0.5, anchorY: 0.5 }); backboardGraphics.y -= 250; self.addChild(backboardGraphics); self.hoopRimGraphics = LK.getAsset('hoopRim', { anchorX: 0.5, anchorY: 0.5 }); self.hoopRimGraphics.y = backboardGraphics.height / 2 - 550 + 20 + 120 + 150 + 100; self.hoopRimGraphics.alpha = 0; self.addChild(self.hoopRimGraphics); self.leftElement = LK.getAsset('leftElement', { anchorX: 0.5, anchorY: 0.5 }); self.leftElement.x = self.hoopRimGraphics.x - self.hoopRimGraphics.width / 2 + self.leftElement.width / 2 - 50; self.leftElement.y = self.hoopRimGraphics.y - 250; self.leftElement.alpha = 0; self.addChild(self.leftElement); self.rightElement = LK.getAsset('rightElement', { anchorX: 0.5, anchorY: 0.5 }); self.rightElement.x = self.hoopRimGraphics.x + self.hoopRimGraphics.width / 2 - self.rightElement.width / 2 + 50; self.rightElement.y = self.hoopRimGraphics.y - 250; self.rightElement.alpha = 0; self.addChild(self.rightElement); self.hoopOutlineGraphics = LK.getAsset('hoopOutline', { anchorX: 1, anchorY: 0.5 }); self.hoopOutlineGraphics.y = self.hoopRimGraphics.y - 230; self.hoopOutlineGraphics.alpha = 1; self.hoopOutlineGraphics.tint = 0xbb502e; self.hoopOutlineGraphics.rotation = Math.PI / 2; self.addChild(self.hoopOutlineGraphics); self.multiplierLabel = new Text2('', { size: 200, fill: '#8d4529', font: 'Impact' }); self.multiplierLabel.anchor.set(.5, 1); self.multiplierLabel.x = self.hoopRimGraphics.x; self.multiplierLabel.y = self.hoopRimGraphics.y - 250 - 50 + 30; self.addChild(self.multiplierLabel); self.scoreLabel = new Text2('0', { size: 270, fill: '#4b190c', font: 'Impact' }); self.scoreLabel.anchor.set(.5, .5); self.scoreLabel.x = self.hoopRimGraphics.x; self.scoreLabel.y = self.hoopRimGraphics.y - 250 - 20 - 420; self.addChild(self.scoreLabel); }); var HoopRim = Container.expand(function () { var self = Container.call(this); var hoopRimGraphics = LK.getAsset('hoopRimSeparate', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(hoopRimGraphics); }); var Particle = Container.expand(function () { var self = Container.call(this); self.interactive = false; var particleGraphics = self.attachAsset('rainbowParticle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.blendMode = 1; self.lifeSpan = 60; self.speed = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; self.scale.set(Math.random() * 0.6 + 0.2); self.rotation = Math.random() * Math.PI * 2; self.move = function () { self.x += self.speed.x; self.y += self.speed.y; self.alpha -= 0.03; if (self.alpha <= 0) { self.destroy(); } }; }); var PowerBall = Container.expand(function () { var self = Container.call(this); var powerBallGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.scale.set(0.5); // Smaller size for the power ball self.interactive = true; // Make the power ball interactive self.powerLevel = 0; // Initialize power level at 0 self.maxPower = 10; // Maximum power level self.updatePower = function (delta) { self.powerLevel += delta; if (self.powerLevel > self.maxPower) { self.powerLevel = self.maxPower; } else if (self.powerLevel < 0) { self.powerLevel = 0; } // Update the visual representation of power level here if needed }; self.on('down', function () { // Increase power level when the power ball is pressed self.updatePower(1); }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var currentPowerBar = 1; 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); LK.setTimeout(function () { game.removeChild(powerBar); currentPowerBar = currentPowerBar === 8 ? 1 : currentPowerBar + 1; cyclePowerBars(); }, 500); }; // cyclePowerBars(); // Removed to stop automatic powerBar cycling var longestStreak = 0; var currentStreak = 0; var mouseDownTime = 0; var screenClicks = 0; var powerBar1Displayed = false; var powerBar1 = LK.getAsset('powerBar1', { anchorX: 0.5, anchorY: 0.5 }); powerBar1.x = 2048 - powerBar1.width / 2; powerBar1.y = 2732 - powerBar1.height / 2; var powerBar2Displayed = false; var powerBar2 = LK.getAsset('powerBar2', { anchorX: 0.5, anchorY: 0.5 }); var powerBar3Displayed = false; var powerBar4Displayed = false; LK.on('tick', function () { if (Math.abs(defender.x - defender.targetX) <= 5 && Math.abs(defender.y - defender.targetY) <= 5) { defender.pickNewTarget(); defender.distanceFromTarget(); 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(); particle.alpha = 0.8; // Set fire particle color to yellow for x2 multiplier particle.tint = 0xFFFF00; // Yellow color var angle = Math.random() * Math.PI * 2; var radius = ball.width * 0.5 * Math.sqrt(Math.random()); particle.x = ball.x + Math.cos(angle) * radius; particle.y = ball.y + Math.sin(angle) * radius; game.addChild(particle); } else if (scoreMultiplier >= 3) { var particle = new Particle(); particle.alpha = 0.8; // Set fire particle color to red and increase size for x3 or higher multiplier particle.tint = 0xFF0000; // Red color particle.scale.set(1.5); // Increase size var angle = Math.random() * Math.PI * 2; var radius = ball.width * 0.75 * Math.sqrt(Math.random()); // Increase radius for bigger particles particle.x = ball.x + Math.cos(angle) * radius; particle.y = ball.y + Math.sin(angle) * radius; game.addChild(particle); } } }); var bg = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5 }); bg.x = 2048 / 2; bg.y = 2732 / 2 + 150; bg.alpha = 0.7; game.addChild(bg); var timerTxt = new Text2('00:00', { size: 150, fill: "#ffffff" }); timerTxt.anchor.set(0, 0); timerTxt.x = 50; timerTxt.y = 50; LK.gui.topLeft.addChild(timerTxt); // Initialize streak counter text display var streakCounterTxt = new Text2('Streak: 0', { size: 150, fill: "#ffffff" }); streakCounterTxt.anchor.set(1, 0); // Anchor to the top right streakCounterTxt.x = 2048 - 50; // Position to the right, with a margin streakCounterTxt.y = 50; // Same vertical position as timer LK.gui.topRight.addChild(streakCounterTxt); var gameTime = 100; var isGamePaused = false; var pauseGame = function pauseGame() { isGamePaused = true; }; var resumeGame = function resumeGame() { isGamePaused = false; }; // Cycle between direction1 and direction9 every .5 seconds var currentDirection = 1; var cycleDirections = function cycleDirections() { var directionAsset = 'direction' + currentDirection; var direction = LK.getAsset(directionAsset, { anchorX: 0.5, anchorY: 0.5 }); direction.x = direction.width / 2; // Position in bottom left corner direction.y = 2732 - direction.height / 2; game.addChild(direction); LK.setTimeout(function () { game.removeChild(direction); currentDirection = currentDirection === 9 ? 1 : currentDirection + 1; cycleDirections(); }, 500); }; cycleDirections(); // Commented out to pause cycling when basketball is clicked var timerInterval = LK.setInterval(function () { if (!isGamePaused) { gameTime--; if (gameTime <= 0) { LK.clearInterval(timerInterval); LK.showGameOver(); return; } 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 defender.distanceFromTarget(); var score = 0; var scoreMultiplier = 1; var ballShadow = LK.getAsset('ballShadow', { anchorX: 0.5, anchorY: 0.5 }); ballShadow.alpha = 0.5; game.addChild(ballShadow); var ball = game.addChild(new Ball()); var powerBall = game.addChild(new PowerBall()); powerBall.x = ball.x + ball.width / 2 + powerBall.width / 2 + 20; // Position powerball to the right of the ball powerBall.y = ball.y; // Align horizontally with the ball var hoopRim = game.addChild(new HoopRim()); ball.hitElement = ''; hoop.x = 2048 / 2; hoop.y = 2732 / 2; hoopRim.x = hoop.x; hoopRim.y = hoop.y + hoop.children[1].y - 250; ball.x = 2048 / 2; ball.on('down', function (obj) { if (!ball.hasThrown) { 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) { if (!ball.hasThrown) { var event = obj.event; dragStart = event.getLocalPosition(game); } }); 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 if (typeof powerBar2 !== 'undefined' && powerBar2) { powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3 } else { powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar1.height / 2 - 60; // Adjust position if powerBar2 is not defined } 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); } }); game.fireBall = function (obj) { if (dragStart !== null) { var event = obj.event; var pos = event.getLocalPosition(game); var dx = pos.x - dragStart.x; var dy = pos.y - dragStart.y; var angle = Math.atan2(dy, dx); ball.speed.x = -Math.cos(angle) * 72 * 1.76 * (0.9 + powerBall.powerLevel / 10) / 3 * 1.5; ball.speed.y = -Math.sin(angle) * 72 * 1.76 * (0.9 + powerBall.powerLevel / 10) * 1.5; ball.hasThrown = true; ball.hitElement = ''; game.removeChild(ball); game.addChild(ball); dragStart = null; } }; game.on('up', function (obj) { if (dragStart !== null) { var event = obj.event; var pos = event.getLocalPosition(game); ball.throwSpeed = (Date.now() - mouseDownTime) / 1000; 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); } } dragStart = null; }); var floorY = 2632 + 900 * (ball.scale.y - 1); ball.y = floorY - ball.height; LK.on('tick', function () { if (scoreMultiplier > 1 && !ball.hasThrown) { for (var i = 0; i < 2; i++) { var particle = new Particle(); particle.alpha = ball.alpha; var angle = Math.random() * Math.PI * 2; var radius = ball.width * 0.5 * Math.sqrt(Math.random()); particle.x = ball.x + Math.cos(angle) * radius; particle.y = ball.y + Math.sin(angle) * radius; game.addChild(particle); } } game.children.forEach(function (child) { if (child instanceof Particle) { child.move(); } }); var floorY = 2632 + 900 * (ball.scale.y - 1); ball.move(); if (ball.speed.y > 0) { game.removeChild(hoopRim); game.addChild(hoopRim); if (ball.distanceTo(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y) < ball.width / 2 + hoop.leftElement.width / 2) { ball.moveToDistance(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y, ball.width / 2 + hoop.leftElement.width / 2 + 1); ball.bounceOffPoint(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y, 0.5); ball.hitElement = 'left'; } if (ball.distanceTo(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y) < ball.width / 2 + hoop.rightElement.width / 2) { ball.moveToDistance(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y, ball.width / 2 + hoop.rightElement.width / 2 + 1); ball.bounceOffPoint(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y, 0.5); ball.hitElement = 'right'; } } ballShadow.x = ball.x; ballShadow.y = 1800 + ball.height / 2 + 500 * ball.scale.x; var scale = (1 - 2 * (ball.y - 2732 + ball.height) / 2732) * ball.scale.x; ballShadow.scale.set(scale); ballShadow.alpha = (1 - scale + 1) / 2 * ball.alpha; // Removed code that makes ball go in opposite direction if it intersects with hands // Check for intersection with defender and make ball disappear for 1 second if (ball.intersects(defender) && !ball.hasScored) { ball.visible = false; // Make ball invisible // Display miniball assets while ball is invisible var miniball1 = LK.getAsset('MiniBall', { anchorX: 0.5, anchorY: 0.5 }); miniball1.x = ball.x - 25; miniball1.y = ball.y - 25; game.addChild(miniball1); var miniball2 = LK.getAsset('miniball2', { anchorX: 0.5, anchorY: 0.5 }); miniball2.x = ball.x + 25; miniball2.y = ball.y - 25; game.addChild(miniball2); LK.setTimeout(function () { ball.visible = true; // Make ball visible after 1 second game.removeChild(miniball1); game.removeChild(miniball2); game.removeChild(miniball3); }, 1000); } if (ball.y + ball.height > floorY) { ball.y = floorY - ball.height; ball.speed.y *= -0.75; ballShadow.x = ball.x; ballShadow.visible = true; if (ball.hasThrown && !ball.hasScored) { ball.hasBounced = true; ball.x = 2048 / 2; currentStreak = 0; ball.y = floorY - ball.height; ball.speed.x = 0; ball.speed.y = 0; ball.hasThrown = false; ball.hasBounced = false; ball.scale.x = 1; ball.scale.y = 1; ball.alpha = 1; scoreMultiplier = 1; hoop.multiplierLabel.setText(''); hoop.x += 5; if (hoop.x > 2048 - hoop.width / 2) { hoop.x = hoop.width / 2; } hoopRim.x = hoop.x; } else if (ball.hasScored) { ball.x = 2048 / 2; ball.y = floorY - ball.height; ball.speed.x = 0; ball.speed.y = 0; ball.hasThrown = false; ball.hasScored = false; ball.hasBounced = false; ball.scale.x = 1; ball.scale.y = 1; if (ball.hitElement === '') { if (scoreMultiplier < 3) { scoreMultiplier++; } } else { scoreMultiplier = 1; } if (scoreMultiplier > 1) { hoop.multiplierLabel.setText('x' + scoreMultiplier); } else { hoop.multiplierLabel.setText(''); } ball.hitElement = ''; hoop.moveTo(Math.random() * (2048 - 1000) + 500, Math.random() * (2732 - 2000) + 1000, hoopRim); } } else if (ball.hasThrown && ball.intersects(hoop.hoopRimGraphics) && ball.speed.y > 0 && !ball.hasScored && !ball.hasBounced && ball.x > hoop.x + hoop.leftElement.x && ball.x < hoop.x + hoop.rightElement.x) { ball.hasScored = true; score += scoreMultiplier * 2; currentStreak += 1; if (currentStreak > longestStreak) { longestStreak = currentStreak; } // Generate flowers falling from the sky for (var i = 0; i < 10; i++) { // Generate 10 flowers var flower = new Flower(); flower.x = Math.random() * 2048; // Random x position across the screen width flower.y = -100; // Start just above the screen game.addChild(flower); } // Explosion effect removed if (score === 2024) { LK.showGameOver(); } else { hoop.scoreLabel.setText(score.toString()); hoop.setScore(score); } } });
===================================================================
--- original.js
+++ change.js
@@ -601,25 +601,18 @@
var miniball1 = LK.getAsset('MiniBall', {
anchorX: 0.5,
anchorY: 0.5
});
- miniball1.x = ball.x - 50;
- miniball1.y = ball.y - 50;
+ miniball1.x = ball.x - 25;
+ miniball1.y = ball.y - 25;
game.addChild(miniball1);
var miniball2 = LK.getAsset('miniball2', {
anchorX: 0.5,
anchorY: 0.5
});
- miniball2.x = ball.x;
- miniball2.y = ball.y - 50;
+ miniball2.x = ball.x + 25;
+ miniball2.y = ball.y - 25;
game.addChild(miniball2);
- var miniball3 = LK.getAsset('miniball3', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- miniball3.x = ball.x + 50;
- miniball3.y = ball.y - 50;
- game.addChild(miniball3);
LK.setTimeout(function () {
ball.visible = true; // Make ball visible after 1 second
game.removeChild(miniball1);
game.removeChild(miniball2);
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.