User prompt
bounce off a white thing called a "backboard".
User prompt
The ball can bounce off the metal plate
User prompt
Now the metal plate is in the right place, all you need to do is to move the net just below the object called hoop.
User prompt
Align the part behind the hole from the right, so that the x-axis is at the end of the hole and the y-axis is above the hole, as in real life
User prompt
NO, PUT THE NET ON THE OLD SIDE, MOVE THE PLATE PART CONNECTED TO THE HOLE TO THE RIGHT
User prompt
Align the part behind the hole from the right, so that the x-axis is at the end of the hole and the y-axis is above the hole, as in real life
User prompt
No, do not enlarge the hole, leave it as it was before, just put the white part on the edge of the hole
User prompt
I have adjusted the required sizes, can you align the part connected to the hole of the hoop with these, just like the old size
User prompt
Make the hole really big, make the game easier, make the hole about 50% bigger
User prompt
Move Best score to the bottom right, make the hoop hole a little bigger
User prompt
Let there be a best score variable. Let it never reset. Show the highest score made up to that moment ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Put a restart button under the counter, when the button is pressed the time and scoreboard are NOT reset Only the position of the ball is reset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Put a restart button under the counter, when the button is pressed the time and scoreboard are NOT reset Only the position of the ball is reset
User prompt
Let the ball NOT be one kind of semi-opaque and one kind of opaque. the trace coming out from behind the ball, the dotted trace following the ball should be opaque one round, semi-opaque the next round and disappear the round after that, in the meantime, of course, new traces will appear. In every round except the first round there will be one opaque and one semi-opaque line, the next round the opaque one is semi-opaque. The opaque one will be semi-opaque, the semi-opaque one will disappear. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Destroy the pole. When the ball is thrown when travelling, a dotted trail should be left behind. When the ball is reset, its opacity should decrease too much. Let the trace disappear in the next one. So The type of throw: the line starts opaque The next round": the opacity decreases and a new trace appears The round after that: the trace disappears And so on for each type. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Lift the pole, your pot. Make the bounce of the mechanism attached to the hole in such a way that the balls bouncing there will enter any hole, or if it is going too fast, slow it down, let it enter the hole. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tie the pole behind the hoop, like real-life hoops, and let it extend to the ground. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the hoop a little bigger, make the hole a little bigger, add a pole to the hoop and the ball can bounce off this pole, the ball can also bounce off the part connected to the pole, but less. Also, when a basket is scored, the congratulatory text should light up and then disappear. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The up bar should be like the left bar, except that only the ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The up bar should be like the left bar, except that only the ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The up bar does not show the ascending and descending colour, only grey, make the colour look like the one on the left ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Now left at least both bars, for example, if it goes 10 when both bars are in the red, let it go 100, let it go closer to the basket in the middle, let it fly a lot in the red. Also place the up bar upright. If the screen is touched again after the ball has gone, the ball will come back again but the time and score will not be reset, the position of the ball will be reset but if it is touched after shooting ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When you hit the upward bar with a strong hit, the ball goes up from where it is. No matter how many reds are hit, it goes straight. Move the timer to the top right corner so it doesn't block the scoreboard. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the game starts, touch the screen once and the 1 minute time starts at the top. When one minute is up, so is the game. After touching the screen once, first a bar will appear that will change from red to green, this is the up bar, it shows how high it will go (red is high), and then a child will hover above the bar. Whenever the screen is pressed while moving around the bar, the ball moves up according to the power of the bar. Also, after selecting the ball, the top of the ball goes from left to right on the bar that turns red from left to right, this time the ball goes to the left as much as it is on the red bar. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Basketball = Container.expand(function () {
var self = Container.call(this);
var ball = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.isDragging = false;
self.isFlying = false;
self.gravity = 0.8;
self.bounce = 0.6;
self.startX = 200;
self.startY = 2000;
self.reset = function () {
self.x = self.startX;
self.y = self.startY;
self.velocityX = 0;
self.velocityY = 0;
self.isFlying = false;
self.isDragging = false;
};
self.shoot = function (targetX, targetY) {
var deltaX = targetX - self.x;
var deltaY = targetY - self.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var power = Math.min(distance / 8, 25);
self.velocityX = deltaX / distance * power;
self.velocityY = deltaY / distance * power;
self.isFlying = true;
self.isDragging = false;
};
self.update = function () {
if (self.isFlying) {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
// Check bounds
if (self.x < 0 || self.x > 2048 || self.y > 2732 + 100) {
self.reset();
}
// Simple ground bounce
if (self.y > 2600) {
self.y = 2600;
self.velocityY = -self.velocityY * self.bounce;
if (Math.abs(self.velocityY) < 2) {
self.reset();
}
}
}
};
return self;
});
var BasketballHoop = Container.expand(function () {
var self = Container.call(this);
var backboard = self.attachAsset('backboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 60,
y: -50
});
var hoop = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5,
y: 50
});
var net = self.attachAsset('net', {
anchorX: 0.5,
anchorY: 0,
y: 60,
alpha: 0.3,
width: 360
});
self.hoopY = 50;
self.hoopLeft = -180;
self.hoopRight = 180;
self.netBottom = 160;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var basketball = null;
var hoop = null;
var scoreTxt = null;
var timerTxt = null;
var trajectoryDots = [];
var lastTouchedRim = false;
// Trail system variables
var trailDots = [];
var maxTrailDots = 50;
var trailGenerations = []; // Track which generation each trail dot belongs to
var currentGeneration = 0;
// Game state variables
var gameStarted = false;
var gameTime = 60; // 60 seconds
var gameTimer = null;
var bestScore = storage.bestScore || 0;
// Power bar variables
var powerBar = null;
var powerBarBackground = null;
var powerBallIndicator = null;
var powerValue = 0;
var powerDirection = 1; // 1 for increasing, -1 for decreasing
var showingPowerBar = false;
// Direction bar variables
var directionBar = null;
var directionBarBackground = null;
var directionValue = 0;
var directionDirection = 1;
var showingDirectionBar = false;
// Create score display
scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0x000000
});
scoreTxt.anchor.set(0.3, 0);
scoreTxt.y = 20;
LK.gui.top.addChild(scoreTxt);
// Create timer display
timerTxt = new Text2('Touch to Start', {
size: 60,
fill: 0x000000
});
timerTxt.anchor.set(1, 0);
timerTxt.x = -20;
timerTxt.y = 20;
LK.gui.topRight.addChild(timerTxt);
// Create best score display
var bestScoreTxt = new Text2('Best: ' + bestScore, {
size: 60,
fill: 0x000000
});
bestScoreTxt.anchor.set(1, 1);
bestScoreTxt.x = -20;
bestScoreTxt.y = -20;
LK.gui.bottomRight.addChild(bestScoreTxt);
// Create restart button
var restartButton = LK.getAsset('restartButton', {
anchorX: 0.5,
anchorY: 0.5
});
restartButton.x = scoreTxt.x + 100;
restartButton.y = scoreTxt.y + 100;
LK.gui.top.addChild(restartButton);
// Create restart button text
var restartButtonText = new Text2('RESTART', {
size: 24,
fill: 0xffffff
});
restartButtonText.anchor.set(0.5, 0.5);
restartButtonText.x = restartButton.x;
restartButtonText.y = restartButton.y;
LK.gui.top.addChild(restartButtonText);
// Restart button functionality
restartButton.down = function (x, y, obj) {
// Only reset ball position, keep time and score
basketball.reset();
// Hide any active bars
showingPowerBar = false;
showingDirectionBar = false;
powerBarBackground.alpha = 0;
powerBar.alpha = 0;
powerBallIndicator.alpha = 0;
directionBarBackground.alpha = 0;
directionBar.alpha = 0;
// Reset trail system
currentGeneration++;
for (var i = 0; i < trailDots.length; i++) {
trailDots[i].alpha = 0;
trailGenerations[i] = -1;
}
// Hide trajectory
hideTrajectory();
// Reset rim touch state
lastTouchedRim = false;
};
// Create power bar (initially hidden)
powerBarBackground = LK.getAsset('powerBarBG', {
anchorX: 0.5,
anchorY: 0.5
});
powerBarBackground.x = 300;
powerBarBackground.y = 1800;
powerBarBackground.rotation = Math.PI / 2; // Rotate 90 degrees to make it vertical
powerBarBackground.alpha = 0;
game.addChild(powerBarBackground);
powerBar = LK.getAsset('powerBarFill', {
anchorX: 0,
anchorY: 0.5
});
powerBar.x = powerBarBackground.x;
powerBar.y = powerBarBackground.y + 200;
powerBar.rotation = Math.PI / 2; // Rotate 90 degrees to make it vertical
powerBar.width = 0;
powerBar.alpha = 0;
game.addChild(powerBar);
// Create power bar ball indicator
powerBallIndicator = LK.getAsset('powerBallIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
powerBallIndicator.x = powerBarBackground.x;
powerBallIndicator.y = powerBarBackground.y + 200;
powerBallIndicator.alpha = 0;
game.addChild(powerBallIndicator);
// Create direction bar (initially hidden)
directionBarBackground = LK.getAsset('directionBarBG', {
anchorX: 0.5,
anchorY: 0.5
});
directionBarBackground.x = 1024;
directionBarBackground.y = 2100;
directionBarBackground.alpha = 0;
game.addChild(directionBarBackground);
directionBar = LK.getAsset('directionBarFill', {
anchorX: 0,
anchorY: 0.5
});
directionBar.x = directionBarBackground.x - 200;
directionBar.y = directionBarBackground.y;
directionBar.width = 0;
directionBar.alpha = 0;
game.addChild(directionBar);
// Create basketball
basketball = game.addChild(new Basketball());
basketball.reset();
// Create hoop
hoop = game.addChild(new BasketballHoop());
hoop.x = 1700;
hoop.y = 1400;
// Create trajectory dots
for (var i = 0; i < 15; i++) {
var dot = LK.getAsset('trajectory', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
trajectoryDots.push(dot);
game.addChild(dot);
}
// Initialize trail dots pool
for (var i = 0; i < maxTrailDots; i++) {
var trailDot = LK.getAsset('trailDot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
trailDots.push(trailDot);
trailGenerations.push(-1); // Initialize with invalid generation
game.addChild(trailDot);
}
function updateTrajectory(startX, startY, endX, endY) {
var deltaX = endX - startX;
var deltaY = endY - startY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var power = Math.min(distance / 8, 25);
var velX = deltaX / distance * power;
var velY = deltaY / distance * power;
for (var i = 0; i < trajectoryDots.length; i++) {
var t = (i + 1) * 3;
var x = startX + velX * t;
var y = startY + velY * t + 0.8 * t * t / 2;
trajectoryDots[i].x = x;
trajectoryDots[i].y = y;
trajectoryDots[i].alpha = Math.max(0, 0.8 - i * 0.05);
if (y > 2732) {
trajectoryDots[i].alpha = 0;
}
}
}
function hideTrajectory() {
for (var i = 0; i < trajectoryDots.length; i++) {
trajectoryDots[i].alpha = 0;
}
}
function updateTrail() {
if (basketball.isFlying) {
// Find next available trail dot
for (var i = 0; i < trailDots.length; i++) {
if (trailDots[i].alpha <= 0.05) {
trailDots[i].x = basketball.x;
trailDots[i].y = basketball.y;
trailGenerations[i] = currentGeneration;
// Set opacity based on generation: current=1.0, previous=0.5, older=0.0
if (trailGenerations[i] === currentGeneration) {
trailDots[i].alpha = 1.0;
}
break;
}
}
}
// Update all trail dots based on their generation
for (var i = 0; i < trailDots.length; i++) {
if (trailGenerations[i] >= 0) {
var generationDiff = currentGeneration - trailGenerations[i];
if (generationDiff === 0) {
// Current generation: full opacity
trailDots[i].alpha = Math.max(0, trailDots[i].alpha - 0.02);
} else if (generationDiff === 1) {
// Previous generation: semi-transparent
trailDots[i].alpha = Math.max(0, Math.min(0.5, trailDots[i].alpha - 0.01));
} else {
// Older generations: disappear
trailDots[i].alpha = 0;
trailGenerations[i] = -1;
}
}
}
}
function startNewTrail() {
// Increment generation counter for new trail
currentGeneration++;
}
function checkScore() {
if (!basketball.isFlying) return;
var ballX = basketball.x;
var ballY = basketball.y;
var hoopX = hoop.x;
var hoopY = hoop.y + hoop.hoopY;
// Ball speed reduction mechanism near hoop entrance
var distanceToHoop = Math.sqrt((ballX - hoopX) * (ballX - hoopX) + (ballY - hoopY) * (ballY - hoopY));
if (distanceToHoop < 120 && basketball.velocityY > 0) {
var speed = Math.sqrt(basketball.velocityX * basketball.velocityX + basketball.velocityY * basketball.velocityY);
// If ball is moving too fast near the hoop, slow it down progressively
if (speed > 8) {
var reductionFactor = 0.92; // Reduce speed by 8% each frame when near hoop
basketball.velocityX *= reductionFactor;
basketball.velocityY *= reductionFactor;
}
// Additional gentle guidance towards hoop center if ball is close
if (distanceToHoop < 80) {
var pullStrength = 0.15;
var directionX = (hoopX - ballX) / distanceToHoop;
var directionY = (hoopY - ballY) / distanceToHoop;
basketball.velocityX += directionX * pullStrength;
basketball.velocityY += directionY * pullStrength;
}
}
// Check if ball is passing through hoop area
if (ballX > hoopX + hoop.hoopLeft && ballX < hoopX + hoop.hoopRight && ballY > hoopY && ballY < hoopY + 20 && basketball.velocityY > 0) {
// Check if it's a swish (didn't touch rim)
var congratsText;
if (!lastTouchedRim) {
LK.setScore(LK.getScore() + 2);
LK.getSound('swish').play();
congratsText = new Text2('SWISH!', {
size: 80,
fill: 0x00ff00
});
} else {
LK.setScore(LK.getScore() + 1);
congratsText = new Text2('SCORE!', {
size: 80,
fill: 0xffffff
});
}
// Display congratulatory text with animation
congratsText.anchor.set(0.5, 0.5);
congratsText.x = hoopX;
congratsText.y = hoopY - 100;
congratsText.alpha = 0;
congratsText.scaleX = 0.5;
congratsText.scaleY = 0.5;
game.addChild(congratsText);
// Animate congratulatory text
tween(congratsText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(congratsText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8,
y: congratsText.y - 50
}, {
duration: 700,
easing: tween.easeIn,
onFinish: function onFinish() {
game.removeChild(congratsText);
}
});
}
});
scoreTxt.setText('Score: ' + LK.getScore());
// Update best score if current score is higher
if (LK.getScore() > bestScore) {
bestScore = LK.getScore();
storage.bestScore = bestScore;
bestScoreTxt.setText('Best: ' + bestScore);
}
basketball.reset();
lastTouchedRim = false;
}
// Check rim collision
if (Math.abs(ballX - hoopX) < 70 && Math.abs(ballY - hoopY) < 20) {
if (ballX < hoopX + hoop.hoopLeft + 10 || ballX > hoopX + hoop.hoopRight - 10) {
lastTouchedRim = true;
LK.getSound('bounce').play();
}
}
// Check backboard collision
if (ballX > hoopX + 50 && ballX < hoopX + 70 && ballY > hoopY - 100 && ballY < hoopY + 100 && basketball.velocityX > 0) {
basketball.velocityX = -basketball.velocityX * 0.8;
lastTouchedRim = true;
LK.getSound('bounce').play();
}
}
game.down = function (x, y, obj) {
// Start game on first touch
if (!gameStarted) {
gameStarted = true;
startGameTimer();
return;
}
// Handle power bar selection
if (showingPowerBar && !basketball.isFlying) {
// Lock in power value and show direction bar
showingPowerBar = false;
powerBarBackground.alpha = 0;
powerBar.alpha = 0;
powerBallIndicator.alpha = 0;
showingDirectionBar = true;
directionBarBackground.alpha = 1;
directionBar.alpha = 1;
return;
}
// Handle direction bar selection
if (showingDirectionBar && !basketball.isFlying) {
// Lock in direction and shoot
showingDirectionBar = false;
directionBarBackground.alpha = 0;
directionBar.alpha = 0;
// Calculate combined power and direction with multiplicative scaling
var basePower = powerValue / 400; // Normalize to 0-1
var directionFactor = directionValue / 400; // Normalize to 0-1
// When both are in red (high values), multiply for dramatic effect
var combinedPowerMultiplier = 1 + basePower * directionFactor * 9; // Can go up to 10x when both are max
var finalVerticalPower = basePower * 25 * combinedPowerMultiplier;
var finalHorizontalPower = directionFactor * 15 * combinedPowerMultiplier;
basketball.velocityX = finalHorizontalPower; // Horizontal movement based on direction
basketball.velocityY = -finalVerticalPower; // Negative for upward movement
basketball.isFlying = true;
basketball.isDragging = false;
lastTouchedRim = false;
startNewTrail();
return;
}
// Start power bar if ball is ready and game is running
if (gameStarted && !basketball.isFlying && !showingPowerBar && !showingDirectionBar) {
showingPowerBar = true;
powerBarBackground.alpha = 1;
powerBar.alpha = 1;
powerBallIndicator.alpha = 1;
powerValue = 0;
powerDirection = 1;
// Reset ball position but keep time and score
basketball.reset();
}
};
game.move = function (x, y, obj) {
// No dragging mechanics needed anymore
};
game.up = function (x, y, obj) {
// No drag release mechanics needed anymore
};
function startGameTimer() {
timerTxt.setText('Time: 60');
gameTimer = LK.setInterval(function () {
gameTime--;
timerTxt.setText('Time: ' + gameTime);
if (gameTime <= 0) {
LK.clearInterval(gameTimer);
LK.showGameOver();
}
}, 1000);
}
function updatePowerBar() {
if (!showingPowerBar) return;
powerValue += powerDirection * 8;
if (powerValue >= 400) {
powerValue = 400;
powerDirection = -1;
} else if (powerValue <= 0) {
powerValue = 0;
powerDirection = 1;
}
powerBar.height = powerValue;
powerBar.y = powerBarBackground.y + 200 - powerValue;
// Color changes from green (low power) to red (high power) - matching direction bar
var greenAmount = Math.floor(255 * (1 - powerValue / 400));
var redAmount = Math.floor(255 * (powerValue / 400));
powerBar.tint = redAmount << 16 | greenAmount << 8 | 0;
// Update ball indicator position to move up and down with power value
powerBallIndicator.y = powerBarBackground.y + 200 - powerValue;
}
function updateDirectionBar() {
if (!showingDirectionBar) return;
directionValue += directionDirection * 6;
if (directionValue >= 400) {
directionValue = 400;
directionDirection = -1;
} else if (directionValue <= 0) {
directionValue = 0;
directionDirection = 1;
}
directionBar.width = directionValue;
// Red on the left side (more left direction)
var redAmount = Math.floor(255 * (directionValue / 400));
var greenAmount = Math.floor(255 * (1 - directionValue / 400));
directionBar.tint = redAmount << 16 | greenAmount << 8 | 0;
}
game.update = function () {
if (gameStarted) {
updatePowerBar();
updateDirectionBar();
}
// Keep ball always opaque
basketball.alpha = 1.0;
updateTrail();
checkScore();
}; ===================================================================
--- original.js
+++ change.js
@@ -76,9 +76,10 @@
var net = self.attachAsset('net', {
anchorX: 0.5,
anchorY: 0,
y: 60,
- alpha: 0.3
+ alpha: 0.3,
+ width: 360
});
self.hoopY = 50;
self.hoopLeft = -180;
self.hoopRight = 180;