User prompt
the cat doesnt properly transition gradually towards the basketball
User prompt
catimage does nothing now, fix it
User prompt
you've messed the script up, it's supposed to be Cat that jumps towards the ball and not yarn
Code edit (1 edits merged)
Please save this source code
User prompt
cat behavior is to do nothing for 5 to 9 seconds, then bounce up and down quickly and then jump towards the basketball, if they both collide execute a left click
User prompt
only execute ci related stuff if the score is higher than 2
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: ciImage is not defined' in or related to this line: 'if (!ciImage) {' Line Number: 342
Code edit (1 edits merged)
Please save this source code
User prompt
ci is still present, its not working fix it
User prompt
i can still see CI image even after Cat is instanciated, fix the problem
Code edit (1 edits merged)
Please save this source code
User prompt
fix it
Code edit (1 edits merged)
Please save this source code
User prompt
i can still see CI on screen after the score is higher than 2, MAKE SURE CI IS DELETED ACCORDINGLY
User prompt
CI or CI Image or CI child or whatever does not get destroyed properlyu
Code edit (5 edits merged)
Please save this source code
User prompt
cat image is not spawned properly after CI is destroyed
Code edit (1 edits merged)
Please save this source code
User prompt
CI and Cat cannot be active at the same time
User prompt
Please fix the bug: 'ReferenceError: catImage is not defined' in or related to this line: 'if (!catImage) {' Line Number: 356
User prompt
CI does not get destroyed properly
Code edit (22 edits merged)
Please save this source code
User prompt
if score = 3, destroy CI and replace it with Cat
Code edit (1 edits merged)
Please save this source code
/****
* Classes
****/
// Assets will be automatically generated based on usage in the code.
var Basketball = Container.expand(function () {
var self = Container.call(this);
self.ballGraphics = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 0;
self.gravity = 0.5;
self.isThrown = false;
self.scored = false; // Add a flag to track if the ball has scored
self["throw"] = function (power, angle, horizontalSpeed) {
self.speedY = -power / 2;
self.speedX = horizontalSpeed;
self.isThrown = true;
self.scored = false; // Reset the scored flag when the ball is thrown
};
self.update = function () {
if (self.isThrown) {
self.y += self.speedY;
self.x += self.speedX;
self.speedY += self.gravity;
self.ballGraphics.rotation -= 0.1;
}
};
});
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('Character', {
anchorX: 1,
anchorY: 1
});
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('Cloud', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -2;
self.scaleSpeed = 0.01;
self.update = function () {
self.x += self.speedX;
self.scaleX += self.scaleSpeed;
self.scaleY += self.scaleSpeed;
if (self.scaleX > 1.5 || self.scaleX < 0.5) {
self.scaleSpeed = -self.scaleSpeed;
}
};
});
var Hoop = Container.expand(function () {
var self = Container.call(this);
var hoopGraphics = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5
});
self.moveSpeed = 2;
self.update = function () {
self.x = touchdown.x;
self.y = touchdown.y;
};
self.parent = touchdown;
});
var Obstacle01 = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('Obstacle01', {
anchorX: 0.8,
anchorY: -0.35,
alpha: 1
});
self.parent = touchdown;
});
var Touchdown = Container.expand(function () {
var self = Container.call(this);
var touchdownGraphics = self.attachAsset('Touchdown', {
anchorX: 4.7,
anchorY: -1.25,
alpha: 1
});
});
var Yarn = Container.expand(function () {
var self = Container.call(this);
var yarnGraphics = self.attachAsset('Yarn', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -10;
self.jumpHeight = 2 * self.height; // Twice its height
self.originalY = 0; // To be set on spawn
self.jumpIntervalMin = 5000; // Minimum jump interval in milliseconds
self.jumpIntervalMax = 9000; // Maximum jump interval in milliseconds
self.isJumping = false; // Track if currently jumping
self.update = function () {
self.x += self.speedX;
// If the yarn hits the left or right edge of the screen, reverse its direction
if (self.x < 100 || self.x > 2210 - self.width) {
self.speedX = -self.speedX;
}
// Implement jump logic
if (!self.isJumping) {
self.isJumping = true;
var jumpDuration = 500; // Reduced jump up and down duration for snappier movement
var jumpDelay = Math.floor(Math.random() * (self.jumpIntervalMax - self.jumpIntervalMin + 1)) + self.jumpIntervalMin;
LK.setTimeout(function () {
// Jump up
var jumpUp = LK.setInterval(function () {
if (self.y > self.originalY - self.jumpHeight) {
self.y -= 10;
} else {
LK.clearInterval(jumpUp);
// Jump down
var jumpDown = LK.setInterval(function () {
if (self.y < self.originalY) {
self.y += 10;
} else {
self.y = self.originalY;
LK.clearInterval(jumpDown);
self.isJumping = false;
}
}, jumpDuration / self.jumpHeight);
}
}, jumpDuration / self.jumpHeight);
}, jumpDelay);
}
// Rotate the yarn depending on which X it's heading towards
if (self.speedX > 0) {
yarnGraphics.rotation += 0.1;
} else {
yarnGraphics.rotation -= 0.1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to simulate sky
});
/****
* Game Code
****/
var smiley;
var basketball = game.addChild(new Basketball());
var character = game.addChild(new Character());
character.x = 550;
character.y = 2732;
var hoop = game.addChild(new Hoop());
basketball.x = 400;
basketball.y = 2732 - 450; // Start near the bottom
hoop.x = 2048 / 2;
hoop.y = 2732 / 4; // Position the hoop in the upper part of the screen
var score = 0;
// Create sky and position it at the top of the screen
var sky = LK.getAsset('Sky', {
anchorX: 0.5,
anchorY: 0.5
});
sky.x = 800 / 2;
sky.y = 300;
game.addChild(sky);
var scoreTxt = new Text2(score.toString(), {
size: 100,
fill: "#000000"
});
game.addChild(scoreTxt);
scoreTxt.x = sky.x - 10;
scoreTxt.y = sky.y - 0;
var touchdown = new Touchdown();
var obstacle01 = game.addChild(new Obstacle01());
obstacle01.x = 2048 / 2;
obstacle01.y = 2732 / 2;
touchdown.x = 2048 / 2;
touchdown.y = 2732 / 2;
game.addChild(touchdown);
// Draw and center the Board on the screen
var board = LK.getAsset('Board', {
anchorX: 0.5,
anchorY: 0.5
});
board.x = 2048 / 2;
board.y = 3532 / 2;
game.addChildAt(board, 0);
game.on('down', function (obj) {
if (!basketball.isThrown) {
var event = obj.event;
var pos = event.getLocalPosition(game);
// Calculate the arc between the ball and the hoop
var dx = hoop.x - basketball.x;
var dy = hoop.y - basketball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx) / 2; // Reduce the angle of the throw
var power = (2732 - pos.y) / 30;
var horizontalSpeed = Math.abs(basketball.x - pos.x) / 100; // Calculate the horizontal speed based on the distance from the click to the basketball
basketball["throw"](power, angle, horizontalSpeed);
// Make the character hop a little bit vertically
character.y -= 50;
LK.setTimeout(function () {
character.y += 50;
}, 200);
}
});
var clouds = [];
LK.on('tick', function () {
if (LK.ticks % 360 == 0) {
var newCloud = new Cloud();
newCloud.x = 2048;
newCloud.y = Math.random() * 800;
newCloud.scaleX = newCloud.scaleY = Math.random() * 300 + 50; // Increase size variation
clouds.push(newCloud);
game.addChildAt(newCloud, 0);
}
for (var i = clouds.length - 1; i >= 0; i--) {
clouds[i].update();
if (clouds[i].x < -500) {
clouds[i].destroy();
clouds.splice(i, 1);
}
}
game.setChildIndex(basketball, game.children.length - 1);
basketball.update();
hoop.update();
// Check for scoring
if (basketball.intersects(touchdown) && !basketball.scored) {
score += 1;
scoreTxt.setText(score.toString());
basketball.scored = true; // Set the scored flag to true
// Move basketball down slowly
basketball.speedY = 2;
basketball.speedX = 0;
basketball.gravity = 0;
// Fade out the ball progressively until it disappears
var fadeOutInterval = LK.setInterval(function () {
basketball.ballGraphics.alpha -= 0.05;
if (basketball.ballGraphics.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
basketball.destroy();
basketball = game.addChild(new Basketball());
basketball.x = 400;
basketball.y = 2732 - 450;
basketball.isThrown = false;
basketball.ballGraphics.rotation = 0;
basketball.ballGraphics.alpha = 1.0;
}
}, 100);
// Stop the ball from moving down after 2 seconds
LK.setTimeout(function () {
basketball.speedY = 0;
}, 2000);
// Respawn touchdown
LK.setTimeout(function () {
touchdown.destroy(); // Destroy the previous instance of touchdown
touchdown = new Touchdown();
touchdown.x = Math.random() * 1024 + 1024; // Random x position in the middle or right side of the screen
touchdown.y = Math.random() * 1366 + 1366 / 2; // Random y position in the middle or top side of the screen
game.addChild(touchdown);
// Move hoop and obstacle01 to the new touchdown position
hoop.x = touchdown.x;
hoop.y = Math.max(touchdown.y, 1366 / 2); // Ensure hoop doesn't go too low
obstacle01.x = touchdown.x;
obstacle01.y = Math.max(touchdown.y, 1366 / 2); // Ensure obstacle01 doesn't go too low
}, 2000);
}
// Update Yarn instances
game.children.forEach(function (child) {
if (child instanceof Yarn) {
child.update();
}
});
// Implement game over if the basketball goes off-screen
if (basketball.y > 2732) {
LK.showGameOver();
}
// Trigger basketball throw when yarn intersects with basketball
game.children.forEach(function (child) {
if (child instanceof Yarn && basketball.intersects(child) && !basketball.isThrown) {
var dx = hoop.x - basketball.x;
var dy = hoop.y - basketball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx) / 2; // Reduce the angle of the throw
var power = Math.abs(dy) / 30;
var horizontalSpeed = Math.abs(dx) / 100; // Calculate the horizontal speed based on the distance from the yarn to the basketball
basketball["throw"](power, angle, horizontalSpeed);
}
});
// Spawn yarn inside the playspace when score equals to 0 or higher
if (score >= 1 && !game.children.some(function (child) {
return child instanceof Yarn;
})) {
var yarn = game.addChild(new Yarn());
yarn.x = 1850; // Center of the playspace
yarn.y = 2625; // Center of the playspace
yarn.originalY = yarn.y; // Set the original Y position on spawn
}
// Check for collision with Obstacle01 only if the basketball has not scored
if (!basketball.scored && basketball.intersects(obstacle01)) {
// Bounce the basketball in the opposite direction
basketball.speedY = -basketball.speedY;
basketball.speedX = -basketball.speedX;
}
// Check if yarn exists
var yarnExists = game.children.some(function (child) {
return child instanceof Yarn;
});
// If yarn exists, destroy smiley_image
if (yarnExists && smiley) {
smiley.destroy();
smiley = null;
} else if (!smiley) {
// Create smiley image and center it on the screen on the top layer
smiley = LK.getAsset('smiley_image', {
anchorX: 0.5,
anchorY: 0.5
});
smiley.x = 1849;
smiley.y = 2624;
game.addChild(smiley);
}
// Create CI image and move it top right and add it to the top layer
var ciImage = LK.getAsset('CI', {
anchorX: 0.5,
anchorY: 0.5
});
ciImage.x = 2048 - ciImage.width / 2;
ciImage.y = ciImage.height / 2;
game.addChild(ciImage);
});
2d basketball in the art style of final fantasy 9. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d basketball hoop net in the art style of final fantasy 9 , just the ring and the net. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a back alley. The goal is to capture a lively and playful location. No skies.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of clouds. The goal is to capture a lively and playful location... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a yarn ball. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a Cat. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of the word ''Bonus''. The goal is to capture a lively and playful text. The letter "O" in Bonus should be a basketball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon sideways claw swipe effect just the scratches in orange. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.