User prompt
it doesn't play when clicking play again
User prompt
when yarn is jumping play snd_yarn
User prompt
play snd_meow when isBouncingUp = true
User prompt
play sndbasket when basketball intersects with touchdown
User prompt
make sure cat music loops and never stops
User prompt
play snd_bonus when bonus is instantiated
User prompt
when basketball intersects with obstacle 01 play snd_wood
User prompt
play snd_throw, when throw
User prompt
when the game starts play and loop snd_catmusic
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'catImage.x += stepX;' Line Number: 489
User prompt
Ensure sbSwipe appears above the basketball when the basketball is triggered
User prompt
Ensure sbSwipe appears above the catimage when the basketball is triggered
User prompt
Ensure sbSwipe appears above the catimage when the basketball is triggered
User prompt
everything seems good except the fact sbswipe does not appear correctly
User prompt
when cat jumps towards the basketball instantiates sbswipe on cat for 0.5 seconds and destroy it
User prompt
make sure sb swipe is on the top layer
User prompt
make sure sb swipe appears above the cat
User prompt
when cat connects with the ball instantiates sbswipe on cat for 0.5 seconds and destroy it
User prompt
before calling game over, make sure to set the score to LK.setScore
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = basketball.x - catImage.x;' Line Number: 479
User prompt
Migrate to the latest version of LK
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: catImagedata is not defined' in or related to this line: 'if (catImagedata !== null && data !== undefined) {' Line Number: 469
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: 0
});
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: 0
});
});
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
****/
// Initialize the game with a light blue background to simulate the sky
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Function to check if two objects are within a certain distance of each other
// Initialize shape assets for the game
// Initialize image assets for the game
function checkProximity(obj1, obj2, distance) {
var dx = obj1.x - obj2.x;
var dy = obj1.y - obj2.y;
return Math.sqrt(dx * dx + dy * dy) < distance + 10; // Increased proximity distance
}
// Function to display random text at one of four possible positions on the screen
function displayRandomText() {
// Clear existing timer if any
if (textDisplayTimer) {
LK.clearTimeout(textDisplayTimer);
}
// Select random text from the pool
var textIndex = Math.floor(Math.random() * textDisplayPool.length);
var selectedText = textDisplayPool[textIndex];
// Select random position
var positionIndex = Math.floor(Math.random() * textDisplayPositions.length);
var selectedPosition = textDisplayPositions[positionIndex];
// Create and display the text
var displayText = new Text2(selectedText, {
size: 50,
fill: "#ffffff" // White color for visibility
});
displayText.x = selectedPosition.x;
displayText.y = selectedPosition.y;
game.addChild(displayText);
// Fade out and remove the text after a short duration
LK.setTimeout(function () {
displayText.destroy();
}, 3000); // Display each text for 3 seconds
// Set a new timer for the next text display
var nextDisplayDelay = Math.floor(Math.random() * (textDisplayIntervalMax - textDisplayIntervalMin + 1)) + textDisplayIntervalMin;
textDisplayTimer = LK.setTimeout(displayRandomText, nextDisplayDelay);
}
var smiley, ciImage, catImage;
// Initialize text display properties
var textDisplayPool = ["Meow", "Meow?", "Meow!", "...Meow", "Me-ow"];
var textDisplayPositions = [{
x: 215,
y: 800
},
// Top-left
{
x: 1850,
y: 778
},
// Top-right
{
x: 685,
y: 1315
},
// Middle
{
x: 1448,
y: 2400
} // Bottom-right
];
var textDisplayIntervalMin = 7000; // Minimum interval in milliseconds
var textDisplayIntervalMax = 12000; // Maximum interval in milliseconds
var textDisplayTimer = null;
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 with hover animation
var sky = LK.getAsset('Sky', {
anchorX: 0.5,
anchorY: 0.5
});
sky.x = 1024; // Center horizontally
sky.y = 300; // Initial vertical position
game.addChild(sky);
// Initialize hover movement variables
var hoverAmplitudeX = 100; // Horizontal movement range
var hoverAmplitudeY = 50; // Vertical movement range
var hoverSpeed = 0.02; // Speed of the hover movement
var hoverAngle = 0; // Starting angle for sine wave calculation
LK.on('tick', function () {
hoverAngle += hoverSpeed;
sky.x = 1024 + Math.sin(hoverAngle) * hoverAmplitudeX; // Horizontal hover
sky.y = 300 + Math.cos(hoverAngle) * hoverAmplitudeY; // Vertical hover
// Dynamically update scoreTxt position to be centered with sky
scoreTxt.x = sky.x;
scoreTxt.y = sky.y + sky.height / 2 + scoreTxt.height / 2 - 340;
;
});
var scoreTxt = new Text2(score.toString(), {
size: 100,
fill: "#000000"
});
// Ensure score text is on the upper layer by adding sky first, then scoreTxt
game.addChild(sky);
game.addChild(scoreTxt);
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 = [];
// Start displaying text at random positions
displayRandomText();
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;
// Add a 20% chance to score an additional point and create a bonus above hoops
if (Math.random() < 0.20) {
score += 1; // Increment score by an additional point
scoreTxt.setText(score.toString()); // Update the score display
// Create and display a bonus above the hoop
var bonus = LK.getAsset('Bonus', {
anchorX: 0.4,
anchorY: -0.2
});
bonus.x = hoop.x;
bonus.y = hoop.y - hoop.height / 2 - bonus.height / 2; // Position above the hoop
game.addChild(bonus);
// Fade out and remove the bonus after a short duration
LK.setTimeout(function () {
bonus.destroy();
}, 2000); // Display the bonus for 2 seconds
}
// 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 or cat intersects with basketball
game.children.forEach(function (child) {
if ((child instanceof Yarn || child === catImage) && checkProximity(basketball, child, 300) && !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 intersecting object to the basketball
basketball["throw"](power, angle, horizontalSpeed);
}
});
// Spawn yarn inside the playspace when score equals to 2 or higher
if (score >= 5 && !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 and Cat images and move them top right and add them to the top layer
// Create CI and Cat images and move them top right and add them to the top layer
if (score % 3 == 0 && score != 0) {
if (!ciImage) {
ciImage = LK.getAsset('CI', {
anchorX: 0.5,
anchorY: 0.5
});
ciImage.x = 175;
ciImage.y = 1550;
game.addChild(ciImage);
}
if (catImage) {
catImage.destroy();
catImage = null;
}
} else {
if (ciImage) {
ciImage.destroy(); // Correctly destroy ciImage using .destroy() method
ciImage = null;
}
if (!catImage) {
catImage = LK.getAsset('Cat', {
anchorX: 0.5,
anchorY: 0.5
});
catImage.x = 175;
catImage.y = 1550; // Adjust y position to match initial setup
game.addChild(catImage);
// Initialize bounce count and state
var bounceCount = 0;
var isBouncingUp = true;
var jumpTowardsBasketball = function jumpTowardsBasketball() {
if (catImagedata !== null && data !== undefined) {
var dx = basketball.x - catImage.x;
}
var dy = basketball.y - catImage.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var jumpSpeedX = dx / (distance / 10); // Adjust horizontal speed based on distance
var jumpSpeedY = dy / (distance / 10); // Adjust vertical speed based on distance
// Gradual transition towards basketball
var transitionToBasketball = function transitionToBasketball() {
var transitionInterval = LK.setInterval(function () {
var dx = basketball.x - catImage.x;
var dy = basketball.y - catImage.y;
var stepX = dx * 0.1; // Move 10% of the distance per tick
var stepY = dy * 0.1; // Move 10% of the distance per tick
catImage.x += stepX;
catImage.y += stepY;
// Check if close enough to consider as overlapped
if (Math.abs(dx) < 5 && Math.abs(dy) < 5) {
LK.clearInterval(transitionInterval);
catImage.x = basketball.x; // Ensure exact overlap
catImage.y = basketball.y; // Ensure exact overlap
}
}, 16); // Run every frame (assuming 60fps, 1000ms/60)
};
transitionToBasketball();
};
// Delayed bounce animation
LK.setTimeout(function () {
var bounceAnimation = LK.setInterval(function () {
if (isBouncingUp) {
catImage.y -= 30; // Move up
} else {
catImage.y += 30; // Move down
}
// Change direction at the peak of the bounce
if (catImage.y <= 1450 || catImage.y >= 1550) {
isBouncingUp = !isBouncingUp;
if (!isBouncingUp) {
bounceCount++;
}
}
// After 8 bounces, jump towards the basketball and initiate fade out
if (bounceCount >= 8) {
LK.clearInterval(bounceAnimation);
jumpTowardsBasketball(); // Initiate jump towards basketball
// Start fade out process after intersecting with basketball
LK.setTimeout(function () {
var fadeOutInterval = LK.setInterval(function () {
catImage.alpha -= 0.1; // Increase opacity decrease rate for faster fade out
if (catImage.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
catImage.destroy(); // Destroy cat image after faster fade out
}
}, 25); // Maintain fade out interval
}, 250); // Start fade out 0.25 seconds after intersection for faster execution
}
}, 50); // Adjust timing for bounce speed
}, 2000); // Further delay the start of the bounce animation by 2 seconds
}
}
});
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.