User prompt
Make the arrow a little bit lower than the finger to see it
User prompt
Remove the line and only keep the arrow
User prompt
Somehow make the line point forward
User prompt
Only check if shots less or equal to 0 on reset to let you use your last shot
User prompt
Only check if shots = 0 on reset to let you use your last shot
User prompt
Add 180 to the rotation
User prompt
Make it point forward
User prompt
Make the line direction flipped
User prompt
It still points backwards fix direction
User prompt
The line is pointing backwards it should point forward
User prompt
The line is pointing backwards
User prompt
Instead of trajectory dots add a line that stretches from ball to finger on aim and an arrow at the finger
User prompt
Add a shots counter which decreases on each shot (starts at 10) and if you lose all shots game over
User prompt
Make the coins have a sin up-down floating animation βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the coins not spin
User prompt
Add a coin collect sound
User prompt
Add coins that give 3 score when you throw the ball at them, the coins move to other places when reset βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make 10 dots between the ball and the finger with each being the same distance to each other
User prompt
Make the dots not GUI based so it can be normal
User prompt
They still move in random directions and disappear fix that
User prompt
Make the dots donβt break the game
User prompt
The hoop, the net and the backboard should all move when resetting after scoring, also keep track of did you score so the hoop net and backboard only move when you both resetted and scoref βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the dots appear in front of everything
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Basketball = Container.expand(function () {
var self = Container.call(this);
// Visual components
var ball = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
var lines = self.attachAsset('basketballLines', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
// Physics properties
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.5;
self.bounce = 0.7;
self.isMoving = false;
self.hasScored = false;
self.hasThroughNet = false;
// Initialize last positions for collision detection
self.lastX = 0;
self.lastY = 0;
self.update = function () {
if (self.isMoving) {
// Store last position
self.lastX = self.x;
self.lastY = self.y;
// Apply physics
self.velocityY += self.gravity;
self.x += self.velocityX;
self.y += self.velocityY;
// Rotate ball based on movement
ball.rotation += self.velocityX * 0.02;
// Check boundaries
if (self.x < 40 || self.x > 2008) {
self.velocityX *= -self.bounce;
self.x = self.x < 40 ? 40 : 2008;
}
if (self.y < 40) {
self.y = 40;
self.velocityY *= -self.bounce;
}
if (self.y > 2692) {
self.y = 2692;
self.velocityY *= -self.bounce;
self.velocityX *= 0.9; // Friction
if (Math.abs(self.velocityY) < 2) {
self.isMoving = false;
self.velocityX = 0;
self.velocityY = 0;
}
}
}
};
self.shoot = function (powerX, powerY) {
self.velocityX = powerX;
self.velocityY = powerY;
self.isMoving = true;
self.hasScored = false;
self.hasThroughNet = false;
LK.getSound('shoot').play();
};
self.reset = function () {
self.x = 1024;
self.y = 2400;
self.velocityX = 0;
self.velocityY = 0;
self.isMoving = false;
self.hasScored = false;
self.hasThroughNet = false;
ball.rotation = 0;
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
// Visual component
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
// Properties
self.hasBeenHit = false;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
// Store last position for collision detection
self.lastX = self.x;
self.lastY = self.y;
};
self.startFloating = function () {
// Create continuous sine wave floating animation
var floatUp = function floatUp() {
tween(self, {
y: self.y - 20
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: floatDown
});
};
var floatDown = function floatDown() {
tween(self, {
y: self.y + 20
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: floatUp
});
};
floatUp();
};
self.checkCollision = function (ball) {
// Check if ball intersects with coin
if (ball.intersects(self) && !self.hasBeenHit) {
self.hasBeenHit = true;
// Play coin collect sound
LK.getSound('coinCollect').play();
// Animate coin collection
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
return true;
}
return false;
};
self.moveToNewPosition = function () {
// Move to new random position
var newX = 200 + Math.random() * 1648; // Random X between 200 and 1848
var newY = 400 + Math.random() * 1200; // Random Y between 400 and 1600
self.x = newX;
self.y = newY;
self.hasBeenHit = false;
self.scaleX = 1;
self.scaleY = 1;
self.alpha = 1;
// Start floating animation
self.startFloating();
};
return self;
});
var Hoop = Container.expand(function () {
var self = Container.call(this);
// Backboard
var backboard = self.attachAsset('backboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 0
});
// Hoop rim
var rim = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5,
y: 50
});
// Net
var net = self.attachAsset('net', {
anchorX: 0.5,
anchorY: 0,
y: 70,
alpha: 0.6
});
// Scoring zone (invisible)
self.scoringZone = {
x: -90,
y: 45,
width: 180,
height: 30
};
self.checkScore = function (ball) {
// Define scoring zone boundaries
var zoneLeft = self.x + self.scoringZone.x;
var zoneRight = self.x + self.scoringZone.x + self.scoringZone.width;
var zoneTop = self.y + self.scoringZone.y;
var zoneBottom = self.y + self.scoringZone.y + self.scoringZone.height;
// Check if ball is currently in zone
var ballInZone = ball.x >= zoneLeft && ball.x <= zoneRight && ball.y >= zoneTop && ball.y <= zoneBottom;
// Check if ball's trajectory crossed through the scoring zone from above
var crossedFromAbove = false;
if (ball.lastY < zoneTop && ball.y >= zoneTop && ball.velocityY > 0) {
// Calculate where the ball was when it crossed the top of the zone
var timeToZone = (zoneTop - ball.lastY) / (ball.y - ball.lastY);
var crossX = ball.lastX + (ball.x - ball.lastX) * timeToZone;
// Check if the crossing point is within the horizontal bounds
if (crossX >= zoneLeft && crossX <= zoneRight) {
crossedFromAbove = true;
}
}
// Score if ball crossed from above or is in zone moving downward
if ((ballInZone || crossedFromAbove) && ball.velocityY > 0 && !ball.hasScored) {
ball.hasThroughNet = true;
ball.hasScored = true;
// Make ball bounce out of the net
ball.velocityY = -Math.abs(ball.velocityY) * 0.3; // Reverse and reduce Y velocity
ball.velocityX *= 0.7; // Reduce X velocity slightly
// Animate net
tween(net, {
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(net, {
scaleY: 1
}, {
duration: 200
});
}
});
LK.getSound('score').play();
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
// Game variables
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
//Minimalistic tween library for animations
// Sounds
// Trajectory line
// Hoop assets
// Basketball assets
// Game variables
var basketball = null;
var hoop = null;
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
var aimArrow = null;
var score = 0;
var scoreTxt = null;
var hasJustScored = false;
var coins = [];
var numCoins = 3;
var shots = 10;
var shotsTxt = null;
// Add single background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
// Initialize game elements
basketball = game.addChild(new Basketball());
basketball.reset();
hoop = game.addChild(new Hoop());
hoop.x = 1024;
hoop.y = 800;
// Score display
scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Shots counter display
shotsTxt = new Text2('Shots: 10', {
size: 80,
fill: 0xFFFFFF
});
shotsTxt.anchor.set(0.5, 0);
shotsTxt.x = 0;
shotsTxt.y = 100;
LK.gui.top.addChild(shotsTxt);
// Aim arrow
aimArrow = game.addChild(LK.getAsset('aimArrow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
// Initialize coins
for (var i = 0; i < numCoins; i++) {
var coin = game.addChild(new Coin());
coin.moveToNewPosition();
coins.push(coin);
}
function updateAimLine(startX, startY, endX, endY) {
var deltaX = endX - startX;
var deltaY = endY - startY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Position arrow at finger position (slightly below finger for visibility)
aimArrow.x = endX;
aimArrow.y = endY + 60;
// Rotate arrow to point in shooting direction (opposite of drag direction)
aimArrow.rotation = Math.atan2(deltaY, deltaX);
// Show arrow when dragging
aimArrow.alpha = isDragging ? 0.8 : 0;
}
function hideAimLine() {
aimArrow.alpha = 0;
}
// Game input handling
game.down = function (x, y, obj) {
if (!basketball.isMoving) {
// Check if touch is near basketball
var dx = x - basketball.x;
var dy = y - basketball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
isDragging = true;
dragStartX = x;
dragStartY = y;
}
}
};
game.move = function (x, y, obj) {
if (isDragging) {
updateAimLine(basketball.x, basketball.y, x, y);
}
};
game.up = function (x, y, obj) {
if (isDragging) {
isDragging = false;
hideAimLine();
// Calculate shooting power based on drag distance
var deltaX = x - dragStartX;
var deltaY = y - dragStartY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var powerMultiplier = Math.min(distance / 100, 1) * 28.8;
var powerX = deltaX * powerMultiplier;
var powerY = deltaY * powerMultiplier;
// Limit power
var maxPower = 90;
var power = Math.sqrt(powerX * powerX + powerY * powerY);
if (power > maxPower) {
powerX = powerX / power * maxPower;
powerY = powerY / power * maxPower;
}
basketball.shoot(powerX, powerY);
// Decrease shots counter
shots--;
shotsTxt.setText('Shots: ' + shots);
}
};
// Main game loop
game.update = function () {
// Check for scoring
if (basketball.isMoving && hoop.checkScore(basketball)) {
score += 5;
scoreTxt.setText('Score: ' + score);
LK.setScore(score);
hasJustScored = true;
}
// Check coin collisions
for (var i = 0; i < coins.length; i++) {
if (coins[i].checkCollision(basketball)) {
score += 3;
scoreTxt.setText('Score: ' + score);
LK.setScore(score);
}
}
// Reset ball if it goes off screen or stops moving
if (!basketball.isMoving && (basketball.y > 2500 || basketball.x < -100 || basketball.x > 2148)) {
LK.setTimeout(function () {
basketball.reset();
// Teleport hoop, net, and backboard to a new random position when ball resets after scoring
if (hasJustScored) {
var newX = 300 + Math.random() * 1448; // Random X between 300 and 1748
var newY = 600 + Math.random() * 400; // Random Y between 600 and 1000
hoop.x = newX;
hoop.y = newY;
// Move all coins to new positions
for (var i = 0; i < coins.length; i++) {
coins[i].moveToNewPosition();
}
hasJustScored = false; // Reset the flag
}
// Check for game over after ball reset
if (shots <= 0) {
LK.showGameOver();
}
}, 1000);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -303,11 +303,11 @@
function updateAimLine(startX, startY, endX, endY) {
var deltaX = endX - startX;
var deltaY = endY - startY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
- // Position arrow at finger position
+ // Position arrow at finger position (slightly below finger for visibility)
aimArrow.x = endX;
- aimArrow.y = endY;
+ aimArrow.y = endY + 60;
// Rotate arrow to point in shooting direction (opposite of drag direction)
aimArrow.rotation = Math.atan2(deltaY, deltaX);
// Show arrow when dragging
aimArrow.alpha = isDragging ? 0.8 : 0;
Basketball 2d 2d facing the front of the camera In-Game asset. 2d. High contrast.
Silver coin. In-Game asset. 2d. High contrast. No shadows
Basketball net. Just the net not the hoop side view 2d 2d side view just the not the hoop or backboard In-Game asset. 2d. High contrast. No shadows
Black arrow pointing up. In-Game asset. 2d. High contrast. No shadows