User prompt
It is still too heavy
User prompt
Make the ball more easier to throw
User prompt
The basketball is too heavy, make it easier to throw
User prompt
Generate the first version of the source code for the game Basketball Hoop Shpt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Basketball Hoop Shot
Initial prompt
A game where you aim a basketball and try to shoot into the hoop
/**** * 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; // 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 > 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; 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; ball.rotation = 0; }; 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) { var ballInZone = ball.x >= self.x + self.scoringZone.x && ball.x <= self.x + self.scoringZone.x + self.scoringZone.width && ball.y >= self.y + self.scoringZone.y && ball.y <= self.y + self.scoringZone.y + self.scoringZone.height; // Check if ball is moving downward through the hoop if (ballInZone && ball.velocityY > 0 && ball.lastY < self.y + self.scoringZone.y && !ball.hasScored) { ball.hasScored = true; LK.getSound('score').play(); // Animate net tween(net, { scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(net, { scaleY: 1 }, { duration: 200 }); } }); return true; } return false; }; return self; }); /**** * Initialize Game ****/ // Game variables var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game variables // Basketball assets // Hoop assets // Trajectory line // Sounds //Minimalistic tween library for animations var basketball = null; var hoop = null; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var trajectoryDots = []; var score = 0; var scoreTxt = null; // 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); // Trajectory preview dots for (var i = 0; i < 15; i++) { var dot = LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); trajectoryDots.push(dot); game.addChild(dot); } function updateTrajectory(startX, startY, endX, endY) { var powerX = (endX - startX) * 0.25; var powerY = (endY - startY) * 0.25; for (var i = 0; i < trajectoryDots.length; i++) { var t = i * 2; var x = startX + powerX * t; var y = startY + powerY * t + 0.5 * 0.5 * t * t; trajectoryDots[i].x = x; trajectoryDots[i].y = y; trajectoryDots[i].alpha = isDragging ? Math.max(0, 1 - i * 0.07) : 0; } } function hideTrajectory() { for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].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) { updateTrajectory(basketball.x, basketball.y, x, y); } }; game.up = function (x, y, obj) { if (isDragging) { isDragging = false; hideTrajectory(); // Calculate shooting power var powerX = (x - dragStartX) * 0.25; var powerY = (y - dragStartY) * 0.25; // Limit power var maxPower = 30; var power = Math.sqrt(powerX * powerX + powerY * powerY); if (power > maxPower) { powerX = powerX / power * maxPower; powerY = powerY / power * maxPower; } basketball.shoot(powerX, powerY); } }; // Main game loop game.update = function () { // Check for scoring if (basketball.isMoving && hoop.checkScore(basketball)) { score++; 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(); }, 1000); } // Update trajectory preview if (isDragging) { // Trajectory is updated in move handler } };
===================================================================
--- original.js
+++ change.js
@@ -177,10 +177,10 @@
trajectoryDots.push(dot);
game.addChild(dot);
}
function updateTrajectory(startX, startY, endX, endY) {
- var powerX = (endX - startX) * 0.15;
- var powerY = (endY - startY) * 0.15;
+ var powerX = (endX - startX) * 0.25;
+ var powerY = (endY - startY) * 0.25;
for (var i = 0; i < trajectoryDots.length; i++) {
var t = i * 2;
var x = startX + powerX * t;
var y = startY + powerY * t + 0.5 * 0.5 * t * t;
@@ -217,10 +217,10 @@
if (isDragging) {
isDragging = false;
hideTrajectory();
// Calculate shooting power
- var powerX = (x - dragStartX) * 0.15;
- var powerY = (y - dragStartY) * 0.15;
+ var powerX = (x - dragStartX) * 0.25;
+ var powerY = (y - dragStartY) * 0.25;
// Limit power
var maxPower = 30;
var power = Math.sqrt(powerX * powerX + powerY * powerY);
if (power > maxPower) {
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