User prompt
The dots when aiming don’t appear
User prompt
I want the hoop to teleport to another location when resetting after scoring ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The hoop does not teleport to another location when resetting after scoring ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove the background that uses multiple assets and add a only one asset background
Code edit (2 edits merged)
Please save this source code
User prompt
Make the hoop move when the ball resets after shooting into it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a background which is only one asset
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Add a background
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It does not work when the ball is too fast
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You can’t score
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Make it also count when it goes from above but diagonally
User prompt
Make the score always count when the ball goes into net from above
User prompt
Make the score count when the ball goes through the net and then goes into it
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Make the power lower when you don’t drag the ball that much
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When the ball goes inside the net (From above) the score increases by 5 and the ball bounces out the net
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Reduce it by 1.5
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Reduce ball power by 2 and make the ball can’t go out the screen in any direction
User prompt
The ball shooting power should be decreased by 5x and make the ball can’t go out the screen in any direction
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The ball shooting power is still too low. Make it that high that it can shoot almost to the top of the screen
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Make ball shooting power 4x higher
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Make the ball shooting power 3x stronger
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Make the ball shooting power 2x more ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the player ball throwing power much more higger
Code edit (1 edits merged)
Please save this source code
User prompt
It is still too heavy
/**** * 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 ****/ //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 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) * 86.4; var powerY = (endY - startY) * 86.4; 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) * 86.4; var powerY = (y - dragStartY) * 86.4; // 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); } }; // 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) * 28.8;
- var powerY = (endY - startY) * 28.8;
+ var powerX = (endX - startX) * 86.4;
+ var powerY = (endY - startY) * 86.4;
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;
@@ -217,12 +217,12 @@
if (isDragging) {
isDragging = false;
hideTrajectory();
// Calculate shooting power
- var powerX = (x - dragStartX) * 28.8;
- var powerY = (y - dragStartY) * 28.8;
+ var powerX = (x - dragStartX) * 86.4;
+ var powerY = (y - dragStartY) * 86.4;
// Limit power
- var maxPower = 30;
+ var maxPower = 90;
var power = Math.sqrt(powerX * powerX + powerY * powerY);
if (power > maxPower) {
powerX = powerX / power * maxPower;
powerY = powerY / power * maxPower;
Basketball 2d 2d facing the front of the camera In-Game asset. 2d. High contrast.
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