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perfect, the ball now drops, but the bug is that it drops EXACTLY at the position of the finger. it needs to remain on it's original X axis, and drop from that point
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now, since this game can be played on mobile, ensure the ball tracks the player''s finger alongside the screen, and it's only dropped when the finger is removed
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the visible hoop has been moved to the foreground container, but it only moves when I move my cursor on the screen. it should follow the panel regardless if I move my cursor or not
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the visible hoop has been moved to the foreground container, but it only moves when I move my cursor on the screen. it should follow the panel regardless if I move my cursor or not
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move the visiblehoop to the foregroundcontrainer, but ensure it remains attached to the panel so that it moves alongside it regardless if the cursor moves on the screen
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move the visiblehoop to the foregroundcontrainer, but ensure it remains attached to the panel so that it moves alongside it
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move the visiblehoop to the foregroundcontrainer
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move the visiblehoop to the foregroundlayer while keeping it attached to the panel
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move the visiblehoop to the foregroundlayer and the ball to the midground layer
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make the hoop invisible. not the visible hoop, but the original hoop asset
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make the hoop invisible
Code edit (2 edits merged)
Please save this source code
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move the visible hoop 100 pixls lower
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var visibleHoop = self.attachAsset('visibleHoop', {' Line Number: 115
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the visiblehoop should have it's x and y position relative to the panel expressed in pixels instead of being a divison relative to the hoop
Code edit (3 edits merged)
Please save this source code
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move the visiblehoop lower
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var visibleHoop = self.attachAsset('visibleHoop', {' Line Number: 115
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create a new asset called VisibleHoop and attach it to the panel, right below the hoop
Code edit (1 edits merged)
Please save this source code
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after the panel moves low enough on the screen, I asked you to stop it from moving lower, even if the ball scores a point. I need you to add an Y value to that variable, so I can change it myself, and define what value that represents\
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'direction')' in or related to this line: 'self.direction *= -1; // Revert the panel's direction' Line Number: 156
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after moving the panel lower, also revert it's direction
Code edit (1 edits merged)
Please save this source code
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move the hoop higher
/**** * Classes ****/ // BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 1000, scaleY: 2732 / 1000 }); }); // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 1; self.bounce = -0.7; self.update = function () { if (!isStuck) { self.speedY += self.gravity; self.y += self.speedY; if (self.y > 2732 - self.height / 2) { self.speedY *= self.bounce; self.y = 2732 - self.height / 2; } } else { self.x = cursorX; } }; }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Panel class var Panel = Container.expand(function () { var self = Container.call(this); var panelGraphics = self.attachAsset('panel', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; // 1 for moving right, -1 for moving left self.move = function () { self.x += panelSpeed * self.direction; if (self.x > 2048 - self.width / 2) { self.direction = -1; } else if (self.x < self.width / 2) { self.direction = 1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ var ball; var hoop; var score = 0; var isStuck = true; var cursorX = 1024; // Initialize cursorX to the center of the screen var scoreTxt; var panel; var panelSpeed = 10; // Initialize panel's speed var backgroundContainer = game.addChild(new BackgroundContainer()); backgroundContainer.x = 1024; // Center horizontally backgroundContainer.y = 1366; // Center vertically var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); function initGame() { ball = foregroundContainer.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 350; // Starting height panel = midgroundContainer.addChild(new Panel()); panel.x = 1024; // Center horizontally panel.y = 700; // Position from bottom hoop = panel.addChild(new Hoop()); hoop.x = 0; // Center horizontally hoop.y = 130; // Position from bottom var visibleHoop = panel.attachAsset('visibleHoop', { anchorX: 0.5, anchorY: 0.5, x: 0, // Position relative to the panel in pixels y: hoop.height // Position right below the hoop in pixels }); scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); cursorX = pos.x; }); game.on('down', function (obj) { isStuck = false; }); LK.on('tick', function () { ball.update(); panel.move(); checkScore(); if (ball.y >= 2732 - ball.height / 2 && !isStuck && !ball.scoring) { LK.showGameOver(); } }); } function checkScore() { if (ball.intersects(hoop) && !ball.scoring) { score += 1; scoreTxt.setText(score.toString()); ball.scoring = true; // Mark the ball as having scored ball.x = hoop.x + hoop.parent.x; // Move the ball's horizontal position to match the center of the hoop } // Handle ball reset if it has scored if (ball.y >= 2732 - ball.height / 2 && ball.scoring) { // Reset ball position for another drop ball.x = 1024; ball.y = 350; ball.speedY = 0; isStuck = true; ball.scoring = false; // Reset scoring status for the next drop var panelLowerLimit = 2400; // Define the lowest point the panel can move to if (panel.y < panelLowerLimit) { // Check if the panel is above the bottom of the screen panel.y += 100; // Move the panel 100 pixels lower } panelSpeed *= 1.05; // Increase the panel's speed by 20% } } initGame();
===================================================================
--- original.js
+++ change.js
@@ -101,9 +101,9 @@
panel.y = 700; // Position from bottom
hoop = panel.addChild(new Hoop());
hoop.x = 0; // Center horizontally
hoop.y = 130; // Position from bottom
- var visibleHoop = self.attachAsset('visibleHoop', {
+ var visibleHoop = panel.attachAsset('visibleHoop', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
// Position relative to the panel in pixels