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Adjust the basketball hoop as follows: Make the rim (the hoop ring) noticeably wider than standard, to allow the ball to pass through more easily. Ensure the net and rim opening are forgiving — the ball should not frequently get stuck or bounce off unfairly. Soften the collision edges around the rim: Shots that are slightly off-center should still have a good chance to go in. Reduce collision sensitivity on the rim edge (less "bounciness" or rejection). Keep the visual appearance natural, but prioritize smooth, satisfying scoring over realism. Optional (for better feel): Add swish animations or slowed-down entry effects to reward clean shots. Slightly widen the hitbox inside the rim, invisible to the player, to guide borderline shots in. This makes the hoop feel fair, responsive, and enjoyable, especially in early or casual levels. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Adjust the basketball hoop as follows: Make the rim (the hoop ring) noticeably wider than standard, to allow the ball to pass through more easily. Ensure the net and rim opening are forgiving — the ball should not frequently get stuck or bounce off unfairly. Soften the collision edges around the rim: Shots that are slightly off-center should still have a good chance to go in. Reduce collision sensitivity on the rim edge (less "bounciness" or rejection). Keep the visual appearance natural, but prioritize smooth, satisfying scoring over realism. Optional (for better feel): Add swish animations or slowed-down entry effects to reward clean shots. Slightly widen the hitbox inside the rim, invisible to the player, to guide borderline shots in. This makes the hoop feel fair, responsive, and enjoyable, especially in early or casual levels. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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In every level (or selected levels), implement the following rule: Once the player releases the ball (after dragging and shooting): Start a strict 3-second countdown. During this time, allow the ball to move, bounce, or score. Do not wait for the ball to stop moving. After exactly 3 seconds, the level must end immediately, no matter what: ✅ If the objective was completed during those 3 seconds → mark as success. ❌ If the objective was not completed → mark as fail. Even if the ball keeps rolling or is mid-air — ignore it — just end the level after 3 seconds. Optional (visual polish): Show a visible timer countdown (e.g., top of screen). Fade the screen out after 3 seconds while showing result ("Success!" or "Failed"). This ensures fast, responsive level transitions, and avoids long waiting due to slow or endless ball movement. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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In every level (or specific levels), implement the following behavior: Once the player releases the ball (drag and release): Start a 3-second timer immediately. During these 3 seconds: If the ball scores within the first second, mark the level as success, but do not end immediately. If the ball scores after 1 second, or doesn’t score, it is considered fail. Regardless of success or failure, end the level exactly 3 seconds after the shot was released. Summary: ✅ Score within 1s → Success (but level ends after 3s total). ❌ Score after 1s or miss → Fail (level ends after 3s). No waiting for the ball to fully stop; always end after 3 seconds from release. Show result ("Success" or "Fail") just before transitioning. This ensures fast-paced gameplay with instant feedback, while still giving time for dramatic shots to land. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '__colorFlash_current_tick')' in or related to this line: 'LK.effects.flashObject(hoop.rimFront, 0xFF6600, 300);' Line Number: 1084
User prompt
For a specific level, implement the following behavior: Once the player releases the ball (after dragging and shooting): Start a 3-second countdown immediately. If the player successfully scores within the first second (1 second after release): Display a "Success!" message or animation. Allow a brief pause, then automatically proceed to the next level. If the player scores after 1 second, or misses entirely, then: After the full 3 seconds pass, display "Fail" or "Game Over". Restart the level or reset the game, depending on your design. Additional Behavior: During the 3-second window, no input should be accepted (freeze drag/shoot). Optionally show a countdown timer or effect. Clearly indicate success or failure with color, text, or animation. This system adds time pressure and encourages quick precision shots, creating a dynamic challenge for that level. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Design the basketball hoop with a clean, realistic side profile: The backboard should be rotated exactly 90 degrees, so only its side (thickness) is visible. Do not show the front face of the backboard. The visible side should appear as a slim vertical bar, attached to the right wall. The rim (hoop) must be: Properly aligned to extend horizontally toward the left, as it would in a real side-facing setup. Center-mounted on the visible thickness of the board. Drawn in perspective so it appears like you’re looking at the basket directly from the side. The net should: Hang down naturally from the rim. React with physics when the ball passes through. Be stylized or semi-realistic, but always match the side view. Extra Details: Add a small support bracket connecting the rim to the board for realism. The entire hoop assembly must appear attached to the right wall, not floating. No backboard face should be visible — only the thin edge profile. Keep proportions true to a real basketball hoop but simplify for clean 2D or isometric art. This setup provides a minimalist yet realistic side-view hoop perfect for skill-based physics gameplay. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Set up the game so that: All four edges of the screen (top, bottom, left, right) act as solid walls. The ball should collide and bounce off these walls according to real-world physics: Use accurate angle-based reflection: Angle of incidence = angle of reflection The ball should lose a small amount of speed with each bounce to simulate friction or energy loss. Ball Physics Details: Apply realistic gravity, velocity, and friction values to the ball. Ensure the ball reacts differently based on how hard and from what angle it hits a surface. Shots can include bank shots off the walls — this should be part of gameplay strategy. Additional Suggestions: Add bouncing sound effects when the ball hits any wall. Use a small bounce animation or particle effect for extra visual feedback. Make sure wall collisions do not glitch or trap the ball. This environment makes the court feel like a fully enclosed arena, allowing for advanced trick shots and more skill-based gameplay using realistic physics. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Implement a system where: Each level has a specific objective (e.g., "Score with 1 bounce", "Make it in one shot", "Don’t touch the wall"). If the player fails to complete the objective, the game should: Immediately show a "Game Over" screen. After a short delay (e.g., 2 seconds), restart the game from Level 1. Display a message indicating the reason for failure, such as: "Objective Failed: You touched the wall" "Missed the hoop" "You didn’t bounce" Optional enhancements: Add a fade-out animation or sound effect for failure. Reset all progress or allow the player to retry the level (depending on design choice). This ensures that each level’s challenge must be met, increasing difficulty and focus, while creating a satisfying retry loop. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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oyun kaybedilince 1.nölüme geri dönülsün
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Design the basketball hoop to be: Always located on the right side of the screen, attached to the right wall. Rendered with a realistic, side-facing angle, so the player sees the hoop from a slight 3/4 perspective (as if shooting from the side). Include visible rim depth, a mounted backboard, and a slightly angled net to enhance realism. Make the hoop a physical object, so the ball can: Bounce off the rim, backboard, and even drop through the net with real physics. Respond naturally to different shot angles and power levels. Per-Level Adjustments: In each level, the hoop’s: Height, angle, or distance from the ball can vary based on the challenge. May require bank shots, trick angles, or timed releases depending on the level's goal. Examples: Level 1: Hoop is fixed, centered vertically on the right wall. Level 3: Hoop slightly tilted or placed higher for bank shot. Level 5+: Hoop interacts with moving walls or obstacles. Level 10+: Hoop may shake, tilt, or have smaller rims for difficulty. Visual and Gameplay Enhancements: Use shadows and light to reinforce the 3D angle and depth of the hoop. Add a realistic net animation when scoring. Include audio feedback (rim hit, swish, backboard bounce). Display a level-specific challenge text like "Bounce off one wall" or "Score without touching the rim". This will give the game a more immersive and satisfying basketball experience with visually believable hoops and progressively challenging shot setups. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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In every level of the game, position the basketball hoop as follows: The hoop should be attached to the right wall, slightly above ground level. The hoop must always be rotated at a side angle, so that it appears to be facing toward the player (toward the left side of the screen). The net should have a semi-3D effect, showing depth, making it look like you're shooting into the side of the hoop, not frontally. The hoop and backboard are visibly mounted on the right wall. Ensure the hoop's position remains consistent across all levels (right side), but its height and slight tilt can vary per level to increase difficulty. Use shading or perspective lines to emphasize the side angle and wall attachment. The backboard can be partially visible, giving a realistic impression that it’s sticking out from the wall. Optional: Add subtle shadowing on the wall for depth. Include net movement or swish animation when the ball scores. Make sure the ball’s collision aligns correctly with the hoop’s angled shape. This setup gives the player a side-shot challenge in every level, making gameplay more engaging and visually dynamic. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
In every level of the game: The basketball should start at the center of the screen. Its position should be horizontally and vertically centered: x = screenWidth / 2, y = screenHeight / 2. The ball must be static at the beginning, waiting for the player to drag and release to shoot. Ensure that no obstacles or UI elements block the ball's initial position. The player should be able to drag from this central starting point in any direction, allowing flexible shot angles. For better user experience, show a small shadow or ring under the ball to emphasize it's draggable and ready to shoot. This setup provides a neutral, balanced starting point and makes the shot feel fair and consistent across all levels. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
top daha ortada olsun
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The player can pull the ball much further using the mouse. The dragging distance should be extended to allow for more control over shot strength. The further the player pulls the ball back, the stronger and faster the shot should be. Implement a maximum drag limit, and when the player pulls to that limit, the shot becomes full power. Include a visual cue (e.g., stretching line or power bar) to show how much strength the shot will have. Make the mechanic feel responsive and smooth, suitable for desktop play. Ensure that: Even small mouse movements cause noticeable power differences. Maximum power can only be achieved by pulling the ball to the far edge of the allowed drag radius. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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topu daha güçlü çekebileyim
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topu çekme limitimi arttır
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arka plan daha koyu renk olsun sağ tarafta duara dayalı gerçek bir pta olsun , basketbl topu çok daha büyük olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Basket Bounce Challenge
Initial prompt
Create a colorful, level-based basketball game where the player pulls and releases the ball to shoot it into the basket. The game includes 20 unique levels, and each level becomes progressively more difficult. Core Mechanics: The player interacts by dragging and releasing the ball (slingshot mechanic). Each level has a fixed basketball hoop placed on the right side of the screen. The game is vibrant and colorful, with smooth physics and satisfying animations. Level Progression Examples: Level 1: Simple straight shot – hoop is stationary and centered on the right side. Level 2: Hoop is at a higher or steeper angle – still static. Level 3: Player must bounce the ball once off a wall to score. Level 4: Two walls – a bank shot puzzle begins. Level 5-10: Obstacles are introduced (spikes, rotating blocks). Level 11+: The hoop begins to move horizontally or vertically. Level 15+: Limited attempts or time-based mechanics. Level 20: Final challenge – multiple bounces, moving hoop, and precision required. Additional Features: Each level displays a goal (e.g., "Bounce off one wall", "Make it in one shot"). Add particle effects when the ball scores. Show level complete animations and smooth transitions. Include a level select screen and unlock progression system. Design with a friendly, playful aesthetic, suitable for casual players but challenging for completionists.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Backboard = Container.expand(function () { var self = Container.call(this); var pole = self.attachAsset('backboardPole', { anchorX: 0.5, anchorY: 1 }); pole.x = 0; pole.y = 0; var board = self.attachAsset('backboard', { anchorX: 0.5, anchorY: 1 }); board.x = 0; board.y = -50; return self; }); var Basketball = Container.expand(function () { var self = Container.call(this); var ball = self.attachAsset('basketball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.isLaunched = false; self.gravity = 0.3; self.bounceDecay = 0.8; self.startX = 0; self.startY = 0; self.reset = function () { self.x = self.startX; self.y = self.startY; self.velocityX = 0; self.velocityY = 0; self.isLaunched = false; }; self.launch = function (forceX, forceY) { self.velocityX = forceX; self.velocityY = forceY; self.isLaunched = true; LK.getSound('launch').play(); }; self.update = function () { if (self.isLaunched) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; // Bounce off screen edges if (self.x <= 80 || self.x >= 1968) { self.velocityX = -self.velocityX * self.bounceDecay; self.x = self.x <= 80 ? 80 : 1968; LK.getSound('bounce').play(); } if (self.y <= 80) { self.velocityY = -self.velocityY * self.bounceDecay; self.y = 80; LK.getSound('bounce').play(); } } }; return self; }); var Hoop = Container.expand(function () { var self = Container.call(this); var backboard = self.addChild(new Backboard()); backboard.x = 0; backboard.y = 0; var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); hoopGraphics.x = 0; hoopGraphics.y = -80; self.isMoving = false; self.moveSpeed = 2; self.moveDirection = 1; self.minX = 1600; self.maxX = 1900; self.minY = 200; self.maxY = 2000; self.moveHorizontal = true; self.update = function () { if (self.isMoving) { if (self.moveHorizontal) { self.x += self.moveSpeed * self.moveDirection; if (self.x <= self.minX || self.x >= self.maxX) { self.moveDirection *= -1; } } else { self.y += self.moveSpeed * self.moveDirection; if (self.y <= self.minY || self.y >= self.maxY) { self.moveDirection *= -1; } } } }; return self; }); var RotatingBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('rotatingBlock', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.05; self.update = function () { blockGraphics.rotation += self.rotationSpeed; }; return self; }); var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('spike', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var TrajectoryDot = Container.expand(function () { var self = Container.call(this); var dot = self.attachAsset('trajectory', { anchorX: 0.5, anchorY: 0.5 }); dot.alpha = 0.6; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ // Game state var currentLevel = storage.currentLevel || 1; var maxLevel = storage.maxLevel || 1; var gameState = 'playing'; // playing, levelComplete, gameOver var attempts = 0; var maxAttempts = 0; var scored = false; var levelGoal = ''; // Game objects var basketball = null; var hoop = null; var walls = []; var spikes = []; var rotatingBlocks = []; var trajectoryDots = []; // Input tracking var isDragging = false; var dragStartX = 0; var dragStartY = 0; // Level definitions var levels = [ // Level 1-4: Basic shots { ballX: 200, ballY: 2400, hoopX: 1848, hoopY: 400, goal: 'Make your first shot!', walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 200, ballY: 2400, hoopX: 1848, hoopY: 800, goal: 'Higher target challenge!', walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 1024, ballY: 2400, hoopX: 1848, hoopY: 600, goal: 'Straight shot challenge!', walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 500, ballY: 2000, hoopX: 1848, hoopY: 800, goal: 'Angle your shot!', walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, // Level 5-10: Bank shots and obstacles { ballX: 200, ballY: 2200, hoopX: 1600, hoopY: 600, goal: 'Bounce off one wall!', walls: [{ x: 1024, y: 1366, width: 30, height: 400 }], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 300, ballY: 2300, hoopX: 1200, hoopY: 500, goal: 'Avoid the spikes!', walls: [], spikes: [{ x: 800, y: 1500 }], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 1700, ballY: 2200, hoopX: 400, hoopY: 700, goal: 'Navigate the rotating block!', walls: [], spikes: [], rotatingBlocks: [{ x: 1024, y: 1366 }], movingHoop: false, maxAttempts: 0 }, { ballX: 1024, ballY: 2400, hoopX: 1024, hoopY: 400, goal: 'Multiple walls challenge!', walls: [{ x: 600, y: 1800, width: 30, height: 200 }, { x: 1448, y: 1200, width: 30, height: 200 }], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 200, ballY: 2000, hoopX: 1600, hoopY: 800, goal: 'Precision bank shot!', walls: [{ x: 1024, y: 1366, width: 400, height: 30 }], spikes: [{ x: 1200, y: 1100 }], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 1500, ballY: 2300, hoopX: 500, hoopY: 600, goal: 'Complex obstacle course!', walls: [{ x: 800, y: 1600, width: 30, height: 300 }], spikes: [{ x: 1000, y: 1200 }, { x: 600, y: 1000 }], rotatingBlocks: [{ x: 1200, y: 1800 }], movingHoop: false, maxAttempts: 0 }, // Level 11-19: Moving hoops and restrictions { ballX: 1024, ballY: 2400, hoopX: 1024, hoopY: 800, goal: 'Hit the moving hoop!', walls: [], spikes: [], rotatingBlocks: [], movingHoop: true, maxAttempts: 0 }, { ballX: 400, ballY: 2200, hoopX: 1200, hoopY: 600, goal: 'Moving target with walls!', walls: [{ x: 1024, y: 1500, width: 30, height: 300 }], spikes: [], rotatingBlocks: [], movingHoop: true, maxAttempts: 0 }, { ballX: 1600, ballY: 2300, hoopX: 600, hoopY: 700, goal: 'One shot only!', walls: [], spikes: [{ x: 1024, y: 1366 }], rotatingBlocks: [], movingHoop: false, maxAttempts: 1 }, { ballX: 300, ballY: 2100, hoopX: 1500, hoopY: 500, goal: 'Moving hoop precision!', walls: [{ x: 800, y: 1200, width: 200, height: 30 }], spikes: [{ x: 1200, y: 1500 }], rotatingBlocks: [], movingHoop: true, maxAttempts: 3 }, { ballX: 1024, ballY: 2500, hoopX: 1024, hoopY: 400, goal: 'Vertical moving hoop!', walls: [{ x: 500, y: 1366, width: 30, height: 400 }, { x: 1548, y: 1366, width: 30, height: 400 }], spikes: [], rotatingBlocks: [], movingHoop: true, maxAttempts: 0 }, { ballX: 200, ballY: 2000, hoopX: 1600, hoopY: 800, goal: 'Ultimate obstacle course!', walls: [{ x: 600, y: 1600, width: 30, height: 200 }, { x: 1200, y: 1000, width: 200, height: 30 }], spikes: [{ x: 800, y: 1300 }, { x: 1400, y: 1400 }], rotatingBlocks: [{ x: 1000, y: 1800 }], movingHoop: false, maxAttempts: 2 }, { ballX: 1700, ballY: 2200, hoopX: 400, hoopY: 600, goal: 'Moving maze challenge!', walls: [{ x: 800, y: 1800, width: 30, height: 300 }, { x: 1200, y: 1200, width: 30, height: 300 }], spikes: [{ x: 600, y: 1500 }, { x: 1000, y: 1000 }], rotatingBlocks: [{ x: 1400, y: 1600 }], movingHoop: true, maxAttempts: 3 }, { ballX: 1024, ballY: 2600, hoopX: 1024, hoopY: 300, goal: 'Narrow passage challenge!', walls: [{ x: 400, y: 1366, width: 30, height: 600 }, { x: 1648, y: 1366, width: 30, height: 600 }], spikes: [{ x: 1024, y: 1800 }, { x: 1024, y: 900 }], rotatingBlocks: [], movingHoop: false, maxAttempts: 1 }, { ballX: 500, ballY: 2400, hoopX: 1500, hoopY: 500, goal: 'Complex moving target!', walls: [{ x: 700, y: 1500, width: 200, height: 30 }, { x: 1300, y: 1000, width: 200, height: 30 }], spikes: [{ x: 900, y: 1800 }, { x: 1100, y: 1300 }], rotatingBlocks: [{ x: 1024, y: 1900 }], movingHoop: true, maxAttempts: 2 }, // Level 20: Ultimate challenge { ballX: 1024, ballY: 2500, hoopX: 1024, hoopY: 400, goal: 'Ultimate Basket Challenge!', walls: [{ x: 300, y: 1366, width: 30, height: 400 }, { x: 800, y: 1800, width: 200, height: 30 }, { x: 1248, y: 1800, width: 200, height: 30 }, { x: 1748, y: 1366, width: 30, height: 400 }], spikes: [{ x: 600, y: 1600 }, { x: 1024, y: 1200 }, { x: 1448, y: 1600 }], rotatingBlocks: [{ x: 512, y: 1000 }, { x: 1536, y: 1000 }], movingHoop: true, maxAttempts: 1 }]; // UI elements var levelText = new Text2('Level 1', { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); var goalText = new Text2('', { size: 40, fill: 0xFFFF00 }); goalText.anchor.set(0.5, 0); goalText.y = 80; LK.gui.top.addChild(goalText); var attemptsText = new Text2('', { size: 35, fill: 0xFFFFFF }); attemptsText.anchor.set(1, 0); LK.gui.topRight.addChild(attemptsText); function initializeLevel(levelNum) { if (levelNum > levels.length || levelNum < 1) return; // Clear existing objects if (basketball) basketball.destroy(); if (hoop) hoop.destroy(); walls.forEach(function (wall) { wall.destroy(); }); spikes.forEach(function (spike) { spike.destroy(); }); rotatingBlocks.forEach(function (block) { block.destroy(); }); trajectoryDots.forEach(function (dot) { dot.destroy(); }); walls = []; spikes = []; rotatingBlocks = []; trajectoryDots = []; var level = levels[levelNum - 1]; // Create basketball basketball = game.addChild(new Basketball()); basketball.x = level.ballX; basketball.y = level.ballY; basketball.startX = level.ballX; basketball.startY = level.ballY; // Create hoop hoop = game.addChild(new Hoop()); hoop.x = level.hoopX; hoop.y = level.hoopY; hoop.isMoving = level.movingHoop; // Create walls level.walls.forEach(function (wallData) { var wall = game.addChild(new Wall()); wall.x = wallData.x; wall.y = wallData.y; if (wallData.width) { wall.scaleX = wallData.width / 200; } if (wallData.height) { wall.scaleY = wallData.height / 30; } walls.push(wall); }); // Create spikes level.spikes.forEach(function (spikeData) { var spike = game.addChild(new Spike()); spike.x = spikeData.x; spike.y = spikeData.y; spikes.push(spike); }); // Create rotating blocks level.rotatingBlocks.forEach(function (blockData) { var block = game.addChild(new RotatingBlock()); block.x = blockData.x; block.y = blockData.y; rotatingBlocks.push(block); }); // Reset game state gameState = 'playing'; attempts = 0; maxAttempts = level.maxAttempts; scored = false; levelGoal = level.goal; // Update UI levelText.setText('Level ' + levelNum); goalText.setText(levelGoal); updateAttemptsText(); } function updateAttemptsText() { if (maxAttempts > 0) { attemptsText.setText('Attempts: ' + attempts + '/' + maxAttempts); } else { attemptsText.setText('Attempts: ' + attempts); } } function checkCollisions() { if (!basketball.isLaunched) return; // Check wall collisions walls.forEach(function (wall) { if (basketball.intersects(wall)) { var ballCenterX = basketball.x; var ballCenterY = basketball.y; var wallCenterX = wall.x; var wallCenterY = wall.y; var wallWidth = wall.width * wall.scaleX; var wallHeight = wall.height * wall.scaleY; var overlapX = Math.abs(ballCenterX - wallCenterX) - (80 + wallWidth / 2); var overlapY = Math.abs(ballCenterY - wallCenterY) - (80 + wallHeight / 2); if (overlapX < overlapY) { basketball.velocityX = -basketball.velocityX * basketball.bounceDecay; basketball.x += ballCenterX < wallCenterX ? -5 : 5; } else { basketball.velocityY = -basketball.velocityY * basketball.bounceDecay; basketball.y += ballCenterY < wallCenterY ? -5 : 5; } LK.getSound('bounce').play(); } }); // Check spike collisions spikes.forEach(function (spike) { if (basketball.intersects(spike)) { resetBall(); } }); // Check rotating block collisions rotatingBlocks.forEach(function (block) { if (basketball.intersects(block)) { var ballCenterX = basketball.x; var ballCenterY = basketball.y; var blockCenterX = block.x; var blockCenterY = block.y; var overlapX = Math.abs(ballCenterX - blockCenterX) - 120; var overlapY = Math.abs(ballCenterY - blockCenterY) - 120; if (overlapX < overlapY) { basketball.velocityX = -basketball.velocityX * basketball.bounceDecay; basketball.x += ballCenterX < blockCenterX ? -5 : 5; } else { basketball.velocityY = -basketball.velocityY * basketball.bounceDecay; basketball.y += ballCenterY < blockCenterY ? -5 : 5; } LK.getSound('bounce').play(); } }); // Check hoop collision (scoring) if (basketball.intersects(hoop) && basketball.velocityY > 0) { scored = true; LK.getSound('score').play(); LK.effects.flashObject(hoop, 0x00FF00, 500); // Level complete gameState = 'levelComplete'; LK.setTimeout(function () { if (currentLevel < levels.length) { currentLevel++; if (currentLevel > maxLevel) { maxLevel = currentLevel; storage.maxLevel = maxLevel; } storage.currentLevel = currentLevel; initializeLevel(currentLevel); } else { // Game completed LK.showYouWin(); } }, 1500); } } function resetBall() { basketball.reset(); clearTrajectory(); gameState = 'playing'; } function showTrajectory(forceX, forceY) { clearTrajectory(); var simX = basketball.x; var simY = basketball.y; var simVelX = forceX; var simVelY = forceY; var simGravity = 0.3; for (var i = 0; i < 30; i++) { simX += simVelX; simY += simVelY; simVelY += simGravity; if (i % 3 === 0) { var dot = game.addChild(new TrajectoryDot()); dot.x = simX; dot.y = simY; trajectoryDots.push(dot); } if (simX <= 80 || simX >= 1968 || simY <= 80) break; } } function clearTrajectory() { trajectoryDots.forEach(function (dot) { dot.destroy(); }); trajectoryDots = []; } // Input handling game.down = function (x, y, obj) { if (gameState !== 'playing' || basketball.isLaunched) return; isDragging = true; dragStartX = x; dragStartY = y; }; game.move = function (x, y, obj) { if (!isDragging || gameState !== 'playing' || basketball.isLaunched) return; var forceX = (dragStartX - x) * 0.02; var forceY = (dragStartY - y) * 0.02; // Limit force var magnitude = Math.sqrt(forceX * forceX + forceY * forceY); if (magnitude > 25) { forceX = forceX / magnitude * 25; forceY = forceY / magnitude * 25; } showTrajectory(forceX, forceY); }; game.up = function (x, y, obj) { if (!isDragging || gameState !== 'playing' || basketball.isLaunched) return; isDragging = false; var forceX = (dragStartX - x) * 0.02; var forceY = (dragStartY - y) * 0.02; // Limit force var magnitude = Math.sqrt(forceX * forceX + forceY * forceY); if (magnitude > 25) { forceX = forceX / magnitude * 25; forceY = forceY / magnitude * 25; } if (magnitude > 1) { attempts++; updateAttemptsText(); basketball.launch(forceX, forceY); clearTrajectory(); // Check if out of attempts if (maxAttempts > 0 && attempts >= maxAttempts && !scored) { LK.setTimeout(function () { if (!scored) { LK.showGameOver(); } }, 3000); } } }; // Main update loop game.update = function () { if (gameState === 'playing') { checkCollisions(); // Check if ball is off screen (reset) if (basketball.isLaunched && basketball.y > 2800) { if (maxAttempts > 0 && attempts >= maxAttempts) { LK.showGameOver(); } else { resetBall(); } } } }; // Initialize first level initializeLevel(currentLevel);
===================================================================
--- original.js
+++ change.js
@@ -791,11 +791,11 @@
var forceX = (dragStartX - x) * 0.02;
var forceY = (dragStartY - y) * 0.02;
// Limit force
var magnitude = Math.sqrt(forceX * forceX + forceY * forceY);
- if (magnitude > 15) {
- forceX = forceX / magnitude * 15;
- forceY = forceY / magnitude * 15;
+ if (magnitude > 25) {
+ forceX = forceX / magnitude * 25;
+ forceY = forceY / magnitude * 25;
}
showTrajectory(forceX, forceY);
};
game.up = function (x, y, obj) {
@@ -804,11 +804,11 @@
var forceX = (dragStartX - x) * 0.02;
var forceY = (dragStartY - y) * 0.02;
// Limit force
var magnitude = Math.sqrt(forceX * forceX + forceY * forceY);
- if (magnitude > 15) {
- forceX = forceX / magnitude * 15;
- forceY = forceY / magnitude * 15;
+ if (magnitude > 25) {
+ forceX = forceX / magnitude * 25;
+ forceY = forceY / magnitude * 25;
}
if (magnitude > 1) {
attempts++;
updateAttemptsText();
Modern App Store icon, high definition, square with rounded corners, for a game titled "Basket Bounce Challenge" and with the description "A colorful basketball puzzle game with slingshot mechanics across 20 challenging levels. Drag and release the ball to score, progressing from simple shots to complex bank shot puzzles with moving hoops and obstacles.". No text on icon!
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Basket Bounce Challenge" and with the description "A colorful basketball puzzle game with slingshot mechanics across 20 challenging levels. Drag and release the ball to score, progressing from simple shots to complex bank shot puzzles with moving hoops and obstacles.". No text on banner!
A minimalist black and white basketball court background. The court is shown from a side view or slightly isometric angle. It includes clear outlines for the hoop, backboard, half court line, and three-point arc, all in clean black lines on a white surface (or vice versa). The style is modern, simple, and flat — no players, just the environment.. In-Game asset. 2d. High contrast. No shadows