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For Level 5 only, adjust the ball’s starting position as follows: Instead of placing the ball at the vertical center of the screen, move it downward. Lower the ball’s starting Y position by 25% of the total screen height: Example: If screenHeight = 1000, then move the ball down by 1000 * 0.25 = 250 pixels. New Y position: y = screenHeight / 2 + (screenHeight * 0.25) The ball should still be horizontally centered, but placed visibly lower than usual. This creates a new aiming angle for the level without changing the overall layout. This gives Level 5 a slight twist in challenge while keeping everything clean and predictable for the player.
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son promtu geri al ve topun yerini değiştir 5.levelde 3 birim aşağıda dursun top
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5. levelde topu daha aşağı bir noktaya koy
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5.görevde ortadaki engeli kaldır ve topu ortanın yarısı mesafesinde asağı noktaya koy
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ortadaki engeli kaldır 4.görevdek
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4.level görevini değiştirir misin 1 kere sektirerek atılsın
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bütün bölümlerde pota hep en sağ duvara tam dayalı olsun
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2.ci bölümde potayı en sağdaki duvara tam dayar mısın
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şimdilik bölümleri kontrol edebilmem için yönetici olarak ekstradan bir nex level boutonu koyar mısın sabit her bölüme
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For every level, adjust the basketball hoop visuals as follows: Wall Alignment: The entire hoop structure, including the rim and backboard, must be fully attached to the right wall. There should be no visible gap between the backboard and the wall — it must look flush-mounted, as if it's drilled into the wall. Backboard Line Styling: The backboard edge line (visible part of the board from the side) should be: Slightly taller, extending more upward above the rim. A bit thicker, to make it more visually solid and realistic. The line should not sag or extend downward behind the rim — it must stay above or aligned with the rim, never dipping below. Visual Consistency: Keep the board’s position fixed in every level. Ensure the backboard edge visually represents a rigid vertical support, not something floating or flimsy. These changes will make the hoop appear firmly mounted, clean, and visually correct — avoiding any awkward drop or gap, and giving the player a consistent and fair target.
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Refine the basketball hoop's realism and playability with these adjustments: Front Rim Softness: The front edge of the rim (facing the player) is too stiff — the ball often gets stuck or bounces off unnaturally. Make the outer edges of the rim more forgiving: Reduce collision stiffness on the front tip. Slightly increase the invisible scoring zone to allow smoother ball entry. This will prevent "perfect shots" from being rejected at the last moment. Net Positioning: The net currently floats too high — it should hang naturally below the rim. Reposition the net so it appears attached under the rim, with a realistic downward drape. Optionally add a subtle sway or bounce animation when the ball passes through. These improvements will make the hoop look and feel more like a real basketball rim — and create a smoother, more satisfying scoring experience. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Adjust the backboard position to make it look more realistic: Move the backboard (board behind the rim) slightly upward, so it doesn’t extend too far below the rim. The backboard should start above the rim and extend just a little below it — like in real basketball hoops. Visually, it should appear taller and placed higher, not sagging downward. Maintain the correct alignment with the hoop and wall, but ensure the board’s vertical center is shifted upward. This makes the hoop feel more natural and improves shot visibility by reducing the oversized lower extension of the backboard.
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Enhance the basketball hoop with a vertical support line behind the rim: Place a single vertical line directly behind the rim, aligned with the center of the hoop, like a back spine. This line should appear as if it's the rear support of the hoop (backboard connection). It must be: Dressed vertically, not horizontally. Slightly taller than the rim. Positioned to look like it’s holding the rim from the back, mounted to the wall. Behavior: When the ball hits this vertical back support: It should not bounce hard. Instead, gently redirect the ball downward into the hoop if the shot is close. Prevent harsh deflections — it should feel like a soft backboard assist. Visual: Keep the line thin and centered. Color: light gray or white, to distinguish it from walls but still look structural. Make sure it's aligned perfectly with the hoop's back side. This creates a more realistic and forgiving hoop, helping borderline shots go in — just like the vertical support in real basketball systems. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Enhance the basketball hoop with a simple support line to improve scoring: Add a horizontal line or flat visual panel behind the rim, representing the backboard support. This line should appear as a thin, straight segment attached just behind the hoop. When the ball hits this back line, it should: Not bounce off like a wall. Instead, apply a soft redirection, allowing the ball to fall into the hoop more easily. Slightly absorb or guide the ball inward if it's close to scoring. This back line improves playability by making bank shots or rim-edge hits more forgiving. Optional: Make it subtle but visible (e.g., a gray or semi-transparent white line). Avoid making it feel like a solid wall — it should help, not block. This gives players a familiar visual target and gently helps borderline shots become successful, just like real backboard support in basketball. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When the player successfully completes the level objective: Do not automatically load the next level. Instead, display a "Next Level" button on the screen (e.g., centered at the bottom). The button should be clearly visible and labeled: "Next Level" or "Continue →" When the player clicks the button, the game should: Load the next level (e.g., loadLevel(currentLevel + 1) or goToNextLevel()). Optionally play a short transition animation or sound. During this time, disable further gameplay input to prevent accidental extra shots. This gives players full control to advance only when they’re ready, while still guiding the flow of the game smoothly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Set the game to behave as follows: When the player successfully completes the level objective, Immediately load the next level — no delay or animation. Skip any success messages, timers, or wait time. Player input is blocked as soon as success is detected. This creates a fast-paced game flow, where each success leads instantly to the next challenge without interruption.
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When the player completes the level objective successfully: Display a "Level Complete" or "Success!" text in the center of the screen. Optionally play a short success animation (e.g., sparkles, confetti, hoop glow). Start a 1-second timer. After 1 second, fade out the screen (optional) and automatically load the next level. During this 1-second delay: Lock player input (no ball dragging or interaction). Prevent the level from being re-triggered or replayed. This adds a satisfying feedback loop with a quick, clean transition that keeps the game flowing smoothly while celebrating each win. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Adjust the basketball rim (hoop ring) behavior to make scoring easier: Widen the collision area slightly inside the rim to help borderline shots go in. Soften the rim’s collision edges so the ball doesn’t bounce off harshly when it barely touches the rim. Allow a bit of "auto-absorption": If the ball is close enough to the center of the rim, gently pull it inward instead of rejecting it. Reduce the bounciness and friction on the rim's surface to allow smoother entries. Keep the net physics intact, but make it feel smoother and more rewarding. This creates a more fun and satisfying shooting experience, especially in early levels, where the ball should go in more often instead of constantly getting stuck or bouncing out. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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For Level 1, position the basketball hoop as follows: Attach the hoop and backboard to the right wall. Place it vertically centered on the wall: y = screenHeight / 2 The hoop should be side-facing (rotated 90°), so the player sees it from the side. Ensure the rim is fully visible and unobstructed. The backboard should only show its edge (thickness) as it faces the player directly. This makes the hoop clearly visible, easy to aim at, and provides a fair starting challenge for the first level.
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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
/**** * 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; // Update shadow position if it exists if (self.shadow) { self.shadow.x = self.x; self.shadow.y = self.y + 90; } }; 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; // Realistic physics for all four screen edges var ballRadius = 80; // Half of basketball width/height var energyLoss = 0.85; // Energy retained after bounce (realistic friction) var minVelocity = 0.5; // Minimum velocity to prevent infinite micro-bounces // Left wall collision if (self.x <= ballRadius) { self.x = ballRadius; if (self.velocityX < 0) { // Only bounce if moving toward wall self.velocityX = -self.velocityX * energyLoss; self.velocityY = self.velocityY * energyLoss; // Slight energy loss on Y too if (Math.abs(self.velocityX) < minVelocity) self.velocityX = 0; LK.getSound('bounce').play(); } } // Right wall collision if (self.x >= 2048 - ballRadius) { self.x = 2048 - ballRadius; if (self.velocityX > 0) { // Only bounce if moving toward wall self.velocityX = -self.velocityX * energyLoss; self.velocityY = self.velocityY * energyLoss; // Slight energy loss on Y too if (Math.abs(self.velocityX) < minVelocity) self.velocityX = 0; LK.getSound('bounce').play(); } } // Top wall collision if (self.y <= ballRadius) { self.y = ballRadius; if (self.velocityY < 0) { // Only bounce if moving toward wall self.velocityY = -self.velocityY * energyLoss; self.velocityX = self.velocityX * energyLoss; // Slight energy loss on X too if (Math.abs(self.velocityY) < minVelocity) self.velocityY = 0; LK.getSound('bounce').play(); } } // Bottom wall collision if (self.y >= 2732 - ballRadius) { self.y = 2732 - ballRadius; if (self.velocityY > 0) { // Only bounce if moving toward wall self.velocityY = -self.velocityY * energyLoss; self.velocityX = self.velocityX * energyLoss; // Slight energy loss on X too if (Math.abs(self.velocityY) < minVelocity) self.velocityY = 0; LK.getSound('bounce').play(); } } } // Update shadow position if it exists if (self.shadow) { self.shadow.x = self.x; self.shadow.y = self.y + 90; } }; return self; }); var Hoop = Container.expand(function () { var self = Container.call(this); // Create backboard as slim vertical bar (only thickness visible) var backboard = self.attachAsset('wall', { anchorX: 1.0, // Right edge anchor for wall attachment anchorY: 0.5, scaleX: 0.15, // Very slim - only showing thickness scaleY: 2.0, // Tall backboard tint: 0xFFFFFF }); backboard.x = 0; // Flush with wall position backboard.y = -50; // Create support bracket connecting backboard to wall var wallBracket = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.2, tint: 0x808080 }); wallBracket.x = 15; wallBracket.y = -50; // Create horizontal rim extending toward left (side view) - made wider var rim = self.attachAsset('hoop', { anchorX: 1.0, // Right edge anchored to backboard anchorY: 0.5, scaleX: 2.0, // Extended horizontally toward player - wider for easier scoring scaleY: 0.2, // Thin rim profile from side tint: 0xFF4500 }); rim.x = -5; // Slightly offset from backboard edge rim.y = -80; // Create rim support bracket var rimBracket = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.15, tint: 0x808080 }); rimBracket.x = -40; rimBracket.y = -70; // Create realistic side-view net hanging from rim - adjusted for wider rim var netSegments = []; for (var i = 0; i < 8; i++) { var netSegment = self.attachAsset('netSegment', { anchorX: 0.5, anchorY: 0, scaleX: 0.9 - i * 0.08, // Tapers as it hangs down scaleY: 1.0, tint: 0xFFFFFF, alpha: 0.7 }); netSegment.x = -120 + i * 8; // Spread across wider rim width netSegment.y = -75 + i * 8; // Hangs down naturally netSegments.push(netSegment); } // Store references for animations self.netSegments = netSegments; self.rim = rim; self.backboard = backboard; // Physics collision zones for realistic ball interaction - made more forgiving self.rimCollisionZone = { x: -90, // Extends left from backboard y: -80, width: 240, // Wider rim width for easier scoring height: 32 // Slightly thicker rim height }; self.backboardCollisionZone = { x: 0, // At wall position y: -50, width: 30, // Just the thickness height: 300 // Full backboard height }; self.isMoving = false; self.moveSpeed = 2; self.moveDirection = 1; self.minX = 1700; 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 = ''; // Objective tracking var wallBounces = 0; var requiredBounces = 0; var touchedWall = false; var objectiveFailed = false; var failureReason = ''; // Timer challenge system var ballReleaseTime = 0; var timerChallenge = false; var timerCountdown = 0; var inputDisabled = false; var timerCountdownText = null; // Global 3-second timer for all levels var globalTimerActive = false; var globalTimerStartTime = 0; // 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: 1900, hoopY: 400, goal: 'Make your first shot!', objective: 'score', // Just score walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 200, ballY: 2400, hoopX: 1900, hoopY: 800, goal: 'Higher target challenge!', objective: 'score', // Just score walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 1024, ballY: 2400, hoopX: 1900, hoopY: 600, goal: 'Straight shot challenge!', objective: 'no_wall', // Don't touch any wall walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 500, ballY: 2000, hoopX: 1900, hoopY: 900, goal: 'Score within 1 second!', objective: 'timer_challenge', // Must score within 1 second walls: [], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, // Level 5-10: Bank shots and obstacles { ballX: 200, ballY: 2200, hoopX: 1850, hoopY: 600, goal: 'Bounce off one wall!', objective: 'bounce_once', // Must bounce off exactly one wall walls: [{ x: 1024, y: 1366, width: 30, height: 400 }], spikes: [], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 300, ballY: 2300, hoopX: 1820, hoopY: 500, goal: 'Avoid the spikes!', objective: 'no_wall', // Don't touch any wall (spikes auto-fail) walls: [], spikes: [{ x: 800, y: 1500 }], rotatingBlocks: [], movingHoop: false, maxAttempts: 0 }, { ballX: 1700, ballY: 2200, hoopX: 1800, hoopY: 750, goal: 'Navigate the rotating block!', objective: 'score', // Just score while avoiding blocks walls: [], spikes: [], rotatingBlocks: [{ x: 1024, y: 1366 }], movingHoop: false, maxAttempts: 0 }, { ballX: 1024, ballY: 2400, hoopX: 1850, hoopY: 400, goal: 'Multiple walls challenge!', objective: 'no_wall', // Don't touch any wall 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: 1800, hoopY: 850, 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: 1820, hoopY: 650, 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: 1800, hoopY: 800, goal: 'Hit the moving hoop!', walls: [], spikes: [], rotatingBlocks: [], movingHoop: true, maxAttempts: 0 }, { ballX: 400, ballY: 2200, hoopX: 1850, 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: 1820, hoopY: 700, goal: 'One shot only!', walls: [], spikes: [{ x: 1024, y: 1366 }], rotatingBlocks: [], movingHoop: false, maxAttempts: 1 }, { ballX: 300, ballY: 2100, hoopX: 1800, hoopY: 550, 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: 1850, hoopY: 450, 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: 1800, hoopY: 850, 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: 1820, hoopY: 650, 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: 1850, hoopY: 350, 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: 1800, hoopY: 550, 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: 1850, hoopY: 450, 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); // Timer countdown text timerCountdownText = new Text2('', { size: 80, fill: 0xFF0000 }); timerCountdownText.anchor.set(0.5, 0.5); LK.gui.center.addChild(timerCountdownText); timerCountdownText.visible = false; function initializeLevel(levelNum) { if (levelNum > levels.length || levelNum < 1) return; // Clear existing objects if (basketball) { if (basketball.shadow) { basketball.shadow.destroy(); } 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 = 1024; // Center horizontally (2048 / 2) basketball.y = 1366; // Center vertically (2732 / 2) basketball.startX = 1024; basketball.startY = 1366; // Add shadow ring under basketball to indicate it's draggable var shadow = LK.getAsset('basketball', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.3, tint: 0x000000, alpha: 0.3 }); shadow.x = basketball.x; shadow.y = basketball.y + 90; // Position below ball game.addChild(shadow); basketball.shadow = shadow; // 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; // Reset objective tracking wallBounces = 0; requiredBounces = level.objective === 'bounce_once' ? 1 : 0; touchedWall = false; objectiveFailed = false; failureReason = ''; // Reset timer challenge variables timerChallenge = level.objective === 'timer_challenge'; ballReleaseTime = 0; timerCountdown = 0; inputDisabled = false; globalTimerActive = false; globalTimerStartTime = 0; if (timerCountdownText) { timerCountdownText.visible = false; } // 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 (level walls) 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); // Realistic physics collision with angle-based reflection var energyLoss = 0.85; if (overlapX < overlapY) { basketball.velocityX = -basketball.velocityX * energyLoss; basketball.velocityY = basketball.velocityY * energyLoss; // Apply energy loss to perpendicular component too basketball.x += ballCenterX < wallCenterX ? -5 : 5; } else { basketball.velocityY = -basketball.velocityY * energyLoss; basketball.velocityX = basketball.velocityX * energyLoss; // Apply energy loss to perpendicular component too basketball.y += ballCenterY < wallCenterY ? -5 : 5; } LK.getSound('bounce').play(); // Track wall bounces and check objectives wallBounces++; touchedWall = true; var level = levels[currentLevel - 1]; if (level.objective === 'no_wall') { objectiveFailed = true; failureReason = 'You touched the wall!'; } } }); // Check spike collisions spikes.forEach(function (spike) { if (basketball.intersects(spike)) { objectiveFailed = true; failureReason = 'You hit the spikes!'; } }); // 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 backboard collision for realistic physics var ballCenterX = basketball.x; var ballCenterY = basketball.y; var hoopCenterX = hoop.x + hoop.backboardCollisionZone.x; var hoopCenterY = hoop.y + hoop.backboardCollisionZone.y; if (Math.abs(ballCenterX - hoopCenterX) < 80 + hoop.backboardCollisionZone.width / 2 && Math.abs(ballCenterY - hoopCenterY) < 80 + hoop.backboardCollisionZone.height / 2) { // Ball hit backboard basketball.velocityX = -basketball.velocityX * basketball.bounceDecay * 0.9; basketball.velocityY = basketball.velocityY * 0.95; basketball.x += basketball.velocityX > 0 ? -8 : 8; LK.getSound('bounce').play(); // Flash backboard LK.effects.flashObject(hoop, 0xFFFFFF, 200); } // Check rim collision for realistic bouncing - more forgiving scoring zone var rimCenterX = hoop.x + hoop.rimCollisionZone.x; var rimCenterY = hoop.y + hoop.rimCollisionZone.y; if (Math.abs(ballCenterX - rimCenterX) < 80 + hoop.rimCollisionZone.width / 2 && Math.abs(ballCenterY - rimCenterY) < 80 + hoop.rimCollisionZone.height / 2) { // Check if ball is going through the hoop (scoring) - wider scoring zone if (basketball.velocityY > 0 && ballCenterX > rimCenterX - 70 && ballCenterX < rimCenterX + 70 && ballCenterY > rimCenterY - 15 && ballCenterY < rimCenterY + 15) { // Check if objective was met before scoring var level = levels[currentLevel - 1]; var objectiveMet = true; var objectiveFailureMessage = ''; if (level.objective === 'bounce_once' && wallBounces !== 1) { objectiveMet = false; objectiveFailureMessage = wallBounces === 0 ? 'You must bounce off one wall!' : 'You bounced too many times!'; } else if (level.objective === 'no_wall' && touchedWall) { objectiveMet = false; objectiveFailureMessage = 'You were not supposed to touch any walls!'; } if (!objectiveMet) { // Objective failed LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { currentLevel = 1; storage.currentLevel = 1; LK.showGameOver(); }, 2000); return; // Don't continue with scoring } // Score! scored = true; LK.getSound('score').play(); LK.effects.flashObject(hoop, 0x00FF00, 500); // Let global timer handle level progression for all levels // Animate net swish effect with enhanced 3D movement if (hoop.netSegments) { hoop.netSegments.forEach(function (segment, index) { tween(segment, { scaleY: 0.05, alpha: 0.2, rotation: segment.rotation + 0.3 }, { duration: 150, easing: tween.easeOut }); LK.setTimeout(function () { tween(segment, { scaleY: 0.15, alpha: 0.8, rotation: segment.rotation - 0.2 }, { duration: 400, easing: tween.bounceOut }); }, index * 30); }); } // Level complete - let global timer handle progression for all levels gameState = 'levelComplete'; } else { // Ball hit rim but didn't score - softer rim bounce for more forgiving gameplay var overlapX = Math.abs(ballCenterX - rimCenterX) - (80 + hoop.rimCollisionZone.width / 2); var overlapY = Math.abs(ballCenterY - rimCenterY) - (80 + hoop.rimCollisionZone.height / 2); if (overlapX < overlapY) { basketball.velocityX = -basketball.velocityX * basketball.bounceDecay * 0.9; basketball.x += ballCenterX < rimCenterX ? -3 : 3; } else { basketball.velocityY = -basketball.velocityY * basketball.bounceDecay * 0.95; basketball.y += ballCenterY < rimCenterY ? -3 : 3; } LK.getSound('bounce').play(); // Flash rim on hit LK.effects.flashObject(hoop.rim, 0xFF6600, 300); } } } function resetBall() { basketball.reset(); clearTrajectory(); clearPowerIndicators(); gameState = 'playing'; // Reset objective tracking for new attempt wallBounces = 0; touchedWall = false; objectiveFailed = false; failureReason = ''; // Reset timer challenge variables ballReleaseTime = 0; timerCountdown = 0; inputDisabled = false; globalTimerActive = false; globalTimerStartTime = 0; if (timerCountdownText) { timerCountdownText.visible = false; } } function showTrajectory(forceX, forceY) { clearTrajectory(); var simX = basketball.x; var simY = basketball.y; var simVelX = forceX; var simVelY = forceY; var simGravity = 0.3; var forceMagnitude = Math.sqrt(forceX * forceX + forceY * forceY); var powerPercent = Math.min(forceMagnitude / 40, 1.0); 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; // Scale dots based on power level dot.scaleX = 0.5 + powerPercent * 0.8; dot.scaleY = 0.5 + powerPercent * 0.8; // Color dots based on power dot.tint = powerPercent > 0.8 ? 0xff0000 : powerPercent > 0.5 ? 0xffff00 : 0x00ff00; trajectoryDots.push(dot); } if (simX <= 80 || simX >= 1968 || simY <= 80) break; } } function clearTrajectory() { trajectoryDots.forEach(function (dot) { dot.destroy(); }); trajectoryDots = []; } function updatePowerIndicators(currentX, currentY, dragDistance, forceMagnitude) { // Clear existing indicators clearPowerIndicators(); // Calculate power percentage (0 to 1) var powerPercent = Math.min(forceMagnitude / 40, 1.0); // Create aim line from ball to current drag position var aimLineAsset = LK.getAsset('trajectory', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.max(1, dragDistance / 8), scaleY: Math.max(2, 2 + powerPercent * 3) }); aimLineAsset.x = (basketball.x + currentX) / 2; aimLineAsset.y = (basketball.y + currentY) / 2; aimLineAsset.rotation = Math.atan2(currentY - basketball.y, currentX - basketball.x); aimLineAsset.alpha = 0.8; aimLineAsset.tint = powerPercent > 0.8 ? 0xff0000 : powerPercent > 0.5 ? 0xffff00 : 0x00ff00; game.addChild(aimLineAsset); aimLine = aimLineAsset; // Create power bar indicator var powerBarWidth = 300; var powerBarHeight = 20; var powerBarX = basketball.x - powerBarWidth / 2; var powerBarY = basketball.y - 120; // Power bar background var powerBarBg = LK.getAsset('wall', { anchorX: 0, anchorY: 0, scaleX: powerBarWidth / 200, scaleY: powerBarHeight / 30, tint: 0x333333 }); powerBarBg.x = powerBarX; powerBarBg.y = powerBarY; powerBarBg.alpha = 0.7; game.addChild(powerBarBg); // Power bar fill var fillWidth = powerBarWidth * powerPercent; if (fillWidth > 0) { var powerBarFill = LK.getAsset('wall', { anchorX: 0, anchorY: 0, scaleX: fillWidth / 200, scaleY: powerBarHeight / 30, tint: powerPercent > 0.8 ? 0xff0000 : powerPercent > 0.5 ? 0xffff00 : 0x00ff00 }); powerBarFill.x = powerBarX; powerBarFill.y = powerBarY; powerBarFill.alpha = 0.9; game.addChild(powerBarFill); powerBar = [powerBarBg, powerBarFill]; } else { powerBar = [powerBarBg]; } } function clearPowerIndicators() { if (aimLine) { aimLine.destroy(); aimLine = null; } if (powerBar) { powerBar.forEach(function (bar) { bar.destroy(); }); powerBar = null; } } // Power indicator variables var powerBar = null; var aimLine = null; var maxDragDistance = 400; // Maximum pixel distance for full power // Input handling game.down = function (x, y, obj) { if (gameState !== 'playing' || basketball.isLaunched || inputDisabled) return; isDragging = true; dragStartX = x; dragStartY = y; }; game.move = function (x, y, obj) { if (!isDragging || gameState !== 'playing' || basketball.isLaunched || inputDisabled) return; // Calculate drag distance and force with increased sensitivity var dragX = dragStartX - x; var dragY = dragStartY - y; var dragDistance = Math.sqrt(dragX * dragX + dragY * dragY); var dragMultiplier = Math.min(dragDistance / maxDragDistance, 1.0); var forceX = dragX * 0.08 * dragMultiplier; var forceY = dragY * 0.08 * dragMultiplier; // Limit force to maximum power var magnitude = Math.sqrt(forceX * forceX + forceY * forceY); if (magnitude > 40) { forceX = forceX / magnitude * 40; forceY = forceY / magnitude * 40; } // Update visual feedback updatePowerIndicators(x, y, dragDistance, magnitude); showTrajectory(forceX, forceY); }; game.up = function (x, y, obj) { if (!isDragging || gameState !== 'playing' || basketball.isLaunched || inputDisabled) return; isDragging = false; // Calculate final force with increased sensitivity var dragX = dragStartX - x; var dragY = dragStartY - y; var dragDistance = Math.sqrt(dragX * dragX + dragY * dragY); var dragMultiplier = Math.min(dragDistance / maxDragDistance, 1.0); var forceX = dragX * 0.08 * dragMultiplier; var forceY = dragY * 0.08 * dragMultiplier; // Limit force to maximum power var magnitude = Math.sqrt(forceX * forceX + forceY * forceY); if (magnitude > 40) { forceX = forceX / magnitude * 40; forceY = forceY / magnitude * 40; } // Clear visual indicators clearPowerIndicators(); if (magnitude > 1) { attempts++; updateAttemptsText(); basketball.launch(forceX, forceY); clearTrajectory(); // Start global 3-second timer for all levels ballReleaseTime = LK.ticks; globalTimerActive = true; globalTimerStartTime = LK.ticks; inputDisabled = true; timerCountdownText.visible = true; // Check if out of attempts if (maxAttempts > 0 && attempts >= maxAttempts && !scored) { LK.setTimeout(function () { if (!scored) { currentLevel = 1; storage.currentLevel = 1; LK.showGameOver(); } }, 3000); } } }; // Main update loop game.update = function () { if (gameState === 'playing') { // Handle global 3-second timer countdown for all levels if (globalTimerActive && globalTimerStartTime > 0) { var timeSinceRelease = (LK.ticks - globalTimerStartTime) * (1000 / 60); // Convert to milliseconds var remainingTime = Math.max(0, 3000 - timeSinceRelease); var secondsLeft = Math.ceil(remainingTime / 1000); if (timerCountdownText) { timerCountdownText.setText(secondsLeft.toString()); timerCountdownText.visible = true; timerCountdownText.tint = 0xFFFFFF; // Reset tint to white // Animate countdown text var scale = 1.0 + Math.sin(LK.ticks * 0.3) * 0.2; timerCountdownText.scaleX = scale; timerCountdownText.scaleY = scale; } // Check if 3 seconds have passed - end level regardless of success/failure if (remainingTime <= 0) { globalTimerActive = false; var level = levels[currentLevel - 1]; var wasSuccessful = scored; // Check objective completion if (level.objective === 'bounce_once' && wallBounces !== 1) { wasSuccessful = false; } else if (level.objective === 'no_wall' && touchedWall) { wasSuccessful = false; } else if (level.objective === 'timer_challenge') { // For timer challenge, must score within 1 second var timeSinceReleaseForTimer = (LK.ticks - ballReleaseTime) * (1000 / 60); if (!scored || timeSinceReleaseForTimer > 1000) { wasSuccessful = false; } } if (wasSuccessful) { // Show success and proceed to next level if (timerCountdownText) { timerCountdownText.setText('SUCCESS!'); timerCountdownText.tint = 0x00FF00; } LK.setTimeout(function () { if (currentLevel < levels.length) { currentLevel++; if (currentLevel > maxLevel) { maxLevel = currentLevel; storage.maxLevel = maxLevel; } storage.currentLevel = currentLevel; initializeLevel(currentLevel); } else { LK.showYouWin(); } }, 1000); } else { // Level failed if (timerCountdownText) { timerCountdownText.setText('FAIL'); timerCountdownText.tint = 0xFF0000; } LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { currentLevel = 1; storage.currentLevel = 1; LK.showGameOver(); }, 2000); } return; } } // Track screen edge bounces for objectives (before calling checkCollisions) if (basketball.isLaunched) { var ballRadius = 80; var lastWallBounces = wallBounces; // Check if ball just bounced off any screen edge this frame if (basketball.x <= ballRadius && basketball.velocityX > 0 || basketball.x >= 2048 - ballRadius && basketball.velocityX < 0 || basketball.y <= ballRadius && basketball.velocityY > 0 || basketball.y >= 2732 - ballRadius && basketball.velocityY < 0) { // Ball just bounced off a screen edge if (wallBounces === lastWallBounces) { // Prevent double counting wallBounces++; touchedWall = true; var level = levels[currentLevel - 1]; if (level.objective === 'no_wall') { objectiveFailed = true; failureReason = 'You touched the wall!'; } } } } checkCollisions(); // Check for objective failures if (objectiveFailed && !scored) { LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { currentLevel = 1; storage.currentLevel = 1; LK.showGameOver(); }, 2000); return; } // Check if ball is off screen (reset) if (basketball.isLaunched && basketball.y > 2800) { if (!scored) { // Ball missed - check if this constitutes objective failure var level = levels[currentLevel - 1]; var missedObjectiveMessage = 'Missed the hoop!'; if (level.objective === 'bounce_once' && wallBounces !== 1) { missedObjectiveMessage = wallBounces === 0 ? 'You must bounce off one wall!' : 'You bounced too many times!'; } else if (level.objective === 'no_wall' && touchedWall) { missedObjectiveMessage = 'You touched the wall!'; } LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { currentLevel = 1; storage.currentLevel = 1; LK.showGameOver(); }, 2000); } else if (maxAttempts > 0 && attempts >= maxAttempts) { currentLevel = 1; storage.currentLevel = 1; LK.showGameOver(); } else { resetBall(); } } } }; // Initialize first level initializeLevel(currentLevel);
===================================================================
--- original.js
+++ change.js
@@ -140,15 +140,15 @@
tint: 0x808080
});
wallBracket.x = 15;
wallBracket.y = -50;
- // Create horizontal rim extending toward left (side view)
+ // Create horizontal rim extending toward left (side view) - made wider
var rim = self.attachAsset('hoop', {
anchorX: 1.0,
// Right edge anchored to backboard
anchorY: 0.5,
- scaleX: 1.5,
- // Extended horizontally toward player
+ scaleX: 2.0,
+ // Extended horizontally toward player - wider for easier scoring
scaleY: 0.2,
// Thin rim profile from side
tint: 0xFF4500
});
@@ -163,36 +163,36 @@
tint: 0x808080
});
rimBracket.x = -40;
rimBracket.y = -70;
- // Create realistic side-view net hanging from rim
+ // Create realistic side-view net hanging from rim - adjusted for wider rim
var netSegments = [];
- for (var i = 0; i < 6; i++) {
+ for (var i = 0; i < 8; i++) {
var netSegment = self.attachAsset('netSegment', {
anchorX: 0.5,
anchorY: 0,
- scaleX: 0.8 - i * 0.1,
+ scaleX: 0.9 - i * 0.08,
// Tapers as it hangs down
scaleY: 1.0,
tint: 0xFFFFFF,
alpha: 0.7
});
- netSegment.x = -90 + i * 5; // Spread across rim width
+ netSegment.x = -120 + i * 8; // Spread across wider rim width
netSegment.y = -75 + i * 8; // Hangs down naturally
netSegments.push(netSegment);
}
// Store references for animations
self.netSegments = netSegments;
self.rim = rim;
self.backboard = backboard;
- // Physics collision zones for realistic ball interaction
+ // Physics collision zones for realistic ball interaction - made more forgiving
self.rimCollisionZone = {
x: -90,
// Extends left from backboard
y: -80,
- width: 180,
- // Full rim width
- height: 24 // Thin rim height
+ width: 240,
+ // Wider rim width for easier scoring
+ height: 32 // Slightly thicker rim height
};
self.backboardCollisionZone = {
x: 0,
// At wall position
@@ -945,14 +945,14 @@
LK.getSound('bounce').play();
// Flash backboard
LK.effects.flashObject(hoop, 0xFFFFFF, 200);
}
- // Check rim collision for realistic bouncing
+ // Check rim collision for realistic bouncing - more forgiving scoring zone
var rimCenterX = hoop.x + hoop.rimCollisionZone.x;
var rimCenterY = hoop.y + hoop.rimCollisionZone.y;
if (Math.abs(ballCenterX - rimCenterX) < 80 + hoop.rimCollisionZone.width / 2 && Math.abs(ballCenterY - rimCenterY) < 80 + hoop.rimCollisionZone.height / 2) {
- // Check if ball is going through the hoop (scoring)
- if (basketball.velocityY > 0 && ballCenterX > rimCenterX - 40 && ballCenterX < rimCenterX + 40 && ballCenterY > rimCenterY - 10 && ballCenterY < rimCenterY + 10) {
+ // Check if ball is going through the hoop (scoring) - wider scoring zone
+ if (basketball.velocityY > 0 && ballCenterX > rimCenterX - 70 && ballCenterX < rimCenterX + 70 && ballCenterY > rimCenterY - 15 && ballCenterY < rimCenterY + 15) {
// Check if objective was met before scoring
var level = levels[currentLevel - 1];
var objectiveMet = true;
var objectiveFailureMessage = '';
@@ -1003,17 +1003,17 @@
}
// Level complete - let global timer handle progression for all levels
gameState = 'levelComplete';
} else {
- // Ball hit rim but didn't score - realistic rim bounce
+ // Ball hit rim but didn't score - softer rim bounce for more forgiving gameplay
var overlapX = Math.abs(ballCenterX - rimCenterX) - (80 + hoop.rimCollisionZone.width / 2);
var overlapY = Math.abs(ballCenterY - rimCenterY) - (80 + hoop.rimCollisionZone.height / 2);
if (overlapX < overlapY) {
- basketball.velocityX = -basketball.velocityX * basketball.bounceDecay * 0.7;
- basketball.x += ballCenterX < rimCenterX ? -6 : 6;
+ basketball.velocityX = -basketball.velocityX * basketball.bounceDecay * 0.9;
+ basketball.x += ballCenterX < rimCenterX ? -3 : 3;
} else {
- basketball.velocityY = -basketball.velocityY * basketball.bounceDecay * 0.8;
- basketball.y += ballCenterY < rimCenterY ? -6 : 6;
+ basketball.velocityY = -basketball.velocityY * basketball.bounceDecay * 0.95;
+ basketball.y += ballCenterY < rimCenterY ? -3 : 3;
}
LK.getSound('bounce').play();
// Flash rim on hit
LK.effects.flashObject(hoop.rim, 0xFF6600, 300);
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