User prompt
Améliore le jeu.
Code edit (1 edits merged)
Please save this source code
User prompt
Cache le joueur !
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Ajoute le joueur dans le jeu.
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Place le joueur en bas Ă gauche
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Ajoute un Asset pour le joueur
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La balle doit passer par le dessus du panier pour marquer un point.
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Quand on a zéro point, c'est game over.
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Ajoute le mur.
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Quand on touche le beurre, c'est game over.
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Le palier doit se déplacer progressivement.
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Quand on marque un palier, le palier se déplace.
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Change en Y
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hummmmm hummmmm hummmmm hummmmm hummmmm si tu touches le sol tu perds
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Alors, si tu touches le bord, tu perds.
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AJOUTE l'ASSET background au jeu !
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non affiche l'asset background
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Affiche l'image du fond
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Ajoute un fond
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Si t'as 0 points et que tu perds, c'est game over
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Si tu perds et que t'as zéro point, c'est game over. Et si tu perds pas et que t'as un point, c'est pas game over.
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Quand on descend sous zéro point, on perd Game Over.
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Please fix the bug: 'ReferenceError: weight is not defined' in or related to this line: 'if (weight <= 0) {' Line Number: 113
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Mais non, re-re-re-re-re-commence ! Si t'as un poids et que tu meurs, bah c'est game over !
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Si on a 0 points, c'est game over.
/****
* Classes
****/
// Assets will be automatically generated based on usage in the code.
// Ball class for handling the basketball's behavior
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
self.isMoving = false;
self.launch = function (speedX, speedY) {
self.speedX = speedX;
self.speedY = speedY;
self.isMoving = true;
};
self.update = function () {
if (self.isMoving) {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += 0.98; // Gravity effect
// Check for boundary collisions, reverse speed, and lose points
if (self.x <= 0 || self.x >= game.width) {
self.speedX *= -1;
score -= 1; // Deduct points when hitting horizontal boundaries
scoreTxt.setText(score.toString()); // Update score display
}
if (self.y <= 0) {
self.speedY *= -1;
score -= 1; // Deduct points when hitting the top boundary
scoreTxt.setText(score.toString()); // Update score display
}
// Allow the ball to fall off the bottom without reversing speed or losing points
if (self.y >= game.height) {
self.speedY *= -1;
}
}
};
self.reset = function () {
self.x = game.width / 2;
self.y = game.height - 200;
self.speedX = 0;
self.speedY = 0;
self.isMoving = false;
};
});
// Hoop class for handling the basketball hoop's behavior
var Hoop = Container.expand(function () {
var self = Container.call(this);
var hoopGraphics = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5
});
self.setPosition = function (x, y) {
self.x = x;
self.y = y;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var ball = game.addChild(new Ball());
ball.reset();
var hoop = game.addChild(new Hoop());
hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center
var score = 0;
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var startPosition = null;
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
startPosition = pos;
});
game.on('up', function (obj) {
if (startPosition) {
var endPosition = obj.event.getLocalPosition(game);
var speedX = (endPosition.x - startPosition.x) * 0.1;
var speedY = (endPosition.y - startPosition.y) * 0.1;
ball.launch(speedX, speedY);
startPosition = null;
}
});
LK.on('tick', function () {
ball.update();
// Check for scoring
if (ball.intersects(hoop)) {
score += 1;
scoreTxt.setText(score.toString());
ball.reset();
}
// Check for game over
if (score <= 0) {
LK.showGameOver();
}
// Reset ball if it goes off-screen
if (ball.y > game.height + 50 || ball.x < -50 || ball.x > game.width + 50) {
ball.reset();
}
});