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Change la couleur du score en noir
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déplace le code qui gère le fait de marquer un panier dans une fonction globale
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Quand un palier est marqué, laisse un délai avant de réinitialiser et de bouger le palier.
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La balle doit arrêter de tourner lorsque la vitesse X ou Y est à zéro.
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dans game.on('up' limite la vitesse à maxSpeed
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ajoute une vitesse maximale
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quand le ballon passe sous le panier (+ sa hauteur), mettre ballPassedAboveHoop = faux
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met ballPassedAboveHoop à vrai lorsque le ballon passe au dessus du panier
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On ne doit marquer des points que si on passe par au-dessus du panier.
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Quand le ballon arrive par en dessous du panier, il doit rebondir.
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Pour marquer, il faut que le ballon soit d'abord passé au-dessus du panier.
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Ajoute une variable globale qui indique que le ballon est passé au-dessus du panier.
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Réinitialise le ballon lorsque sa vitesse est très faible.
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Réinitialise le ballon lorsque sa vitesse est faible.
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Retire le Game Over
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Le ballon doit tourner sur lui-même lorsqu'il est lancé.
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Le Y du palier ne doit pas passer en dessous de 500.
/****
* 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;
// Make the basketball spin
ballGraphics.rotation += 0.1;
// Gradually reduce horizontal speed
self.speedX *= 0.99;
// Enhanced gravity effect with gradual vertical speed reduction
self.speedY += 1.2;
self.speedY *= 0.99;
// 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
}
// Check if the ball has passed above the hoop and set ballPassedAboveHoop to true
if (self.y < hoop.y - 300 && !ballPassedAboveHoop) {
ballPassedAboveHoop = true;
}
// Reset ball when its speed is very low
if (Math.abs(self.speedX) < 0.5 && Math.abs(self.speedY) < 0.5) {
self.reset();
}
// Allow the ball to fall off the bottom without reversing speed or losing points
// If the ball touches the bottom boundary and score is 0, trigger game over
// Check if the ball is coming from below the hoop and make it bounce
if (self.y >= game.height || self.intersects(hoop) && self.speedY > 0) {
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;
};
});
// Confetti class for creating a confetti effect
var Confetti = Container.expand(function () {
var self = Container.call(this);
var confettiColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF];
var confettiPieces = [];
// Generate multiple confetti pieces
for (var i = 0; i < 100; i++) {
var color = confettiColors[Math.floor(Math.random() * confettiColors.length)];
var confettiPiece = self.attachAsset('butter', {
anchorX: 0.5,
anchorY: 0.5,
tint: color
});
confettiPiece.x = Math.random() * game.width * 2; // Spread across entire screen width
confettiPiece.y = Math.random() * game.height * 2 - game.height; // Spread across entire screen height
confettiPiece.scaleX = confettiPiece.scaleY = Math.random() * 0.5 + 0.5; // Random scale
confettiPieces.push(confettiPiece);
}
// Animate confetti pieces
self.animate = function () {
confettiPieces.forEach(function (piece) {
piece.y += Math.random() * 20 + 10; // Further increased fall speed
piece.rotation += Math.random() * 0.2 - 0.1; // Random rotation
// Remove piece if it goes off-screen
if (piece.y > game.height + 50) {
piece.destroy();
confettiPieces.splice(confettiPieces.indexOf(piece), 1);
}
});
// Stop animation and destroy confetti container if all pieces are gone
if (confettiPieces.length === 0) {
self.destroy();
}
};
});
// 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({});
/****
* Game Code
****/
// Global variable to track if the ball has passed above the hoop
var ballPassedAboveHoop = false;
// Display the background asset
var background = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0
});
game.addChild(background);
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 (ballPassedAboveHoop && ball.intersects(hoop)) {
score += 1;
scoreTxt.setText(score.toString());
ball.reset();
ballPassedAboveHoop = false; // Reset the condition after scoring
// Create and add confetti effect to the game
var confetti = game.addChild(new Confetti());
confetti.x = 0; // Position confetti at the hoop's position
confetti.y = 0;
LK.on('tick', function () {
confetti.animate(); // Animate confetti
});
// Initiate gradual movement of the hoop to a new random position within the game boundaries
var targetX = Math.random() * (game.width - hoop.width) + hoop.width / 2;
var targetY = Math.max(Math.random() * (game.height / 2) + 100, 500); // Ensure hoop's Y position does not go below 500
var moveHoopInterval = LK.setInterval(function () {
hoop.x += (targetX - hoop.x) * 0.05; // Move 5% of the distance per tick
hoop.y += (targetY - hoop.y) * 0.05; // Move 5% of the distance per tick
// Check if the hoop is close enough to the target position to stop
if (Math.abs(hoop.x - targetX) < 1 && Math.abs(hoop.y - targetY) < 1) {
hoop.setPosition(targetX, targetY); // Ensure hoop is exactly at target position
LK.clearInterval(moveHoopInterval); // Stop the interval
}
}, 16); // Run every 16ms (~60FPS)
}
// Reset ball if it goes off-screen
if (ball.y > game.height + 50 || ball.x < -50 || ball.x > game.width + 50) {
ball.reset();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -39,9 +39,9 @@
//score -= 1; // Deduct points when hitting the top boundary
scoreTxt.setText(score.toString()); // Update score display
}
// Check if the ball has passed above the hoop and set ballPassedAboveHoop to true
- if (self.y < hoop.y && !ballPassedAboveHoop) {
+ if (self.y < hoop.y - 300 && !ballPassedAboveHoop) {
ballPassedAboveHoop = true;
}
// Reset ball when its speed is very low
if (Math.abs(self.speedX) < 0.5 && Math.abs(self.speedY) < 0.5) {