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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 // Apply friction to horizontal speed and limit to max speed self.speedX *= 0.99; self.speedX = Math.max(Math.min(self.speedX, maxSpeed), -maxSpeed); // Max speed limit // Enhanced gravity effect with gradual vertical speed reduction and limit to max speed self.speedY += 1.2; self.speedY = Math.max(Math.min(self.speedY, maxSpeed), -maxSpeed); // Max speed limit // 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 - hoop.height / 2 - 200 && !ballPassedAboveHoop) { ballPassedAboveHoop = true; } // Set ballPassedAboveHoop to false when the ball passes under the hoop (+ its height) if (self.y > hoop.y + hoop.height / 2) { ballPassedAboveHoop = false; } // 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 () { ballPassedAboveHoop = false; 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 ****/ var maxSpeed = 100; // 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 = Math.max(Math.min((endPosition.x - startPosition.x) * 0.1, maxSpeed), -maxSpeed); var speedY = Math.max(Math.min((endPosition.y - startPosition.y) * 0.1, maxSpeed), -maxSpeed); ball.launch(speedX, speedY); startPosition = null; } }); LK.on('tick', function () { ball.update(); // Check for scoring if (ball.intersects(hoop)) { if (ballPassedAboveHoop) { 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) } else if (ball.speedY > 0) { ball.speedY *= -1; } } // 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
@@ -41,9 +41,9 @@
//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 - hoop.height / 2 - 100 && !ballPassedAboveHoop) {
+ if (self.y < hoop.y - hoop.height / 2 - 200 && !ballPassedAboveHoop) {
ballPassedAboveHoop = true;
}
// Set ballPassedAboveHoop to false when the ball passes under the hoop (+ its height)
if (self.y > hoop.y + hoop.height / 2) {