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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 Ă 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 Ă 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 only when moving
			if (self.speedX !== 0 || self.speedY !== 0) {
				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 *= 0.99;
			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 *= -0.98;
				//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 *= -0.95;
			}
		}
	};
	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 < 200; 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
****/ 
function handleScore() {
	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)
}
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: "#000000" // Changed color to black
});
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();
	if (ball.intersects(hoop)) {
		if (ballPassedAboveHoop) {
			handleScore();
		} else if (ball.speedY < 0) {
			ball.speedY *= -0.98;
		}
	}
	// Reset ball if it goes off-screen
	if (ball.y > game.height - 50) {
		ball.y = game.height - 50;
		ball.speedY *= -0.95;
	}
	if (ball.x < 50) {
		ball.x = 50;
		ball.speedX *= -0.95;
	}
	if (ball.x > game.width - 50) {
		ball.x = game.width - 50;
		ball.speedX *= -0.95;
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -30,17 +30,18 @@
 			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 *= 0.99;
 			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;
+				self.speedY *= -0.98;
 				//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
@@ -59,9 +60,9 @@
 			// 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.speedY *= -0.95;
 			}
 		}
 	};
 	self.reset = function () {
@@ -171,9 +172,9 @@
 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"
+	fill: "#000000" // Changed color to black
 });
 scoreTxt.anchor.set(0.5, 0);
 LK.gui.top.addChild(scoreTxt);
 var startPosition = null;
@@ -201,15 +202,15 @@
 	}
 	// Reset ball if it goes off-screen
 	if (ball.y > game.height - 50) {
 		ball.y = game.height - 50;
-		ball.speedY *= -0.98;
+		ball.speedY *= -0.95;
 	}
 	if (ball.x < 50) {
 		ball.x = 50;
-		ball.speedX *= -0.98;
+		ball.speedX *= -0.95;
 	}
 	if (ball.x > game.width - 50) {
 		ball.x = game.width - 50;
-		ball.speedX *= -0.98;
+		ball.speedX *= -0.95;
 	}
 });
\ No newline at end of file