User prompt
add a hopptrigger in the hoop class
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'ball.update();' Line Number: 266
Code edit (1 edits merged)
Please save this source code
User prompt
Réinitialise le compteur de rebond à chaque fois que l'utilisateur touche l'écran.
User prompt
compte le nombre de rebonds entre le moment du tir et l'arrivée dans le panier.
Code edit (2 edits merged)
Please save this source code
User prompt
enregistre le score dans l'outil de la plateforme.
User prompt
Utilise LK7SCORE pour le score.
User prompt
ajoute un compteur de temps en haut à droite
User prompt
Remonte la position initiale du ballon de 100 pixels
User prompt
Change la couleur du score en vert foncé
User prompt
Change la couleur du score en vert.
Code edit (1 edits merged)
Please save this source code
User prompt
Réduis la quantité de rebonds lorsque la balle touche le bas de l'écran.
User prompt
Réduis la quantité de rebonds lorsque la balle touche le bas de l'écran.
User prompt
Change la couleur du score en noir
Code edit (2 edits merged)
Please save this source code
User prompt
déplace le code qui gère le fait de marquer un panier dans une fonction globale
User prompt
Quand un palier est marqué, laisse un délai avant de réinitialiser et de bouger le palier.
Code edit (3 edits merged)
Please save this source code
User prompt
La balle doit arrêter de tourner lorsque la vitesse X ou Y est à zéro.
Code edit (5 edits merged)
Please save this source code
User prompt
dans game.on('up' limite la vitesse à maxSpeed
Code edit (1 edits merged)
Please save this source code
/**** * 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, increment bounce counter, and lose points if (self.x <= 0 || self.x >= game.width) { self.speedX *= -1; bounceCounter += 1; // Increment bounce counter scoreTxt.setText(score.toString()); // Update score display } if (self.y <= 0) { self.speedY *= -0.98; bounceCounter += 1; // Increment bounce counter 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) < 1 && Math.abs(self.speedY) < 1) { 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 *= -0.5; } } }; self.reset = function () { ballPassedAboveHoop = false; bounceCounter = 0; // Reset bounce counter self.x = game.width / 2; self.y = game.height - 300; 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 ****/ // Initialize bounce counter variable var bounceCounter = 0; // Initialize timer variables var timerSeconds = 60; // Set the initial timer value in seconds var timerTxt = new Text2(timerSeconds.toString(), { size: 150, fill: "#000000" // Timer text color set to black }); timerTxt.anchor.set(1, 0); // Anchor the timer text to the top right LK.gui.topRight.addChild(timerTxt); // Add the timer text to the top-right GUI overlay // Update the timer every second var timerInterval = LK.setInterval(function () { timerSeconds -= 1; // Decrement the timer by one second timerTxt.setText(timerSeconds.toString()); // Update the timer display if (timerSeconds <= 0) { LK.clearInterval(timerInterval); // Stop the timer when it reaches 0 LK.setScore(score); // Save the final score using the platform's tool LK.showGameOver(); // Show game over screen } }, 1000); // Set the interval to update every 1000ms (1 second) function handleScore() { score += 1 + bounceCounter; // Add bounce counter to score 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: "#006400" // Changed color to dark green }); 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 *= -0.75; } 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
@@ -32,17 +32,17 @@
// 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
+ // Check for boundary collisions, reverse speed, increment bounce counter, and lose points
if (self.x <= 0 || self.x >= game.width) {
self.speedX *= -1;
- //score -= 1; // Deduct points when hitting horizontal boundaries
+ bounceCounter += 1; // Increment bounce counter
scoreTxt.setText(score.toString()); // Update score display
}
if (self.y <= 0) {
self.speedY *= -0.98;
- //score -= 1; // Deduct points when hitting the top boundary
+ bounceCounter += 1; // Increment bounce counter
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) {
@@ -66,8 +66,9 @@
}
};
self.reset = function () {
ballPassedAboveHoop = false;
+ bounceCounter = 0; // Reset bounce counter
self.x = game.width / 2;
self.y = game.height - 300;
self.speedX = 0;
self.speedY = 0;
@@ -129,8 +130,10 @@
/****
* Game Code
****/
+// Initialize bounce counter variable
+var bounceCounter = 0;
// Initialize timer variables
var timerSeconds = 60; // Set the initial timer value in seconds
var timerTxt = new Text2(timerSeconds.toString(), {
size: 150,
@@ -148,9 +151,9 @@
LK.showGameOver(); // Show game over screen
}
}, 1000); // Set the interval to update every 1000ms (1 second)
function handleScore() {
- score += 1;
+ score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();
ballPassedAboveHoop = false; // Reset the condition after scoring
// Create and add confetti effect to the game