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in initGame, if !isDebug, set alpha of hoopTriggers to 0
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Please fix the bug: 'ReferenceError: handleHoopBorder is not defined' in or related to this line: 'handleHoopBorder();' Line Number: 341
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in main loop, call handleHoopBorder when ball touches a hoop border
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in hoop class, add 2 new objects hoopBorderLeft and hoopBorderRight
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Please fix the bug: 'TypeError: ball.speedY.toString(...).toFixed is not a function' in or related to this line: 'scoreTxt.setText(ball.speedY.toString().toFixed(2));' Line Number: 319
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now ballPassedAboveHoop should be set to true when ball touches the hoop's top Trigger
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in hoop class set hoopTopTrigger width to 220 and hoopBottomTrigger to 400
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Now add a bottom trigger in the hoop
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fix the fact that ball.intersects(hoop.hoopTriggerGraphics) is not triggered, maybe hoopTrigger needs to be an 'object' not just an asset...
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in main tick loop, call handleTopTrigger when ball intersects the hoop trigger
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add a hopptrigger in the hoop class
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'ball.update();' Line Number: 266
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Réinitialise le compteur de rebond à chaque fois que l'utilisateur touche l'écran.
/****
* 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;
bounceCounter = 0; // Reset bounce counter when the user touches the screen
});
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;
}
});