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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.
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compte le nombre de rebonds entre le moment du tir et l'arrivée dans le panier.
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enregistre le score dans l'outil de la plateforme.
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Utilise LK7SCORE pour le score.
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ajoute un compteur de temps en haut à droite
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Remonte la position initiale du ballon de 100 pixels
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Change la couleur du score en vert foncé
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Change la couleur du score en vert.
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Réduis la quantité de rebonds lorsque la balle touche le bas de l'écran.
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Réduis la quantité de rebonds lorsque la balle touche le bas de l'écran.
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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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===================================================================
--- original.js
+++ change.js
@@ -1,82 +1,86 @@
/****
* Classes
****/
-// Assets will be automatically generated based on usage in the code.
-// Ball class for handling the basketball's behavior
+/* ********************************************************************************* */
+/* ********************************** BALL CLASS *********************************** */
+/* ********************************************************************************* */
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.wallBounceSpeedRatio = 0.96;
+ self.gravityAcceleration = 1.2;
+ self.half = ballGraphics.width / 2;
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;
- }
- 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;
- }
+ if (!self.isMoving) {
+ return;
}
+ 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 * Math.sign(self.speedX) * Math.sign(self.speedY);
+ }
+ // Gradually reduce horizontal speed
+ // Apply friction to horizontal speed and limit to max speed
+ self.speedX *= self.wallBounceSpeedRatio;
+ 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 += self.gravityAcceleration;
+ self.speedY = Math.max(Math.min(self.speedY, maxSpeed), -maxSpeed); // Max speed limit
+ // Left and right boundaries
+ if (self.x <= 0 || self.x >= game.width) {
+ self.speedX *= -1 * self.wallBounceSpeedRatio;
+ bounceCounter += 1; // Increment bounce counter
+ scoreTxt.setText(score.toString()); // Update score display
+ }
+ // Top boundary
+ if (self.y <= 0 + self.half) {
+ self.y = 0 + self.half;
+ self.speedY *= -1 * self.wallBounceSpeedRatio;
+ bounceCounter += 1; // Increment bounce counter
+ // TODO : update bounce counter (x,y)
+ }
+ // Bottom boundary
+ if (ball.y > game.height - self.half) {
+ ball.y = game.height - self.half;
+ ball.speedY *= -1 * self.wallBounceSpeedRatio;
+ bounceCounter += 1; // Increment bounce counter
+ }
+ // Left boundary
+ if (ball.x < 0 + self.half) {
+ ball.x = 0 + self.half;
+ ball.speedX *= -1 * self.wallBounceSpeedRatio;
+ bounceCounter += 1; // Increment bounce counter
+ }
+ if (ball.x > game.width - self.half) {
+ ball.x = game.width - self.half;
+ ball.speedX *= -1 * self.wallBounceSpeedRatio;
+ bounceCounter += 1; // Increment bounce counter
+ }
+ // 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();
+ }
};
self.reset = function () {
ballPassedAboveHoop = false;
bounceCounter = 0; // Reset bounce counter
@@ -86,8 +90,11 @@
self.speedY = 0;
self.isMoving = false;
};
});
+/* ********************************************************************************* */
+/* ******************************** CONFETTI CLASS ********************************* */
+/* ********************************************************************************* */
// 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];
@@ -121,9 +128,11 @@
self.destroy();
}
};
});
-// Hoop class for handling the basketball hoop's behavior
+/* ********************************************************************************* */
+/* ********************************** HOOP CLASS *********************************** */
+/* ********************************************************************************* */
var Hoop = Container.expand(function () {
var self = Container.call(this);
var hoopGraphics = self.attachAsset('hoop', {
anchorX: 0.5,
@@ -142,28 +151,81 @@
/****
* Game Code
****/
-// Initialize bounce counter variable
+/* ********************************************************************************* */
+/* ******************************* GAME VARIABLES ********************************** */
+/* ********************************************************************************* */
var bounceCounter = 0;
-// Initialize timer variables
+var maxSpeed = 100;
+var ballPassedAboveHoop = false;
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
+var ball = null;
+var hoop = null;
+var score = 0;
+var startPosition = null;
+// UI
+var background = null;
+var scoreTxt = null;
+var timerTxt = null;
+/* ********************************************************************************* */
+/* ******************************* INPUT HANDLERS ********************************** */
+/* ********************************************************************************* */
+game.on('down', function (obj) {
+ var pos = obj.event.getLocalPosition(game);
+ startPosition = pos;
+ bounceCounter = 0; // Reset bounce counter when the user touches the screen
});
-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
+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;
}
-}, 1000); // Set the interval to update every 1000ms (1 second)
+});
+/* ********************************************************************************* */
+/* ********************************** GAME FUNCTIONS ************************************ */
+/* ********************************************************************************* */
+function initGame() {
+ // Background
+ var background = LK.getAsset('background', {
+ anchorX: 0.0,
+ anchorY: 0.0,
+ x: 0,
+ y: 0
+ });
+ game.addChild(background);
+ // Score UI
+ 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);
+ // Timer UI
+ timerTxt = new Text2(timerSeconds.toString(), {
+ size: 150,
+ fill: "#006400"
+ });
+ timerTxt.anchor.set(1, 0);
+ LK.gui.topRight.addChild(timerTxt);
+ // 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)
+ ball = game.addChild(new Ball());
+ ball.reset();
+ hoop = game.addChild(new Hoop());
+ hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center
+}
function handleScore() {
score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();
@@ -187,47 +249,15 @@
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;
- }
-});
+/* ********************************************************************************* */
+/* ********************************** MAIN LOOP ************************************ */
+/* ********************************************************************************* */
LK.on('tick', function () {
- ball.update();
+ if (ball) {
+ ball.update();
+ }
if (ball.intersects(hoop)) {
if (ballPassedAboveHoop) {
handleScore();
} else if (ball.speedY < 0) {