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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 ****/ /* ********************************************************************************* */ /* ********************************** 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 = 0.95; self.floorBounceRatio = 0.8; 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) { 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); } // 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 += 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 * self.floorBounceRatio; 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 in bottom and its speed is very low if (ball.y > game.height * 0.75 && Math.abs(self.speedX) < 1 && Math.abs(self.speedY) < 1) { self.reset(); } }; 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 ********************************* */ /* ********************************************************************************* */ // 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 *********************************** */ /* ********************************************************************************* */ 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; }; // Define hoopTrigger as a new Container object for better intersection detection self.hoopTopTrigger = new Container(); var hoopTriggerGraphics = self.hoopTopTrigger.attachAsset('hoopTrigger', { anchorX: 0.5, anchorY: 0.5 }); // Position hoopTriggerGraphics inside hoopTrigger container hoopTriggerGraphics.y = 0; // Position hoopTrigger container relative to the hoop self.hoopTopTrigger.y = -hoopGraphics.height / 2 + 40; // Add hoopTrigger container as a child of Hoop self.addChild(self.hoopTopTrigger); // Define hoopBottomTrigger as a new Container object for better intersection detection self.hoopBottomTrigger = new Container(); var hoopBottomTriggerGraphics = self.hoopBottomTrigger.attachAsset('hoopTrigger', { anchorX: 0.5, anchorY: 0.5 }); // Position hoopBottomTriggerGraphics inside hoopBottomTrigger container hoopBottomTriggerGraphics.y = 0; // Position hoopBottomTrigger container relative to the hoop self.hoopBottomTrigger.y = hoopGraphics.height / 2 - 40; // Add hoopBottomTrigger container as a child of Hoop self.addChild(self.hoopBottomTrigger); }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ /* ********************************************************************************* */ /* ******************************* GAME VARIABLES ********************************** */ /* ********************************************************************************* */ var isGameRunning = false; var bounceCounter = 0; var maxSpeed = 100; var ballPassedAboveHoop = false; var timerSeconds = 60; // Set the initial timer value in seconds 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 }); 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; } }); /* ********************************************************************************* */ /* ********************************** 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 isGameRunning = true; } function handleTopTrigger() { console.log("Top trigger"); } function handleBottomTrigger() { console.log("Bottom trigger"); } 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, 780); // Ensure hoop's Y position does not go below 780 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) } /* ********************************************************************************* */ /* ********************************** MAIN LOOP ************************************ */ /* ********************************************************************************* */ LK.on('tick', function () { if (!isGameRunning) { return; } ball.update(); if (ball.intersects(hoop.hoopTopTrigger)) { handleTopTrigger(); } if (ball.intersects(hoop.hoopBottomTrigger)) { handleTopTrigger(); } /*else if (ball.intersects(hoop)) { if (ballPassedAboveHoop) { console.log("touch hoop top"); handleScore(); } else if (ball.speedY < 0) { console.log("touch hoop bottom"); ball.speedY *= -0.98; } } */ }); initGame();
===================================================================
--- original.js
+++ change.js
@@ -254,8 +254,11 @@
}
function handleTopTrigger() {
console.log("Top trigger");
}
+function handleBottomTrigger() {
+ console.log("Bottom trigger");
+}
function handleScore() {
score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();
@@ -290,8 +293,11 @@
ball.update();
if (ball.intersects(hoop.hoopTopTrigger)) {
handleTopTrigger();
}
+ if (ball.intersects(hoop.hoopBottomTrigger)) {
+ handleTopTrigger();
+ }
/*else if (ball.intersects(hoop)) {
if (ballPassedAboveHoop) {
console.log("touch hoop top");
handleScore();