Code edit (9 edits merged)
Please save this source code
User prompt
don't accept other touch while ball is moving
Code edit (5 edits merged)
Please save this source code
User prompt
reduce ball speed when launched
User prompt
reduce ball speed
Code edit (6 edits merged)
Please save this source code
User prompt
in LK.on('tick', ), after ball.update();, calculate distance between ball and hoop
Code edit (1 edits merged)
Please save this source code
User prompt
in initGame, if !isDebug, set alpha of hoopTriggers to 0
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: handleHoopBorder is not defined' in or related to this line: 'handleHoopBorder();' Line Number: 341
Code edit (3 edits merged)
Please save this source code
User prompt
in main loop, call handleHoopBorder when ball touches a hoop border
User prompt
in hoop class, add 2 new objects hoopBorderLeft and hoopBorderRight
Code edit (3 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
now ballPassedAboveHoop should be set to true when ball touches the hoop's top Trigger
Code edit (2 edits merged)
Please save this source code
User prompt
in hoop class set hoopTopTrigger width to 220 and hoopBottomTrigger to 400
Code edit (6 edits merged)
Please save this source code
User prompt
Now add a bottom trigger in the hoop
Code edit (2 edits merged)
Please save this source code
User prompt
fix the fact that ball.intersects(hoop.hoopTriggerGraphics) is not triggered, maybe hoopTrigger needs to be an 'object' not just an asset...
/**** * 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 } // 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 } // 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; ballPassedInsideHoop = 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(); self.hoopTopTrigger.isHandling = false; var hoopTriggerGraphics = self.hoopTopTrigger.attachAsset('hoopTrigger', { width: 200, 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 + 60; // 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(); self.hoopTopTrigger.isHandling = false; var hoopBottomTriggerGraphics = self.hoopBottomTrigger.attachAsset('hoopTrigger', { width: 300, anchorX: 0.5, anchorY: 0.5, tint: 0x0000ff }); // Position hoopBottomTriggerGraphics inside hoopBottomTrigger container hoopBottomTriggerGraphics.y = 0; // Position hoopBottomTrigger container relative to the hoop self.hoopBottomTrigger.y = -hoopGraphics.height / 2 + 150; // Add hoopBottomTrigger container as a child of Hoop self.addChild(self.hoopBottomTrigger); // Define hoopBorderLeft as a new Container object for collision detection self.hoopBorderLeft = new Container(); self.hoopBorderLeft.isHandling = false; var hoopBorderLeftGraphics = self.hoopBorderLeft.attachAsset('hoopBorder', { anchorX: 0.5, anchorY: 0.5 }); // Position hoopBorderLeftGraphics inside hoopBorderLeft container hoopBorderLeftGraphics.y = 0; // Position hoopBorderLeft container relative to the hoop self.hoopBorderLeft.x = -hoopGraphics.width / 2 + 20; self.hoopBorderLeft.y = -hoopGraphics.height / 2 + 40; // Add hoopBorderLeft container as a child of Hoop self.addChild(self.hoopBorderLeft); // Define hoopBorderRight as a new Container object for collision detection self.hoopBorderRight = new Container(); self.hoopBorderRight.isHandling = false; var hoopBorderRightGraphics = self.hoopBorderRight.attachAsset('hoopBorder', { anchorX: 0.5, anchorY: 0.5 }); // Position hoopBorderRightGraphics inside hoopBorderRight container hoopBorderRightGraphics.y = 0; // Position hoopBorderRight container relative to the hoop self.hoopBorderRight.x = hoopGraphics.width / 2 - 20; self.hoopBorderRight.y = -hoopGraphics.height / 2 + 40; // Add hoopBorderRight container as a child of Hoop self.addChild(self.hoopBorderRight); }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ /* ********************************************************************************* */ /* ******************************* GAME VARIABLES ********************************** */ /* ********************************************************************************* */ var isGameRunning = false; var isHandlingScore = false; var bounceCounter = 0; var maxSpeed = 100; var ballPassedAboveHoop = false; var ballPassedInsideHoop = false; var timerSeconds = 600; // Set the initial timer value in seconds var ball = null; var hoop = null; var score = 0; var startPosition = null; var isDebug = true; // 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 && !ball.isMoving) { 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()); if (!isDebug) { hoop.hoopTopTrigger.alpha = 0; hoop.hoopBottomTrigger.alpha = 0; hoop.hoopBorderLeft.alpha = 0; hoop.hoopBorderRight.alpha = 0; } hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center isGameRunning = true; } function handleTopTrigger() { console.log("Top trigger. speed", ball.speedY); hoop.hoopTopTrigger.isHandling = true; if (ball.speedY > 0) { ballPassedAboveHoop = true; } } function handleBottomTrigger() { console.log("Bottom trigger", ball.speedY); hoop.hoopBottomTrigger.isHandling = true; if (ballPassedAboveHoop && ball.speedY > 0) { console.log("entering hoop "); ballPassedInsideHoop = true; handleScore(); } else if (ball.speedY < 0) { console.log("touch hoop from bottom"); ball.speedY *= -0.98; ballPassedAboveHoop = false; ballPassedInsideHoop = false; } } function handleHoopBorder(border) { console.log("handleHoopBorder "); border.isHandling = true; // Calcul du vecteur normal var dx = ball.x - border.x; var dy = ball.y - border.y; var normal = normalize({ x: dx, y: dy }); // Calcul du vecteur de réflexion var dot = ball.speedX * normal.x + ball.speedY * normal.y; var reflection = { x: ball.speedX - 2 * dot * normal.x, y: ball.speedY - 2 * dot * normal.y }; // Mise à jour de la vitesse de la balle ball.speedX = reflection.x * ball.wallBounceSpeedRatio; ball.speedY = reflection.y * ball.wallBounceSpeedRatio; // Mise à jour du compteur de rebonds bounceCounter += 1; } function resetCollisionHandling() { //console.log("resetCollisionHandling..."); hoop.hoopTopTrigger.isHandling = false; hoop.hoopBottomTrigger.isHandling = false; hoop.hoopBorderLeft.isHandling = false; hoop.hoopBorderRight.isHandling = false; } // Fonction pour normaliser un vecteur function normalize(vector) { var magnitude = Math.sqrt(vector.x * vector.x + vector.y * vector.y); return { x: vector.x / magnitude, y: vector.y / magnitude }; } function handleScore() { if (isHandlingScore) { return; } console.log("handleScore..."); isHandlingScore = true; score += 1 + bounceCounter; // Add bounce counter to score scoreTxt.setText(score.toString()); //ball.reset(); ballPassedAboveHoop = false; // Reset the condition after scoring ballPassedInsideHoop = false; // 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 console.log("Ok can handle score..."); isHandlingScore = false; resetCollisionHandling(); } }, 16); // Run every 16ms (~60FPS) /* LK.setTimeout(function () { isHandlingScore = false; resetCollisionHandling(); }, 250); */ } /* ********************************************************************************* */ /* ********************************** MAIN LOOP ************************************ */ /* ********************************************************************************* */ LK.on('tick', function () { if (!isGameRunning) { return; } ball.update(); if (!hoop.hoopBorderLeft.isHandling && ball.intersects(hoop.hoopBorderLeft)) { handleHoopBorder(hoop.hoopBorderLeft); } if (!hoop.hoopBorderRight.isHandling && ball.intersects(hoop.hoopBorderRight)) { handleHoopBorder(hoop.hoopBorderRight); } if (!hoop.hoopTopTrigger.isHandling && ball.intersects(hoop.hoopTopTrigger)) { handleTopTrigger(); } if (!hoop.hoopBottomTrigger.isHandling && ball.intersects(hoop.hoopBottomTrigger)) { handleBottomTrigger(); } // Calculate distance between ball and hoop var distanceX = ball.x - hoop.x; var distanceY = ball.y - hoop.y; var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); //console.log("Distance between ball and hoop:", distance); if (distance > 250) { resetCollisionHandling(); } //scoreTxt.setText(ball.speedY.toFixed(2)); }); initGame();
===================================================================
--- original.js
+++ change.js
@@ -17,10 +17,10 @@
self.gravityAcceleration = 1.2;
self.half = ballGraphics.width / 2;
self.isMoving = false;
self.launch = function (speedX, speedY) {
- self.speedX = speedX * 0.75; // Reduce speedX by 25%
- self.speedY = speedY * 0.75; // Reduce speedY by 25%
+ self.speedX = speedX;
+ self.speedY = speedY;
self.isMoving = true;
};
self.update = function () {
if (!self.isMoving) {
@@ -154,9 +154,10 @@
self.hoopTopTrigger.isHandling = false;
var hoopBottomTriggerGraphics = self.hoopBottomTrigger.attachAsset('hoopTrigger', {
width: 300,
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ tint: 0x0000ff
});
// Position hoopBottomTriggerGraphics inside hoopBottomTrigger container
hoopBottomTriggerGraphics.y = 0;
// Position hoopBottomTrigger container relative to the hoop
@@ -228,9 +229,9 @@
startPosition = pos;
bounceCounter = 0; // Reset bounce counter when the user touches the screen
});
game.on('up', function (obj) {
- if (startPosition) {
+ if (startPosition && !ball.isMoving) {
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);
@@ -372,11 +373,17 @@
hoop.setPosition(targetX, targetY); // Ensure hoop is exactly at target position
LK.clearInterval(moveHoopInterval); // Stop the interval
console.log("Ok can handle score...");
isHandlingScore = false;
+ resetCollisionHandling();
}
}, 16); // Run every 16ms (~60FPS)
- resetCollisionHandling();
+ /*
+ LK.setTimeout(function () {
+ isHandlingScore = false;
+ resetCollisionHandling();
+ }, 250);
+ */
}
/* ********************************************************************************* */
/* ********************************** MAIN LOOP ************************************ */
/* ********************************************************************************* */
@@ -401,9 +408,9 @@
var distanceX = ball.x - hoop.x;
var distanceY = ball.y - hoop.y;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
//console.log("Distance between ball and hoop:", distance);
- if (distance > 450) {
+ if (distance > 250) {
resetCollisionHandling();
}
//scoreTxt.setText(ball.speedY.toFixed(2));
});