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popupBucket, while fading out, make the bucketAsset rotate
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call popupBucket on score
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in popupMultiplier, add an offset to the asset position so that it doesn't go out of screen
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in popupMultiplier, when grow anim ends fade the asset and destroy it
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in popupMultiplier, don't use scale, use width and height
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call popupMultiplier(value, x, y) at each bounce
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in popupMultiplier, popup the x2 asset at the position x,y. start at with,heigth 1x1 and make it grow until 1024x1024
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in popupMultiplier, check if value is in possibleValues, if not set it to 999;
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flash the ball at each bounce
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flash the screen at each bounce
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move the hoop after a shoot even if not scored
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don't accept other touch while ball is moving
/**** * 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 * 0.6 && Math.abs(self.speedX) < 5 && Math.abs(self.speedY) < 5) { 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); console.log("============================= SHOOT ==========================="); 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) { if (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; // Check if the ball has hit the left or right border if (ball.x <= border.x || ball.x >= border.x + border.width) { ball.speedX *= -1; // Reverse the x direction } // Check if the ball has hit the top or bottom border if (ball.y <= border.y || ball.y >= border.y + border.height) { //ball.speedY *= -1; // Reverse the y direction } } 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 after every shoot 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("Hoop moved to new position after shoot..."); isHandlingScore = false; resetCollisionHandling(); } }, 16); // Run every 16ms (~60FPS) // Move the hoop after every shoot, regardless of scoring 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); console.log("============================= SHOOT ==========================="); ball.launch(speedX, speedY); startPosition = null; // Trigger hoop movement after a shoot handleScore(); } }); /* 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
@@ -68,9 +68,9 @@
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) {
+ if (ball.y > game.height * 0.6 && Math.abs(self.speedX) < 5 && Math.abs(self.speedY) < 5) {
self.reset();
}
};
self.reset = function () {
@@ -233,8 +233,9 @@
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);
+ console.log("============================= SHOOT ===========================");
ball.launch(speedX, speedY);
startPosition = null;
}
});
@@ -309,26 +310,18 @@
ballPassedInsideHoop = false;
}
}
function handleHoopBorder(border) {
- console.log("handleHoopBorder ");
+ 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;
+ // Check if the ball has hit the left or right border
+ if (ball.x <= border.x || ball.x >= border.x + border.width) {
+ ball.speedX *= -1; // Reverse the x direction
+ }
+ // Check if the ball has hit the top or bottom border
+ if (ball.y <= border.y || ball.y >= border.y + border.height) {
+ //ball.speedY *= -1; // Reverse the y direction
+ }
}
function resetCollisionHandling() {
//console.log("resetCollisionHandling...");
hoop.hoopTopTrigger.isHandling = false;
@@ -361,9 +354,9 @@
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
+ // Initiate gradual movement of the hoop to a new random position within the game boundaries after every shoot
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
@@ -371,13 +364,26 @@
// 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...");
+ console.log("Hoop moved to new position after shoot...");
isHandlingScore = false;
resetCollisionHandling();
}
}, 16); // Run every 16ms (~60FPS)
+ // Move the hoop after every shoot, regardless of scoring
+ 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);
+ console.log("============================= SHOOT ===========================");
+ ball.launch(speedX, speedY);
+ startPosition = null;
+ // Trigger hoop movement after a shoot
+ handleScore();
+ }
+ });
/*
LK.setTimeout(function () {
isHandlingScore = false;
resetCollisionHandling();
@@ -393,21 +399,17 @@
}
ball.update();
if (!hoop.hoopBorderLeft.isHandling && ball.intersects(hoop.hoopBorderLeft)) {
handleHoopBorder(hoop.hoopBorderLeft);
- return;
}
if (!hoop.hoopBorderRight.isHandling && ball.intersects(hoop.hoopBorderRight)) {
handleHoopBorder(hoop.hoopBorderRight);
- return;
}
if (!hoop.hoopTopTrigger.isHandling && ball.intersects(hoop.hoopTopTrigger)) {
handleTopTrigger();
- return;
}
if (!hoop.hoopBottomTrigger.isHandling && ball.intersects(hoop.hoopBottomTrigger)) {
handleBottomTrigger();
- return;
}
// Calculate distance between ball and hoop
var distanceX = ball.x - hoop.x;
var distanceY = ball.y - hoop.y;