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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
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reduce ball speed when launched
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reduce ball speed
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in LK.on('tick', ), after ball.update();, calculate distance between ball and hoop
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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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===================================================================
--- original.js
+++ change.js
@@ -70,8 +70,9 @@
}
// 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();
+ moveHoop();
}
};
self.reset = function () {
ballPassedAboveHoop = false;
@@ -354,9 +355,19 @@
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
+ moveHoop();
+ /*
+ LK.setTimeout(function () {
+ isHandlingScore = false;
+ resetCollisionHandling();
+ },250);
+ */
+}
+function moveHoop() {
+ //console.log("moveHoop...");
+ // 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
@@ -364,32 +375,13 @@
// 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...");
+ console.log("Ok can handle score...");
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 ************************************ */
/* ********************************************************************************* */