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implement swipeAnim, bt adding the swipe asset and make it move infinetly from ball to the center of the screen
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implement animateScore with wdith and height grow and restore of scoreTxt
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animate scoreTxt when player scores
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add a little label "Score" above the scoreTxt
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in animateTimer make size bump
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in animateTimer make size increase then decrease each sec
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in handleTimer , when time is under 5, animate timerTxt width and height
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Please fix the bug: 'Timeout.tick error: timerInterval is not defined' in or related to this line: 'LK.clearInterval(timerInterval); // Stop the timer when it reaches 0' Line Number: 321
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in handleTimer , when timer is < 5,, change text fill to red
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change time counter to red in the 5 last seconds
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don't start a shoot if both speed are under 10
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===================================================================
--- original.js
+++ change.js
@@ -216,9 +216,9 @@
var ball = null;
var hoop = null;
var score = 0;
var startPosition = null;
-var isDebug = false;
+var isDebug = true;
// UI
var background = null;
var scoreTxt = null;
var timerTxt = null;
@@ -234,11 +234,13 @@
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 ===========================");
- currentShootBuckets = 0;
- ball.launch(speedX, speedY);
+ if (Math.abs(speedX) >= 10 || Math.abs(speedY) >= 10) {
+ console.log("============================= SHOOT ===========================");
+ currentShootBuckets = 0;
+ ball.launch(speedX, speedY);
+ }
startPosition = null;
}
});
/* ********************************************************************************* */
@@ -300,13 +302,15 @@
ballPassedAboveHoop = true;
}
}
function handleBottomTrigger() {
- console.log("Bottom trigger", ball.speedY);
+ console.log("Bottom trigger", ball.speedY.toFixed(2), ball.x.toFixed(2), hoop.hoopBorderLeft.x.toFixed(2), hoop.hoopBorderRight.x.toFixed(2));
hoop.hoopBottomTrigger.isHandling = true;
- if (ballPassedAboveHoop) {
+ var leftBorderX = hoop.x + hoop.hoopBorderLeft.x;
+ var rightBorderX = hoop.x + hoop.hoopBorderRight.x;
+ if (ballPassedAboveHoop && ball.x > leftBorderX && ball.x < rightBorderX) {
if (ball.speedY > 0) {
- console.log("entering hoop ");
+ console.log("--------------- SCORE!!! -----------------");
ballPassedInsideHoop = true;
handleScore();
}
} else if (ball.speedY < 0) {