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in swipeAnim, separate the target setting and the asset movement
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in swipeAnim, update the rotation of the asset toward the target
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in swipeAnim, alternate the targetX each time between these values: 1*game.width *0.25 2*game.width *0.25 3*game.width *0.25
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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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/****
* 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
// Top boundary
if (self.y <= 0 + self.half) {
self.y = 0 + self.half;
self.speedY *= -1 * self.wallBounceSpeedRatio;
bounceMultiplier *= 2;
popupMultiplier(bounceMultiplier, self.x, self.y);
}
// Bottom boundary
if (ball.y > game.height - self.half) {
ball.y = game.height - self.half;
ball.speedY *= -1 * self.wallBounceSpeedRatio * self.floorBounceRatio;
bounceMultiplier *= 2;
popupMultiplier(bounceMultiplier, ball.x, ball.y);
}
// Left boundary
if (ball.x < 0 + self.half) {
ball.x = 0 + self.half;
ball.speedX *= -1 * self.wallBounceSpeedRatio;
bounceMultiplier *= 2;
popupMultiplier(bounceMultiplier, ball.x, ball.y);
}
// Right boundary
if (ball.x > game.width - self.half) {
ball.x = game.width - self.half;
ball.speedX *= -1 * self.wallBounceSpeedRatio;
bounceMultiplier *= 2;
popupMultiplier(bounceMultiplier, ball.x, ball.y);
}
// 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;
ballPassedInsideHoop = false;
bounceMultiplier = 1; // 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 bounceMultiplier = 1;
var currentShootBuckets = 0;
var maxSpeed = 100;
var ballPassedAboveHoop = false;
var ballPassedInsideHoop = false;
var timerSeconds = 7; //60; // Set the initial timer value in seconds
var ball = null;
var hoop = null;
var score = 0;
var startPosition = null;
var isDebug = false;
// UI
var background = null;
var scoreTxt = null;
var timerTxt = null;
var minShootSpeed = 30;
/* ********************************************************************************* */
/* ******************************* INPUT HANDLERS ********************************** */
/* ********************************************************************************* */
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
startPosition = pos;
bounceMultiplier = 1;
});
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);
if (Math.abs(speedX) >= minShootSpeed || Math.abs(speedY) >= minShootSpeed) {
console.log("============================= SHOOT ===========================");
currentShootBuckets = 0;
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",
weight: 1000,
dropShadow: true
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Timer UI
timerTxt = new Text2(timerSeconds.toString(), {
size: 150,
fill: "#006400",
weight: 1000,
dropShadow: true
});
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(), timerSeconds <= 5 ? "#ff0000" : "#006400"); // Update the timer display with color change in the last 5 seconds
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.toFixed(2), ball.x.toFixed(2), hoop.hoopBorderLeft.x.toFixed(2), hoop.hoopBorderRight.x.toFixed(2));
hoop.hoopBottomTrigger.isHandling = true;
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("--------------- SCORE!!! -----------------");
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...bounceMultiplier=", bounceMultiplier, "*", currentShootBuckets);
isHandlingScore = true;
currentShootBuckets++;
score += bounceMultiplier + bounceMultiplier * (currentShootBuckets - 1); // Add bounce counter to score
scoreTxt.setText(score.toString());
popupBucket(currentShootBuckets > 1);
//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
});
/*
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 = game.height * 0.25 + Math.random() * game.height * 0.40; //Math.max(Math.random() * (game.height / 2) + 100, 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)
}
function popupMultiplier(value, x, y) {
//console.log("popupMultiplier()...", value, x, y);
// popup the asset corresponding to the value
if (value < 2) {
return;
}
var possibleValues = [2, 4, 8, 16, 32, 64, 128, 256];
if (!possibleValues.includes(value)) {
value = 999;
}
// Create and configure the x2 asset
var popupOffset = 384;
var popupSpeed = 60;
var multiplierAsset = LK.getAsset('x' + value, {
anchorX: 0.5,
anchorY: 0.5,
x: Math.min(Math.max(x, popupOffset), game.width - popupOffset),
y: Math.min(Math.max(y, popupOffset), game.height - popupOffset),
width: 1,
height: 1
});
game.addChild(multiplierAsset);
// Animate the growth of the x2 asset to 1024x1024
var growInterval = LK.setInterval(function () {
multiplierAsset.width += popupSpeed; // Grow the width by 10% each tick
multiplierAsset.height += popupSpeed;
// Check if the asset has grown to or beyond 1024x1024
if (multiplierAsset.width >= 1024 || multiplierAsset.height >= 1024) {
LK.clearInterval(growInterval); // Stop the growth animation
// Start fade out animation
var fadeOutInterval = LK.setInterval(function () {
multiplierAsset.alpha -= 0.05; // Reduce alpha to fade out
if (multiplierAsset.alpha <= 0) {
LK.clearInterval(fadeOutInterval); // Stop the fade out animation
multiplierAsset.destroy(); // Destroy the asset after fading out
}
}, 4); // Run every 16ms (~60FPS)
}
}, 1); // Run every 16ms (~60FPS)
}
function popupBucket(isCombo) {
console.log("popupBucket", isCombo);
var popupSpeed = 60;
var popupMaxSize = isCombo ? 4096 : 2048;
var assetName = isCombo ? 'superCombo' : 'bucket';
var bucketAsset = LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5,
x: game.width / 2,
y: game.height * 0.75,
width: 1,
height: 1,
alpha: 0.8
});
game.addChild(bucketAsset);
// Animate the growth of the x2 asset to 1024x1024
var growInterval = LK.setInterval(function () {
bucketAsset.width += popupSpeed;
bucketAsset.height += popupSpeed;
// Check if the asset has grown to or beyond 1024x1024
if (bucketAsset.width >= popupMaxSize || bucketAsset.height >= popupMaxSize) {
LK.clearInterval(growInterval); // Stop the growth animation
LK.setTimeout(function () {
// Start fade out animation
var fadeOutInterval = LK.setInterval(function () {
bucketAsset.alpha -= 0.025; // Reduce alpha to fade out
bucketAsset.rotation += 0.2; // Rotate the bucketAsset
if (bucketAsset.alpha <= 0) {
LK.clearInterval(fadeOutInterval); // Stop the fade out animation
bucketAsset.destroy(); // Destroy the asset after fading out
}
}, 4); // Run every 16ms (~60FPS)
}, 200);
}
}, 1); // Run every 16ms (~60FPS)
}
/* ********************************************************************************* */
/* ********************************** MAIN LOOP ************************************ */
/* ********************************************************************************* */
LK.on('tick', function () {
if (!isGameRunning) {
return;
}
ball.update();
if (ball.intersects(hoop.hoopBorderLeft)) {
if (!hoop.hoopBorderLeft.isHandling) {
handleHoopBorder(hoop.hoopBorderLeft);
}
} else {
hoop.hoopBorderLeft.isHandling = false;
}
if (ball.intersects(hoop.hoopBorderRight)) {
if (!hoop.hoopBorderRight.isHandling) {
handleHoopBorder(hoop.hoopBorderRight);
}
} else {
hoop.hoopBorderRight.isHandling = false;
}
if (ball.intersects(hoop.hoopTopTrigger)) {
if (!hoop.hoopTopTrigger.isHandling) {
handleTopTrigger();
}
} else {
hoop.hoopTopTrigger.isHandling = false;
}
if (ball.intersects(hoop.hoopBottomTrigger)) {
if (!hoop.hoopBottomTrigger.isHandling) {
handleBottomTrigger();
}
} else {
hoop.hoopBottomTrigger.isHandling = false;
}
// 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 > 350) {
// ~hoop heigth/2 + ball/heigth/2
isHandlingScore = false;
resetCollisionHandling();
}
//scoreTxt.setText(ball.speedY.toFixed(2));
});
initGame();