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add a hopptrigger in the hoop class
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'ball.update();' Line Number: 266
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Réinitialise le compteur de rebond à chaque fois que l'utilisateur touche l'écran.
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compte le nombre de rebonds entre le moment du tir et l'arrivée dans le panier.
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enregistre le score dans l'outil de la plateforme.
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Utilise LK7SCORE pour le score.
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ajoute un compteur de temps en haut à droite
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Remonte la position initiale du ballon de 100 pixels
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Change la couleur du score en vert foncé
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Change la couleur du score en vert.
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Réduis la quantité de rebonds lorsque la balle touche le bas de l'écran.
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Réduis la quantité de rebonds lorsque la balle touche le bas de l'écran.
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Change la couleur du score en noir
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déplace le code qui gère le fait de marquer un panier dans une fonction globale
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Quand un palier est marqué, laisse un délai avant de réinitialiser et de bouger le palier.
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La balle doit arrêter de tourner lorsque la vitesse X ou Y est à zéro.
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dans game.on('up' limite la vitesse à maxSpeed
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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
// Left and right boundaries
if (self.x <= 0 || self.x >= game.width) {
self.speedX *= -1 * self.wallBounceSpeedRatio;
bounceCounter += 1; // Increment bounce counter
scoreTxt.setText(score.toString()); // Update score display
}
// 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
}
// Check if the ball has passed above the hoop and set ballPassedAboveHoop to true
if (self.y < hoop.y - hoop.height / 2 - 200 && !ballPassedAboveHoop) {
ballPassedAboveHoop = true;
}
// Set ballPassedAboveHoop to false when the ball passes under the hoop (+ its height)
if (self.y > hoop.y + hoop.height / 2) {
ballPassedAboveHoop = false;
}
// 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;
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;
};
// Add hoopTrigger as a child of Hoop
var hoopTriggerGraphics = self.attachAsset('hoopTrigger', {
anchorX: 0.5,
anchorY: 0.5
});
// Position hoopTrigger relative to the hoop
hoopTriggerGraphics.y = hoopGraphics.height / 2;
});
/****
* Initialize Game
****/
var game = new LK.Game({});
/****
* Game Code
****/
/* ********************************************************************************* */
/* ******************************* GAME VARIABLES ********************************** */
/* ********************************************************************************* */
var isGameRunning = false;
var bounceCounter = 0;
var maxSpeed = 100;
var ballPassedAboveHoop = false;
var timerSeconds = 60; // Set the initial timer value in seconds
var ball = null;
var hoop = null;
var score = 0;
var startPosition = null;
// 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) {
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());
hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center
isGameRunning = true;
}
function handleScore() {
score += 1 + bounceCounter; // Add bounce counter to score
scoreTxt.setText(score.toString());
ball.reset();
ballPassedAboveHoop = false; // Reset the condition after scoring
// 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
}
}, 16); // Run every 16ms (~60FPS)
}
/* ********************************************************************************* */
/* ********************************** MAIN LOOP ************************************ */
/* ********************************************************************************* */
LK.on('tick', function () {
if (!isGameRunning) {
return;
}
ball.update();
if (ball.intersects(hoop)) {
if (ballPassedAboveHoop) {
handleScore();
} else if (ball.speedY < 0) {
ball.speedY *= -0.98;
}
}
});
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,10 @@
anchorY: 0.5
});
self.speedX = 0;
self.speedY = 0;
- self.wallBounceSpeedRatio = 0.96;
+ 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) {
@@ -28,13 +29,13 @@
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) * Math.sign(self.speedY);
+ ballGraphics.rotation += 0.1 * Math.sign(self.speedX);
}
// Gradually reduce horizontal speed
// Apply friction to horizontal speed and limit to max speed
- self.speedX *= self.wallBounceSpeedRatio;
+ 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
@@ -53,9 +54,9 @@
}
// Bottom boundary
if (ball.y > game.height - self.half) {
ball.y = game.height - self.half;
- ball.speedY *= -1 * self.wallBounceSpeedRatio;
+ ball.speedY *= -1 * self.wallBounceSpeedRatio * self.floorBounceRatio;
bounceCounter += 1; // Increment bounce counter
}
// Left boundary
if (ball.x < 0 + self.half) {
@@ -75,10 +76,10 @@
// Set ballPassedAboveHoop to false when the ball passes under the hoop (+ its height)
if (self.y > hoop.y + hoop.height / 2) {
ballPassedAboveHoop = false;
}
- // Reset ball when its speed is very low
- if (Math.abs(self.speedX) < 1 && Math.abs(self.speedY) < 1) {
+ // 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 () {
@@ -141,8 +142,15 @@
self.setPosition = function (x, y) {
self.x = x;
self.y = y;
};
+ // Add hoopTrigger as a child of Hoop
+ var hoopTriggerGraphics = self.attachAsset('hoopTrigger', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Position hoopTrigger relative to the hoop
+ hoopTriggerGraphics.y = hoopGraphics.height / 2;
});
/****
* Initialize Game
@@ -240,9 +248,9 @@
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, 500); // Ensure hoop's Y position does not go below 500
+ 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
@@ -266,5 +274,6 @@
} else if (ball.speedY < 0) {
ball.speedY *= -0.98;
}
}
-});
\ No newline at end of file
+});
+initGame();
\ No newline at end of file