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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