User prompt
Améliore le jeu.
Code edit (1 edits merged)
Please save this source code
User prompt
Cache le joueur !
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Ajoute le joueur dans le jeu.
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Place le joueur en bas à gauche
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Ajoute un Asset pour le joueur
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La balle doit passer par le dessus du panier pour marquer un point.
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Quand on a zéro point, c'est game over.
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Ajoute le mur.
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Quand on touche le beurre, c'est game over.
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Le palier doit se déplacer progressivement.
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Quand on marque un palier, le palier se déplace.
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Change en Y
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hummmmm hummmmm hummmmm hummmmm hummmmm si tu touches le sol tu perds
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Alors, si tu touches le bord, tu perds.
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AJOUTE l'ASSET background au jeu !
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non affiche l'asset background
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Affiche l'image du fond
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Ajoute un fond
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Si t'as 0 points et que tu perds, c'est game over
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Si tu perds et que t'as zéro point, c'est game over. Et si tu perds pas et que t'as un point, c'est pas game over.
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Quand on descend sous zéro point, on perd Game Over.
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Please fix the bug: 'ReferenceError: weight is not defined' in or related to this line: 'if (weight <= 0) {' Line Number: 113
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Mais non, re-re-re-re-re-commence ! Si t'as un poids et que tu meurs, bah c'est game over !
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Si on a 0 points, c'est game over.
/**** * Classes ****/ // Assets will be automatically generated based on usage in the code. // Ball class for handling the basketball's behavior 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.isMoving = false; self.launch = function (speedX, speedY) { self.speedX = speedX; self.speedY = speedY; self.isMoving = true; }; self.update = function () { if (self.isMoving) { self.x += self.speedX; self.y += self.speedY; self.speedY += 1.2; // Enhanced gravity effect // Check for boundary collisions, reverse speed, and lose points if (self.x <= 0 || self.x >= game.width) { self.speedX *= -1; //score -= 1; // Deduct points when hitting horizontal boundaries scoreTxt.setText(score.toString()); // Update score display } if (self.y <= 0) { self.speedY *= -1; //score -= 1; // Deduct points when hitting the top boundary scoreTxt.setText(score.toString()); // Update score display } // Allow the ball to fall off the bottom without reversing speed or losing points // If the ball touches the bottom boundary and score is 0, trigger game over if (self.y >= game.height) { if (score <= 0) { LK.showGameOver(); } else { self.speedY *= -1; } } } }; self.reset = function () { self.x = game.width / 2; self.y = game.height - 200; self.speedX = 0; self.speedY = 0; self.isMoving = false; }; }); // Hoop class for handling the basketball hoop's behavior 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; }; }); // Player class for handling the player's behavior var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.0, // Anchor to the left anchorY: 1.0 // Anchor to the bottom }); self.setPosition(0, game.height); // Position at bottom left self.setPosition = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ // Display the background asset var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0 }); game.addChild(background); var player = game.addChild(new Player()); var ball = game.addChild(new Ball()); ball.reset(); var hoop = game.addChild(new Hoop()); hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center var score = 0; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var startPosition = null; game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); startPosition = pos; }); game.on('up', function (obj) { if (startPosition) { var endPosition = obj.event.getLocalPosition(game); var speedX = (endPosition.x - startPosition.x) * 0.1; var speedY = (endPosition.y - startPosition.y) * 0.1; ball.launch(speedX, speedY); startPosition = null; } }); LK.on('tick', function () { ball.update(); // Check for scoring if (ball.intersects(hoop)) { score += 1; scoreTxt.setText(score.toString()); ball.reset(); // 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.random() * (game.height / 2) + 100; // Keep the hoop in the upper half of the screen 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) } // Reset ball if it goes off-screen if (ball.y > game.height + 50 || ball.x < -50 || ball.x > game.width + 50) { ball.reset(); } });
===================================================================
--- original.js
+++ change.js
@@ -94,9 +94,9 @@
x: 0,
y: 0
});
game.addChild(background);
-// var player = game.addChild(new Player());
+var player = game.addChild(new Player());
var ball = game.addChild(new Ball());
ball.reset();
var hoop = game.addChild(new Hoop());
hoop.setPosition(game.width / 2, 1024); // Position the hoop at the top center