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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
/**** * 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 = 11; // 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 timerLabelTxt = null; var minShootSpeed = 30; var timerInterval = null; var timerOriginalWeigth = 94; // 1 char var timerOriginalHeight = 174; var isScoreAnimating = false; var scoreAnimationInterval = null; var previousScore = 0; var originalScoreWidth = 94; var originalScoreHeight = 174; /* ********************************************************************************* */ /* ******************************* INPUT HANDLERS ********************************** */ /* ********************************************************************************* */ game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); startPosition = pos; if (!isGameRunning) { isGameRunning = true; } }); 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 // Create and configure the 'Score' label text var scoreLabelTxt = new Text2('Score', { size: 50, fill: "#006400", weight: 1000, dropShadow: true }); scoreLabelTxt.anchor.set(0.5, 0.25); LK.gui.top.addChild(scoreLabelTxt); scoreTxt = new Text2(score.toString(), { size: 150, fill: "#006400", weight: 1000, dropShadow: true }); scoreTxt.anchor.set(0.5, -0.150); LK.gui.top.addChild(scoreTxt); // Timer UI timerLabelTxt = new Text2('Time', { size: 50, fill: "#FFFFFF", weight: 1000, dropShadow: true }); timerLabelTxt.tint = 0x646464; timerLabelTxt.anchor.set(1.4, 0.25); LK.gui.topRight.addChild(timerLabelTxt); timerTxt = new Text2(timerSeconds.toString(), { size: 150, fill: "#FFFFFF", weight: 1000, dropShadow: true }); timerTxt.tint = timerSeconds <= 5 ? 0xff0000 : 0x646464; timerTxt.anchor.set(1.10, -0.150); LK.gui.topRight.addChild(timerTxt); // Update the timer every second timerInterval = LK.setInterval(handleTimer, 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 swipeAnim(); } function handleTimer() { if (!isGameRunning) { return; } timerSeconds -= 1; // Decrement the timer by one second timerTxt.setText(timerSeconds.toString()); // Update the timer display with conditional color change var animateTimer = null; if (timerSeconds < 10) { timerTxt.anchor.set(1.6, -0.150); } if (timerSeconds <= 5 && timerSeconds > 0) { var maxTimerLabelSize = 200 + (5 - timerSeconds) * 20; timerTxt.tint = 0xff0000; timerLabelTxt.tint = 0xff0000; // Animate timerTxt width and height var growDirection = 1; animateTimer = LK.setInterval(function () { timerTxt.width += growDirection * 4; timerTxt.height += growDirection * 4; if (timerTxt.width >= maxTimerLabelSize || timerTxt.height >= maxTimerLabelSize || timerTxt.width <= 100 || timerTxt.height <= 100) { growDirection *= -1; } }, 16); // Run every 16ms (~60FPS) } else { timerTxt.tint = 0x646464; } if (timerSeconds <= 0) { timerTxt.tint = 0x646464; timerLabelTxt.tint = 0x646464; timerTxt.width = timerOriginalWeigth; timerTxt.height = timerOriginalHeight; LK.clearInterval(animateTimer); 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 } } 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 += 10 * bounceMultiplier + 10 * bounceMultiplier * (currentShootBuckets - 1) * (currentShootBuckets - 1); // Add bounce counter to score scoreTxt.setText(score.toString()); animateScore(); popupBucket(currentShootBuckets - 1); 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 }); } function animateScore() { if (isScoreAnimating) { LK.clearInterval(scoreAnimationInterval); // Resotre previous score temporarly for correct size scoreTxt.setText(previousScore.toString()); scoreTxt.width = originalScoreWidth; scoreTxt.height = originalScoreHeight; scoreTxt.setText(score.toString()); previousScore = score; } isScoreAnimating = true; var scoreSizeDirection = 1; originalScoreWidth = scoreTxt.width; originalScoreHeight = scoreTxt.height; var maxScoreSize = 300; // Maximum size to grow to var minScoreSize = 100; // Minimum size to shrink to scoreAnimationInterval = LK.setInterval(function () { scoreTxt.width += scoreSizeDirection * 5; // Adjust width by 5 pixels per frame scoreTxt.height += scoreSizeDirection * 5; // Adjust height by 5 pixels per frame // Reverse direction if the score text reaches max or min size if (scoreTxt.width >= maxScoreSize || scoreTxt.height >= maxScoreSize || scoreTxt.width <= minScoreSize || scoreTxt.height <= minScoreSize) { scoreSizeDirection *= -1; } // Restore original size and clear interval when animation is done if (scoreTxt.width <= originalScoreWidth && scoreTxt.height <= originalScoreHeight) { LK.clearInterval(scoreAnimationInterval); scoreTxt.width = originalScoreWidth; scoreTxt.height = originalScoreHeight; isScoreAnimating = false; } }, 20); // Run every 16ms (~60FPS) } 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, 512, 1024]; 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 > 1 ? 'megaCombo' : 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) } function swipeAnim() { // Don't show while game is running if (isGameRunning) { return; } // Start at the ball's position var startX = ball.x; var startY = ball.y - 400; // Create and configure the swipe asset var swipeAsset = LK.getAsset('swipe', { anchorX: 0.5, anchorY: 0.5, x: startX, y: startY }); game.addChild(swipeAsset); // Animate the swipe asset moving towards the center of the screen var targetY = game.height / 2; var targetXValues = [game.width * 0.25, game.width * 0.5, game.width * 0.75]; var targetXIndex = 0; var targetX = targetXValues[targetXIndex]; targetXIndex = (targetXIndex + 1) % targetXValues.length; targetX = targetXValues[targetXIndex]; LK.on('tick', function () { if (isGameRunning) { swipeAsset.destroy(); return; } // Update targetX at the beginning of each tick if necessary var directionX = targetX - swipeAsset.x; var directionY = targetY - swipeAsset.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); var normalizedDirectionX = directionX / magnitude; var normalizedDirectionY = directionY / magnitude; // Calculate angle towards the target and update rotation of the swipe asset var angle = Math.atan2(directionY, directionX); swipeAsset.rotation = angle + Math.PI * 0.04 * Math.sign(directionX); // Move the swipe asset towards the center swipeAsset.x += normalizedDirectionX * 10; // Adjust speed as necessary swipeAsset.y += normalizedDirectionY * 10; // Reset position to ball's position if it reaches or overshoots the center if (Math.abs(swipeAsset.x - targetX) < 5 && Math.abs(swipeAsset.y - targetY) < 5) { targetXIndex = (targetXIndex + 1) % targetXValues.length; targetX = targetXValues[targetXIndex]; swipeAsset.x = startX + (targetX - game.width * 0.5) / 2; swipeAsset.y = startY; } }); } /* ********************************************************************************* */ /* ********************************** 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) { isHandlingScore = false; resetCollisionHandling(); } }); initGame();
===================================================================
--- original.js
+++ change.js
@@ -211,9 +211,9 @@
var currentShootBuckets = 0;
var maxSpeed = 100;
var ballPassedAboveHoop = false;
var ballPassedInsideHoop = false;
-var timerSeconds = 60; // Set the initial timer value in seconds
+var timerSeconds = 11; // 60; // Set the initial timer value in seconds
var ball = null;
var hoop = null;
var score = 0;
var startPosition = null;
@@ -221,13 +221,15 @@
// UI
var background = null;
var scoreTxt = null;
var timerTxt = null;
+var timerLabelTxt = null;
var minShootSpeed = 30;
var timerInterval = null;
-var timerOriginalWeigth = 94; // 1 number
+var timerOriginalWeigth = 94; // 1 char
var timerOriginalHeight = 174;
var isScoreAnimating = false;
+var scoreAnimationInterval = null;
var previousScore = 0;
var originalScoreWidth = 94;
var originalScoreHeight = 174;
/* ********************************************************************************* */
@@ -245,9 +247,9 @@
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 ===========================");
+ //console.log("============================= SHOOT ===========================");
currentShootBuckets = 0;
ball.launch(speedX, speedY);
}
startPosition = null;
@@ -280,12 +282,12 @@
fill: "#006400",
weight: 1000,
dropShadow: true
});
- scoreTxt.anchor.set(0.5, -0.250);
+ scoreTxt.anchor.set(0.5, -0.150);
LK.gui.top.addChild(scoreTxt);
// Timer UI
- var timerLabelTxt = new Text2('Time', {
+ timerLabelTxt = new Text2('Time', {
size: 50,
fill: "#FFFFFF",
weight: 1000,
dropShadow: true
@@ -299,12 +301,10 @@
weight: 1000,
dropShadow: true
});
timerTxt.tint = timerSeconds <= 5 ? 0xff0000 : 0x646464;
- timerTxt.anchor.set(1.15, -0.250);
+ timerTxt.anchor.set(1.10, -0.150);
LK.gui.topRight.addChild(timerTxt);
- console.log("timerOriginalWeigth", timerOriginalWeigth);
- console.log("timerOriginalHeight", timerOriginalHeight);
// Update the timer every second
timerInterval = LK.setInterval(handleTimer, 1000); // Set the interval to update every 1000ms (1 second)
ball = game.addChild(new Ball());
ball.reset();
@@ -324,11 +324,15 @@
}
timerSeconds -= 1; // Decrement the timer by one second
timerTxt.setText(timerSeconds.toString()); // Update the timer display with conditional color change
var animateTimer = null;
+ if (timerSeconds < 10) {
+ timerTxt.anchor.set(1.6, -0.150);
+ }
if (timerSeconds <= 5 && timerSeconds > 0) {
var maxTimerLabelSize = 200 + (5 - timerSeconds) * 20;
timerTxt.tint = 0xff0000;
+ timerLabelTxt.tint = 0xff0000;
// Animate timerTxt width and height
var growDirection = 1;
animateTimer = LK.setInterval(function () {
timerTxt.width += growDirection * 4;
@@ -341,8 +345,9 @@
timerTxt.tint = 0x646464;
}
if (timerSeconds <= 0) {
timerTxt.tint = 0x646464;
+ timerLabelTxt.tint = 0x646464;
timerTxt.width = timerOriginalWeigth;
timerTxt.height = timerOriginalHeight;
LK.clearInterval(animateTimer);
LK.clearInterval(timerInterval); // Stop the timer when it reaches 0
@@ -350,42 +355,42 @@
LK.showGameOver(); // Show game over screen
}
}
function handleTopTrigger() {
- console.log("Top trigger. speed", ball.speedY);
+ //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));
+ //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!!! -----------------");
+ //console.log("--------------- SCORE!!! -----------------");
ballPassedInsideHoop = true;
handleScore();
}
} else if (ball.speedY < 0) {
- console.log("touch hoop from bottom");
+ //console.log("touch hoop from bottom");
ball.speedY *= -0.98;
ballPassedAboveHoop = false;
ballPassedInsideHoop = false;
}
}
function handleHoopBorder(border) {
- console.log("handleHoopBorder");
+ //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
+ //ball.speedY *= -1; // Reverse the y direction ???
}
}
function resetCollisionHandling() {
//console.log("resetCollisionHandling...");
@@ -405,16 +410,15 @@
function handleScore() {
if (isHandlingScore) {
return;
}
- console.log("handleScore...bounceMultiplier=", bounceMultiplier, "*", currentShootBuckets);
+ //console.log("handleScore...bounceMultiplier=", bounceMultiplier, "*", currentShootBuckets);
isHandlingScore = true;
currentShootBuckets++;
- score += 10 * bounceMultiplier + 10 * bounceMultiplier * (currentShootBuckets - 1); // Add bounce counter to score
+ score += 10 * bounceMultiplier + 10 * bounceMultiplier * (currentShootBuckets - 1) * (currentShootBuckets - 1); // Add bounce counter to score
scoreTxt.setText(score.toString());
animateScore();
- popupBucket(currentShootBuckets > 1);
- //ball.reset();
+ popupBucket(currentShootBuckets - 1);
ballPassedAboveHoop = false; // Reset the condition after scoring
ballPassedInsideHoop = false;
// Create and add confetti effect to the game
var confetti = game.addChild(new Confetti());
@@ -439,9 +443,9 @@
originalScoreWidth = scoreTxt.width;
originalScoreHeight = scoreTxt.height;
var maxScoreSize = 300; // Maximum size to grow to
var minScoreSize = 100; // Minimum size to shrink to
- var scoreAnimationInterval = LK.setInterval(function () {
+ scoreAnimationInterval = LK.setInterval(function () {
scoreTxt.width += scoreSizeDirection * 5; // Adjust width by 5 pixels per frame
scoreTxt.height += scoreSizeDirection * 5; // Adjust height by 5 pixels per frame
// Reverse direction if the score text reaches max or min size
if (scoreTxt.width >= maxScoreSize || scoreTxt.height >= maxScoreSize || scoreTxt.width <= minScoreSize || scoreTxt.height <= minScoreSize) {
@@ -517,9 +521,9 @@
function popupBucket(isCombo) {
console.log("popupBucket", isCombo);
var popupSpeed = 60;
var popupMaxSize = isCombo ? 4096 : 2048;
- var assetName = isCombo ? 'superCombo' : 'bucket';
+ var assetName = isCombo > 1 ? 'megaCombo' : isCombo ? 'superCombo' : 'bucket';
var bucketAsset = LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5,
x: game.width / 2,
@@ -554,16 +558,16 @@
// Don't show while game is running
if (isGameRunning) {
return;
}
+ // Start at the ball's position
var startX = ball.x;
var startY = ball.y - 400;
// Create and configure the swipe asset
var swipeAsset = LK.getAsset('swipe', {
anchorX: 0.5,
anchorY: 0.5,
x: startX,
- // Start at the ball's position
y: startY
});
game.addChild(swipeAsset);
// Animate the swipe asset moving towards the center of the screen
@@ -640,11 +644,9 @@
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();
\ No newline at end of file