/****
* 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 += 0.98; // 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 (self.y >= game.height) {
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;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
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();
}
// 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
@@ -21,15 +21,23 @@
if (self.isMoving) {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += 0.98; // Gravity effect
- // Check for boundary collisions and reverse speed accordingly
+ // 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.y >= game.height) {
+ 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 (self.y >= game.height) {
+ self.speedY *= -1;
+ }
}
};
self.reset = function () {
self.x = game.width / 2;