MyCareer

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6,365 Kb
Views
14,168

How do I make an mycareer?

What is a mycareer? How do you make a mycareer? This script and codes were developed by Tejus Bhalla on 23 November 2022, Wednesday.

MyCareer Previews

MyCareer - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>MyCareer</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <!DOCTYPE html>
<html> <head> <link type="text/css" rel="stylesheet" href="stylesheet.css" /> <title>NBA 2K17</title>
</head> <body>
<h1> NBA 2K17: MyCareer</h1>
<div class="topnav" id="myTopnav"> <a href="https://codepen.io/tloading33/full/YZoWWE/"><font> Home</font></a> <a href="https://codepen.io/tloading33/full/EmgXyj/"><font> MyLeague/MyGM</font></a> <a href="https://codepen.io/tloading33/full/NjRgpO/"><font>MyTeam</font></a> <a href="https://codepen.io/tloading33/full/QvKgvY/"><font>MyPark</font></a>
</div> <p id="MyCareer"> This gamemode and MyPark are like twins. What this gamemode is, is you make a MyPlayer and control him only. Essentially making yourself in the game. You can choose from a vairiety of archetypes that were introduced this year where you are basically great in certain types of the game. These archetypes all have their pros and cons and you should pick them based on how you play. The Archetypes that are in NBA 2K17 are </p> <ul> <li> Playmaker/Point Forward </li> <p id="PlaymakerPointForward"> <br> Dimer — 300 Assists in 20 games, 1200 for Hall Of Fame </br> Flashy Passer — 50 Flashy Passes, 200 for Hall Of Fame <br>Pick & Roll Maestro — Call for 150 Screens, 600 for Hall Of Fame </br> Ankle Breaker — 200 Double Move Leading to Scores/Assists in a Season <br>Lob City Passer — 50 Alley-Oop Assists in a Season</br>
<li> Sharpshooter </li>
<p> <br>Catch & Shoot — Attempt 100 Shots After Catching the Ball, 400 for Hall of Fame </br>
Limitless Range — Make 50 3’s Deep Behind the Line, 200 for Hall of Fame
<br>Corner Specialist — Make 25 Corner 3’s, 100 for Hall of Fame </br>
Deep Range Deadeye — Make 100 Contested Deep Range Jump Shots, 400 for Hall Of Fame
<br>
Mid Range Deadeye — Make 200 Contested Mid Range Jump Shots, 800 for Hall of Fame </br> </p> <li> Lockdown Defender </li>
.
<p><br> Defensive Stopper — 150 Shot Contests and 50 Good Fast Break Defense, 400 shot contests and 200 Good Fast Break defense for Hall of Fame </br>
Pick Dodger — Closely Go Over or Under Screens (No Confirmed Amount, about 100 bronze, 400 Hall of Fame)
<br> Pick Pocket — Poke Ball From Another Player 50 Times, 200 for Hall of Fame </br>
Chase Down Artist — Perform 7 Chase Down Blocks, 28 for Hall of Fame
<br>Charge Card — Draw 7 Charges in a Season, 28 for Hall of Fame </br> </p>
<li>Shot Creator </li>
<p> <br>Difficult Shots — Make 150 Contested Hop Shots, Step Backs, Dribble Pull Ups, and Leaners Combined, 500 for Hall of Fame </br>
Tear Dropper — Perform 50 Tear Drops or Floaters in a Season, 200 for Hall of Fame
<br> Tireless Scorer — Attempt 200 Shots With Drained Stamina, 800 for Hall of Fame </br>
Ankle Breaker — 200 Double Move Leading to Scores/Assists in a Season, 800 for Hall of Fame
<br>Mid Range Deadeye — Make 200 Contested Mid Range Jump Shots, 800 for Hall of Fame </br> </p>
</p>
<li> Slasher </li>
<p> <br> Relentless Finisher — Perform 100 Contact Layups in a Season, 400 for Hall of Fame </br>
Posterizer — Attempt 15 Contact Dunks in a Season, 60 for Hall of Fame
<br> Acrobat — Perform 15 Reverse Layups and 5 Change Shot Layups in a Season, 90 of the Two for Hall of Fame </br>
Tear Dropper — Perform 50 Tear Drops or Floaters in a Season, 200 for Hall of Fame
<br>One Man Fast Break — Score on 75 Fast Breaks in a Season, 425 for Hall of Fame </br>
Lob City Finisher — Complete 15 Alley-Oops in a Season, 60 for Hall of Fame </p>
<li>Glass Cleaner </li>
<p>
<br> Hustle Rebounder — 600 Rebounds, 150/600 Must Be Offensive Rebounds, 1200 for Hall of Fame </br>
Break Starter — After Defensive Rebound Perform 50 Outlet Passes, 200 for Hall of Fame
<br> Putback King — Score 50 Times After Offensive Rebound, 200 for Hall of Fame </br>
Brick Wall — Set 100 Good Screens in a Season, 400 for Hall of Fame
<br> Bruiser — Make Strong Contact With Opposing Players (No Confirmed Amount) </br>
</p>
<li> Post Scorer </li>
<p> <br> Drop Stepper — Attempt 30 Drop Step Moves in a Season, 120 for Hall of Fame </br>
Post Spin Technician — Perform 100 Post Spin or Drive Moves in a Season, 400 For Hall of Fame
<br> Dream Like Up & Under — Attempt 50 Up and Under Shots Out of the Post in a Season, 200 for Hall of Fame </br>
Brick Wall — Set 100 Good Screens in a Season, 400 for Hall of Fame
<br> Bruiser — Make Strong Contact With Opposing Players (No Confirmed Amount) </br>
</p>
<li> Athletic Finisher </li>
<P><br> Pick & Roller — Finish at the Rim After a Roll 100 Times, 400 for Hall of Fame </br>
Posterizer — Attempt 15 Contact Dunks in a Season, 600 for Hall of Fame
<br>Lob City Finisher — Complete 15 Alley-Oops in a Season, 60 for Hall of Fame </br>
Tear Dropper — Perform 50 Tear Drops or Floaters in a Season, 200 for Hall of Fame
<br> One Man Fast Break — Score on 75 Fast Breaks in a Season, 425 for Hall of Fame </br>
<li> Paint Protector </li> <P><br> Defensive Stopper — 150 Shot Contests and 50 Good Fast Break Defense, 500 Good Shot Defense and 200 Good Fast Break Defense for Hall of Fame </br>
Rim Protector — Perform 80 Blocks in a Season, 320 for Hall of Fame
<br> Pick Pocket — Poke Ball From Another Player 50 Times, 200 for Hall of Fame </br>
Chase Down Artist — Perform 7 Chase Down Blocks, 28 for Hall of Fame
<br> Charge Card — Draw 7 Charges in a Season, 28 for Hall of Fame </br> </p>
<li> Strech Big </li>
<p> <br> Catch & Shoot — Attempt 100 Shots After Catching the Ball, 400 for Hall of Fame </br>
Limitless Range — Make 50 3’s Behind the Line, 200 for Hall of Fame
<br> Corner Specialist — Make 25 Corner 3’s, 100 for Hall of Fame </br>
Deep Range Deadeye — Make 100 Contested Deep Range Jump Shots, 400 for Hall of Fame
<br> Pick & Popper — Make 200 Jump Shots After Screening, 800 for Hall of Fame </br>
<p> These are all the Badges in the Game. Many seem scary, as you have to do them over 1200 times, but, they don't feel as long as it seems. for example, Hustler Rebounder Hall of Fame, one of the Longest badges to ever get, takes about only half the season, which is 41 games, and when you are playing video games, that doesnt feel like anything. </p> <script src="js/index.js"></script>
</body>
</html>

MyCareer - Script Codes CSS Codes

h1 {color:#00ccff; font-size: 50px; text-align:center;
}
body { background-image: url("http://gamestart.sg/wp-content/uploads/2016/09/ss_7aa9c7a623f4876333fc1c38e192f4eb1eb270e0.1920x1080.jpg"); background-color: #cccccc;
}
.topnav { background-color: ; overflow: hidden;
}
.topnav a { float: left; display: block; color: #00ccff; text-align: center; padding: 14px 16px; text-decoration: none; font-size: 17px;
}
.topnav a:hover { background-color: #ff6600; color: :#00ccff;
}
.topnav a.active { background-color: #FFD700; color: white; }
font {font-size:40px;
padding: 60px;
}
#MyCareer { font-size: 28px; color:#0074ff; background-color:black
}
li {font-size:30px; color:#0074ff; text-align:center;
}
#Lockdown { font-size: 25px; color:#0074ff; background-color:black
}
#PlaymakerPointForward
{ font-size: 25px; color:#0074ff; background-color:black
}
p { font-size: 25px; color:#0074ff; background-color:black
}

MyCareer - Script Codes JS Codes

;
(function() { function BasketBall() { var canvas = document.createElement("canvas"), context = canvas.getContext("2d"); canvas.width = 1300; canvas.height = 600; document.body.appendChild(canvas); var gameSize = { x: canvas.width, y: canvas.height }; var rotation = { begin: 0, current: 0, old: 0, new: 0 }; var mouse = { x: 0, y: 0, speedX: 0, speedY: 0, oldX: 0, oldY: 0, lastSpeedX: 0, lastSpeedY: 0, down: false, up: false, updateSpeed: function() { this.speedX = this.x - this.oldX; this.speedY = this.y - this.oldY; this.oldX = this.x; this.oldY = this.y; } }; var meshPoints = [{ x: 1073, y: 245, xFix: 1073, yFix: 245 }, { x: 1103, y: 245, xFix: 1103, yFix: 245 }, { x: 1123, y: 245, xFix: 1123, yFix: 245 }, { x: 1153, y: 245, xFix: 1153, yFix: 245 }, { x: 1078, y: 265, xFix: 1078, yFix: 265 }, { x: 1103, y: 265, xFix: 1103, yFix: 265 }, { x: 1123, y: 265, xFix: 1123, yFix: 265 }, { x: 1148, y: 265, xFix: 1148, yFix: 265 }, { x: 1083, y: 285, xFix: 1083, yFix: 285 }, { x: 1103, y: 285, xFix: 1103, yFix: 285 }, { x: 1123, y: 285, xFix: 1123, yFix: 285 }, { x: 1143, y: 285, xFix: 1143, yFix: 285 }, { x: 1083, y: 305, xFix: 1083, yFix: 305 }, { x: 1103, y: 305, xFix: 1103, yFix: 305 }, { x: 1123, y: 305, xFix: 1123, yFix: 305 }, { x: 1143, y: 305, xFix: 1143, yFix: 305 }, ]; canvas.onmousedown = function(e) { mouse.down = true; mouse.up = false; properties.bottomTouch = false; leftTouch = false; if (rotation.old == 0) { rotation.old = e.clientX - 300; } else { rotation.old = e.clientX; } }; canvas.onmouseup = function(e) { mouse.down = false; mouse.up = true; mouse.lastSpeedX = mouse.speedX; mouse.lastSpeedY = mouse.speedY; rotation.new += e.clientX - rotation.old; }; canvas.onmousemove = function(e) { mouse.x = e.clientX; mouse.y = e.clientY; if (!mouse.oldX & !mouse.oldY) { mouse.oldX = e.clientX; mouse.oldY = e.clientY; } }; this.bodies = [new Ball(this, context, mouse, rotation)]; var properties = this.bodies[0].properties; var self = this; function tick() { self.update(context, gameSize, mouse, properties, meshPoints); self.draw(context, gameSize, properties, mouse, meshPoints); requestAnimationFrame(tick); // console.log(rotation); }; tick(); }; BasketBall.prototype = { update: function(context, gameSize, mouse, properties, meshPoints) { for (i = 0; i < this.bodies.length; i++) { this.bodies[i].update(); }; clearCanvas(context, gameSize); mouse.updateSpeed(); properties.updateDistance(); mesh(meshPoints, properties, mouse); }, draw: function(context, gameSize, properties, mouse, meshPoints) { for (i = 0; i < this.bodies.length; i++) { this.bodies[i].draw(); }; drawField(context); drawBasket(context, properties, mouse, meshPoints); } }; function Ball(game, context, mouse, rotation) { this.game = game; this.rotation = rotation; this.mouse = mouse; this.context = context; this.properties = { x: 300, y: 50, gravity: 1, initial: true, leftTouch: false, bottomTouch: false, touch: false, distance: 0, distX: 0, distY: 0, oldPosX: 0, oldPosY: 0, updateDistance: function() { this.distX = this.x - this.oldPosX; this.oldPosX = this.x; this.distY = this.y - this.oldPosY; this.oldPosY = this.y; } }; this.basketProp = { touchA: false, touchB: false, posiX: 0, posiY: 0, posiX2: 0, posiY2: 0 }; this.radius = 40; // Return the ball to the starting position self = this; window.onkeydown = function(e) { if (e.keyCode == 32) { self.properties.x = 300; self.properties.y = 50; self.properties.gravity = 1; self.properties.initial = true; self.properties.leftTouch = false; self.properties.bottomTouch = false; self.properties.touch = false; self.properties.distance = 0; self.properties.distX = 0; self.properties.distY = 0; self.properties.oldPosX = 0; self.properties.oldPosY = 0; self.rotation.begin = 0; self.rotation.current = 0; self.rotation.old = 0; self.rotation.new = 0; self.mouse.lastSpeedX = 0; self.mouse.lastSpeedY = 0; self.mouse.down = false; self.mouse.up = false; } } }; Ball.prototype = { update: function() { gravity(this.properties, this.mouse); reboundFTBasket(this.properties, this.basketProp, this.mouse); }, draw: function() { drawBall(this.properties, this.radius, this.rotation, this.context, this.mouse); } }; function drawBall(properties, radius, rotation, context, mouse) { var x = properties.x; var y = properties.y; if (rotation.current) { rotation.begin = rotation.current; } if (rotation.begin) { rotation.begin = rotation.begin * (Math.PI / 180); context.save(); context.translate(x, y); context.rotate(rotation.begin); context.translate(-x, -y); }; context.beginPath(); context.strokeStyle = '#333'; context.fillStyle = '#C54B2E'; context.arc(x, y, radius, 0, Math.PI * 2, true); context.fill(); context.beginPath(); context.moveTo(x - 37, y - 15); context.quadraticCurveTo(x + 10, y - 5, x + 39, y + 10); context.moveTo(x + 5, y - 39); context.quadraticCurveTo(x - 25, y - 10, x - 21, y + 35); context.moveTo(x - 37, y + 17); context.bezierCurveTo(x - 15, y - 22, x - 1, y + 30, x + 18, y + 36); context.moveTo(x - 22, y - 34); context.bezierCurveTo(x - 10, y - 10, x + 10, y - 30, x + 33, y - 22); context.lineWidth = 1.5; context.stroke(); if (rotation.begin) { context.restore(); }; if (mouse.up && properties.bottomTouch) { rotation.current = properties.x - rotation.new; }; }; function gravity(properties, mouse) { if (properties.initial == true) { properties.x += mouse.lastSpeedX; properties.y += mouse.lastSpeedY; }; if (mouse.down) { properties.initial = false; properties.x += mouse.speedX; properties.y += mouse.speedY; }; if (mouse.up) { properties.x += mouse.lastSpeedX; properties.y += mouse.lastSpeedY; }; if (properties.y > 476) { mouse.lastSpeedY *= -0.89; mouse.lastSpeedX *= 0.98; properties.y = 476; properties.leftTouch = false; properties.bottomTouch = true; }; if (properties.x > 1158) { mouse.lastSpeedY *= 0.89; mouse.lastSpeedX *= -0.98; properties.x = 1158; properties.leftTouch = true; }; mouse.lastSpeedY += properties.gravity; }; function drawField(context) { context.beginPath(); context.strokeStyle = '#aaa'; context.lineWidth = 2; context.moveTo(0, 518); context.lineTo(1200, 518); context.lineTo(1200, 0); context.stroke(); context.fillStyle = '#aaa'; context.fillText("Press the SPACE to return the ball to the starting position", 250, 575); context.font = '1.8em arial'; }; function drawBasket(context, properties, mouse, meshPoints) { context.beginPath(); context.strokeStyle = '#bbb'; context.lineWidth = 3; context.moveTo(1200, 218); context.lineTo(1180, 218); context.stroke(); context.beginPath(); context.strokeStyle = '#bbb'; context.lineWidth = 5; context.moveTo(1180, 218); context.lineTo(1050, 218); context.stroke(); context.beginPath(); context.lineWidth = 3; context.strokeStyle = '#bbb'; context.moveTo(1052, 218); context.lineTo(meshPoints[0].x, meshPoints[0].y); context.moveTo(1095, 218); context.lineTo(meshPoints[1].x, meshPoints[1].y); context.lineTo(meshPoints[4].x, meshPoints[4].y); context.lineTo(meshPoints[9].x, meshPoints[9].y); context.lineTo(meshPoints[14].x, meshPoints[14].y); context.lineTo(meshPoints[11].x, meshPoints[11].y); context.lineTo(meshPoints[6].x, meshPoints[6].y); context.lineTo(meshPoints[1].x, meshPoints[1].y); context.moveTo(1135, 218); context.lineTo(meshPoints[2].x, meshPoints[2].y); context.lineTo(meshPoints[5].x, meshPoints[5].y); context.lineTo(meshPoints[8].x, meshPoints[8].y); context.lineTo(meshPoints[13].x, meshPoints[13].y); context.lineTo(meshPoints[10].x, meshPoints[10].y); context.lineTo(meshPoints[7].x, meshPoints[7].y); context.lineTo(meshPoints[2].x, meshPoints[2].y); context.moveTo(1180, 218); context.lineTo(meshPoints[3].x, meshPoints[3].y); context.lineTo(meshPoints[7].x, meshPoints[7].y); context.lineTo(meshPoints[11].x, meshPoints[11].y); context.lineTo(meshPoints[15].x, meshPoints[15].y); context.lineTo(meshPoints[10].x, meshPoints[10].y); context.lineTo(meshPoints[5].x, meshPoints[5].y); context.lineTo(meshPoints[0].x, meshPoints[0].y); context.lineTo(meshPoints[4].x, meshPoints[4].y); context.lineTo(meshPoints[8].x, meshPoints[8].y); context.lineTo(meshPoints[12].x, meshPoints[12].y); context.lineTo(meshPoints[9].x, meshPoints[9].y); context.lineTo(meshPoints[6].x, meshPoints[6].y); context.lineTo(meshPoints[3].x, meshPoints[3].y); context.stroke(); }; // touch with the edges of the basket function reboundFTBasket(properties, basketProp, mouse) { var touchEdgeA = Math.sqrt(Math.pow(1050 - properties.x, 2) + Math.pow(218 - properties.y, 2)); var touchEdgeB = Math.sqrt(Math.pow(1180 - properties.x, 2) + Math.pow(218 - properties.y, 2)); if (touchEdgeA < 40) { basketProp.touchA = true; properties.bottomTouch = true; var k = properties.x - 1050; if (k < 0) { if (mouse.lastSpeedX == 0) { mouse.lastSpeedX = mouse.lastSpeedX + 1; } if (mouse.lastSpeedX > 0) { mouse.lastSpeedX *= -1; } } else { mouse.lastSpeedX = mouse.lastSpeedX + 1; mouse.lastSpeedX *= 1; }; var d = properties.y - 218; if (d > 0) { mouse.lastSpeedY *= -0.5; } mouse.lastSpeedY *= -0.5; } else { basketProp.touchA = false; }; if (k > 0 && d > 0) { mouse.lastSpeedX *= -1; } if (touchEdgeB < 40) { basketProp.touchB = true; properties.bottomTouch = true; var s = properties.x - 1175; if (s < 0) { if (mouse.lastSpeedX == 0) { mouse.lastSpeedX = mouse.lastSpeedX + 1; } if (mouse.lastSpeedX > 0) { mouse.lastSpeedX *= -1; } } else { mouse.lastSpeedX = mouse.lastSpeedX + 1; mouse.lastSpeedX *= 1; }; var l = properties.y - 218; if (l > 0) { mouse.lastSpeedY *= -0.2; } mouse.lastSpeedY *= -0.5; } else { basketProp.touchB = false; }; if (!basketProp.touchA) { posiX = properties.x; posiY = properties.y; } else { properties.x = posiX; properties.y = posiY; }; if (!basketProp.touchB) { posiX2 = properties.x; posiY2 = properties.y; } else { properties.x = posiX2; properties.y = posiY2; }; }; function mesh(meshPoints, properties, mouse) { for (var i = 0; i < meshPoints.length; i++) { properties.distance = Math.sqrt(Math.pow(meshPoints[i].x - properties.x, 2) + Math.pow(meshPoints[i].y - properties.y, 2)); if (properties.distance < 40) { properties.touch = true; meshPoints[i].x += properties.distX; meshPoints[i].y += properties.distY; if (meshPoints[i].x > properties.x) { meshPoints[i].x++; } else { meshPoints[i].x--; } } else { properties.touch = false; } if (meshPoints[i].y < meshPoints[i].yFix && properties.touch == false) { meshPoints[i].y = meshPoints[i].y + 0.5; } if (meshPoints[i].y > meshPoints[i].yFix) { meshPoints[i].y = meshPoints[i].yFix; } if (meshPoints[i].y < meshPoints[i].yFix - 3) { meshPoints[i].y = meshPoints[i].yFix - 3; } if (meshPoints[i].y < 218) { meshPoints[i].y = 218; } if (meshPoints[i].x > meshPoints[i].xFix && properties.touch == false) { meshPoints[i].x = meshPoints[i].x - 1; } if (meshPoints[i].x < meshPoints[i].xFix && properties.touch == false) { meshPoints[i].x = meshPoints[i].x + 1; } if (meshPoints[i].x > meshPoints[i].xFix + 10) { meshPoints[i].x = meshPoints[i].xFix + 10; } if (meshPoints[i].x < meshPoints[i].xFix - 10) { meshPoints[i].x = meshPoints[i].xFix - 10; } if (properties.touch) { mouse.lastSpeedY *= 0.96; mouse.lastSpeedX *= 0.96; meshPoints[i].y = meshPoints[i].y - 2; } } }; function clearCanvas(context, gameSize) { context.fillStyle = "#333"; context.fillRect(0, 0, gameSize.x, gameSize.y); }; window.onload = function() { new BasketBall(); };
})();
MyCareer - Script Codes
MyCareer - Script Codes
Home Page Home
Developer Tejus Bhalla
Username tloading33
Uploaded November 23, 2022
Rating 3
Size 6,365 Kb
Views 14,168
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Tejus Bhalla (tloading33) Script Codes
Name
MyTeam
WW2
Dream Things
Today
WW1
Baseball Website
Overview Page
SS Project
NBA Website
NFL Page
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