MyPark
How do I make an mypark?
What is a mypark? How do you make a mypark? This script and codes were developed by Tejus Bhalla on 23 November 2022, Wednesday.
MyPark - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>MyPark</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: MyPark</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/EmgXKj/"><font>MyCareer</font></a> </div>
<p> MyPark is a totally different ball game. People actually know what they are doing. This isn't as easy as rookie MyCareer, there are people that aren't that good, called Comeups in 2k Language, there are just the people that play the game to play the game, and there are people that yell at everyone when they take an L on their record, these are called Sweaties. But, there certain ways in which you can beat all of these people. MyPark is basically a system in which you "Rep Up" based on wins, teamate grade, and games played. You go from Rookie 1, to Rookie 5, to Pro to Pro 5 to All Star 1 to 5, to 1 to Superestar 5, then Legend. </p> <br> <p> There are also many Badeges made espeacially for MyPark, where they only work in MyPark. These Badges include: <li> Game Point: </li> <p id="parkbadges"> This Badge Gives you a higher chance to making the game point bucket. For This badges, you must make 20-75 game point buckets for this badge. </p> <li> Iron Man </li> <p id="parkbadges"> Iron Man is a badge that can help anyone. It just makes you lose less stamina. To get Iron Man, you must attempt 50-75 shots while you have no stamina. </p> <li> 7 Oh's </li> <p id="parkbadges"> You must Perform any many highlight plays as you can. dunking on people, alley oops, etc. This can Boost teammates energy and defensive attributes when making a highlight a play. </p> <li> Road Dog </li> <p id="parkbadges"> Do you like to travel to a rival’s court and run the court? This badge will give boost when playing on a rival’s court. </p> <li> Bone Collector </li> <p id="parkbadges"> This badge is great. It Increases your chances at breaking the ankles of your defender. How to get it: String together dribble combo’s to break your opponent’s ankles. </p> <li> Legend Takeover </li> <p id="parkbadges"> For users who tend to beat higher rep players, add a boost to you and your teammates during games versus higher rep players. </p> <li> Park Bully </li> <p id="parkbadges"> Perfect for flexing your muscle in the park, this badge will make opponents think twice before coming into the paint How to get it: Block 100 shots in the paint. </p> <li> Winner's Only </li> <p id="parkbadges"> Winners win, go on a win streak and your player will heat up quicker than normal. How to get it: Get hot often in the park and keep scoring </p> <li> Streak Breaker </li> <p id="parkbadges"> Beat a team on a winning streak, earn a rhythm boost for you and your teammates in the next game.
How to get it: Defeat a team on a winning streak of at least 5, the more the streak, the more it carries over. </li> <script src="js/index.js"></script>
</body>
</html>
MyPark - Script Codes CSS Codes
h1 {color:#00ccff; font-size: 50px; text-align:center;
}
body { background-image: url("https://s-media-cache-ak0.pinimg.com/originals/01/aa/f4/01aaf448240b96badc12e68da593a69a.jpg");
}
.topnav { background-color: ; overflow: hidden;
}
.topnav a { float: left; display: block; color: #000099; text-align: center; padding: 14px 16px; text-decoration: none; font-size: 17px;
}
.topnav a:hover { background-color: #ff6600 ; color:#000099 ;
}
.topnav a.active { background-color: #FFD700; color: white; }
font {font-size:40px;
padding: 60px;
}
p { font-size: 25px; color:#000099; background-color:
}
li { color:#00ccff;
text-align:center; font-size:30px
}
#parkbadges { font-size: 30x; color:#00ccff; background-color:black
}
MyPark - 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(); };
})();
Developer | Tejus Bhalla |
Username | tloading33 |
Uploaded | November 23, 2022 |
Rating | 3 |
Size | 5,753 Kb |
Views | 16,192 |
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