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ПЕРЕМЕСТИ ФОН В ЦЕНТР
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СДЕЛАЙ ФОН ВО ВЕСЬ ЭКРАН ИГРЫ
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СДЕЛАЙ ЧТОБ ФОН ВЫБРАННЫЙ ЧЕРЕЗ АССЕТ ОТОБРАЖАЛСЯ В ИГРЕ
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ДОБАВЬ ФОН ЧТОБ Я МОГ ИЗМЕНЯТЬ
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БИТЬ МЯЧ МОЖНО ЛЮБОЕ КОЛИЧЕСТВО РАЗ ТОБИШЬ ЕСЛИ ИГРОК ЕГО УДАРИЛ ОН И ИГРОКИ МОГУТ ПРОДОЛЖАТЬ ВЕСТИ МЯЧ В СТОРОНУ ВОРОТ ПРОТИВНИКА А ПРОТИВНИК МОЖЕТ ПЫТАТЬСЯЧ ОТНЯТЬ МЯЧ ЭТОТ
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ЗАДАЧА ИГРОКОВ НЕ ДРАТЬСЯ МЕЖДУ СОБОЙ А ДОВЕСТИ МЯЧ И УДАРОМ ЗАБИТЬ ГОЛ В ВОРОТА ПРОТИВНИКА
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СДЕЛАЙ ТАК ЧТОБ ИГРОКИ НЕ ЗАТЯГИВАЛИ ИГРУ И СТРЕМИЛИСЬ ДОСТАВИТЬ МЯЧ В ВОРОТА ЧТОБ ЗАБИТЬ ГОЛ СРАЗУ
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distanceToGoal = distance(ball.x, ball.y, goalForTeam.x + goalForTeam.width / 2, goalForTeam.y + (self.assetId === 'playerTeamA' ? goalForTeam.height : 0));' Line Number: 102
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distanceToGoal = distance(ball.x, ball.y, goalForTeam.x + goalForTeam.width / 2, goalForTeam.y + (self.assetId === 'playerTeamA' ? goalForTeam.height : 0));' Line Number: 102
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СДЕЛАЙ ТАК ЧТОБ ИГРОКИ НЕ ЗАТЯГИВАЛИ ИГРУ И СТРЕМИЛИСЬ ДОСТАВИТЬ МЯЧ В ВОРОТА ЧТОБ ЗАБИТЬ ГОЛ СРАЗУ
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ПРОПИШИ ФИЗИКУ ПОЛЕТА МЯЧА ПРИ УДАРЕ И ПАСАХ
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НАПИШИ ЛОГИТКУ ИГРОКАМ ЧТОБ УДАРИТЬ МЯЧ НУЖНО ПОДОЙТИ ВПЛОТНУЮ И ТОЛКНУТЬ ЕГО В НУЖНОЕ НАПРАВЛЕНИЕ
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НЕТ ФИЗИКА ПОЛЕТА МЯЧА НЕПРАВИЛЬНАЯ МЯЧ НЕ ИМЕЕТ ГРАВИТАЦИИ ТАК КАК ВИД СВЕРХУ В ИГРЕ
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ПРОПИШИ ЛОГИКУ УДАРОВ МЯЧА ЕГО ВИЗИКУ ПОЛЕТА И ТАК ДАЛЕЕ КАК В РЕАЛЬНОСТИ
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СДЕЛАЙ ВОЗМОЖНОСТЬ ИГРОКАМ БИТЬ МЯЧ И ДАВАТЬ ПАСЫ СОКОМАНДНИКАМ
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РАЗДЕЛИ ВОРОТА ПО КОМАНДАМ КРАСНЫХ ВЕРХНИЕ ВОРОТА СИНИХ НИЖНИЕ
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СДЕЛАЙ ЧТОБ ЧАСТЬ ИГРОКОВ КОМАНДЫ СРАЗУ БЕЖАЛИ ЗА МЯЧЕМ ЧТОБ ЗАБИТЬ ИЛИ ОТДАТЬ ПАС А ДРУГИЕ БЕЖАЛИ В НАПАДЕНИЕ И РАЗДЕЛИ ЧТОБ ОДНИ БЕЖАЛИ В СТОРОНУ ПРОТИВНИКА И НЕ ЗАБИВАЛИ СЕБЕ
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СДЕЛАЙ ЧТОБ ИГРОКИ СПОМОЩЬЮ КОМАНДНОЙ ИГРЫ ПЫТАЛИСЬ СРАЗУ ЗАБИТЬ В ВОРОТА ПРОТИВНИКА А НЕ ТУПО БЕГАЛИ
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СДЕЛАЙ ЧТОБ ИИ НЕ ТУПО ПО КАРТЕ УПРАВЛЯЛА ИГРОКАМИ А С ЦЕЛЬЮ ЗАБИТЬ ГОЛ ИЛИ ОТДАТЬ ПАС
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СДЕЛАЙ ТАК ЧТОБ ИГРОКИ НЕ ПРОХОДИЛИ СКВОЗЬ ДРУГ ДРУГА КАК И ЧЕРЕЗ МЯЧ
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СДЕЛАЙ ТАК ЧТОБ ИГРОКИ НЕ ПРОХОДИЛИ ЧЕРЕЗ ДРУГ ДРУГА КАК И ЧЕРЕЗ МЯЧ
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СОЗДАЙ УДАРЫ И ПАСЫ ЧТОБ ЭТО БЫЛО РАЗНОЕ ГДЕ ПАСЫ МЕЖДУ ИГРОКАМИ А УДАРЫ ЧТОБ ЗАБИТЬ ГОЛ
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СДЕЛАЙ ТАК ЧТОБ КАЖДАЯ КОМАНДА НЕ ЗАБИВАЛА В СВОИ ВОРОТА А ТОЛЬКО В ЧУЖИЕ
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ПРИСВОЙ К КАЖДОЙ КОМАНДЕ СВОИ ВОРОТА И УКАЖИ ЛОГИКУ ЗАЩИЩАТЬ СВОИ ВОРОТА ОТ ГОЛА И ЗАБИВАТЬ В ЧУЖИЕ ГОЛ
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**Scoring**: Detail how a goal is scored (the ball must fully cross the goal line between the goalposts and under the crossbar), and ensure the AI can recognize and react to scoring situations.
/**** * Classes ****/ // Note: This is a simplified simulation of a football game where players move randomly and the ball is kicked around randomly.; var Ball = Container.expand(function () { var self = Container.call(this); // Create and attach a ball asset var ballGraphics = self.attachAsset('ball', { width: 30, height: 30, color: 0xffffff, shape: 'ellipse' }); // Set initial speed self.speedX = 0; self.speedY = 0; // Update ball position based on speed self.update = function () { self.x += self.speedX; self.y += self.speedY; // Implement basic boundary checks if (self.x < 0 || self.x > 2048) { self.speedX *= -1; } if (self.y < 0 || self.y > 2732) { self.speedY *= -1; } }; // Function to kick the ball self.kick = function (speedX, speedY) { self.speedX = speedX; self.speedY = speedY; }; }); // Assets will be automatically created and loaded by the LK engine based on usage in the game code. // Define a class for the football player var Player = Container.expand(function (teamColor) { var self = Container.call(this); // Create and attach a player asset var playerGraphics = self.attachAsset(teamColor === 0xff0000 ? 'playerTeamA' : 'playerTeamB', { width: 50, height: 50, shape: 'ellipse' }); // Set initial speed and direction self.speedX = 0; self.speedY = 0; // Update player position based on speed self.update = function () { var oldX = self.x; var oldY = self.y; self.x += self.speedX; self.y += self.speedY; // Implement basic boundary checks if (self.x < 0 || self.x > 2048) { self.speedX *= -1; } if (self.y < 0 || self.y > 2732) { self.speedY *= -1; } // Check for collision with other players teamA.concat(teamB).forEach(function (player) { if (player !== self && distance(self.x, self.y, player.x, player.y) < player.width) { // If collision detected, move back to old position self.x = oldX; self.y = oldY; } }); // Check for collision with the ball if (distance(self.x, self.y, ball.x, ball.y) < ball.width) { // If collision detected, move back to old position self.x = oldX; self.y = oldY; } }; // Function to change direction based on behavior self.changeDirection = function () { if (self.behavior === 'aggressive') { self.speedX = Math.random() * 6 - 3; // Speed range -3 to 3 self.speedY = Math.random() * 6 - 3; // Speed range -3 to 3 } else if (self.behavior === 'defensive') { self.speedX = Math.random() * 2 - 1; // Speed range -1 to 1 self.speedY = Math.random() * 2 - 1; // Speed range -1 to 1 } }; // Function to kick the ball if it is close enough self.kickBall = function (ball) { var dist = distance(self.x, self.y, ball.x, ball.y); if (dist < 100) { var goal; if (self.assetId === 'playerTeamA') { goal = goalBottom; } else { goal = goalTop; } var dx = goal.x + goal.width / 2 - self.x; var dy = goal.y + (self.assetId === 'playerTeamA' ? goal.height : 0) - self.y; var angle = Math.atan2(dy, dx); // Prevent players from scoring in their own goal if (self.assetId === 'playerTeamA' && dy > 0 || self.assetId === 'playerTeamB' && dy < 0) { ball.kick(Math.cos(angle) * 10, Math.sin(angle) * 10); } } // Adjust player behavior dynamically based on game state var goalPosition = self.assetId === 'playerTeamA' ? goalBottom : goalTop; var towardsOwnGoal = self.assetId === 'playerTeamA' ? ball.y > self.y + 200 : ball.y < self.y - 200; var towardsOpponentGoal = self.assetId === 'playerTeamA' ? ball.y < self.y - 200 : ball.y > self.y + 200; if (towardsOwnGoal) { // Move towards own goal if the ball is significantly behind self.behavior = 'defensive'; } else if (towardsOpponentGoal) { // Move towards opponent's goal if the ball is significantly ahead self.behavior = 'aggressive'; } else { // If the ball is nearby, decide behavior based on the position of opponents and teammates if (nearestOpponent && minOpponentDist < 200) { // Become more defensive if an opponent is very close self.behavior = 'defensive'; } else if (nearestTeammate && minTeammateDist < 200) { // Support offensive plays if a teammate is close self.behavior = 'supportive'; } else { // Default to a balanced behavior self.behavior = 'balanced'; } } }; // Function to pass the ball to a teammate self.passBall = function (ball, teammate) { var dist = distance(self.x, self.y, ball.x, ball.y); if (dist < 100) { var dx = teammate.x - self.x; var dy = teammate.y - self.y; var angle = Math.atan2(dy, dx); ball.kick(Math.cos(angle) * 5, Math.sin(angle) * 5); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x008000 // Init game with green background (football field) }); /**** * Game Code ****/ // Define the match duration (in seconds) var matchDuration = 180; // 3 minutes // Define the football field's dimensions and boundaries var field = { width: 2048, height: 2732, goalWidth: 200, goalHeight: 20, penaltyAreaWidth: 400, penaltyAreaHeight: 600, centerCircleRadius: 300 }; // Function to calculate the distance between two points function distance(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); } var teamA = []; var teamB = []; var ball = game.addChild(new Ball()); // Populate teams for (var i = 0; i < 11; i++) { teamA.push(game.addChild(new Player(0xff0000))); // Team A in red teamB.push(game.addChild(new Player(0x0000ff))); // Team B in blue } // Assign different behaviors to the teams teamA.forEach(function (player) { return player.behavior = 'aggressive'; }); teamB.forEach(function (player) { return player.behavior = 'defensive'; }); // Position teams and ball teamA.forEach(function (player, index) { player.x = 300 + index * 150; player.y = 600; player.changeDirection(); }); teamB.forEach(function (player, index) { player.x = 300 + index * 150; player.y = 2100; player.changeDirection(); }); ball.x = 1024; ball.y = 1366; // Create and position goal posts var goalTop = game.addChild(LK.getAsset('goal', { x: 1024 - 100, y: 0 })); var goalBottom = game.addChild(LK.getAsset('goal', { x: 1024 - 100, y: 2732 - 20 })); // Game update function game.update = function () { // Randomly change player directions if (LK.ticks % 120 == 0) { // Every 2 seconds teamA.forEach(function (player) { player.changeDirection(); }); teamB.forEach(function (player) { player.changeDirection(); }); } // Check if a goal is scored if (ball.intersects(goalTop) && ball.y + ball.height <= goalTop.y + goalTop.height) { // Team B scores LK.setScore(LK.getScore() + 1); // Restart play ball.x = field.width / 2; ball.y = field.height / 2; ball.speedX = 0; ball.speedY = 0; // Update team scores teamBScore++; } else if (ball.intersects(goalBottom) && ball.y >= goalBottom.y) { // Team A scores LK.setScore(LK.getScore() + 1); // Restart play ball.x = field.width / 2; ball.y = field.height / 2; ball.speedX = 0; ball.speedY = 0; // Update team scores teamAScore++; } // Make the players kick or pass the ball teamA.forEach(function (player, index) { // Determine the nearest teammate and opponent var nearestTeammate = null; var nearestOpponent = null; var minTeammateDist = Infinity; var minOpponentDist = Infinity; (teamColor === 0xff0000 ? teamA : teamB).forEach(function (teammate) { var dist = distance(player.x, player.y, teammate.x, teammate.y); if (teammate !== player && dist < minTeammateDist) { nearestTeammate = teammate; minTeammateDist = dist; } }); (teamColor === 0xff0000 ? teamB : teamA).forEach(function (opponent) { var dist = distance(player.x, player.y, opponent.x, opponent.y); if (dist < minOpponentDist) { nearestOpponent = opponent; minOpponentDist = dist; } }); // Decide to pass or kick based on positions of nearest teammate and opponent if (nearestTeammate && nearestOpponent && minTeammateDist < minOpponentDist && minTeammateDist < 200) { // Pass the ball if a teammate is closer than any opponent and within passing distance player.passBall(ball, nearestTeammate); } else { // Kick towards the goal if no teammate is in a better position to receive a pass player.kickBall(ball); } }); teamB.forEach(function (player, index) { // If the player is close to a teammate, pass the ball if (index < teamB.length - 1 && distance(player.x, player.y, teamB[index + 1].x, teamB[index + 1].y) < 200) { player.passBall(ball, teamB[index + 1]); } else { // Otherwise, kick the ball towards the goal player.kickBall(ball); } }); // Boundary checks for the players teamA.concat(teamB).forEach(function (player) { if (player.x < 0) { player.x = 0; } if (player.x > field.width) { player.x = field.width; } if (player.y < 0) { player.y = 0; } if (player.y > field.height) { player.y = field.height; } }); // Check if the ball is out of bounds if (ball.x < 0 || ball.x > field.width) { // Ball crossed the sideline, throw-in ball.x = ball.x < 0 ? 0 : field.width; ball.y = Math.random() * field.height; // Random y-coordinate for throw-in ball.speedX = 0; ball.speedY = 0; } else if (ball.y < 0) { // Ball crossed the goal line on team A's side, check for goal or goal kick if (ball.x > goalTop.x && ball.x < goalTop.x + goalTop.width) { // Goal for team B LK.setScore(LK.getScore() + 1); } // Restart play with goal kick ball.x = field.width / 2; ball.y = field.height / 4; // Quarter way down the field for team A's goal kick ball.speedX = 0; ball.speedY = 0; } else if (ball.y > field.height) { // Ball crossed the goal line on team B's side, check for goal or goal kick if (ball.x > goalBottom.x && ball.x < goalBottom.x + goalBottom.width) { // Goal for team A LK.setScore(LK.getScore() + 1); } // Restart play with goal kick ball.x = field.width / 2; ball.y = 3 * field.height / 4; // Quarter way up the field for team B's goal kick ball.speedX = 0; ball.speedY = 0; } // Update match duration matchDuration -= 1 / 60; // Subtract the time passed since the last frame (1/60th of a second) if (matchDuration <= 0) { // End the match when the duration reaches 0 LK.showGameOver(); } }; // Note: This is a simplified simulation of a football game where players move randomly and the ball is kicked around randomly.
===================================================================
--- original.js
+++ change.js
@@ -100,18 +100,30 @@
if (self.assetId === 'playerTeamA' && dy > 0 || self.assetId === 'playerTeamB' && dy < 0) {
ball.kick(Math.cos(angle) * 10, Math.sin(angle) * 10);
}
}
- // Update player behavior based on the ball's position
- if (self.assetId === 'playerTeamA' && ball.y > self.y) {
- // If the player is from team A and the ball is behind them, they should move towards their own goal
+ // Adjust player behavior dynamically based on game state
+ var goalPosition = self.assetId === 'playerTeamA' ? goalBottom : goalTop;
+ var towardsOwnGoal = self.assetId === 'playerTeamA' ? ball.y > self.y + 200 : ball.y < self.y - 200;
+ var towardsOpponentGoal = self.assetId === 'playerTeamA' ? ball.y < self.y - 200 : ball.y > self.y + 200;
+ if (towardsOwnGoal) {
+ // Move towards own goal if the ball is significantly behind
self.behavior = 'defensive';
- } else if (self.assetId === 'playerTeamB' && ball.y < self.y) {
- // If the player is from team B and the ball is behind them, they should move towards their own goal
- self.behavior = 'defensive';
- } else {
- // If the ball is in front of the player, they should move towards the opponent's goal
+ } else if (towardsOpponentGoal) {
+ // Move towards opponent's goal if the ball is significantly ahead
self.behavior = 'aggressive';
+ } else {
+ // If the ball is nearby, decide behavior based on the position of opponents and teammates
+ if (nearestOpponent && minOpponentDist < 200) {
+ // Become more defensive if an opponent is very close
+ self.behavior = 'defensive';
+ } else if (nearestTeammate && minTeammateDist < 200) {
+ // Support offensive plays if a teammate is close
+ self.behavior = 'supportive';
+ } else {
+ // Default to a balanced behavior
+ self.behavior = 'balanced';
+ }
}
};
// Function to pass the ball to a teammate
self.passBall = function (ball, teammate) {
@@ -225,13 +237,33 @@
teamAScore++;
}
// Make the players kick or pass the ball
teamA.forEach(function (player, index) {
- // If the player is close to a teammate, pass the ball
- if (index < teamA.length - 1 && distance(player.x, player.y, teamA[index + 1].x, teamA[index + 1].y) < 200) {
- player.passBall(ball, teamA[index + 1]);
+ // Determine the nearest teammate and opponent
+ var nearestTeammate = null;
+ var nearestOpponent = null;
+ var minTeammateDist = Infinity;
+ var minOpponentDist = Infinity;
+ (teamColor === 0xff0000 ? teamA : teamB).forEach(function (teammate) {
+ var dist = distance(player.x, player.y, teammate.x, teammate.y);
+ if (teammate !== player && dist < minTeammateDist) {
+ nearestTeammate = teammate;
+ minTeammateDist = dist;
+ }
+ });
+ (teamColor === 0xff0000 ? teamB : teamA).forEach(function (opponent) {
+ var dist = distance(player.x, player.y, opponent.x, opponent.y);
+ if (dist < minOpponentDist) {
+ nearestOpponent = opponent;
+ minOpponentDist = dist;
+ }
+ });
+ // Decide to pass or kick based on positions of nearest teammate and opponent
+ if (nearestTeammate && nearestOpponent && minTeammateDist < minOpponentDist && minTeammateDist < 200) {
+ // Pass the ball if a teammate is closer than any opponent and within passing distance
+ player.passBall(ball, nearestTeammate);
} else {
- // Otherwise, kick the ball towards the goal
+ // Kick towards the goal if no teammate is in a better position to receive a pass
player.kickBall(ball);
}
});
teamB.forEach(function (player, index) {
ЛОГОТИП НА ИГРОКЕ СВЕРХУ ФУТБОЛЬНОГО КЛУБА СПАРТАК. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ЛОГОТИП НА ИГРОКЕ СВЕРХУ ФУТБОЛЬНОГО КЛУБА ЗЕНИТ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
МЯЧ ФУТБОЛЬНЫЙ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ФУТБОЛЬНОЕ ПОЛЕ С РАЗМЕТКАМИ С ВИДУ СВЕРХУ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.