User prompt
spin levels are not changing make it changable
User prompt
make the spinning level adjustable with manuel interaction and remove the dragging spin option
User prompt
bring back the ball to below of the screen where play can shoot
User prompt
I cannot shoot
User prompt
bring back the shooting mechanisim now I cannot shoot
User prompt
in the beginning of the game explain how curving works and then start the game
User prompt
adjust the ball to a higher level
User prompt
change it to a green like the football fiedl
User prompt
make the background green
User prompt
if the ball touches the inside of the goal including the side lines of the goal it is a score
User prompt
make the grass to cover all the field
User prompt
if the ball touches to the goalkeeper this is not a score
User prompt
the ball should go behind the goal, there is something blocking the ball to score
User prompt
if the ball touches to the goal, it means a score
User prompt
if the ball touches the goal side and not the goalkeeper this will mean a score
User prompt
adjust the goal lines and make them bigger for easier scoring and make the 3 lines in one image
User prompt
if the ball goes to the center of the goal which means goalkeeper this score shouldnt count as goal
User prompt
if the player couldnt score within his 3 attempts the game will be over and start from the beginning
User prompt
Let the player add spin to the ball by swiping with a curved gesture. The direction and curve of the swipe should determine the ball’s curl — left, right, or vertical spin. The swipe trajectory should define the spin direction. The speed and curve of the swipe affect the amount and direction of curl. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the ball direction line straight and then let the player to adjust the curve of the ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
i cannot curve the ball enough with my cursor/finger make it adjustable, I should select the direction which the ball go without the curve and then apply the curve affect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
change the speed to 35 and remove the speed text in front of the ball
User prompt
make the speed of the ball to 50 and leave it like this, it will be fix speed, but let the player choose the curve level with his finger by dragging the ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player will select the curve first and then the speed
User prompt
player should choose the curve level it can either be choosed or leave it zero
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.gravity = 0; self.friction = 0.98; self.isMoving = false; self.spinForce = 0; self.spinDecay = 0.98; self.shoot = function (power, angle, spin) { self.velocityX = Math.cos(angle) * power; self.velocityY = Math.sin(angle) * power; self.spinForce = spin || 0; self.isMoving = true; LK.getSound('kick').play(); }; self.reset = function () { self.x = ballStartX; self.y = ballStartY; self.velocityX = 0; self.velocityY = 0; self.isMoving = false; self.spinForce = 0; }; self.update = function () { if (self.isMoving) { // Apply spin curve effect if (self.spinForce !== 0) { // Calculate perpendicular force to current velocity for curve var speed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY); if (speed > 0) { var normalX = -self.velocityY / speed; var normalY = self.velocityX / speed; self.velocityX += normalX * self.spinForce * 0.1; self.velocityY += normalY * self.spinForce * 0.1; } // Decay spin over time self.spinForce *= self.spinDecay; } self.x += self.velocityX; self.y += self.velocityY; // No friction applied - ball maintains constant velocity // Bounds checking if (self.x < 0 || self.x > 2048 || self.y > 2732) { self.isMoving = false; ballMissed(); } } }; return self; }); var Defender = Container.expand(function () { var self = Container.call(this); var defenderGraphics = self.attachAsset('defender', { anchorX: 0.5, anchorY: 1.0 }); return self; }); var Goalkeeper = Container.expand(function () { var self = Container.call(this); var keeperGraphics = self.attachAsset('goalkeeper', { anchorX: 0.5, anchorY: 1.0 }); return self; }); var TrajectoryDot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('trajectory', { anchorX: 0.5, anchorY: 0.5 }); dotGraphics.alpha = 0.6; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4a90e2 }); /**** * Game Code ****/ // Game variables var currentRound = 1; var attemptsLeft = 3; var ballStartX = 1024; var ballStartY = 2400; var goalX = 1024; var goalY = 400; var isAiming = false; var dragStartX = 0; var dragStartY = 0; var dragCurrentX = 0; var dragCurrentY = 0; var trajectoryDots = []; var defenders = []; // Swipe tracking variables var swipePath = []; var swipeStartTime = 0; var swipeSpeed = 0; var swipeCurve = 0; var maxSwipePoints = 10; // Create grass field var grass = game.addChild(LK.getAsset('grass', { anchorX: 0, anchorY: 1.0, x: 0, y: 2732 })); // Create goal structure var goal = game.addChild(LK.getAsset('goal', { anchorX: 0.5, anchorY: 0.5, x: goalX, y: goalY + 100 })); goal.alpha = 0.3; // Make goal semi-transparent so we can see the ball // Create goalkeeper var goalkeeper = game.addChild(new Goalkeeper()); goalkeeper.x = goalX; goalkeeper.y = goalY + 180; // Create ball var ball = game.addChild(new Ball()); ball.reset(); // UI Elements var roundText = new Text2('Round: 1', { size: 80, fill: 0xFFFFFF }); roundText.anchor.set(0.5, 0); LK.gui.top.addChild(roundText); var attemptsText = new Text2('Attempts: 3', { size: 60, fill: 0xFFFFFF }); attemptsText.anchor.set(1.0, 0); LK.gui.topRight.addChild(attemptsText); var powerText = new Text2('', { size: 50, fill: 0xFFFF00 }); powerText.anchor.set(0.5, 0.5); game.addChild(powerText); var curveText = new Text2('Curve: 0', { size: 60, fill: 0xFFFFFF }); curveText.anchor.set(0.0, 0); curveText.y = 0; LK.gui.topLeft.addChild(curveText); var selectedCurve = 0; var maxCurve = 8; var curveValues = [-8, -6, -4, -2, -1, 0, 1, 2, 4, 6, 8]; var curveIndex = 5; // Start at 0 curve var fixedSpeed = 35; // Initialize defenders for current round function setupRound() { // Clear existing defenders for (var i = 0; i < defenders.length; i++) { defenders[i].destroy(); } defenders = []; // Add defenders based on round var numDefenders = Math.min(currentRound - 1, 4); for (var i = 0; i < numDefenders; i++) { var defender = game.addChild(new Defender()); var spacing = 120; var startX = goalX - (numDefenders - 1) * spacing / 2; defender.x = startX + i * spacing; defender.y = goalY + 300 + currentRound * 50; defenders.push(defender); } roundText.setText('Round: ' + currentRound); attemptsText.setText('Attempts: ' + attemptsLeft); } // Create trajectory preview function createTrajectoryPreview(power, angle, spin) { // Clear existing dots for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; // Calculate trajectory points var steps = 15; var stepTime = 0.8; var tempVelX = Math.cos(angle) * power * 0.7; var tempVelY = Math.sin(angle) * power * 0.7; var tempX = ball.x; var tempY = ball.y; var tempSpin = spin || 0; for (var i = 0; i < steps; i++) { // Apply spin curve effect in preview if (tempSpin !== 0) { var speed = Math.sqrt(tempVelX * tempVelX + tempVelY * tempVelY); if (speed > 0) { var normalX = -tempVelY / speed; var normalY = tempVelX / speed; tempVelX += normalX * tempSpin * 0.1; tempVelY += normalY * tempSpin * 0.1; } tempSpin *= 0.98; } tempX += tempVelX * stepTime; tempY += tempVelY * stepTime; // No gravity applied to trajectory preview tempVelX *= 0.98; tempVelY *= 0.98; if (tempY > 2732 || tempX < 0 || tempX > 2048) break; var dot = game.addChild(new TrajectoryDot()); dot.x = tempX; dot.y = tempY; trajectoryDots.push(dot); } } // Clear trajectory preview function clearTrajectoryPreview() { for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; } // Calculate curve from swipe path function calculateSwipeCurve() { if (swipePath.length < 3) return 0; var totalCurvature = 0; var validSegments = 0; var curvatureSum = 0; var pathLength = 0; // Calculate curvature at each point in the path for (var i = 1; i < swipePath.length - 1; i++) { var p1 = swipePath[i - 1]; var p2 = swipePath[i]; var p3 = swipePath[i + 1]; // Calculate vectors var v1x = p2.x - p1.x; var v1y = p2.y - p1.y; var v2x = p3.x - p2.x; var v2y = p3.y - p2.y; // Calculate cross product to determine curve direction var crossProduct = v1x * v2y - v1y * v2x; // Calculate magnitudes var mag1 = Math.sqrt(v1x * v1x + v1y * v1y); var mag2 = Math.sqrt(v2x * v2x + v2y * v2y); if (mag1 > 5 && mag2 > 5) { // Only consider significant movements curvatureSum += crossProduct / (mag1 * mag2); validSegments++; pathLength += mag1; } } if (validSegments > 0) { totalCurvature = curvatureSum / validSegments; // Scale based on path length and speed var lengthFactor = Math.min(pathLength / 200, 2); var speedFactor = Math.min(swipeSpeed / 500, 2); var finalCurve = totalCurvature * lengthFactor * speedFactor * 15; return Math.max(-10, Math.min(10, finalCurve)); } return 0; } // Calculate swipe speed function calculateSwipeSpeed() { if (swipePath.length < 2) return 0; var totalDistance = 0; var totalTime = 0; for (var i = 1; i < swipePath.length; i++) { var p1 = swipePath[i - 1]; var p2 = swipePath[i]; var dx = p2.x - p1.x; var dy = p2.y - p1.y; totalDistance += Math.sqrt(dx * dx + dy * dy); totalTime += p2.time - p1.time; } return totalTime > 0 ? totalDistance / totalTime * 1000 : 0; } // Ball collision detection function checkCollisions() { // Check goal scoring - any contact with goal area counts as a score if (ball.x > goalX - 400 && ball.x < goalX + 400 && ball.y <= goalY + 200 && ball.y >= goalY - 50) { // Goal scored! Ball touched goal area ball.isMoving = false; LK.getSound('goal').play(); LK.effects.flashScreen(0x00ff00, 500); LK.setScore(LK.getScore() + 1); currentRound++; // Reset attempts for next round attemptsLeft = 3; LK.setTimeout(function () { ball.reset(); setupRound(); }, 1000); return; } // Check goalkeeper collision if (ball.intersects(goalkeeper)) { ball.isMoving = false; LK.getSound('save').play(); LK.effects.flashObject(goalkeeper, 0xffff00, 500); ballMissed(); return; } // Check defender collisions for (var i = 0; i < defenders.length; i++) { if (ball.intersects(defenders[i])) { ball.isMoving = false; LK.effects.flashObject(defenders[i], 0xff0000, 500); ballMissed(); return; } } // Goal structure collision removed to allow ball to pass through for scoring } function ballMissed() { attemptsLeft--; attemptsText.setText('Attempts: ' + attemptsLeft); if (attemptsLeft <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); // Show game over screen and reset game }, 1500); } else { LK.setTimeout(function () { ball.reset(); }, 1000); } } // Game controls game.down = function (x, y, obj) { if (!ball.isMoving && ball.y > 2000) { isAiming = true; dragStartX = x; dragStartY = y; swipePath = [{ x: x, y: y, time: Date.now() }]; swipeStartTime = Date.now(); } }; game.move = function (x, y, obj) { if (isAiming && !ball.isMoving) { dragCurrentX = x; dragCurrentY = y; // Track swipe path var currentTime = Date.now(); swipePath.push({ x: x, y: y, time: currentTime }); // Keep only recent points if (swipePath.length > maxSwipePoints) { swipePath.shift(); } var deltaX = x - dragStartX; var deltaY = y - dragStartY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var power = fixedSpeed; var angle = Math.atan2(-deltaY, deltaX); // Calculate curve from swipe path curvature selectedCurve = calculateSwipeCurve(); swipeSpeed = calculateSwipeSpeed(); // Update curve display if (Math.abs(selectedCurve) < 0.1) { curveText.setText('Spin: 0'); } else { curveText.setText('Spin: ' + (selectedCurve > 0 ? '+' : '') + selectedCurve.toFixed(1)); } powerText.x = ball.x; powerText.y = ball.y - 100; powerText.setText(''); // Show straight trajectory line without curve effect createTrajectoryPreview(power, angle, 0); } }; game.up = function (x, y, obj) { if (isAiming && !ball.isMoving) { var deltaX = x - dragStartX; var deltaY = y - dragStartY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 20) { var power = fixedSpeed; var angle = Math.atan2(-deltaY, deltaX); // Use final calculated curve from swipe gesture var finalCurve = calculateSwipeCurve(); var spin = finalCurve; ball.shoot(power, angle, spin); } isAiming = false; powerText.setText(''); clearTrajectoryPreview(); // Clear swipe path swipePath = []; } }; game.update = function () { if (ball.isMoving) { checkCollisions(); } }; // Initialize first round setupRound();
===================================================================
--- original.js
+++ change.js
@@ -324,14 +324,9 @@
ballMissed();
return;
}
}
- // Check goal structure collision (frame hits)
- if (ball.intersects(goal)) {
- ball.isMoving = false;
- ballMissed();
- return;
- }
+ // Goal structure collision removed to allow ball to pass through for scoring
}
function ballMissed() {
attemptsLeft--;
attemptsText.setText('Attempts: ' + attemptsLeft);