User prompt
goalkeeper hızını 2 katına çıkar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
5 round bittikten sonra ekranda (PERFECT) yazısını çıkar
User prompt
ball goalkeeper ile temas ettiğinde gol geçersiz sayılır ve ball goalkeeperın önünde durur ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ball hareket ederken goalkeeper yavaşlamasın her zaman aynı hızda hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
goalkeeper sağa ve sola hareket etsin ve eğer ball ona dokunursa gol sayılmaz ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
goalkeeper her roundda farklı şekilde tutmaya çalışsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yapay zekayı kaldır sadece player olsun
User prompt
top direk işaretlenen yere gitsin yerden gitmesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
top atış hızı 3 katına çıksın
User prompt
sıra playerda olduğu zaman kaleci her rounda da farklı yerlerden topu tutmaya çalışsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
her atışta farklı noktalara top gitsin
User prompt
sıra aı ya geçtiği zaman kalecinin altında bir çubuk belirsin ve ayaralanmaya göre kaleci sağa ve sola hareket etsin lütfen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ground bloğunu kaldır
Code edit (1 edits merged)
Please save this source code
User prompt
Penalty Shootout Master
Initial prompt
penaltı atma oyunu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { playerGoals: 0, playerSaves: 0, gamesPlayed: 0, currentRound: 1, highScore: 0 }); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); // Ball graphics var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Ball properties self.velocity = { x: 0, y: 0 }; self.power = 0; self.inMotion = false; self.scored = false; self.saved = false; // Reset ball to starting position self.reset = function (isPlayerKicking) { self.x = 2048 / 2; self.y = isPlayerKicking ? 2200 : 900; self.velocity = { x: 0, y: 0 }; self.power = 0; self.inMotion = false; self.scored = false; self.saved = false; self.scaleX = 1; self.scaleY = 1; }; // Kick the ball with direction and power self.kick = function (targetX, targetY, power) { if (self.inMotion) return; LK.getSound('kick').play(); self.inMotion = true; self.power = power; // Add random variation to target position for more varied shots var randomVariationX = (Math.random() - 0.5) * 200; // ±100 pixels horizontal variation var randomVariationY = (Math.random() - 0.5) * 150; // ±75 pixels vertical variation var finalTargetX = targetX + randomVariationX; var finalTargetY = targetY + randomVariationY; // Calculate direction vector var dirX = finalTargetX - self.x; var dirY = finalTargetY - self.y; // Normalize direction var length = Math.sqrt(dirX * dirX + dirY * dirY); dirX /= length; dirY /= length; // Apply power to velocity self.velocity.x = dirX * power * 20; self.velocity.y = dirY * power * 20; }; // Update ball physics self.update = function () { if (!self.inMotion) return; // Apply velocity self.x += self.velocity.x; self.y += self.velocity.y; // Apply minimal drag self.velocity.x *= 0.99; self.velocity.y *= 0.99; // Apply perspective scaling (ball gets smaller as it moves toward the goal) if (self.y < 1400) { var distance = (1400 - self.y) / 1000; var scale = Math.max(0.5, 1 - distance * 0.5); self.scaleX = scale; self.scaleY = scale; } // Check if ball has stopped if (Math.abs(self.velocity.x) < 0.1 && Math.abs(self.velocity.y) < 0.1) { self.inMotion = false; } }; return self; }); var Button = Container.expand(function () { var self = Container.call(this); // Button background var bg = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); // Button text var label = new Text2("Button", { size: 50, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); self.setText = function (text) { label.setText(text); }; self.down = function () { tween(bg, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; self.up = function () { tween(bg, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (self.onClick) { self.onClick(); } }; return self; }); var GoalArea = Container.expand(function () { var self = Container.call(this); // Goal net var goalNet = self.attachAsset('goal', { anchorX: 0.5, anchorY: 1.0, alpha: 0.3 }); // Left goalpost var leftPost = self.attachAsset('goalpost', { anchorX: 0.5, anchorY: 1.0, x: -goalNet.width / 2 }); // Right goalpost var rightPost = self.attachAsset('goalpost', { anchorX: 0.5, anchorY: 1.0, x: goalNet.width / 2 }); // Crossbar var crossbar = self.attachAsset('crossbar', { anchorX: 0.5, anchorY: 0.5, y: -goalNet.height }); // Set up goal dimensions self.width = goalNet.width; self.height = goalNet.height; self.leftX = -self.width / 2; self.rightX = self.width / 2; self.topY = -self.height; // Check if ball went in goal self.checkGoal = function (ball) { if (ball.scored || ball.saved) return false; // Get ball position relative to goal var relX = ball.x - self.x; var relY = ball.y - self.y; // Check if ball is within goal boundaries if (relX > self.leftX && relX < self.rightX && relY < 0 && relY > self.topY) { ball.scored = true; ball.inMotion = false; LK.getSound('goal').play(); LK.getSound('crowd').play(); return true; } return false; }; return self; }); var Goalkeeper = Container.expand(function () { var self = Container.call(this); // Goalkeeper graphics var keeperGraphics = self.attachAsset('goalkeeper', { anchorX: 0.5, anchorY: 0.5 }); // Goalkeeper control bar var controlBar = self.attachAsset('goalkeeper_control_bar', { anchorX: 0.5, anchorY: 0.5, y: 200, visible: false }); // Keeper properties self.diving = false; self.divingDirection = { x: 0, y: 0 }; self.saveRange = 250; // How far the keeper can reach self.originalX = 0; self.originalY = 0; self.isAI = false; self.controlBar = controlBar; // Initialize keeper self.init = function (isAI) { self.isAI = isAI; self.originalX = 2048 / 2; self.originalY = 550; self.x = self.originalX; self.y = self.originalY; self.diving = false; self.controlBar.visible = isAI; }; // Dive in a direction self.dive = function (targetX, targetY) { if (self.diving) return; self.diving = true; // Calculate direction var dirX = targetX - self.x; var dirY = targetY - self.y; // Normalize and limit dive distance var length = Math.sqrt(dirX * dirX + dirY * dirY); if (length > self.saveRange) { dirX = dirX / length * self.saveRange; dirY = dirY / length * self.saveRange; } self.divingDirection = { x: dirX, y: dirY }; // Animate the dive tween(self, { x: self.x + dirX, y: self.y + dirY }, { duration: 500, easing: tween.easeOut }); }; // AI make a decision to dive self.aiDecide = function (ball) { if (!self.isAI || self.diving || !ball.inMotion) return; // Calculate where the ball will be var futureX = ball.x + ball.velocity.x * 10; var futureY = ball.y + ball.velocity.y * 10; // Add some randomness to make it challenging var difficulty = gameState.round * 0.1; // 0.1 to 1.0 based on round var accuracy = Math.min(0.9, 0.5 + difficulty); // 50% to 90% accuracy if (Math.random() < accuracy) { // Good prediction self.dive(futureX, futureY); } else { // Inaccurate dive self.dive(futureX + (Math.random() * 400 - 200), futureY + (Math.random() * 200 - 100)); } }; // Reset keeper position self.reset = function () { self.diving = false; tween(self, { x: self.originalX, y: self.originalY }, { duration: 500, easing: tween.easeOut }); }; // Check if keeper saved the ball self.checkSave = function (ball) { if (!self.diving || ball.saved || ball.scored) return false; // Calculate distance between ball and keeper var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If ball is close enough to keeper, it's a save if (distance < 150) { ball.saved = true; ball.inMotion = false; LK.getSound('save').play(); return true; } return false; }; return self; }); var PowerMeter = Container.expand(function () { var self = Container.call(this); // Power meter background var meterBg = self.attachAsset('power_meter', { anchorX: 0.5, anchorY: 1.0 }); // Power indicator var indicator = self.attachAsset('power_indicator', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -20 }); // Power meter properties self.active = false; self.increasing = true; self.power = 0; // 0 to 1 self.maxPower = 1; // Start power meter self.start = function () { self.active = true; self.increasing = true; self.power = 0; self.updateIndicator(); }; // Stop and get final power self.stop = function () { self.active = false; return self.power; }; // Update power value self.update = function () { if (!self.active) return; // Increase or decrease power if (self.increasing) { self.power += 0.02; if (self.power >= self.maxPower) { self.power = self.maxPower; self.increasing = false; } } else { self.power -= 0.02; if (self.power <= 0) { self.power = 0; self.increasing = true; } } self.updateIndicator(); }; // Update indicator position self.updateIndicator = function () { indicator.y = -meterBg.height * self.power; // Change color based on power if (self.power < 0.3) { indicator.tint = 0x00FF00; // Green for low power } else if (self.power < 0.7) { indicator.tint = 0xFFFF00; // Yellow for medium power } else { indicator.tint = 0xFF0000; // Red for high power } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game state var gameState = { mode: "menu", // menu, shooting, goalkeeping, results round: storage.currentRound || 1, scorePlayer: 0, scoreAI: 0, shotsPlayer: 0, shotsAI: 0, totalShots: 5, turnPlayerShooting: true }; // Game elements var ball, goalkeeper, playerGoalkeeper, goalArea, powerMeter; var targetMarker; var shootButton, nextButton; // UI elements var scoreText, roundText, instructionText; // Initialize the game function initGame() { // Create goal area goalArea = new GoalArea(); goalArea.x = 2048 / 2; goalArea.y = 500; game.addChild(goalArea); // Create ball ball = new Ball(); ball.reset(true); game.addChild(ball); // Create goalkeepers goalkeeper = new Goalkeeper(); goalkeeper.init(true); // AI goalkeeper game.addChild(goalkeeper); playerGoalkeeper = new Goalkeeper(); playerGoalkeeper.init(false); // Player goalkeeper playerGoalkeeper.visible = false; // Hidden initially game.addChild(playerGoalkeeper); // Create target marker for aiming targetMarker = LK.getAsset('target', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, visible: false }); game.addChild(targetMarker); // Create power meter powerMeter = new PowerMeter(); powerMeter.x = 100; powerMeter.y = 2200; powerMeter.visible = false; game.addChild(powerMeter); // Create shoot button shootButton = new Button(); shootButton.x = 2048 - 200; shootButton.y = 2500; shootButton.setText("SHOOT"); shootButton.visible = false; shootButton.onClick = function () { if (gameState.mode === "shooting" && targetMarker.visible) { var power = powerMeter.stop(); ball.kick(targetMarker.x, targetMarker.y, power); targetMarker.visible = false; shootButton.visible = false; powerMeter.visible = false; } }; game.addChild(shootButton); // Create next button nextButton = new Button(); nextButton.x = 2048 / 2; nextButton.y = 2500; nextButton.setText("NEXT"); nextButton.visible = false; nextButton.onClick = function () { if (gameState.mode === "results") { advanceTurn(); } }; game.addChild(nextButton); // Create score text scoreText = new Text2("Player 0 - 0 AI", { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create round text roundText = new Text2("Round " + gameState.round, { size: 60, fill: 0xFFFFFF }); roundText.anchor.set(0.5, 0); roundText.y = 100; LK.gui.top.addChild(roundText); // Create instruction text instructionText = new Text2("Tap to aim, then tap SHOOT", { size: 50, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.y = 200; LK.gui.top.addChild(instructionText); // Start with player shooting startShootingMode(); // Start background music LK.playMusic('background_music'); } // Start shooting mode (player kicks) function startShootingMode() { gameState.mode = "shooting"; gameState.turnPlayerShooting = true; // Set up scene ball.reset(true); goalkeeper.reset(); goalkeeper.visible = true; goalkeeper.controlBar.visible = false; playerGoalkeeper.visible = false; // Position goalkeeper at random starting position for each round var randomStartX = goalkeeper.originalX + (Math.random() - 0.5) * 400; // ±200 pixels from center goalkeeper.x = randomStartX; // Update UI updateScoreText(); instructionText.setText("Tap to aim, then tap SHOOT"); // Reset target and power targetMarker.visible = false; powerMeter.visible = false; shootButton.visible = false; } // Start goalkeeping mode (player saves) function startGoalkeepingMode() { gameState.mode = "goalkeeping"; gameState.turnPlayerShooting = false; // Set up scene ball.reset(false); playerGoalkeeper.reset(); goalkeeper.visible = true; goalkeeper.controlBar.visible = true; goalkeeper.reset(); playerGoalkeeper.visible = false; // Update UI updateScoreText(); instructionText.setText("Tap where you want to dive"); // AI will kick after a short delay LK.setTimeout(function () { // AI kick with random target and power var targetX = goalArea.x + (Math.random() * goalArea.width - goalArea.width / 2) * 0.8; var targetY = goalArea.y - Math.random() * goalArea.height * 0.8; var power = 0.5 + Math.random() * 0.5; // Medium to high power ball.kick(targetX, targetY, power); }, 1500); } // Show results and next button function showResults(isGoal) { gameState.mode = "results"; if (gameState.turnPlayerShooting) { // Player was shooting gameState.shotsPlayer++; if (isGoal) { gameState.scorePlayer++; storage.playerGoals++; instructionText.setText("GOAL! You scored!"); } else { instructionText.setText("SAVED! The goalkeeper stopped your shot!"); } } else { // AI was shooting gameState.shotsAI++; if (isGoal) { gameState.scoreAI++; instructionText.setText("GOAL! The AI scored!"); } else { storage.playerSaves++; instructionText.setText("SAVED! You stopped the shot!"); } } updateScoreText(); nextButton.visible = true; } // Advance to next turn or round function advanceTurn() { nextButton.visible = false; // Check if round is complete if (gameState.shotsPlayer >= gameState.totalShots && gameState.shotsAI >= gameState.totalShots) { endRound(); } else if (gameState.turnPlayerShooting) { startGoalkeepingMode(); } else { startShootingMode(); } } // End current round and check results function endRound() { // Update storage storage.gamesPlayed++; // Calculate total score (goals + saves) var totalScore = gameState.scorePlayer + (gameState.totalShots - gameState.scoreAI); if (totalScore > storage.highScore) { storage.highScore = totalScore; } // Check if player won if (gameState.scorePlayer > gameState.scoreAI) { // Player won, advance to next round gameState.round++; storage.currentRound = gameState.round; instructionText.setText("You won Round " + (gameState.round - 1) + "! Moving to Round " + gameState.round); } else if (gameState.scorePlayer < gameState.scoreAI) { // Player lost instructionText.setText("You lost! Game over. Try again!"); // Reset to round 1 gameState.round = 1; storage.currentRound = 1; // Show game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); return; } else { // Tie instructionText.setText("It's a tie! Try again!"); } // Reset scores for next round gameState.scorePlayer = 0; gameState.scoreAI = 0; gameState.shotsPlayer = 0; gameState.shotsAI = 0; // Start new round after delay LK.setTimeout(function () { roundText.setText("Round " + gameState.round); startShootingMode(); }, 2000); } // Update score display function updateScoreText() { scoreText.setText("Player " + gameState.scorePlayer + " - " + gameState.scoreAI + " AI"); } // Game input handlers game.down = function (x, y, obj) { if (gameState.mode === "shooting") { // Set target for aiming if (y < 1200) { // Only allow targeting in the goal area targetMarker.x = x; targetMarker.y = y; targetMarker.visible = true; // Show shoot button and power meter shootButton.visible = true; powerMeter.visible = true; powerMeter.start(); } } else if (gameState.mode === "goalkeeping" && ball.inMotion) { // Player tries to save playerGoalkeeper.dive(x, y); } }; // Game loop game.update = function () { // Update ball physics ball.update(); // Update power meter powerMeter.update(); // AI goalkeeper decision making if (gameState.mode === "shooting") { goalkeeper.aiDecide(ball); // Check if goalkeeper saved the ball if (ball.inMotion && goalkeeper.checkSave(ball)) { LK.setTimeout(function () { showResults(false); }, 1000); } // Check if ball went in goal if (ball.inMotion && goalArea.checkGoal(ball)) { LK.setTimeout(function () { showResults(true); }, 1000); } } else if (gameState.mode === "goalkeeping") { // Move AI goalkeeper left and right with control bar if (goalkeeper.visible && goalkeeper.controlBar.visible) { var moveAmount = Math.sin(LK.ticks * 0.1) * 150; goalkeeper.x = goalkeeper.originalX + moveAmount; } // Check if player goalkeeper saved the ball if (ball.inMotion && playerGoalkeeper.checkSave(ball)) { LK.setTimeout(function () { showResults(false); }, 1000); } // Check if ball went in goal if (ball.inMotion && goalArea.checkGoal(ball)) { LK.setTimeout(function () { showResults(true); }, 1000); } } // Check if ball is out of bounds or stopped if (ball.inMotion && (ball.x < 0 || ball.x > 2048 || ball.y < 0 || ball.y > 2732 || ball.y < 400 && !ball.scored && !ball.saved && !ball.inMotion)) { // Ball went out or stopped, count as a miss ball.inMotion = false; LK.setTimeout(function () { showResults(false); }, 1000); } }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -475,8 +475,11 @@
goalkeeper.reset();
goalkeeper.visible = true;
goalkeeper.controlBar.visible = false;
playerGoalkeeper.visible = false;
+ // Position goalkeeper at random starting position for each round
+ var randomStartX = goalkeeper.originalX + (Math.random() - 0.5) * 400; // ±200 pixels from center
+ goalkeeper.x = randomStartX;
// Update UI
updateScoreText();
instructionText.setText("Tap to aim, then tap SHOOT");
// Reset target and power