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
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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 duration based on power (higher power = faster) var baseDuration = 1000; // Base duration in milliseconds var duration = baseDuration / (power * 0.5 + 0.5); // Scale duration by power // Animate ball directly to target position tween(self, { x: finalTargetX, y: finalTargetY }, { duration: duration, easing: tween.easeOut, onFinish: function onFinish() { self.inMotion = false; } }); }; // Update ball physics self.update = function () { if (!self.inMotion) return; // 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; } }; 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 with varied easing based on strategy var easingType = tween.easeOut; var diveDuration = 500; // Vary animation based on current strategy switch (gameState.goalkeeperStrategy) { case 0: // Aggressive - fast, bouncy easingType = tween.bounceOut; diveDuration = 400; break; case 1: // Conservative - slow, steady easingType = tween.easeInOut; diveDuration = 600; break; case 2: // Reactive - quick start easingType = tween.easeIn; diveDuration = 450; break; case 3: // Predictive - smooth easingType = tween.easeOut; diveDuration = 500; break; } // Animate the dive tween(self, { x: self.x + dirX, y: self.y + dirY }, { duration: diveDuration, easing: easingType }); }; // 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; // Different strategies based on current round var strategy = gameState.goalkeeperStrategy; var targetX = futureX; var targetY = futureY; var shouldDive = true; switch (strategy) { case 0: // Aggressive - dive early and far targetX = futureX + (Math.random() - 0.5) * 300; targetY = futureY + (Math.random() - 0.5) * 200; shouldDive = Math.random() < 0.8; break; case 1: // Conservative - wait longer, smaller dives targetX = futureX + (Math.random() - 0.5) * 150; targetY = futureY + (Math.random() - 0.5) * 100; shouldDive = Math.random() < 0.6; break; case 2: // Reactive - quick reactions to ball position targetX = ball.x + (Math.random() - 0.5) * 100; targetY = ball.y + (Math.random() - 0.5) * 150; shouldDive = Math.random() < 0.7; break; case 3: // Predictive - tries to predict exact spot var difficulty = gameState.round * 0.1; var accuracy = Math.min(0.9, 0.5 + difficulty); if (Math.random() < accuracy) { targetX = futureX; targetY = futureY; } else { targetX = futureX + (Math.random() * 400 - 200); targetY = futureY + (Math.random() * 200 - 100); } shouldDive = Math.random() < 0.9; break; } if (shouldDive) { self.dive(targetX, targetY); } }; // 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: "shooting", round: storage.currentRound || 1, scorePlayer: 0, shotsPlayer: 0, totalShots: 5, goalkeeperStrategy: 0 // 0: aggressive, 1: conservative, 2: reactive, 3: predictive }; // Game elements var ball, goalkeeper, 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 goalkeeper goalkeeper = new Goalkeeper(); goalkeeper.init(false); // Player goalkeeper game.addChild(goalkeeper); // 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("Score: 0", { 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"; // Set up scene ball.reset(true); goalkeeper.reset(); goalkeeper.visible = true; goalkeeper.controlBar.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; // Set random goalkeeper strategy for this round gameState.goalkeeperStrategy = Math.floor(Math.random() * 4); // 0-3 different strategies // Update UI updateScoreText(); instructionText.setText("Tap to aim, then tap SHOOT"); // Reset target and power targetMarker.visible = false; powerMeter.visible = false; shootButton.visible = false; } // Show results and next button function showResults(isGoal) { gameState.mode = "results"; gameState.shotsPlayer++; if (isGoal) { gameState.scorePlayer++; storage.playerGoals++; instructionText.setText("GOAL! You scored!"); } else { instructionText.setText("SAVED! The goalkeeper stopped your 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) { endRound(); } else { startShootingMode(); } } // End current round and check results function endRound() { // Update storage storage.gamesPlayed++; // Update high score if (gameState.scorePlayer > storage.highScore) { storage.highScore = gameState.scorePlayer; } // Advance to next round gameState.round++; storage.currentRound = gameState.round; instructionText.setText("Round " + (gameState.round - 1) + " complete! Score: " + gameState.scorePlayer + "/" + gameState.totalShots + ". Moving to Round " + gameState.round); // Reset scores for next round gameState.scorePlayer = 0; gameState.shotsPlayer = 0; // Start new round after delay LK.setTimeout(function () { roundText.setText("Round " + gameState.round); startShootingMode(); }, 2000); } // Update score display function updateScoreText() { scoreText.setText("Score: " + gameState.scorePlayer + "/" + gameState.totalShots); } // 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(); } } }; // 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); } } // 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
@@ -222,33 +222,90 @@
self.divingDirection = {
x: dirX,
y: dirY
};
+ // Animate the dive with varied easing based on strategy
+ var easingType = tween.easeOut;
+ var diveDuration = 500;
+ // Vary animation based on current strategy
+ switch (gameState.goalkeeperStrategy) {
+ case 0:
+ // Aggressive - fast, bouncy
+ easingType = tween.bounceOut;
+ diveDuration = 400;
+ break;
+ case 1:
+ // Conservative - slow, steady
+ easingType = tween.easeInOut;
+ diveDuration = 600;
+ break;
+ case 2:
+ // Reactive - quick start
+ easingType = tween.easeIn;
+ diveDuration = 450;
+ break;
+ case 3:
+ // Predictive - smooth
+ easingType = tween.easeOut;
+ diveDuration = 500;
+ break;
+ }
// Animate the dive
tween(self, {
x: self.x + dirX,
y: self.y + dirY
}, {
- duration: 500,
- easing: tween.easeOut
+ duration: diveDuration,
+ easing: easingType
});
};
// 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));
+ // Different strategies based on current round
+ var strategy = gameState.goalkeeperStrategy;
+ var targetX = futureX;
+ var targetY = futureY;
+ var shouldDive = true;
+ switch (strategy) {
+ case 0:
+ // Aggressive - dive early and far
+ targetX = futureX + (Math.random() - 0.5) * 300;
+ targetY = futureY + (Math.random() - 0.5) * 200;
+ shouldDive = Math.random() < 0.8;
+ break;
+ case 1:
+ // Conservative - wait longer, smaller dives
+ targetX = futureX + (Math.random() - 0.5) * 150;
+ targetY = futureY + (Math.random() - 0.5) * 100;
+ shouldDive = Math.random() < 0.6;
+ break;
+ case 2:
+ // Reactive - quick reactions to ball position
+ targetX = ball.x + (Math.random() - 0.5) * 100;
+ targetY = ball.y + (Math.random() - 0.5) * 150;
+ shouldDive = Math.random() < 0.7;
+ break;
+ case 3:
+ // Predictive - tries to predict exact spot
+ var difficulty = gameState.round * 0.1;
+ var accuracy = Math.min(0.9, 0.5 + difficulty);
+ if (Math.random() < accuracy) {
+ targetX = futureX;
+ targetY = futureY;
+ } else {
+ targetX = futureX + (Math.random() * 400 - 200);
+ targetY = futureY + (Math.random() * 200 - 100);
+ }
+ shouldDive = Math.random() < 0.9;
+ break;
}
+ if (shouldDive) {
+ self.dive(targetX, targetY);
+ }
};
// Reset keeper position
self.reset = function () {
self.diving = false;
@@ -358,9 +415,10 @@
mode: "shooting",
round: storage.currentRound || 1,
scorePlayer: 0,
shotsPlayer: 0,
- totalShots: 5
+ totalShots: 5,
+ goalkeeperStrategy: 0 // 0: aggressive, 1: conservative, 2: reactive, 3: predictive
};
// Game elements
var ball, goalkeeper, goalArea, powerMeter;
var targetMarker;
@@ -462,8 +520,10 @@
goalkeeper.controlBar.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;
+ // Set random goalkeeper strategy for this round
+ gameState.goalkeeperStrategy = Math.floor(Math.random() * 4); // 0-3 different strategies
// Update UI
updateScoreText();
instructionText.setText("Tap to aim, then tap SHOOT");
// Reset target and power