User prompt
kalleci top atılınca takip etsin
User prompt
karşılıklı şut olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
topa vuran bir futbolcu olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kalleci ileri geri saga sola hareketler yapsın
User prompt
top kalledeye girince yeni top gelsin
User prompt
seyirciler olsun
User prompt
alan cizgisi
User prompt
top hızı daha yüksek
User prompt
yatay olarak kullanım
User prompt
görüntü alana ortalansın
User prompt
alan tam gözüksün
Code edit (1 edits merged)
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User prompt
oyun alanı tam ekran
User prompt
top hızını arttır
User prompt
oyunalanı nı 90 derece cevir
User prompt
yukarıdan kontrol
User prompt
engelleri kaldır
User prompt
ouon alanı tam orda da olsun
User prompt
kallaci hızını düşür
User prompt
oyun hızı biraz daha düşük ve alan ortalı olsun
User prompt
ekranı daha büyük olsun ve start tuşu olsun engeller olsun oyunda
User prompt
daha gerçekci ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
alan da geniş olsun
User prompt
biraz daha büyük bit top
/****
* 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 = 0.2;
self.moving = false;
self.update = function () {
if (self.moving) {
self.x += self.velocityX;
self.y += self.velocityY;
// Apply gravity for side view
self.velocityY += self.gravity;
// Apply air resistance
self.velocityX *= 0.99;
self.velocityY *= 0.995;
// Field boundaries
if (self.x <= fieldX) {
self.x = fieldX;
self.velocityX *= -0.7;
}
if (self.x >= screenWidth - 200) {
self.x = screenWidth - 200;
self.velocityX *= -0.7;
}
if (self.y <= 200) {
self.y = 200;
self.velocityY *= -0.7;
}
if (self.y >= screenHeight - 200) {
self.y = screenHeight - 200;
self.velocityY *= -0.7;
}
if (Math.abs(self.velocityX) < 0.5 && Math.abs(self.velocityY) < 0.5) {
self.moving = false;
self.velocityX = 0;
self.velocityY = 0;
tween.stop(ballGraphics, {
rotation: true
});
}
}
};
self.shoot = function (targetX, targetY, power) {
var distance = Math.sqrt((targetX - self.x) * (targetX - self.x) + (targetY - self.y) * (targetY - self.y));
self.velocityX = (targetX - self.x) / distance * power;
self.velocityY = (targetY - self.y) / distance * power;
self.moving = true;
// Add realistic ball spin during movement
var spinSpeed = power * 0.3;
tween(ballGraphics, {
rotation: ballGraphics.rotation + spinSpeed
}, {
duration: 2000,
easing: tween.linear
});
// Add ball scale effect for power visualization
tween(ballGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(ballGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
LK.getSound('kick').play();
};
return self;
});
var Goalkeeper = Container.expand(function () {
var self = Container.call(this);
var keeperGraphics = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = 1.0 + LK.getScore() * 0.3;
self.direction = 1;
self.reactionTime = 0;
self.isDiving = false;
self.maxReactionTime = 30 - LK.getScore() * 2;
if (self.maxReactionTime < 10) {
self.maxReactionTime = 10;
}
// Add realistic goalkeeper breathing animation
tween(keeperGraphics, {
scaleY: 1.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(keeperGraphics, {
scaleY: 1.0
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Repeat breathing animation
LK.setTimeout(function () {
if (!self.isDiving) {
tween(keeperGraphics, {
scaleY: 1.1
}, {
duration: 1000,
easing: tween.easeInOut
});
}
}, 500);
}
});
}
});
self.update = function () {
// Random movement when not diving
if (!self.isDiving && Math.random() < 0.02) {
self.direction *= -1;
}
if (!self.isDiving) {
self.y += self.direction * self.speed;
}
// Keep within goal bounds (vertical movement for side view)
if (self.y <= goalY + 50) {
self.y = goalY + 50;
self.direction = 1;
}
if (self.y >= goalY + goalHeight - 50) {
self.y = goalY + goalHeight - 50;
self.direction = -1;
}
// React to ball when it's moving toward goal
if (ball.moving && ball.x > goalX - 200) {
self.reactionTime++;
if (self.reactionTime > self.maxReactionTime && !self.isDiving) {
self.isDiving = true;
var targetY = ball.y;
// Dive animation with tween
tween(self, {
y: targetY,
rotation: self.y < targetY ? 0.5 : -0.5
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
// Reset after dive
LK.setTimeout(function () {
self.isDiving = false;
tween(self, {
rotation: 0
}, {
duration: 300,
easing: tween.easeInOut
});
}, 1000);
}
});
}
} else {
self.reactionTime = 0;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB,
width: 2560,
height: 3200
});
/****
* Game Code
****/
// Game dimensions and positions for side view (90 degrees rotated)
var screenWidth = 2560;
var screenHeight = 3200;
var fieldX = 200; // Position field from left for side view
var goalWidth = 100; // Thinner goal for side view
var goalHeight = 800; // Taller goal for side view
var goalX = screenWidth - 200; // Goal at right side of field
var goalY = (screenHeight - goalHeight) / 2; // Center goal vertically
var ballStartX = 400; // Ball starts at left side
var ballStartY = screenHeight / 2;
// Game state
var isAiming = false;
var aimStartX = 0;
var aimStartY = 0;
var gameState = 'waiting'; // 'waiting', 'ready', 'aiming', 'shooting', 'reset'
var gameStarted = false;
// Create field
var field = game.addChild(LK.getAsset('field', {
anchorX: 0,
anchorY: 0.5,
x: fieldX,
y: screenHeight / 2,
width: screenWidth - 400,
// Wider field for side view
height: screenHeight - 400,
rotation: Math.PI / 2 // Rotate 90 degrees
}));
// Create goal
var goal = game.addChild(LK.getAsset('goal', {
anchorX: 0,
anchorY: 0,
x: goalX,
y: goalY,
width: goalWidth,
height: goalHeight
}));
// Create goal posts (visual) for side view
var topPost = game.addChild(LK.getAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
x: goalX,
y: goalY,
width: goalWidth,
height: 12,
color: 0xffffff
}));
var bottomPost = game.addChild(LK.getAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
x: goalX,
y: goalY + goalHeight,
width: goalWidth,
height: 12,
color: 0xffffff
}));
var goalLine = game.addChild(LK.getAsset('aimLine', {
anchorX: 0.5,
anchorY: 0,
x: goalX,
y: goalY,
width: 12,
height: goalHeight,
color: 0xffffff
}));
// Create ball
var ball = game.addChild(new Ball());
ball.x = ballStartX;
ball.y = ballStartY;
// Create goalkeeper
var goalkeeper = game.addChild(new Goalkeeper());
goalkeeper.x = goalX - 50; // Position in front of goal
goalkeeper.y = goalY + goalHeight / 2;
// Create start button
var startButton = game.addChild(LK.getAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
x: screenWidth / 2,
y: screenHeight / 2
}));
var startButtonText = new Text2('START GAME', {
size: 50,
fill: 0xFFFFFF
});
startButtonText.anchor.set(0.5, 0.5);
startButtonText.x = screenWidth / 2;
startButtonText.y = screenHeight / 2;
game.addChild(startButtonText);
// Hide game elements initially
field.alpha = 0.3;
goal.alpha = 0.3;
topPost.alpha = 0.3;
bottomPost.alpha = 0.3;
goalLine.alpha = 0.3;
ball.alpha = 0.3;
goalkeeper.alpha = 0.3;
// Create aim line (initially hidden)
var aimLine = game.addChild(LK.getAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0
}));
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create instruction text
var instructionTxt = new Text2('Click START GAME to begin!', {
size: 60,
fill: 0xFFFFFF
});
instructionTxt.anchor.set(0.5, 1);
instructionTxt.y = -50;
LK.gui.bottom.addChild(instructionTxt);
// Game event handlers
game.down = function (x, y, obj) {
if (!gameStarted && gameState === 'waiting') {
// Check if clicked on start button
var buttonBounds = {
left: screenWidth / 2 - 200,
right: screenWidth / 2 + 200,
top: screenHeight / 2 - 50,
bottom: screenHeight / 2 + 50
};
if (x >= buttonBounds.left && x <= buttonBounds.right && y >= buttonBounds.top && y <= buttonBounds.bottom) {
// Start the game
gameStarted = true;
gameState = 'ready';
// Hide start button
startButton.alpha = 0;
startButtonText.alpha = 0;
// Show game elements
field.alpha = 1;
goal.alpha = 1;
topPost.alpha = 1;
bottomPost.alpha = 1;
goalLine.alpha = 1;
ball.alpha = 1;
goalkeeper.alpha = 1;
// Update instruction text
instructionTxt.setText('Drag to aim, release to shoot!');
}
} else if (gameState === 'ready') {
gameState = 'aiming';
isAiming = true;
aimStartX = x;
aimStartY = y;
aimLine.alpha = 1;
}
};
game.move = function (x, y, obj) {
if (isAiming && gameState === 'aiming') {
var dx = x - ball.x;
var dy = y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
aimLine.x = ball.x;
aimLine.y = ball.y;
var targetWidth = Math.min(distance, 300);
// Smooth aim line width transition
tween(aimLine, {
width: targetWidth
}, {
duration: 50,
easing: tween.easeOut
});
aimLine.rotation = Math.atan2(dy, dx);
// Power visualization with color change
var power = Math.min(distance / 300, 1);
var red = Math.floor(255 * power);
var green = Math.floor(255 * (1 - power));
var color = red << 16 | green << 8 | 0;
tween(aimLine, {
tint: color
}, {
duration: 100,
easing: tween.linear
});
}
}
};
game.up = function (x, y, obj) {
if (isAiming && gameState === 'aiming') {
isAiming = false;
aimLine.alpha = 0;
gameState = 'shooting';
var dx = x - ball.x;
var dy = y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var power = Math.min(distance / 10, 12);
ball.shoot(x, y, power);
}
};
// Reset function
function resetGame() {
ball.x = ballStartX;
ball.y = ballStartY;
ball.moving = false;
ball.velocityX = 0;
ball.velocityY = 0;
gameState = 'ready';
goalkeeper.reactionTime = 0;
goalkeeper.speed = 1.0 + LK.getScore() * 0.3;
goalkeeper.maxReactionTime = 30 - LK.getScore() * 2;
if (goalkeeper.maxReactionTime < 10) {
goalkeeper.maxReactionTime = 10;
}
}
// Game update loop
game.update = function () {
// Check for goal
if (ball.moving && ball.x > goalX && ball.y > goalY && ball.y < goalY + goalHeight && ball.lastX !== undefined && ball.lastX <= goalX) {
// Check if goalkeeper blocked it
if (!ball.intersects(goalkeeper)) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText('Score: ' + LK.getScore());
LK.getSound('goal').play();
LK.effects.flashScreen(0x00ff00, 500);
// Celebrate goal with ball bounce and goal shake
tween(ball, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(ball, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
// Goal shake effect
tween(goal, {
x: goalX + 10
}, {
duration: 50,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(goal, {
x: goalX - 10
}, {
duration: 50,
onFinish: function onFinish() {
tween(goal, {
x: goalX
}, {
duration: 50
});
}
});
}
});
// Score text celebration
tween(scoreTxt, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(scoreTxt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300
});
}
});
LK.setTimeout(function () {
resetGame();
}, 1500);
}
}
// Check for goalkeeper block
if (ball.moving && ball.intersects(goalkeeper)) {
LK.getSound('block').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
}
// Check if ball went off screen or stopped moving for too long
if (ball.moving && (ball.x < fieldX - 100 || ball.x > screenWidth + 100 || ball.y < -100 || ball.y > screenHeight + 100)) {
LK.showGameOver();
}
// Check if ball stopped moving and didn't score
if (!ball.moving && gameState === 'shooting') {
if (!(ball.x > goalX && ball.y > goalY && ball.y < goalY + goalHeight)) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
// Track ball position for collision detection
ball.lastX = ball.x;
ball.lastY = ball.y;
}; ===================================================================
--- original.js
+++ change.js
@@ -19,22 +19,24 @@
self.update = function () {
if (self.moving) {
self.x += self.velocityX;
self.y += self.velocityY;
- // Apply friction for top-down view
- self.velocityX *= 0.98;
- self.velocityY *= 0.98;
+ // Apply gravity for side view
+ self.velocityY += self.gravity;
+ // Apply air resistance
+ self.velocityX *= 0.99;
+ self.velocityY *= 0.995;
// Field boundaries
- if (self.x <= 100) {
- self.x = 100;
+ if (self.x <= fieldX) {
+ self.x = fieldX;
self.velocityX *= -0.7;
}
- if (self.x >= screenWidth - 100) {
- self.x = screenWidth - 100;
+ if (self.x >= screenWidth - 200) {
+ self.x = screenWidth - 200;
self.velocityX *= -0.7;
}
- if (self.y <= fieldY) {
- self.y = fieldY;
+ if (self.y <= 200) {
+ self.y = 200;
self.velocityY *= -0.7;
}
if (self.y >= screenHeight - 200) {
self.y = screenHeight - 200;
@@ -131,29 +133,29 @@
if (!self.isDiving && Math.random() < 0.02) {
self.direction *= -1;
}
if (!self.isDiving) {
- self.x += self.direction * self.speed;
+ self.y += self.direction * self.speed;
}
- // Keep within goal bounds
- if (self.x <= goalX + 50) {
- self.x = goalX + 50;
+ // Keep within goal bounds (vertical movement for side view)
+ if (self.y <= goalY + 50) {
+ self.y = goalY + 50;
self.direction = 1;
}
- if (self.x >= goalX + goalWidth - 50) {
- self.x = goalX + goalWidth - 50;
+ if (self.y >= goalY + goalHeight - 50) {
+ self.y = goalY + goalHeight - 50;
self.direction = -1;
}
// React to ball when it's moving toward goal
- if (ball.moving && ball.y < goalY + 100) {
+ if (ball.moving && ball.x > goalX - 200) {
self.reactionTime++;
if (self.reactionTime > self.maxReactionTime && !self.isDiving) {
self.isDiving = true;
- var targetX = ball.x;
+ var targetY = ball.y;
// Dive animation with tween
tween(self, {
- x: targetX,
- rotation: self.x < targetX ? 0.5 : -0.5
+ y: targetY,
+ rotation: self.y < targetY ? 0.5 : -0.5
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
@@ -188,75 +190,79 @@
/****
* Game Code
****/
-// Game dimensions and positions for top-down view
+// Game dimensions and positions for side view (90 degrees rotated)
var screenWidth = 2560;
var screenHeight = 3200;
-var fieldY = 400; // Position field higher for top-down view
-var goalWidth = 1200;
-var goalHeight = 100; // Thinner goal for top-down view
-var goalX = (screenWidth - goalWidth) / 2;
-var goalY = fieldY; // Goal at top of field
-var ballStartX = screenWidth / 2;
-var ballStartY = screenHeight - 600; // Ball starts at bottom
+var fieldX = 200; // Position field from left for side view
+var goalWidth = 100; // Thinner goal for side view
+var goalHeight = 800; // Taller goal for side view
+var goalX = screenWidth - 200; // Goal at right side of field
+var goalY = (screenHeight - goalHeight) / 2; // Center goal vertically
+var ballStartX = 400; // Ball starts at left side
+var ballStartY = screenHeight / 2;
// Game state
var isAiming = false;
var aimStartX = 0;
var aimStartY = 0;
var gameState = 'waiting'; // 'waiting', 'ready', 'aiming', 'shooting', 'reset'
var gameStarted = false;
// Create field
var field = game.addChild(LK.getAsset('field', {
- anchorX: 0.5,
- anchorY: 0,
- x: screenWidth / 2,
- y: fieldY,
- width: screenWidth,
- height: screenHeight - 800 // Taller field for top-down view
+ anchorX: 0,
+ anchorY: 0.5,
+ x: fieldX,
+ y: screenHeight / 2,
+ width: screenWidth - 400,
+ // Wider field for side view
+ height: screenHeight - 400,
+ rotation: Math.PI / 2 // Rotate 90 degrees
}));
// Create goal
var goal = game.addChild(LK.getAsset('goal', {
anchorX: 0,
anchorY: 0,
x: goalX,
- y: goalY
+ y: goalY,
+ width: goalWidth,
+ height: goalHeight
}));
-// Create goal posts (visual) for top-down view
-var leftPost = game.addChild(LK.getAsset('aimLine', {
- anchorX: 0.5,
- anchorY: 0,
+// Create goal posts (visual) for side view
+var topPost = game.addChild(LK.getAsset('aimLine', {
+ anchorX: 0,
+ anchorY: 0.5,
x: goalX,
y: goalY,
- width: 12,
- height: goalHeight,
+ width: goalWidth,
+ height: 12,
color: 0xffffff
}));
-var rightPost = game.addChild(LK.getAsset('aimLine', {
- anchorX: 0.5,
- anchorY: 0,
- x: goalX + goalWidth,
- y: goalY,
- width: 12,
- height: goalHeight,
- color: 0xffffff
-}));
-var crossbar = game.addChild(LK.getAsset('aimLine', {
+var bottomPost = game.addChild(LK.getAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
x: goalX,
y: goalY + goalHeight,
width: goalWidth,
height: 12,
color: 0xffffff
}));
+var goalLine = game.addChild(LK.getAsset('aimLine', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: goalX,
+ y: goalY,
+ width: 12,
+ height: goalHeight,
+ color: 0xffffff
+}));
// Create ball
var ball = game.addChild(new Ball());
ball.x = ballStartX;
ball.y = ballStartY;
// Create goalkeeper
var goalkeeper = game.addChild(new Goalkeeper());
-goalkeeper.x = goalX + goalWidth / 2;
+goalkeeper.x = goalX - 50; // Position in front of goal
goalkeeper.y = goalY + goalHeight / 2;
// Create start button
var startButton = game.addChild(LK.getAsset('startButton', {
anchorX: 0.5,
@@ -274,11 +280,11 @@
game.addChild(startButtonText);
// Hide game elements initially
field.alpha = 0.3;
goal.alpha = 0.3;
-leftPost.alpha = 0.3;
-rightPost.alpha = 0.3;
-crossbar.alpha = 0.3;
+topPost.alpha = 0.3;
+bottomPost.alpha = 0.3;
+goalLine.alpha = 0.3;
ball.alpha = 0.3;
goalkeeper.alpha = 0.3;
// Create aim line (initially hidden)
var aimLine = game.addChild(LK.getAsset('aimLine', {
@@ -320,11 +326,11 @@
startButtonText.alpha = 0;
// Show game elements
field.alpha = 1;
goal.alpha = 1;
- leftPost.alpha = 1;
- rightPost.alpha = 1;
- crossbar.alpha = 1;
+ topPost.alpha = 1;
+ bottomPost.alpha = 1;
+ goalLine.alpha = 1;
ball.alpha = 1;
goalkeeper.alpha = 1;
// Update instruction text
instructionTxt.setText('Drag to aim, release to shoot!');
@@ -397,9 +403,9 @@
}
// Game update loop
game.update = function () {
// Check for goal
- if (ball.moving && ball.x > goalX && ball.x < goalX + goalWidth && ball.y > goalY && ball.y < goalY + goalHeight && ball.lastY !== undefined && ball.lastY >= goalY) {
+ if (ball.moving && ball.x > goalX && ball.y > goalY && ball.y < goalY + goalHeight && ball.lastX !== undefined && ball.lastX <= goalX) {
// Check if goalkeeper blocked it
if (!ball.intersects(goalkeeper)) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText('Score: ' + LK.getScore());
@@ -469,18 +475,19 @@
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
}
// Check if ball went off screen or stopped moving for too long
- if (ball.moving && (ball.x < -100 || ball.x > 2148 || ball.y > fieldY + 100)) {
+ if (ball.moving && (ball.x < fieldX - 100 || ball.x > screenWidth + 100 || ball.y < -100 || ball.y > screenHeight + 100)) {
LK.showGameOver();
}
// Check if ball stopped moving and didn't score
if (!ball.moving && gameState === 'shooting') {
- if (!(ball.x > goalX && ball.x < goalX + goalWidth && ball.y > goalY && ball.y < goalY + goalHeight)) {
+ if (!(ball.x > goalX && ball.y > goalY && ball.y < goalY + goalHeight)) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
// Track ball position for collision detection
+ ball.lastX = ball.x;
ball.lastY = ball.y;
};
\ No newline at end of file