User prompt
When the play starts, place the audience randomly. Never keep them in the same position.
User prompt
use spectator images randomly from 10 spectators in assets
User prompt
Add 10 spectators to assets
User prompt
Add the object thrown by the spectators to the assets.
User prompt
The audience is scattered at the end of the play
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Let the audience be visible like the actors
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Create 3 audiences to the right and left
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Clear tomato throw timer on game end
User prompt
Swap players, the character I control stays at the bottom of the screen
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castle not working fix
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Match the physics of the balls with their pictures
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Do not let the balls pass through each other
User prompt
If players get stuck, go back to the start
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set friction 1
User prompt
set friction 0.5
User prompt
Please fix the bug: 'ReferenceError: ball is not defined' in or related to this line: 'var target = {' Line Number: 100
User prompt
Add 1 new ball every 7 seconds, max 10 balls
Code edit (1 edits merged)
Please save this source code
User prompt
Duel Goals: 2-Goal Football Showdown
Initial prompt
2 goal football game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballSprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Ball physics self.vx = 0; self.vy = 0; self.friction = 1; // Friction for instant stopping self.update = function () { // Move ball self.x += self.vx; self.y += self.vy; // Friction self.vx *= self.friction; self.vy *= self.friction; // Clamp very small velocities to zero if (Math.abs(self.vx) < 0.1) self.vx = 0; if (Math.abs(self.vy) < 0.1) self.vy = 0; // Bounce off field boundaries // Left/right if (self.x - ballSprite.width / 2 < fieldLeft) { self.x = fieldLeft + ballSprite.width / 2; self.vx = -self.vx * 0.7; } if (self.x + ballSprite.width / 2 > fieldRight) { self.x = fieldRight - ballSprite.width / 2; self.vx = -self.vx * 0.7; } // Top/bottom (except inside goal area) if (self.y - ballSprite.height / 2 < fieldTop) { self.y = fieldTop + ballSprite.height / 2; self.vy = -self.vy * 0.7; } if (self.y + ballSprite.height / 2 > fieldBottom) { self.y = fieldBottom - ballSprite.height / 2; self.vy = -self.vy * 0.7; } }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Set in init self.isAI = false; self.playerNum = 1; // 1 or 2 // Attach asset var assetId = self.playerNum === 1 ? 'player1' : 'player2'; var playerSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // For drag self.isDragging = false; // For AI self.targetX = 0; self.targetY = 0; // For collision self.radius = playerSprite.width / 2; // For touch events (only for player 1) self.down = function (x, y, obj) { if (!self.isAI) { self.isDragging = true; } }; self.up = function (x, y, obj) { if (!self.isAI) { self.isDragging = false; } }; self.update = function () { // AI movement if (self.isAI) { // Find nearest ball var nearestBall = null; var minDist = Infinity; for (var i = 0; i < balls.length; i++) { var bx = balls[i].x; var by = balls[i].y; var d = Math.sqrt((self.x - bx) * (self.x - bx) + (self.y - by) * (self.y - by)); if (d < minDist) { minDist = d; nearestBall = balls[i]; } } // If no balls, just stay at home var target = { x: self.homeX, y: self.homeY }; if (nearestBall) { target.x = nearestBall.x; target.y = nearestBall.y; // Only chase if ball is on own half var ownHalf = self.playerNum === 2 ? nearestBall.y > fieldCenterY : nearestBall.y < fieldCenterY; if (!ownHalf) { // Stay at home position target.x = self.homeX; target.y = self.homeY; } } // Move towards target var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 18; if (dist > 10) { self.x += dx / dist * speed; self.y += dy / dist * speed; } } // Clamp inside field if (self.x - self.radius < fieldLeft) self.x = fieldLeft + self.radius; if (self.x + self.radius > fieldRight) self.x = fieldRight - self.radius; if (self.y - self.radius < fieldTop) self.y = fieldTop + self.radius; if (self.y + self.radius > fieldBottom) self.y = fieldBottom - self.radius; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1b5e20 }); /**** * Game Code ****/ // Sound for goal // Goal area (yellow rectangle) // Player 2 (red circle) // Player 1 (blue circle) // Ball (white circle) // Football field (green rectangle) // Field dimensions var fieldWidth = 1800; var fieldHeight = 2600; var fieldLeft = (2048 - fieldWidth) / 2; var fieldTop = (2732 - fieldHeight) / 2; var fieldRight = fieldLeft + fieldWidth; var fieldBottom = fieldTop + fieldHeight; var fieldCenterX = 2048 / 2; var fieldCenterY = 2732 / 2; // Add field var field = LK.getAsset('field', { anchorX: 0, anchorY: 0, x: fieldLeft, y: fieldTop }); game.addChild(field); // Add goals var goalWidth = 600; var goalHeight = 60; var goal1 = LK.getAsset('goal', { anchorX: 0.5, anchorY: 0, x: fieldCenterX, y: fieldTop - goalHeight + 10 // Slightly inside field }); var goal2 = LK.getAsset('goal', { anchorX: 0.5, anchorY: 1, x: fieldCenterX, y: fieldBottom - 10 // Slightly inside field }); game.addChild(goal1); game.addChild(goal2); // Add balls array and spawn function var balls = []; function spawnBall() { if (balls.length >= 10) return; var newBall = new Ball(); newBall.x = fieldCenterX; newBall.y = fieldCenterY; newBall.vx = 0; newBall.vy = 0; balls.push(newBall); game.addChild(newBall); } // Initial ball spawnBall(); // Ball spawn timer var ballSpawnTimer = LK.setInterval(function () { spawnBall(); }, 7000); // Add players var player1 = new Player(); player1.playerNum = 1; player1.x = fieldCenterX; player1.y = fieldTop + 400; player1.homeX = player1.x; player1.homeY = player1.y; game.addChild(player1); var player2 = new Player(); player2.playerNum = 2; player2.isAI = true; player2.x = fieldCenterX; player2.y = fieldBottom - 400; player2.homeX = player2.x; player2.homeY = player2.y; game.addChild(player2); // Ball start position function resetBall(kickoffToPlayer) { for (var i = 0; i < balls.length; i++) { balls[i].x = fieldCenterX; balls[i].y = fieldCenterY; balls[i].vx = 0; balls[i].vy = 0; // Give a little nudge towards the player who conceded if (kickoffToPlayer === 1) { balls[i].vy = -18; } else if (kickoffToPlayer === 2) { balls[i].vy = 18; } } } // Score var score1 = 0; var score2 = 0; // Score display var scoreTxt = new Text2('0 : 0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Timer var gameTime = 60; // seconds var timeLeft = gameTime; var timerTxt = new Text2('01:00', { size: 80, fill: "#fff" }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); timerTxt.y = 130; // Timer interval var timerInterval = LK.setInterval(function () { timeLeft--; if (timeLeft < 0) timeLeft = 0; var min = Math.floor(timeLeft / 60); var sec = timeLeft % 60; var secStr = sec < 10 ? '0' + sec : '' + sec; timerTxt.setText('0' + min + ':' + secStr); if (timeLeft === 0) { // End game if (score1 > score2) { LK.showYouWin(); } else if (score2 > score1) { LK.showGameOver(); } else { // Draw: treat as loss for now LK.showGameOver(); } } }, 1000); // Dragging var dragNode = null; function handleMove(x, y, obj) { if (dragNode && !dragNode.isAI) { // Clamp to field var r = dragNode.radius; var nx = x; var ny = y; if (nx - r < fieldLeft) nx = fieldLeft + r; if (nx + r > fieldRight) nx = fieldRight - r; if (ny - r < fieldTop) ny = fieldTop + r; if (ny + r > fieldBottom) ny = fieldBottom - r; dragNode.x = nx; dragNode.y = ny; } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch is inside player1 var dx = x - player1.x; var dy = y - player1.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player1.radius) { dragNode = player1; player1.isDragging = true; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { if (dragNode) { dragNode.isDragging = false; dragNode = null; } }; // Helper: circle-circle collision function circlesCollide(ax, ay, ar, bx, by, br) { var dx = ax - bx; var dy = ay - by; var dist = Math.sqrt(dx * dx + dy * dy); return dist < ar + br - 2; } // Helper: reflect ball off player (now supports passing ball as argument) function reflectBallFromPlayer(player, b) { if (!b) b = ball; var dx = b.x - player.x; var dy = b.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) return; // Place ball just outside player var overlap = player.radius + 45 - dist; if (overlap > 0) { b.x += dx / dist * overlap; b.y += dy / dist * overlap; } // Ball velocity: add a kick var kickPower = 22; var normx = dx / dist; var normy = dy / dist; // If player is moving (drag), add some extra var extraVx = 0, extraVy = 0; if (!player.isAI && player.isDragging && dragNode === player) { // Use move delta (not available, so skip for now) } // Set ball velocity b.vx = normx * kickPower + extraVx; b.vy = normy * kickPower + extraVy; } // Helper: check goal (now supports passing ball and index) function checkGoal(b, idx) { if (!b) b = ball; // Top goal (player 2's goal) if (b.y - 45 < fieldTop + 10 && b.x > fieldCenterX - goalWidth / 2 && b.x < fieldCenterX + goalWidth / 2) { // Player 1 scores score1++; scoreTxt.setText(score1 + ' : ' + score2); LK.getSound('goal').play(); LK.effects.flashScreen(0x1976d2, 600); // Remove ball and respawn if needed if (typeof idx === "number") { b.destroy(); balls.splice(idx, 1); // Always keep at least 1 ball if (balls.length === 0) spawnBall(); } // Win condition if (score1 >= 5) { LK.showYouWin(); } return; } // Bottom goal (player 1's goal) if (b.y + 45 > fieldBottom - 10 && b.x > fieldCenterX - goalWidth / 2 && b.x < fieldCenterX + goalWidth / 2) { // Player 2 scores score2++; scoreTxt.setText(score1 + ' : ' + score2); LK.getSound('goal').play(); LK.effects.flashScreen(0xd32f2f, 600); if (typeof idx === "number") { b.destroy(); balls.splice(idx, 1); if (balls.length === 0) spawnBall(); } if (score2 >= 5) { LK.showGameOver(); } return; } } // Main update loop game.update = function () { // Update players player1.update(); player2.update(); // Update all balls for (var i = balls.length - 1; i >= 0; i--) { var b = balls[i]; b.update(); // Player-ball collisions if (circlesCollide(player1.x, player1.y, player1.radius, b.x, b.y, 45)) { reflectBallFromPlayer(player1, b); } if (circlesCollide(player2.x, player2.y, player2.radius, b.x, b.y, 45)) { reflectBallFromPlayer(player2, b); } } // Prevent players from overlapping var dx = player1.x - player2.x; var dy = player1.y - player2.y; var dist = Math.sqrt(dx * dx + dy * dy); var minDist = player1.radius + player2.radius - 8; if (dist < minDist && dist > 0) { var overlap = minDist - dist; var nx = dx / dist; var ny = dy / dist; // Push both away from each other player1.x += nx * overlap / 2; player1.y += ny * overlap / 2; player2.x -= nx * overlap / 2; player2.y -= ny * overlap / 2; } // Check for goals for all balls for (var i = balls.length - 1; i >= 0; i--) { checkGoal(balls[i], i); } }; // Start positions resetBall(1); // Play field music (if any) - not required per guidelines // Clean up timer on game over/win LK.on('gameover', function () { LK.clearInterval(timerInterval); LK.clearInterval(ballSpawnTimer); }); LK.on('youwin', function () { LK.clearInterval(timerInterval); LK.clearInterval(ballSpawnTimer); });
===================================================================
--- original.js
+++ change.js
@@ -15,9 +15,9 @@
});
// Ball physics
self.vx = 0;
self.vy = 0;
- self.friction = 0.5; // Friction for slowing down
+ self.friction = 1; // Friction for instant stopping
self.update = function () {
// Move ball
self.x += self.vx;
self.y += self.vy;
full round icy rock. In-Game asset
round ironstone colored. In-Game asset
winter forest top view, trees on the edges empty in the middle. In-Game asset. High contrast
top football goal. In-Game asset. 2d. High contrast. No shadows
tomato. In-Game asset. 2d. High contrast. No shadows
crab. In-Game asset. 2d. High contrast. No shadows
snail. In-Game asset. 2d. High contrast. No shadows
watermelon with face. In-Game asset. 2d. High contrast. No shadows
monkey. In-Game asset. 2d. High contrast. No shadows
tapir. In-Game asset. 2d. High contrast. No shadows
Chinchilla. In-Game asset. 2d. High contrast. No shadows
Marmot. In-Game asset. 2d. High contrast. No shadows
Duck. In-Game asset. 2d. High contrast. No shadows
chicken. In-Game asset. 2d. High contrast. No shadows