User prompt
Make a sound when the balls collide
User prompt
Add to assets button at the top right of the screen
User prompt
add rules button to assets
User prompt
Add an English button to the screen where the rules of the game are written. If we press this button, the rules will be in English.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 423
User prompt
When the screen where the rules of the game are written opens, there should be no clicking on the screen behind and the game should stop.
User prompt
Add a square text button to the top right of the screen. When you press that button, a screen will appear with the rules of the game written in Turkish.
User prompt
Make the text at the bottom of the screen a little smaller
User prompt
The part that shows the inserted balls is not working, fix it, the inserted balls will be shown there side by side.
User prompt
Fix the part that shows the balls that are entering, it only shows one ball. Also make it png
User prompt
Put an image of the ball they hit above the player captions
User prompt
delete color codes
User prompt
Delete the solids and stripes text and write whatever color ball they need to put in instead.
User prompt
The game is too hard, make it a little easier
User prompt
Write solids and stripes according to colors
User prompt
Write at the bottom of the screen which color balls Player 1 and Player 2 should shoot
User prompt
Put text at the bottom of the screen telling players which color ball to hit
User prompt
Put text at the bottom of the screen telling players which ball to hit
User prompt
Put player 1 shoot text on top of the screen
User prompt
put this gui at the bottom of the screen
User prompt
Write above which color balls player 1 and player 2 should hit
User prompt
add all balls to asset one by one, add as red1,red2,red3... for reds add as blue1,blue2,blue3 for blues
User prompt
repair
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class for all balls (cue, solids, stripes, 8) var Ball = Container.expand(function () { var self = Container.call(this); // Ball properties self.radius = 30; // 60px diameter self.vx = 0; self.vy = 0; self.inPlay = true; // false if pocketed self.ballType = 'cue'; // 'cue', 'solid', 'stripe', 'eight' self.number = 0; // 0 for cue, 8 for eight, 1-7 solid, 9-15 stripe // Attach correct asset var assetId = 'cueBall'; if (self.ballType === 'eight') assetId = 'eightBall';else if (self.ballType === 'solid') assetId = 'solidBall';else if (self.ballType === 'stripe') assetId = 'stripeBall'; var ballSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add number overlay (except cue ball) if (self.ballType !== 'cue') { var numText = new Text2('' + self.number, { size: 32, fill: 0x000000 }); numText.anchor.set(0.5, 0.5); numText.x = 0; numText.y = 0; self.addChild(numText); self.numText = numText; } // Update asset if type/number changes self.setType = function (type, number) { self.ballType = type; self.number = number; // Remove old children while (self.children.length) self.removeChild(self.children[0]); // Attach new asset var assetId = 'cueBall'; if (type === 'eight') assetId = 'eightBall';else if (type === 'solid') assetId = 'solidBall';else if (type === 'stripe') assetId = 'stripeBall'; ballSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); if (type !== 'cue') { var numText = new Text2('' + number, { size: 32, fill: 0x000000 }); numText.anchor.set(0.5, 0.5); numText.x = 0; numText.y = 0; self.addChild(numText); self.numText = numText; } }; // Ball physics update self.update = function () { if (!self.inPlay) return; // Move self.x += self.vx; self.y += self.vy; // Friction (easier: balls roll further) self.vx *= 0.992; self.vy *= 0.992; // Stop if very slow (easier: balls keep moving at lower speeds) if (Math.abs(self.vx) < 0.025) self.vx = 0; if (Math.abs(self.vy) < 0.025) self.vy = 0; }; // Pocketed self.pocket = function () { self.inPlay = false; self.visible = false; self.vx = 0; self.vy = 0; }; return self; }); // Cue stick class var CueStick = Container.expand(function () { var self = Container.call(this); var cueSprite = self.attachAsset('cueStick', { anchorX: 0.05, anchorY: 0.5 }); self.visible = false; self.length = cueSprite.width; self.angle = 0; self.power = 0; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x003300 }); /**** * Game Code ****/ // rules button asset // Ball numbers (text overlays) // Cue stick // Balls // Pockets // Table // Table and layout constants var tableW = 1800, tableH = 900, border = 50; var tableX = (2048 - tableW) / 2, tableY = (2732 - tableH) / 2; var pocketR = 52; // easier: larger pockets // Table border var tableBorder = LK.getAsset('tableBorder', { anchorX: 0, anchorY: 0, x: tableX - border, y: tableY - border }); game.addChild(tableBorder); // Table felt var table = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: tableX, y: tableY }); game.addChild(table); // Pockets (6) var pockets = []; var pocketPos = [[tableX, tableY], // TL [tableX + tableW / 2, tableY], // TM [tableX + tableW, tableY], // TR [tableX, tableY + tableH], // BL [tableX + tableW / 2, tableY + tableH], // BM [tableX + tableW, tableY + tableH] // BR ]; for (var i = 0; i < 6; i++) { var p = LK.getAsset('pocket', { anchorX: 0.5, anchorY: 0.5, x: pocketPos[i][0], y: pocketPos[i][1] }); game.addChild(p); pockets.push(p); } // Balls var balls = []; // Helper: create and place a ball function createBall(type, number, x, y) { var b = new Ball(); b.setType(type, number); b.x = x; b.y = y; balls.push(b); game.addChild(b); return b; } // Place cue ball var cueBall = createBall('cue', 0, tableX + tableW * 0.25, tableY + tableH / 2); // Place rack (triangle) - 8 at center, 1 at apex, randomize solids/stripes var rackX = tableX + tableW * 0.75, rackY = tableY + tableH / 2; var rackRows = [[0], [-1, 1], [-2, 0, 2], [-3, -1, 1, 3], [-4, -2, 0, 2, 4]]; var rackBalls = [{ type: 'solid', number: 1 }, { type: 'stripe', number: 9 }, { type: 'solid', number: 2 }, { type: 'stripe', number: 10 }, { type: 'solid', number: 3 }, { type: 'stripe', number: 11 }, { type: 'solid', number: 4 }, { type: 'stripe', number: 12 }, { type: 'solid', number: 5 }, { type: 'stripe', number: 13 }, { type: 'solid', number: 6 }, { type: 'stripe', number: 14 }, { type: 'solid', number: 7 }, { type: 'eight', number: 8 }, { type: 'stripe', number: 15 }]; // Shuffle rackBalls except 8-ball (must be center) function shuffleRack(arr) { for (var i = arr.length - 1; i > 0; i--) { if (arr[i].type === 'eight') continue; var j = Math.floor(Math.random() * (i + 1)); if (arr[j].type === 'eight') continue; var tmp = arr[i]; arr[i] = arr[j]; arr[j] = tmp; } } shuffleRack(rackBalls); // Place balls in triangle var rackIdx = 0; for (var row = 0; row < rackRows.length; row++) { for (var col = 0; col < rackRows[row].length; col++) { var dx = row * 60 * Math.cos(Math.PI / 6); var dy = rackRows[row][col] * 62; var bx = rackX + dx; var by = rackY + dy; // 8-ball must be center of 3rd row var ballData; if (row === 2 && col === 1) { for (var k = 0; k < rackBalls.length; k++) { if (rackBalls[k].type === 'eight') { ballData = rackBalls[k]; break; } } } else { // Find next non-8-ball for (var k = 0; k < rackBalls.length; k++) { if (rackBalls[k].type !== 'eight' && !rackBalls[k].used) { ballData = rackBalls[k]; rackBalls[k].used = true; break; } } } createBall(ballData.type, ballData.number, bx, by); rackIdx++; } } // Cue stick var cueStick = new CueStick(); game.addChild(cueStick); // Game state var isAiming = false; var aimStart = { x: 0, y: 0 }; var aimEnd = { x: 0, y: 0 }; var shotInProgress = false; var currentPlayer = 1; // 1 or 2 (future: multiplayer) var playerGroup = { 1: null, 2: null }; // 'solid' or 'stripe' var turnFoul = false; var firstContact = null; var ballsPocketedThisTurn = []; var gameOver = false; // GUI: Turn/Status var statusTxt = new Text2('Player 1: Aim & Shoot', { size: 80, fill: 0xFFFFFF }); statusTxt.anchor.set(0.5, 0); LK.gui.top.addChild(statusTxt); // GUI: Player group info at bottom var groupTxt = new Text2('', { size: 48, fill: 0xFFFFFF }); groupTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(groupTxt); // --- Rules Button and Popup --- // Create a square button at the top right var rulesBtn = new Text2('?', { size: 80, fill: "#fff", align: "center" }); rulesBtn.anchor.set(1, 0); // top right rulesBtn.x = 0; // will be positioned by gui rulesBtn.y = 0; rulesBtn.bg = 0x333333; rulesBtn.width = 120; rulesBtn.height = 120; rulesBtn.interactive = true; rulesBtn.buttonMode = true; LK.gui.topRight.addChild(rulesBtn); // --- To Assets Button --- // Add a 'to assets' button to the top right of the screen var toAssetsBtn = LK.getAsset('toAssetsBtn', { anchorX: 1, anchorY: 0, x: 130, // offset to the left of rulesBtn y: 0 }); toAssetsBtn.interactive = true; toAssetsBtn.buttonMode = true; LK.gui.topRight.addChild(toAssetsBtn); // Rules popup container (hidden by default) var rulesPopup = new Container(); rulesPopup.visible = false; rulesPopup.zIndex = 1000; // ensure on top // Semi-transparent background var popupBg = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, tint: 0x000000, alpha: 0.7 }); rulesPopup.addChild(popupBg); // Rules text (Turkish and English, toggleable) var rulesTextTurkish = "8 Top Bilardo Kuralları:\n\n" + "1. Oyuncular sırayla ıstaka topunu kullanarak kendi grubundaki (düz veya çizgili) topları cebe sokmaya çalışır.\n" + "2. Tüm toplarını sokan oyuncu, siyah 8 topunu doğru cebe sokarsa oyunu kazanır.\n" + "3. Rakibin topunu veya 8 topunu erken sokmak fauldür.\n" + "4. Faul durumunda rakip serbest atış hakkı kazanır.\n" + "5. Oyun sırası, faul veya top sokulamayan turda değişir.\n\n" + "İyi oyunlar!"; var rulesTextEnglish = "8-Ball Billiards Rules:\n\n" + "1. Players take turns using the cue ball to pocket their group of balls (solids or stripes).\n" + "2. The player who pockets all their balls and then legally pockets the black 8-ball wins the game.\n" + "3. Pocketing the opponent's ball or the 8-ball early is a foul.\n" + "4. After a foul, the opponent gets ball-in-hand.\n" + "5. Turn changes after a foul or if no ball is pocketed.\n\n" + "Good luck!"; var currentRulesLang = "tr"; // "tr" for Turkish, "en" for English var rulesText = new Text2(rulesTextTurkish, { size: 60, fill: "#fff", align: "center", wordWrap: true, wordWrapWidth: 1600 }); rulesText.anchor.set(0.5, 0); rulesText.x = 2048 / 2; rulesText.y = 400; rulesPopup.addChild(rulesText); // English button var englishBtn = new Text2('English', { size: 48, fill: "#fff", align: "center" }); englishBtn.anchor.set(1, 0); englishBtn.x = 2048 / 2 + 800; englishBtn.y = 400 - 80; englishBtn.bg = 0x333333; englishBtn.width = 220; englishBtn.height = 90; englishBtn.interactive = true; englishBtn.buttonMode = true; rulesPopup.addChild(englishBtn); // Close button var closeBtn = new Text2('Kapat', { size: 64, fill: "#fff", align: "center" }); closeBtn.anchor.set(0.5, 0.5); closeBtn.x = 2048 / 2; closeBtn.y = 400 + rulesText.height + 100; closeBtn.bg = 0x333333; closeBtn.width = 400; closeBtn.height = 120; closeBtn.interactive = true; closeBtn.buttonMode = true; rulesPopup.addChild(closeBtn); // Add popup to game (so it overlays everything) game.addChild(rulesPopup); // Button event: show popup // Track if rules popup is open and game is paused var rulesPopupOpen = false; rulesBtn.down = function (x, y, obj) { rulesPopup.visible = true; rulesPopupOpen = true; // Always show Turkish by default currentRulesLang = "tr"; rulesText.setText(rulesTextTurkish); closeBtn.setText("Kapat"); englishBtn.setText("English"); }; // English button event: toggle language englishBtn.down = function (x, y, obj) { if (currentRulesLang === "tr") { currentRulesLang = "en"; rulesText.setText(rulesTextEnglish); closeBtn.setText("Close"); englishBtn.setText("Türkçe"); } else { currentRulesLang = "tr"; rulesText.setText(rulesTextTurkish); closeBtn.setText("Kapat"); englishBtn.setText("English"); } // Adjust closeBtn position in case rulesText height changes closeBtn.y = 400 + rulesText.height + 100; }; // Close event: hide popup closeBtn.down = function (x, y, obj) { rulesPopup.visible = false; rulesPopupOpen = false; // LK.resumeGame(); // Removed, LK handles resume for overlays }; // Helper: update group info text function updateGroupTxt() { // Helper to find the lowest-numbered in-play ball of a group function nextBallColor(group) { if (!group) return 'Unassigned'; var minNum = 100; for (var i = 0; i < balls.length; i++) { if (!balls[i].inPlay) continue; if (balls[i].ballType === group && balls[i].number < minNum) { minNum = balls[i].number; } } if (minNum === 100) { // No balls left, so next is 8-ball return 'Black 8'; } return (group === 'solid' ? 'Red ' : 'Blue ') + minNum; } var p1 = playerGroup[1] ? nextBallColor(playerGroup[1]) : 'Unassigned'; var p2 = playerGroup[2] ? nextBallColor(playerGroup[2]) : 'Unassigned'; groupTxt.setText('Player 1: ' + p1 + ' | Player 2: ' + p2); } updateGroupTxt(); // Helper: check if all balls stopped function allBallsStopped() { for (var i = 0; i < balls.length; i++) { if (!balls[i].inPlay) continue; if (Math.abs(balls[i].vx) > 0.05 || Math.abs(balls[i].vy) > 0.05) return false; } return true; } // Helper: distance between two points function dist(ax, ay, bx, by) { var dx = ax - bx, dy = ay - by; return Math.sqrt(dx * dx + dy * dy); } // Helper: ball-ball collision function resolveBallCollision(b1, b2) { var dx = b2.x - b1.x, dy = b2.y - b1.y; var d = Math.sqrt(dx * dx + dy * dy); if (d === 0 || d > b1.radius * 2) return false; // Overlap var overlap = b1.radius * 2 - d; var nx = dx / d, ny = dy / d; // Separate balls b1.x -= nx * overlap / 2; b1.y -= ny * overlap / 2; b2.x += nx * overlap / 2; b2.y += ny * overlap / 2; // Relative velocity var dvx = b2.vx - b1.vx, dvy = b2.vy - b1.vy; var dot = dvx * nx + dvy * ny; if (dot > 0) return false; // Elastic collision var impulse = dot; b1.vx += nx * impulse; b1.vy += ny * impulse; b2.vx -= nx * impulse; b2.vy -= ny * impulse; // Play collision sound LK.getSound('ballHit').play(); return true; } // Helper: ball-table collision function resolveTableCollision(ball) { if (!ball.inPlay) return; var minX = tableX + ball.radius, maxX = tableX + tableW - ball.radius; var minY = tableY + ball.radius, maxY = tableY + tableH - ball.radius; if (ball.x < minX) { ball.x = minX; ball.vx = -ball.vx * 0.9; } if (ball.x > maxX) { ball.x = maxX; ball.vx = -ball.vx * 0.9; } if (ball.y < minY) { ball.y = minY; ball.vy = -ball.vy * 0.9; } if (ball.y > maxY) { ball.y = maxY; ball.vy = -ball.vy * 0.9; } } // Helper: ball-pocket collision function checkPocket(ball) { if (!ball.inPlay) return false; for (var i = 0; i < pockets.length; i++) { var px = pockets[i].x, py = pockets[i].y; if (dist(ball.x, ball.y, px, py) < pocketR) { ball.pocket(); return true; } } return false; } // Helper: assign group after first legal pocket function assignGroup(player, type) { if (playerGroup[1] === null && playerGroup[2] === null && (type === 'solid' || type === 'stripe')) { playerGroup[player] = type; playerGroup[player === 1 ? 2 : 1] = type === 'solid' ? 'stripe' : 'solid'; } } // Helper: check win/lose function checkGameEnd() { // If 8-ball pocketed var eight = null; for (var i = 0; i < balls.length; i++) { if (balls[i].ballType === 'eight') eight = balls[i]; } if (!eight.inPlay) { // Did player clear all their group? var groupType = playerGroup[currentPlayer]; var groupCleared = true; for (var i = 0; i < balls.length; i++) { if (balls[i].ballType === groupType && balls[i].inPlay) groupCleared = false; } if (groupCleared && !turnFoul) { statusTxt.setText('Player ' + currentPlayer + ' wins!'); LK.showYouWin(); } else { statusTxt.setText('Player ' + currentPlayer + ' loses!'); LK.showGameOver(); } gameOver = true; } } // Helper: reset cue ball after scratch function resetCueBall() { cueBall.x = tableX + tableW * 0.25; cueBall.y = tableY + tableH / 2; cueBall.vx = 0; cueBall.vy = 0; cueBall.inPlay = true; cueBall.visible = true; } // Touch controls game.down = function (x, y, obj) { if (rulesPopupOpen) return; if (gameOver) return; if (!allBallsStopped()) return; // Only allow aiming if touch is on table and cue ball is in play if (!cueBall.inPlay) return; if (x < tableX || x > tableX + tableW || y < tableY || y > tableY + tableH) return; // Only allow aiming if touch is not on a ball (except cue ball) for (var i = 0; i < balls.length; i++) { if (balls[i] !== cueBall && balls[i].inPlay && dist(x, y, balls[i].x, balls[i].y) < balls[i].radius) return; } isAiming = true; aimStart.x = x; aimStart.y = y; aimEnd.x = x; aimEnd.y = y; cueStick.visible = true; }; game.move = function (x, y, obj) { if (rulesPopupOpen) return; if (!isAiming) return; aimEnd.x = x; aimEnd.y = y; // Update cue stick position/angle var dx = cueBall.x - aimEnd.x; var dy = cueBall.y - aimEnd.y; var angle = Math.atan2(dy, dx); cueStick.x = cueBall.x; cueStick.y = cueBall.y; cueStick.rotation = angle; // Power: distance from cue ball to drag point, max 300 var power = Math.min(dist(cueBall.x, cueBall.y, aimEnd.x, aimEnd.y), 300); cueStick.scale.x = 1 + power / 600; cueStick.power = power; }; game.up = function (x, y, obj) { if (rulesPopupOpen) return; if (!isAiming) return; isAiming = false; cueStick.visible = false; if (gameOver) return; if (!allBallsStopped()) return; // Calculate shot var dx = cueBall.x - aimEnd.x; var dy = cueBall.y - aimEnd.y; var power = Math.min(dist(cueBall.x, cueBall.y, aimEnd.x, aimEnd.y), 300); if (power < 10) return; // too weak var angle = Math.atan2(dy, dx); // Apply velocity to cue ball (easier: more power) cueBall.vx = Math.cos(angle) * (power / 8.5); cueBall.vy = Math.sin(angle) * (power / 8.5); shotInProgress = true; firstContact = null; ballsPocketedThisTurn = []; turnFoul = false; }; // Main update loop game.update = function () { if (gameOver) return; // Physics: update balls for (var i = 0; i < balls.length; i++) { balls[i].update(); } // Ball-ball collisions for (var i = 0; i < balls.length; i++) { for (var j = i + 1; j < balls.length; j++) { if (!balls[i].inPlay || !balls[j].inPlay) continue; var collided = resolveBallCollision(balls[i], balls[j]); // First contact detection (cue ball) if (shotInProgress && !firstContact) { if (balls[i] === cueBall && balls[j].inPlay && balls[j].ballType !== 'cue' || balls[j] === cueBall && balls[i].inPlay && balls[i].ballType !== 'cue') { firstContact = balls[i] === cueBall ? balls[j] : balls[i]; } } } } // Ball-table collisions for (var i = 0; i < balls.length; i++) { resolveTableCollision(balls[i]); } // Ball-pocket collisions for (var i = 0; i < balls.length; i++) { if (!balls[i].inPlay) continue; if (checkPocket(balls[i])) { ballsPocketedThisTurn.push(balls[i]); // If cue ball pocketed if (balls[i] === cueBall) { turnFoul = true; } } } // If shot in progress, check if all balls stopped if (shotInProgress && allBallsStopped()) { shotInProgress = false; // Rules: assign group if not yet assigned for (var i = 0; i < ballsPocketedThisTurn.length; i++) { var b = ballsPocketedThisTurn[i]; if (playerGroup[currentPlayer] === null && (b.ballType === 'solid' || b.ballType === 'stripe')) { assignGroup(currentPlayer, b.ballType); updateGroupTxt(); } } // Foul: cue ball pocketed or no group ball hit first if (turnFoul || playerGroup[currentPlayer] && (!firstContact || firstContact.ballType !== playerGroup[currentPlayer])) { turnFoul = true; } // End turn if foul or no group ball pocketed var groupBallPocketed = false; for (var i = 0; i < ballsPocketedThisTurn.length; i++) { if (playerGroup[currentPlayer] && ballsPocketedThisTurn[i].ballType === playerGroup[currentPlayer]) { groupBallPocketed = true; } } // 8-ball pocketed: check win/lose checkGameEnd(); if (gameOver) return; // Foul: give ball in hand (reset cue ball) if (turnFoul) { resetCueBall(); statusTxt.setText('Foul! Player ' + (currentPlayer === 1 ? 2 : 1) + "'s turn"); currentPlayer = currentPlayer === 1 ? 2 : 1; updateGroupTxt(); } else if (!groupBallPocketed && playerGroup[currentPlayer]) { // No group ball pocketed: switch turn currentPlayer = currentPlayer === 1 ? 2 : 1; statusTxt.setText('Player ' + currentPlayer + "'s turn"); updateGroupTxt(); } else { // Continue turn statusTxt.setText('Player ' + currentPlayer + ': Aim & Shoot'); } ballsPocketedThisTurn = []; firstContact = null; turnFoul = false; } // Update cue stick position if aiming if (isAiming) { var dx = cueBall.x - aimEnd.x; var dy = cueBall.y - aimEnd.y; var angle = Math.atan2(dy, dx); cueStick.x = cueBall.x; cueStick.y = cueBall.y; cueStick.rotation = angle; var power = Math.min(dist(cueBall.x, cueBall.y, aimEnd.x, aimEnd.y), 300); cueStick.scale.x = 1 + power / 600; cueStick.power = power; // Draw aiming line (gray, slightly transparent) if (!game.aimLine) { game.aimLine = new Container(); game.addChild(game.aimLine); } var aimLine = game.aimLine; while (aimLine.children.length) aimLine.removeChild(aimLine.children[0]); var lineLen = Math.min(dist(cueBall.x, cueBall.y, aimEnd.x, aimEnd.y), 400); var steps = Math.floor(lineLen / 16); for (var i = 1; i <= steps; i++) { var px = cueBall.x - dx / lineLen * (i * 16); var py = cueBall.y - dy / lineLen * (i * 16); var dot = LK.getAsset('cueBall', { anchorX: 0.5, anchorY: 0.5, x: px, y: py, scaleX: 0.18, scaleY: 0.18, tint: 0x888888, // gray alpha: 0.38 // slightly transparent }); aimLine.addChild(dot); } } else { if (game.aimLine) { while (game.aimLine.children.length) game.aimLine.removeChild(game.aimLine.children[0]); } } };
===================================================================
--- original.js
+++ change.js
@@ -490,8 +490,10 @@
b1.vx += nx * impulse;
b1.vy += ny * impulse;
b2.vx -= nx * impulse;
b2.vy -= ny * impulse;
+ // Play collision sound
+ LK.getSound('ballHit').play();
return true;
}
// Helper: ball-table collision
function resolveTableCollision(ball) {