User prompt
topu tuttuğumda veya gol yediğimde farklı sesler çıksın.
User prompt
oyun bitip tekrar başladığımda müzik tekrar sıfırdan başlasın.
Code edit (1 edits merged)
Please save this source code
User prompt
Well, as the score increases, the ball may start coming more frequently.
User prompt
Let's have a certain castle border. As we get points, the shots start to come faster. Let the game get harder.
Code edit (1 edits merged)
Please save this source code
User prompt
Goalkeeper Reflex
Initial prompt
I want to make a football goalkeeper game. We will be goalkeepers in the game and try to save the incoming balls with gloves.
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
// Ball class
var Ball = Container.expand(function () {
	var self = Container.call(this);
	// Ball asset
	var ball = self.attachAsset('football', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Ball speed and direction
	self.vx = 0;
	self.vy = 0;
	// For tracking last position for goal line crossing
	self.lastY = undefined;
	self.lastIntersecting = false;
	// Update method called every tick
	self.update = function () {
		self.x += self.vx;
		self.y += self.vy;
	};
	return self;
});
// Glove class (the player)
var Glove = Container.expand(function () {
	var self = Container.call(this);
	// Left glove
	var leftGlove = self.attachAsset('leftGlove', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	leftGlove.x = -90;
	leftGlove.y = 0;
	// Right glove
	var rightGlove = self.attachAsset('rightGlove', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	rightGlove.x = 90;
	rightGlove.y = 0;
	// For collision detection
	self.leftGlove = leftGlove;
	self.rightGlove = rightGlove;
	// For dragging
	self.down = function (x, y, obj) {
		// handled in game.down
	};
	self.up = function (x, y, obj) {
		// handled in game.up
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x1a5d1a // dark green, football field
});
/**** 
* Game Code
****/ 
// Game constants
var GOAL_Y = 2500; // y position of the goal line (bottom of screen)
var GOAL_HEIGHT = 60; // thickness of the goal line
var GLOVE_Y = 2300; // starting y for gloves
var GLOVE_MIN_X = 200;
var GLOVE_MAX_X = 2048 - 200;
var GLOVE_MIN_Y = 1800;
var GLOVE_MAX_Y = 2600;
var BALL_MIN_X = 300;
var BALL_MAX_X = 2048 - 300;
var BALL_START_Y = 200;
var BALL_RADIUS = 60;
var GLOVE_RADIUS = 100;
var MAX_MISSES = 3;
// Score and misses
var score = 0;
var misses = 0;
// Score text
var scoreTxt = new Text2('0', {
	size: 120,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Misses text (bottom center)
var missesTxt = new Text2('Misses: 0', {
	size: 80,
	fill: 0xFF4444
});
missesTxt.anchor.set(0.5, 1);
LK.gui.bottom.addChild(missesTxt);
// Goal line (visual)
var goalLine = LK.getAsset('goalLine', {
	width: 2048,
	height: GOAL_HEIGHT,
	color: 0xffffff,
	shape: 'box',
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: GOAL_Y + GOAL_HEIGHT / 2
});
game.addChild(goalLine);
// Glove (player)
var glove = new Glove();
glove.x = 2048 / 2;
glove.y = GLOVE_Y;
game.addChild(glove);
// Balls array
var balls = [];
// Dragging
var dragNode = null;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Ball spawn timer
var ballInterval = 90; // ticks between balls (start easy)
var lastBallTick = 0;
// Difficulty progression
function updateDifficulty() {
	// Every 5 points, balls come faster
	if (score < 10) {
		ballInterval = 90;
	} else if (score < 20) {
		ballInterval = 70;
	} else if (score < 35) {
		ballInterval = 55;
	} else {
		ballInterval = 40;
	}
}
// Ball spawner
function spawnBall() {
	var ball = new Ball();
	// Random x within goal width
	var x = BALL_MIN_X + Math.floor(Math.random() * (BALL_MAX_X - BALL_MIN_X));
	ball.x = x;
	ball.y = BALL_START_Y;
	// Target y is the goal line, target x is random within goal
	var targetX = BALL_MIN_X + Math.floor(Math.random() * (BALL_MAX_X - BALL_MIN_X));
	var targetY = GOAL_Y;
	// Speed: base + random, increases with score
	var baseSpeed = 18 + Math.floor(score / 10) * 2;
	var speed = baseSpeed + Math.random() * 4;
	// Calculate direction
	var dx = targetX - x;
	var dy = targetY - BALL_START_Y;
	var dist = Math.sqrt(dx * dx + dy * dy);
	ball.vx = dx / dist * speed;
	ball.vy = dy / dist * speed;
	// Add to game
	balls.push(ball);
	game.addChild(ball);
}
// Collision detection (circle vs circle)
function circlesIntersect(x1, y1, r1, x2, y2, r2) {
	var dx = x1 - x2;
	var dy = y1 - y2;
	var distSq = dx * dx + dy * dy;
	var rSum = r1 + r2;
	return distSq <= rSum * rSum;
}
// Move handler (drag gloves)
function handleMove(x, y, obj) {
	if (dragNode) {
		// Clamp to allowed area
		var nx = Math.max(GLOVE_MIN_X, Math.min(GLOVE_MAX_X, x));
		var ny = Math.max(GLOVE_MIN_Y, Math.min(GLOVE_MAX_Y, y));
		dragNode.x = nx;
		dragNode.y = ny;
	}
}
// Touch/mouse down
game.down = function (x, y, obj) {
	// Only start drag if touch is on gloves (within glove area)
	var dx = x - glove.x;
	var dy = y - glove.y;
	if (dx * dx + dy * dy < GLOVE_RADIUS * GLOVE_RADIUS * 1.5) {
		dragNode = glove;
		handleMove(x, y, obj);
	}
};
// Touch/mouse up
game.up = function (x, y, obj) {
	dragNode = null;
};
// Touch/mouse move
game.move = handleMove;
// Main game update
game.update = function () {
	// Spawn balls
	if (LK.ticks - lastBallTick > ballInterval) {
		spawnBall();
		lastBallTick = LK.ticks;
	}
	// Update balls
	for (var i = balls.length - 1; i >= 0; i--) {
		var ball = balls[i];
		ball.update();
		// Save lastY for goal line crossing
		if (ball.lastY === undefined) ball.lastY = ball.y;
		// Check for save (collision with gloves)
		var saved = false;
		// Left glove
		if (circlesIntersect(ball.x, ball.y, BALL_RADIUS, glove.x + glove.leftGlove.x, glove.y + glove.leftGlove.y, GLOVE_RADIUS)) {
			saved = true;
		}
		// Right glove
		if (circlesIntersect(ball.x, ball.y, BALL_RADIUS, glove.x + glove.rightGlove.x, glove.y + glove.rightGlove.y, GLOVE_RADIUS)) {
			saved = true;
		}
		if (!ball.lastIntersecting && saved) {
			// Save!
			score += 1;
			scoreTxt.setText(score);
			updateDifficulty();
			// Flash gloves green
			LK.effects.flashObject(glove, 0x00ff00, 300);
			// Remove ball
			ball.destroy();
			balls.splice(i, 1);
			continue;
		}
		// Check for miss (crosses goal line)
		if (ball.lastY < GOAL_Y && ball.y >= GOAL_Y) {
			// Missed!
			misses += 1;
			missesTxt.setText('Misses: ' + misses);
			// Flash screen red
			LK.effects.flashScreen(0xff0000, 500);
			// Remove ball
			ball.destroy();
			balls.splice(i, 1);
			// Game over if too many misses
			if (misses >= MAX_MISSES) {
				LK.showGameOver();
				return;
			}
			continue;
		}
		// Remove balls that go off screen
		if (ball.y > 2800) {
			ball.destroy();
			balls.splice(i, 1);
			continue;
		}
		// Update last states
		ball.lastY = ball.y;
		ball.lastIntersecting = saved;
	}
};
// Center gloves on start
glove.x = 2048 / 2;
glove.y = GLOVE_Y;
// Playfield is ready! ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,263 @@
-/****
+/**** 
+* Plugins
+****/ 
+var tween = LK.import("@upit/tween.v1");
+
+/**** 
+* Classes
+****/ 
+// Ball class
+var Ball = Container.expand(function () {
+	var self = Container.call(this);
+	// Ball asset
+	var ball = self.attachAsset('football', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	// Ball speed and direction
+	self.vx = 0;
+	self.vy = 0;
+	// For tracking last position for goal line crossing
+	self.lastY = undefined;
+	self.lastIntersecting = false;
+	// Update method called every tick
+	self.update = function () {
+		self.x += self.vx;
+		self.y += self.vy;
+	};
+	return self;
+});
+// Glove class (the player)
+var Glove = Container.expand(function () {
+	var self = Container.call(this);
+	// Left glove
+	var leftGlove = self.attachAsset('leftGlove', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	leftGlove.x = -90;
+	leftGlove.y = 0;
+	// Right glove
+	var rightGlove = self.attachAsset('rightGlove', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	rightGlove.x = 90;
+	rightGlove.y = 0;
+	// For collision detection
+	self.leftGlove = leftGlove;
+	self.rightGlove = rightGlove;
+	// For dragging
+	self.down = function (x, y, obj) {
+		// handled in game.down
+	};
+	self.up = function (x, y, obj) {
+		// handled in game.up
+	};
+	return self;
+});
+
+/**** 
 * Initialize Game
-****/
+****/ 
 var game = new LK.Game({
-	backgroundColor: 0x000000
-});
\ No newline at end of file
+	backgroundColor: 0x1a5d1a // dark green, football field
+});
+
+/**** 
+* Game Code
+****/ 
+// Game constants
+var GOAL_Y = 2500; // y position of the goal line (bottom of screen)
+var GOAL_HEIGHT = 60; // thickness of the goal line
+var GLOVE_Y = 2300; // starting y for gloves
+var GLOVE_MIN_X = 200;
+var GLOVE_MAX_X = 2048 - 200;
+var GLOVE_MIN_Y = 1800;
+var GLOVE_MAX_Y = 2600;
+var BALL_MIN_X = 300;
+var BALL_MAX_X = 2048 - 300;
+var BALL_START_Y = 200;
+var BALL_RADIUS = 60;
+var GLOVE_RADIUS = 100;
+var MAX_MISSES = 3;
+// Score and misses
+var score = 0;
+var misses = 0;
+// Score text
+var scoreTxt = new Text2('0', {
+	size: 120,
+	fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Misses text (bottom center)
+var missesTxt = new Text2('Misses: 0', {
+	size: 80,
+	fill: 0xFF4444
+});
+missesTxt.anchor.set(0.5, 1);
+LK.gui.bottom.addChild(missesTxt);
+// Goal line (visual)
+var goalLine = LK.getAsset('goalLine', {
+	width: 2048,
+	height: GOAL_HEIGHT,
+	color: 0xffffff,
+	shape: 'box',
+	anchorX: 0.5,
+	anchorY: 0.5,
+	x: 2048 / 2,
+	y: GOAL_Y + GOAL_HEIGHT / 2
+});
+game.addChild(goalLine);
+// Glove (player)
+var glove = new Glove();
+glove.x = 2048 / 2;
+glove.y = GLOVE_Y;
+game.addChild(glove);
+// Balls array
+var balls = [];
+// Dragging
+var dragNode = null;
+var dragOffsetX = 0;
+var dragOffsetY = 0;
+// Ball spawn timer
+var ballInterval = 90; // ticks between balls (start easy)
+var lastBallTick = 0;
+// Difficulty progression
+function updateDifficulty() {
+	// Every 5 points, balls come faster
+	if (score < 10) {
+		ballInterval = 90;
+	} else if (score < 20) {
+		ballInterval = 70;
+	} else if (score < 35) {
+		ballInterval = 55;
+	} else {
+		ballInterval = 40;
+	}
+}
+// Ball spawner
+function spawnBall() {
+	var ball = new Ball();
+	// Random x within goal width
+	var x = BALL_MIN_X + Math.floor(Math.random() * (BALL_MAX_X - BALL_MIN_X));
+	ball.x = x;
+	ball.y = BALL_START_Y;
+	// Target y is the goal line, target x is random within goal
+	var targetX = BALL_MIN_X + Math.floor(Math.random() * (BALL_MAX_X - BALL_MIN_X));
+	var targetY = GOAL_Y;
+	// Speed: base + random, increases with score
+	var baseSpeed = 18 + Math.floor(score / 10) * 2;
+	var speed = baseSpeed + Math.random() * 4;
+	// Calculate direction
+	var dx = targetX - x;
+	var dy = targetY - BALL_START_Y;
+	var dist = Math.sqrt(dx * dx + dy * dy);
+	ball.vx = dx / dist * speed;
+	ball.vy = dy / dist * speed;
+	// Add to game
+	balls.push(ball);
+	game.addChild(ball);
+}
+// Collision detection (circle vs circle)
+function circlesIntersect(x1, y1, r1, x2, y2, r2) {
+	var dx = x1 - x2;
+	var dy = y1 - y2;
+	var distSq = dx * dx + dy * dy;
+	var rSum = r1 + r2;
+	return distSq <= rSum * rSum;
+}
+// Move handler (drag gloves)
+function handleMove(x, y, obj) {
+	if (dragNode) {
+		// Clamp to allowed area
+		var nx = Math.max(GLOVE_MIN_X, Math.min(GLOVE_MAX_X, x));
+		var ny = Math.max(GLOVE_MIN_Y, Math.min(GLOVE_MAX_Y, y));
+		dragNode.x = nx;
+		dragNode.y = ny;
+	}
+}
+// Touch/mouse down
+game.down = function (x, y, obj) {
+	// Only start drag if touch is on gloves (within glove area)
+	var dx = x - glove.x;
+	var dy = y - glove.y;
+	if (dx * dx + dy * dy < GLOVE_RADIUS * GLOVE_RADIUS * 1.5) {
+		dragNode = glove;
+		handleMove(x, y, obj);
+	}
+};
+// Touch/mouse up
+game.up = function (x, y, obj) {
+	dragNode = null;
+};
+// Touch/mouse move
+game.move = handleMove;
+// Main game update
+game.update = function () {
+	// Spawn balls
+	if (LK.ticks - lastBallTick > ballInterval) {
+		spawnBall();
+		lastBallTick = LK.ticks;
+	}
+	// Update balls
+	for (var i = balls.length - 1; i >= 0; i--) {
+		var ball = balls[i];
+		ball.update();
+		// Save lastY for goal line crossing
+		if (ball.lastY === undefined) ball.lastY = ball.y;
+		// Check for save (collision with gloves)
+		var saved = false;
+		// Left glove
+		if (circlesIntersect(ball.x, ball.y, BALL_RADIUS, glove.x + glove.leftGlove.x, glove.y + glove.leftGlove.y, GLOVE_RADIUS)) {
+			saved = true;
+		}
+		// Right glove
+		if (circlesIntersect(ball.x, ball.y, BALL_RADIUS, glove.x + glove.rightGlove.x, glove.y + glove.rightGlove.y, GLOVE_RADIUS)) {
+			saved = true;
+		}
+		if (!ball.lastIntersecting && saved) {
+			// Save!
+			score += 1;
+			scoreTxt.setText(score);
+			updateDifficulty();
+			// Flash gloves green
+			LK.effects.flashObject(glove, 0x00ff00, 300);
+			// Remove ball
+			ball.destroy();
+			balls.splice(i, 1);
+			continue;
+		}
+		// Check for miss (crosses goal line)
+		if (ball.lastY < GOAL_Y && ball.y >= GOAL_Y) {
+			// Missed!
+			misses += 1;
+			missesTxt.setText('Misses: ' + misses);
+			// Flash screen red
+			LK.effects.flashScreen(0xff0000, 500);
+			// Remove ball
+			ball.destroy();
+			balls.splice(i, 1);
+			// Game over if too many misses
+			if (misses >= MAX_MISSES) {
+				LK.showGameOver();
+				return;
+			}
+			continue;
+		}
+		// Remove balls that go off screen
+		if (ball.y > 2800) {
+			ball.destroy();
+			balls.splice(i, 1);
+			continue;
+		}
+		// Update last states
+		ball.lastY = ball.y;
+		ball.lastIntersecting = saved;
+	}
+};
+// Center gloves on start
+glove.x = 2048 / 2;
+glove.y = GLOVE_Y;
+// Playfield is ready!
\ No newline at end of file