User prompt
Cuando la pelota se va a fuera de reinicia la puntuación
User prompt
Que se agrande el arco para meter gol
User prompt
Cuando el rival tapa el tiro se reinicie tu puntuación
User prompt
Que el jugador sea más grande,y el rival también
User prompt
Cada vez que hagas 10 puntos el rival va más rápidos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Que el rival sea mueva de un lado a otro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Que cada 10 puntos haya un rival tapando el tiro
User prompt
Que la pelota valla adónde la pelota del jugador le pegue
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Que la pelota sea más grande
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Que la pelota valla en dirección donde apuntas
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Que la pelota valla más rápido para que entre en el arco
User prompt
Que el arco sea más grande,que la pelota balla en dirección donde patea el jugador
Code edit (1 edits merged)
Please save this source code
User prompt
Infinite Kick Master
Initial prompt
Has un juego 3D en el que un hombre patea una pelota en un arco infinitas veces
/****
* 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.isMoving = false;
self.startX = 0;
self.startY = 0;
self.update = function () {
if (self.isMoving) {
self.x += self.velocityX;
self.y += self.velocityY;
// Apply some friction
self.velocityX *= 0.99;
self.velocityY *= 0.99;
// Stop if moving too slowly
if (Math.abs(self.velocityX) < 0.1 && Math.abs(self.velocityY) < 0.1) {
self.stop();
}
}
};
self.kickTowards = function (targetX, targetY, power) {
var deltaX = targetX - self.x;
var deltaY = targetY - self.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > 0) {
self.velocityX = deltaX / distance * power;
self.velocityY = deltaY / distance * power;
self.isMoving = true;
}
};
self.stop = function () {
self.velocityX = 0;
self.velocityY = 0;
self.isMoving = false;
};
self.reset = function () {
self.x = self.startX;
self.y = self.startY;
self.stop();
};
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
// Goal background
var goalArea = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 1
});
goalArea.alpha = 0.3;
goalArea.scaleX = 2; // Make goal twice as wide
// Left goal post
var leftPost = self.attachAsset('goalPost', {
anchorX: 0.5,
anchorY: 1
});
leftPost.x = -200; // Move left post further left
// Right goal post
var rightPost = self.attachAsset('goalPost', {
anchorX: 0.5,
anchorY: 1
});
rightPost.x = 200; // Move right post further right
// Crossbar
var crossbar = self.attachAsset('crossbar', {
anchorX: 0.5,
anchorY: 0.5
});
crossbar.y = -300;
crossbar.scaleX = 2; // Make crossbar twice as wide
self.checkGoal = function (ball) {
// Check if ball is within goal area (larger goal)
var ballInGoalX = ball.x > self.x - 200 && ball.x < self.x + 200;
var ballInGoalY = ball.y < self.y && ball.y > self.y - 280;
return ballInGoalX && ballInGoalY;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.canKick = true;
self.kickCooldown = 0;
self.update = function () {
if (self.kickCooldown > 0) {
self.kickCooldown--;
}
if (self.kickCooldown <= 0) {
self.canKick = true;
}
};
self.kick = function () {
if (self.canKick) {
self.canKick = false;
self.kickCooldown = 30; // 0.5 second cooldown at 60fps
LK.getSound('kick').play();
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228b22
});
/****
* Game Code
****/
// Game variables
var player;
var ball;
var goal;
var scoreTxt;
var dragNode = null;
var gameState = 'playing'; // 'playing', 'goal', 'miss'
var ballHasBeenKicked = false;
var lastBallMoving = false;
// Create score display
scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100; // Move down from very top
// Create game objects
player = game.addChild(new Player());
ball = game.addChild(new Ball());
goal = game.addChild(new Goal());
// Position game objects
player.x = 1024; // Center horizontally
player.y = 2200; // Near bottom
ball.x = 1024; // Center horizontally
ball.y = 2000; // Above player
ball.startX = ball.x;
ball.startY = ball.y;
goal.x = 1024; // Center horizontally
goal.y = 400; // Near top
// Update score display
function updateScore() {
scoreTxt.setText(LK.getScore());
}
// Handle goal scoring
function handleGoal() {
if (gameState === 'playing') {
gameState = 'goal';
LK.setScore(LK.getScore() + 1);
updateScore();
LK.getSound('goal').play();
// Flash effect
LK.effects.flashScreen(0x00ff00, 500);
// Reset after delay
LK.setTimeout(function () {
resetBall();
gameState = 'playing';
}, 1000);
}
}
// Handle ball going off screen (miss)
function handleMiss() {
if (gameState === 'playing') {
gameState = 'miss';
// Reset after short delay
LK.setTimeout(function () {
resetBall();
gameState = 'playing';
}, 500);
}
}
// Reset ball to starting position
function resetBall() {
ball.reset();
ballHasBeenKicked = false;
lastBallMoving = false;
}
// Handle player movement and kicking
function handleMove(x, y, obj) {
if (dragNode === player) {
player.x = x;
player.y = y;
// Keep player in bounds
player.x = Math.max(100, Math.min(1948, player.x));
player.y = Math.max(1500, Math.min(2600, player.y));
}
}
// Touch/mouse handlers
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
// If ball is near player and not moving, kick it
var distanceToBall = Math.sqrt((player.x - ball.x) * (player.x - ball.x) + (player.y - ball.y) * (player.y - ball.y));
if (distanceToBall < 120 && !ball.isMoving && player.kick()) {
// Calculate kick direction based on player position relative to goal center
var kickPower = 15;
var playerOffsetFromGoalCenter = player.x - goal.x;
// Kick in direction proportional to player's horizontal position
var targetX = goal.x + playerOffsetFromGoalCenter * 0.8; // Amplify the angle
var targetY = goal.y - 150;
ball.kickTowards(targetX, targetY, kickPower);
ballHasBeenKicked = true;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game update loop
game.update = function () {
// Track ball movement state changes
var currentBallMoving = ball.isMoving;
// Check for goal
if (ball.isMoving && goal.checkGoal(ball)) {
handleGoal();
}
// Check if ball went off screen (miss)
if (ballHasBeenKicked && lastBallMoving && !currentBallMoving) {
// Ball stopped moving after being kicked
if (!goal.checkGoal(ball)) {
handleMiss();
}
}
// Check if ball went too far off screen
if (ball.y < -100 || ball.x < -100 || ball.x > 2148) {
if (ballHasBeenKicked) {
handleMiss();
}
}
// Update last ball moving state
lastBallMoving = currentBallMoving;
};
// Initialize score
updateScore(); ===================================================================
--- original.js
+++ change.js
@@ -59,29 +59,31 @@
anchorX: 0.5,
anchorY: 1
});
goalArea.alpha = 0.3;
+ goalArea.scaleX = 2; // Make goal twice as wide
// Left goal post
var leftPost = self.attachAsset('goalPost', {
anchorX: 0.5,
anchorY: 1
});
- leftPost.x = -90;
+ leftPost.x = -200; // Move left post further left
// Right goal post
var rightPost = self.attachAsset('goalPost', {
anchorX: 0.5,
anchorY: 1
});
- rightPost.x = 90;
+ rightPost.x = 200; // Move right post further right
// Crossbar
var crossbar = self.attachAsset('crossbar', {
anchorX: 0.5,
anchorY: 0.5
});
crossbar.y = -300;
+ crossbar.scaleX = 2; // Make crossbar twice as wide
self.checkGoal = function (ball) {
- // Check if ball is within goal area
- var ballInGoalX = ball.x > self.x - 90 && ball.x < self.x + 90;
+ // Check if ball is within goal area (larger goal)
+ var ballInGoalX = ball.x > self.x - 200 && ball.x < self.x + 200;
var ballInGoalY = ball.y < self.y && ball.y > self.y - 280;
return ballInGoalX && ballInGoalY;
};
return self;
@@ -208,11 +210,13 @@
handleMove(x, y, obj);
// If ball is near player and not moving, kick it
var distanceToBall = Math.sqrt((player.x - ball.x) * (player.x - ball.x) + (player.y - ball.y) * (player.y - ball.y));
if (distanceToBall < 120 && !ball.isMoving && player.kick()) {
- // Kick ball towards goal with some variation based on player position
+ // Calculate kick direction based on player position relative to goal center
var kickPower = 15;
- var targetX = goal.x + (Math.random() - 0.5) * 50; // Add slight randomness
+ var playerOffsetFromGoalCenter = player.x - goal.x;
+ // Kick in direction proportional to player's horizontal position
+ var targetX = goal.x + playerOffsetFromGoalCenter * 0.8; // Amplify the angle
var targetY = goal.y - 150;
ball.kickTowards(targetX, targetY, kickPower);
ballHasBeenKicked = true;
}