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Topu çekme seviyesinin limitini arttır
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Yine öyle oldu yukarıya al şu topu
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Top duvarların içinde başladı öyle olmasın
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DUVARLARI NEDEN FONKSİYONLA KURUYORSUN EN BAŞTAN SABİT OLUŞTURSANA
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KALINLAŞTIR DUVARLARI
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TAMAM ŞİMDİ ORTAYA KOYDUĞUN DUVARIN UZUNLUĞUN ARTTIRARAK BİR ÇERÇEVE YAP KENARLARA
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GÖRÜNMEZ DUVARLARI DA KALDIR HALA ÇARPILIYOR TOP ORAYA GELİNCE
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kenardaki duvarları kaldır
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Ortadaki duvar gibi yapsana tüm duvarları haritanın ortasındaki duvar olması gerektiği gibi çalışıyor
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Still the ball gets stuck at the walls doesnt bounce
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hala bouncleamıyor kenardaki duvarlardan
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kenardaki duvarlardan sekmiyor
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Top duvardan sekmiyor sekmesi lazım
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Deliğin belli bir seviye yanına geldiğinde top otomatik içine girmeli
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Mini Golf Master
Initial prompt
A basic mini golf game, player should click and drag the minigolf ball and make it travel in the map, finally trying to get it in the hole
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Ball class
var GolfBall = Container.expand(function () {
var self = Container.call(this);
var ball = self.attachAsset('golfBall', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = ball.width / 2;
self.vx = 0;
self.vy = 0;
self.moving = false;
// For drag aiming
self.aimArrow = null;
// For tracking drag
self.isAiming = false;
self.aimStartX = 0;
self.aimStartY = 0;
self.aimEndX = 0;
self.aimEndY = 0;
// Show aim arrow
self.showArrow = function (dx, dy) {
if (!self.aimArrow) {
self.aimArrow = LK.getAsset('golfArrow', {
anchorX: 0.5,
anchorY: 1
});
self.addChild(self.aimArrow);
}
var len = Math.sqrt(dx * dx + dy * dy);
// Clamp arrow length for visual
var maxLen = 300;
var arrowLen = Math.min(len, maxLen);
self.aimArrow.height = arrowLen;
self.aimArrow.rotation = Math.atan2(dy, dx) + Math.PI / 2;
self.aimArrow.visible = true;
};
self.hideArrow = function () {
if (self.aimArrow) {
self.aimArrow.visible = false;
}
};
// Update ball physics
self.update = function () {
if (self.moving) {
// Move ball
self.x += self.vx;
self.y += self.vy;
// Friction
var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
if (speed > 0) {
var friction = 0.98;
self.vx *= friction;
self.vy *= friction;
// Stop if very slow
if (Math.sqrt(self.vx * self.vx + self.vy * self.vy) < 1.2) {
self.vx = 0;
self.vy = 0;
self.moving = false;
}
}
}
};
return self;
});
// Hole class
var GolfHole = Container.expand(function () {
var self = Container.call(this);
var hole = self.attachAsset('golfHole', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = hole.width / 2;
return self;
});
// Wall class
var GolfWall = Container.expand(function () {
var self = Container.call(this);
var wall = self.attachAsset('golfWall', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = wall.width;
self.height = wall.height;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x6abf4b // green grass
});
/****
* Game Code
****/
// Game area margins
// Ball: white circle
// Hole: black circle
// Wall: green rectangle
// Arrow: yellow rectangle (for aiming indicator)
var margin = 120;
// Course size
var courseWidth = 2048 - margin * 2;
var courseHeight = 2732 - margin * 2;
// Walls array
var walls = [];
// Create walls (simple rectangle course with one obstacle)
function createWalls() {
// Top wall
var wallTop = new GolfWall();
wallTop.x = 2048 / 2;
wallTop.y = margin + 20;
wallTop.width = courseWidth;
wallTop.height = 40;
wallTop.children[0].width = courseWidth;
wallTop.children[0].height = 40;
walls.push(wallTop);
game.addChild(wallTop);
// Bottom wall
var wallBottom = new GolfWall();
wallBottom.x = 2048 / 2;
wallBottom.y = 2732 - margin - 20;
wallBottom.width = courseWidth;
wallBottom.height = 40;
wallBottom.children[0].width = courseWidth;
wallBottom.children[0].height = 40;
walls.push(wallBottom);
game.addChild(wallBottom);
// Left wall
var wallLeft = new GolfWall();
wallLeft.x = margin + 20;
wallLeft.y = 2732 / 2;
wallLeft.width = 40;
wallLeft.height = courseHeight;
wallLeft.children[0].width = 40;
wallLeft.children[0].height = courseHeight;
walls.push(wallLeft);
game.addChild(wallLeft);
// Right wall
var wallRight = new GolfWall();
wallRight.x = 2048 - margin - 20;
wallRight.y = 2732 / 2;
wallRight.width = 40;
wallRight.height = courseHeight;
wallRight.children[0].width = 40;
wallRight.children[0].height = courseHeight;
walls.push(wallRight);
game.addChild(wallRight);
// Obstacle wall (middle)
var wallObs = new GolfWall();
wallObs.x = 2048 / 2;
wallObs.y = 2732 / 2;
wallObs.width = 400;
wallObs.height = 40;
wallObs.children[0].width = 400;
wallObs.children[0].height = 40;
walls.push(wallObs);
game.addChild(wallObs);
}
// Create hole
var hole = new GolfHole();
hole.x = 2048 - margin - 200;
hole.y = margin + 200;
game.addChild(hole);
// Create ball
var ball = new GolfBall();
ball.x = margin + 200;
ball.y = 2732 - margin - 200;
game.addChild(ball);
// Create walls
createWalls();
// Strokes counter
var strokes = 0;
// Score text
var scoreTxt = new Text2('Strokes: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Drag/aim state
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
// Helper: clamp ball inside course
function clampBallPosition() {
var minX = margin + ball.radius + 40;
var maxX = 2048 - margin - ball.radius - 40;
var minY = margin + ball.radius + 40;
var maxY = 2732 - margin - ball.radius - 40;
if (ball.x < minX) ball.x = minX;
if (ball.x > maxX) ball.x = maxX;
if (ball.y < minY) ball.y = minY;
if (ball.y > maxY) ball.y = maxY;
}
// Helper: ball-wall collision
function handleWallCollisions() {
for (var i = 0; i < walls.length; i++) {
var w = walls[i];
// Axis-aligned rectangle collision
var wx = w.x;
var wy = w.y;
var ww = w.width;
var wh = w.height;
var bx = ball.x;
var by = ball.y;
var r = ball.radius;
// Rectangle bounds
var left = wx - ww / 2;
var right = wx + ww / 2;
var top = wy - wh / 2;
var bottom = wy + wh / 2;
// Find closest point on wall to ball
var closestX = Math.max(left, Math.min(bx, right));
var closestY = Math.max(top, Math.min(by, bottom));
var dx = bx - closestX;
var dy = by - closestY;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < r) {
// Ball is colliding with wall
// Push ball out
var overlap = r - dist + 1;
if (dist === 0) {
// Prevent NaN
dx = 1;
dy = 0;
dist = 1;
}
ball.x += dx / dist * overlap;
ball.y += dy / dist * overlap;
// Reflect velocity
// Determine if collision is more horizontal or vertical by comparing dx and dy
if (Math.abs(dx) > Math.abs(dy)) {
// Collided more on X axis (vertical wall): reflect vx
ball.vx = -ball.vx * 0.7;
// Nudge ball out horizontally
ball.x += dx / dist * overlap;
} else {
// Collided more on Y axis (horizontal wall): reflect vy
ball.vy = -ball.vy * 0.7;
// Nudge ball out vertically
ball.y += dy / dist * overlap;
}
// Dampen speed
ball.vx *= 0.85;
ball.vy *= 0.85;
}
}
}
// Helper: ball-in-hole detection
function checkHole() {
var dx = ball.x - hole.x;
var dy = ball.y - hole.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < hole.radius - ball.radius / 2) {
// Ball in hole!
ball.moving = false;
ball.vx = 0;
ball.vy = 0;
// Animate ball into hole
tween(ball, {
x: hole.x,
y: hole.y,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 600,
easing: tween.easeIn,
onFinish: function onFinish() {
// Show win
LK.showYouWin();
}
});
return true;
}
return false;
}
// Helper: reset ball after win (not needed, handled by LK.showYouWin)
// Game move handler (for drag aiming)
function handleMove(x, y, obj) {
if (isDragging && !ball.moving) {
// Clamp drag to max length
var dx = x - dragStartX;
var dy = y - dragStartY;
var maxDrag = 400;
var dragLen = Math.sqrt(dx * dx + dy * dy);
if (dragLen > maxDrag) {
var scale = maxDrag / dragLen;
dx *= scale;
dy *= scale;
}
// Show aim arrow
ball.showArrow(-dx, -dy);
}
}
// Game down handler (start drag)
game.down = function (x, y, obj) {
// Only allow aiming if ball is not moving and touch is near ball
if (!ball.moving) {
var dx = x - ball.x;
var dy = y - ball.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < ball.radius + 40) {
isDragging = true;
dragStartX = ball.x;
dragStartY = ball.y;
ball.aimStartX = x;
ball.aimStartY = y;
ball.showArrow(0, 0);
}
}
};
// Game move handler
game.move = function (x, y, obj) {
if (isDragging && !ball.moving) {
// Update aim arrow
var dx = x - dragStartX;
var dy = y - dragStartY;
var maxDrag = 400;
var dragLen = Math.sqrt(dx * dx + dy * dy);
if (dragLen > maxDrag) {
var scale = maxDrag / dragLen;
dx *= scale;
dy *= scale;
}
ball.showArrow(-dx, -dy);
}
};
// Game up handler (release drag, shoot)
game.up = function (x, y, obj) {
if (isDragging && !ball.moving) {
var dx = x - dragStartX;
var dy = y - dragStartY;
// Power proportional to drag length
var power = Math.sqrt(dx * dx + dy * dy);
var maxPower = 38;
var minPower = 10;
var shotPower = Math.min(power / 10, maxPower);
if (shotPower < minPower / 2) {
// Too short, ignore
ball.hideArrow();
isDragging = false;
return;
}
// Set velocity (opposite direction of drag)
var angle = Math.atan2(dy, dx);
ball.vx = -Math.cos(angle) * shotPower;
ball.vy = -Math.sin(angle) * shotPower;
ball.moving = true;
ball.hideArrow();
isDragging = false;
// Increment strokes
strokes += 1;
scoreTxt.setText('Strokes: ' + strokes);
}
};
// Main game update
game.update = function () {
// Ball physics
ball.update();
// Clamp ball inside course
clampBallPosition();
// Ball-wall collisions
handleWallCollisions();
// Ball-in-hole
// If the ball is close enough to the hole, but not yet inside, auto-move it in
var dx = ball.x - hole.x;
var dy = ball.y - hole.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var autoSinkRadius = hole.radius * 0.85; // a bit smaller than the hole, but larger than the 'in' threshold
if (ball.moving && dist < autoSinkRadius && dist > hole.radius - ball.radius / 2) {
// Auto-move the ball into the hole
ball.moving = false;
ball.vx = 0;
ball.vy = 0;
tween(ball, {
x: hole.x,
y: hole.y,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
LK.showYouWin();
}
});
} else if (!ball.moving) {
checkHole();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -101,13 +101,13 @@
/****
* Game Code
****/
-// Arrow: yellow rectangle (for aiming indicator)
-// Wall: green rectangle
-// Hole: black circle
-// Ball: white circle
// Game area margins
+// Ball: white circle
+// Hole: black circle
+// Wall: green rectangle
+// Arrow: yellow rectangle (for aiming indicator)
var margin = 120;
// Course size
var courseWidth = 2048 - margin * 2;
var courseHeight = 2732 - margin * 2;
@@ -237,19 +237,19 @@
}
ball.x += dx / dist * overlap;
ball.y += dy / dist * overlap;
// Reflect velocity
- // Determine if horizontal or vertical wall
- // Correction: horizontal wall = width > height, vertical wall = height > width
- var isHorizontal = ww > wh;
- if (isHorizontal) {
- // Horizontal wall: reflect vy
- ball.vy = -ball.vy * 0.7;
- ball.y += dy / dist * overlap;
- } else {
- // Vertical wall: reflect vx
+ // Determine if collision is more horizontal or vertical by comparing dx and dy
+ if (Math.abs(dx) > Math.abs(dy)) {
+ // Collided more on X axis (vertical wall): reflect vx
ball.vx = -ball.vx * 0.7;
+ // Nudge ball out horizontally
ball.x += dx / dist * overlap;
+ } else {
+ // Collided more on Y axis (horizontal wall): reflect vy
+ ball.vy = -ball.vy * 0.7;
+ // Nudge ball out vertically
+ ball.y += dy / dist * overlap;
}
// Dampen speed
ball.vx *= 0.85;
ball.vy *= 0.85;