User prompt
GÖRÜNMEZ DUVARLARI DA KALDIR HALA ÇARPILIYOR TOP ORAYA GELİNCE
User prompt
kenardaki duvarları kaldır
User prompt
Ortadaki duvar gibi yapsana tüm duvarları haritanın ortasındaki duvar olması gerektiği gibi çalışıyor
User prompt
Still the ball gets stuck at the walls doesnt bounce
User prompt
hala bouncleamıyor kenardaki duvarlardan
User prompt
kenardaki duvarlardan sekmiyor
User prompt
Top duvardan sekmiyor sekmesi lazım
User prompt
Deliğin belli bir seviye yanına geldiğinde top otomatik içine girmeli
Code edit (1 edits merged)
Please save this source code
User prompt
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 the overlap direction 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
@@ -240,18 +240,14 @@
// Reflect velocity
// Determine if collision is more horizontal or vertical by comparing the overlap direction
if (Math.abs(dx) > Math.abs(dy)) {
// Collided more on X axis (vertical wall): reflect vx
- if (bx < left && ball.vx > 0 || bx > right && ball.vx < 0) {
- ball.vx = -ball.vx * 0.7;
- }
+ 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
- if (by < top && ball.vy > 0 || by > bottom && ball.vy < 0) {
- ball.vy = -ball.vy * 0.7;
- }
+ ball.vy = -ball.vy * 0.7;
// Nudge ball out vertically
ball.y += dy / dist * overlap;
}
// Dampen speed