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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; } // Move ball out of wall ball.x += dx / dist * overlap; ball.y += dy / dist * overlap; // Calculate the normal vector var nx = dx / dist; var ny = dy / dist; // Calculate dot product of velocity and normal var dot = ball.vx * nx + ball.vy * ny; // Reflect velocity using the normal (like center wall) ball.vx = ball.vx - 2 * dot * nx; ball.vy = ball.vy - 2 * dot * ny; // Dampen speed ball.vx *= 0.7; ball.vy *= 0.7; } } } // 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
@@ -234,26 +234,22 @@
dx = 1;
dy = 0;
dist = 1;
}
+ // Move ball out of wall
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;
- }
+ // Calculate the normal vector
+ var nx = dx / dist;
+ var ny = dy / dist;
+ // Calculate dot product of velocity and normal
+ var dot = ball.vx * nx + ball.vy * ny;
+ // Reflect velocity using the normal (like center wall)
+ ball.vx = ball.vx - 2 * dot * nx;
+ ball.vy = ball.vy - 2 * dot * ny;
// Dampen speed
- ball.vx *= 0.85;
- ball.vy *= 0.85;
+ ball.vx *= 0.7;
+ ball.vy *= 0.7;
}
}
}
// Helper: ball-in-hole detection