User prompt
Görünmüyor back tuşu oyuna başlayınca
User prompt
back tuşu duvarların arkasında kalıyor kalmasın, bir de ana menüde görünmesin
User prompt
Seçeneklerin altındaki yazıları kaldır
Code edit (1 edits merged)
Please save this source code
User prompt
TÜM OYUN SEÇENEKLERİNE EKLE BACK BUTONUNU
User prompt
ADD A BACK BUTTON TO GET BACK TO MENU WHEN IN GAME
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'moving')' in or related to this line: 'if (!ball.moving) {' Line Number: 466
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'game.update = function () {' Line Number: 525
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'ball.update();' Line Number: 525
User prompt
OK NOW AT THE START OF THE GAME WE NEED A MENU: AT THE MENU THERE SHOULD BE 4 PARTS: SANDBOX - BEGINNER - PRO - EXPERT SANDBOX: NO TIME LIMIT BEGINNER: STARTING TIME: 30 SECONDS INCREMENTING TIME: 5 SECONDS PRO: STARTING TIME: 10 SECONDS INCREMENTING TIME: 3 SECONDS EXPERT: STARTING TIME: 3 SECONDS INCREMENTING TIME: 2 SECONDS
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MORE
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MOVE IT UPWARDS A BIT MORE
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MOVE IT A BIT MORE
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OK NOW MOVE IT A BIT UPWARDS
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BRO LABEL IS STILL NOT THERE PLACE IT TO THE MIDDLE OF THE SCREEN
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ADD THAT LABEL TO THE TOP OF THE TIME
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BRO ADD THE LABEL TO THE SCREEN I CANT VIEW IT
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Add a score label to the top and increment in every hole hit
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OLM SÜRE YAZMA SKOR TUTAN ŞEY YAZ
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Kanka ekrandaki time şeyinin hafif üstüne yaz şunu
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Üste bir tane skor sayacı ekle her deliğe girdiğinde puan artsın
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başlangıç süresini 10 yap
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onu değil ekleme süresini 2 yap
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2 saniyeye düşür bakalım
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saniye 30 ile başlasın deliğe girince 3 saniye kazanalım
/**** * 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 ****/ // Menu overlay container // --- MENU SYSTEM --- // Ball: white circle // Hole: black circle // Wall: green rectangle // Arrow: yellow rectangle (for aiming indicator) var menuOverlay = new Container(); // Menu background (semi-transparent) var menuBg = LK.getAsset('golfWall', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 1200 }); menuBg.alpha = 0.92; menuBg.tint = 0x222222; menuOverlay.addChild(menuBg); menuBg.x = 2048 / 2; menuBg.y = 2732 / 2; // Menu title var menuTitle = new Text2('SELECT MODE', { size: 140, fill: 0xFFFFFF }); menuTitle.anchor.set(0.5, 0.5); menuTitle.x = 2048 / 2; menuTitle.y = 2732 / 2 - 400; menuOverlay.addChild(menuTitle); // Menu options var menuOptions = [{ label: "SANDBOX", desc: "NO TIME LIMIT", timer: null, increment: 0 }, { label: "BEGINNER", desc: "START: 30s, +5s/hole", timer: 30, increment: 5 }, { label: "PRO", desc: "START: 10s, +3s/hole", timer: 10, increment: 3 }, { label: "EXPERT", desc: "START: 3s, +2s/hole", timer: 3, increment: 2 }]; var menuButtons = []; var menuDescLabels = []; var menuButtonYStart = 2732 / 2 - 180; var menuButtonSpacing = 220; for (var i = 0; i < menuOptions.length; i++) { // Button var btn = new Text2(menuOptions[i].label, { size: 120, fill: 0xFFFF00 }); btn.anchor.set(0.5, 0.5); btn.x = 2048 / 2; btn.y = menuButtonYStart + i * menuButtonSpacing; btn.interactive = true; btn.buttonMode = true; menuOverlay.addChild(btn); menuButtons.push(btn); // Description // (Removed description text under menu options) } // Add a back button to the menu overlay var menuBackBtn = new Text2('BACK', { size: 90, fill: 0xFF4444 }); menuBackBtn.anchor.set(0.5, 0.5); menuBackBtn.x = 2048 - 200; menuBackBtn.y = 200; menuBackBtn.interactive = true; menuBackBtn.buttonMode = true; menuBackBtn.down = function (x, y, obj) { // Just hide the menu overlay, do not start a game if (menuOverlay.parent) { menuOverlay.parent.removeChild(menuOverlay); } // Optionally, you could reset to a splash screen or do nothing // For now, just show the menu again (if needed, you can add more logic here) game.addChild(menuOverlay); }; menuOverlay.addChild(menuBackBtn); // Add menu overlay to game game.addChild(menuOverlay); // Hide back button when menu is shown var backBtn = null; menuOverlay.onAdded = function () { if (backBtn) backBtn.visible = false; }; // Hide game elements until menu is dismissed var margin = 120; var courseWidth = 2048 - margin * 2; var courseHeight = 2732 - margin * 2; var walls = []; var topWall, bottomWall, leftWall, rightWall; var hole, ball; var strokes = 0; var score = 0; var scoreLabel, scoreTxt, timerDuration, timerValue, timerInterval, timerTxt; var timeIncrement = 0; var sandboxMode = false; // Helper to show/hide game elements function setGameElementsVisible(visible) { if (topWall) { topWall.visible = visible; } if (bottomWall) { bottomWall.visible = visible; } if (leftWall) { leftWall.visible = visible; } if (rightWall) { rightWall.visible = visible; } if (hole) { hole.visible = visible; } if (ball) { ball.visible = visible; } if (scoreLabel) { scoreLabel.visible = visible; } if (scoreTxt) { scoreTxt.visible = visible; } if (timerTxt) { timerTxt.visible = visible; } if (typeof backBtn !== "undefined" && backBtn !== null) { backBtn.visible = visible; } } // Remove menu and start game with selected mode function startGameWithMode(modeIdx) { // Create back button if not already created if (typeof backBtn === "undefined" || backBtn === null) { backBtn = new Text2('BACK', { size: 90, fill: 0xFF4444 }); backBtn.anchor.set(0.5, 0.5); backBtn.x = 2048 - 200; backBtn.y = 200; backBtn.interactive = true; backBtn.buttonMode = true; backBtn.visible = false; backBtn.down = function (x, y, obj) { // Remove all game elements setGameElementsVisible(false); // Remove walls for (var i = 0; i < walls.length; i++) { if (walls[i] && walls[i].parent) { walls[i].parent.removeChild(walls[i]); } } walls = []; // Remove hole and ball if (hole && hole.parent) { hole.parent.removeChild(hole); } if (ball && ball.parent) { ball.parent.removeChild(ball); } hole = null; ball = null; // Remove score and timer if (scoreLabel && scoreLabel.parent) { scoreLabel.parent.removeChild(scoreLabel); } if (scoreTxt && scoreTxt.parent) { scoreTxt.parent.removeChild(scoreTxt); } if (timerTxt && timerTxt.parent) { timerTxt.parent.removeChild(timerTxt); } // Remove back button if (backBtn && backBtn.parent) { backBtn.parent.removeChild(backBtn); } // Stop timer if running if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } // Show menu overlay again if (!menuOverlay.parent) { game.addChild(menuOverlay); } setGameElementsVisible(false); }; // Always add backBtn after all walls and game elements so it's on top game.addChild(backBtn); if (backBtn.parent) { backBtn.parent.removeChild(backBtn); game.addChild(backBtn); } } backBtn.visible = true; if (backBtn.parent) { backBtn.parent.removeChild(backBtn); game.addChild(backBtn); } // Remove menu overlay if (menuOverlay.parent) { menuOverlay.parent.removeChild(menuOverlay); } // Set timer and increment var opt = menuOptions[modeIdx]; sandboxMode = opt.timer === null; timerDuration = opt.timer === null ? 0 : opt.timer; timeIncrement = opt.increment; // Create walls topWall = new GolfWall(); topWall.width = courseWidth; topWall.height = 600; topWall.x = 2048 / 2; topWall.y = margin - 200; topWall.children[0].width = courseWidth; topWall.children[0].height = 120; walls.push(topWall); game.addChild(topWall); bottomWall = new GolfWall(); bottomWall.width = courseWidth; bottomWall.height = 600; bottomWall.x = 2048 / 2; bottomWall.y = 2732 - margin + 200; bottomWall.children[0].width = courseWidth; bottomWall.children[0].height = 120; walls.push(bottomWall); game.addChild(bottomWall); leftWall = new GolfWall(); leftWall.width = 350; leftWall.height = courseHeight; leftWall.x = margin - 75; leftWall.y = 2732 / 2; leftWall.children[0].width = 120; leftWall.children[0].height = courseHeight; walls.push(leftWall); game.addChild(leftWall); rightWall = new GolfWall(); rightWall.width = 350; rightWall.height = courseHeight; rightWall.x = 2048 - margin + 75; rightWall.y = 2732 / 2; rightWall.children[0].width = 120; rightWall.children[0].height = courseHeight; walls.push(rightWall); game.addChild(rightWall); // Create hole hole = new GolfHole(); hole.x = 2048 - margin - 200; hole.y = 2732 - margin - 200; game.addChild(hole); // Create ball ball = new GolfBall(); ball.x = margin + 200; ball.y = 2732 - margin - 400; game.addChild(ball); // Strokes and score strokes = 0; score = 0; // Score label (number of holes) at the center of the screen scoreLabel = new Text2('Score: ' + score, { size: 100, fill: 0xFFFFFF }); scoreLabel.anchor.set(0.5, 0.5); game.addChild(scoreLabel); scoreLabel.x = 2048 / 2; scoreLabel.y = 2732 / 2 - 1100; // Score text (Strokes) at the top center scoreTxt = new Text2('Strokes: ' + strokes, { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 2048 / 2; // Timer variables timerValue = timerDuration; timerInterval = null; // Timer text timerTxt = new Text2('Time: ' + (sandboxMode ? '∞' : timerValue), { size: 100, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0.5); game.addChild(timerTxt); timerTxt.x = 2048 / 2; timerTxt.y = 2732 / 2; // Remove the pause button from the GUI overlay if it exists if (LK.gui.pause) { LK.gui.pause.visible = false; if (LK.gui.pause.parent) { LK.gui.pause.parent.removeChild(LK.gui.pause); } } // Start timer if not sandbox if (!sandboxMode) { startTimer(); } else { timerTxt.setText('Time: ∞'); } setGameElementsVisible(true); } // Attach menu button handlers for (var i = 0; i < menuButtons.length; i++) { (function (idx) { menuButtons[idx].down = function (x, y, obj) { setGameElementsVisible(false); startGameWithMode(idx); }; })(i); } // Hide game elements until menu is dismissed setGameElementsVisible(false); // --- END MENU SYSTEM --- // Function to start/reset timer function startTimer() { timerValue = timerDuration; timerTxt.setText('Time: ' + timerValue); if (timerInterval) { LK.clearInterval(timerInterval); } timerInterval = LK.setInterval(function () { timerValue -= 1; if (timerValue < 0) { timerValue = 0; } timerTxt.setText('Time: ' + timerValue); if (timerValue <= 0) { LK.clearInterval(timerInterval); LK.showGameOver(); } }, 1000); } // Drag/aim state var isDragging = false; var dragStartX = 0; var dragStartY = 0; // Helper: clamp ball inside course function clampBallPosition() { // No clamping to invisible walls; allow ball to go to the very edge of the course. } // 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! Instantly hide ball and the hole ball.moving = false; ball.vx = 0; ball.vy = 0; ball.visible = false; hole.visible = false; 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 exists, is not moving, and touch is near ball if (typeof ball !== "undefined" && ball !== null && !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 if (typeof ball !== "undefined" && ball !== null && typeof ball.update === "function") { ball.update(); } // Clamp ball inside course clampBallPosition(); // Ball-wall collisions handleWallCollisions(); // Ball-in-hole if (typeof hole !== "undefined" && hole !== null && hole.visible && ball && ball.visible) { 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 touched the hole! Instantly hide the hole, but do not dequeue or hide the ball if (hole.parent) { hole.parent.removeChild(hole); } hole.visible = false; // Increment score and update label score += 1; scoreLabel.setText('Score: ' + score); // Add time increment if not sandbox if (!sandboxMode) { timerValue = Math.min(timerValue + timeIncrement, 99); timerTxt.setText('Time: ' + timerValue); } else { timerTxt.setText('Time: ∞'); } // Do not stop the ball when it touches the hole; let it keep moving // Create a new hole at a random position (not too close to the ball or walls) var newHole = new GolfHole(); var safeMargin = margin + 200; var minDistFromBall = 400; var placed = false; for (var tries = 0; tries < 20 && !placed; tries++) { var hx = Math.random() * (2048 - 2 * safeMargin) + safeMargin; var hy = Math.random() * (2732 - 2 * safeMargin) + safeMargin; var bdx = hx - ball.x; var bdy = hy - ball.y; var bdist = Math.sqrt(bdx * bdx + bdy * bdy); if (bdist > minDistFromBall) { newHole.x = hx; newHole.y = hy; placed = true; } } if (!placed) { // fallback: just put it somewhere safe newHole.x = 2048 / 2; newHole.y = 2732 / 2; } game.addChild(newHole); hole = newHole; // No timer reset here, just add time increment above } } };
===================================================================
--- original.js
+++ change.js
@@ -309,8 +309,12 @@
game.addChild(backBtn);
}
}
backBtn.visible = true;
+ if (backBtn.parent) {
+ backBtn.parent.removeChild(backBtn);
+ game.addChild(backBtn);
+ }
// Remove menu overlay
if (menuOverlay.parent) {
menuOverlay.parent.removeChild(menuOverlay);
}