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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 = []; // Top wall (static) var topWall = new GolfWall(); topWall.width = courseWidth; topWall.height = 120; topWall.x = 2048 / 2; topWall.y = margin + 60; topWall.children[0].width = courseWidth; topWall.children[0].height = 120; walls.push(topWall); game.addChild(topWall); // Bottom wall (static) var bottomWall = new GolfWall(); bottomWall.width = courseWidth; bottomWall.height = 120; bottomWall.x = 2048 / 2; bottomWall.y = 2732 - margin - 60; bottomWall.children[0].width = courseWidth; bottomWall.children[0].height = 120; walls.push(bottomWall); game.addChild(bottomWall); // Left wall (static) var leftWall = new GolfWall(); leftWall.width = 600; leftWall.height = courseHeight; leftWall.x = margin; leftWall.y = 2732 / 2; leftWall.children[0].width = 120; leftWall.children[0].height = courseHeight; walls.push(leftWall); game.addChild(leftWall); // Right wall (static) var rightWall = new GolfWall(); rightWall.width = 600; rightWall.height = courseHeight; rightWall.x = 2048 - margin - 20; rightWall.y = 2732 / 2; rightWall.children[0].width = 120; rightWall.children[0].height = courseHeight; walls.push(rightWall); game.addChild(rightWall); // Create hole var hole = new GolfHole(); hole.x = 2048 - margin - 200; hole.y = margin + 200; game.addChild(hole); // Create ball var ball = new GolfBall(); // Start ball at bottom left, well away from top wall ball.x = margin + 200; ball.y = 2732 - margin - 400; game.addChild(ball); // Walls are created statically above // 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() { // 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! 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
@@ -136,9 +136,9 @@
// Left wall (static)
var leftWall = new GolfWall();
leftWall.width = 600;
leftWall.height = courseHeight;
-leftWall.x = margin - 20;
+leftWall.x = margin;
leftWall.y = 2732 / 2;
leftWall.children[0].width = 120;
leftWall.children[0].height = courseHeight;
walls.push(leftWall);
@@ -146,9 +146,9 @@
// Right wall (static)
var rightWall = new GolfWall();
rightWall.width = 600;
rightWall.height = courseHeight;
-rightWall.x = 2048 - margin + 20;
+rightWall.x = 2048 - margin - 20;
rightWall.y = 2732 / 2;
rightWall.children[0].width = 120;
rightWall.children[0].height = courseHeight;
walls.push(rightWall);
@@ -267,9 +267,9 @@
if (isDragging && !ball.moving) {
// Clamp drag to max length
var dx = x - dragStartX;
var dy = y - dragStartY;
- var maxDrag = 800;
+ var maxDrag = 400;
var dragLen = Math.sqrt(dx * dx + dy * dy);
if (dragLen > maxDrag) {
var scale = maxDrag / dragLen;
dx *= scale;
@@ -301,9 +301,9 @@
if (isDragging && !ball.moving) {
// Update aim arrow
var dx = x - dragStartX;
var dy = y - dragStartY;
- var maxDrag = 800;
+ var maxDrag = 400;
var dragLen = Math.sqrt(dx * dx + dy * dy);
if (dragLen > maxDrag) {
var scale = maxDrag / dragLen;
dx *= scale;