User prompt
FIX EVERYTHING TO MAKE THE SELECTED CURLING STONE MOVEMENT FINALLY WORK!!!!
User prompt
UPDATE SELECTED STONE FREELY MOVEMENT BY DRAG EVENT WHEN STARTBUTTON IS PRESSED
User prompt
TRIGGER SELECTED STONE FREELY MOVING BY CLICK AND DRAG
User prompt
ENSURE FREELY MOVEMENT OF THE SELECTED STONE AFTER CLICKED ON STARTBUTTON
User prompt
its not working as well as when you generated this game
User prompt
FIX IT
User prompt
not working
User prompt
Then do these and ensure the stones movement
User prompt
Ensure centerline is above of whitecenter in display order
User prompt
Add whitecenter asset to the center of the redring asset.
User prompt
I mean remove the duplicated whitecenterfrom the map and not the center of the redring
User prompt
Remove the duplicated whitecenter from the center of the map
User prompt
Change the game background color to black but let the map white
User prompt
Change the game background color to black but left the pitch color white
User prompt
Change screen color to black
User prompt
Change the grey colored background to black
User prompt
Remove the duplicated whitecenter asset from the center of the map
User prompt
Change the background color as the same as the leftlane asset
User prompt
add drag event to moving freely in the area below the red line
User prompt
Repair this bug to let moving stone asset freely in the area below the red line
User prompt
why not working? Repair this issue
User prompt
ensure selected stone can be moved freely in the area below the red line
User prompt
avoid stone vibration
User prompt
add click event to the selected stone
User prompt
still not moving
/****
* Classes
****/
// The assets will be automatically created and loaded by the LK engine
// Create a class for the curling stone
var CurlingStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneBlue', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
// Create a class for the game mode selection pop-up
var GameModePopup = Container.expand(function () {
var self = Container.call(this);
// Create background for the pop-up
var background = self.attachAsset('whiteCenter', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 4,
scaleY: 4
});
// Create text for the pop-up
var text = new Text2('Choose Game Mode', {
size: 150,
fill: 0x000000
});
text.anchor.set(0.5, 0.5);
text.x = 2048 / 2;
text.y = 2732 / 2;
self.addChild(text);
// Create text for choosing curling stone
var chooseStoneText = new Text2('Choose Curling Stone', {
size: 120,
fill: 0x000000
});
chooseStoneText.anchor.set(0.5, 0.5);
chooseStoneText.x = 2048 / 2;
chooseStoneText.y = 2732 / 2 + 600;
self.addChild(chooseStoneText);
});
var GreenStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneGreen', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var LightBlueStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneLightBlue', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var NeonStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneNeon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var OrangeStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneOrange', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var PinkStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stonePink', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var PurpleStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stonePurple', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var RedStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneRed', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
var YellowStone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stoneYellow', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.direction = 0;
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.speed *= 0.99; // friction
if (self.speed < 0.1) {
self.speed = 0;
}
};
self["throw"] = function (speed, direction) {
self.speed = speed;
self.direction = direction;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xFFFFFF // Init game with white background
});
/****
* Game Code
****/
function isExactlyOneStoneBelowRedLine() {
var stoneLightBlue = game.addChild(new LightBlueStone());
stoneLightBlue.x = startX + stoneSpacing * 8;
stoneLightBlue.y = 2732 * 0.75 + 500 - 350;
stoneLightBlue.interactive = true;
stoneLightBlue.on('down', function () {
if (selectedStone && selectedStone !== stoneLightBlue) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stoneLightBlue.y = stoneLightBlue.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stoneLightBlue;
checkStartButtonVisibility();
checkStartButtonVisibility();
});
var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon, stoneLightBlue];
var count = 0;
stones.forEach(function (stone) {
if (stone.y > 2732 * 0.75 + 300) {
// Removed game over condition when stone intersects target
if (!startButton) {
// Check if startButton is null, indicating it has disappeared
// Logic to start the match
console.log("Match has started!");
}
count++;
}
});
return count === 1;
}
// Initialize startButton variable
var startButton = null;
// Function to check the visibility of the start button
function checkStartButtonVisibility() {
if (gameMode !== null && selectedStone !== null && selectedStone.y > 2732 * 0.75 + 300 && (selectAsset.visible || selectGreenAsset.visible)) {
// Logic to display the start button
startButton = LK.getAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.25
});
startButton.visible = true;
startButton.interactive = true;
startButton.on('down', startButtonClickHandler);
game.addChild(startButton);
} else {
if (startButton) {
startButton.visible = false;
}
}
}
// Initialize game mode variable
var gameMode = null;
var selectedStone = null; // Track selected stone
// Display the game mode selection pop-up
var gameModePopup = new GameModePopup();
game.addChild(gameModePopup);
// Add first game mode asset to the map
var gameModeAsset1 = LK.getAsset('gameModeAsset', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(gameModeAsset1);
// Add second game mode asset to the map
var gameModeAsset2 = LK.getAsset('gameModeAsset', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 600 // Adjusted position for the second asset
});
game.addChild(gameModeAsset2);
// Add left button to the center of the map
var leftButton = LK.getAsset('leftButton', {
anchorX: 1.0,
// Align right edge
anchorY: 0.0,
x: 2048 / 2,
y: gameModeAsset1.y + gameModeAsset1.height / 2
});
game.addChild(leftButton);
// Add playervsplayer asset to the map
var playervsplayerAsset = LK.getAsset('playervsplayer', {
anchorX: 0.5,
anchorY: 0.5,
x: leftButton.x - leftButton.width / 2,
y: leftButton.y + leftButton.height / 2
});
game.addChild(playervsplayerAsset);
// Add select asset to indicate selection
var selectAsset = LK.getAsset('select', {
anchorX: 0.5,
anchorY: 0.5,
x: leftButton.x - leftButton.width / 2,
y: leftButton.y + leftButton.height / 2
});
selectAsset.visible = false; // Initially hidden
game.addChild(selectAsset);
// Add right button to the center of the map
var rightButton = LK.getAsset('rightButton', {
anchorX: 0.0,
// Align left edge
anchorY: 0.0,
x: 2048 / 2,
y: gameModeAsset1.y + gameModeAsset1.height / 2
});
game.addChild(rightButton);
// Add selectgreen asset to the map
var selectGreenAsset = LK.getAsset('selectgreen', {
anchorX: 0.5,
anchorY: 0.5,
x: rightButton.x + rightButton.width / 2,
y: rightButton.y + rightButton.height / 2
});
selectGreenAsset.visible = false; // Initially hidden
game.addChild(selectGreenAsset);
// Function to handle player vs ai mode selection
function selectPlayerVsAIMode() {
gameMode = 'playerVsAI';
selectGreenAsset.visible = !selectGreenAsset.visible;
if (selectGreenAsset.visible) {
selectAsset.visible = false;
}
selectGreenAsset.x = rightButton.x + rightButton.width / 2;
selectGreenAsset.y = rightButton.y + rightButton.height / 2;
checkStartButtonVisibility();
}
// Function to handle player vs player mode selection
function selectPlayerVsPlayerMode() {
gameMode = 'playerVsPlayer';
selectAsset.visible = !selectAsset.visible;
if (selectAsset.visible) {
selectGreenAsset.visible = false;
}
selectAsset.x = leftButton.x - leftButton.width / 2;
selectAsset.y = leftButton.y + leftButton.height / 2;
checkStartButtonVisibility();
}
// Add interaction to playervsplayerAsset
playervsplayerAsset.interactive = true;
playervsplayerAsset.on('down', selectPlayerVsPlayerMode);
// Add playervsai asset to the map
var playervsaiAsset = LK.getAsset('playervsai', {
anchorX: 0.5,
anchorY: 0.5,
x: rightButton.x + rightButton.width / 2,
y: rightButton.y + rightButton.height / 2
});
playervsaiAsset.interactive = true;
playervsaiAsset.on('down', selectPlayerVsAIMode);
game.addChild(playervsaiAsset);
// Add center line to the game
var centerLine = LK.getAsset('centerLine', {
anchorX: 0.5,
anchorY: 0.0,
x: 2048 / 2,
y: 0
});
// Add left lane to the game
var leftLane = LK.getAsset('leftLane', {
anchorX: 0.5,
anchorY: 0.0,
x: 50,
y: 0
});
game.addChild(leftLane);
// Add right lane to the game
var rightLane = LK.getAsset('rightLane', {
anchorX: 0.5,
anchorY: 0.0,
x: 2048 - 50,
y: 0
});
game.addChild(rightLane);
// Add red horizontal line to the lower quarter of the map
var redLine = LK.getAsset('redLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.75 + 300
});
// Add grey horizontal target line to the upper quadrant of the map
var targetLine = LK.getAsset('targetLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.25
});
var whiteRing = LK.getAsset('whiteRing', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.25
});
var redRing = LK.getAsset('redRing', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.25
});
var blueRing = LK.getAsset('blueRing', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.25
});
game.addChild(blueRing);
game.addChild(whiteRing);
game.addChild(redRing);
var whiteCenter = LK.getAsset('whiteCenter', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.25
});
game.addChild(whiteCenter);
game.addChild(centerLine);
game.addChild(redLine);
game.addChild(targetLine);
var stoneSpacing = 200;
var totalStones = 8;
var startX = 2048 / 2 - stoneSpacing * (totalStones - 1) / 2;
var stone = game.addChild(new CurlingStone());
stone.x = startX;
stone.y = 2732 * 0.75 + 500 - 350;
stone.interactive = true;
stone.on('down', function () {
if (selectedStone && selectedStone !== stone) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
if (startButton && startButton.visible === false) {
stone.y = stone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
} else {
stone.y = stone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; // Allow movement above redline
}
selectedStone = stone;
checkStartButtonVisibility();
});
stone.on('select', function () {
// Logic for when stoneBlue is selected
console.log("stoneBlue selected");
});
var stoneRed = game.addChild(new RedStone());
stoneRed.x = startX + stoneSpacing;
stoneRed.y = 2732 * 0.75 + 500 - 350;
stoneRed.interactive = true;
stoneRed.on('down', function () {
if (selectedStone && selectedStone !== stoneRed) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stoneRed.y = stoneRed.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stoneRed;
checkStartButtonVisibility();
});
var stoneYellow = game.addChild(new YellowStone());
stoneYellow.x = startX + stoneSpacing * 2;
stoneYellow.y = 2732 * 0.75 + 500 - 350;
stoneYellow.interactive = true;
stoneYellow.on('down', function () {
if (selectedStone && selectedStone !== stoneYellow) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stoneYellow.y = stoneYellow.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stoneYellow;
checkStartButtonVisibility();
});
var stoneGreen = game.addChild(new GreenStone());
stoneGreen.x = startX + stoneSpacing * 3;
stoneGreen.y = 2732 * 0.75 + 500 - 350;
stoneGreen.interactive = true;
stoneGreen.on('down', function () {
if (selectedStone && selectedStone !== stoneGreen) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stoneGreen.y = stoneGreen.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stoneGreen;
checkStartButtonVisibility();
});
var stoneOrange = game.addChild(new OrangeStone());
stoneOrange.x = startX + stoneSpacing * 4;
stoneOrange.y = 2732 * 0.75 + 500 - 350;
stoneOrange.interactive = true;
stoneOrange.on('down', function () {
if (selectedStone && selectedStone !== stoneOrange) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stoneOrange.y = stoneOrange.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stoneOrange;
checkStartButtonVisibility();
});
var stonePink = game.addChild(new PinkStone());
stonePink.x = startX + stoneSpacing * 5;
stonePink.y = 2732 * 0.75 + 500 - 350;
stonePink.interactive = true;
stonePink.on('down', function () {
if (selectedStone && selectedStone !== stonePink) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stonePink.y = stonePink.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stonePink;
checkStartButtonVisibility();
});
var stonePurple = game.addChild(new PurpleStone());
stonePurple.x = startX + stoneSpacing * 6;
stonePurple.y = 2732 * 0.75 + 500 - 350;
stonePurple.interactive = true;
stonePurple.on('down', function () {
if (selectedStone && selectedStone !== stonePurple) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stonePurple.y = stonePurple.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stonePurple;
checkStartButtonVisibility();
});
var stoneNeon = game.addChild(new NeonStone());
stoneNeon.x = startX + stoneSpacing * 7;
stoneNeon.y = 2732 * 0.75 + 500 - 350;
stoneNeon.interactive = true;
stoneNeon.on('down', function () {
if (selectedStone && selectedStone !== stoneNeon) {
selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position
}
stoneNeon.y = stoneNeon.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500;
selectedStone = stoneNeon;
checkStartButtonVisibility();
});
// Initialize the game state
var throwing = false;
var throwStart = null;
// Handle touch events
game.down = function (x, y, obj) {
if (startButton && startButton.visible === false && selectedStone) {
if (y > 2732 * 0.75 + 300) {
selectedStone.x = x;
selectedStone.y = y;
selectedStone.lastX = x; // Initialize lastX for tracking
selectedStone.lastY = y; // Initialize lastY for tracking
}
throwing = true;
}
throwStart = {
x: x,
y: y
};
};
game.up = function (x, y, obj) {
if (throwing) {
var dx = x - throwStart.x;
var dy = y - throwStart.y;
var speed = Math.sqrt(dx * dx + dy * dy) / 100;
var direction = Math.atan2(dy, dx);
stone["throw"](speed, direction);
throwing = false;
}
};
// Update the game state
game.update = function () {
// Removed game over condition when stone intersects target
if (selectedStone) {
selectedStone.update();
selectedStone.lastX = selectedStone.x; // Update lastX
selectedStone.lastY = selectedStone.y; // Update lastY
}
};
function startButtonClickHandler() {
// Move the selected stone to the center line bottom under the red line center
if (selectedStone) {
selectedStone.x = 2048 / 2; // Center horizontally
selectedStone.y = 2732 * 0.75 + 400; // Position between the red line and the center bottom
selectedStone.interactive = false; // Disable interaction to prevent moving back
}
// AI selects a stone of a different color
var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon];
var aiSelectedStone = null;
do {
aiSelectedStone = stones[Math.floor(Math.random() * stones.length)];
} while (aiSelectedStone === selectedStone);
// Move AI selected stone to a different position
if (aiSelectedStone) {
aiSelectedStone.x = 2048 / 2 + 100; // Slightly offset from the player's stone
aiSelectedStone.y = 2732 * 0.75 + 400;
}
// Hide non-selected stones
var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon];
stones.forEach(function (stone) {
if (stone !== selectedStone) {
stone.visible = false;
}
stone.interactive = false; // Disable interaction for all stones
});
// Hide other specified assets
gameModeAsset1.visible = false;
gameModeAsset2.visible = false;
leftButton.visible = false;
playervsaiAsset.visible = false;
playervsplayerAsset.visible = false;
rightButton.visible = false;
selectAsset.visible = false;
selectGreenAsset.visible = false;
if (startButton && startButton.visible) {
// Add 'PLAYER START' text to the top center of the map
var playerStartText = new Text2('PLAYER START', {
size: 75,
fill: 0x000000
});
playerStartText.anchor.set(0.5, 0.5);
playerStartText.x = 2048 / 2 - 20;
playerStartText.y = 75; // Position at the top center, moved up by 25 units
game.addChild(playerStartText);
startButton.destroy(); // Destroy the startButton to ensure it disappears completely
startButton = null; // Set startButton to null to remove reference
}
// Remove texts from the map
gameModePopup.visible = false;
}
black curling stone with pink top, top view.
Black curlingstone with purple top, top view.
Black curlingstone with yellow top, top view.
Black curlingstone with orange top, top view.
black curlingstone with neongreen top, top view.
Black curlingstone with neonblue top, top view.
add a text to the center: "Player vs Player"
neongreen rectangle with rounded corners, transparent in the middle.
Red button with white start text.