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Coins and striker should never go outside the board — they must bounce back properly. Add 4 invisible walls (top, bottom, left, right) just inside the brown area of the board, so collisions happen naturally. When the striker or coins hit the wall, they should bounce back realistically (add restitution or bounce = 1). Use game.createWall({x, y, width, height}) or whatever fits FRVR format for each wall. Wall thickness should be enough to stop fast striker.
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Please fix the bug: 'Cannot read properties of undefined (reading 'on')' in or related to this line: 'game.input.on('dragstart', function (x, y) {' Line Number: 549
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Let’s fix that by placing the walls exactly at the edges of the visible Carrom board, not the beside
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Place Invisible Walls at Carrom Board Edges
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 496
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Please fix the bug: 'ReferenceError: walls is not defined' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 495
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Please fix the bug: 'ReferenceError: walls is not defined' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 496
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Please fix the bug: 'ReferenceError: walls is not defined' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 495
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var walls = [{' Line Number: 247
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Create invisible physics walls around the board edges (left, right, top, bottom). 2. Set these walls as immovable: true so they don’t move on impact. 3. Set the striker’s restitution to 0.9 for a realistic bounce. 4. Make sure the striker collides with the walls using the physics engine.
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If the striker touches the edge, bounce it slightly with lower velocity
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var graphics = new Graphics();' Line Number: 250
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var graphics = new Graphics();' Line Number: 250
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var graphics = new Graphics();' Line Number: 250
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the striker touches the edge, bounce it slightly with lower velocity (restitution). Visually indicate the valid drag area with a dashed box or transparent zone.
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Please fix the bug: 'Cannot read properties of undefined (reading 'radius')' in or related to this line: 'var minX = board.x - board.innerWidth / 2 + striker.radius;' Line Number: 252
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Restrict the striker's position so it always stays within the board area. 2. Apply the limits to both dragging and movement after release. 3. Use physics or manually clamp the x and y values of the striker: striker.x = Math.max(minX, Math.min(maxX, striker.x)); striker.y = Math.max(minY, Math.min(maxY, striker.y)); 4. Define minX, maxX, minY, and maxY based on the board's visible dimensions (excluding pockets). 5. Also prevent the striker from being dragged beyond those bounds before releasing. Bonus (Optional): If the striker touches the edge, bounce it slightly with lower velocity (restitution). Visually indicate the valid drag area with a dashed box or transparent zone.
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Correct Flick Direction: When the striker is dragged back and released, it should move forward toward the coins. Apply velocity in the direction opposite to the drag (from current striker position toward the original start point). 2. Limit Drag Distance: Restrict drag distance to maximum 100 pixels from original striker position to prevent unrealistic flicks.
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Striker Reset: After the striker slows down (velocity near zero), automatically reset it to its starting position at the bottom center. Add a small delay (e.g. 1 second) before resetting. 2. Limit Drag Distance: When dragging the striker, limit how far it can be pulled backward. Use a max distance of 100 pixels from the starting position. Additional Suggestions: Disable striker movement while it’s still in motion. Prevent multiple flicks until it resets. Code-style notes: Use pointer, game.input.on('dragstart'), dragend, and update() to handle drag, shoot, and reset logic. Use distance = Math.sqrt(dx * dx + dy * dy) to cap drag distance.
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Please fix the bug: 'Cannot read properties of undefined (reading 'on')' in or related to this line: 'game.input.on('dragstart', function (x, y) {' Line Number: 549
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Add a striker to a 2D Carrom game using JavaScript in the FRVR (UpIt) platform. Striker Details: Position the striker horizontally centered near the bottom of the board. It should be a white circle, radius 20 pixels. Use FRVR's physics engine to enable collisions. Controls: Player should be able to drag the striker backward. On release, apply velocity in the opposite direction (like flicking). Use touch/mouse input support with game.input.on('dragstart') and dragend. Physics Properties: Striker should not be immovable. Add restitution (bounce effect) of 0.9.
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Please fix the bug: 'TypeError: striker.update is not a function' in or related to this line: 'striker.update();' Line Number: 569
Code edit (1 edits merged)
Please save this source code
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Pocket Carrom
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Create a 2D Carrom game Core Features: 1. A square Carrom board with four corner pockets. 2. Circular coins (white, black, and red) placed at the center in a Carrom-style setup. 3. A draggable striker at the bottom, which the player can pull and release to shoot. 4. Realistic physics-based movement and collision between coins and the striker. 5. Coins should get pocketed (removed and scored) when they fall into a pocket area. 6. Scoring system: +10 for each white/black coin, +50 for red. 7. Game ends when all coins are pocketed. Additional Features: Visual feedback when coins are pocketed. Touch and mouse input support. Use FRVR/UpIt framework functions like game.add.circle, game.add.sprite, game.input.on, and physics features. Add a "Restart Game" button after the game ends.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
Is a top-down circular image, ideally 60–70 pixels in diameter. Has a realistic or slightly stylized design (classic carrom striker look). Has a white outer ring, with either a red, blue, or black inner design.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
I’m creating a 2D Carrom game and need a high-quality top-down Carrom board asset. Please generate. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows