User prompt
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.
User prompt
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
User prompt
Let’s fix that by placing the walls exactly at the edges of the visible Carrom board, not the beside
User prompt
Place Invisible Walls at Carrom Board Edges
User prompt
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
User prompt
Please fix the bug: 'ReferenceError: walls is not defined' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 495
User prompt
Please fix the bug: 'ReferenceError: walls is not defined' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 496
User prompt
Please fix the bug: 'ReferenceError: walls is not defined' in or related to this line: 'walls.forEach(function (wall) {' Line Number: 495
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var walls = [{' Line Number: 247
User prompt
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.
User prompt
If the striker touches the edge, bounce it slightly with lower velocity
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var graphics = new Graphics();' Line Number: 250
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var graphics = new Graphics();' Line Number: 250
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var graphics = new Graphics();' Line Number: 250
User prompt
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.
User prompt
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
User prompt
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.
User prompt
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.
User prompt
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.
User prompt
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
User prompt
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.
User prompt
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
User prompt
Pocket Carrom
Initial prompt
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.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var AimLine = Container.expand(function () { var self = Container.call(this); var line = self.attachAsset('aimLine', { anchorX: 0.5, anchorY: 1.0 }); self.alpha = 0.5; self.visible = false; return self; }); var Board = Container.expand(function () { var self = Container.call(this); // Board base (outer) var boardBase = self.attachAsset('boardBase', { anchorX: 0.5, anchorY: 0.5 }); // Board inner area var boardInner = self.attachAsset('boardInner', { anchorX: 0.5, anchorY: 0.5 }); self.width = boardBase.width; self.height = boardBase.height; self.innerWidth = boardInner.width; self.innerHeight = boardInner.height; // Create pockets in corners self.pockets = []; var pocketPositions = [{ x: -boardBase.width / 2 + 80, y: -boardBase.height / 2 + 80 }, // Top left { x: boardBase.width / 2 - 80, y: -boardBase.height / 2 + 80 }, // Top right { x: -boardBase.width / 2 + 80, y: boardBase.height / 2 - 80 }, // Bottom left { x: boardBase.width / 2 - 80, y: boardBase.height / 2 - 80 } // Bottom right ]; for (var i = 0; i < pocketPositions.length; i++) { var pocket = new Pocket(); pocket.x = pocketPositions[i].x; pocket.y = pocketPositions[i].y; self.addChild(pocket); self.pockets.push(pocket); } return self; }); var Coin = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'white'; self.value = self.type === 'red' ? 50 : 10; var assetId = self.type + 'Coin'; var coinGraphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.friction = 0.98; self.radius = coinGraphic.width / 2; self.mass = self.type === 'red' ? 1.1 : 1; self.active = true; self.update = function () { if (!self.active) { return; } // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Apply friction self.velocityX *= self.friction; self.velocityY *= self.friction; // Stop small movements if (Math.abs(self.velocityX) < 0.1 && Math.abs(self.velocityY) < 0.1) { self.velocityX = 0; self.velocityY = 0; } }; self.applyForce = function (forceX, forceY) { self.velocityX += forceX / self.mass; self.velocityY += forceY / self.mass; }; return self; }); var Pocket = Container.expand(function () { var self = Container.call(this); var pocketGraphic = self.attachAsset('pocket', { anchorX: 0.5, anchorY: 0.5 }); self.radius = pocketGraphic.width / 2; return self; }); var PowerMeter = Container.expand(function () { var self = Container.call(this); // Background var bg = self.attachAsset('powerBG', { anchorX: 0.5, anchorY: 0.5 }); // Foreground (power indicator) var meter = self.attachAsset('powerMeter', { anchorX: 0.5, anchorY: 1.0, y: bg.height / 2 }); self.meter = meter; self.setLevel = function (level) { // level should be between 0 and 1 var clampedLevel = Math.max(0, Math.min(1, level)); self.meter.scaleY = clampedLevel; }; self.visible = false; return self; }); var Striker = Container.expand(function () { var self = Container.call(this); var strikerGraphic = self.attachAsset('striker', { anchorX: 0.5, anchorY: 0.5 }); self.radius = strikerGraphic.width / 2; self.mass = 1.5; self.friction = 0.975; self.restitution = 0.9; // Set restitution for realistic bounce self.velocityX = 0; self.velocityY = 0; self.update = function () { // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Clamp position within board boundaries self.x = Math.max(board.x - board.innerWidth / 2 + self.radius, Math.min(board.x + board.innerWidth / 2 - self.radius, self.x)); self.y = Math.max(board.y - board.innerHeight / 2 + self.radius, Math.min(board.y + board.innerHeight / 2 - self.radius, self.y)); // Apply friction self.velocityX *= self.friction; self.velocityY *= self.friction; // Stop small movements if (Math.abs(self.velocityX) < 0.1 && Math.abs(self.velocityY) < 0.1) { self.velocityX = 0; self.velocityY = 0; if (gameState === 'shooting') { gameState = 'waiting'; LK.setTimeout(function () { self.x = board.x; self.y = board.y + board.height / 2 - 200; gameState = 'aiming'; }, 1000); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x44AA44 }); /**** * Game Code ****/ // Game state variables var gameState = 'aiming'; // aiming, power, shooting, waiting var board; var striker; var coins = []; var aimLine; var powerMeter; var score = 0; var highScore = storage.highScore || 0; var isMoving = false; var powerLevel = 0; var powerDirection = 1; var powerSpeed = 0.02; // Text elements var scoreTxt = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); var highScoreTxt = new Text2('Best: ' + highScore, { size: 50, fill: 0xFFFFFF }); highScoreTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(highScoreTxt); var gameRulesTxt = new Text2('Pocket all coins to win!\nWhite/Black: 10pts\nRed: 50pts', { size: 40, fill: 0xFFFFFF, align: 'left' }); gameRulesTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(gameRulesTxt); // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1000 } }); // Initialize board function initializeGame() { // Create invisible physics walls around the board edges var walls = [{ x: board.x - board.innerWidth / 2, y: board.y, width: 10, height: board.innerHeight }, // Left wall { x: board.x + board.innerWidth / 2, y: board.y, width: 10, height: board.innerHeight }, // Right wall { x: board.x, y: board.y - board.innerHeight / 2, width: board.innerWidth, height: 10 }, // Top wall { x: board.x, y: board.y + board.innerHeight / 2, width: board.innerWidth, height: 10 } // Bottom wall ]; walls.forEach(function (wall) { var wallContainer = new Container(); wallContainer.width = wall.width; wallContainer.height = wall.height; wallContainer.x = wall.x; wallContainer.y = wall.y; wallContainer.immovable = true; // Set walls as immovable game.addChild(wallContainer); }); // Create the board board = new Board(); // Create a dashed box to indicate valid drag area var dragArea = new Container(); var dashedBox = LK.getAsset('aimLine', { anchorX: 0.5, anchorY: 0.5, width: board.innerWidth, height: board.innerHeight }); dragArea.addChild(dashedBox); dragArea.x = board.x; dragArea.y = board.y; game.addChild(dragArea); board.x = 2048 / 2; board.y = 2732 / 2; game.addChild(board); // Create the striker striker = new Striker(); striker.x = board.x; striker.y = board.y + board.height / 2 - 200; game.addChild(striker); // Define board boundaries for striker movement var minX = board.x - board.innerWidth / 2 + striker.radius; var maxX = board.x + board.innerWidth / 2 - striker.radius; var minY = board.y - board.innerHeight / 2 + striker.radius; var maxY = board.y + board.innerHeight / 2 - striker.radius; // Create aiming line aimLine = new AimLine(); game.addChild(aimLine); // Create power meter powerMeter = new PowerMeter(); powerMeter.x = 100; powerMeter.y = 2732 / 2; game.addChild(powerMeter); // Create coins createCoins(); // Reset game state gameState = 'aiming'; score = 0; updateScore(); } function createCoins() { // Clear existing coins for (var i = 0; i < coins.length; i++) { if (coins[i].parent) { coins[i].parent.removeChild(coins[i]); } } coins = []; // Create a formation of coins in the center var centerX = board.x; var centerY = board.y; var coinRadius = 40; var spacing = coinRadius * 2.1; // Create coins in a circular arrangement var coinPositions = [ // Center { x: 0, y: 0, type: 'red' }, // Inner circle (6 coins) { x: 0, y: -spacing, type: 'white' }, { x: -spacing * 0.866, y: -spacing * 0.5, type: 'black' }, { x: -spacing * 0.866, y: spacing * 0.5, type: 'white' }, { x: 0, y: spacing, type: 'black' }, { x: spacing * 0.866, y: spacing * 0.5, type: 'white' }, { x: spacing * 0.866, y: -spacing * 0.5, type: 'black' }, // Outer circle (12 coins) { x: 0, y: -spacing * 2, type: 'black' }, { x: -spacing, y: -spacing * 1.732, type: 'white' }, { x: -spacing * 1.732, y: -spacing, type: 'black' }, { x: -spacing * 2, y: 0, type: 'white' }, { x: -spacing * 1.732, y: spacing, type: 'black' }, { x: -spacing, y: spacing * 1.732, type: 'white' }, { x: 0, y: spacing * 2, type: 'black' }, { x: spacing, y: spacing * 1.732, type: 'white' }, { x: spacing * 1.732, y: spacing, type: 'black' }, { x: spacing * 2, y: 0, type: 'white' }, { x: spacing * 1.732, y: -spacing, type: 'black' }, { x: spacing, y: -spacing * 1.732, type: 'white' }]; for (var i = 0; i < coinPositions.length; i++) { var pos = coinPositions[i]; var coin = new Coin(pos.type); coin.x = centerX + pos.x; coin.y = centerY + pos.y; game.addChild(coin); coins.push(coin); } } function updateScore() { scoreTxt.setText('Score: ' + score); if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } } function checkGameOver() { if (coins.length === 0) { // All coins are pocketed, player wins LK.showYouWin(); } } function aimStriker(x, y) { var dx = x - striker.x; var dy = y - striker.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 100) { dx = dx / distance * 100; dy = dy / distance * 100; } var angle = Math.atan2(dy, dx); // Rotate aim line to point in the direction aimLine.rotation = angle - Math.PI / 2; // Clamp position within board boundaries striker.x = Math.max(board.x - board.innerWidth / 2 + striker.radius, Math.min(board.x + board.innerWidth / 2 - striker.radius, striker.x)); striker.y = Math.max(board.y - board.innerHeight / 2 + striker.radius, Math.min(board.y + board.innerHeight / 2 - striker.radius, striker.y)); aimLine.x = striker.x; aimLine.y = striker.y; aimLine.visible = true; } function shootStriker(power) { // Convert power (0-1) to velocity var maxVelocity = 30; var velocity = power * maxVelocity; // Calculate direction from aim line angle var angle = aimLine.rotation + Math.PI / 2; striker.velocityX = -Math.cos(angle) * velocity; striker.velocityY = -Math.sin(angle) * velocity; // Hide aim line and power meter aimLine.visible = false; powerMeter.visible = false; // Play sound LK.getSound('hit').play(); // Change state gameState = 'shooting'; } function handleCollisions() { // Collect all game pieces var allPieces = [striker].concat(coins); // Check collisions between all pieces for (var i = 0; i < allPieces.length; i++) { var pieceA = allPieces[i]; if (!pieceA.active) { continue; } // Board edge collisions checkBoardCollision(pieceA); // Wall collisions walls.forEach(function (wall) { if (pieceA.intersects(wall)) { // Handle collision with wall if (pieceA.x < wall.x) { pieceA.x = wall.x; pieceA.velocityX *= -pieceA.restitution; } else if (pieceA.x > wall.x + wall.width) { pieceA.x = wall.x + wall.width; pieceA.velocityX *= -pieceA.restitution; } if (pieceA.y < wall.y) { pieceA.y = wall.y; pieceA.velocityY *= -pieceA.restitution; } else if (pieceA.y > wall.y + wall.height) { pieceA.y = wall.y + wall.height; pieceA.velocityY *= -pieceA.restitution; } } }); // Pocket collisions checkPocketCollision(pieceA); // Piece to piece collisions for (var j = i + 1; j < allPieces.length; j++) { var pieceB = allPieces[j]; if (!pieceB.active) { continue; } checkPieceCollision(pieceA, pieceB); } } } function checkBoardCollision(piece) { var boardLeft = board.x - board.width / 2; var boardRight = board.x + board.width / 2; var boardTop = board.y - board.height / 2; var boardBottom = board.y + board.height / 2; // Adjust for piece radius var leftEdge = boardLeft + piece.radius; var rightEdge = boardRight - piece.radius; var topEdge = boardTop + piece.radius; var bottomEdge = boardBottom - piece.radius; // Check horizontal collision if (piece.x < leftEdge) { piece.x = leftEdge; piece.velocityX *= -piece.restitution; // Bounce with restitution } else if (piece.x > rightEdge) { piece.x = rightEdge; piece.velocityX *= -piece.restitution; // Bounce with restitution } // Check vertical collision if (piece.y < topEdge) { piece.y = topEdge; piece.velocityY *= -piece.restitution; // Bounce with restitution } else if (piece.y > bottomEdge) { piece.y = bottomEdge; piece.velocityY *= -piece.restitution; // Bounce with restitution } } function checkPocketCollision(piece) { for (var i = 0; i < board.pockets.length; i++) { var pocket = board.pockets[i]; var dx = piece.x - pocket.x - board.x; var dy = piece.y - pocket.y - board.y; var distance = Math.sqrt(dx * dx + dy * dy); // If the piece is in the pocket if (distance < pocket.radius - piece.radius / 2) { // Striker went in if (piece === striker) { // Reset striker position piece.velocityX = 0; piece.velocityY = 0; piece.x = board.x; piece.y = board.y + board.height / 2 - 200; } else { // A coin went in piece.active = false; piece.visible = false; // Add score score += piece.value; updateScore(); // Remove from coins array var index = coins.indexOf(piece); if (index !== -1) { coins.splice(index, 1); } // Play sound LK.getSound('pocket').play(); } // Flash effect for pocket LK.effects.flashObject(pocket, 0xFFFFFF, 300); } } } function checkPieceCollision(pieceA, pieceB) { var dx = pieceB.x - pieceA.x; var dy = pieceB.y - pieceA.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = pieceA.radius + pieceB.radius; // If there's a collision if (distance < minDistance) { // Play hit sound if (Math.abs(pieceA.velocityX) > 1 || Math.abs(pieceA.velocityY) > 1 || Math.abs(pieceB.velocityX) > 1 || Math.abs(pieceB.velocityY) > 1) { LK.getSound('hit').play(); } // Normal vector of collision var nx = dx / distance; var ny = dy / distance; // Tangent vector of collision var tx = -ny; var ty = nx; // Correcting overlap var overlap = minDistance - distance; var correction = overlap * 0.5; pieceA.x -= nx * correction; pieceA.y -= ny * correction; pieceB.x += nx * correction; pieceB.y += ny * correction; // Relative velocity in normal direction var vRelativeX = pieceB.velocityX - pieceA.velocityX; var vRelativeY = pieceB.velocityY - pieceA.velocityY; // Normal velocity component var vn = vRelativeX * nx + vRelativeY * ny; // Don't do anything if pieces are moving away from each other if (vn > 0) { return; } // Elasticity coefficient var e = 0.8; // Simplified momentum and energy equations var j = -(1 + e) * vn / (1 / pieceA.mass + 1 / pieceB.mass); // Apply impulse var jnx = j * nx; var jny = j * ny; pieceA.velocityX -= jnx / pieceA.mass; pieceA.velocityY -= jny / pieceA.mass; pieceB.velocityX += jnx / pieceB.mass; pieceB.velocityY += jny / pieceB.mass; } } function isAnyPieceMoving() { if (Math.abs(striker.velocityX) > 0.1 || Math.abs(striker.velocityY) > 0.1) { return true; } for (var i = 0; i < coins.length; i++) { if (Math.abs(coins[i].velocityX) > 0.1 || Math.abs(coins[i].velocityY) > 0.1) { return true; } } return false; } // Input handlers game.down = function (x, y, obj) { if (gameState === 'aiming' && !isAnyPieceMoving()) { aimStriker(x, y); gameState = 'power'; powerLevel = 0; powerDirection = 1; powerMeter.setLevel(powerLevel); powerMeter.visible = true; } }; game.up = function (x, y, obj) { if (gameState === 'power') { shootStriker(powerLevel); } }; // Game update loop game.update = function () { switch (gameState) { case 'aiming': // Wait for player input break; case 'power': // Update power meter powerLevel += powerDirection * powerSpeed; if (powerLevel >= 1) { powerLevel = 1; powerDirection = -1; } else if (powerLevel <= 0) { powerLevel = 0; powerDirection = 1; } powerMeter.setLevel(powerLevel); break; case 'shooting': // Update all piece physics striker.update(); for (var i = 0; i < coins.length; i++) { coins[i].update(); } // Check all collisions handleCollisions(); // Check if all pieces have stopped moving var wasMoving = isMoving; isMoving = isAnyPieceMoving(); // Transition from moving to stopped if (wasMoving && !isMoving) { gameState = 'waiting'; // Set timeout before allowing next shot LK.setTimeout(function () { gameState = 'aiming'; checkGameOver(); }, 1000); } break; case 'waiting': // Waiting for timeout before next turn break; } }; // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -142,9 +142,9 @@
});
self.radius = strikerGraphic.width / 2;
self.mass = 1.5;
self.friction = 0.975;
- self.restitution = 0.9;
+ self.restitution = 0.9; // Set restitution for realistic bounce
self.velocityX = 0;
self.velocityY = 0;
self.update = function () {
// Apply velocity
@@ -225,8 +225,46 @@
}
});
// Initialize board
function initializeGame() {
+ // Create invisible physics walls around the board edges
+ var walls = [{
+ x: board.x - board.innerWidth / 2,
+ y: board.y,
+ width: 10,
+ height: board.innerHeight
+ },
+ // Left wall
+ {
+ x: board.x + board.innerWidth / 2,
+ y: board.y,
+ width: 10,
+ height: board.innerHeight
+ },
+ // Right wall
+ {
+ x: board.x,
+ y: board.y - board.innerHeight / 2,
+ width: board.innerWidth,
+ height: 10
+ },
+ // Top wall
+ {
+ x: board.x,
+ y: board.y + board.innerHeight / 2,
+ width: board.innerWidth,
+ height: 10
+ } // Bottom wall
+ ];
+ walls.forEach(function (wall) {
+ var wallContainer = new Container();
+ wallContainer.width = wall.width;
+ wallContainer.height = wall.height;
+ wallContainer.x = wall.x;
+ wallContainer.y = wall.y;
+ wallContainer.immovable = true; // Set walls as immovable
+ game.addChild(wallContainer);
+ });
// Create the board
board = new Board();
// Create a dashed box to indicate valid drag area
var dragArea = new Container();
@@ -432,8 +470,28 @@
continue;
}
// Board edge collisions
checkBoardCollision(pieceA);
+ // Wall collisions
+ walls.forEach(function (wall) {
+ if (pieceA.intersects(wall)) {
+ // Handle collision with wall
+ if (pieceA.x < wall.x) {
+ pieceA.x = wall.x;
+ pieceA.velocityX *= -pieceA.restitution;
+ } else if (pieceA.x > wall.x + wall.width) {
+ pieceA.x = wall.x + wall.width;
+ pieceA.velocityX *= -pieceA.restitution;
+ }
+ if (pieceA.y < wall.y) {
+ pieceA.y = wall.y;
+ pieceA.velocityY *= -pieceA.restitution;
+ } else if (pieceA.y > wall.y + wall.height) {
+ pieceA.y = wall.y + wall.height;
+ pieceA.velocityY *= -pieceA.restitution;
+ }
+ }
+ });
// Pocket collisions
checkPocketCollision(pieceA);
// Piece to piece collisions
for (var j = i + 1; j < allPieces.length; j++) {
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