User prompt
Add one red base asset to each side of the board (top, bottom, left, right). Rotate as needed (e.g., vertical for left/right sides). Ensure they stay inside the carrom boundary, not overlapping pockets.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'innerHeight')' in or related to this line: 'var linePositions = [{' Line Number: 260
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'innerHeight')' in or related to this line: 'var linePositions = [{' Line Number: 260
User prompt
I want to draw 4 inner base lines on my carrom board (top, bottom, left, right) and place 2 red circles at the ends of each line (8 in total). The lines should be short and centered along each edge. Each line gets 1 red circle on both ends. These red circles help mark striker placement. All should be inside the board boundary (not touching edge walls).
User prompt
Keep striker inside board
User prompt
imit Drag Distance:
User prompt
Striker reset after shot
User prompt
Striker should not be immovable. Add restitution (bounce effect) of 0.9.
User prompt
On release, apply velocity in the opposite direction (like flicking).
User prompt
No striker is visible Coins can't be hit
User prompt
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: 'Cannot read properties of undefined (reading 'on')' in or related to this line: 'game.input.on('dragstart', function (x, y) {' Line Number: 233
User prompt
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.
User prompt
Add aiming functionality to the striker Update striker aiming and shooting logic
User prompt
make the striker aim
User prompt
add one base inside the board inner
User prompt
so make the redcircle base position is same as board inner
User prompt
i still see its in outside
User prompt
These red circles help mark striker placement. All should be inside the board boundary (not touching edge walls).
User prompt
i cant see any inner base lines and red circles for striker placement
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'innerHeight')' in or related to this line: 'var positions = [{' Line Number: 223
User prompt
I want to draw 4 inner base lines on my carrom board (top, bottom, left, right) and place 2 red circles at the ends of each line (8 in total). The lines should be short and centered along each edge. Each line gets 1 red circle on both ends. These red circles help mark striker placement. All should be inside the board boundary (not touching edge walls). Make sure it's drawn to scale and symmetrical for realism.
User prompt
I want to let the striker move left and right along the bottom edge of the board for the player to adjust aim before hitting. Requirements: Striker starts at the bottom center of the board. Player can drag the striker only left or right, not up/down. Limit movement to stay inside the board's brown boundary (so striker doesn’t go beyond left/right edges). Once placed, the player can pull back and release to shoot (basic drag-release mechanic). Striker should snap back to bottom position after shot is taken, so the player can adjust for next shot.
User prompt
Please fix the bug: 'game.createWall is not a function' in or related to this line: 'game.createWall({' Line Number: 201
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var boardLeft = board.x - board.width / 2;' Line Number: 196
/****
* 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;
self.velocityX = 0;
self.velocityY = 0;
self.update = function () {
// 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.dragging = false;
self.startX = 0;
self.onDragStart = function (x, y) {
self.dragging = true;
self.startX = x;
};
self.onDragMove = function (x, y) {
if (self.dragging) {
var dx = x - self.startX;
self.x += dx;
self.startX = x;
// Limit movement within board boundaries
var boardLeft = board.x - board.innerWidth / 2 + self.radius;
var boardRight = board.x + board.innerWidth / 2 - self.radius;
if (self.x < boardLeft) {
self.x = boardLeft;
} else if (self.x > boardRight) {
self.x = boardRight;
}
}
};
self.onDragEnd = function () {
self.dragging = false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x44AA44
});
/****
* Game Code
****/
function createInnerBaseLinesAndCircles() {
// Define line and circle properties
var lineLength = 200;
var lineThickness = 10;
var circleRadius = 20;
var circleColor = 0xdd2222; // Red color for circles
// Calculate positions for lines and circles
var positions = [{
x: 0,
y: -board.innerHeight / 2 + lineLength / 2
},
// Top
{
x: 0,
y: board.innerHeight / 2 - lineLength / 2
},
// Bottom
{
x: -board.innerWidth / 2 + lineLength / 2,
y: 0
},
// Left
{
x: board.innerWidth / 2 - lineLength / 2,
y: 0
} // Right
];
// Create lines and circles
positions.forEach(function (pos) {
// Create line
var line = new Container();
var lineGraphic = line.attachAsset('aimLine', {
anchorX: 0.5,
anchorY: 0.5
});
lineGraphic.width = lineLength;
lineGraphic.height = lineThickness;
line.x = board.x + pos.x;
line.y = board.y + pos.y;
game.addChild(line);
// Create circles at both ends of the line
var circle1 = new Container();
var circleGraphic1 = circle1.attachAsset('redCoin', {
anchorX: 0.5,
anchorY: 0.5
});
circleGraphic1.width = circleRadius * 2;
circleGraphic1.height = circleRadius * 2;
circle1.x = line.x - lineLength / 2;
circle1.y = line.y;
game.addChild(circle1);
var circle2 = new Container();
var circleGraphic2 = circle2.attachAsset('redCoin', {
anchorX: 0.5,
anchorY: 0.5
});
circleGraphic2.width = circleRadius * 2;
circleGraphic2.height = circleRadius * 2;
circle2.x = line.x + lineLength / 2;
circle2.y = line.y;
game.addChild(circle2);
});
}
function createWall(_ref) {
var x = _ref.x,
y = _ref.y,
width = _ref.width,
height = _ref.height,
restitution = _ref.restitution;
var wall = new Container();
wall.width = width;
wall.height = height;
wall.x = x;
wall.y = y;
wall.restitution = restitution;
game.addChild(wall);
}
function createWalls() {
// Define wall thickness
var wallThickness = 20;
// Calculate board edges
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;
// Create walls with restitution for bouncing
createWall({
x: boardLeft + wallThickness / 2,
y: board.y,
width: wallThickness,
height: board.height,
restitution: 1
});
createWall({
x: boardRight - wallThickness / 2,
y: board.y,
width: wallThickness,
height: board.height,
restitution: 1
});
createWall({
x: board.x,
y: boardTop + wallThickness / 2,
width: board.width,
height: wallThickness,
restitution: 1
});
createWall({
x: board.x,
y: boardBottom - wallThickness / 2,
width: board.width,
height: wallThickness,
restitution: 1
});
}
// 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 inner base lines and red circles for striker placement
createInnerBaseLinesAndCircles();
// Create the board
board = new Board();
board.x = 2048 / 2;
board.y = 2732 / 2;
game.addChild(board);
// Create invisible walls for realistic bouncing
createWalls();
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);
game.on('dragstart', function (x, y) {
if (gameState === 'aiming') {
striker.onDragStart(x, y);
}
});
game.on('dragmove', function (x, y) {
if (gameState === 'aiming') {
striker.onDragMove(x, y);
}
});
game.on('dragend', function () {
if (gameState === 'aiming') {
striker.onDragEnd();
}
});
// 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 angle = Math.atan2(dy, dx);
// Rotate aim line to point in the direction
aimLine.rotation = angle - Math.PI / 2;
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';
// Reset striker position after shooting
striker.x = board.x;
striker.y = board.y + board.height / 2 - 200;
}
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);
// 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 *= -0.9; // Bounce with slight energy loss
} else if (piece.x > rightEdge) {
piece.x = rightEdge;
piece.velocityX *= -0.9;
}
// Check vertical collision
if (piece.y < topEdge) {
piece.y = topEdge;
piece.velocityY *= -0.9;
} else if (piece.y > bottomEdge) {
piece.y = bottomEdge;
piece.velocityY *= -0.9;
}
}
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.on('dragstart', function (x, y) {
if (gameState === 'aiming') {
aimStriker(x, y);
gameState = 'power';
powerLevel = 0;
powerDirection = 1;
powerMeter.setLevel(powerLevel);
powerMeter.visible = true;
}
});
game.on('dragend', function () {
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
@@ -195,8 +195,71 @@
/****
* Game Code
****/
+function createInnerBaseLinesAndCircles() {
+ // Define line and circle properties
+ var lineLength = 200;
+ var lineThickness = 10;
+ var circleRadius = 20;
+ var circleColor = 0xdd2222; // Red color for circles
+ // Calculate positions for lines and circles
+ var positions = [{
+ x: 0,
+ y: -board.innerHeight / 2 + lineLength / 2
+ },
+ // Top
+ {
+ x: 0,
+ y: board.innerHeight / 2 - lineLength / 2
+ },
+ // Bottom
+ {
+ x: -board.innerWidth / 2 + lineLength / 2,
+ y: 0
+ },
+ // Left
+ {
+ x: board.innerWidth / 2 - lineLength / 2,
+ y: 0
+ } // Right
+ ];
+ // Create lines and circles
+ positions.forEach(function (pos) {
+ // Create line
+ var line = new Container();
+ var lineGraphic = line.attachAsset('aimLine', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ lineGraphic.width = lineLength;
+ lineGraphic.height = lineThickness;
+ line.x = board.x + pos.x;
+ line.y = board.y + pos.y;
+ game.addChild(line);
+ // Create circles at both ends of the line
+ var circle1 = new Container();
+ var circleGraphic1 = circle1.attachAsset('redCoin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ circleGraphic1.width = circleRadius * 2;
+ circleGraphic1.height = circleRadius * 2;
+ circle1.x = line.x - lineLength / 2;
+ circle1.y = line.y;
+ game.addChild(circle1);
+ var circle2 = new Container();
+ var circleGraphic2 = circle2.attachAsset('redCoin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ circleGraphic2.width = circleRadius * 2;
+ circleGraphic2.height = circleRadius * 2;
+ circle2.x = line.x + lineLength / 2;
+ circle2.y = line.y;
+ game.addChild(circle2);
+ });
+}
function createWall(_ref) {
var x = _ref.x,
y = _ref.y,
width = _ref.width,
@@ -290,8 +353,10 @@
}
});
// Initialize board
function initializeGame() {
+ // Create inner base lines and red circles for striker placement
+ createInnerBaseLinesAndCircles();
// Create the board
board = new Board();
board.x = 2048 / 2;
board.y = 2732 / 2;
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