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 }); // Override properties for striker self.mass = 1.5; self.friction = 0.975; self.value = 0; self.radius = strikerGraphic.width / 2; self.restitution = 0.9; // Add restitution for bounce effect self.immovable = false; // Ensure striker is not immovable self.velocityX = 0; self.velocityY = 0; self.update = function () { // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Ensure striker stays within the board boundaries var boardLeft = board.x - board.width / 2 + self.radius; var boardRight = board.x + board.width / 2 - self.radius; var boardTop = board.y - board.height / 2 + self.radius; var boardBottom = board.y + board.height / 2 - self.radius; if (self.x < boardLeft) { self.x = boardLeft; self.velocityX *= -self.restitution; } else if (self.x > boardRight) { self.x = boardRight; self.velocityX *= -self.restitution; } if (self.y < boardTop) { self.y = boardTop; self.velocityY *= -self.restitution; } else if (self.y > boardBottom) { self.y = boardBottom; self.velocityY *= -self.restitution; } // 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; } }; 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 the board board = new Board(); 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); // Input handling for dragging the striker game.down = function (x, y) { if (gameState === 'aiming') { aimStriker(x, y); gameState = 'power'; powerLevel = 0; powerDirection = 1; powerMeter.setLevel(powerLevel); powerMeter.visible = true; } }; game.up = function () { if (gameState === 'power') { shootStriker(powerLevel); } }; // Input handling for dragging the striker game.down = function (x, y) { if (gameState === 'aiming') { aimStriker(x, y); gameState = 'power'; powerLevel = 0; powerDirection = 1; powerMeter.setLevel(powerLevel); powerMeter.visible = true; } }; game.up = function () { if (gameState === 'power') { shootStriker(powerLevel); } }; // 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 maxDragDistance = 200; // Maximum drag distance var dragDistance = Math.sqrt(dx * dx + dy * dy); if (dragDistance > maxDragDistance) { var scale = maxDragDistance / dragDistance; dx *= scale; dy *= scale; } 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 shot LK.setTimeout(function () { striker.x = board.x; striker.y = board.y + board.height / 2 - 200; }, 1000); } 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.down = function (x, y) { if (gameState === 'aiming') { aimStriker(x, y); gameState = 'power'; powerLevel = 0; powerDirection = 1; powerMeter.setLevel(powerLevel); powerMeter.visible = true; } }; game.move = function (x, y) { if (gameState === 'aiming') { aimStriker(x, y); } }; game.up = 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
@@ -152,8 +152,27 @@
self.update = function () {
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
+ // Ensure striker stays within the board boundaries
+ var boardLeft = board.x - board.width / 2 + self.radius;
+ var boardRight = board.x + board.width / 2 - self.radius;
+ var boardTop = board.y - board.height / 2 + self.radius;
+ var boardBottom = board.y + board.height / 2 - self.radius;
+ if (self.x < boardLeft) {
+ self.x = boardLeft;
+ self.velocityX *= -self.restitution;
+ } else if (self.x > boardRight) {
+ self.x = boardRight;
+ self.velocityX *= -self.restitution;
+ }
+ if (self.y < boardTop) {
+ self.y = boardTop;
+ self.velocityY *= -self.restitution;
+ } else if (self.y > boardBottom) {
+ self.y = boardBottom;
+ self.velocityY *= -self.restitution;
+ }
// Apply friction
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// Stop small movements
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