User prompt
Can move the aim while aiming while powermeter using also
User prompt
Update power meter while dragging to aim everytime
User prompt
Make the power meter work while we drag to aiming by updating power level during aiming state
User prompt
Make the powermeter works while aiming not after
User prompt
Ensure aim line can move while dragging also
User prompt
Sometimes Missing the position of striker after hitting
User prompt
Increase bounce back speed also
User prompt
Some more
User prompt
Increase the strike speed
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'leftBase.x = -boardInner.width / 2 + baseWidth / 2 + 120; // Adjust space to be exactly on top of the striker's place' Line Number: 106
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 120; // Adjust space to be exactly on top of the striker's place' Line Number: 97
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'rightBase.x = boardInner.width / 2 - baseWidth / 2 - 140; // Adjust space to ensure no overlap' Line Number: 113
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'leftBase.x = -boardInner.width / 2 + baseWidth / 2 + 140; // Adjust space to ensure no overlap' Line Number: 105
User prompt
red base not not to touch another base
User prompt
i need only 4 redbase
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'leftBase.x = -boardInner.width / 2 + baseWidth / 2 + 120; // Adjust space to be exactly on top of the striker's place' Line Number: 105
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'bottomBase.x = 0;' Line Number: 97
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 120; // Adjust space to be exactly on top of the striker's place' Line Number: 97
User prompt
exactly in top of striker place
User prompt
exactly in middle of striker place
User prompt
increase some more that exactly in striker place
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 40; // Increase space between red base and board base' Line Number: 97
User prompt
i need space distance
User prompt
need more space
User prompt
i need some space between red base and board base
/****
* 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);
}
// Add red base assets to each side of the board
var baseWidth = 20;
var baseHeight = boardInner.height - 160; // Ensure it doesn't overlap with pockets
// Top base
var topBase = self.attachAsset('redBase', {
anchorX: 0.5,
anchorY: 0.5,
width: boardInner.width - 160,
height: baseWidth
});
topBase.x = 0;
topBase.y = -boardInner.height / 2 + baseWidth / 2 + 40; // Increase space between red base and board base
bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 40; // Increase space between red base and board base
self.addChild(topBase);
// Bottom base
var bottomBase = self.attachAsset('redBase', {
anchorX: 0.5,
anchorY: 0.5,
width: boardInner.width - 160,
height: baseWidth
});
bottomBase.x = 0;
self.addChild(bottomBase);
// Left base
var leftBase = self.attachAsset('redBase', {
anchorX: 0.5,
anchorY: 0.5,
width: baseWidth,
height: baseHeight
});
leftBase.x = -boardInner.width / 2 + baseWidth / 2 + 40; // Increase space between red base and board base
rightBase.x = boardInner.width / 2 - baseWidth / 2 - 40; // Increase space between red base and board base
leftBase.y = 0;
self.addChild(leftBase);
// Right base
var rightBase = self.attachAsset('redBase', {
anchorX: 0.5,
anchorY: 0.5,
width: baseWidth,
height: baseHeight
});
rightBase.y = 0;
self.addChild(rightBase);
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
@@ -74,9 +74,10 @@
width: boardInner.width - 160,
height: baseWidth
});
topBase.x = 0;
- topBase.y = -boardInner.height / 2 + baseWidth / 2 + 20; // Increase space between red base and board base
+ topBase.y = -boardInner.height / 2 + baseWidth / 2 + 40; // Increase space between red base and board base
+ bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 40; // Increase space between red base and board base
self.addChild(topBase);
// Bottom base
var bottomBase = self.attachAsset('redBase', {
anchorX: 0.5,
@@ -84,18 +85,18 @@
width: boardInner.width - 160,
height: baseWidth
});
bottomBase.x = 0;
- bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 20; // Increase space between red base and board base
self.addChild(bottomBase);
// Left base
var leftBase = self.attachAsset('redBase', {
anchorX: 0.5,
anchorY: 0.5,
width: baseWidth,
height: baseHeight
});
- leftBase.x = -boardInner.width / 2 + baseWidth / 2 + 20; // Increase space between red base and board base
+ leftBase.x = -boardInner.width / 2 + baseWidth / 2 + 40; // Increase space between red base and board base
+ rightBase.x = boardInner.width / 2 - baseWidth / 2 - 40; // Increase space between red base and board base
leftBase.y = 0;
self.addChild(leftBase);
// Right base
var rightBase = self.attachAsset('redBase', {
@@ -103,9 +104,8 @@
anchorY: 0.5,
width: baseWidth,
height: baseHeight
});
- rightBase.x = boardInner.width / 2 - baseWidth / 2 - 20; // Increase space between red base and board base
rightBase.y = 0;
self.addChild(rightBase);
return self;
});
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