User prompt
Increase the height of the top red base
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4 based should be equal height and width
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Reduce the height of four red based
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Reduce more height
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I need to reduce the red base height
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The corners of redbase should not touch need some more space
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Ensure striker do not go outside the board inner boundaries
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The coins should not go outside the board inner
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In upside base at one pocket side the coins pocketing and scoring but not actually in the pocket near the pocket base fix it it should be pocketed in only Balck pockets at corners
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Please fix the bug: 'LK.Collider is not a constructor' in or related to this line: 'var pocketCollider = new LK.Collider({' Line Number: 87
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Add circular pocket zones at the 4 corners of the board as Actual Colliders
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Ensure the coin is only counted as pocketed if it actually overlaps a pocket circle.
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Visually remove or hide the coin when pocketed, instead of repositioning it near the base.
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Use circular pocket zones at the 4 corners of the board. For pocketing the coin
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Ensure coins and striker do not disappear when hitting the base near pockets
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Ensure coins and striker do not disappear when hitting the base near pockets
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It's not working properly
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Ensure pocketing only triggers when a piece is actually in a pocket
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The coins should disappear after placing in the pockets
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Review the code that handles pocketing to ensure it only triggers when an object is actually in a pocket, not just near on
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Why the coins and striker disappear when they hit upside base that besides the pocket
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The coins should not disappear after hitting the base any where it should disappear if they went to black pockets
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Add Pockets as Actual Colliders
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Prevent Coins from Snapping to Base Check your "pocketing" function — some code may be resetting the coin position instead of removing or hiding it.
User prompt
Check Pocket Detection Logic Make sure you're checking distance between coin and pocket center. Use a proper threshold (like coin radius + small buffer).
/**** * 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.boardInner = boardInner; // Ensure boardInner is accessible self.width = boardBase.width; self.height = boardBase.height; self.innerWidth = boardInner.width; self.innerHeight = boardInner.height; // Create pockets in corners self.pockets = []; var pocketPositions = [ // 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 { x: boardBase.width / 2 - 80, y: boardBase.height / 2 - 80 }]; 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 collider for each pocket var pocketCollider = new PocketCollider(pocket.x, pocket.y, pocket.radius); self.addChild(pocketCollider); } // Add red base assets to each side of the board var baseWidth = 20; var baseHeight = boardInner.height - 300; // Further reduced height to 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 + 60; // Adjust space to be exactly in the middle of the striker's place 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; bottomBase.y = boardInner.height / 2 - baseWidth / 2 - 60; // Adjust space to be exactly in the middle of the striker's place self.addChild(bottomBase); // Left base var leftBase = self.attachAsset('redBase', { anchorX: 0.5, anchorY: 0.5, width: baseWidth, height: baseHeight }); leftBase.x = -self.boardInner.width / 2 + baseWidth / 2 + 60; // Adjust space to be exactly in the middle of the striker's place leftBase.y = 0; self.addChild(leftBase); // Right base var rightBase = self.attachAsset('redBase', { anchorX: 0.5, anchorY: 0.5, width: baseWidth, height: baseHeight }); rightBase.x = self.boardInner.width / 2 - baseWidth / 2 - 60; // Adjust space to be exactly in the middle of the striker's place 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 = 0.95; self.radius = coinGraphic.width / 2; self.mass = self.type === 'red' ? 1.1 : 1; self.active = true; self.update = function () { if (!self.active) { return; } // Initialize last known positions if undefined if (self.lastX === undefined) { self.lastX = self.x; } if (self.lastY === undefined) { self.lastY = self.y; } // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Ensure coin stays within the board inner boundaries var innerLeft = board.x - board.innerWidth / 2 + self.radius; var innerRight = board.x + board.innerWidth / 2 - self.radius; var innerTop = board.y - board.innerHeight / 2 + self.radius; var innerBottom = board.y + board.innerHeight / 2 - self.radius; if (self.x < innerLeft) { self.x = innerLeft; self.velocityX *= -0.9; // Bounce with slight energy loss } else if (self.x > innerRight) { self.x = innerRight; self.velocityX *= -0.9; } if (self.y < innerTop) { self.y = innerTop; self.velocityY *= -0.9; } else if (self.y > innerBottom) { self.y = innerBottom; self.velocityY *= -0.9; } // Update last known positions self.lastX = self.x; self.lastY = 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; } }; 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 PocketCollider = Container.expand(function (x, y, radius) { var self = Container.call(this); self.x = x; self.y = y; self.radius = radius; self.intersects = function (piece) { var dx = piece.x - self.x; var dy = piece.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < self.radius + piece.radius; }; 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 = 1.1; // Increase restitution for a faster bounce back effect self.immovable = false; // Ensure striker is not immovable self.velocityX = 0; self.velocityY = 0; self.update = function () { // Initialize last known positions if undefined if (self.lastX === undefined) { self.lastX = self.x; } if (self.lastY === undefined) { self.lastY = self.y; } if (self.lastWasIntersecting === undefined) { self.lastWasIntersecting = false; } // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Update last known positions self.lastX = self.x; self.lastY = self.y; // Initialize last known intersection state if undefined if (self.lastWasIntersecting === undefined) { self.lastWasIntersecting = false; } // Check for collision with any coin var currentIntersecting = false; for (var i = 0; i < coins.length; i++) { if (self.intersects(coins[i])) { currentIntersecting = true; // Handle collision response checkPieceCollision(self, coins[i]); break; } } // Update last known intersection state self.lastWasIntersecting = currentIntersecting; // Ensure striker stays within the board inner boundaries var innerLeft = board.x - board.innerWidth / 2 + self.radius; var innerRight = board.x + board.innerWidth / 2 - self.radius; var innerTop = board.y - board.innerHeight / 2 + self.radius; var innerBottom = board.y + board.innerHeight / 2 - self.radius; if (self.x < innerLeft) { self.x = innerLeft; self.velocityX *= -self.restitution; } else if (self.x > innerRight) { self.x = innerRight; self.velocityX *= -self.restitution; } if (self.y < innerTop) { self.y = innerTop; self.velocityY *= -self.restitution; } else if (self.y > innerBottom) { self.y = innerBottom; 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 // Utility function to check if an object intersects with any object in a given array function applyDirectForceToStriker(forceX, forceY) { striker.velocityX += forceX / striker.mass; striker.velocityY += forceY / striker.mass; // Ensure striker is active to apply force striker.active = true; } function intersectsAny(object, array) { for (var i = 0; i < array.length; i++) { if (object.intersects(array[i])) { return true; } } return false; } 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 = 100; var velocity = power * maxVelocity; // Calculate direction from aim line angle var angle = aimLine.rotation + Math.PI / 2; applyDirectForceToStriker(-Math.cos(angle) * velocity, -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; striker.velocityX = 0; // Reset velocity to ensure it stops moving striker.velocityY = 0; // Reset velocity to ensure it stops moving }, 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); } // Striker to coin collision if (pieceA === striker) { for (var k = 0; k < coins.length; k++) { var coin = coins[k]; if (coin.active) { checkPieceCollision(pieceA, coin); } } } } } 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; var dy = piece.y - pocket.y; var distance = Math.sqrt(dx * dx + dy * dy); // If the piece is in the pocket if (pocket.intersects(piece)) { // 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; // Play pocket sound LK.getSound('pocket').play(); } else { // A coin went in piece.active = false; piece.visible = false; // Hide the coin // Add score score += piece.value; updateScore(); // Remove from coins array var index = coins.indexOf(piece); if (index !== -1) { coins.splice(index, 1); } // Play pocket 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) { // Update last known intersection state pieceA.lastWasIntersecting = true; pieceB.lastWasIntersecting = true; // 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 = 0.9; // Set elasticity for a realistic bounce back effect // 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; // Transfer momentum from striker to coin if (pieceA === striker || pieceB === striker) { var coin = pieceA === striker ? pieceB : pieceA; coin.applyForce(jnx, jny); // Ensure the coin moves by setting it active coin.active = true; // Play hit sound when striker hits a coin LK.getSound('hit').play(); // Update striker's last known intersection state striker.lastWasIntersecting = true; // Apply restitution to simulate realistic bounce var restitution = 0.9; coin.velocityX *= restitution; coin.velocityY *= restitution; } } } 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' || gameState === 'power') { aimStriker(x, y); if (gameState === 'aiming') { gameState = 'power'; powerLevel = 0; powerDirection = 1; powerMeter.setLevel(powerLevel); powerMeter.visible = true; } } else if (gameState === 'power') { powerLevel += powerDirection * powerSpeed; if (powerLevel >= 1) { powerLevel = 1; powerDirection = -1; } else if (powerLevel <= 0) { powerLevel = 0; powerDirection = 1; } powerMeter.setLevel(powerLevel); } }; game.up = function () { if (gameState === 'power') { shootStriker(powerLevel); } }; // Game update loop game.update = function () { switch (gameState) { case 'aiming': // Update power meter while aiming powerLevel += powerDirection * powerSpeed; if (powerLevel >= 1) { powerLevel = 1; powerDirection = -1; } else if (powerLevel <= 0) { powerLevel = 0; powerDirection = 1; } powerMeter.setLevel(powerLevel); 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
@@ -70,9 +70,9 @@
self.addChild(pocketCollider);
}
// Add red base assets to each side of the board
var baseWidth = 20;
- var baseHeight = boardInner.height - 200; // Reduced height to ensure it doesn't overlap with pockets
+ var baseHeight = boardInner.height - 300; // Further reduced height to ensure it doesn't overlap with pockets
// Top base
var topBase = self.attachAsset('redBase', {
anchorX: 0.5,
anchorY: 0.5,
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