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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'self.glow = new Graphics();' Line Number: 38
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Remove all the code
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Please fix the bug: 'ReferenceError: increaseDifficulty is not defined' in or related to this line: 'increaseDifficulty();' Line Number: 130
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Delete the code
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make it goalkeeper doesnt stop after goal
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remove the gameover text
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apply the above changes
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Increases speed by 5 for every 10 points. Every 10 points, the goalkeeper’s speed should increase
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var goalLeft = goalpost.x - goalpost.width / 2;' Line Number: 140
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'goalkeeper.update();' Line Number: 119
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'ball.update();' Line Number: 116
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Imake the goalkeeper speed increase gradually based on the score Every 10 points, the goalkeeper’s speed should increase. This means at: Score 0-9: Easy speed (let’s say 5). Score 10-19: Slightly faster. Score 20-29: Even faster. Score 30-39: Even faster. And so on...
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make sure Increase the goalkeeper's speed every time the score increases
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move goalkeeper to bottom of the goalpost
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move the goal keeper asset little down
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while goalkeeper trying to stop the ball if the ball touch the goal keeper thats the end of the game
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update when Ball touches Goalkeeper game must finish
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add sound effects
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remove reverse direction
/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = { x: 0, y: 0 }; self.update = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; return self; }); // Goalkeeper class var Goalkeeper = Container.expand(function () { var self = Container.call(this); var keeperGraphics = self.attachAsset('goalkeeper', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.x = 2048 / 2; self.update = function () { self.y = goalpost.y + goalpost.height / 2 - keeperGraphics.height / 2; // Always at bottom self.x += self.speed; var leftLimit = goalpost.x - goalpost.width / 2 + keeperGraphics.width / 2; var rightLimit = goalpost.x + goalpost.width / 2 - keeperGraphics.width / 2; if (self.x > rightLimit || self.x < leftLimit) { self.speed *= -1; // Reverse direction } }; return self; }); // Goalpost class var Goalpost = Container.expand(function () { var self = Container.call(this); self.attachAsset('goalpost', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 200; // Near top of screen return self; }); /**** * Initialize Game ****/ /**** * Game Initialization ****/ var game = new LK.Game({ backgroundColor: 0x4CAF50 }); /**** * Game Code ****/ var score = 0; var missedShots = 0; var maxMissedShots = 5; var ball, goalkeeper, goalpost, scoreTxt, missedTxt, gameOverText; var gameOver = false; function initGame() { ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 2732 - 200; goalpost = game.addChild(new Goalpost()); goalkeeper = game.addChild(new Goalkeeper()); scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); missedTxt = new Text2('Missed: 0', { size: 100, fill: 0xFFFFFF }); missedTxt.anchor.set(0.5, 0); missedTxt.y = 120; LK.gui.top.addChild(missedTxt); gameOverText = new Text2('Game Over!', { size: 150, fill: 0xFF0000 }); gameOverText.anchor.set(0.5, 0.5); gameOverText.x = 2048 / 2; gameOverText.y = 2048 / 2; gameOverText.visible = false; LK.gui.top.addChild(gameOverText); } /**** * Game Loop ****/ game.update = function () { if (gameOver) { return; } if (ball) { ball.update(); } if (goalkeeper) { goalkeeper.update(); } if (goalpost && checkGoal()) { score += 10; scoreTxt.setText('Score: ' + score); resetBall(); increaseDifficulty(); LK.getSound('goal').play(); } else if (ball && ball.y < 0) { missedShots++; missedTxt.setText('Missed: ' + missedShots); resetBall(); if (missedShots >= maxMissedShots) { triggerGameOver(); } } else if (ball && ball.intersects(goalkeeper)) { triggerGameOver(); } }; function checkGoal() { var goalLeft = goalpost.x - goalpost.width / 2; var goalRight = goalpost.x + goalpost.width / 2; var goalTop = goalpost.y - goalpost.height / 2; var goalBottom = goalpost.y + goalpost.height / 2; // Ball is within goal area if (ball.x > goalLeft && ball.x < goalRight && ball.y > goalTop && ball.y < goalBottom) { // If the ball touches the keeper inside the goal, it's game over if (ball.intersects(goalkeeper)) { triggerGameOver(); return false; } return true; // Valid goal } return false; } /**** * Ball Reset and Difficulty Increase ****/ function resetBall() { ball.x = 2048 / 2; ball.y = 2732 - 200; ball.direction = { x: 0, y: 0 }; ball.speed = 0; } function increaseDifficulty() { // Every 10 points, increase goalkeeper speed if (score % 10 === 0) { goalkeeper.speed = getGoalkeeperSpeed(score); } } function getGoalkeeperSpeed(score) { var baseSpeed = 5; var speedIncrement = 2; // Every 10 points adds 2 to speed return baseSpeed + Math.floor(score / 10) * speedIncrement; } /**** * Game Over Handling ****/ function triggerGameOver() { gameOver = true; gameOverText.visible = true; LK.showGameOver(); // FRVR standard game over screen } /**** * User Interaction (Ball Kick) ****/
===================================================================
--- original.js
+++ change.js
@@ -110,9 +110,9 @@
}
if (goalkeeper) {
goalkeeper.update();
}
- if (checkGoal()) {
+ if (goalpost && checkGoal()) {
score += 10;
scoreTxt.setText('Score: ' + score);
resetBall();
increaseDifficulty();
soccer ball 3d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
real soccer goal post front view. Single Game Texture. In-Game asset. 3d. Blank background. High contrast. No shadows
Soft circular glow effect with a bright white center fading into soft blue and green edges. The glow should be smooth and slightly pulsating. Transparent background (PNG format), suitable for overlay on a soccer goal or ball to highlight special moments in a mobile soccer game.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows