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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
Code edit (2 edits merged)
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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 ****/ var Ball = Container.expand(function () { var self = Container.call(this); 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; }); 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.glow = new Graphics(); self.glow.beginFill(0xFFFF00, 0.5).drawCircle(0, 0, 100).endFill(); self.glow.visible = false; // Show when speed increases self.addChild(self.glow); self.resetPosition = function () { self.x = 2048 / 2; self.y = 300; self.speed = 5 + Math.floor(score / 10) * 2; self.glow.visible = self.speed > 5; // Glow only after first speed-up }; self.update = function () { self.x += self.speed; if (self.x > 1700 || self.x < 300) { self.speed *= -1; } self.glow.x = 0; self.glow.y = 0; }; self.resetPosition(); return self; }); 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; return self; }); /**** * Initialize Game ****/ /**** * Game Setup ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ // Simple fireworks sprite var score = 0; var ball, goalkeeper, goalpost, scoreTxt, flashEffect, crowdText; function initGame() { goalpost = game.addChild(new Goalpost()); goalkeeper = game.addChild(new Goalkeeper()); ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 2732 - 200; scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); flashEffect = new Graphics(); flashEffect.beginFill(0xFFFFFF, 1).drawRect(0, 0, 2048, 2732).endFill(); flashEffect.alpha = 0; game.addChild(flashEffect); crowdText = new Text2('GOAL!', { size: 200, fill: 0xFFD700 }); crowdText.anchor.set(0.5, 0.5); crowdText.x = 2048 / 2; crowdText.y = 2732 / 2; crowdText.alpha = 0; game.addChild(crowdText); } /**** * Game Loop ****/ game.update = function () { ball.update(); goalkeeper.update(); if (checkGoal()) { score += 10; scoreTxt.setText('Score: ' + score); resetBall(); goalkeeper.resetPosition(); playGoalCheer(); triggerWowMoments(); } else if (ball.y < 0) { resetBall(); } else if (ball.intersects(goalkeeper)) { resetBall(); } updateWowEffects(); }; function checkGoal() { var goalArea = { left: goalpost.x - goalpost.width / 2, right: goalpost.x + goalpost.width / 2, top: goalpost.y - goalpost.height / 2, bottom: goalpost.y + goalpost.height / 2 }; if (ball.x > goalArea.left && ball.x < goalArea.right && ball.y < goalArea.bottom && ball.y > goalArea.top) { if (ball.intersects(goalkeeper)) { return false; } return true; } return false; } function resetBall() { ball.x = 2048 / 2; ball.y = 2732 - 200; ball.speed = 0; ball.direction = { x: 0, y: 0 }; } function playGoalCheer() { var cheer = LK.getSound('goal'); if (cheer) { cheer.play(); } } /**** * WOW MOMENTS - Fireworks, Screen Flash, Crowd Cheer ****/ function triggerWowMoments() { // Screen Flash flashEffect.alpha = 1; // Crowd Text Pop-up crowdText.alpha = 1; // Fireworks var firework = new Sprite(LK.getAsset('firework', {})); firework.x = 2048 / 2; firework.y = 500; firework.anchor.set(0.5, 0.5); game.addChild(firework); setTimeout(function () { game.removeChild(firework); }, 1500); } function updateWowEffects() { // Smooth fadeout for flash and crowd text if (flashEffect.alpha > 0) { flashEffect.alpha -= 0.05; } if (crowdText.alpha > 0) { crowdText.alpha -= 0.05; } } /**** * Ball Kick ****/ game.down = function (x, y) { var angle = Math.atan2(y - ball.y, x - ball.x); ball.direction = { x: Math.cos(angle), y: Math.sin(angle) }; ball.speed = 20; LK.getSound('kick').play(); }; initGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,191 @@
-/****
+/****
+* Classes
+****/
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ 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;
+});
+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.glow = new Graphics();
+ self.glow.beginFill(0xFFFF00, 0.5).drawCircle(0, 0, 100).endFill();
+ self.glow.visible = false; // Show when speed increases
+ self.addChild(self.glow);
+ self.resetPosition = function () {
+ self.x = 2048 / 2;
+ self.y = 300;
+ self.speed = 5 + Math.floor(score / 10) * 2;
+ self.glow.visible = self.speed > 5; // Glow only after first speed-up
+ };
+ self.update = function () {
+ self.x += self.speed;
+ if (self.x > 1700 || self.x < 300) {
+ self.speed *= -1;
+ }
+ self.glow.x = 0;
+ self.glow.y = 0;
+ };
+ self.resetPosition();
+ return self;
+});
+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;
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
+/****
+* Game Setup
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x228B22
+});
+
+/****
+* Game Code
+****/
+// Simple fireworks sprite
+var score = 0;
+var ball, goalkeeper, goalpost, scoreTxt, flashEffect, crowdText;
+function initGame() {
+ goalpost = game.addChild(new Goalpost());
+ goalkeeper = game.addChild(new Goalkeeper());
+ ball = game.addChild(new Ball());
+ ball.x = 2048 / 2;
+ ball.y = 2732 - 200;
+ scoreTxt = new Text2('Score: 0', {
+ size: 100,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(scoreTxt);
+ flashEffect = new Graphics();
+ flashEffect.beginFill(0xFFFFFF, 1).drawRect(0, 0, 2048, 2732).endFill();
+ flashEffect.alpha = 0;
+ game.addChild(flashEffect);
+ crowdText = new Text2('GOAL!', {
+ size: 200,
+ fill: 0xFFD700
+ });
+ crowdText.anchor.set(0.5, 0.5);
+ crowdText.x = 2048 / 2;
+ crowdText.y = 2732 / 2;
+ crowdText.alpha = 0;
+ game.addChild(crowdText);
+}
+/****
+* Game Loop
+****/
+game.update = function () {
+ ball.update();
+ goalkeeper.update();
+ if (checkGoal()) {
+ score += 10;
+ scoreTxt.setText('Score: ' + score);
+ resetBall();
+ goalkeeper.resetPosition();
+ playGoalCheer();
+ triggerWowMoments();
+ } else if (ball.y < 0) {
+ resetBall();
+ } else if (ball.intersects(goalkeeper)) {
+ resetBall();
+ }
+ updateWowEffects();
+};
+function checkGoal() {
+ var goalArea = {
+ left: goalpost.x - goalpost.width / 2,
+ right: goalpost.x + goalpost.width / 2,
+ top: goalpost.y - goalpost.height / 2,
+ bottom: goalpost.y + goalpost.height / 2
+ };
+ if (ball.x > goalArea.left && ball.x < goalArea.right && ball.y < goalArea.bottom && ball.y > goalArea.top) {
+ if (ball.intersects(goalkeeper)) {
+ return false;
+ }
+ return true;
+ }
+ return false;
+}
+function resetBall() {
+ ball.x = 2048 / 2;
+ ball.y = 2732 - 200;
+ ball.speed = 0;
+ ball.direction = {
+ x: 0,
+ y: 0
+ };
+}
+function playGoalCheer() {
+ var cheer = LK.getSound('goal');
+ if (cheer) {
+ cheer.play();
+ }
+}
+/****
+* WOW MOMENTS - Fireworks, Screen Flash, Crowd Cheer
+****/
+function triggerWowMoments() {
+ // Screen Flash
+ flashEffect.alpha = 1;
+ // Crowd Text Pop-up
+ crowdText.alpha = 1;
+ // Fireworks
+ var firework = new Sprite(LK.getAsset('firework', {}));
+ firework.x = 2048 / 2;
+ firework.y = 500;
+ firework.anchor.set(0.5, 0.5);
+ game.addChild(firework);
+ setTimeout(function () {
+ game.removeChild(firework);
+ }, 1500);
+}
+function updateWowEffects() {
+ // Smooth fadeout for flash and crowd text
+ if (flashEffect.alpha > 0) {
+ flashEffect.alpha -= 0.05;
+ }
+ if (crowdText.alpha > 0) {
+ crowdText.alpha -= 0.05;
+ }
+}
+/****
+* Ball Kick
+****/
+game.down = function (x, y) {
+ var angle = Math.atan2(y - ball.y, x - ball.x);
+ ball.direction = {
+ x: Math.cos(angle),
+ y: Math.sin(angle)
+ };
+ ball.speed = 20;
+ LK.getSound('kick').play();
+};
+initGame();
\ No newline at end of file
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