/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bowling Ball Class var BowlingBall = Container.expand(function () { var self = Container.call(this); // Attach bowling ball asset (blue ellipse) var ball = self.attachAsset('bowlingBall', { anchorX: 0.5, anchorY: 0.5 }); // Ball state self.isMoving = false; self.vx = 0; self.vy = 0; // Ball radius for collision self.radius = ball.width / 2; // Reset ball to initial position self.reset = function () { self.x = 2048 / 2; self.y = 2732 - 350; self.vx = 0; self.vy = 0; self.isMoving = false; }; // Update ball position self.update = function () { if (self.isMoving) { self.x += self.vx; self.y += self.vy; // Friction self.vx *= 0.985; self.vy *= 0.985; // Stop if very slow if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5) { self.vx = 0; self.vy = 0; self.isMoving = false; } // Clamp to game area if (self.x < self.radius) self.x = self.radius; if (self.x > 2048 - self.radius) self.x = 2048 - self.radius; if (self.y < self.radius) self.y = self.radius; if (self.y > 2732 - self.radius) self.y = 2732 - self.radius; } }; return self; }); // Pin Class var Pin = Container.expand(function () { var self = Container.call(this); // Attach pin asset (white box) var pin = self.attachAsset('pin', { anchorX: 0.5, anchorY: 1.0 }); self.isStanding = true; // Knock down pin self.knockDown = function () { if (self.isStanding) { self.isStanding = false; // Animate: fall down (rotate and fade) tween(self, { rotation: Math.PI / 2, alpha: 0.3 }, { duration: 400, easing: tween.cubicOut }); } }; // Reset pin to standing self.reset = function () { self.isStanding = true; self.rotation = 0; self.alpha = 1; }; // Get pin center for collision self.getCenter = function () { return { x: self.x, y: self.y - pin.height / 2 }; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // --- Game State Variables --- // --- Asset Initialization --- // Add bowling alley background (stretched to fit game area) var bg = LK.getAsset('bowlingAlleyBg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(bg); var ball; var pins = []; var currentFrame = 1; var currentRoll = 1; var frameScores = []; var totalScore = 0; var pinsDownThisFrame = 0; var pinsDownThisRoll = 0; var bestScore = storage.bestScore || 0; var isAiming = false; var aimStart = null; var aimEnd = null; var canThrow = true; var isResetting = false; // --- UI Elements --- var scoreTxt = new Text2('Skor: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var frameTxt = new Text2('Tur: 1 / 10', { size: 70, fill: "#fff" }); frameTxt.anchor.set(0.5, 0); LK.gui.top.addChild(frameTxt); frameTxt.y = 110; var bestScoreTxt = new Text2('En İyi: ' + bestScore, { size: 60, fill: 0xFFD700 }); bestScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(bestScoreTxt); // --- Helper Functions --- // Arrange pins in triangle (10 pins) function setupPins() { // Remove old pins for (var i = 0; i < pins.length; i++) { pins[i].destroy(); } pins = []; // Triangle layout var startX = 2048 / 2; var startY = 600; var rowSpacing = 90; var colSpacing = 80; var pinIdx = 0; for (var row = 0; row < 4; row++) { for (var col = 0; col <= row; col++) { if (pinIdx >= 10) break; var pin = new Pin(); pin.reset(); pin.x = startX + (col - row / 2) * colSpacing; pin.y = startY + row * rowSpacing; pins.push(pin); game.addChild(pin); pinIdx++; } } } // Reset ball and pins for new frame or roll function resetForNextRoll() { isResetting = true; // Reset ball ball.reset(); // Only reset pins if new frame if (currentRoll === 1) { setupPins(); } else { // Only reset fallen pins if second roll for (var i = 0; i < pins.length; i++) { if (!pins[i].isStanding) { pins[i].alpha = 0.15; } } } isResetting = false; canThrow = true; aimStart = null; aimEnd = null; } // Count standing pins function countStandingPins() { var count = 0; for (var i = 0; i < pins.length; i++) { if (pins[i].isStanding) count++; } return count; } // Update UI function updateUI() { scoreTxt.setText('Skor: ' + totalScore); frameTxt.setText('Tur: ' + currentFrame + ' / 10'); bestScoreTxt.setText('En İyi: ' + bestScore); } // Calculate score for a frame (simple: just sum pins knocked down) function calcFrameScore(frameIdx) { // For MVP, just sum pins knocked down in frame return frameScores[frameIdx] || 0; } // End of game function endGame() { if (totalScore > bestScore) { bestScore = totalScore; storage.bestScore = bestScore; } updateUI(); // Show game over popup LK.showGameOver(); } // --- Game Setup --- // Create ball ball = new BowlingBall(); game.addChild(ball); ball.reset(); // Create pins setupPins(); // Initialize scores frameScores = []; totalScore = 0; currentFrame = 1; currentRoll = 1; pinsDownThisFrame = 0; pinsDownThisRoll = 0; updateUI(); // --- Input Handling --- // Drag/Swipe to throw game.down = function (x, y, obj) { if (!canThrow || ball.isMoving || isResetting) return; // Only allow drag from ball area var dx = x - ball.x; var dy = y - ball.y; if (dx * dx + dy * dy <= ball.radius * ball.radius * 1.2) { isAiming = true; aimStart = { x: x, y: y }; aimEnd = null; } }; game.move = function (x, y, obj) { if (isAiming && aimStart) { aimEnd = { x: x, y: y }; // Optionally: show aim line (not implemented in MVP) } }; game.up = function (x, y, obj) { if (isAiming && aimStart && !ball.isMoving && canThrow) { aimEnd = { x: x, y: y }; // Calculate velocity var dx = aimEnd.x - aimStart.x; var dy = aimEnd.y - aimStart.y; // Only allow upward throws if (dy < -30) { // Map swipe to velocity var power = Math.min(Math.sqrt(dx * dx + dy * dy), 900); var angle = Math.atan2(dy, dx); var speed = 32 + power / 30; // min speed ball.vx = Math.cos(angle) * speed; ball.vy = Math.sin(angle) * speed; ball.isMoving = true; canThrow = false; } } isAiming = false; aimStart = null; aimEnd = null; }; // --- Game Loop --- game.update = function () { // Ball update ball.update(); // Collision: Ball vs Pins if (ball.isMoving) { for (var i = 0; i < pins.length; i++) { var pin = pins[i]; if (pin.isStanding) { var c = pin.getCenter(); var dx = ball.x - c.x; var dy = ball.y - c.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < ball.radius + 40) { // 40: pin "radius" pin.knockDown(); } } } } // Check if ball stopped or out of bounds if (!ball.isMoving && !canThrow && !isResetting) { // Wait a short moment before scoring isResetting = true; LK.setTimeout(function () { // Count pins knocked down this roll var pinsDown = 0; for (var i = 0; i < pins.length; i++) { if (!pins[i].isStanding && pins[i].alpha > 0.2) { pinsDown++; } } pinsDownThisRoll = pinsDown - pinsDownThisFrame; pinsDownThisFrame = pinsDown; // Add to frame score if (!frameScores[currentFrame - 1]) frameScores[currentFrame - 1] = 0; frameScores[currentFrame - 1] += pinsDownThisRoll; totalScore = 0; for (var f = 0; f < frameScores.length; f++) { totalScore += calcFrameScore(f); } updateUI(); // Strike: all pins down in first roll var allDown = countStandingPins() === 0; if (allDown && currentRoll === 1) { // Strike: skip second roll currentFrame++; currentRoll = 1; pinsDownThisFrame = 0; if (currentFrame > 10) { endGame(); return; } resetForNextRoll(); } else if (currentRoll === 1) { // Second roll currentRoll = 2; resetForNextRoll(); } else { // End of frame currentFrame++; currentRoll = 1; pinsDownThisFrame = 0; if (currentFrame > 10) { endGame(); return; } resetForNextRoll(); } }, 700); } }; // --- Initial UI Update --- updateUI();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Bowling Ball Class
var BowlingBall = Container.expand(function () {
var self = Container.call(this);
// Attach bowling ball asset (blue ellipse)
var ball = self.attachAsset('bowlingBall', {
anchorX: 0.5,
anchorY: 0.5
});
// Ball state
self.isMoving = false;
self.vx = 0;
self.vy = 0;
// Ball radius for collision
self.radius = ball.width / 2;
// Reset ball to initial position
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 - 350;
self.vx = 0;
self.vy = 0;
self.isMoving = false;
};
// Update ball position
self.update = function () {
if (self.isMoving) {
self.x += self.vx;
self.y += self.vy;
// Friction
self.vx *= 0.985;
self.vy *= 0.985;
// Stop if very slow
if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5) {
self.vx = 0;
self.vy = 0;
self.isMoving = false;
}
// Clamp to game area
if (self.x < self.radius) self.x = self.radius;
if (self.x > 2048 - self.radius) self.x = 2048 - self.radius;
if (self.y < self.radius) self.y = self.radius;
if (self.y > 2732 - self.radius) self.y = 2732 - self.radius;
}
};
return self;
});
// Pin Class
var Pin = Container.expand(function () {
var self = Container.call(this);
// Attach pin asset (white box)
var pin = self.attachAsset('pin', {
anchorX: 0.5,
anchorY: 1.0
});
self.isStanding = true;
// Knock down pin
self.knockDown = function () {
if (self.isStanding) {
self.isStanding = false;
// Animate: fall down (rotate and fade)
tween(self, {
rotation: Math.PI / 2,
alpha: 0.3
}, {
duration: 400,
easing: tween.cubicOut
});
}
};
// Reset pin to standing
self.reset = function () {
self.isStanding = true;
self.rotation = 0;
self.alpha = 1;
};
// Get pin center for collision
self.getCenter = function () {
return {
x: self.x,
y: self.y - pin.height / 2
};
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// --- Game State Variables ---
// --- Asset Initialization ---
// Add bowling alley background (stretched to fit game area)
var bg = LK.getAsset('bowlingAlleyBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
game.addChild(bg);
var ball;
var pins = [];
var currentFrame = 1;
var currentRoll = 1;
var frameScores = [];
var totalScore = 0;
var pinsDownThisFrame = 0;
var pinsDownThisRoll = 0;
var bestScore = storage.bestScore || 0;
var isAiming = false;
var aimStart = null;
var aimEnd = null;
var canThrow = true;
var isResetting = false;
// --- UI Elements ---
var scoreTxt = new Text2('Skor: 0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var frameTxt = new Text2('Tur: 1 / 10', {
size: 70,
fill: "#fff"
});
frameTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(frameTxt);
frameTxt.y = 110;
var bestScoreTxt = new Text2('En İyi: ' + bestScore, {
size: 60,
fill: 0xFFD700
});
bestScoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(bestScoreTxt);
// --- Helper Functions ---
// Arrange pins in triangle (10 pins)
function setupPins() {
// Remove old pins
for (var i = 0; i < pins.length; i++) {
pins[i].destroy();
}
pins = [];
// Triangle layout
var startX = 2048 / 2;
var startY = 600;
var rowSpacing = 90;
var colSpacing = 80;
var pinIdx = 0;
for (var row = 0; row < 4; row++) {
for (var col = 0; col <= row; col++) {
if (pinIdx >= 10) break;
var pin = new Pin();
pin.reset();
pin.x = startX + (col - row / 2) * colSpacing;
pin.y = startY + row * rowSpacing;
pins.push(pin);
game.addChild(pin);
pinIdx++;
}
}
}
// Reset ball and pins for new frame or roll
function resetForNextRoll() {
isResetting = true;
// Reset ball
ball.reset();
// Only reset pins if new frame
if (currentRoll === 1) {
setupPins();
} else {
// Only reset fallen pins if second roll
for (var i = 0; i < pins.length; i++) {
if (!pins[i].isStanding) {
pins[i].alpha = 0.15;
}
}
}
isResetting = false;
canThrow = true;
aimStart = null;
aimEnd = null;
}
// Count standing pins
function countStandingPins() {
var count = 0;
for (var i = 0; i < pins.length; i++) {
if (pins[i].isStanding) count++;
}
return count;
}
// Update UI
function updateUI() {
scoreTxt.setText('Skor: ' + totalScore);
frameTxt.setText('Tur: ' + currentFrame + ' / 10');
bestScoreTxt.setText('En İyi: ' + bestScore);
}
// Calculate score for a frame (simple: just sum pins knocked down)
function calcFrameScore(frameIdx) {
// For MVP, just sum pins knocked down in frame
return frameScores[frameIdx] || 0;
}
// End of game
function endGame() {
if (totalScore > bestScore) {
bestScore = totalScore;
storage.bestScore = bestScore;
}
updateUI();
// Show game over popup
LK.showGameOver();
}
// --- Game Setup ---
// Create ball
ball = new BowlingBall();
game.addChild(ball);
ball.reset();
// Create pins
setupPins();
// Initialize scores
frameScores = [];
totalScore = 0;
currentFrame = 1;
currentRoll = 1;
pinsDownThisFrame = 0;
pinsDownThisRoll = 0;
updateUI();
// --- Input Handling ---
// Drag/Swipe to throw
game.down = function (x, y, obj) {
if (!canThrow || ball.isMoving || isResetting) return;
// Only allow drag from ball area
var dx = x - ball.x;
var dy = y - ball.y;
if (dx * dx + dy * dy <= ball.radius * ball.radius * 1.2) {
isAiming = true;
aimStart = {
x: x,
y: y
};
aimEnd = null;
}
};
game.move = function (x, y, obj) {
if (isAiming && aimStart) {
aimEnd = {
x: x,
y: y
};
// Optionally: show aim line (not implemented in MVP)
}
};
game.up = function (x, y, obj) {
if (isAiming && aimStart && !ball.isMoving && canThrow) {
aimEnd = {
x: x,
y: y
};
// Calculate velocity
var dx = aimEnd.x - aimStart.x;
var dy = aimEnd.y - aimStart.y;
// Only allow upward throws
if (dy < -30) {
// Map swipe to velocity
var power = Math.min(Math.sqrt(dx * dx + dy * dy), 900);
var angle = Math.atan2(dy, dx);
var speed = 32 + power / 30; // min speed
ball.vx = Math.cos(angle) * speed;
ball.vy = Math.sin(angle) * speed;
ball.isMoving = true;
canThrow = false;
}
}
isAiming = false;
aimStart = null;
aimEnd = null;
};
// --- Game Loop ---
game.update = function () {
// Ball update
ball.update();
// Collision: Ball vs Pins
if (ball.isMoving) {
for (var i = 0; i < pins.length; i++) {
var pin = pins[i];
if (pin.isStanding) {
var c = pin.getCenter();
var dx = ball.x - c.x;
var dy = ball.y - c.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < ball.radius + 40) {
// 40: pin "radius"
pin.knockDown();
}
}
}
}
// Check if ball stopped or out of bounds
if (!ball.isMoving && !canThrow && !isResetting) {
// Wait a short moment before scoring
isResetting = true;
LK.setTimeout(function () {
// Count pins knocked down this roll
var pinsDown = 0;
for (var i = 0; i < pins.length; i++) {
if (!pins[i].isStanding && pins[i].alpha > 0.2) {
pinsDown++;
}
}
pinsDownThisRoll = pinsDown - pinsDownThisFrame;
pinsDownThisFrame = pinsDown;
// Add to frame score
if (!frameScores[currentFrame - 1]) frameScores[currentFrame - 1] = 0;
frameScores[currentFrame - 1] += pinsDownThisRoll;
totalScore = 0;
for (var f = 0; f < frameScores.length; f++) {
totalScore += calcFrameScore(f);
}
updateUI();
// Strike: all pins down in first roll
var allDown = countStandingPins() === 0;
if (allDown && currentRoll === 1) {
// Strike: skip second roll
currentFrame++;
currentRoll = 1;
pinsDownThisFrame = 0;
if (currentFrame > 10) {
endGame();
return;
}
resetForNextRoll();
} else if (currentRoll === 1) {
// Second roll
currentRoll = 2;
resetForNextRoll();
} else {
// End of frame
currentFrame++;
currentRoll = 1;
pinsDownThisFrame = 0;
if (currentFrame > 10) {
endGame();
return;
}
resetForNextRoll();
}
}, 700);
}
};
// --- Initial UI Update ---
updateUI();