Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
ayarladığım penaltı noktasını kale ile ayarlar mısın
User prompt
top geri gelmesin, zeminde sadece ileri gitsin
User prompt
daha da güçlü vursun kaleye gidebilsin top
User prompt
topa daha güçlü vursun
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 96
Code edit (1 edits merged)
Please save this source code
User prompt
Penalty Kick Challenge
Initial prompt
futbolda penaltıdan gol atma oyunu. sıradan bir oyun olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.isMoving = false; self.update = function () { if (self.isMoving) { self.x += self.velocityX; self.y += self.velocityY; // Apply gravity self.velocityY += 0.5; // Check if ball hits ground - stop completely, no bouncing if (self.y >= grassY - 30) { self.isMoving = false; self.velocityX = 0; self.velocityY = 0; self.y = grassY - 50; ballStopped(); } } }; self.kick = function (power, angle) { self.isMoving = true; var speed = power * 40; self.velocityX = Math.cos(angle) * speed; self.velocityY = Math.sin(angle) * speed; LK.getSound('kick').play(); }; return self; }); var Goalkeeper = Container.expand(function () { var self = Container.call(this); var keeperGraphics = self.attachAsset('goalkeeper', { anchorX: 0.5, anchorY: 1.0 }); self.direction = 1; self.speed = 2; self.minX = goalCenterX - 180; self.maxX = goalCenterX + 180; self.isDiving = false; self.update = function () { if (!self.isDiving) { self.x += self.direction * self.speed; if (self.x <= self.minX || self.x >= self.maxX) { self.direction *= -1; } } }; self.dive = function (ballX) { if (self.isDiving) { return; } self.isDiving = true; var targetX = ballX; // Clamp target to goal bounds if (targetX < self.minX) { targetX = self.minX; } if (targetX > self.maxX) { targetX = self.maxX; } tween(self, { x: targetX }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { self.isDiving = false; }, 1000); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ // Game constants var goalCenterX = 1024; var goalCenterY = 400; var grassY = 2200; var penaltySpotX = 1024; var penaltySpotY = 800; // Game state var gameState = 'aiming'; // 'aiming', 'charging', 'kicked', 'result' var aimAngle = -Math.PI / 2; // Start aiming straight up var power = 0; var powerDirection = 1; var goals = 0; var misses = 0; var maxMisses = 3; // Create grass field var grass = game.addChild(LK.getAsset('grass', { anchorX: 0.5, anchorY: 1.0, x: 1024, y: grassY })); // Create goal posts var leftPost = game.addChild(LK.getAsset('goalpost', { anchorX: 0.5, anchorY: 1.0, x: goalCenterX - 200, y: goalCenterY + 200 })); var rightPost = game.addChild(LK.getAsset('goalpost', { anchorX: 0.5, anchorY: 1.0, x: goalCenterX + 200, y: goalCenterY + 200 })); var crossbar = game.addChild(LK.getAsset('crossbar', { anchorX: 0.5, anchorY: 0.5, x: goalCenterX, y: goalCenterY })); // Create penalty spot var penaltySpot = game.addChild(LK.getAsset('penaltySpot', { anchorX: 0.5, anchorY: 0.5, x: penaltySpotX, y: penaltySpotY })); // Create ball var ball = game.addChild(new Ball()); resetBallPosition(); // Create goalkeeper var goalkeeper = game.addChild(new Goalkeeper()); goalkeeper.x = goalCenterX; goalkeeper.y = goalCenterY + 200; // Create aim line (initially hidden) var aimLine = game.addChild(LK.getAsset('aimLine', { anchorX: 0.5, anchorY: 1.0, x: penaltySpotX, y: penaltySpotY, alpha: 0 })); // Create power bar (initially hidden) var powerBar = game.addChild(LK.getAsset('powerBar', { anchorX: 0.5, anchorY: 1.0, x: 200, y: 1000, alpha: 0, scaleY: 0 })); // UI Elements var scoreText = new Text2('Goals: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var missesText = new Text2('Misses: 0/3', { size: 60, fill: 0xFFFFFF }); missesText.anchor.set(1.0, 0); LK.gui.topRight.addChild(missesText); var instructionText = new Text2('Tap and hold to aim and charge power', { size: 50, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 1.0); LK.gui.bottom.addChild(instructionText); // Game functions function resetBallPosition() { ball.x = penaltySpotX; ball.y = penaltySpotY - 30; ball.isMoving = false; ball.velocityX = 0; ball.velocityY = 0; } function updateAimLine() { var lineLength = 150; var endX = ball.x + Math.cos(aimAngle) * lineLength; var endY = ball.y + Math.sin(aimAngle) * lineLength; aimLine.x = ball.x; aimLine.y = ball.y; aimLine.rotation = aimAngle + Math.PI / 2; } function updatePowerBar() { powerBar.scaleY = power; var colorValue = Math.floor(power * 255); powerBar.tint = colorValue << 16 | 255 - colorValue << 8; } function ballStopped() { // Check if goal was scored if (ball.x > goalCenterX - 200 && ball.x < goalCenterX + 200 && ball.y < goalCenterY + 200 && ball.y > goalCenterY - 50) { // Goal scored goals++; scoreText.setText('Goals: ' + goals); LK.setScore(goals); LK.getSound('goal').play(); // Flash screen green LK.effects.flashScreen(0x00ff00, 500); // Increase goalkeeper speed slightly goalkeeper.speed = Math.min(goalkeeper.speed + 0.2, 6); } else { // Missed misses++; missesText.setText('Misses: ' + misses + '/' + maxMisses); if (misses >= maxMisses) { LK.showGameOver(); return; } } // Reset for next shot LK.setTimeout(function () { resetBallPosition(); gameState = 'aiming'; instructionText.setText('Tap and hold to aim and charge power'); }, 1500); } function checkGoalkeeperSave() { if (ball.isMoving && ball.y < goalCenterY + 150 && ball.y > goalCenterY - 50) { var distanceToKeeper = Math.abs(ball.x - goalkeeper.x); if (distanceToKeeper < 60) { // Goalkeeper save ball.isMoving = false; ball.velocityX = 0; ball.velocityY = 0; LK.getSound('save').play(); // Flash screen red LK.effects.flashScreen(0xff0000, 500); ballStopped(); } } } // Touch/mouse input handling game.down = function (x, y, obj) { if (gameState === 'aiming') { gameState = 'charging'; power = 0; powerDirection = 1; // Show UI elements aimLine.alpha = 1; powerBar.alpha = 1; instructionText.setText('Release to kick!'); } }; game.move = function (x, y, obj) { if (gameState === 'charging') { // Update aim angle based on touch position relative to ball var dx = x - ball.x; var dy = y - ball.y; aimAngle = Math.atan2(dy, dx); // Limit aim angle to reasonable shooting range aimAngle = Math.max(aimAngle, -Math.PI * 0.8); aimAngle = Math.min(aimAngle, -Math.PI * 0.2); updateAimLine(); } }; game.up = function (x, y, obj) { if (gameState === 'charging') { gameState = 'kicked'; // Hide UI elements aimLine.alpha = 0; powerBar.alpha = 0; // Kick the ball ball.kick(power, aimAngle); // Make goalkeeper dive goalkeeper.dive(ball.x + Math.cos(aimAngle) * 200); instructionText.setText(''); } }; // Main game loop game.update = function () { if (gameState === 'charging') { // Update power power += powerDirection * 0.03; if (power >= 1) { power = 1; powerDirection = -1; } else if (power <= 0) { power = 0; powerDirection = 1; } updatePowerBar(); } if (gameState === 'kicked' && ball.isMoving) { checkGoalkeeperSave(); } };
===================================================================
--- original.js
+++ change.js
@@ -101,9 +101,9 @@
var goalCenterX = 1024;
var goalCenterY = 400;
var grassY = 2200;
var penaltySpotX = 1024;
-var penaltySpotY = 1400;
+var penaltySpotY = 800;
// Game state
var gameState = 'aiming'; // 'aiming', 'charging', 'kicked', 'result'
var aimAngle = -Math.PI / 2; // Start aiming straight up
var power = 0;
kalecinin elinde top olmasın penaltıda duran kaleci. In-Game asset. 2d. High contrast. No shadows
futbol topu. In-Game asset. 2d. High contrast. No shadows
futbol sahası, penaltı noktası, gerçek çim görseli. In-Game asset. 2d. High contrast. No shadows
yukarı gösteren ince çubuk gibi ok. In-Game asset. 2d. High contrast. No shadows