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topScoreTxt yazı rengini sarı yap
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Sol alt köşeye bir yaz ekle "Top Score : MrSabri 65"
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when game over write a final score so goalCount
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Oyun bitince gol sayısı gözüksün
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Please fix the bug: 'Can't find variable: Goalkeeper' in or related to this line: 'var goalkeeper = game.addChild(new Goalkeeper());' Line Number: 104
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Please fix the bug: 'Can't find variable: Ball' in or related to this line: 'var ball = game.addChild(new Ball());' Line Number: 67
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Please fix the bug: 'ReferenceError: Can't find variable: currentInGoal' in or related to this line: 'ballLastInGoal = currentInGoal;' Line Number: 316
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eğer top netHitbox ile çarpışırsa gol olur
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add hitbox for net
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Please fix the bug: 'Can't find variable: goalPostLeftX' in or related to this line: 'self.minX = goalPostLeftX; // kale direğinin sol kenarı' Line Number: 96
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Reduce the net's hitbox
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netin hitboxunu küçült
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Top direkt aim yönünde gitsin
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Topun hitboxunu azalt
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Increase hotbox of ball
/**** * 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.gravity = -0.5; self.friction = 0.98; self.shoot = function (targetX, targetY) { var deltaX = targetX - self.x; var deltaY = targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); self.velocityX = deltaX / distance * 30; // Increase speed for direct aim self.velocityY = deltaY / distance * 30; // Increase speed for direct aim self.isMoving = true; }; self.reset = function () { self.x = 1024; self.y = 1700; self.velocityX = 0; self.velocityY = 0; self.isMoving = false; }; self.update = function () { if (self.isMoving) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; self.velocityX *= self.friction; self.velocityY *= self.friction; if (Math.abs(self.velocityX) < 0.5 && Math.abs(self.velocityY) < 0.5) { self.isMoving = false; } } }; // Override intersects to reduce the hotbox of the ball self.intersects = function (other) { // Get bounds of this ball var ballWidth = ballGraphics.width; var ballHeight = ballGraphics.height; // Reduce hotbox by 30% in each direction var hotboxShrinkX = ballWidth * 0.15; var hotboxShrinkY = ballHeight * 0.15; var ballLeft = self.x - ballWidth / 2 + hotboxShrinkX; var ballRight = self.x + ballWidth / 2 - hotboxShrinkX; var ballTop = self.y - ballHeight / 2 + hotboxShrinkY; var ballBottom = self.y + ballHeight / 2 - hotboxShrinkY; // Get bounds of the other object var otherLeft = other.x; var otherRight = other.x + (other.width || other.getAsset && other.getAsset({}, {}).width || 0); var otherTop = other.y; var otherBottom = other.y + (other.height || other.getAsset && other.getAsset({}, {}).height || 0); // If other has anchor, adjust accordingly if (typeof other.anchorX === "number" && typeof other.anchorY === "number" && other.width && other.height) { otherLeft = other.x - other.width * other.anchorX; otherRight = other.x + other.width * (1 - other.anchorX); otherTop = other.y - other.height * other.anchorY; otherBottom = other.y + other.height * (1 - other.anchorY); } // AABB collision return !(ballLeft > otherRight || ballRight < otherLeft || ballTop > otherBottom || ballBottom < otherTop); }; 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 = 5; self.minX = 820; self.maxX = 1228; self.reactDistance = 400; self.update = function () { self.x += self.direction * self.speed; if (self.x <= self.minX) { self.x = self.minX; self.direction = 1; } else if (self.x >= self.maxX) { self.x = self.maxX; self.direction = -1; } if (ball.isMoving && ball.y < self.y + self.reactDistance) { if (ball.x < self.x - 20) { self.direction = -1; self.speed = 5; } else if (ball.x > self.x + 20) { self.direction = 1; self.speed = 5; } } else { self.speed = 3 + Math.floor(goalCount / 1); } }; return self; }); var Net = Container.expand(function () { var self = Container.call(this); var netGraphics = self.attachAsset('net', { anchorX: 0.5, anchorY: 0.5 }); // Override intersects to reduce the hitbox of the net self.intersects = function (other) { // Get bounds of this net var netWidth = netGraphics.width; var netHeight = netGraphics.height; // Reduce hitbox by 10% in each direction var hitboxShrinkX = netWidth * 0.05; var hitboxShrinkY = netHeight * 0.05; var netLeft = self.x - netWidth / 2 + hitboxShrinkX; var netRight = self.x + netWidth / 2 - hitboxShrinkX; var netTop = self.y - netHeight / 2 + hitboxShrinkY; var netBottom = self.y + netHeight / 2 - hitboxShrinkY; // Get bounds of the other object var otherLeft = other.x; var otherRight = other.x + (other.width || other.getAsset && other.getAsset({}, {}).width || 0); var otherTop = other.y; var otherBottom = other.y + (other.height || other.getAsset && other.getAsset({}, {}).height || 0); // If other has anchor, adjust accordingly if (typeof other.anchorX === "number" && typeof other.anchorY === "number" && other.width && other.height) { otherLeft = other.x - other.width * other.anchorX; otherRight = other.x + other.width * (1 - other.anchorX); otherTop = other.y - other.height * other.anchorY; otherBottom = other.y + other.height * (1 - other.anchorY); } // AABB collision return !(netLeft > otherRight || netRight < otherLeft || netTop > otherBottom || netBottom < otherTop); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228b22 }); /**** * Game Code ****/ LK.playMusic('MatchMusic'); var goalWidth = 800; // Increased width var goalHeight = 400; // Increased height var goalX = 1024 - goalWidth / 2; // Centered horizontally var goalY = 500; // Moved further down the screen var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2.048, scaleY: 2.732 })); var net = game.addChild(new Net()); net.x = goalX + 20; net.y = goalY + 20; net.alpha = 0.3; var leftPost = game.addChild(LK.getAsset('goalpost', { x: goalX, y: goalY, anchorX: 0.5, anchorY: 0 })); var rightPost = game.addChild(LK.getAsset('goalpost', { x: goalX + goalWidth, y: goalY, anchorX: 0.5, anchorY: 0 })); var crossbar = game.addChild(LK.getAsset('crossbar', { x: goalX, y: goalY, anchorX: 0, anchorY: 0.5 })); var ball = game.addChild(new Ball()); ball.reset(); var goalkeeper = game.addChild(new Goalkeeper()); goalkeeper.x = 1024; goalkeeper.y = goalY + goalHeight + 30; // Moved even closer to the net var aimLine = game.addChild(LK.getAsset('aimLine', { anchorX: 0.5, anchorY: 0, alpha: 0 })); var isAiming = false; var shotCount = 0; var goalCount = 0; var scoreTxt = new Text2('Goals: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 1.5); // Anchor to a position slightly higher than before LK.gui.bottom.addChild(scoreTxt); // Add score text to the bottom of the screen var instructionTxt = new Text2('Tap and drag to aim, release to shoot!', { size: 80, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 1.5); instructionTxt.x = 1024; instructionTxt.y = 2400; game.addChild(instructionTxt); function updateScore() { scoreTxt.setText('Goals: ' + goalCount); } function resetForNextShot() { LK.setTimeout(function () { ball.reset(); isAiming = false; aimLine.alpha = 0; ball.reset(); isAiming = false; aimLine.alpha = 0; }, 500); } function checkGoal() { if (ball.intersects(net)) { // Check for goalkeeper collision with reduced side hitbox var keeperSaveZone = { x: goalkeeper.x - 110, // Increased from 100 to 110 for wider side coverage y: goalkeeper.y - 160, // Reduced height zone width: 220, // Increased from 200 to 220 for wider side hitbox height: 160 // Reduced from ~212 to 160 }; var ballInSaveZone = ball.x > keeperSaveZone.x && ball.x < keeperSaveZone.x + keeperSaveZone.width && ball.y > keeperSaveZone.y && ball.y < keeperSaveZone.y + keeperSaveZone.height; if (!ballInSaveZone) { goalCount++; goalkeeper.speed += 1; // Increase goalkeeper speed after a goal is scored LK.effects.flashScreen(0x00ff00, 500); // Trigger green light effect } else { goalkeeper.speed += 2; // Increase goalkeeper speed after conceding a goal LK.showGameOver(goalCount); LK.effects.flashScreen(0xff0000, 500); // Trigger red light effect LK.stopMusic(); } updateScore(); resetForNextShot(); return true; } // Check if ball is in goal area but doesn't touch net (save scenario) var inGoalArea = ball.x > goalX - 50 && ball.x < goalX + goalWidth + 50 && ball.y > goalY - 50 && ball.y < goalY + goalHeight + 50; if (inGoalArea && !ball.intersects(net) && ball.isMoving) { resetForNextShot(); return true; } return false; } game.down = function (x, y, obj) { if (!ball.isMoving) { isAiming = true; aimLine.x = ball.x; aimLine.y = ball.y; aimLine.alpha = 0.8; var deltaX = x - ball.x; var deltaY = y - ball.y; var angle = Math.atan2(deltaY, deltaX); aimLine.rotation = angle - Math.PI / 2; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); aimLine.height = Math.min(distance * 0.5, 200); } }; game.move = function (x, y, obj) { if (isAiming) { var deltaX = x - ball.x; var deltaY = y - ball.y; var angle = Math.atan2(deltaY, deltaX); aimLine.rotation = angle - Math.PI / 2; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); aimLine.height = Math.min(distance * 0.5, 200); } }; game.up = function (x, y, obj) { if (isAiming && !ball.isMoving) { shotCount++; ball.shoot(x, y); isAiming = false; aimLine.alpha = 0; if (shotCount === 1) { instructionTxt.alpha = 0; } } }; var ballLastY = ball.y; var ballLastInGoal = false; game.update = function () { var currentInGoal = ball.x > goalX && ball.x < goalX + goalWidth && ball.y > goalY && ball.y < goalY + goalHeight; if (!ballLastInGoal && currentInGoal && ball.isMoving) { checkGoal(); } if (ball.y < -100) { LK.stopMusic(); LK.showGameOver(goalCount); // End the game when the ball goes out of bounds } if (ball.x < 0 || ball.x > 2048) { LK.stopMusic(); LK.showGameOver(goalCount); // End the game when the ball goes out of bounds } ballLastY = ball.y; ballLastInGoal = currentInGoal; };
===================================================================
--- original.js
+++ change.js
@@ -112,20 +112,20 @@
var netGraphics = self.attachAsset('net', {
anchorX: 0.5,
anchorY: 0.5
});
- // Override intersects to reduce the hotbox of the net
+ // Override intersects to reduce the hitbox of the net
self.intersects = function (other) {
// Get bounds of this net
var netWidth = netGraphics.width;
var netHeight = netGraphics.height;
- // Reduce hotbox by 20% in each direction
- var hotboxShrinkX = netWidth * 0.1;
- var hotboxShrinkY = netHeight * 0.1;
- var netLeft = self.x - netWidth / 2 + hotboxShrinkX;
- var netRight = self.x + netWidth / 2 - hotboxShrinkX;
- var netTop = self.y - netHeight / 2 + hotboxShrinkY;
- var netBottom = self.y + netHeight / 2 - hotboxShrinkY;
+ // Reduce hitbox by 10% in each direction
+ var hitboxShrinkX = netWidth * 0.05;
+ var hitboxShrinkY = netHeight * 0.05;
+ var netLeft = self.x - netWidth / 2 + hitboxShrinkX;
+ var netRight = self.x + netWidth / 2 - hitboxShrinkX;
+ var netTop = self.y - netHeight / 2 + hitboxShrinkY;
+ var netBottom = self.y + netHeight / 2 - hitboxShrinkY;
// Get bounds of the other object
var otherLeft = other.x;
var otherRight = other.x + (other.width || other.getAsset && other.getAsset({}, {}).width || 0);
var otherTop = other.y;