User prompt
The one who gets to 5 wins the game
User prompt
A total of 10 shots should be taken, 1 player and 1 Ai.
User prompt
The one who gets to 5 wins the game
User prompt
Remove the 5 points in the goal and count the balls that go into the area inside the goal as a score
User prompt
Remove the 5 points in the goal and count the balls that go into the area inside the goal as a score
User prompt
The above scores should change according to the goals
User prompt
The above scores should change according to the goals
User prompt
Let's have two different 0/5 points above. One counts the goals scored by the player, the other counts the goals scored by Ai.
User prompt
draw a penalty area line
User prompt
draw a penalty area line
User prompt
draw a penalty area
User prompt
Reduce the width of the goal a little
User prompt
Reduce the width of the goalie a little
User prompt
The goalkeeper should raise his right hand at a 90-degree angle, but the starting part of the arm should be in line with his shoulder.
User prompt
The goalkeeper should raise his right hand at a 90 degree angle
User prompt
give a goalkeeper right hand
User prompt
Do the left hand to the goalkeeper, open her hands to the side and adjust the goal according to the goalkeeper's height and the real goal size
User prompt
make goalkeeper have a hand
User prompt
make goalkeeper look like a human
User prompt
make goalkeepr bigger
User prompt
The goalkeeper should not only move on the crossbar but should be able to move inside the goal as he wishes.
User prompt
1-The character should be a little more to the left of the ball. 2-Instead of moving the goalkeeper in one direction, we can move him as we want in the goal, and the AI can do the same.
User prompt
Let's look at the field from a perspective that looks ahead instead of from the air. So, assuming we control the person who kicks the ball, let's look at that character from a 3rd person perspective
User prompt
1- The goal should look like a real football goal, as if it were 3D 2- In the goal that looks like 3D, there should be 5 options for the goalkeeper to jump and the shooter to shoot 1. Top left of the goal. 2. Bottom left of the goal. 3. Center of the goal. 4. Top right of the goal. 5. Bottom right of the goal. 3- Ai should move faster as the goalkeeper
User prompt
1- Let the goalkeeper jump randomly after the shot is taken 2- Let the penalty shots be taken in order, first the player, secondly AI shoots. While Ai shoots, the player controls the goalkeeper, before Ai shoots, the player chooses where the goalkeeper will jump
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballAsset = self.attachAsset('football', {
anchorX: 0.5,
anchorY: 0.5
});
// Ball state
self.isMoving = false;
self.vx = 0;
self.vy = 0;
self.targetX = 0;
self.targetY = 0;
self.speed = 60; // pixels per tick
// Called every tick
self.update = function () {
if (self.isMoving) {
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed || dist === 0) {
self.x = self.targetX;
self.y = self.targetY;
self.isMoving = false;
// Ball reached target (goal line or missed)
onBallStopped();
} else {
self.x += self.vx;
self.y += self.vy;
}
}
};
// Start moving towards (tx, ty)
self.shootTo = function (tx, ty) {
var dx = tx - self.x;
var dy = ty - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist === 0) {
self.vx = 0;
self.vy = 0;
} else {
self.vx = self.speed * dx / dist;
self.vy = self.speed * dy / dist;
}
self.targetX = tx;
self.targetY = ty;
self.isMoving = true;
};
return self;
});
// Goalkeeper class (human-like: head, body, arms, legs)
var Goalkeeper = Container.expand(function () {
var self = Container.call(this);
// Head
var head = self.attachAsset('spot', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -70,
width: 60,
height: 60,
color: 0xffe0b2 // skin tone
});
// Body
var body = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: -40,
width: 54,
height: 90,
color: 0x1e90ff // blue jersey
});
// Left arm
var leftArm = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 0,
x: -44,
y: -30,
width: 24,
height: 80,
color: 0x1e90ff
});
// Right arm
var rightArm = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 0,
x: 44,
y: -30,
width: 24,
height: 80,
color: 0x1e90ff
});
// Right hand (ellipse, skin color)
var rightHand = self.attachAsset('spot', {
anchorX: 0.5,
anchorY: 0.5,
x: 44,
y: 54,
// y: -30 (arm top) + 80 (arm height) = 50, plus a bit for hand offset
width: 32,
height: 32,
color: 0xffe0b2 // skin tone
});
// Left leg
var leftLeg = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 0,
x: -18,
y: 50,
width: 22,
height: 70,
color: 0x222222 // dark shorts
});
// Right leg
var rightLeg = self.attachAsset('goalkeeper', {
anchorX: 0.5,
anchorY: 0,
x: 18,
y: 50,
width: 22,
height: 70,
color: 0x222222
});
// Movement boundaries (goal area)
self.leftLimit = 2048 / 2 - 350 + 60;
self.rightLimit = 2048 / 2 + 350 - 60;
self.topLimit = GOAL_Y + 30;
self.bottomLimit = GOAL_Y + 200 - 60;
self.y = GOAL_Y + 60;
// Move to a random (x, y) within limits
self.moveToRandom = function () {
var newX = self.leftLimit + Math.random() * (self.rightLimit - self.leftLimit);
var newY = self.topLimit + Math.random() * (self.bottomLimit - self.topLimit);
var duration = 600 + Math.random() * 700;
tween(self, {
x: newX,
y: newY
}, {
duration: duration,
easing: tween.cubicInOut
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2e7d32 // Green pitch
});
/****
* Game Code
****/
// Game constants for 3rd person perspective
// The "camera" is now behind the kicker, looking toward the goal at the top of the screen
var GOAL_Y = 420; // Move goal higher up
var PENALTY_SPOT_Y = 2048 - 520; // Place penalty spot near bottom (player's feet)
var PENALTY_SPOT_X = 2048 / 2;
var GOAL_WIDTH = 700;
var GOAL_LEFT = 2048 / 2 - GOAL_WIDTH / 2;
var GOAL_RIGHT = 2048 / 2 + GOAL_WIDTH / 2;
var MAX_SHOTS = 5;
// Add kicker (player) asset for 3rd person view
var kickerAsset = LK.getAsset('character', {
anchorX: 0.5,
anchorY: 1.0,
// Move kicker a bit to the left of the ball for 3rd person view
x: PENALTY_SPOT_X - 100,
y: PENALTY_SPOT_Y + 120,
width: 180,
height: 260,
color: 0xD83318
});
game.addChild(kickerAsset);
// Game state
var shotsTaken = 0;
var playerGoals = 0;
var aiGoals = 0;
var isShooting = false;
var ball = null;
var goalkeeper = null;
var dragStart = null;
var dragEnd = null;
var canShoot = true;
var highScore = storage.highScore || 0;
// New: Track whose turn it is. true = player, false = AI
var isPlayerTurn = true;
// New: For AI shot, store where player wants to move the keeper
var playerKeeperTargetX = null;
var playerKeeperTargetY = null;
// New: For AI shot, store if player has chosen keeper position
var playerKeeperChosen = false;
// UI
// Player score text (left of center)
var playerScoreTxt = new Text2('0/' + MAX_SHOTS, {
size: 120,
fill: 0xFFFFFF
});
playerScoreTxt.anchor.set(1, 0); // right-aligned
playerScoreTxt.x = -40; // offset left from center
LK.gui.top.addChild(playerScoreTxt);
// AI score text (right of center)
var aiScoreTxt = new Text2('0/' + MAX_SHOTS, {
size: 120,
fill: 0xFFFFFF
});
aiScoreTxt.anchor.set(0, 0); // left-aligned
aiScoreTxt.x = 40; // offset right from center
LK.gui.top.addChild(aiScoreTxt);
var highScoreTxt = new Text2('Best: ' + highScore, {
size: 60,
fill: 0xFFFF00
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.topRight.addChild(highScoreTxt);
// Draw 3D-like goal using multiple rectangles for posts, bar, and net illusion (3rd person perspective)
// Main bar (crossbar)
var goalBar = LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: GOAL_Y - 20,
width: GOAL_WIDTH,
height: 40
});
game.addChild(goalBar);
// Left post (closer to camera, appears longer)
var leftPost = LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: GOAL_LEFT,
y: GOAL_Y + 100,
width: 40,
height: 260
});
game.addChild(leftPost);
// Right post (closer to camera, appears longer)
var rightPost = LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: GOAL_RIGHT,
y: GOAL_Y + 100,
width: 40,
height: 260
});
game.addChild(rightPost);
// "Net" illusion: a faint bar at the back, lower and wider for 3D effect
var netBar = LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: GOAL_Y + 200,
width: GOAL_WIDTH + 120,
height: 24,
color: 0xeeeeee
});
game.addChild(netBar);
// Removed shot target markers and assets
// Draw penalty area line (arc/box below the goal)
var penaltyLineY = GOAL_Y + 260; // Just below the posts/net
var penaltyLineWidth = GOAL_WIDTH + 120;
var penaltyLineHeight = 18;
var penaltyLine = LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: penaltyLineY,
width: penaltyLineWidth,
height: penaltyLineHeight,
color: 0xffffff
});
penaltyLine.alpha = 0.5;
game.addChild(penaltyLine);
// Draw penalty spot (closer to bottom for 3rd person)
var spotAsset = LK.getAsset('spot', {
anchorX: 0.5,
anchorY: 0.5,
x: PENALTY_SPOT_X,
y: PENALTY_SPOT_Y
});
game.addChild(spotAsset);
// Create goalkeeper
goalkeeper = new Goalkeeper();
goalkeeper.x = 2048 / 2;
goalkeeper.y = GOAL_Y + 60; // Place keeper slightly in front of goal for 3D effect
game.addChild(goalkeeper);
// Create ball
function resetBall() {
if (ball) {
ball.destroy();
}
ball = new Ball();
ball.x = PENALTY_SPOT_X;
ball.y = PENALTY_SPOT_Y - 40; // Ball slightly in front of spot for 3rd person
game.addChild(ball);
}
resetBall();
// Helper: update score UI
function updateScoreUI() {
playerScoreTxt.setText(playerGoals + '/' + MAX_SHOTS);
aiScoreTxt.setText(aiGoals + '/' + MAX_SHOTS);
if (playerGoals > highScore) {
highScore = playerGoals;
storage.highScore = highScore;
highScoreTxt.setText('Best: ' + highScore);
}
}
// Helper: check if ball scored
function isGoal(ballX, ballY) {
// Ball must be within goal posts and below the crossbar (allow some margin for ball width)
var margin = 60;
var insideX = ballX > GOAL_LEFT + margin && ballX < GOAL_RIGHT - margin;
var insideY = ballY <= GOAL_Y + 200 && ballY >= GOAL_Y;
return insideX && insideY;
}
// Called when ball stops moving (goal line or missed)
function onBallStopped() {
isShooting = false;
canShoot = false;
shotsTaken += 1;
// Check for collision with goalkeeper
var ballRect = new Rectangle(ball.x - 60, ball.y - 60, 120, 120);
var keeperRect = new Rectangle(goalkeeper.x - 160, goalkeeper.y - 60, 320, 120);
var hitKeeper = rectsIntersect(ballRect, keeperRect);
var scored = false;
if (!hitKeeper && isGoal(ball.x, ball.y)) {
// Goal!
if (isPlayerTurn) {
playerGoals += 1;
playerScoreTxt.setText(playerGoals + '/' + MAX_SHOTS);
} else {
aiGoals += 1;
aiScoreTxt.setText(aiGoals + '/' + MAX_SHOTS);
}
scored = true;
LK.effects.flashObject(ball, 0x00ff00, 600);
} else if (hitKeeper && ball.y <= GOAL_Y + 40) {
// Saved!
LK.effects.flashObject(goalkeeper, 0xff0000, 600);
} else {
// Missed
LK.effects.flashObject(ball, 0xffff00, 600);
}
updateScoreUI();
// Next shot or end game
LK.setTimeout(function () {
if (playerGoals >= 5) {
LK.showYouWin();
} else if (aiGoals >= 5) {
LK.showGameOver();
} else if (shotsTaken >= MAX_SHOTS) {
// Game over
LK.showGameOver();
} else {
// Alternate turns
isPlayerTurn = !isPlayerTurn;
resetBall();
canShoot = true;
if (isPlayerTurn) {
// Player's turn: goalkeeper stays still until after shot
playerKeeperTargetX = null;
playerKeeperTargetY = null;
playerKeeperChosen = false;
} else {
// AI's turn: player chooses where to move keeper before AI shoots
playerKeeperTargetX = null;
playerKeeperTargetY = null;
playerKeeperChosen = false;
}
}
}, 900);
}
// Rectangle intersection helper
function rectsIntersect(r1, r2) {
return !(r2.x > r1.x + r1.width || r2.x + r2.width < r1.x || r2.y > r1.y + r1.height || r2.y + r2.height < r1.y);
}
// Drag/swipe to shoot
dragStart = null;
dragEnd = null;
// Only allow shooting if not already shooting and not waiting for next shot
game.down = function (x, y, obj) {
if (!canShoot || isShooting) return;
if (isPlayerTurn) {
// Only allow starting drag near the ball
var dx = x - ball.x;
var dy = y - ball.y;
if (dx * dx + dy * dy < 120 * 120) {
dragStart = {
x: x,
y: y
};
dragEnd = null;
}
} else {
// AI's turn: player sets keeper position by tapping/dragging in goal area
// Only allow in goal area
if (y > GOAL_Y - 100 && y < GOAL_Y + 100 && x > GOAL_LEFT && x < GOAL_RIGHT) {
playerKeeperTargetX = x;
playerKeeperChosen = true;
// Instantly move keeper to chosen position
goalkeeper.x = x;
}
}
};
game.move = function (x, y, obj) {
if (!canShoot || isShooting) return;
if (isPlayerTurn) {
if (dragStart) {
dragEnd = {
x: x,
y: y
};
// Optionally, show a line or indicator (not implemented due to asset limitations)
}
} else {
// AI's turn: allow player to drag keeper in goal area before AI shoots
if (y > goalkeeper.topLimit && y < goalkeeper.bottomLimit && x > goalkeeper.leftLimit && x < goalkeeper.rightLimit) {
playerKeeperTargetX = x;
playerKeeperTargetY = y;
playerKeeperChosen = true;
goalkeeper.x = x;
goalkeeper.y = y;
}
}
};
game.up = function (x, y, obj) {
if (!canShoot || isShooting) return;
if (isPlayerTurn) {
if (dragStart && dragEnd) {
// Calculate direction
var dx = dragEnd.x - dragStart.x;
var dy = dragEnd.y - dragStart.y;
// Only allow upward shots (towards goal)
if (dy < -60) {
// Allow shot to any point in the goal area
var targetX = ball.x + dx;
var targetY = ball.y + dy;
// Clamp target to inside the goal area
var marginX = 120;
if (targetX < GOAL_LEFT + marginX) targetX = GOAL_LEFT + marginX;
if (targetX > GOAL_RIGHT - marginX) targetX = GOAL_RIGHT - marginX;
if (targetY < GOAL_Y) targetY = GOAL_Y;
if (targetY > GOAL_Y + 200) targetY = GOAL_Y + 200;
isShooting = true;
// After shot, move keeper to a random position in the goal (simulate reaction)
ball.shootTo(targetX, targetY);
LK.setTimeout(function () {
// Keeper jumps to a random (x, y) in the goal area
var keeperX = goalkeeper.leftLimit + Math.random() * (goalkeeper.rightLimit - goalkeeper.leftLimit);
var keeperY = goalkeeper.topLimit + Math.random() * (goalkeeper.bottomLimit - goalkeeper.topLimit);
tween(goalkeeper, {
x: keeperX,
y: keeperY
}, {
duration: 180 + Math.random() * 120,
easing: tween.cubicInOut
});
}, 80 + Math.random() * 120); // Keeper jumps after shot
}
}
dragStart = null;
dragEnd = null;
} else {
// AI's turn: if player has chosen keeper position, trigger AI shot
if (playerKeeperChosen) {
isShooting = true;
// AI picks a random point in the goal area (not just 5 targets)
var aiTargetX = GOAL_LEFT + 120 + Math.random() * (GOAL_WIDTH - 240);
var aiTargetY = GOAL_Y + 20 + Math.random() * 160;
// Keeper is already at chosen position
// After a short delay, AI shoots
LK.setTimeout(function () {
ball.shootTo(aiTargetX, aiTargetY);
// After shot, move keeper to player-chosen target, but allow any X/Y in goal area, move fast
if (playerKeeperTargetX !== null && typeof playerKeeperTargetY !== "undefined") {
// Clamp to goal area
var clampX = playerKeeperTargetX;
var clampY = playerKeeperTargetY;
if (clampX < goalkeeper.leftLimit) clampX = goalkeeper.leftLimit;
if (clampX > goalkeeper.rightLimit) clampX = goalkeeper.rightLimit;
if (clampY < goalkeeper.topLimit) clampY = goalkeeper.topLimit;
if (clampY > goalkeeper.bottomLimit) clampY = goalkeeper.bottomLimit;
tween(goalkeeper, {
x: clampX,
y: clampY
}, {
duration: 120,
easing: tween.cubicInOut
});
}
}, 120); // AI shoots and keeper jumps much faster
canShoot = false;
}
}
};
// Main update loop
game.update = function () {
if (ball) ball.update();
// No idle movement; keeper only moves when required (after shot or by player during AI turn)
};
// Reset game state on new game
function resetGameState() {
shotsTaken = 0;
playerGoals = 0;
aiGoals = 0;
isShooting = false;
canShoot = true;
isPlayerTurn = true;
playerKeeperTargetX = null;
playerKeeperTargetY = null;
playerKeeperChosen = false;
updateScoreUI();
resetBall();
goalkeeper.x = 2048 / 2;
goalkeeper.y = GOAL_Y + 60;
goalkeeper.moveToRandom();
}
resetGameState();
// When game is reset (after game over), re-initialize state
LK.on('gameStart', function () {
resetGameState();
}); ===================================================================
--- original.js
+++ change.js
@@ -163,18 +163,17 @@
/****
* Game Code
****/
-// The "camera" is now behind the kicker, looking toward the goal at the top of the screen
// Game constants for 3rd person perspective
+// The "camera" is now behind the kicker, looking toward the goal at the top of the screen
var GOAL_Y = 420; // Move goal higher up
var PENALTY_SPOT_Y = 2048 - 520; // Place penalty spot near bottom (player's feet)
var PENALTY_SPOT_X = 2048 / 2;
var GOAL_WIDTH = 700;
var GOAL_LEFT = 2048 / 2 - GOAL_WIDTH / 2;
var GOAL_RIGHT = 2048 / 2 + GOAL_WIDTH / 2;
-var MAX_SHOTS = 5; // Each player gets 5 shots, so total 10 shots (5 player, 5 AI)
-var TOTAL_SHOTS = 10; // For clarity, total shots in the game
+var MAX_SHOTS = 5;
// Add kicker (player) asset for 3rd person view
var kickerAsset = LK.getAsset('character', {
anchorX: 0.5,
anchorY: 1.0,
@@ -357,15 +356,18 @@
}
updateScoreUI();
// Next shot or end game
LK.setTimeout(function () {
- if (shotsTaken >= TOTAL_SHOTS) {
- // Game over after 10 shots (5 per player, 5 per AI)
+ if (playerGoals >= 5) {
+ LK.showYouWin();
+ } else if (aiGoals >= 5) {
LK.showGameOver();
+ } else if (shotsTaken >= MAX_SHOTS) {
+ // Game over
+ LK.showGameOver();
} else {
- // Alternate turns: player (odd shots), AI (even shots)
- isPlayerTurn = shotsTaken % 2 === 0;
- // Reset for next shot
+ // Alternate turns
+ isPlayerTurn = !isPlayerTurn;
resetBall();
canShoot = true;
if (isPlayerTurn) {
// Player's turn: goalkeeper stays still until after shot
@@ -515,9 +517,9 @@
playerGoals = 0;
aiGoals = 0;
isShooting = false;
canShoot = true;
- isPlayerTurn = true; // Always start with player
+ isPlayerTurn = true;
playerKeeperTargetX = null;
playerKeeperTargetY = null;
playerKeeperChosen = false;
updateScoreUI();
A football player named Ercan Kara. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
draw a soccer ball use a light gray and black. 2d. High contrast. No shadows
gray bar . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
gray iron bar. In-Game asset. High contrast. No shadows