User prompt
when ball stuck ai try hit another part of hım
User prompt
When ball is gone corner ai try hit another side
User prompt
Ai also can try to goal and defend the goal
User prompt
Ai try dont eat a goal
User prompt
Ai hit every side
User prompt
Remove the old command
User prompt
Ai not allow hit ın front of also hit every side
User prompt
Ball can Bounce the corner
User prompt
Create a scoreboard for 2 teams
User prompt
Get ai smart
User prompt
Remove all scoreboard codes
User prompt
Make a score board
User prompt
Make ai smart but sometimes is move randomly
User prompt
Make ai little bit stupid
User prompt
When ball go other Side ball go Faster
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'timerTxt.y = blueScoreTxt.y - 10; // Place timer just above the scoreboard' Line Number: 34
User prompt
Timer get middle top on screen
User prompt
Make a timer
User prompt
Make score board for 2 teams
User prompt
Make score board
User prompt
Ball can touch the goal is the score
User prompt
When teams player touch ball ball is Faster than old ball
User prompt
Make half line ın the half
User prompt
Ball wanna go Faster
User prompt
Ball can move
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1976d2 // Blue field background }); /**** * Game Code ****/ ; // --- Scoreboard --- var blueScore = 0; var redScore = 0; var blueScoreTxt = new Text2('0', { size: 120, fill: 0x1976D2, font: "Impact, Arial Black, Tahoma" }); blueScoreTxt.anchor.set(1, 0); // right aligned blueScoreTxt.x = LK.gui.width / 2 - 60; blueScoreTxt.y = 0; var redScoreTxt = new Text2('0', { size: 120, fill: 0xD32F2F, font: "Impact, Arial Black, Tahoma" }); redScoreTxt.anchor.set(0, 0); // left aligned redScoreTxt.x = LK.gui.width / 2 + 60; redScoreTxt.y = 0; // Add to GUI top (scoreboard is at top center, blue left, red right) LK.gui.top.addChild(blueScoreTxt); LK.gui.top.addChild(redScoreTxt); // Helper to update scoreboard text function updateScoreboard() { blueScoreTxt.setText(blueScore + ""); redScoreTxt.setText(redScore + ""); } updateScoreboard(); // --- Timer --- var timerSeconds = 0; var timerRunning = true; var timerTxt = new Text2('0:00', { size: 90, fill: 0xffffff, font: "Impact, Arial Black, Tahoma" }); timerTxt.anchor.set(0.5, 1); timerTxt.x = LK.gui.width / 2; // Place timer at top center LK.gui.top.addChild(timerTxt); timerTxt.y = 0; ; var draggingPlayer = null; // Convert global (event) coordinates to local game coordinates function toGameCoords(x, y) { // LK events provide coordinates in game space already return { x: x, y: y }; } // Handle touch/mouse down: start dragging if on player game.down = function (x, y, obj) { // Check if the down event is on the blue player var dx = x - player.x; var dy = y - player.y; var r = player.width / 2; if (dx * dx + dy * dy <= r * r) { draggingPlayer = player; } // No-op: Remove red player drag logic, opponent is now AI controlled }; // Handle touch/mouse move: move player if dragging game.move = function (x, y, obj) { if (draggingPlayer) { // Blue player (left side) - only blue player can be dragged if (draggingPlayer === player) { var minX = field.x - field.width / 2 + player.width / 2; var maxX = field.x; // Center line is the max for left player var minY = field.y - field.height / 2 + player.height / 2; var maxY = field.y + field.height / 2 - player.height / 2; draggingPlayer.x = Math.max(minX, Math.min(maxX - player.width / 2, x)); draggingPlayer.y = Math.max(minY, Math.min(maxY, y)); } } // Remove red player drag logic: opponent is now AI controlled }; // Handle touch/mouse up: stop dragging game.up = function (x, y, obj) { draggingPlayer = null; }; ; ; // Track last intersection state between player and ball var lastPlayerBallIntersecting = false; // Update loop to check for player touching ball game.update = function () { // --- Timer update --- if (timerRunning) { if (typeof game._lastTimerTick === "undefined") { game._lastTimerTick = Date.now(); } var now = Date.now(); if (now - game._lastTimerTick >= 1000) { timerSeconds += 1; game._lastTimerTick += 1000; // Format as M:SS var min = Math.floor(timerSeconds / 60); var sec = timerSeconds % 60; timerTxt.setText(min + ":" + (sec < 10 ? "0" : "") + sec); } } // --- AI for red opponent --- if (typeof opponent.aiTargetX === "undefined") { opponent.aiTargetX = opponent.x; opponent.aiTargetY = opponent.y; } // Smart AI: always tracks ball, clamps to right half var aiSpeed = 18; var minX2 = field.x; // Center line is the min for right player var maxX2 = field.x + field.width / 2 - opponent.width / 2; var minY2 = field.y - field.height / 2 + opponent.height / 2; var maxY2 = field.y + field.height / 2 - opponent.height / 2; // Smart: track ball directly, clamp to right half opponent.aiTargetX = Math.max(minX2 + opponent.width / 2, Math.min(maxX2, ball.x)); opponent.aiTargetY = Math.max(minY2, Math.min(maxY2, ball.y)); // Move opponent toward target var odx = opponent.aiTargetX - opponent.x; var ody = opponent.aiTargetY - opponent.y; var odist = Math.sqrt(odx * odx + ody * ody) || 1; if (odist > 1) { opponent.x += odx / odist * Math.min(aiSpeed, odist); opponent.y += ody / odist * Math.min(aiSpeed, odist); } // Check if player is touching the ball (collision/intersection) var isIntersecting = player.intersects(ball); // Detect the exact moment player starts touching the ball if (!lastPlayerBallIntersecting && isIntersecting) { // Calculate direction from player to ball var dx = ball.x - player.x; var dy = ball.y - player.y; var dist = Math.sqrt(dx * dx + dy * dy) || 1; // Give the ball a velocity away from the player (EVEN FASTER than before) ball.vx = dx / dist * 70; ball.vy = dy / dist * 70; LK.effects.flashObject(ball, 0x1976d2, 200); } // AI: Red player can also kick the ball if touching if (opponent.intersects(ball)) { var dxr = ball.x - opponent.x; var dyr = ball.y - opponent.y; var distr = Math.sqrt(dxr * dxr + dyr * dyr) || 1; // Give the ball a velocity away from the red player (FASTER) ball.vx = dxr / distr * 50; ball.vy = dyr / distr * 50; LK.effects.flashObject(ball, 0xd32f2f, 200); } // Move the ball if it has velocity if (typeof ball.vx === "number" && typeof ball.vy === "number") { // Track lastX for side detection if (typeof ball.lastX === "undefined") ball.lastX = ball.x; // Detect crossing from left to right side (player to opponent) var centerX = field.x; if (ball.lastX <= centerX && ball.x > centerX) { // Ball just crossed to right side, speed up! ball.vx *= 1.25; ball.vy *= 1.25; } // Detect crossing from right to left side (opponent to player) if (ball.lastX >= centerX && ball.x < centerX) { // Ball just crossed to left side, speed up! ball.vx *= 1.25; ball.vy *= 1.25; } ball.x += ball.vx; ball.y += ball.vy; // Friction ball.vx *= 0.96; ball.vy *= 0.96; // Clamp to field bounds and bounce off corners var minBallX = field.x - field.width / 2 + ball.width / 2; var maxBallX = field.x + field.width / 2 - ball.width / 2; var minBallY = field.y - field.height / 2 + ball.height / 2; var maxBallY = field.y + field.height / 2 - ball.height / 2; // Detect if ball is in a corner (within 1px of both X and Y bounds) var atLeft = ball.x <= minBallX + 1; var atRight = ball.x >= maxBallX - 1; var atTop = ball.y <= minBallY + 1; var atBottom = ball.y >= maxBallY - 1; // Bounce off corners: if at a corner, reflect both vx and vy if (atLeft && atTop || atLeft && atBottom || atRight && atTop || atRight && atBottom) { // Snap to corner ball.x = atLeft ? minBallX : maxBallX; ball.y = atTop ? minBallY : maxBallY; ball.vx *= -0.5; ball.vy *= -0.5; } else { // Bounce off left/right walls if (ball.x < minBallX) { ball.x = minBallX; ball.vx *= -0.5; } if (ball.x > maxBallX) { ball.x = maxBallX; ball.vx *= -0.5; } // Bounce off top/bottom walls if (ball.y < minBallY) { ball.y = minBallY; ball.vy *= -0.5; } if (ball.y > maxBallY) { ball.y = maxBallY; ball.vy *= -0.5; } } // Stop if very slow if (Math.abs(ball.vx) < 0.2) ball.vx = 0; if (Math.abs(ball.vy) < 0.2) ball.vy = 0; // Update lastX for next frame ball.lastX = ball.x; // --- Goal detection --- // If ball intersects leftGoal or rightGoal, score! // Only trigger on the exact frame the ball enters the goal (use lastBallInLeftGoal/lastBallInRightGoal) if (typeof ball.lastInLeftGoal === "undefined") ball.lastInLeftGoal = false; if (typeof ball.lastInRightGoal === "undefined") ball.lastInRightGoal = false; var inLeftGoal = ball.intersects(leftGoal); var inRightGoal = ball.intersects(rightGoal); // Score for blue (player) if ball enters right goal if (!ball.lastInRightGoal && inRightGoal) { blueScore += 1; updateScoreboard(); timerRunning = false; LK.effects.flashScreen(0x00ff00, 600); LK.showYouWin(); return; } // Score for red (opponent) if ball enters left goal if (!ball.lastInLeftGoal && inLeftGoal) { redScore += 1; updateScoreboard(); timerRunning = false; LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); return; } ball.lastInLeftGoal = inLeftGoal; ball.lastInRightGoal = inRightGoal; } // Update last intersection state lastPlayerBallIntersecting = isIntersecting; }; // Futsal ball (white) // Center circle (white, ellipse) // Center line (white, box) // Main field (futsal green) // Goal area (penalty box, white) // Goal (yellow, box) // Player (blue, ellipse) var field = LK.getAsset('field', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(field); // Draw center line var centerLine = LK.getAsset('centerLine', { anchorX: 0.5, anchorY: 0.5, width: 10, // thin vertical line height: 1200, // match field height x: 2048 / 2, y: 2732 / 2 }); game.addChild(centerLine); // Draw center circle var centerCircle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(centerCircle); // Draw left goal (real-life: tall, slim, at field edge, centered vertically) var leftGoal = LK.getAsset('goal', { anchorX: 0.5, // center anchor for easier placement anchorY: 0.5, width: 40, // slim width height: 400, // tall height x: (2048 - 1900) / 2 + 20, // flush with left field edge y: 2732 / 2 }); game.addChild(leftGoal); // Draw right goal (real-life: tall, slim, at field edge, centered vertically) var rightGoal = LK.getAsset('goal', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 400, x: (2048 + 1900) / 2 - 20, // flush with right field edge y: 2732 / 2 }); game.addChild(rightGoal); // Draw ball at center var ball = LK.getAsset('ball', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); ball.vx = 0; ball.vy = 0; game.addChild(ball); // Draw player at left side (blue) var player = LK.getAsset('playerBlue', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 500, y: 2732 / 2 }); game.addChild(player); // Draw opponent at right side (red) var opponent = LK.getAsset('playerRed', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 500, y: 2732 / 2 }); game.addChild(opponent); ;
===================================================================
--- original.js
+++ change.js
@@ -177,29 +177,45 @@
ball.y += ball.vy;
// Friction
ball.vx *= 0.96;
ball.vy *= 0.96;
- // Clamp to field bounds
+ // Clamp to field bounds and bounce off corners
var minBallX = field.x - field.width / 2 + ball.width / 2;
var maxBallX = field.x + field.width / 2 - ball.width / 2;
var minBallY = field.y - field.height / 2 + ball.height / 2;
var maxBallY = field.y + field.height / 2 - ball.height / 2;
- if (ball.x < minBallX) {
- ball.x = minBallX;
+ // Detect if ball is in a corner (within 1px of both X and Y bounds)
+ var atLeft = ball.x <= minBallX + 1;
+ var atRight = ball.x >= maxBallX - 1;
+ var atTop = ball.y <= minBallY + 1;
+ var atBottom = ball.y >= maxBallY - 1;
+ // Bounce off corners: if at a corner, reflect both vx and vy
+ if (atLeft && atTop || atLeft && atBottom || atRight && atTop || atRight && atBottom) {
+ // Snap to corner
+ ball.x = atLeft ? minBallX : maxBallX;
+ ball.y = atTop ? minBallY : maxBallY;
ball.vx *= -0.5;
- }
- if (ball.x > maxBallX) {
- ball.x = maxBallX;
- ball.vx *= -0.5;
- }
- if (ball.y < minBallY) {
- ball.y = minBallY;
ball.vy *= -0.5;
+ } else {
+ // Bounce off left/right walls
+ if (ball.x < minBallX) {
+ ball.x = minBallX;
+ ball.vx *= -0.5;
+ }
+ if (ball.x > maxBallX) {
+ ball.x = maxBallX;
+ ball.vx *= -0.5;
+ }
+ // Bounce off top/bottom walls
+ if (ball.y < minBallY) {
+ ball.y = minBallY;
+ ball.vy *= -0.5;
+ }
+ if (ball.y > maxBallY) {
+ ball.y = maxBallY;
+ ball.vy *= -0.5;
+ }
}
- if (ball.y > maxBallY) {
- ball.y = maxBallY;
- ball.vy *= -0.5;
- }
// Stop if very slow
if (Math.abs(ball.vx) < 0.2) ball.vx = 0;
if (Math.abs(ball.vy) < 0.2) ball.vy = 0;
// Update lastX for next frame