User prompt
karşı tarafta ilüzyon kartını kullana bilsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hızlandırma kartı topu dahada hızlandırsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ilizyondaki toplarla normal topun hızı aynı olsun ve büyüklüğüde ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ilizyondaki toplarla normal topun hızı aynı olsun ve karşı yapay zekanın kafası karışsın ilüzyon kartındsa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyuna ilizyon kartını ekle bu kart topu 5 li gösterecek ama sadece bir top doğru animasyonu güzel yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arka plandaki sadece yeşil olsun
User prompt
arka plaan çok karmaşık daha anlaşılır olsun
User prompt
oyun öok boş arka plana detaylar ekle ama oynanışı etkileemmsin
User prompt
12 ai delme özelliğini kullandığında top bir nesne olmasın ama gözüksün ve hareket etmeye devam etsin ancak bir nesne olmadığı için benim içimden geçsin ve bunların hepsi sadece 3 saniye olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
top sadece ya rakibe yada bana gelsin başlangıçta
User prompt
ai delme özelliğini kullandığında top bir nesne olmasın ama gözüksün ve hareket etmeye devam etsin ve gol olursa sayılsın ama sadece 3 saniye boyunca olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ai delme özelliğini kullandığında top içimizden geçsin
User prompt
delme bize iölemiyor ai kullandığında bizede iölesin delme yani içimizden geçsin
User prompt
iki kere kullandığımız gibi parçalansın kart ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kartı iki kere kullanınca kart patlasın partikülelleri ve parçaları etrafa dağisın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyundaki kartları sadece 2 kere kullanma hakkımız olsun
User prompt
tutoriale oyunun amacını da yaz
User prompt
tutorial deyken oyun başlamasın tutotrial bitince başlasın
User prompt
hızlanma sesi biraz daha yğksek olsun
User prompt
https://upit.com/create/assets/sound/687620bbd236459bd9516420 bu ses hızlanma özelliğine bastıktan sonra hızlanınca çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
büyüme özelliğini kaldır
User prompt
ve ben mouseyi kartın üzerinden çekersem tüm kartlar eski haline dönsün ama bidahaa getirirsem herhangi birine yine aynısı olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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.speed = 12; self.reset = function () { self.x = 1024; self.y = 1366; var angle = (Math.random() > 0.5 ? 1 : -1) * (Math.PI / 6 + Math.random() * Math.PI / 3); self.velocityX = Math.sin(angle) * self.speed; self.velocityY = Math.cos(angle) * self.speed * (Math.random() > 0.5 ? 1 : -1); }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Bounce off left and right walls if (self.x <= 30 || self.x >= 2018) { self.velocityX = -self.velocityX; } }; return self; }); var Card = Container.expand(function (cardType) { var self = Container.call(this); var cardGraphics = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5 }); self.cardType = cardType; self.used = false; self.cooldown = 0; var iconAsset = ''; var emojiText = ''; switch (cardType) { case 'speed': iconAsset = 'speedBoostIcon'; emojiText = '⚡'; break; case 'explosion': iconAsset = 'explosionIcon'; emojiText = '💥'; break; case 'pierce': iconAsset = 'pierceIcon'; emojiText = '🔥'; break; case 'slow': iconAsset = 'slowIcon'; emojiText = '❄️'; break; } var icon = self.attachAsset(iconAsset, { anchorX: 0.5, anchorY: 0.5 }); var emoji = new Text2(emojiText, { size: 40, fill: '#FFFFFF' }); emoji.anchor.set(0.5, 0.5); self.addChild(emoji); self.down = function (x, y, obj) { if (!self.used && self.cooldown <= 0) { self.used = true; self.cooldown = 300; // 5 seconds at 60fps // Play card selection sound LK.getSound('cardSelect').play(); // Card activation animation tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeOut }); } }); // Glowing effect tween(cardGraphics, { tint: 0xFFFFFF }, { duration: 100, onFinish: function onFinish() { tween(cardGraphics, { alpha: 0.5, tint: 0x666666 }, { duration: 200 }); } }); tween(icon, { alpha: 0.5, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(icon, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); // Floating particles from card for (var i = 0; i < 3; i++) { var particle = game.addChild(new Particle()); particle.x = self.x + (Math.random() - 0.5) * 60; particle.y = self.y + (Math.random() - 0.5) * 60; particle.velocityX = (Math.random() - 0.5) * 6; particle.velocityY = -Math.random() * 8 - 2; particle.life = 40; particle.maxLife = 40; particles.push(particle); } switch (self.cardType) { case 'speed': activateSpeedBoost(); break; case 'explosion': activateExplosion(); break; case 'pierce': activatePierce(); break; case 'slow': activateSlow(); break; } } }; self.move = function (x, y, obj) { if (!self.used && self.cooldown <= 0) { // Shrink all other cards first for (var i = 0; i < cards.length; i++) { if (cards[i] !== self && !cards[i].used && cards[i].cooldown <= 0) { tween(cards[i], { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.easeOut }); } } // Card hover animation - grow when touched tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut }); } }; self.up = function (x, y, obj) { if (!self.used && self.cooldown <= 0) { // Card unhover animation - return to normal size tween(self, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.easeOut }); } }; self.update = function () { if (self.cooldown > 0) { self.cooldown--; if (self.cooldown <= 0) { self.used = false; // Card reactivation animation tween(cardGraphics, { alpha: 1, tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut }); tween(icon, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); // Sparkle effect on reactivation for (var i = 0; i < 5; i++) { var particle = game.addChild(new Particle()); particle.x = self.x + (Math.random() - 0.5) * 80; particle.y = self.y + (Math.random() - 0.5) * 100; particle.velocityX = (Math.random() - 0.5) * 4; particle.velocityY = (Math.random() - 0.5) * 4; particle.life = 20; particle.maxLife = 20; tween(particle, { tint: 0xFFFFFF }, { duration: 100 }); particles.push(particle); } } } else if (!self.used) { // Idle floating animation - maintain original Y position with small float var time = LK.ticks * 0.1; var originalY = self.y; if (self.originalY === undefined) { self.originalY = self.y; } self.y = self.originalY + Math.sin(time + self.cardType.length) * 5; // Subtle glow effect if (LK.ticks % 180 === 0) { tween(cardGraphics, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(cardGraphics, { tint: 0x4a90e2 }, { duration: 200, easing: tween.easeInOut }); } }); } } }; return self; }); var Castle = Container.expand(function () { var self = Container.call(this); var castleGraphics = self.attachAsset('castle', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var House = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.targetX = self.x; self.moveTowards = function (targetX) { self.targetX = targetX; if (self.targetX < 100) self.targetX = 100; if (self.targetX > 1948) self.targetX = 1948; }; self.update = function () { if (Math.abs(self.x - self.targetX) > 2) { if (self.x < self.targetX) { self.x += self.speed; } else { self.x -= self.speed; } } }; return self; }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = (Math.random() - 0.5) * 8; self.velocityY = (Math.random() - 0.5) * 8; self.life = 30; self.maxLife = 30; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.life--; var alpha = self.life / self.maxLife; particleGraphics.alpha = alpha; if (self.life <= 0) { self.destroy(); particles.splice(particles.indexOf(self), 1); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ var gameTime = 90; var playerScore = 0; var aiScore = 0; var particles = []; var cards = []; var speedBoostActive = false; var speedBoostTimer = 0; var explosionActive = false; var pierceActive = false; var pierceTimer = 0; var pierceUser = null; // Track who used pierce power-up var slowActive = false; var slowTimer = 0; var aiStunned = false; var aiStunTimer = 0; var playerStunned = false; var playerStunTimer = 0; // Create UI elements var timerText = new Text2('90', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var playerScoreText = new Text2('0', { size: 60, fill: 0x4A90E2 }); playerScoreText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(playerScoreText); var aiScoreText = new Text2('0', { size: 60, fill: 0xE24A4A }); aiScoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(aiScoreText); // Create tutorial overlay var tutorialOverlay = game.addChild(new Container()); tutorialOverlay.x = 0; tutorialOverlay.y = 0; // Create semi-transparent background var tutorialBg = tutorialOverlay.attachAsset('card', { anchorX: 0, anchorY: 0, scaleX: 25.6, scaleY: 27.32, alpha: 0.8 }); tutorialBg.tint = 0x000000; // Create tutorial title var tutorialTitle = new Text2('POWER-UPS TUTORIAL', { size: 80, fill: '#FFFFFF' }); tutorialTitle.anchor.set(0.5, 0.5); tutorialTitle.x = 1024; tutorialTitle.y = 400; tutorialOverlay.addChild(tutorialTitle); // Create power-up instruction texts var instructions = ['⚡ SPEED BOOST: Makes ball move faster for 5 seconds', '💥 EXPLOSION: Ball explodes and stuns opponent for 5 seconds', '🔥 PIERCE: Ball goes through opponent paddle for 3 seconds', '❄️ SLOW: Makes ball move slower for 5 seconds']; var instructionTexts = []; for (var i = 0; i < instructions.length; i++) { var instructionText = new Text2(instructions[i], { size: 50, fill: '#FFFFFF' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 600 + i * 120; tutorialOverlay.addChild(instructionText); instructionTexts.push(instructionText); } // Create start button var startButton = tutorialOverlay.attachAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5 }); startButton.x = 1024; startButton.y = 1400; startButton.tint = 0x4A90E2; var startButtonText = new Text2('TAP TO START', { size: 60, fill: '#FFFFFF' }); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = 1024; startButtonText.y = 1400; tutorialOverlay.addChild(startButtonText); // Add tutorial click handler tutorialOverlay.down = function (x, y, obj) { // Hide tutorial with fade animation tween(tutorialOverlay, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tutorialOverlay.visible = false; } }); }; // Create game objects var playerPaddle = game.addChild(new Paddle()); playerPaddle.x = 1024; playerPaddle.y = 2300; var aiPaddle = game.addChild(new Paddle()); aiPaddle.x = 1024; aiPaddle.y = 432; var playerCastle = game.addChild(new Castle()); playerCastle.x = 1024; playerCastle.y = 2542; // Add houses around player castle // Left side houses in a row var playerHouse1L = game.addChild(new House()); playerHouse1L.x = 350; playerHouse1L.y = 2500; var playerHouse2L = game.addChild(new House()); playerHouse2L.x = 500; playerHouse2L.y = 2500; var playerHouse3L = game.addChild(new House()); playerHouse3L.x = 650; playerHouse3L.y = 2500; // Right side houses in a row var playerHouse1R = game.addChild(new House()); playerHouse1R.x = 1398; playerHouse1R.y = 2500; var playerHouse2R = game.addChild(new House()); playerHouse2R.x = 1548; playerHouse2R.y = 2500; var playerHouse3R = game.addChild(new House()); playerHouse3R.x = 1698; playerHouse3R.y = 2500; var aiCastle = game.addChild(new Castle()); aiCastle.x = 1024; aiCastle.y = 190; // Add houses around AI castle // Left side houses in a row var aiHouse1L = game.addChild(new House()); aiHouse1L.x = 350; aiHouse1L.y = 232; var aiHouse2L = game.addChild(new House()); aiHouse2L.x = 500; aiHouse2L.y = 232; var aiHouse3L = game.addChild(new House()); aiHouse3L.x = 650; aiHouse3L.y = 232; // Right side houses in a row var aiHouse1R = game.addChild(new House()); aiHouse1R.x = 1398; aiHouse1R.y = 232; var aiHouse2R = game.addChild(new House()); aiHouse2R.x = 1548; aiHouse2R.y = 232; var aiHouse3R = game.addChild(new House()); aiHouse3R.x = 1698; aiHouse3R.y = 232; // Add field details var ball = game.addChild(new Ball()); ball.reset(); // Create player cards stacked vertically on left side var cardTypes = ['speed', 'explosion', 'pierce', 'slow']; var cardX = 150; // Left side position var cardStartY = 1800; // Starting Y position (moved to bottom) var cardSpacing = 200; // Space between cards (increased for larger cards) for (var i = 0; i < 4; i++) { var card = game.addChild(new Card(cardTypes[i])); card.x = cardX; card.y = cardStartY + i * cardSpacing; card.scaleX = 0.8; card.scaleY = 0.8; cards.push(card); } // Create AI cards stacked vertically on right side - hidden from player var aiCards = []; var aiCardX = 1898; // Right side position var aiCardStartY = 800; // Starting Y position for AI for (var i = 0; i < 4; i++) { var aiCard = game.addChild(new Card(cardTypes[i])); aiCard.x = aiCardX; aiCard.y = aiCardStartY + i * cardSpacing; // Hide AI cards from player aiCard.visible = false; // Disable AI card interaction aiCard.down = function () {}; // Override down function to prevent interaction aiCards.push(aiCard); } // AI power-up usage logic with enhanced tracking var aiPowerUpTimer = 0; var aiPowerUpCooldown = 300; // 5 seconds between AI power-up usage var aiCardUsageHistory = []; var aiLastUsedCard = null; var aiPreferredCards = ['explosion', 'slow', 'speed', 'pierce']; // AI preference order function destroyBuildings() { // Determine which side lost and which buildings to destroy var losingBuildings = []; var winningCastle = null; var winningHouses = []; if (playerScore > aiScore) { // Player won, destroy AI buildings losingBuildings = [aiCastle, aiHouse1L, aiHouse2L, aiHouse3L, aiHouse1R, aiHouse2R, aiHouse3R]; winningCastle = playerCastle; winningHouses = [playerHouse1L, playerHouse2L, playerHouse3L, playerHouse1R, playerHouse2R, playerHouse3R]; } else { // AI won, destroy player buildings losingBuildings = [playerCastle, playerHouse1L, playerHouse2L, playerHouse3L, playerHouse1R, playerHouse2R, playerHouse3R]; winningCastle = aiCastle; winningHouses = [aiHouse1L, aiHouse2L, aiHouse3L, aiHouse1R, aiHouse2R, aiHouse3R]; } // Apply blue tint to winning castle and houses if (winningCastle) { tween(winningCastle, { tint: 0x4A90E2 }, { duration: 500, easing: tween.easeOut }); } for (var j = 0; j < winningHouses.length; j++) { tween(winningHouses[j], { tint: 0x4A90E2 }, { duration: 500, easing: tween.easeOut }); } // Destroy losing buildings with staggered timing for (var i = 0; i < losingBuildings.length; i++) { var building = losingBuildings[i]; var delay = i * 100; // 100ms delay between each building LK.setTimeout(function (currentBuilding) { return function () { // Create explosion effect at building location createExplosionEffect(currentBuilding.x, currentBuilding.y); // Animate building destruction tween(currentBuilding, { alpha: 0, scaleX: 0.3, scaleY: 0.3, rotation: Math.random() * 0.5 - 0.25 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { currentBuilding.visible = false; } }); }; }(building), delay); } } var gameTimer = LK.setInterval(function () { gameTime--; timerText.setText(gameTime.toString()); if (gameTime <= 0) { LK.clearInterval(gameTimer); // Start destruction animation before showing game over destroyBuildings(); // Show game over after destruction animation completes LK.setTimeout(function () { if (playerScore > aiScore) { LK.showYouWin(); } else { LK.showGameOver(); } }, 2000); // Wait 2 seconds for destruction animation to complete } }, 1000); var touchX = 1024; function createParticles(x, y) { for (var i = 0; i < 8; i++) { var particle = game.addChild(new Particle()); particle.x = x; particle.y = y; particles.push(particle); } } function activateSpeedBoost(isAI) { if (isAI) { // AI version - use AI card for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'speed' && !aiCards[i].used && aiCards[i].cooldown <= 0) { aiCards[i].used = true; aiCards[i].cooldown = 300; // Track AI card usage aiLastUsedCard = 'speed'; aiCardUsageHistory.push({ type: 'speed', time: LK.ticks }); // Create visual effect at AI paddle to show card usage createParticles(aiPaddle.x, aiPaddle.y); break; } } } speedBoostActive = true; speedBoostTimer = 300; // 5 seconds at 60fps ball.speed = 18; // Speed boost animation with pulsing glow tween(ball, { tint: 0xFFFF00 }, { duration: 200 }); tween(ball, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut }); // Create pulsing effect function createPulse() { if (speedBoostActive) { tween(ball, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (speedBoostActive) { tween(ball, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeInOut, onFinish: createPulse }); } } }); } } createPulse(); // Create lightning particles around ball for (var i = 0; i < 5; i++) { var particle = game.addChild(new Particle()); particle.x = ball.x + (Math.random() - 0.5) * 80; particle.y = ball.y + (Math.random() - 0.5) * 80; particle.velocityX = (Math.random() - 0.5) * 12; particle.velocityY = (Math.random() - 0.5) * 12; particle.life = 20; particle.maxLife = 20; tween(particle, { tint: 0xFFFF00 }, { duration: 100 }); particles.push(particle); } // Create lightning trail effect that follows ball function createLightningTrail() { if (speedBoostActive) { // Create zigzag lightning behind ball for (var i = 0; i < 3; i++) { var particle = game.addChild(new Particle()); // Create zigzag pattern var angle = Math.random() * Math.PI * 2; var distance = 40 + Math.random() * 60; particle.x = ball.x - ball.velocityX * (i + 1) * 2 + Math.cos(angle) * distance; particle.y = ball.y - ball.velocityY * (i + 1) * 2 + Math.sin(angle) * distance; particle.velocityX = (Math.random() - 0.5) * 8; particle.velocityY = (Math.random() - 0.5) * 8; particle.life = 15; particle.maxLife = 15; tween(particle, { tint: 0xFFFFFF, scaleX: 1.5, scaleY: 0.3 }, { duration: 50, onFinish: function onFinish() { tween(particle, { tint: 0xFFFF00, scaleX: 0.8, scaleY: 0.8 }, { duration: 100 }); } }); particles.push(particle); } LK.setTimeout(createLightningTrail, 50); } } createLightningTrail(); } function activateExplosion(isAI) { if (isAI) { // AI version - use AI card for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'explosion' && !aiCards[i].used && aiCards[i].cooldown <= 0) { aiCards[i].used = true; aiCards[i].cooldown = 300; // Track AI card usage aiLastUsedCard = 'explosion'; aiCardUsageHistory.push({ type: 'explosion', time: LK.ticks }); // Create visual effect at AI paddle to show card usage createParticles(aiPaddle.x, aiPaddle.y); break; } } } explosionActive = true; // Create multiple explosion waves createExplosionEffect(ball.x, ball.y); LK.setTimeout(function () { createExplosionEffect(ball.x, ball.y); }, 150); LK.setTimeout(function () { createExplosionEffect(ball.x, ball.y); }, 300); // Create expanding shockwave tween(ball, { scaleX: 3, scaleY: 3, alpha: 0.3 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 200 }); } }); // Determine target based on who used explosion var targetPaddle = isAI ? playerPaddle : aiPaddle; var targetStunned = isAI ? 'playerStunned' : 'aiStunned'; var targetStunTimer = isAI ? 'playerStunTimer' : 'aiStunTimer'; // Make target paddle shake var _shakeTarget = function shakeTarget() { var isTargetStunned = isAI ? playerStunned : aiStunned; if (isTargetStunned) { var originalX = targetPaddle.x; tween(targetPaddle, { x: originalX + 5 }, { duration: 50, onFinish: function onFinish() { tween(targetPaddle, { x: originalX - 5 }, { duration: 50, onFinish: function onFinish() { tween(targetPaddle, { x: originalX }, { duration: 50, onFinish: _shakeTarget }); } }); } }); } }; // Stun the correct target if (isAI) { playerStunned = true; playerStunTimer = 300; // 5 seconds at 60fps } else { aiStunned = true; aiStunTimer = 300; // 5 seconds at 60fps } // Visual effect for stunned target with shaking tween(targetPaddle, { tint: 0xFF0000 }, { duration: 100 }); _shakeTarget(); } function activatePierce(isAI) { if (isAI) { // AI version - use AI card for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'pierce' && !aiCards[i].used && aiCards[i].cooldown <= 0) { aiCards[i].used = true; aiCards[i].cooldown = 300; // Track AI card usage aiLastUsedCard = 'pierce'; aiCardUsageHistory.push({ type: 'pierce', time: LK.ticks }); // Create visual effect at AI paddle to show card usage createParticles(aiPaddle.x, aiPaddle.y); break; } } } pierceActive = true; pierceTimer = 180; // 3 seconds at 60fps pierceUser = isAI ? 'ai' : 'player'; // Track who used pierce // Pierce animation with glowing effect tween(ball, { tint: 0x44FF44 }, { duration: 200 }); // Create rotating energy effect function createEnergyRing() { if (pierceActive) { for (var i = 0; i < 6; i++) { var particle = game.addChild(new Particle()); var angle = i / 6 * Math.PI * 2; var radius = 50; particle.x = ball.x + Math.cos(angle) * radius; particle.y = ball.y + Math.sin(angle) * radius; particle.velocityX = Math.cos(angle) * 3; particle.velocityY = Math.sin(angle) * 3; particle.life = 15; particle.maxLife = 15; tween(particle, { tint: 0x44FF44 }, { duration: 100 }); particles.push(particle); } LK.setTimeout(createEnergyRing, 200); } } createEnergyRing(); // Create glowing aura tween(ball, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (pierceActive) { tween(ball, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (pierceActive) { activatePierce(); } } }); } } }); // Auto-disable pierce after exactly 3 seconds LK.setTimeout(function () { if (pierceActive) { pierceActive = false; pierceTimer = 0; // Reset ball to original state tween(ball, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }, 3000); } function activateSlow(isAI) { if (isAI) { // AI version - use AI card for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'slow' && !aiCards[i].used && aiCards[i].cooldown <= 0) { aiCards[i].used = true; aiCards[i].cooldown = 300; // Track AI card usage aiLastUsedCard = 'slow'; aiCardUsageHistory.push({ type: 'slow', time: LK.ticks }); // Create visual effect at AI paddle to show card usage createParticles(aiPaddle.x, aiPaddle.y); break; } } } slowActive = true; slowTimer = 300; // 5 seconds at 60fps ball.speed = 6; // Slow animation with ice effect tween(ball, { tint: 0x4444FF }, { duration: 200 }); tween(ball, { scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeOut }); // Create ice crystal particles function createIceCrystals() { if (slowActive) { for (var i = 0; i < 8; i++) { var particle = game.addChild(new Particle()); var angle = i / 8 * Math.PI * 2; var radius = 60; particle.x = ball.x + Math.cos(angle) * radius; particle.y = ball.y + Math.sin(angle) * radius; particle.velocityX = Math.cos(angle) * 2; particle.velocityY = Math.sin(angle) * 2; particle.life = 30; particle.maxLife = 30; tween(particle, { tint: 0x88CCFF }, { duration: 150 }); particles.push(particle); } LK.setTimeout(createIceCrystals, 400); } } createIceCrystals(); // Create freezing aura that pulses function createFreezingAura() { if (slowActive) { tween(ball, { scaleX: 0.6, scaleY: 0.6 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (slowActive) { tween(ball, { scaleX: 0.9, scaleY: 0.9 }, { duration: 500, easing: tween.easeInOut, onFinish: createFreezingAura }); } } }); } } createFreezingAura(); } function createExplosionEffect(x, y) { // Create screen shake effect var originalX = game.x; var originalY = game.y; tween(game, { x: originalX + 10, y: originalY + 10 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalX - 10, y: originalY - 10 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: 50 }); } }); } }); // Create explosion particles with color variations for (var i = 0; i < 15; i++) { var particle = game.addChild(new Particle()); particle.x = x + (Math.random() - 0.5) * 120; particle.y = y + (Math.random() - 0.5) * 120; particle.velocityX = (Math.random() - 0.5) * 15; particle.velocityY = (Math.random() - 0.5) * 15; particle.life = 40; particle.maxLife = 40; // Add color tinting with tween var colors = [0xff4444, 0xffaa44, 0xffff44, 0xff8844]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; tween(particle, { tint: randomColor }, { duration: 200 }); particles.push(particle); } } function checkPaddleCollision(paddle, ball) { var paddleLeft = paddle.x - 100; var paddleRight = paddle.x + 100; var paddleTop = paddle.y - 20; var paddleBottom = paddle.y + 20; var ballLeft = ball.x - 30; var ballRight = ball.x + 30; var ballTop = ball.y - 30; var ballBottom = ball.y + 30; return ballRight > paddleLeft && ballLeft < paddleRight && ballBottom > paddleTop && ballTop < paddleBottom; } game.down = function (x, y, obj) { touchX = x; if (!playerStunned) { playerPaddle.moveTowards(x); } }; game.move = function (x, y, obj) { touchX = x; if (!playerStunned) { playerPaddle.moveTowards(x); } // Check if mouse is over any card var mouseOverCard = false; var hoveredCard = null; for (var i = 0; i < cards.length; i++) { var card = cards[i]; if (!card.used && card.cooldown <= 0) { var cardLeft = card.x - 60; var cardRight = card.x + 60; var cardTop = card.y - 75; var cardBottom = card.y + 75; if (x >= cardLeft && x <= cardRight && y >= cardTop && y <= cardBottom) { mouseOverCard = true; hoveredCard = card; break; } } } // Handle card hover effects if (mouseOverCard && hoveredCard) { // Shrink all other cards first for (var i = 0; i < cards.length; i++) { if (cards[i] !== hoveredCard && !cards[i].used && cards[i].cooldown <= 0) { tween(cards[i], { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.easeOut }); } } // Grow the hovered card tween(hoveredCard, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut }); } else { // If mouse is not over any card, reset all cards to base size for (var i = 0; i < cards.length; i++) { if (!cards[i].used && cards[i].cooldown <= 0) { tween(cards[i], { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.easeOut }); } } } }; game.update = function () { // Handle power-up timers if (speedBoostActive) { speedBoostTimer--; if (speedBoostTimer <= 0) { speedBoostActive = false; ball.speed = 12; tween(ball, { tint: 0xFFFFFF }, { duration: 200 }); tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } } if (slowActive) { slowTimer--; if (slowTimer <= 0) { slowActive = false; ball.speed = 12; tween(ball, { tint: 0xFFFFFF }, { duration: 200 }); tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } } if (pierceActive) { pierceTimer--; if (pierceTimer <= 0) { pierceActive = false; pierceUser = null; // Reset pierce user tween(ball, { tint: 0xFFFFFF }, { duration: 200 }); tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } } if (aiStunned) { aiStunTimer--; if (aiStunTimer <= 0) { aiStunned = false; tween(aiPaddle, { tint: 0xFFFFFF }, { duration: 200 }); } } if (playerStunned) { playerStunTimer--; if (playerStunTimer <= 0) { playerStunned = false; tween(playerPaddle, { tint: 0xFFFFFF }, { duration: 200 }); } } // AI paddle follows ball with some delay (unless stunned) if (!aiStunned) { var targetX = ball.x + ball.velocityX * 10; if (targetX < 100) targetX = 100; if (targetX > 1948) targetX = 1948; aiPaddle.moveTowards(targetX); } // AI power-up usage logic with strategic decision making aiPowerUpTimer++; if (aiPowerUpTimer >= aiPowerUpCooldown) { // Calculate strategic variables var ballDistanceToAI = Math.abs(ball.y - aiPaddle.y); var ballDistanceToPlayer = Math.abs(ball.y - playerPaddle.y); var ballMovingTowardAI = ball.velocityY < 0; var ballMovingTowardPlayer = ball.velocityY > 0; var aiScore_playerScore_diff = aiScore - playerScore; var ballSpeed = Math.sqrt(ball.velocityX * ball.velocityX + ball.velocityY * ball.velocityY); var timeToReachAI = ballDistanceToAI / Math.abs(ball.velocityY); var timeToReachPlayer = ballDistanceToPlayer / Math.abs(ball.velocityY); var paddleCanReach = Math.abs(aiPaddle.x - (ball.x + ball.velocityX * timeToReachAI)) < 150; var ballNearAIGoal = ball.y < 542 && ballMovingTowardAI; var ballNearPlayerGoal = ball.y > 2190 && ballMovingTowardPlayer; var needsToScore = aiScore_playerScore_diff < 0; var gameTimeRunningOut = gameTime < 30; // Priority 1: Critical defense - ball about to hit AI goal if (ballNearAIGoal && ballMovingTowardAI && ballDistanceToAI < 550) { // Use slow to prevent goal when ball is about to hit AI castle for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'slow' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activateSlow(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 180; // Quick cooldown for critical defense return; } } // If no slow available, use explosion as backup for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'explosion' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activateExplosion(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 180; return; } } } // Priority 2: Aggressive scoring when AI needs points and ball is approaching AI if ((needsToScore || gameTimeRunningOut) && ballMovingTowardAI && ballDistanceToAI < 600 && ballDistanceToAI > 200) { // Use pierce to score when ball is approaching and AI needs points for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'pierce' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activatePierce(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 250; return; } } } // Priority 3: Speed boost when AI can't reach ball in time if (ballMovingTowardAI && ballDistanceToAI < 500 && !paddleCanReach && timeToReachAI < 45) { // Use speed boost to make ball move faster so AI can potentially reach it for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'speed' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activateSpeedBoost(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 300; return; } } } // Priority 4: Explosion when ball is approaching AI (general defense) if (ballMovingTowardAI && ballDistanceToAI < 400 && ballDistanceToAI > 100) { // Use explosion to stun and disrupt when ball is approaching for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'explosion' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activateExplosion(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 320; return; } } } // Priority 5: Opportunistic offensive moves if (ballMovingTowardPlayer && needsToScore && Math.random() < 0.6) { // Use speed when ball is going toward player and AI needs to score for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'speed' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activateSpeedBoost(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 400; return; } } } // Priority 6: Strategic slow usage if (ballMovingTowardPlayer && ballSpeed > 10 && ballDistanceToPlayer < 300 && Math.random() < 0.4) { // Use slow to make it harder for player to return the ball for (var i = 0; i < aiCards.length; i++) { if (aiCards[i].cardType === 'slow' && !aiCards[i].used && aiCards[i].cooldown <= 0) { activateSlow(true); aiPowerUpTimer = 0; aiPowerUpCooldown = 350; return; } } } // Priority 7: Random usage with low probability to add unpredictability if (Math.random() < 0.1) { var availableCards = []; for (var i = 0; i < aiCards.length; i++) { if (!aiCards[i].used && aiCards[i].cooldown <= 0) { availableCards.push(aiCards[i].cardType); } } if (availableCards.length > 0) { var randomCard = availableCards[Math.floor(Math.random() * availableCards.length)]; if (randomCard === 'speed') { activateSpeedBoost(true); } else if (randomCard === 'explosion') { activateExplosion(true); } else if (randomCard === 'pierce') { activatePierce(true); } else if (randomCard === 'slow') { activateSlow(true); } aiPowerUpTimer = 0; aiPowerUpCooldown = 500 + Math.random() * 200; } } } // Check paddle collisions if (checkPaddleCollision(playerPaddle, ball) && !(pierceActive && pierceUser === 'ai')) { if (ball.velocityY > 0) { ball.velocityY = -ball.velocityY; var hitOffset = (ball.x - playerPaddle.x) / 100; ball.velocityX += hitOffset * 2; createParticles(ball.x, ball.y); LK.getSound('paddleHit').play(); } } if (checkPaddleCollision(aiPaddle, ball) && !(pierceActive && pierceUser === 'player')) { if (ball.velocityY < 0) { ball.velocityY = -ball.velocityY; var hitOffset = (ball.x - aiPaddle.x) / 100; ball.velocityX += hitOffset * 2; createParticles(ball.x, ball.y); LK.getSound('paddleHit').play(); } } // Check goal scoring if (ball.y < 90) { playerScore++; playerScoreText.setText(playerScore.toString()); LK.setScore(playerScore); ball.reset(); LK.getSound('goal').play(); } if (ball.y > 2642) { aiScore++; aiScoreText.setText(aiScore.toString()); ball.reset(); LK.getSound('goal').play(); } // Check collision with castle areas to create explosion particles if (ball.y <= 422 && ball.y >= 90 && ball.x >= 200 && ball.x <= 1848) { // Ball hit AI castle/houses area createExplosionEffect(ball.x, ball.y); } if (ball.y >= 2310 && ball.y <= 2642 && ball.x >= 200 && ball.x <= 1848) { // Ball hit player castle/houses area createExplosionEffect(ball.x, ball.y); } // Limit ball speed var maxSpeed = 12; var currentSpeed = Math.sqrt(ball.velocityX * ball.velocityX + ball.velocityY * ball.velocityY); if (currentSpeed > maxSpeed) { ball.velocityX = ball.velocityX / currentSpeed * maxSpeed; ball.velocityY = ball.velocityY / currentSpeed * maxSpeed; } };
/****
* 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.speed = 12;
self.reset = function () {
self.x = 1024;
self.y = 1366;
var angle = (Math.random() > 0.5 ? 1 : -1) * (Math.PI / 6 + Math.random() * Math.PI / 3);
self.velocityX = Math.sin(angle) * self.speed;
self.velocityY = Math.cos(angle) * self.speed * (Math.random() > 0.5 ? 1 : -1);
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Bounce off left and right walls
if (self.x <= 30 || self.x >= 2018) {
self.velocityX = -self.velocityX;
}
};
return self;
});
var Card = Container.expand(function (cardType) {
var self = Container.call(this);
var cardGraphics = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
self.cardType = cardType;
self.used = false;
self.cooldown = 0;
var iconAsset = '';
var emojiText = '';
switch (cardType) {
case 'speed':
iconAsset = 'speedBoostIcon';
emojiText = '⚡';
break;
case 'explosion':
iconAsset = 'explosionIcon';
emojiText = '💥';
break;
case 'pierce':
iconAsset = 'pierceIcon';
emojiText = '🔥';
break;
case 'slow':
iconAsset = 'slowIcon';
emojiText = '❄️';
break;
}
var icon = self.attachAsset(iconAsset, {
anchorX: 0.5,
anchorY: 0.5
});
var emoji = new Text2(emojiText, {
size: 40,
fill: '#FFFFFF'
});
emoji.anchor.set(0.5, 0.5);
self.addChild(emoji);
self.down = function (x, y, obj) {
if (!self.used && self.cooldown <= 0) {
self.used = true;
self.cooldown = 300; // 5 seconds at 60fps
// Play card selection sound
LK.getSound('cardSelect').play();
// Card activation animation
tween(self, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.easeOut
});
}
});
// Glowing effect
tween(cardGraphics, {
tint: 0xFFFFFF
}, {
duration: 100,
onFinish: function onFinish() {
tween(cardGraphics, {
alpha: 0.5,
tint: 0x666666
}, {
duration: 200
});
}
});
tween(icon, {
alpha: 0.5,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(icon, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
// Floating particles from card
for (var i = 0; i < 3; i++) {
var particle = game.addChild(new Particle());
particle.x = self.x + (Math.random() - 0.5) * 60;
particle.y = self.y + (Math.random() - 0.5) * 60;
particle.velocityX = (Math.random() - 0.5) * 6;
particle.velocityY = -Math.random() * 8 - 2;
particle.life = 40;
particle.maxLife = 40;
particles.push(particle);
}
switch (self.cardType) {
case 'speed':
activateSpeedBoost();
break;
case 'explosion':
activateExplosion();
break;
case 'pierce':
activatePierce();
break;
case 'slow':
activateSlow();
break;
}
}
};
self.move = function (x, y, obj) {
if (!self.used && self.cooldown <= 0) {
// Shrink all other cards first
for (var i = 0; i < cards.length; i++) {
if (cards[i] !== self && !cards[i].used && cards[i].cooldown <= 0) {
tween(cards[i], {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeOut
});
}
}
// Card hover animation - grow when touched
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
}
};
self.up = function (x, y, obj) {
if (!self.used && self.cooldown <= 0) {
// Card unhover animation - return to normal size
tween(self, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeOut
});
}
};
self.update = function () {
if (self.cooldown > 0) {
self.cooldown--;
if (self.cooldown <= 0) {
self.used = false;
// Card reactivation animation
tween(cardGraphics, {
alpha: 1,
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.easeOut
});
tween(icon, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
// Sparkle effect on reactivation
for (var i = 0; i < 5; i++) {
var particle = game.addChild(new Particle());
particle.x = self.x + (Math.random() - 0.5) * 80;
particle.y = self.y + (Math.random() - 0.5) * 100;
particle.velocityX = (Math.random() - 0.5) * 4;
particle.velocityY = (Math.random() - 0.5) * 4;
particle.life = 20;
particle.maxLife = 20;
tween(particle, {
tint: 0xFFFFFF
}, {
duration: 100
});
particles.push(particle);
}
}
} else if (!self.used) {
// Idle floating animation - maintain original Y position with small float
var time = LK.ticks * 0.1;
var originalY = self.y;
if (self.originalY === undefined) {
self.originalY = self.y;
}
self.y = self.originalY + Math.sin(time + self.cardType.length) * 5;
// Subtle glow effect
if (LK.ticks % 180 === 0) {
tween(cardGraphics, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cardGraphics, {
tint: 0x4a90e2
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
}
}
};
return self;
});
var Castle = Container.expand(function () {
var self = Container.call(this);
var castleGraphics = self.attachAsset('castle', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var House = Container.expand(function () {
var self = Container.call(this);
var houseGraphics = self.attachAsset('house', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.targetX = self.x;
self.moveTowards = function (targetX) {
self.targetX = targetX;
if (self.targetX < 100) self.targetX = 100;
if (self.targetX > 1948) self.targetX = 1948;
};
self.update = function () {
if (Math.abs(self.x - self.targetX) > 2) {
if (self.x < self.targetX) {
self.x += self.speed;
} else {
self.x -= self.speed;
}
}
};
return self;
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = (Math.random() - 0.5) * 8;
self.velocityY = (Math.random() - 0.5) * 8;
self.life = 30;
self.maxLife = 30;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.life--;
var alpha = self.life / self.maxLife;
particleGraphics.alpha = alpha;
if (self.life <= 0) {
self.destroy();
particles.splice(particles.indexOf(self), 1);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228B22
});
/****
* Game Code
****/
var gameTime = 90;
var playerScore = 0;
var aiScore = 0;
var particles = [];
var cards = [];
var speedBoostActive = false;
var speedBoostTimer = 0;
var explosionActive = false;
var pierceActive = false;
var pierceTimer = 0;
var pierceUser = null; // Track who used pierce power-up
var slowActive = false;
var slowTimer = 0;
var aiStunned = false;
var aiStunTimer = 0;
var playerStunned = false;
var playerStunTimer = 0;
// Create UI elements
var timerText = new Text2('90', {
size: 80,
fill: 0xFFFFFF
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
var playerScoreText = new Text2('0', {
size: 60,
fill: 0x4A90E2
});
playerScoreText.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(playerScoreText);
var aiScoreText = new Text2('0', {
size: 60,
fill: 0xE24A4A
});
aiScoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(aiScoreText);
// Create tutorial overlay
var tutorialOverlay = game.addChild(new Container());
tutorialOverlay.x = 0;
tutorialOverlay.y = 0;
// Create semi-transparent background
var tutorialBg = tutorialOverlay.attachAsset('card', {
anchorX: 0,
anchorY: 0,
scaleX: 25.6,
scaleY: 27.32,
alpha: 0.8
});
tutorialBg.tint = 0x000000;
// Create tutorial title
var tutorialTitle = new Text2('POWER-UPS TUTORIAL', {
size: 80,
fill: '#FFFFFF'
});
tutorialTitle.anchor.set(0.5, 0.5);
tutorialTitle.x = 1024;
tutorialTitle.y = 400;
tutorialOverlay.addChild(tutorialTitle);
// Create power-up instruction texts
var instructions = ['⚡ SPEED BOOST: Makes ball move faster for 5 seconds', '💥 EXPLOSION: Ball explodes and stuns opponent for 5 seconds', '🔥 PIERCE: Ball goes through opponent paddle for 3 seconds', '❄️ SLOW: Makes ball move slower for 5 seconds'];
var instructionTexts = [];
for (var i = 0; i < instructions.length; i++) {
var instructionText = new Text2(instructions[i], {
size: 50,
fill: '#FFFFFF'
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 600 + i * 120;
tutorialOverlay.addChild(instructionText);
instructionTexts.push(instructionText);
}
// Create start button
var startButton = tutorialOverlay.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1.5
});
startButton.x = 1024;
startButton.y = 1400;
startButton.tint = 0x4A90E2;
var startButtonText = new Text2('TAP TO START', {
size: 60,
fill: '#FFFFFF'
});
startButtonText.anchor.set(0.5, 0.5);
startButtonText.x = 1024;
startButtonText.y = 1400;
tutorialOverlay.addChild(startButtonText);
// Add tutorial click handler
tutorialOverlay.down = function (x, y, obj) {
// Hide tutorial with fade animation
tween(tutorialOverlay, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tutorialOverlay.visible = false;
}
});
};
// Create game objects
var playerPaddle = game.addChild(new Paddle());
playerPaddle.x = 1024;
playerPaddle.y = 2300;
var aiPaddle = game.addChild(new Paddle());
aiPaddle.x = 1024;
aiPaddle.y = 432;
var playerCastle = game.addChild(new Castle());
playerCastle.x = 1024;
playerCastle.y = 2542;
// Add houses around player castle
// Left side houses in a row
var playerHouse1L = game.addChild(new House());
playerHouse1L.x = 350;
playerHouse1L.y = 2500;
var playerHouse2L = game.addChild(new House());
playerHouse2L.x = 500;
playerHouse2L.y = 2500;
var playerHouse3L = game.addChild(new House());
playerHouse3L.x = 650;
playerHouse3L.y = 2500;
// Right side houses in a row
var playerHouse1R = game.addChild(new House());
playerHouse1R.x = 1398;
playerHouse1R.y = 2500;
var playerHouse2R = game.addChild(new House());
playerHouse2R.x = 1548;
playerHouse2R.y = 2500;
var playerHouse3R = game.addChild(new House());
playerHouse3R.x = 1698;
playerHouse3R.y = 2500;
var aiCastle = game.addChild(new Castle());
aiCastle.x = 1024;
aiCastle.y = 190;
// Add houses around AI castle
// Left side houses in a row
var aiHouse1L = game.addChild(new House());
aiHouse1L.x = 350;
aiHouse1L.y = 232;
var aiHouse2L = game.addChild(new House());
aiHouse2L.x = 500;
aiHouse2L.y = 232;
var aiHouse3L = game.addChild(new House());
aiHouse3L.x = 650;
aiHouse3L.y = 232;
// Right side houses in a row
var aiHouse1R = game.addChild(new House());
aiHouse1R.x = 1398;
aiHouse1R.y = 232;
var aiHouse2R = game.addChild(new House());
aiHouse2R.x = 1548;
aiHouse2R.y = 232;
var aiHouse3R = game.addChild(new House());
aiHouse3R.x = 1698;
aiHouse3R.y = 232;
// Add field details
var ball = game.addChild(new Ball());
ball.reset();
// Create player cards stacked vertically on left side
var cardTypes = ['speed', 'explosion', 'pierce', 'slow'];
var cardX = 150; // Left side position
var cardStartY = 1800; // Starting Y position (moved to bottom)
var cardSpacing = 200; // Space between cards (increased for larger cards)
for (var i = 0; i < 4; i++) {
var card = game.addChild(new Card(cardTypes[i]));
card.x = cardX;
card.y = cardStartY + i * cardSpacing;
card.scaleX = 0.8;
card.scaleY = 0.8;
cards.push(card);
}
// Create AI cards stacked vertically on right side - hidden from player
var aiCards = [];
var aiCardX = 1898; // Right side position
var aiCardStartY = 800; // Starting Y position for AI
for (var i = 0; i < 4; i++) {
var aiCard = game.addChild(new Card(cardTypes[i]));
aiCard.x = aiCardX;
aiCard.y = aiCardStartY + i * cardSpacing;
// Hide AI cards from player
aiCard.visible = false;
// Disable AI card interaction
aiCard.down = function () {}; // Override down function to prevent interaction
aiCards.push(aiCard);
}
// AI power-up usage logic with enhanced tracking
var aiPowerUpTimer = 0;
var aiPowerUpCooldown = 300; // 5 seconds between AI power-up usage
var aiCardUsageHistory = [];
var aiLastUsedCard = null;
var aiPreferredCards = ['explosion', 'slow', 'speed', 'pierce']; // AI preference order
function destroyBuildings() {
// Determine which side lost and which buildings to destroy
var losingBuildings = [];
var winningCastle = null;
var winningHouses = [];
if (playerScore > aiScore) {
// Player won, destroy AI buildings
losingBuildings = [aiCastle, aiHouse1L, aiHouse2L, aiHouse3L, aiHouse1R, aiHouse2R, aiHouse3R];
winningCastle = playerCastle;
winningHouses = [playerHouse1L, playerHouse2L, playerHouse3L, playerHouse1R, playerHouse2R, playerHouse3R];
} else {
// AI won, destroy player buildings
losingBuildings = [playerCastle, playerHouse1L, playerHouse2L, playerHouse3L, playerHouse1R, playerHouse2R, playerHouse3R];
winningCastle = aiCastle;
winningHouses = [aiHouse1L, aiHouse2L, aiHouse3L, aiHouse1R, aiHouse2R, aiHouse3R];
}
// Apply blue tint to winning castle and houses
if (winningCastle) {
tween(winningCastle, {
tint: 0x4A90E2
}, {
duration: 500,
easing: tween.easeOut
});
}
for (var j = 0; j < winningHouses.length; j++) {
tween(winningHouses[j], {
tint: 0x4A90E2
}, {
duration: 500,
easing: tween.easeOut
});
}
// Destroy losing buildings with staggered timing
for (var i = 0; i < losingBuildings.length; i++) {
var building = losingBuildings[i];
var delay = i * 100; // 100ms delay between each building
LK.setTimeout(function (currentBuilding) {
return function () {
// Create explosion effect at building location
createExplosionEffect(currentBuilding.x, currentBuilding.y);
// Animate building destruction
tween(currentBuilding, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3,
rotation: Math.random() * 0.5 - 0.25
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
currentBuilding.visible = false;
}
});
};
}(building), delay);
}
}
var gameTimer = LK.setInterval(function () {
gameTime--;
timerText.setText(gameTime.toString());
if (gameTime <= 0) {
LK.clearInterval(gameTimer);
// Start destruction animation before showing game over
destroyBuildings();
// Show game over after destruction animation completes
LK.setTimeout(function () {
if (playerScore > aiScore) {
LK.showYouWin();
} else {
LK.showGameOver();
}
}, 2000); // Wait 2 seconds for destruction animation to complete
}
}, 1000);
var touchX = 1024;
function createParticles(x, y) {
for (var i = 0; i < 8; i++) {
var particle = game.addChild(new Particle());
particle.x = x;
particle.y = y;
particles.push(particle);
}
}
function activateSpeedBoost(isAI) {
if (isAI) {
// AI version - use AI card
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'speed' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
aiCards[i].used = true;
aiCards[i].cooldown = 300;
// Track AI card usage
aiLastUsedCard = 'speed';
aiCardUsageHistory.push({
type: 'speed',
time: LK.ticks
});
// Create visual effect at AI paddle to show card usage
createParticles(aiPaddle.x, aiPaddle.y);
break;
}
}
}
speedBoostActive = true;
speedBoostTimer = 300; // 5 seconds at 60fps
ball.speed = 18;
// Speed boost animation with pulsing glow
tween(ball, {
tint: 0xFFFF00
}, {
duration: 200
});
tween(ball, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
// Create pulsing effect
function createPulse() {
if (speedBoostActive) {
tween(ball, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (speedBoostActive) {
tween(ball, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: createPulse
});
}
}
});
}
}
createPulse();
// Create lightning particles around ball
for (var i = 0; i < 5; i++) {
var particle = game.addChild(new Particle());
particle.x = ball.x + (Math.random() - 0.5) * 80;
particle.y = ball.y + (Math.random() - 0.5) * 80;
particle.velocityX = (Math.random() - 0.5) * 12;
particle.velocityY = (Math.random() - 0.5) * 12;
particle.life = 20;
particle.maxLife = 20;
tween(particle, {
tint: 0xFFFF00
}, {
duration: 100
});
particles.push(particle);
}
// Create lightning trail effect that follows ball
function createLightningTrail() {
if (speedBoostActive) {
// Create zigzag lightning behind ball
for (var i = 0; i < 3; i++) {
var particle = game.addChild(new Particle());
// Create zigzag pattern
var angle = Math.random() * Math.PI * 2;
var distance = 40 + Math.random() * 60;
particle.x = ball.x - ball.velocityX * (i + 1) * 2 + Math.cos(angle) * distance;
particle.y = ball.y - ball.velocityY * (i + 1) * 2 + Math.sin(angle) * distance;
particle.velocityX = (Math.random() - 0.5) * 8;
particle.velocityY = (Math.random() - 0.5) * 8;
particle.life = 15;
particle.maxLife = 15;
tween(particle, {
tint: 0xFFFFFF,
scaleX: 1.5,
scaleY: 0.3
}, {
duration: 50,
onFinish: function onFinish() {
tween(particle, {
tint: 0xFFFF00,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100
});
}
});
particles.push(particle);
}
LK.setTimeout(createLightningTrail, 50);
}
}
createLightningTrail();
}
function activateExplosion(isAI) {
if (isAI) {
// AI version - use AI card
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'explosion' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
aiCards[i].used = true;
aiCards[i].cooldown = 300;
// Track AI card usage
aiLastUsedCard = 'explosion';
aiCardUsageHistory.push({
type: 'explosion',
time: LK.ticks
});
// Create visual effect at AI paddle to show card usage
createParticles(aiPaddle.x, aiPaddle.y);
break;
}
}
}
explosionActive = true;
// Create multiple explosion waves
createExplosionEffect(ball.x, ball.y);
LK.setTimeout(function () {
createExplosionEffect(ball.x, ball.y);
}, 150);
LK.setTimeout(function () {
createExplosionEffect(ball.x, ball.y);
}, 300);
// Create expanding shockwave
tween(ball, {
scaleX: 3,
scaleY: 3,
alpha: 0.3
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(ball, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 200
});
}
});
// Determine target based on who used explosion
var targetPaddle = isAI ? playerPaddle : aiPaddle;
var targetStunned = isAI ? 'playerStunned' : 'aiStunned';
var targetStunTimer = isAI ? 'playerStunTimer' : 'aiStunTimer';
// Make target paddle shake
var _shakeTarget = function shakeTarget() {
var isTargetStunned = isAI ? playerStunned : aiStunned;
if (isTargetStunned) {
var originalX = targetPaddle.x;
tween(targetPaddle, {
x: originalX + 5
}, {
duration: 50,
onFinish: function onFinish() {
tween(targetPaddle, {
x: originalX - 5
}, {
duration: 50,
onFinish: function onFinish() {
tween(targetPaddle, {
x: originalX
}, {
duration: 50,
onFinish: _shakeTarget
});
}
});
}
});
}
};
// Stun the correct target
if (isAI) {
playerStunned = true;
playerStunTimer = 300; // 5 seconds at 60fps
} else {
aiStunned = true;
aiStunTimer = 300; // 5 seconds at 60fps
}
// Visual effect for stunned target with shaking
tween(targetPaddle, {
tint: 0xFF0000
}, {
duration: 100
});
_shakeTarget();
}
function activatePierce(isAI) {
if (isAI) {
// AI version - use AI card
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'pierce' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
aiCards[i].used = true;
aiCards[i].cooldown = 300;
// Track AI card usage
aiLastUsedCard = 'pierce';
aiCardUsageHistory.push({
type: 'pierce',
time: LK.ticks
});
// Create visual effect at AI paddle to show card usage
createParticles(aiPaddle.x, aiPaddle.y);
break;
}
}
}
pierceActive = true;
pierceTimer = 180; // 3 seconds at 60fps
pierceUser = isAI ? 'ai' : 'player'; // Track who used pierce
// Pierce animation with glowing effect
tween(ball, {
tint: 0x44FF44
}, {
duration: 200
});
// Create rotating energy effect
function createEnergyRing() {
if (pierceActive) {
for (var i = 0; i < 6; i++) {
var particle = game.addChild(new Particle());
var angle = i / 6 * Math.PI * 2;
var radius = 50;
particle.x = ball.x + Math.cos(angle) * radius;
particle.y = ball.y + Math.sin(angle) * radius;
particle.velocityX = Math.cos(angle) * 3;
particle.velocityY = Math.sin(angle) * 3;
particle.life = 15;
particle.maxLife = 15;
tween(particle, {
tint: 0x44FF44
}, {
duration: 100
});
particles.push(particle);
}
LK.setTimeout(createEnergyRing, 200);
}
}
createEnergyRing();
// Create glowing aura
tween(ball, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (pierceActive) {
tween(ball, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (pierceActive) {
activatePierce();
}
}
});
}
}
});
// Auto-disable pierce after exactly 3 seconds
LK.setTimeout(function () {
if (pierceActive) {
pierceActive = false;
pierceTimer = 0;
// Reset ball to original state
tween(ball, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
}, 3000);
}
function activateSlow(isAI) {
if (isAI) {
// AI version - use AI card
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'slow' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
aiCards[i].used = true;
aiCards[i].cooldown = 300;
// Track AI card usage
aiLastUsedCard = 'slow';
aiCardUsageHistory.push({
type: 'slow',
time: LK.ticks
});
// Create visual effect at AI paddle to show card usage
createParticles(aiPaddle.x, aiPaddle.y);
break;
}
}
}
slowActive = true;
slowTimer = 300; // 5 seconds at 60fps
ball.speed = 6;
// Slow animation with ice effect
tween(ball, {
tint: 0x4444FF
}, {
duration: 200
});
tween(ball, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 200,
easing: tween.easeOut
});
// Create ice crystal particles
function createIceCrystals() {
if (slowActive) {
for (var i = 0; i < 8; i++) {
var particle = game.addChild(new Particle());
var angle = i / 8 * Math.PI * 2;
var radius = 60;
particle.x = ball.x + Math.cos(angle) * radius;
particle.y = ball.y + Math.sin(angle) * radius;
particle.velocityX = Math.cos(angle) * 2;
particle.velocityY = Math.sin(angle) * 2;
particle.life = 30;
particle.maxLife = 30;
tween(particle, {
tint: 0x88CCFF
}, {
duration: 150
});
particles.push(particle);
}
LK.setTimeout(createIceCrystals, 400);
}
}
createIceCrystals();
// Create freezing aura that pulses
function createFreezingAura() {
if (slowActive) {
tween(ball, {
scaleX: 0.6,
scaleY: 0.6
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (slowActive) {
tween(ball, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: createFreezingAura
});
}
}
});
}
}
createFreezingAura();
}
function createExplosionEffect(x, y) {
// Create screen shake effect
var originalX = game.x;
var originalY = game.y;
tween(game, {
x: originalX + 10,
y: originalY + 10
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: originalX - 10,
y: originalY - 10
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: originalX,
y: originalY
}, {
duration: 50
});
}
});
}
});
// Create explosion particles with color variations
for (var i = 0; i < 15; i++) {
var particle = game.addChild(new Particle());
particle.x = x + (Math.random() - 0.5) * 120;
particle.y = y + (Math.random() - 0.5) * 120;
particle.velocityX = (Math.random() - 0.5) * 15;
particle.velocityY = (Math.random() - 0.5) * 15;
particle.life = 40;
particle.maxLife = 40;
// Add color tinting with tween
var colors = [0xff4444, 0xffaa44, 0xffff44, 0xff8844];
var randomColor = colors[Math.floor(Math.random() * colors.length)];
tween(particle, {
tint: randomColor
}, {
duration: 200
});
particles.push(particle);
}
}
function checkPaddleCollision(paddle, ball) {
var paddleLeft = paddle.x - 100;
var paddleRight = paddle.x + 100;
var paddleTop = paddle.y - 20;
var paddleBottom = paddle.y + 20;
var ballLeft = ball.x - 30;
var ballRight = ball.x + 30;
var ballTop = ball.y - 30;
var ballBottom = ball.y + 30;
return ballRight > paddleLeft && ballLeft < paddleRight && ballBottom > paddleTop && ballTop < paddleBottom;
}
game.down = function (x, y, obj) {
touchX = x;
if (!playerStunned) {
playerPaddle.moveTowards(x);
}
};
game.move = function (x, y, obj) {
touchX = x;
if (!playerStunned) {
playerPaddle.moveTowards(x);
}
// Check if mouse is over any card
var mouseOverCard = false;
var hoveredCard = null;
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
if (!card.used && card.cooldown <= 0) {
var cardLeft = card.x - 60;
var cardRight = card.x + 60;
var cardTop = card.y - 75;
var cardBottom = card.y + 75;
if (x >= cardLeft && x <= cardRight && y >= cardTop && y <= cardBottom) {
mouseOverCard = true;
hoveredCard = card;
break;
}
}
}
// Handle card hover effects
if (mouseOverCard && hoveredCard) {
// Shrink all other cards first
for (var i = 0; i < cards.length; i++) {
if (cards[i] !== hoveredCard && !cards[i].used && cards[i].cooldown <= 0) {
tween(cards[i], {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeOut
});
}
}
// Grow the hovered card
tween(hoveredCard, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
} else {
// If mouse is not over any card, reset all cards to base size
for (var i = 0; i < cards.length; i++) {
if (!cards[i].used && cards[i].cooldown <= 0) {
tween(cards[i], {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeOut
});
}
}
}
};
game.update = function () {
// Handle power-up timers
if (speedBoostActive) {
speedBoostTimer--;
if (speedBoostTimer <= 0) {
speedBoostActive = false;
ball.speed = 12;
tween(ball, {
tint: 0xFFFFFF
}, {
duration: 200
});
tween(ball, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
}
if (slowActive) {
slowTimer--;
if (slowTimer <= 0) {
slowActive = false;
ball.speed = 12;
tween(ball, {
tint: 0xFFFFFF
}, {
duration: 200
});
tween(ball, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
}
if (pierceActive) {
pierceTimer--;
if (pierceTimer <= 0) {
pierceActive = false;
pierceUser = null; // Reset pierce user
tween(ball, {
tint: 0xFFFFFF
}, {
duration: 200
});
tween(ball, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
}
if (aiStunned) {
aiStunTimer--;
if (aiStunTimer <= 0) {
aiStunned = false;
tween(aiPaddle, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
}
if (playerStunned) {
playerStunTimer--;
if (playerStunTimer <= 0) {
playerStunned = false;
tween(playerPaddle, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
}
// AI paddle follows ball with some delay (unless stunned)
if (!aiStunned) {
var targetX = ball.x + ball.velocityX * 10;
if (targetX < 100) targetX = 100;
if (targetX > 1948) targetX = 1948;
aiPaddle.moveTowards(targetX);
}
// AI power-up usage logic with strategic decision making
aiPowerUpTimer++;
if (aiPowerUpTimer >= aiPowerUpCooldown) {
// Calculate strategic variables
var ballDistanceToAI = Math.abs(ball.y - aiPaddle.y);
var ballDistanceToPlayer = Math.abs(ball.y - playerPaddle.y);
var ballMovingTowardAI = ball.velocityY < 0;
var ballMovingTowardPlayer = ball.velocityY > 0;
var aiScore_playerScore_diff = aiScore - playerScore;
var ballSpeed = Math.sqrt(ball.velocityX * ball.velocityX + ball.velocityY * ball.velocityY);
var timeToReachAI = ballDistanceToAI / Math.abs(ball.velocityY);
var timeToReachPlayer = ballDistanceToPlayer / Math.abs(ball.velocityY);
var paddleCanReach = Math.abs(aiPaddle.x - (ball.x + ball.velocityX * timeToReachAI)) < 150;
var ballNearAIGoal = ball.y < 542 && ballMovingTowardAI;
var ballNearPlayerGoal = ball.y > 2190 && ballMovingTowardPlayer;
var needsToScore = aiScore_playerScore_diff < 0;
var gameTimeRunningOut = gameTime < 30;
// Priority 1: Critical defense - ball about to hit AI goal
if (ballNearAIGoal && ballMovingTowardAI && ballDistanceToAI < 550) {
// Use slow to prevent goal when ball is about to hit AI castle
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'slow' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activateSlow(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 180; // Quick cooldown for critical defense
return;
}
}
// If no slow available, use explosion as backup
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'explosion' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activateExplosion(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 180;
return;
}
}
}
// Priority 2: Aggressive scoring when AI needs points and ball is approaching AI
if ((needsToScore || gameTimeRunningOut) && ballMovingTowardAI && ballDistanceToAI < 600 && ballDistanceToAI > 200) {
// Use pierce to score when ball is approaching and AI needs points
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'pierce' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activatePierce(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 250;
return;
}
}
}
// Priority 3: Speed boost when AI can't reach ball in time
if (ballMovingTowardAI && ballDistanceToAI < 500 && !paddleCanReach && timeToReachAI < 45) {
// Use speed boost to make ball move faster so AI can potentially reach it
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'speed' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activateSpeedBoost(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 300;
return;
}
}
}
// Priority 4: Explosion when ball is approaching AI (general defense)
if (ballMovingTowardAI && ballDistanceToAI < 400 && ballDistanceToAI > 100) {
// Use explosion to stun and disrupt when ball is approaching
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'explosion' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activateExplosion(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 320;
return;
}
}
}
// Priority 5: Opportunistic offensive moves
if (ballMovingTowardPlayer && needsToScore && Math.random() < 0.6) {
// Use speed when ball is going toward player and AI needs to score
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'speed' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activateSpeedBoost(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 400;
return;
}
}
}
// Priority 6: Strategic slow usage
if (ballMovingTowardPlayer && ballSpeed > 10 && ballDistanceToPlayer < 300 && Math.random() < 0.4) {
// Use slow to make it harder for player to return the ball
for (var i = 0; i < aiCards.length; i++) {
if (aiCards[i].cardType === 'slow' && !aiCards[i].used && aiCards[i].cooldown <= 0) {
activateSlow(true);
aiPowerUpTimer = 0;
aiPowerUpCooldown = 350;
return;
}
}
}
// Priority 7: Random usage with low probability to add unpredictability
if (Math.random() < 0.1) {
var availableCards = [];
for (var i = 0; i < aiCards.length; i++) {
if (!aiCards[i].used && aiCards[i].cooldown <= 0) {
availableCards.push(aiCards[i].cardType);
}
}
if (availableCards.length > 0) {
var randomCard = availableCards[Math.floor(Math.random() * availableCards.length)];
if (randomCard === 'speed') {
activateSpeedBoost(true);
} else if (randomCard === 'explosion') {
activateExplosion(true);
} else if (randomCard === 'pierce') {
activatePierce(true);
} else if (randomCard === 'slow') {
activateSlow(true);
}
aiPowerUpTimer = 0;
aiPowerUpCooldown = 500 + Math.random() * 200;
}
}
}
// Check paddle collisions
if (checkPaddleCollision(playerPaddle, ball) && !(pierceActive && pierceUser === 'ai')) {
if (ball.velocityY > 0) {
ball.velocityY = -ball.velocityY;
var hitOffset = (ball.x - playerPaddle.x) / 100;
ball.velocityX += hitOffset * 2;
createParticles(ball.x, ball.y);
LK.getSound('paddleHit').play();
}
}
if (checkPaddleCollision(aiPaddle, ball) && !(pierceActive && pierceUser === 'player')) {
if (ball.velocityY < 0) {
ball.velocityY = -ball.velocityY;
var hitOffset = (ball.x - aiPaddle.x) / 100;
ball.velocityX += hitOffset * 2;
createParticles(ball.x, ball.y);
LK.getSound('paddleHit').play();
}
}
// Check goal scoring
if (ball.y < 90) {
playerScore++;
playerScoreText.setText(playerScore.toString());
LK.setScore(playerScore);
ball.reset();
LK.getSound('goal').play();
}
if (ball.y > 2642) {
aiScore++;
aiScoreText.setText(aiScore.toString());
ball.reset();
LK.getSound('goal').play();
}
// Check collision with castle areas to create explosion particles
if (ball.y <= 422 && ball.y >= 90 && ball.x >= 200 && ball.x <= 1848) {
// Ball hit AI castle/houses area
createExplosionEffect(ball.x, ball.y);
}
if (ball.y >= 2310 && ball.y <= 2642 && ball.x >= 200 && ball.x <= 1848) {
// Ball hit player castle/houses area
createExplosionEffect(ball.x, ball.y);
}
// Limit ball speed
var maxSpeed = 12;
var currentSpeed = Math.sqrt(ball.velocityX * ball.velocityX + ball.velocityY * ball.velocityY);
if (currentSpeed > maxSpeed) {
ball.velocityX = ball.velocityX / currentSpeed * maxSpeed;
ball.velocityY = ball.velocityY / currentSpeed * maxSpeed;
}
};