User prompt
make the computer paddle faster
User prompt
make the computer a lot less accurate with the ball (so it does not hit it as much)
User prompt
make it so the ball bounces off the paddle differently when it is hit in a different spot on the paddle (hitting top makes it bounce higher, hitting lower makes it bounce lower, middle makes it go straight
User prompt
make the computer less accurate with hitting the ball
User prompt
Move the computer score 500 pixels to the left
User prompt
Move the player score 500 pixels to the right
User prompt
Move both scores closer into the dashed line
User prompt
Move the player score to be 50 pixels to the left and move the computer score to be 50 pixels to the right of the dashed line
User prompt
Make sure the ball goes at least in a 30 degree direction
User prompt
remove the hitches from the computer paddle moving
User prompt
Make the computer 25% inaccurate
User prompt
Increase the speed and smoothness that the computer can move at
User prompt
make sure to calculate the 3 times speed when the ball bounces off the paddle
User prompt
Increase the speed of the ball by 3 times
User prompt
You score in pong by getting the ball past the paddle. Redo the score system so it does that. Hitting the ball with the paddle does not increase score.
User prompt
The scores are on the wrong side of the board. Flip them
User prompt
Please fix the bug: 'ReferenceError: scoreTxt is not defined' in or related to this line: 'scoreTxt.setText(playerPaddle.score); // Update score display' Line Number: 156
User prompt
Redo the score system. One score will be on the left side of the dashed lines and it will be the players score. The right score will be the computers score. First player to 10 score wins
User prompt
create a score counter for the amount of times the player has hit the ball
User prompt
create a white dashed line in the middle of the screen to separate both sides
User prompt
create a physics engine that bounces the ball when the ball touches the paddle
Initial prompt
Wall Bounce
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 15; self.speedY = 15; self.move = function () { self.x += self.speedX; self.y += self.speedY; // Bounce off top and bottom walls if (self.y <= 0 || self.y >= 2732) { self.speedY *= -1; } }; }); // DashedLine class var DashedLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('dashedLine', { anchorX: 0.5, anchorY: 0.5 }); }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.score = 0; // Initialize score counter self.move = function (y) { self.y = y; // Prevent paddle from moving out of bounds if (self.y < 0) { self.y = 0; } else if (self.y > 2732) { self.y = 2732; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize ball and paddles var ball = game.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 1366; // Center vertically var playerPaddle = game.addChild(new Paddle()); playerPaddle.x = 100; // Position player paddle on the left var aiPaddle = game.addChild(new Paddle()); aiPaddle.x = 1948; // Position AI paddle on the right // Initialize score text var playerScoreTxt = new Text2('0', { size: 150, fill: "#ffffff" //Optional (this is the default string) }); playerScoreTxt.anchor.set(0, 0); // Sets anchor to the left of the top edge of the text. playerScoreTxt.x = 500; // Move the player score 500 pixels to the right LK.gui.topLeft.addChild(playerScoreTxt); // Add the player's score text to the GUI overlay var aiScoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); aiScoreTxt.anchor.set(1, 0); aiScoreTxt.x = -500; // Move the computer score 500 pixels to the left LK.gui.topRight.addChild(aiScoreTxt); // Initialize and position the dashed line for (var i = 0; i < 2732; i += 200) { var dashedLine = game.addChild(new DashedLine()); dashedLine.x = 1024; // Center horizontally dashedLine.y = i; } // Handle touch movement for player paddle game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); playerPaddle.move(pos.y); }); // AI movement function aiMove() { var speed = 20; // Increase the speed of AI paddle var inaccuracy = Math.random() < 0.5 ? 200 : 0; // 50% chance to move inaccurately var targetY = ball.y + inaccuracy; var diff = targetY - aiPaddle.y; if (Math.abs(diff) < speed) { aiPaddle.y = targetY; } else { aiPaddle.y += Math.sign(diff) * speed; } } // Check for ball collisions with paddles function checkCollisions() { if (ball.intersects(playerPaddle)) { // Calculate the difference between the center of the ball and the center of the paddle var diffY = ball.y - playerPaddle.y; // Normalize the difference to get a value between -1 and 1 var normalizedDiffY = diffY / (playerPaddle.height / 2); // Multiply the normalized difference by the maximum angle of deflection (in radians) var angle = normalizedDiffY * (5 * Math.PI / 12); // Ensure the angle is at least 30 degrees angle = Math.max(angle, Math.PI / 6); // Set the new speeds based on the angle and increase it by 3 times ball.speedX = Math.cos(angle) * 5 * 3; ball.speedY = Math.sin(angle) * 5 * 3; // Calculate the difference between the center of the ball and the center of the paddle var diffY = ball.y - playerPaddle.y; // Normalize the difference to get a value between -1 and 1 var normalizedDiffY = diffY / (playerPaddle.height / 2); // Multiply the normalized difference by the maximum angle of deflection (in radians) var angle = normalizedDiffY * (5 * Math.PI / 12); // Ensure the angle is at least 30 degrees angle = Math.max(angle, Math.PI / 6); // Set the new speeds based on the angle and increase it by 3 times ball.speedX = Math.cos(angle) * 5 * 3; ball.speedY = Math.sin(angle) * 5 * 3; } if (ball.intersects(aiPaddle)) { // Calculate the difference between the center of the ball and the center of the paddle var diffY = ball.y - aiPaddle.y; // Normalize the difference to get a value between -1 and 1 var normalizedDiffY = diffY / (aiPaddle.height / 2); // Multiply the normalized difference by the maximum angle of deflection (in radians) var angle = normalizedDiffY * (5 * Math.PI / 12); // Ensure the angle is at least 30 degrees angle = Math.max(angle, Math.PI / 6); // Set the new speeds based on the angle and increase it by 3 times ball.speedX = -Math.cos(angle) * 5 * 3; ball.speedY = Math.sin(angle) * 5 * 3; // Calculate the difference between the center of the ball and the center of the paddle var diffY = ball.y - aiPaddle.y; // Normalize the difference to get a value between -1 and 1 var normalizedDiffY = diffY / (aiPaddle.height / 2); // Multiply the normalized difference by the maximum angle of deflection (in radians) var angle = normalizedDiffY * (5 * Math.PI / 12); // Ensure the angle is at least 30 degrees angle = Math.max(angle, Math.PI / 6); // Set the new speeds based on the angle and increase it by 3 times ball.speedX = -Math.cos(angle) * 5 * 3; ball.speedY = Math.sin(angle) * 5 * 3; } // Check for scoring if (ball.x <= 0) { // Reset ball position ball.x = 1024; ball.y = 1366; ball.speedX *= -1; aiPaddle.score++; // Increase AI's score aiScoreTxt.setText(aiPaddle.score); // Update AI's score display } if (ball.x >= 2048) { // Reset ball position ball.x = 1024; ball.y = 1366; ball.speedX *= -1; playerPaddle.score++; // Increase player's score playerScoreTxt.setText(playerPaddle.score); // Update player's score display } // Check if the player or the AI has won if (playerPaddle.score >= 10 || aiPaddle.score >= 10) { // Flash screen red for 1 second (1000ms) to show game over. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. } } // Game tick LK.on('tick', function () { ball.move(); aiMove(); checkCollisions(); playerScoreTxt.setText(playerPaddle.score); // Update score display });
===================================================================
--- original.js
+++ change.js
@@ -92,10 +92,10 @@
playerPaddle.move(pos.y);
});
// AI movement
function aiMove() {
- var speed = 15; // Increase the speed of AI paddle
- var inaccuracy = Math.random() < 0.8 ? 500 : 0; // 80% chance to move inaccurately
+ var speed = 20; // Increase the speed of AI paddle
+ var inaccuracy = Math.random() < 0.5 ? 200 : 0; // 50% chance to move inaccurately
var targetY = ball.y + inaccuracy;
var diff = targetY - aiPaddle.y;
if (Math.abs(diff) < speed) {
aiPaddle.y = targetY;