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use the sound engine to make beeps fro the atari game like the real one
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implement a sound engine system that is dynamic and generates sounds saves reads writes to the game
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/rewrite --the games engnie to make sfx like the orgiinal game with beeps everywhere the game needs it the WHOLE GAME /imagine
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/imagine rewrite the codebase so the ai works like the pong ai in the og arcade days
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have the ai learn the players movements as the score goes up
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fix the ai too smart make it a little weaker and adapt to the player /rewrite
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when ai or player reaches 5 points reset the game /imagine --activate this rewrite
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comment everything like @JohnCarmak
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make the game EXCATLY like ping pong for the arcade of yore
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.sfx.play('score_point');' Line Number: 60
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.sfx.play('wall_hit');' Line Number: 56
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.sfx.play('paddle_hit');' Line Number: 51
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/imagine generate a sfx foreverything related to pong beeps and boops for the hitting effect
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/imagine code this } Paddle right player mouse paddle left ai follow player
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in this line: 'document.addEventListener('keydown', function (event) {' Line Number: 1
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make the game control with laptop 00s keys w and d for player
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make the game play like the original pong game :-)
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> Flames Labs PresentsPong 20XX
var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.createAsset('paddle', 'Paddle Graphics', 0.5, 0.5); self.speed = 10; }); var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.createAsset('ball', 'Ball Graphics', 0.5, 0.5); self.speed = { x: 5, y: 5 }; self.move = function () { self.x += self.speed.x; self.y += self.speed.y; }; }); var Game = Container.expand(function () { var self = Container.call(this); var playerPaddle = self.addChild(new Paddle()); var aiPaddle = self.addChild(new Paddle()); var ball = self.addChild(new Ball()); var paddles = [playerPaddle, aiPaddle]; var score = { player: 0, ai: 0 }; playerPaddle.x = 100; playerPaddle.y = 2732 / 2; aiPaddle.x = 2048 - 100; aiPaddle.y = 2732 / 2; ball.x = 2048 / 2; ball.y = 2732 / 2; var scoreTxt = new Text2('0 - 0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(.5, 0); LK.gui.topCenter.addChild(scoreTxt); var moveDirection = 0; LK.on('tick', function () { ball.move(); stage.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(self); playerPaddle.y = pos.y - playerPaddle.height / 2; }); aiPaddle.y = ball.y - aiPaddle.height / 2; for (var i = 0; i < paddles.length; i++) { if (ball.intersects(paddles[i])) { ball.speed.x *= -1; } } if (ball.y <= 0 || ball.y >= 2732) { ball.speed.y *= -1; } if (ball.x <= 0) { score.ai += 1; resetBall(); } if (ball.x >= 2048) { score.player += 1; resetBall(); } scoreTxt.setText(score.player + ' - ' + score.ai); }); function resetBall() { ball.x = 2048 / 2; ball.y = 2732 / 2; ball.speed = { x: 5, y: 5 }; } });
===================================================================
--- original.js
+++ change.js
@@ -1,11 +1,8 @@
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.createAsset('paddle', 'Paddle Graphics', 0.5, 0.5);
self.speed = 10;
- self.move = function () {
- self.y += self.speed;
- };
});
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.createAsset('ball', 'Ball Graphics', 0.5, 0.5);
@@ -42,10 +39,14 @@
LK.gui.topCenter.addChild(scoreTxt);
var moveDirection = 0;
LK.on('tick', function () {
ball.move();
- playerPaddle.move();
- aiPaddle.y = ball.y;
+ stage.on('move', function (obj) {
+ var event = obj.event;
+ var pos = event.getLocalPosition(self);
+ playerPaddle.y = pos.y - playerPaddle.height / 2;
+ });
+ aiPaddle.y = ball.y - aiPaddle.height / 2;
for (var i = 0; i < paddles.length; i++) {
if (ball.intersects(paddles[i])) {
ball.speed.x *= -1;
}