User prompt
When ball go so fast it go off the paddle fix this bug
User prompt
Make every ten points ball go faster
User prompt
When ball hit somewhere pop out fading circle efect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Electric effect
User prompt
Please fix the bug: 'TypeError: LK.effects.flashAt is not a function' in or related to this line: 'LK.effects.flashAt(ball.x, ball.y, 0x00ffff, 120, {' Line Number: 287
User prompt
Effect not should pop on the screen effect will shown the where the ball hit
User prompt
When ball hit paddle or wall make a electiric effect
User prompt
Add sound effects and music
User prompt
Add an enemy ai
User prompt
Add an enemy ai
Code edit (1 edits merged)
Please save this source code
User prompt
Paddle Clash: Ping Pong Duel
Initial prompt
Make a ping pong game
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballAsset = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = ballAsset.width / 2;
// Ball velocity
self.vx = 0;
self.vy = 0;
self.speed = 18; // Initial speed
self.setRandomDirection = function () {
// Angle between 45 and 135 degrees, randomize left/right
var angle = (Math.random() * 0.5 + 0.25) * Math.PI; // 45-135 deg
if (Math.random() < 0.5) angle = Math.PI - angle; // flip left/right
self.vx = Math.cos(angle) * self.speed;
self.vy = Math.sin(angle) * self.speed;
};
self.setRandomDirection();
return self;
});
// No plugins needed for MVP
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleAsset = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleAsset.width;
self.height = paddleAsset.height;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Ball: circle
// Paddle: wide, short rectangle
// Game area
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// Paddle setup
var paddle = new Paddle();
game.addChild(paddle);
paddle.x = GAME_WIDTH / 2;
paddle.y = GAME_HEIGHT - 180; // 180px from bottom
// Ball setup
var ball = new Ball();
game.addChild(ball);
ball.x = GAME_WIDTH / 2;
ball.y = GAME_HEIGHT / 2;
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Dragging
var dragging = false;
var dragOffsetX = 0;
// Touch/mouse controls
game.down = function (x, y, obj) {
// Only start drag if touch is on/near paddle
var dx = x - paddle.x;
var dy = y - paddle.y;
if (Math.abs(dx) < paddle.width / 2 + 60 && Math.abs(dy) < paddle.height / 2 + 80) {
dragging = true;
dragOffsetX = paddle.x - x;
}
};
game.move = function (x, y, obj) {
if (dragging) {
var newX = x + dragOffsetX;
// Clamp paddle within game area
var halfW = paddle.width / 2;
if (newX < halfW) newX = halfW;
if (newX > GAME_WIDTH - halfW) newX = GAME_WIDTH - halfW;
paddle.x = newX;
}
};
game.up = function (x, y, obj) {
dragging = false;
};
// Ball-paddle collision helper
function ballHitsPaddle() {
var paddleTop = paddle.y - paddle.height / 2;
var paddleLeft = paddle.x - paddle.width / 2;
var paddleRight = paddle.x + paddle.width / 2;
var ballBottom = ball.y + ball.radius;
// Check if ball is at/just above paddle
if (ballBottom >= paddleTop && ball.y < paddle.y) {
// Check if horizontally within paddle
if (ball.x >= paddleLeft - ball.radius && ball.x <= paddleRight + ball.radius) {
return true;
}
}
return false;
}
// Ball-wall collision helper
function ballHitsWall() {
if (ball.x - ball.radius <= 0) return 'left';
if (ball.x + ball.radius >= GAME_WIDTH) return 'right';
if (ball.y - ball.radius <= 0) return 'top';
if (ball.y + ball.radius >= GAME_HEIGHT) return 'bottom';
return null;
}
// Game update
game.update = function () {
// Move ball
ball.x += ball.vx;
ball.y += ball.vy;
// Wall collisions
var wall = ballHitsWall();
if (wall === 'left' || wall === 'right') {
ball.vx *= -1;
// Clamp inside
if (wall === 'left') ball.x = ball.radius;else ball.x = GAME_WIDTH - ball.radius;
}
if (wall === 'top') {
ball.vy *= -1;
ball.y = ball.radius;
}
if (wall === 'bottom') {
// Missed paddle: Game Over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
// Paddle collision
if (ball.vy > 0 && ballHitsPaddle()) {
// Bounce up
ball.y = paddle.y - paddle.height / 2 - ball.radius;
ball.vy *= -1;
// Add some "english" based on where it hit the paddle
var hitPos = (ball.x - paddle.x) / (paddle.width / 2); // -1 (left) to 1 (right)
ball.vx += hitPos * 6;
// Clamp vx to avoid too much horizontal speed
var maxVX = ball.speed * 0.85;
if (ball.vx > maxVX) ball.vx = maxVX;
if (ball.vx < -maxVX) ball.vx = -maxVX;
// Increase speed
ball.speed += 1.2;
var angle = Math.atan2(ball.vy, ball.vx);
ball.vx = Math.cos(angle) * ball.speed;
ball.vy = Math.sin(angle) * ball.speed;
// Score
score += 1;
scoreTxt.setText(score);
// Flash paddle for feedback
LK.effects.flashObject(paddle, 0x00ff00, 180);
}
};
// Center score text
scoreTxt.setText(score);
scoreTxt.anchor.set(0.5, 0);
// Reset game state on restart
game.on('reset', function () {
score = 0;
scoreTxt.setText(score);
// Reset paddle
paddle.x = GAME_WIDTH / 2;
paddle.y = GAME_HEIGHT - 180;
// Reset ball
ball.x = GAME_WIDTH / 2;
ball.y = GAME_HEIGHT / 2;
ball.speed = 18;
ball.setRandomDirection();
dragging = false;
}); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,183 @@
-/****
+/****
+* Classes
+****/
+// Ball class
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballAsset = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = ballAsset.width / 2;
+ // Ball velocity
+ self.vx = 0;
+ self.vy = 0;
+ self.speed = 18; // Initial speed
+ self.setRandomDirection = function () {
+ // Angle between 45 and 135 degrees, randomize left/right
+ var angle = (Math.random() * 0.5 + 0.25) * Math.PI; // 45-135 deg
+ if (Math.random() < 0.5) angle = Math.PI - angle; // flip left/right
+ self.vx = Math.cos(angle) * self.speed;
+ self.vy = Math.sin(angle) * self.speed;
+ };
+ self.setRandomDirection();
+ return self;
+});
+// No plugins needed for MVP
+// Paddle class
+var Paddle = Container.expand(function () {
+ var self = Container.call(this);
+ var paddleAsset = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = paddleAsset.width;
+ self.height = paddleAsset.height;
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x181818
+});
+
+/****
+* Game Code
+****/
+// Ball: circle
+// Paddle: wide, short rectangle
+// Game area
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+// Paddle setup
+var paddle = new Paddle();
+game.addChild(paddle);
+paddle.x = GAME_WIDTH / 2;
+paddle.y = GAME_HEIGHT - 180; // 180px from bottom
+// Ball setup
+var ball = new Ball();
+game.addChild(ball);
+ball.x = GAME_WIDTH / 2;
+ball.y = GAME_HEIGHT / 2;
+// Score
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Dragging
+var dragging = false;
+var dragOffsetX = 0;
+// Touch/mouse controls
+game.down = function (x, y, obj) {
+ // Only start drag if touch is on/near paddle
+ var dx = x - paddle.x;
+ var dy = y - paddle.y;
+ if (Math.abs(dx) < paddle.width / 2 + 60 && Math.abs(dy) < paddle.height / 2 + 80) {
+ dragging = true;
+ dragOffsetX = paddle.x - x;
+ }
+};
+game.move = function (x, y, obj) {
+ if (dragging) {
+ var newX = x + dragOffsetX;
+ // Clamp paddle within game area
+ var halfW = paddle.width / 2;
+ if (newX < halfW) newX = halfW;
+ if (newX > GAME_WIDTH - halfW) newX = GAME_WIDTH - halfW;
+ paddle.x = newX;
+ }
+};
+game.up = function (x, y, obj) {
+ dragging = false;
+};
+// Ball-paddle collision helper
+function ballHitsPaddle() {
+ var paddleTop = paddle.y - paddle.height / 2;
+ var paddleLeft = paddle.x - paddle.width / 2;
+ var paddleRight = paddle.x + paddle.width / 2;
+ var ballBottom = ball.y + ball.radius;
+ // Check if ball is at/just above paddle
+ if (ballBottom >= paddleTop && ball.y < paddle.y) {
+ // Check if horizontally within paddle
+ if (ball.x >= paddleLeft - ball.radius && ball.x <= paddleRight + ball.radius) {
+ return true;
+ }
+ }
+ return false;
+}
+// Ball-wall collision helper
+function ballHitsWall() {
+ if (ball.x - ball.radius <= 0) return 'left';
+ if (ball.x + ball.radius >= GAME_WIDTH) return 'right';
+ if (ball.y - ball.radius <= 0) return 'top';
+ if (ball.y + ball.radius >= GAME_HEIGHT) return 'bottom';
+ return null;
+}
+// Game update
+game.update = function () {
+ // Move ball
+ ball.x += ball.vx;
+ ball.y += ball.vy;
+ // Wall collisions
+ var wall = ballHitsWall();
+ if (wall === 'left' || wall === 'right') {
+ ball.vx *= -1;
+ // Clamp inside
+ if (wall === 'left') ball.x = ball.radius;else ball.x = GAME_WIDTH - ball.radius;
+ }
+ if (wall === 'top') {
+ ball.vy *= -1;
+ ball.y = ball.radius;
+ }
+ if (wall === 'bottom') {
+ // Missed paddle: Game Over
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ return;
+ }
+ // Paddle collision
+ if (ball.vy > 0 && ballHitsPaddle()) {
+ // Bounce up
+ ball.y = paddle.y - paddle.height / 2 - ball.radius;
+ ball.vy *= -1;
+ // Add some "english" based on where it hit the paddle
+ var hitPos = (ball.x - paddle.x) / (paddle.width / 2); // -1 (left) to 1 (right)
+ ball.vx += hitPos * 6;
+ // Clamp vx to avoid too much horizontal speed
+ var maxVX = ball.speed * 0.85;
+ if (ball.vx > maxVX) ball.vx = maxVX;
+ if (ball.vx < -maxVX) ball.vx = -maxVX;
+ // Increase speed
+ ball.speed += 1.2;
+ var angle = Math.atan2(ball.vy, ball.vx);
+ ball.vx = Math.cos(angle) * ball.speed;
+ ball.vy = Math.sin(angle) * ball.speed;
+ // Score
+ score += 1;
+ scoreTxt.setText(score);
+ // Flash paddle for feedback
+ LK.effects.flashObject(paddle, 0x00ff00, 180);
+ }
+};
+// Center score text
+scoreTxt.setText(score);
+scoreTxt.anchor.set(0.5, 0);
+// Reset game state on restart
+game.on('reset', function () {
+ score = 0;
+ scoreTxt.setText(score);
+ // Reset paddle
+ paddle.x = GAME_WIDTH / 2;
+ paddle.y = GAME_HEIGHT - 180;
+ // Reset ball
+ ball.x = GAME_WIDTH / 2;
+ ball.y = GAME_HEIGHT / 2;
+ ball.speed = 18;
+ ball.setRandomDirection();
+ dragging = false;
});
\ No newline at end of file