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When ball go so fast it go off the paddle fix this bug
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Make every ten points ball go faster
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When ball hit somewhere pop out fading circle efect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Electric effect
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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
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Effect not should pop on the screen effect will shown the where the ball hit
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When ball hit paddle or wall make a electiric effect
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Add sound effects and music
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Add an enemy ai
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Add an enemy ai
Code edit (1 edits merged)
Please save this source code
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Paddle Clash: Ping Pong Duel
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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; });
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--- original.js
+++ change.js