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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
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; }); // Enemy Paddle class (AI) var EnemyPaddle = 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; self.speed = 32; // AI paddle speed (pixels per frame) self.update = function () { // Track the ball's x position, but clamp movement speed var dx = ball.x - self.x; if (Math.abs(dx) > self.speed) { self.x += self.speed * (dx > 0 ? 1 : -1); } else { self.x = ball.x; } // Clamp within game area var halfW = self.width / 2; if (self.x < halfW) self.x = halfW; if (self.x > GAME_WIDTH - halfW) self.x = GAME_WIDTH - halfW; }; 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 ****/ // Game area // Paddle: wide, short rectangle // Ball: circle 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 // Enemy paddle setup (AI) var enemyPaddle = new EnemyPaddle(); game.addChild(enemyPaddle); enemyPaddle.x = GAME_WIDTH / 2; enemyPaddle.y = 180; // 180px from top // 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; // Update enemy paddle AI enemyPaddle.update(); // 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; } // Enemy paddle collision var enemyPaddleBottom = enemyPaddle.y + enemyPaddle.height / 2; var enemyPaddleTop = enemyPaddle.y - enemyPaddle.height / 2; var enemyPaddleLeft = enemyPaddle.x - enemyPaddle.width / 2; var enemyPaddleRight = enemyPaddle.x + enemyPaddle.width / 2; var ballTop = ball.y - ball.radius; if (ball.vy < 0 && ballTop <= enemyPaddleBottom && ball.y > enemyPaddle.y) { // Check if horizontally within enemy paddle if (ball.x >= enemyPaddleLeft - ball.radius && ball.x <= enemyPaddleRight + ball.radius) { // Bounce down ball.y = enemyPaddle.y + enemyPaddle.height / 2 + ball.radius; ball.vy *= -1; // Add some "english" based on where it hit the enemy paddle var hitPos = (ball.x - enemyPaddle.x) / (enemyPaddle.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; // Flash enemy paddle for feedback LK.effects.flashObject(enemyPaddle, 0xff00ff, 180); } } 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
@@ -22,8 +22,33 @@
};
self.setRandomDirection();
return self;
});
+// Enemy Paddle class (AI)
+var EnemyPaddle = 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;
+ self.speed = 32; // AI paddle speed (pixels per frame)
+ self.update = function () {
+ // Track the ball's x position, but clamp movement speed
+ var dx = ball.x - self.x;
+ if (Math.abs(dx) > self.speed) {
+ self.x += self.speed * (dx > 0 ? 1 : -1);
+ } else {
+ self.x = ball.x;
+ }
+ // Clamp within game area
+ var halfW = self.width / 2;
+ if (self.x < halfW) self.x = halfW;
+ if (self.x > GAME_WIDTH - halfW) self.x = GAME_WIDTH - halfW;
+ };
+ return self;
+});
// No plugins needed for MVP
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
@@ -45,18 +70,23 @@
/****
* Game Code
****/
-// Ball: circle
-// Paddle: wide, short rectangle
// Game area
+// Paddle: wide, short rectangle
+// Ball: circle
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
+// Enemy paddle setup (AI)
+var enemyPaddle = new EnemyPaddle();
+game.addChild(enemyPaddle);
+enemyPaddle.x = GAME_WIDTH / 2;
+enemyPaddle.y = 180; // 180px from top
// Ball setup
var ball = new Ball();
game.addChild(ball);
ball.x = GAME_WIDTH / 2;
@@ -122,15 +152,45 @@
game.update = function () {
// Move ball
ball.x += ball.vx;
ball.y += ball.vy;
+ // Update enemy paddle AI
+ enemyPaddle.update();
// 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;
}
+ // Enemy paddle collision
+ var enemyPaddleBottom = enemyPaddle.y + enemyPaddle.height / 2;
+ var enemyPaddleTop = enemyPaddle.y - enemyPaddle.height / 2;
+ var enemyPaddleLeft = enemyPaddle.x - enemyPaddle.width / 2;
+ var enemyPaddleRight = enemyPaddle.x + enemyPaddle.width / 2;
+ var ballTop = ball.y - ball.radius;
+ if (ball.vy < 0 && ballTop <= enemyPaddleBottom && ball.y > enemyPaddle.y) {
+ // Check if horizontally within enemy paddle
+ if (ball.x >= enemyPaddleLeft - ball.radius && ball.x <= enemyPaddleRight + ball.radius) {
+ // Bounce down
+ ball.y = enemyPaddle.y + enemyPaddle.height / 2 + ball.radius;
+ ball.vy *= -1;
+ // Add some "english" based on where it hit the enemy paddle
+ var hitPos = (ball.x - enemyPaddle.x) / (enemyPaddle.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;
+ // Flash enemy paddle for feedback
+ LK.effects.flashObject(enemyPaddle, 0xff00ff, 180);
+ }
+ }
if (wall === 'top') {
ball.vy *= -1;
ball.y = ball.radius;
}