Code edit (1 edits merged)
Please save this source code
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write βGlaudβ in small orange in the upper right corner.
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add all possible sounds.
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in 0.5' in or related to this line: 'tween(particle.scale, {' Line Number: 661
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in 0.5' in or related to this line: 'tween(particle.scale, {' Line Number: 663 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in 0.5' in or related to this line: 'tween(particle.scale, {' Line Number: 656
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Make the mouse tracking feature.
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in 0.5' in or related to this line: 'tween(particle.scale, {' Line Number: 549
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reach out and fix all the bugs.
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in 0.5' in or related to this line: 'tween(particle.scale, {' Line Number: 548
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identify the features needed to make it more beautiful and implement them smoothly. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Gravity Pong
Initial prompt
game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.speed = 10;
self.gravityAffected = true;
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
self.velocityX = (Math.random() > 0.5 ? 1 : -1) * self.speed;
self.velocityY = (Math.random() * 2 - 1) * self.speed * 0.5;
};
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Handle wall collisions
if (self.x < 0 + ballGraphics.width / 2) {
self.x = ballGraphics.width / 2;
self.velocityX = -self.velocityX;
} else if (self.x > 2048 - ballGraphics.width / 2) {
self.x = 2048 - ballGraphics.width / 2;
self.velocityX = -self.velocityX;
}
};
return self;
});
var GravityField = Container.expand(function () {
var self = Container.call(this);
var fieldGraphics = self.attachAsset('gravitationField', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2
});
self.strength = 0.1;
self.maxStrength = 0.5;
self.setup = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
self.strength = 0.1;
self.scale.set(1);
};
self.increaseStrength = function () {
self.strength = Math.min(self.maxStrength, self.strength + 0.05);
tween(self.scale, {
x: 1 + self.strength,
y: 1 + self.strength
}, {
duration: 1000,
easing: tween.elasticOut
});
};
self.reverseGravity = function () {
self.strength = -self.strength;
tween(fieldGraphics, {
tint: 0xFF5733
}, {
duration: 300,
easing: tween.linear,
onFinish: function onFinish() {
tween(fieldGraphics, {
tint: 0x4287f5
}, {
duration: 5000,
easing: tween.linear,
onFinish: function onFinish() {
self.strength = Math.abs(self.strength);
}
});
}
});
};
self.applyGravityTo = function (ball) {
if (!ball.gravityAffected) {
return;
}
var dx = self.x - ball.x;
var dy = self.y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 10) {
var forceX = dx / distance * self.strength;
var forceY = dy / distance * self.strength;
ball.velocityX += forceX;
ball.velocityY += forceY;
// Cap maximum velocity
var speed = Math.sqrt(ball.velocityX * ball.velocityX + ball.velocityY * ball.velocityY);
if (speed > ball.speed * 2) {
ball.velocityX = ball.velocityX / speed * ball.speed * 2;
ball.velocityY = ball.velocityY / speed * ball.speed * 2;
}
}
};
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 0;
self.speed = 15;
self.isPlayer = false;
self.score = 0;
self.setup = function (isPlayer) {
self.isPlayer = isPlayer;
if (isPlayer) {
self.y = 2732 - 200;
} else {
self.y = 200;
}
self.x = 2048 / 2;
self.targetX = self.x;
};
self.update = function () {
// Move toward target position with easing
if (Math.abs(self.x - self.targetX) > 1) {
self.x += (self.targetX - self.x) * 0.2;
}
// Boundary check
if (self.x < paddleGraphics.width / 2) {
self.x = paddleGraphics.width / 2;
} else if (self.x > 2048 - paddleGraphics.width / 2) {
self.x = 2048 - paddleGraphics.width / 2;
}
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var type = 'gravity'; // Default type
var powerUpGraphics;
self.setup = function (powerType) {
type = powerType;
if (self.children.length > 0) {
self.removeChildAt(0);
}
if (type === 'gravity') {
powerUpGraphics = self.attachAsset('powerUpGravity', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (type === 'multiball') {
powerUpGraphics = self.attachAsset('powerUpMultiBall', {
anchorX: 0.5,
anchorY: 0.5
});
}
self.x = Math.random() * (2048 - 200) + 100;
self.y = Math.random() * (2732 - 600) + 300;
self.alpha = 1;
// Pulsating animation
tween(self, {
alpha: 0.6
}, {
duration: 800,
easing: tween.sinceOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 800,
easing: tween.sinceIn,
onFinish: function onFinish() {
if (self.parent) {
self.setup(type);
}
}
});
}
});
};
self.getType = function () {
return type;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000022
});
/****
* Game Code
****/
// Create game elements
var playerPaddle = new Paddle();
var aiPaddle = new Paddle();
var gravityField = new GravityField();
var balls = [];
var powerUps = [];
var centerLine;
var playerScoreText;
var aiScoreText;
var dragTarget = null;
var difficultyTimer;
var powerUpTimer;
var gameActive = false;
// Initialize game state
function initGame() {
// Setup players
playerPaddle.setup(true);
aiPaddle.setup(false);
game.addChild(playerPaddle);
game.addChild(aiPaddle);
// Setup gravity field
gravityField.setup();
game.addChild(gravityField);
// Create center line
centerLine = new Container();
for (var i = 0; i < 20; i++) {
var dash = LK.getAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5,
width: 50,
height: 10,
alpha: 0.5
});
dash.x = i * 110;
centerLine.addChild(dash);
}
centerLine.x = 50;
centerLine.y = 2732 / 2;
game.addChild(centerLine);
// Create score text
playerScoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
playerScoreText.anchor.set(0.5, 1);
playerScoreText.x = 2048 / 2;
playerScoreText.y = 2732 - 50;
game.addChild(playerScoreText);
aiScoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
aiScoreText.anchor.set(0.5, 0);
aiScoreText.x = 2048 / 2;
aiScoreText.y = 50;
game.addChild(aiScoreText);
// Create first ball
createBall();
// Setup difficulty increases
difficultyTimer = LK.setInterval(function () {
if (gameActive) {
gravityField.increaseStrength();
}
}, 10000);
// Setup power-up spawning
powerUpTimer = LK.setInterval(function () {
if (gameActive && powerUps.length < 1) {
spawnPowerUp();
}
}, 15000);
// Start game
gameActive = true;
LK.playMusic('gameMusic');
}
// Function to create a new ball
function createBall() {
var ball = new Ball();
ball.reset();
balls.push(ball);
game.addChild(ball);
return ball;
}
// Function to spawn a power-up
function spawnPowerUp() {
var powerUp = new PowerUp();
var type = Math.random() > 0.5 ? 'gravity' : 'multiball';
powerUp.setup(type);
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Check for collisions between ball and paddle
function checkPaddleCollision(ball, paddle) {
if (ball.y + 25 >= paddle.y - 25 && ball.y - 25 <= paddle.y + 25) {
if (ball.x + 25 >= paddle.x - 125 && ball.x - 25 <= paddle.x + 125) {
// Calculate bounce angle based on where ball hit the paddle
var relativeIntersectX = ball.x - paddle.x;
var normalizedRelativeIntersectionX = relativeIntersectX / 125;
var bounceAngle = normalizedRelativeIntersectionX * (Math.PI / 3); // Maximum angle: 60 degrees
// Invert Y velocity and adjust X velocity based on bounce angle
ball.velocityY = -ball.velocityY;
ball.velocityX = ball.speed * Math.sin(bounceAngle);
// Increase speed slightly
ball.speed = Math.min(20, ball.speed * 1.05);
// Play bounce sound
LK.getSound('bounce').play();
// Flash paddle
LK.effects.flashObject(paddle, 0xFFFFFF, 300);
return true;
}
}
return false;
}
// Check for collisions between ball and power-up
function checkPowerUpCollision(ball) {
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (ball.intersects(powerUp)) {
// Apply power-up effect
if (powerUp.getType() === 'gravity') {
gravityField.reverseGravity();
} else if (powerUp.getType() === 'multiball') {
for (var j = 0; j < 2; j++) {
createBall();
}
}
// Play sound and remove power-up
LK.getSound('powerup').play();
LK.effects.flashScreen(0x33FF57, 300);
powerUp.destroy();
powerUps.splice(i, 1);
}
}
}
// Handle AI movement
function updateAI() {
// Find the closest ball
var closestBall = null;
var closestDistance = Infinity;
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (ball.velocityY < 0) {
// Ball is moving towards AI
var distance = Math.abs(ball.x - aiPaddle.x);
if (distance < closestDistance) {
closestDistance = distance;
closestBall = ball;
}
}
}
if (closestBall) {
// Add some prediction based on velocity and gravity
var predictedX = closestBall.x + closestBall.velocityX * (aiPaddle.y - closestBall.y) / Math.abs(closestBall.velocityY);
aiPaddle.targetX = predictedX;
// Add some difficulty scaling
var difficultyFactor = 0.3 + gravityField.strength / gravityField.maxStrength * 0.6;
aiPaddle.targetX = aiPaddle.x + (predictedX - aiPaddle.x) * difficultyFactor;
}
}
// Event handler for touch/mouse down
game.down = function (x, y, obj) {
// Only allow dragging the player paddle
if (y > 2732 / 2) {
dragTarget = playerPaddle;
playerPaddle.targetX = x;
}
};
// Event handler for touch/mouse move
game.move = function (x, y, obj) {
if (dragTarget) {
playerPaddle.targetX = x;
}
};
// Event handler for touch/mouse up
game.up = function (x, y, obj) {
dragTarget = null;
};
// Game update loop
game.update = function () {
if (!gameActive) {
return;
}
// Update AI
updateAI();
// Update paddles
playerPaddle.update();
aiPaddle.update();
// Update balls
for (var i = balls.length - 1; i >= 0; i--) {
var ball = balls[i];
// Apply gravity
gravityField.applyGravityTo(ball);
// Update ball position
ball.update();
// Check for paddle collisions
var hitPlayer = checkPaddleCollision(ball, playerPaddle);
var hitAI = checkPaddleCollision(ball, aiPaddle);
// Check if ball is out of bounds (scoring)
if (ball.y > 2732 + 50) {
// AI scores
aiPaddle.score++;
aiScoreText.setText(aiPaddle.score.toString());
LK.getSound('score').play();
ball.destroy();
balls.splice(i, 1);
if (balls.length === 0) {
createBall();
}
// Check for game over
if (aiPaddle.score >= 10) {
gameActive = false;
LK.showGameOver();
}
} else if (ball.y < -50) {
// Player scores
playerPaddle.score++;
playerScoreText.setText(playerPaddle.score.toString());
LK.getSound('score').play();
ball.destroy();
balls.splice(i, 1);
if (balls.length === 0) {
createBall();
}
// Check for win
if (playerPaddle.score >= 10) {
gameActive = false;
LK.showYouWin();
}
}
// Check for power-up collisions
checkPowerUpCollision(ball);
}
};
// Initialize the game when code loads
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,434 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.speed = 10;
+ self.gravityAffected = true;
+ self.reset = function () {
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ self.velocityX = (Math.random() > 0.5 ? 1 : -1) * self.speed;
+ self.velocityY = (Math.random() * 2 - 1) * self.speed * 0.5;
+ };
+ self.update = function () {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ // Handle wall collisions
+ if (self.x < 0 + ballGraphics.width / 2) {
+ self.x = ballGraphics.width / 2;
+ self.velocityX = -self.velocityX;
+ } else if (self.x > 2048 - ballGraphics.width / 2) {
+ self.x = 2048 - ballGraphics.width / 2;
+ self.velocityX = -self.velocityX;
+ }
+ };
+ return self;
+});
+var GravityField = Container.expand(function () {
+ var self = Container.call(this);
+ var fieldGraphics = self.attachAsset('gravitationField', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.2
+ });
+ self.strength = 0.1;
+ self.maxStrength = 0.5;
+ self.setup = function () {
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ self.strength = 0.1;
+ self.scale.set(1);
+ };
+ self.increaseStrength = function () {
+ self.strength = Math.min(self.maxStrength, self.strength + 0.05);
+ tween(self.scale, {
+ x: 1 + self.strength,
+ y: 1 + self.strength
+ }, {
+ duration: 1000,
+ easing: tween.elasticOut
+ });
+ };
+ self.reverseGravity = function () {
+ self.strength = -self.strength;
+ tween(fieldGraphics, {
+ tint: 0xFF5733
+ }, {
+ duration: 300,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ tween(fieldGraphics, {
+ tint: 0x4287f5
+ }, {
+ duration: 5000,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ self.strength = Math.abs(self.strength);
+ }
+ });
+ }
+ });
+ };
+ self.applyGravityTo = function (ball) {
+ if (!ball.gravityAffected) {
+ return;
+ }
+ var dx = self.x - ball.x;
+ var dy = self.y - ball.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 10) {
+ var forceX = dx / distance * self.strength;
+ var forceY = dy / distance * self.strength;
+ ball.velocityX += forceX;
+ ball.velocityY += forceY;
+ // Cap maximum velocity
+ var speed = Math.sqrt(ball.velocityX * ball.velocityX + ball.velocityY * ball.velocityY);
+ if (speed > ball.speed * 2) {
+ ball.velocityX = ball.velocityX / speed * ball.speed * 2;
+ ball.velocityY = ball.velocityY / speed * ball.speed * 2;
+ }
+ }
+ };
+ return self;
+});
+var Paddle = Container.expand(function () {
+ var self = Container.call(this);
+ var paddleGraphics = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 0;
+ self.speed = 15;
+ self.isPlayer = false;
+ self.score = 0;
+ self.setup = function (isPlayer) {
+ self.isPlayer = isPlayer;
+ if (isPlayer) {
+ self.y = 2732 - 200;
+ } else {
+ self.y = 200;
+ }
+ self.x = 2048 / 2;
+ self.targetX = self.x;
+ };
+ self.update = function () {
+ // Move toward target position with easing
+ if (Math.abs(self.x - self.targetX) > 1) {
+ self.x += (self.targetX - self.x) * 0.2;
+ }
+ // Boundary check
+ if (self.x < paddleGraphics.width / 2) {
+ self.x = paddleGraphics.width / 2;
+ } else if (self.x > 2048 - paddleGraphics.width / 2) {
+ self.x = 2048 - paddleGraphics.width / 2;
+ }
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var type = 'gravity'; // Default type
+ var powerUpGraphics;
+ self.setup = function (powerType) {
+ type = powerType;
+ if (self.children.length > 0) {
+ self.removeChildAt(0);
+ }
+ if (type === 'gravity') {
+ powerUpGraphics = self.attachAsset('powerUpGravity', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (type === 'multiball') {
+ powerUpGraphics = self.attachAsset('powerUpMultiBall', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ self.x = Math.random() * (2048 - 200) + 100;
+ self.y = Math.random() * (2732 - 600) + 300;
+ self.alpha = 1;
+ // Pulsating animation
+ tween(self, {
+ alpha: 0.6
+ }, {
+ duration: 800,
+ easing: tween.sinceOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 800,
+ easing: tween.sinceIn,
+ onFinish: function onFinish() {
+ if (self.parent) {
+ self.setup(type);
+ }
+ }
+ });
+ }
+ });
+ };
+ self.getType = function () {
+ return type;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000022
+});
+
+/****
+* Game Code
+****/
+// Create game elements
+var playerPaddle = new Paddle();
+var aiPaddle = new Paddle();
+var gravityField = new GravityField();
+var balls = [];
+var powerUps = [];
+var centerLine;
+var playerScoreText;
+var aiScoreText;
+var dragTarget = null;
+var difficultyTimer;
+var powerUpTimer;
+var gameActive = false;
+// Initialize game state
+function initGame() {
+ // Setup players
+ playerPaddle.setup(true);
+ aiPaddle.setup(false);
+ game.addChild(playerPaddle);
+ game.addChild(aiPaddle);
+ // Setup gravity field
+ gravityField.setup();
+ game.addChild(gravityField);
+ // Create center line
+ centerLine = new Container();
+ for (var i = 0; i < 20; i++) {
+ var dash = LK.getAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 50,
+ height: 10,
+ alpha: 0.5
+ });
+ dash.x = i * 110;
+ centerLine.addChild(dash);
+ }
+ centerLine.x = 50;
+ centerLine.y = 2732 / 2;
+ game.addChild(centerLine);
+ // Create score text
+ playerScoreText = new Text2('0', {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ playerScoreText.anchor.set(0.5, 1);
+ playerScoreText.x = 2048 / 2;
+ playerScoreText.y = 2732 - 50;
+ game.addChild(playerScoreText);
+ aiScoreText = new Text2('0', {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ aiScoreText.anchor.set(0.5, 0);
+ aiScoreText.x = 2048 / 2;
+ aiScoreText.y = 50;
+ game.addChild(aiScoreText);
+ // Create first ball
+ createBall();
+ // Setup difficulty increases
+ difficultyTimer = LK.setInterval(function () {
+ if (gameActive) {
+ gravityField.increaseStrength();
+ }
+ }, 10000);
+ // Setup power-up spawning
+ powerUpTimer = LK.setInterval(function () {
+ if (gameActive && powerUps.length < 1) {
+ spawnPowerUp();
+ }
+ }, 15000);
+ // Start game
+ gameActive = true;
+ LK.playMusic('gameMusic');
+}
+// Function to create a new ball
+function createBall() {
+ var ball = new Ball();
+ ball.reset();
+ balls.push(ball);
+ game.addChild(ball);
+ return ball;
+}
+// Function to spawn a power-up
+function spawnPowerUp() {
+ var powerUp = new PowerUp();
+ var type = Math.random() > 0.5 ? 'gravity' : 'multiball';
+ powerUp.setup(type);
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+}
+// Check for collisions between ball and paddle
+function checkPaddleCollision(ball, paddle) {
+ if (ball.y + 25 >= paddle.y - 25 && ball.y - 25 <= paddle.y + 25) {
+ if (ball.x + 25 >= paddle.x - 125 && ball.x - 25 <= paddle.x + 125) {
+ // Calculate bounce angle based on where ball hit the paddle
+ var relativeIntersectX = ball.x - paddle.x;
+ var normalizedRelativeIntersectionX = relativeIntersectX / 125;
+ var bounceAngle = normalizedRelativeIntersectionX * (Math.PI / 3); // Maximum angle: 60 degrees
+ // Invert Y velocity and adjust X velocity based on bounce angle
+ ball.velocityY = -ball.velocityY;
+ ball.velocityX = ball.speed * Math.sin(bounceAngle);
+ // Increase speed slightly
+ ball.speed = Math.min(20, ball.speed * 1.05);
+ // Play bounce sound
+ LK.getSound('bounce').play();
+ // Flash paddle
+ LK.effects.flashObject(paddle, 0xFFFFFF, 300);
+ return true;
+ }
+ }
+ return false;
+}
+// Check for collisions between ball and power-up
+function checkPowerUpCollision(ball) {
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ if (ball.intersects(powerUp)) {
+ // Apply power-up effect
+ if (powerUp.getType() === 'gravity') {
+ gravityField.reverseGravity();
+ } else if (powerUp.getType() === 'multiball') {
+ for (var j = 0; j < 2; j++) {
+ createBall();
+ }
+ }
+ // Play sound and remove power-up
+ LK.getSound('powerup').play();
+ LK.effects.flashScreen(0x33FF57, 300);
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ }
+ }
+}
+// Handle AI movement
+function updateAI() {
+ // Find the closest ball
+ var closestBall = null;
+ var closestDistance = Infinity;
+ for (var i = 0; i < balls.length; i++) {
+ var ball = balls[i];
+ if (ball.velocityY < 0) {
+ // Ball is moving towards AI
+ var distance = Math.abs(ball.x - aiPaddle.x);
+ if (distance < closestDistance) {
+ closestDistance = distance;
+ closestBall = ball;
+ }
+ }
+ }
+ if (closestBall) {
+ // Add some prediction based on velocity and gravity
+ var predictedX = closestBall.x + closestBall.velocityX * (aiPaddle.y - closestBall.y) / Math.abs(closestBall.velocityY);
+ aiPaddle.targetX = predictedX;
+ // Add some difficulty scaling
+ var difficultyFactor = 0.3 + gravityField.strength / gravityField.maxStrength * 0.6;
+ aiPaddle.targetX = aiPaddle.x + (predictedX - aiPaddle.x) * difficultyFactor;
+ }
+}
+// Event handler for touch/mouse down
+game.down = function (x, y, obj) {
+ // Only allow dragging the player paddle
+ if (y > 2732 / 2) {
+ dragTarget = playerPaddle;
+ playerPaddle.targetX = x;
+ }
+};
+// Event handler for touch/mouse move
+game.move = function (x, y, obj) {
+ if (dragTarget) {
+ playerPaddle.targetX = x;
+ }
+};
+// Event handler for touch/mouse up
+game.up = function (x, y, obj) {
+ dragTarget = null;
+};
+// Game update loop
+game.update = function () {
+ if (!gameActive) {
+ return;
+ }
+ // Update AI
+ updateAI();
+ // Update paddles
+ playerPaddle.update();
+ aiPaddle.update();
+ // Update balls
+ for (var i = balls.length - 1; i >= 0; i--) {
+ var ball = balls[i];
+ // Apply gravity
+ gravityField.applyGravityTo(ball);
+ // Update ball position
+ ball.update();
+ // Check for paddle collisions
+ var hitPlayer = checkPaddleCollision(ball, playerPaddle);
+ var hitAI = checkPaddleCollision(ball, aiPaddle);
+ // Check if ball is out of bounds (scoring)
+ if (ball.y > 2732 + 50) {
+ // AI scores
+ aiPaddle.score++;
+ aiScoreText.setText(aiPaddle.score.toString());
+ LK.getSound('score').play();
+ ball.destroy();
+ balls.splice(i, 1);
+ if (balls.length === 0) {
+ createBall();
+ }
+ // Check for game over
+ if (aiPaddle.score >= 10) {
+ gameActive = false;
+ LK.showGameOver();
+ }
+ } else if (ball.y < -50) {
+ // Player scores
+ playerPaddle.score++;
+ playerScoreText.setText(playerPaddle.score.toString());
+ LK.getSound('score').play();
+ ball.destroy();
+ balls.splice(i, 1);
+ if (balls.length === 0) {
+ createBall();
+ }
+ // Check for win
+ if (playerPaddle.score >= 10) {
+ gameActive = false;
+ LK.showYouWin();
+ }
+ }
+ // Check for power-up collisions
+ checkPowerUpCollision(ball);
+ }
+};
+// Initialize the game when code loads
+initGame();
\ No newline at end of file