Code edit (1 edits merged)
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write “Glaud” 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 ↪💡 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. ↪💡 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
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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