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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'TextStyle is not defined' in or related to this line: 'var playerScoreText = new Text2('Computer: 0', {' Line Number: 474
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'TextStyle is not defined' in or related to this line: 'var playerScoreText = new Text2('Computer: 0', {' Line Number: 474
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'TextStyle is not defined' in or related to this line: 'var playerScoreText = new Text2('Computer: 0', {' Line Number: 474
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'TextStyle is not defined' in or related to this line: 'var playerScoreText = new Text2('Computer: 0', {' Line Number: 474
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'TextStyle is not defined' in or related to this line: 'var playerScoreText = new Text2('Computer: 0', {' Line Number: 474
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'TextStyle is not defined' in or related to this line: 'var playerScoreText = new Text2('Computer: 0', {' Line Number: 474
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 500
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 497
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 466
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 462
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'playerScoreText.style.dropShadow = true;' Line Number: 456
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Elbette! İşte oyuna eklenen en son özellikler: 1. **Değişken Top Hızı**: Topun hızı zamanla kademeli olarak artar ve oyun ilerledikçe giderek daha zorlu hale gelir. 2. **Top Dönüşü/Açı Kontrolü**: Topun küreklerden sektiği açı, çarptığı yere göre değişir ve oyuncuların topun yörüngesi üzerinde daha fazla kontrole sahip olmasını sağlar. 3. **Güçlendirmeler**: Geçici avantajlar sağlayan rastgele beliren güçlendirmeler: - **Kürek Boyutu Artışı**: Oyuncunun küreğini geçici olarak büyütür. - **Top Hızı Artışı**: Topun hızını kısa bir süreliğine artırır. - **Yapay Zeka Kürek Yavaşlaması**: Yapay Zeka küreğinin hızını geçici olarak azaltır. 4. **Zorluk Seviyeleri**: Oyuncular, Yapay Zeka kürek hızını ve top hızını buna göre ayarlayan Kolay, Orta ve Zor zorluk seviyeleri arasında seçim yapabilir. 5. **Kazanma Puanı Ayarı**: Oyuncular bir maçı kazanmak için gereken puan sayısını yapılandırabilirler. 6. **Tur/Maç Sistemi**: Oyun turlar veya maçlar halinde yapılandırılmıştır ve potansiyel olarak en iyi üç veya en iyi beş formatına izin verir. 7. **Görsel Geliştirmeler**: - **Kürek İzleri**: Kürekler hareket ederken arkasında görsel bir iz efekti, hız hissi katar. - **Top Parıltı Efektleri**: Top zıpladığında parlayan bir efekte veya kısa bir parçacık efektine sahiptir. - **Arka Plan Animasyonu**: Titreşen bir gradyan gibi ince bir animasyonlu arka plan deseni. - **Puan Animasyonları**: Bir oyuncu puan kazandığında puan metni kısa bir süre ölçeklenir veya renk değiştirir. 8. **Ses Geliştirmeleri**: - **Kürek Vuruş Sesleri**: Top küreklere çarptığında farklı ses efektleri. - **Duvar Zıplama Sesi**: Top duvarlardan sektiğinde farklı bir ses. - **Puan Ses Efekti**: Bir oyuncu puan aldığında bir ses efekti çalar. - **Arka Plan Müziği**: Oyun sırasında isteğe bağlı döngülü arka plan müziği. 9. **Kullanıcı Arayüzü (UI) Geliştirmeleri**: - **Başlat/Duraklat Menüsü**: Oyunun başında ve duraklatıldığında görünen, oyuncuların seçenekleri seçmesine veya yeniden başlatmasına olanak tanıyan bir menü. - **Zorluk Seçim Ekranı**: Oyuncuların zorluk seviyesini seçebileceği, oyun başlamadan önce görüntülenen bir ekran. - **Oyun Bitti Ekranı**: Son skorla birlikte bir "Oyun Bitti" mesajı ve oyun bittiğinde bir "Tekrar Oyna" seçeneği görüntüler. 10. **Puan Görüntüleme Cilası**: Skor görüntüleme görsel olarak daha belirgin hale getirilir, vurgu için farklı bir yazı tipi veya yerleşim kullanılabilir. Bu özellikler, oyuna derinlik, zorluk ve görsel ve işitsel çekicilik katarak oyun deneyimini geliştirir. bu özellikler tamamen doğru şekilde ekle.
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tüm olsaı yanlışları düzelt
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Gameplay Enhancements: Variable Ball Speed: Make the ball speed increase gradually over time or with each paddle hit, creating increasing difficulty. Ball Spin/Angle Control: Implement mechanics where the ball's bounce angle changes depending on where it hits the paddle, giving players more control. Power-ups: Introduce power-up items that randomly appear: Paddle Size Increase: Temporarily enlarge the player's paddle. Ball Speed Boost: Briefly increase the ball's speed significantly. AI Paddle Slowdown: Temporarily reduce the AI paddle's speed. Difficulty Levels: Allow players to select difficulty (Easy, Medium, Hard) which could adjust AI paddle speed and ball speed. Score to Win Setting: Let players configure the score needed to win a match. Round/Match System: Structure the game into rounds or matches, perhaps best of three or five rounds to win a match. Visual Enhancements: Paddle Trails: Add a subtle trail effect behind the paddles as they move for a sense of speed and visual flourish. Ball Glow/Effects: Make the ball glow slightly or add a short particle effect when it bounces off paddles or walls. Background Animation: Create a subtle animated background pattern instead of just solid black – maybe a gently pulsing gradient or subtle starfield. Score Animations: When a player scores, add a small animation to the score text, like briefly scaling up or changing color. Visual Themes/Skins: Allow players to choose different color themes or "skins" for the paddles, ball, and background. Sound Enhancements: Paddle Hit Sounds: Add distinct sound effects for when the ball hits the player and AI paddles. Wall Bounce Sound: Include a different sound for when the ball bounces off the top and bottom walls. Score Sound Effect: Play a sound when a player scores a point. Background Music: Add optional background music that loops during gameplay. Menu Sounds: If you add menus (like for difficulty select), include subtle sound effects for menu navigation and button clicks. User Interface (UI) Enhancements: Start/Pause Menu: Implement a menu that appears at the start of the game and when paused, allowing players to select options or restart. Difficulty Selection Screen: Create a simple screen before the game starts where players can choose the difficulty level. Game Over Screen: When the game ends (someone reaches the winning score), display a "Game Over" screen with the final score and a "Play Again" option. Score Display Polish: Make the score display more visually prominent, perhaps using a different font or placement. Code Structure/Plugin Related Enhancements (Leveraging LK and Plugins): Tween for Paddle Movement: Instead of directly setting paddle y position, use the tween plugin to create smoother, animated paddle movements when the player controls them or the AI moves them. Particle Effects (if LK supports): If LK has a particle system, use it to create more elaborate ball bounce effects or visual power-up feedback. Sound Plugin (if LK offers one): If LK has a dedicated sound plugin, use it to manage and play sound effects and music in a more structured way. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/facekit.v1
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"Al" yerine "Computer" yaz.
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al yerine "computer" yaz
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 5;
self.speedY = 5;
self.lastSpeedIncreaseTick = 0; // Track last tick when speed was increased
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Gradually increase ball speed over time
self.speedX = Math.min(self.speedX * 1.001, 20); // Cap speed to prevent exponential growth
self.speedY = Math.min(self.speedY * 1.001, 20); // Cap speed to prevent exponential growth
// Add glow effect to ball
ballGraphics.alpha = 0.8 + Math.sin(LK.ticks / 10) * 0.2;
// Add trail effect
var trail = LK.getAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
trail.x = self.x;
trail.y = self.y;
trail.alpha = 0.5;
game.addChild(trail);
tween(trail, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
trail.destroy();
}
});
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Paddle class for player and AI paddles
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.height = 200;
self.width = 20;
self.speed = 10;
self.update = function () {
// Paddle update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Play background music
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function _defineProperty(e, r, t) {
return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
value: t,
enumerable: !0,
configurable: !0,
writable: !0
}) : e[r] = t, e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
LK.playMusic('backgroundMusic', {
loop: true,
fade: {
start: 0,
end: 1,
duration: 1000
} // Fade in music
});
// Create animated background
var background = new Container();
var gradient = LK.getAsset('gradient', {
width: 2048,
height: 2732,
anchorX: 0.5,
anchorY: 0.5
});
background.addChild(gradient);
game.addChild(background);
// Animate background
tween(gradient, {
alpha: 0.5
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gradient, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut
});
}
});
// Add subtle movement to background
tween(gradient, {
x: gradient.x + 10
}, {
duration: 5000,
yoyo: true,
repeat: -1
});
// Create a dashed line in the center of the game screen
//<Assets used in the game will automatically appear here>
var dashedLine = new Container();
var dashHeight = 40;
var dashSpacing = 10;
for (var i = 0; i < 2732; i += dashHeight + dashSpacing) {
var dash = LK.getAsset('dash', {
width: 10,
height: dashHeight,
color: 0xFFFFFF,
anchorX: 0.5,
anchorY: 0.5,
shape: 'ellipse'
});
dash.x = 1024; // Centered horizontally
dash.y = i + dashHeight / 2 + 100; // Adjusted to avoid overlap with score display
dash.y = i + dashHeight / 2;
dashedLine.addChild(dash);
}
game.addChild(dashedLine);
// Initialize paddles and ball
var playerPaddle = game.addChild(new Paddle());
var aiPaddle = game.addChild(new Paddle());
var ball = game.addChild(new Ball());
// Set initial positions
playerPaddle.x = 50;
playerPaddle.y = 1366; // Centered vertically
aiPaddle.x = 1998;
aiPaddle.y = 1366; // Centered vertically
ball.x = 1024;
ball.y = 1366; // Centered
// Game state variables
var playerScore = 0;
var aiScore = 0;
var gameRunning = true;
var powerUps = [];
var powerUpActive = false;
var powerUpDuration = 5000; // 5 seconds
// Function to spawn power-ups
function spawnPowerUp() {
if (Math.random() < 0.01 && !powerUpActive) {
// 1% chance to spawn a power-up
var powerUp = LK.getAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
powerUp.x = Math.random() * 2048;
powerUp.y = Math.random() * 2732;
powerUp.type = ['paddleSizeIncrease', 'ballSpeedBoost', 'aiPaddleSlowdown'][Math.floor(Math.random() * 3)];
powerUp.lastY = powerUp.y; // Initialize lastY for tracking changes on Y
powerUps.push(powerUp);
game.addChild(powerUp);
}
}
// Function to activate power-up effects
function activatePowerUp(powerUp) {
powerUpActive = true;
switch (powerUp.type) {
case 'paddleSizeIncrease':
playerPaddle.height *= 1.5;
break;
case 'ballSpeedBoost':
ball.speedX *= 1.5;
ball.speedY *= 1.5;
break;
case 'aiPaddleSlowdown':
aiPaddle.speed *= 0.5;
break;
}
setTimeout(function () {
deactivatePowerUp(powerUp);
}, powerUpDuration);
}
// Function to deactivate power-up effects
function deactivatePowerUp(powerUp) {
powerUpActive = false;
switch (powerUp.type) {
case 'paddleSizeIncrease':
playerPaddle.height /= 1.5;
break;
case 'ballSpeedBoost':
ball.speedX /= 1.5;
ball.speedY /= 1.5;
break;
case 'aiPaddleSlowdown':
aiPaddle.speed /= 0.5;
break;
}
}
// Difficulty settings
var difficulty = 'Medium'; // Default difficulty
var scoreToWin = 10; // Default score to win
var difficultySettings = {
Easy: {
aiSpeed: 5,
ballSpeed: 3
},
Medium: {
aiSpeed: 10,
ballSpeed: 5
},
Hard: {
aiSpeed: 15,
ballSpeed: 7
}
};
// Function to set difficulty
function setDifficulty(level) {
switch (level) {
case 'Easy':
aiPaddle.speed = 5;
ball.speedX = 3;
ball.speedY = 3;
break;
case 'Medium':
aiPaddle.speed = 10;
ball.speedX = 5;
ball.speedY = 5;
break;
case 'Hard':
aiPaddle.speed = 15;
ball.speedX = 7;
ball.speedY = 7;
break;
}
}
// Function to reset ball position
function resetBall() {
ball.x = 1024;
ball.y = 1366;
ball.speedX = Math.random() > 0.5 ? 5 : -5;
ball.speedY = Math.random() > 0.5 ? 5 : -5;
}
// Function to update AI paddle position
function updateAIPaddle() {
if (ball.y < aiPaddle.y) {
aiPaddle.y -= aiPaddle.speed;
} else if (ball.y > aiPaddle.y) {
aiPaddle.y += aiPaddle.speed;
}
}
// Function to check for collisions
function checkCollisions() {
// Ball collision with top and bottom
if (ball.y <= 0 || ball.y >= 2732) {
ball.speedY *= -1;
// Play wall bounce sound
LK.getSound('wallBounce').play();
}
// Ball collision with paddles
if (ball.x <= playerPaddle.x + playerPaddle.width && ball.y >= playerPaddle.y - playerPaddle.height / 2 && ball.y <= playerPaddle.y + playerPaddle.height / 2) {
ball.speedX *= -1;
// Change ball angle based on where it hits the paddle
var hitPosition = (ball.y - playerPaddle.y) / playerPaddle.height;
ball.speedY += hitPosition * 5; // Adjust angle more significantly
ball.speedX *= 1 + Math.abs(hitPosition) * 0.1; // Add spin effect based on hit position
// Play paddle hit sound
LK.getSound('paddleHit').play();
}
if (ball.x >= aiPaddle.x - aiPaddle.width && ball.y >= aiPaddle.y - aiPaddle.height / 2 && ball.y <= aiPaddle.y + aiPaddle.height / 2) {
ball.speedX *= -1;
// Change ball angle based on where it hits the paddle
var hitPosition = (ball.y - aiPaddle.y) / aiPaddle.height;
ball.speedY += hitPosition * 2;
}
// Ball out of bounds
if (ball.x <= 0) {
aiScore++;
resetBall();
// Play score sound
// Play score sound
LK.getSound('score').play();
if (aiScore >= scoreToWin) {
gameRunning = false;
showGameOverScreen();
}
}
if (ball.x >= 2048) {
playerScore++;
resetBall();
// Play score sound
LK.getSound('score').play();
if (playerScore >= scoreToWin) {
gameRunning = false;
showGameOverScreen();
}
}
// Game over screen
function showGameOverScreen() {
var gameOverScreen = new Container();
var gameOverText = new Text2('Game Over', {
size: 150,
fill: 0xFFFFFF
});
var playAgainButton = new Text2('Play Again', {
size: 100,
fill: 0xFFFFFF
});
gameOverText.x = 1024;
gameOverText.y = 1200;
playAgainButton.x = 1024;
playAgainButton.y = 1532;
gameOverScreen.addChild(gameOverText);
gameOverScreen.addChild(playAgainButton);
game.addChild(gameOverScreen);
// Stop music on game over
LK.stopMusic();
playAgainButton.on('down', function () {
gameRunning = true;
playerScore = 0;
aiScore = 0;
updateScores();
gameOverScreen.visible = false;
resetBall();
setDifficulty(difficulty); // Reset difficulty settings
roundsPlayed++;
if (roundsPlayed >= maxRounds) {
// End match logic
roundsPlayed = 0;
// Show match over screen or reset match
}
});
}
// Check for power-up collisions
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.lastWasIntersecting === false && ball.intersects(powerUp)) {
activatePowerUp(powerUp);
powerUp.destroy();
powerUps.splice(i, 1);
}
}
}
// Difficulty selection screen
var difficultyMenu = new Container();
var easyButton = new Text2('Easy', {
size: 100,
fill: 0xFFFFFF
});
var mediumButton = new Text2('Medium', {
size: 100,
fill: 0xFFFFFF
});
var hardButton = new Text2('Hard', {
size: 100,
fill: 0xFFFFFF
});
easyButton.x = 1024;
easyButton.y = 1200;
mediumButton.x = 1024;
mediumButton.y = 1366;
hardButton.x = 1024;
hardButton.y = 1532;
difficultyMenu.addChild(easyButton);
difficultyMenu.addChild(mediumButton);
difficultyMenu.addChild(hardButton);
game.addChild(difficultyMenu);
easyButton.on('down', function () {
setDifficulty('Easy');
difficultyMenu.visible = false;
menu.visible = true;
// Set difficulty settings
setDifficulty('Easy');
});
mediumButton.on('down', function () {
setDifficulty('Medium');
difficultyMenu.visible = false;
menu.visible = true;
});
hardButton.on('down', function () {
setDifficulty('Hard');
difficultyMenu.visible = false;
menu.visible = true;
});
// Start/Pause menu
var menu = new Container();
var startButton = new Text2('Start', {
size: 100,
fill: 0xFFFFFF
});
startButton.x = 1024;
startButton.y = 1366;
menu.addChild(startButton);
game.addChild(menu);
startButton.on('down', function () {
gameRunning = true;
menu.visible = false;
// Pause music when game is paused
if (!gameRunning) {
LK.stopMusic();
} else {
LK.playMusic('backgroundMusic', {
loop: true
});
}
});
// Game update loop
game.update = function () {
if (gameRunning) {
ball.update();
updateAIPaddle();
checkCollisions();
} else {
menu.visible = true;
}
};
// Player paddle control
game.down = function (x, y, obj) {
playerPaddle.y = y;
};
// Display scores
var playerScoreText = new Text2('Computer: 0', {
size: 120,
fill: 0xFFD700,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
// Bold font for emphasis
style: {
dropShadow: true,
dropShadowColor: '#000000'
}
});
var aiScoreText = new Text2('AI: 0', {
size: 120,
fill: 0xFFD700,
//{W} // Gold color for visual emphasis
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
// Bold font for emphasis
style: {
dropShadow: true,
dropShadowColor: '#000000'
}
});
playerScoreText.x = 1024 - 500; // Move even further to the left
playerScoreText.y = 50;
aiScoreText.x = 1024 + 150; // Position to the right of the dashed line
aiScoreText.y = 50;
// Add shadow effect to score text
playerScoreText.style.dropShadow = true;
playerScoreText.style.dropShadowColor = '#000000';
aiScoreText.style.dropShadow = true;
aiScoreText.style.dropShadowColor = '#000000';
game.addChild(playerScoreText);
tween(playerScoreText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
easing: tween.elasticOut
});
game.addChild(aiScoreText);
tween(aiScoreText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
easing: tween.elasticOut
});
// Update score display
function updateScores() {
playerScoreText.setText('Computer: ' + playerScore);
aiScoreText.setText('AI: ' + aiScore);
// Add animation to score text
tween(playerScoreText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(playerScoreText, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
// Add color change animation
tween(playerScoreText, {
fill: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(playerScoreText, {
fill: 0xFFD700
}, {
duration: 100
});
}
});
tween(aiScoreText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(aiScoreText, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
}
// Main game loop
game.update = function () {
if (gameRunning) {
ball.update();
updateAIPaddle();
checkCollisions();
updateScores();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -456,15 +456,18 @@
game.down = function (x, y, obj) {
playerPaddle.y = y;
};
// Display scores
-var playerScoreText = new Text2('Computer: 0', _defineProperty(_defineProperty(_defineProperty({
+var playerScoreText = new Text2('Computer: 0', {
size: 120,
- fill: 0xFFD700
-}, "fill", 0xFFD700), "font", "'GillSans-Bold',Impact,'Arial Black',Tahoma"), "style", {
- dropShadow: true,
- dropShadowColor: '#000000'
-}));
+ fill: 0xFFD700,
+ font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
+ // Bold font for emphasis
+ style: {
+ dropShadow: true,
+ dropShadowColor: '#000000'
+ }
+});
var aiScoreText = new Text2('AI: 0', {
size: 120,
fill: 0xFFD700,
//{W} // Gold color for visual emphasis