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Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var targetY = game.toLocal({' Line Number: 104
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 104
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.toLocal({' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.toLocal({' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 105
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Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var targetY = game.toLocal({' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.toLocal({' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 105
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Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var targetY = obj.y;' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 105
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = LK.mouse.y;' Line Number: 105
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 461
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = game.input.y;' Line Number: 461
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'var targetY = LK.mouse.y;' Line Number: 461
Code edit (1 edits merged)
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biraz daha hızlandır
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sağdaki botu hızlandır paddle yi
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soldaki oyuncu fare takip etsin.
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Çözüm: Yumuşak Takip (Lerp veya Benzeri) Paddle'ın fareyi daha yumuşak bir şekilde takip etmesini sağlamak için, bir "yumuşatma" veya "ara değer bulma" (interpolation) tekniği kullanacağız. Bu teknik, paddle'ın mevcut konumu ile farenin konumu arasında bir ara değer bularak, paddle'ın daha kademeli ve kontrollü bir şekilde hareket etmesini sağlar. Adımlar Hedef Konumu Belirleme: Farenin y değeri, paddle için hedef konum olacak. Yumuşatma Faktörü: Bir "yumuşatma faktörü" (smoothing factor) belirleyeceğiz. Bu faktör, paddle'ın ne kadar hızlı bir şekilde hedef konuma yaklaşacağını kontrol edecek. 0 ile 1 arasında bir değer olacak (örneğin, 0.1, 0.2 gibi). Daha küçük değerler daha yumuşak (ve yavaş) bir takip sağlarken, daha büyük değerler daha hızlı bir takip sağlar. Ara Değer Bulma: Her karede, paddle'ın mevcut konumu ile hedef konum arasında bir ara değer bulacağız. Bu ara değer, yumuşatma faktörüne göre belirlenecek.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'playerPaddle.y = Math.max(playerPaddle.height / 2, Math.min(2732 - playerPaddle.height / 2, game.input.y)); // Update player paddle position based on mouse/touch movement' Line Number: 460
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'playerPaddle.y = game.toLocal({' Line Number: 460
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. Oyuncu Paddle'ının Kontrolünü Sağlama Şu anda oyun, game.down fonksiyonu aracılığıyla sadece dikey pozisyonu (y) güncelliyor. Biz, oyuncunun paddle'ını fare (veya dokunma) hareketlerine göre sürekli olarak güncellemeliyiz. Bu nedenle, game.update döngüsünde oyuncu paddle'ının konumunu güncelleyeceğiz. 2. Fare Takibi Mantığını Ekleme game.update fonksiyonunda, oyuncu paddle'ının y değerini, farenin y değerine (ekran koordinatlarında) eşitleyeceğiz. Böylece paddle, fareyi dikey olarak takip edecektir. 3. Sınırları Kontrol Etme Oyuncunun paddle'ının ekranın dışına çıkmasını engellemek için, paddle'ın y değerini ekranın sınırları içinde tutacağız. buna göre değişiklik yap.
/**** * Classes ****/ // Ball class for game ball 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.update = function () { if (gameStarted) { self.x += self.speedX; self.y += self.speedY; // Ensure ball speed is consistent to prevent shaking if (Math.abs(self.speedX) < 1) { self.speedX = self.speedX < 0 ? -1 : 1; } if (Math.abs(self.speedY) < 1) { self.speedY = self.speedY < 0 ? -1 : 1; } } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Paddle class for player control var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { // Paddle movement logic will be handled in game code }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Display 'Pongi' text in the center of the screen before the game starts var startTextBackground = LK.getAsset('paddle', { width: 400, height: 200, color: 0x303030, alpha: 0.5, anchorX: 0.5, anchorY: 0.5 }); startTextBackground.scaleX = 1.5; startTextBackground.x = 0; startTextBackground.y = 10; LK.gui.center.addChild(startTextBackground); var startText = new Text2('Pongi', { size: 200, fill: 0x000000, font: "Teko Regular", shadow: { color: 0x808080, blur: 10, offsetX: 5, offsetY: 5 } }); startText.anchor.set(0.5, 0.5); startText.x = 0; // Position at top-left corner horizontally startText.y = 0; // Position at top-left corner vertically LK.gui.center.addChild(startText); // Play background music continuously LK.playMusic('fon'); var gameStarted = false; var smoothingFactor = 0.2; // Adjust this value to control paddle smoothness // Remove the start text and background, then begin the game after a delay LK.setTimeout(function () { LK.gui.center.removeChild(startText); LK.gui.center.removeChild(startTextBackground); gameStarted = true; // Start the game logic by enabling the game update loop game.update = function () { ball.update(); // Mouse tracking for left paddle var targetY = obj.y; leftPaddle.y += (targetY - leftPaddle.y) * smoothingFactor; // Keep paddle within screen bounds leftPaddle.y = Math.max(leftPaddle.height / 2, Math.min(2732 - leftPaddle.height / 2, leftPaddle.y)); // Ball collision with top and bottom if (ball.y <= 0 && ball.speedY < 0 || ball.y >= 2732 && ball.speedY > 0) { ball.speedY *= -1; // Play 'carp1' sound effect LK.getSound('carp1').play(); } // Ball collision with paddles if (ball.intersects(leftPaddle)) { if (ball.y < leftPaddle.y) { ball.speedY = -Math.abs(ball.speedY); } else { ball.speedY = Math.abs(ball.speedY); } ball.speedX *= -1.05; // Slight acceleration on paddle hit // Ensure ball speed is consistent to prevent shaking if (Math.abs(ball.speedX) < 1) { ball.speedX = ball.speedX < 0 ? -1 : 1; } if (Math.abs(ball.speedY) < 1) { ball.speedY = ball.speedY < 0 ? -1 : 1; } // Play 'carp1' sound effect LK.getSound('carp1').play(); } if (ball.intersects(rightPaddle)) { if (ball.y < rightPaddle.y) { ball.speedY = -Math.abs(ball.speedY); } else { ball.speedY = Math.abs(ball.speedY); } ball.speedX *= -1.05; // Slight acceleration on paddle hit // Ensure ball speed is consistent to prevent shaking if (Math.abs(ball.speedX) < 1) { ball.speedX = ball.speedX < 0 ? -1 : 1; } if (Math.abs(ball.speedY) < 1) { ball.speedY = ball.speedY < 0 ? -1 : 1; } // Play 'carp1' sound effect LK.getSound('carp1').play(); } // Scoring if (ball.x <= 0) { rightScore++; updateScore(); if (rightScore >= 10) { LK.showGameOver("Right Player Wins!"); } else { resetBall(); } } else if (ball.x >= 2048) { leftScore++; updateScore(); if (leftScore >= 10) { LK.showGameOver("Left Player Wins!"); } else { resetBall(); } } // Automatic movement for right paddle only when the ball is moving towards it (AI) if (ball.speedX > 0) { if (ball.y > rightPaddle.y) { rightPaddle.y += Math.min(rightPaddle.speed * 1.5, Math.abs(ball.y - rightPaddle.y)); } else if (ball.y < rightPaddle.y) { rightPaddle.y -= Math.min(rightPaddle.speed * 1.5, Math.abs(ball.y - rightPaddle.y)); } } }; }, 3000); // 3 seconds delay // Create a dashed line in the center of the screen var centerLine = new Container(); var lineHeight = 20; var lineSpacing = 20; for (var y = 0; y < 2732; y += lineHeight + lineSpacing) { var lineSegment = LK.getAsset('paddle', { width: 10, height: lineHeight, color: 0xffffff, anchorX: 0.5, anchorY: 0.5 }); lineSegment.x = 2048 / 2; lineSegment.y = y + lineHeight / 2; centerLine.addChild(lineSegment); } game.addChild(centerLine); // Initialize paddles and ball var leftPaddle = game.addChild(new Paddle()); var rightPaddle = game.addChild(new Paddle()); var ball = game.addChild(new Ball()); // Position paddles and ball leftPaddle.x = 100; leftPaddle.y = 2732 / 2; rightPaddle.x = 2048 - 50; rightPaddle.y = 2732 / 2; ball.x = 2048 / 2; ball.y = 2732 / 2; // Score variables var leftScore = 0; var rightScore = 0; // Score display var leftScoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF, font: "Teko Regular" // Change font style to Teko Regular }); var rightScoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF, font: "Teko Regular" // Change font style to Teko Regular }); leftScoreTxt.anchor.set(0.5, 0); leftScoreTxt.x += 600; rightScoreTxt.anchor.set(0.5, 0); rightScoreTxt.x -= 600; // Decrease the x-axis position by 600 LK.gui.topLeft.addChild(leftScoreTxt); LK.gui.topRight.addChild(rightScoreTxt); // Update score display function updateScore() { leftScoreTxt.setText(leftScore); rightScoreTxt.setText(rightScore); // Play 'sayac' sound effect LK.getSound('sayac').play(); } // Removed game.move function as we are using mouse tracking in game.update // Reset ball to center function resetBall() { ball.x = 2048 / 2; ball.y = 2732 / 2; ball.speedX = 5 * (Math.random() > 0.5 ? 1 : -1); ball.speedY = 5 * (Math.random() > 0.5 ? 1 : -1); }
===================================================================
--- original.js
+++ change.js
@@ -89,9 +89,9 @@
// Start the game logic by enabling the game update loop
game.update = function () {
ball.update();
// Mouse tracking for left paddle
- var targetY = game.input.y;
+ var targetY = obj.y;
leftPaddle.y += (targetY - leftPaddle.y) * smoothingFactor;
// Keep paddle within screen bounds
leftPaddle.y = Math.max(leftPaddle.height / 2, Math.min(2732 - leftPaddle.height / 2, leftPaddle.y));
// Ball collision with top and bottom