User prompt
Carp1 sesi gelmiyor.
User prompt
kısa çizgileri beyaz renk yap.
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var targetY = game.toLocal({' Line Number: 104
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var targetY = game.toLocal({' Line Number: 105
User prompt
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
User prompt
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
User prompt
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
User prompt
Please fix the bug: 'ReferenceError: obj is not defined' in or related to this line: 'var targetY = obj.y;' Line Number: 105
User prompt
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
User prompt
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)
Please save this source code
User prompt
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
User prompt
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
User prompt
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)
Please save this source code
User prompt
biraz daha hızlandır
User prompt
sağdaki botu hızlandır paddle yi
User prompt
soldaki oyuncu fare takip etsin.
User prompt
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.
User prompt
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
/****
* 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