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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
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al yerine computer yaz.
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daha da sola kaydır
/**** * 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: new TextStyle({ 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
@@ -461,12 +461,12 @@
size: 120,
fill: 0xFFD700,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
// Bold font for emphasis
- style: {
+ style: new TextStyle({
dropShadow: true,
dropShadowColor: '#000000'
- }
+ })
});
var aiScoreText = new Text2('AI: 0', {
size: 120,
fill: 0xFFD700,