User prompt
Two positions are possible for paddle. One is to rotate left and the other is to rotate back vertically. You can't rotate it to the right.
User prompt
With each click, rotate the paddle in the direction and angle already specified.
User prompt
Please fix the bug: 'TypeError: paddleBluelight is undefined' in or related to this line: 'paddleBluelight.rotation = 0; // Reset to initial loading angle' Line Number: 449
User prompt
Rotate paddle in the specified direction and angle on each click.
User prompt
With each click, rotate the paddl in the direction and angle already specified.
User prompt
In case the paddle is located horizontally and the player clicks, rotate the paddle at the angle already specified
User prompt
Please fix the bug: 'TypeError: paddleBluelight is undefined' in or related to this line: 'paddleBluelight.rotation = 0; // Reset to initial loading angle' Line Number: 451
User prompt
In case the paddle is located vertically and the player clicks, rotate the paddle at the angle already specified
User prompt
Please fix the bug: 'TypeError: paddleBluelight is undefined' in or related to this line: 'paddleBluelight.rotation = 0; // Reset to initial loading angle' Line Number: 449
User prompt
The paddle can be rotated back to the last position when the player clicks on the right side of the screen.
User prompt
The paddle does not rotate when the player clicks on the right side of the screen, maintaining its current orientation.
User prompt
Let the laser bounce off the bluelight, too!
User prompt
when the player clicks on the right side of map do nothing with paddle
User prompt
Add blaster asset to the game when the laser touch the paddle
User prompt
Add blaster asset when the laser touch the paddle
User prompt
Why do lasers pass through the Paddl when it is rotated to the right
User prompt
not allow the paddle to rotate to the right
User prompt
Do not allow the paddle to rotate to the right
User prompt
move startbutton up with 200 units
User prompt
fix it and place the startbutton to the bottom of the screen
User prompt
Please fix the bug: 'TypeError: paddles is undefined' in or related to this line: 'paddles.push(paddleBluelight);' Line Number: 383
User prompt
do it
User prompt
Play laser sound when the laser is added to the map
User prompt
play saber sound when the paddle is on the map
/**** * Classes ****/ var JediTrainingBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('jediTrainingBall', { anchorX: 0.5, anchorY: 0.5 }); self.speed = { x: 7.5, // 1.5 times the original speed y: 7.5 // 1.5 times the original speed }; self._move_migrated = function () { self.x += self.speed.x; self.y += self.speed.y; if (self.y >= 2732 / 2 - 500) { self.speed.y *= -1; } if (self.x <= 100 || self.x >= 2048 - 100) { self.speed.x *= -1; } if (self.y <= 0 || self.y >= 2732) { self.speed.y *= -1; } // Check for intersection with the paddle for (var i = 0; i < paddles.length; i++) { var paddle = paddles[i]; if (self.intersects(paddle) && Math.abs(paddle.rotation) < Math.PI / 4) { // Make the ball explode and disappear var explodeAsset = LK.getAsset('explode', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y }); game.addChild(explodeAsset); LK.setTimeout(function () { explodeAsset.destroy(); }, 200); // Destroy the explode asset after 200ms LK.effects.flashObject(self, 0xff0000, 500); // Flash red for 0.5 seconds self.destroy(); // Remove the ball from the game var master = game.addChild(new Master()); // Load the master asset var speechBubble = game.addChild(new SpeechBubble()); // Add speech bubble above the master // Add a frame asset to the bottom of the map var frameAsset = LK.getAsset('frame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 // Move the frame up by 250 units }); game.addChild(frameAsset); // Add text to the middle of the frame asset var frameText = new Text2("Yes, Master! I'll try again!", { size: 60, fill: "#000000", // White color align: "center" }); frameText.anchor.set(0.5, 0.5); frameText.x = frameAsset.x; frameText.y = frameAsset.y; game.addChild(frameText); // Add event handler to make the frame bubble darker on touch frameAsset.down = function (x, y, obj) { frameAsset.tint = 0x555555; // Darken the frame bubble }; frameAsset.up = function (x, y, obj) { frameAsset.tint = 0xFFFFFF; // Reset to original color LK.showGameOver(); // Restart the game }; master.x -= 777; // Move the master asset left by 777 units master.y = 2732 - master.height / 2 - 30; // Move the master asset to the bottom of the map and then up by 30 units (down by 10 units) elapsedTime = 0; // Stop the timer // Remove all laser beams if the paddle touches the ball for (var j = laserBeams.length - 1; j >= 0; j--) { laserBeams[j].destroy(); laserBeams.splice(j, 1); } break; } } }; }); var LaserBeam = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; // Check for intersection with the paddle's center line for (var i = 0; i < paddles.length; i++) { var paddle = paddles[i]; if (self.intersects(paddle) || self.intersects(bluelight) || self.intersects(paddleBluelight)) { // Bounce the laser upwards if it intersects with PaddleBluelight self.speed *= -1; // Check if the intersection is with the bluelight part of the paddle if (self.y < paddle.y) { // Bounce the laser upwards self.speed *= -1; } // Check if the intersection is with the bluelight part of the paddle if (self.y < paddle.y) { // Bounce the laser upwards self.speed *= -1; } // Calculate the angle of incidence and reflect the laser beam var angleOfIncidence = Math.atan2(self.y - paddle.y, self.x - paddle.x); var reflectionAngle = 2 * paddle.rotation - angleOfIncidence; self.speed = 10 * Math.cos(reflectionAngle); self.y += 10 * Math.sin(reflectionAngle); // Reflect the laser beam based on the position of intersection if (self.x < paddle.x - paddle.width / 2 || self.x > paddle.x + paddle.width / 2) { // Bounce off the sides of bluelight self.speed *= -1; } } } if (self.y > 2732 || self.speed === 0) { self.destroy(); // Remove laser from the map when it stops moving // Turn the bottom quarter of the screen red for 1 second LK.effects.flashScreen(0xff0000, 1000, { area: { x: 0, y: 2732 * 3 / 4, width: 2048, height: 2732 / 4 } }); score -= 1; // Decrease life counter lifeCounterTxt.setText('Life: ' + score.toString()); // Update life counter text if (score <= 0 || 4 - score >= 4) { LK.showGameOver(); // End game if life counter reaches zero or 4 lasers touch the ground } self.destroy(); } else if (self.y < 0) { self.destroy(); } }; }); var Master = Container.expand(function () { var self = Container.call(this); var masterGraphics = self.attachAsset('master', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.66, rotation: 0 // Reset to original image degree }); self.update = function () { // Paddle update logic can be added here if needed }; }); var PaddleBluelight = Container.expand(function () { var self = Container.call(this); // Attach bluelight asset var bluelightGraphics = self.attachAsset('bluelight', { anchorX: 0.5, anchorY: 1.0 }); // Attach paddle asset var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.0 }); self.update = function () { // Update logic for PaddleBluelight can be added here if needed }; }); var SpeechBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('speechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2 - 200; // Move left by 200 units self.y = 2732 / 2 + 500 - 200; // Move down by 500 units and adjust for initial offset // Add text to the speech bubble var bubbleText = new Text2("Don't let the dark side control you!\n\nTry again!", { size: 50, fill: "#000000", // Black color align: "center", lineHeight: 75 // 1.5 times the current size for the bottom line }); bubbleText.anchor.set(0.5, 0.5); bubbleText.x = 0; bubbleText.y = -50; self.addChild(bubbleText); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function showCongratulatoryPopup() { var popupContainer = new Container(); var congratsImage = LK.getAsset('popupWindow', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 5 }); var congratsText = new Text2('Well done Padawan!\n\nYou passed your test.\n\nYou can go back to meditating\n\nuntil you are called on a mission!', { size: 75, fill: "#8B4513", // Brown color align: "center" // Center align text }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 2732 / 2; popupContainer.addChild(congratsImage); popupContainer.addChild(congratsText); game.addChild(popupContainer); } // Set a wallpaper image as the game background var wallpaper = LK.getAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1650 }); game.addChild(wallpaper); var papyrus = LK.getAsset('papyrus', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 5 }); game.addChild(papyrus); // Attach templates asset to papyrus var templates = LK.getAsset('templates', { anchorX: 0.5, anchorY: 0.5, x: papyrus.x, y: papyrus.y }); game.addChild(templates); // Add brown text to the papyrus asset var papyrusText = new Text2("Attention!\nAny similarities in the game are purely coincidental and the work of Ai!\nFRVR and the creator of the game assume no responsibility for this!", { size: 50, fill: "#8B4513", // Brown color align: "center" }); papyrusText.anchor.set(0.5, 0.5); papyrusText.x = papyrus.x; papyrusText.y = papyrus.y - 1100; game.addChild(papyrusText); // Add another text to the papyrus asset var additionalPapyrusText = new Text2("May the Force be with you!", { size: 50, fill: "#8B4513", // Brown color align: "center" }); additionalPapyrusText.anchor.set(0.5, 0.5); additionalPapyrusText.x = papyrus.x; additionalPapyrusText.y = papyrus.y + 734; game.addChild(additionalPapyrusText); // Add welcoming text to the center of the papyrus asset var welcomeText = new Text2("Welcome to your training Padawan!\nIn this test, you must use your saber to block the laser beams of the training ball!", { size: 50, fill: "#8B4513", // Brown color align: "center" }); welcomeText.anchor.set(0.5, 0.5); welcomeText.x = papyrus.x; welcomeText.y = papyrus.y - 700; game.addChild(welcomeText); // Add controls text to the papyrus asset var controlsText = new Text2("Controls:", { size: 75, fill: "#8B4513", // Brown color align: "center" }); controlsText.anchor.set(0.5, 0.5); controlsText.x = papyrus.x; controlsText.y = papyrus.y - 400; game.addChild(controlsText); // Add instructions text to the papyrus asset var instructionsText = new Text2("The saber can be controlled with your finger or by moving the mouse.\nBy clicking on either side of the screen, the saber is defensive, while\nclicking on the center can be used to stab.", { size: 50, fill: "#8B4513", // Brown color align: "center" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = papyrus.x; instructionsText.y = papyrus.y + 500; game.addChild(instructionsText); var startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 350 // Move up by 200 units }); game.addChild(startButton); // Add 'OK' text to the center of the startButton var okText = new Text2("OK", { size: 50, fill: "#000000", // Black color align: "center" }); okText.anchor.set(0.5, 0.5); okText.x = startButton.x; okText.y = startButton.y; game.addChild(okText); startButton.down = function (x, y, obj) { startButton.tint = 0x555555; // Darken the button on touch }; startButton.up = function (x, y, obj) { startButton.tint = 0xFFFFFF; // Reset to original color game.removeChild(startButton); // Remove start button after click game.removeChild(okText); // Remove OK text after click game.removeChild(papyrus); // Remove papyrus after click game.removeChild(papyrusText); // Remove papyrus text after click game.removeChild(templates); // Remove templates after click game.removeChild(additionalPapyrusText); // Remove additional papyrus text after click game.removeChild(welcomeText); // Remove welcome text after click game.removeChild(controlsText); // Remove controls text after click game.removeChild(instructionsText); // Remove instructions text after click LK.gui.topRight.addChild(timerTxt); LK.gui.topLeft.addChild(lifeCounterTxt); // Show life counter text when the game starts elapsedTime = 60; // Reset countdown timer to 60 seconds (1 minute) var paddleBluelight = new PaddleBluelight(); paddleBluelight.x = 2048 / 2; paddleBluelight.y = 2732 - 400; // Position the combined asset game.addChild(paddleBluelight); LK.getSound('Lightsaber').play(); paddles.push(paddleBluelight); jediTrainingBall = new JediTrainingBall(); jediTrainingBall.x = 2048 / 2; jediTrainingBall.y = 0; game.addChild(jediTrainingBall); }; // var jediTrainingBall = new JediTrainingBall(); // Initialize jediTrainingBall in the global scope var bluelight = LK.getAsset('bluelight', { anchorX: 0.5, anchorY: 0.5 }); paddleBluelight = new PaddleBluelight(); var jediTrainingBall = new JediTrainingBall(); // Initialize jediTrainingBall in the global scope var score = 3; // Initialize life counter to 3 var elapsedTime = 60; // Initialize countdown timer to start from 60 seconds (1 minute) var timerTxt = new Text2('Time: 0', { size: 75, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); var laserBeams = []; var paddles = []; var playerPaddle = new Paddle(); // Declare and initialize playerPaddle in the global scope var lifeCounterTxt = new Text2('Life: ' + score.toString(), { size: 75, // Reduced size by half fill: "#ffffff" }); lifeCounterTxt.anchor.set(0, 0); // LK.gui.topLeft.addChild(lifeCounterTxt); // Hide life counter text initially var targetY = 0; // Placeholder value, adjust logic as needed game.on('move', function (x, y, obj) { if (paddles.length > 0) { var paddleBluelight = paddles[0]; paddleBluelight.x = x; paddleBluelight.y = y; // Ensure the paddle doesn't leave the field if (paddleBluelight.x < paddleBluelight.width / 2) { paddleBluelight.x = paddleBluelight.width / 2; } else if (paddleBluelight.x > 2048 - paddleBluelight.width / 2) { paddleBluelight.x = 2048 - paddleBluelight.width / 2; } if (paddleBluelight.y > 2732 - paddleBluelight.height / 2) { paddleBluelight.y = 2732 - paddleBluelight.height / 2; } else if (paddleBluelight.y < 2732 / 2) { paddleBluelight.y = 2732 / 2; } } // Play Lightsaber sound when the paddle is moving LK.getSound('Lightsaber').play(); playerPaddle.x = x; playerPaddle.y = y; // Ensure the paddle doesn't leave the field if (playerPaddle.x < playerPaddle.width / 2) { playerPaddle.x = playerPaddle.width / 2; } else if (playerPaddle.x > 2048 - playerPaddle.width / 2) { playerPaddle.x = 2048 - playerPaddle.width / 2; } if (playerPaddle.y > 2732 - playerPaddle.height / 2) { playerPaddle.y = 2732 - playerPaddle.height / 2; } else if (playerPaddle.y < 2732 / 2) { playerPaddle.y = 2732 / 2; } }); game.on('down', function (x, y, obj) { if (paddles.length > 0) { var paddleBluelight = paddles[0]; if (x < 2048 / 2 - 50) { paddleBluelight.rotation = -80 * Math.PI / 180; // Rotate 80 degrees to the left } else { paddleBluelight.rotation = 0; // Reset to initial loading angle } } if (x < 2048 / 2 - 50) { playerPaddle.rotation = -80 * Math.PI / 180; // Rotate 80 degrees to the left } else { playerPaddle.rotation = 0; // Reset to initial loading angle } }); LK.on('tick', function () { // Create laser beams from the ball if (LK.ticks % 60 === 0 && elapsedTime > 0 && jediTrainingBall.parent) { // Fire a laser every second if (Math.random() < 0.8) { // Play laser sound when a laser asset is loaded to the map LK.getSound('laser').play(); // Play laser sound when a laser asset is loaded to the map LK.getSound('laser').play(); // 80% chance to fire towards the bottom center var laserBeam = new LaserBeam(); laserBeam.x = jediTrainingBall.x; laserBeam.y = jediTrainingBall.y + jediTrainingBall.height; laserBeams.push(laserBeam); game.addChild(laserBeam); } } // Update laser beams for (var i = laserBeams.length - 1; i >= 0; i--) { laserBeams[i].update(); if (laserBeams[i].y > 2732 || laserBeams[i].y < 0) { laserBeams.splice(i, 1); } } if (LK.ticks % 60 === 0) { elapsedTime -= 1; // Decrement elapsed time every second if (elapsedTime <= 0) { jediTrainingBall.speed.x = 0; jediTrainingBall.speed.y = 0; if (jediTrainingBall.parent) { showCongratulatoryPopup(); // Show congratulatory popup } } if (elapsedTime > 0) { timerTxt.setText('Time: ' + elapsedTime.toString()); } else { LK.gui.topRight.removeChild(timerTxt); // Remove the timer from the screen } } if (elapsedTime > 0) { jediTrainingBall._move_migrated(); } // Removed aiPaddle logic as it is not defined and not needed for (var i = 0; i < paddles.length; i++) {} LK.setScore(score); lifeCounterTxt.setText('Life: ' + score.toString()); });
===================================================================
--- original.js
+++ change.js
@@ -416,19 +416,15 @@
game.on('down', function (x, y, obj) {
if (paddles.length > 0) {
var paddleBluelight = paddles[0];
if (x < 2048 / 2 - 50) {
- paddleBluelight.rotation -= 80 * Math.PI / 180; // Rotate 80 degrees to the left
- } else if (x > 2048 / 2 + 50) {
- paddleBluelight.rotation += 80 * Math.PI / 180; // Rotate 80 degrees to the right
+ paddleBluelight.rotation = -80 * Math.PI / 180; // Rotate 80 degrees to the left
} else {
paddleBluelight.rotation = 0; // Reset to initial loading angle
}
}
if (x < 2048 / 2 - 50) {
- playerPaddle.rotation -= 80 * Math.PI / 180; // Rotate 80 degrees to the left
- } else if (x > 2048 / 2 + 50) {
- playerPaddle.rotation += 80 * Math.PI / 180; // Rotate 80 degrees to the right
+ playerPaddle.rotation = -80 * Math.PI / 180; // Rotate 80 degrees to the left
} else {
playerPaddle.rotation = 0; // Reset to initial loading angle
}
});
Inside of jedi temple council room. Coruscant wallpaper.
Pale white pop-up window with chrome rounded corners in front view.
explode.
Master Yoda.
text bubble with golden lines, in front view.
white square with golden rounded corners, in front view.
Brown Lasersaber in vertical position, next to it the same horizontally. In between, there is a back-and-forth arrow and a computer mouse..