User prompt
Make opponent a little stronger, try to attack more!
User prompt
Change the score table color to neon blue
User prompt
Change the score table color to neon yellow
User prompt
change the scoretable colour to neongreen
User prompt
place the background in the middle of the screen and stretch the whole image to fit the screen size of a smartphone full screen!
User prompt
Play scoreSound when the ball touch gates
User prompt
Play ball sound when the ball bumps into something
User prompt
Add paddles sound to the game!
User prompt
Add paddles sound to the game!
User prompt
delete paddle sound from the game!
User prompt
Play paddle sound when the paddle or playerpaddle touch the ball!
User prompt
record this recording to a sound asset!
User prompt
Add a new sound to the game
User prompt
move theThe reset button should be visible in the bottom right corner of the screen when the ball is stopped or not visible on the screen!
User prompt
This button should be located in the bottom right corner of the screen!
User prompt
Add a button asset, which when pressed by the player will place the ball in the center of the field!
User prompt
CORRECT THIS ERROR!!!! The ball must never leave the screen! The ball always bounces off the edges and corners of the screen!
User prompt
The ball must never disappear from the screen, but always bounce off the edge of the screen! Fix this so it never happens again!
User prompt
The ball must never disappear from the screen! Fix this so it never happens again!
User prompt
Then fix it!
User prompt
If nobody touches the ball for 2 seconds, the speed of the ball should gradually decrease a little, but not stop completely!
User prompt
If no one touches the ball for 2 seconds, the speed of the ball should gradually decrease, but not stop completely!
User prompt
THEN FIX IT!
User prompt
THE MACHINE PADDLE SHOULD NOT ONLY FOLLOW THE BALL, BUT ALSO TRY TO SAVE THE GOAL WITH 33% SUCCESS!
User prompt
NOW WHAT? WHY HAS IT STOPPED?
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 4.0; self.speedX = 0; self.update = function () { self.y += self.speedY; self.x += self.speedX; if (self.y <= 50 || self.y >= 2682) { self.speedY *= -1; LK.getSound('ballsound').play(); } if (self.x <= 150 || self.x >= 1898) { self.speedX *= -1; LK.getSound('ballsound').play(); if ((self.y <= 200 || self.y >= 2532) && (lastCornerHit === null || Date.now() - lastCornerHit > 1000)) { cornerHits++; lastCornerHit = Date.now(); if (cornerHits >= 3) { opponentPaddle.y -= 50; // Move opponent closer to iceGateTop cornerHits = 0; // Reset counter } } } // Removed redundant check for ball going out sideways if (self.y >= 2732 || self.y <= 0) { self.speedY *= -1; // Bounce back vertically LK.getSound('ballsound').play(); } else if (self.speedX === 0 && self.speedY === 0) { // If the ball stops, move the paddle to iceGateTop and push the ball paddle.y = topGoal.y + 50; // Move paddle to iceGateTop self.speedY = 4; // Push the ball away } // Removed redundant check for ball going out sideways if (self.y >= 2732) { self.speedY *= -1; } // Removed redundant check for ball going out sideways if (self.y >= 2732) { self.speedY *= -1; } // Removed redundant check for ball going out sideways if (self.y >= 2732) { self.speedY *= -1; } // Removed redundant check for ball going out sideways if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; // Bounce back horizontally } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } // Check for collision with player paddle if (self.intersects(paddle)) { LK.getSound('paddles').play(); // Calculate the angle of incidence based on where the ball hits the paddle var relativeIntersectX = (paddle.x - self.x) / (paddle.width / 2); var bounceAngle = relativeIntersectX * Math.PI / 4; // Max bounce angle of 45 degrees // Calculate paddle movement speed var paddleSpeed = Math.sqrt(Math.pow(paddle.x - paddle.prevX, 2) + Math.pow(paddle.y - paddle.prevY, 2)); // Update ball speed and direction, adding paddle speed influence self.speedX = self.speedY * Math.sin(bounceAngle) + paddleSpeed * 0.2; // Increase influence factor self.speedY = -Math.abs(self.speedY * Math.cos(bounceAngle)) - paddleSpeed * 0.1; // Add vertical influence self.speedX = self.speedX === 0 ? 1 : self.speedX; // Ensure non-zero speed self.speedY = self.speedY === 0 ? 1 : self.speedY; // Ensure non-zero speed } // Check for collision with opponent paddle if (self.intersects(opponentPaddle)) { LK.getSound('paddles').play(); // Calculate the angle of incidence based on where the ball hits the paddle var relativeIntersectX = (opponentPaddle.x - self.x) / (opponentPaddle.width / 2); var bounceAngle = relativeIntersectX * Math.PI / 4; // Max bounce angle of 45 degrees // Update ball speed and direction self.speedX = self.speedY * Math.sin(bounceAngle); self.speedY = Math.abs(self.speedY * Math.cos(bounceAngle)); self.speedX = self.speedX === 0 ? 1 : self.speedX; // Ensure non-zero speed self.speedY = self.speedY === 0 ? 1 : self.speedY; // Ensure non-zero speed } }; }); var IceGate = Container.expand(function (color) { var self = Container.call(this); var gateGraphics = self.attachAsset(color === 'top' ? 'iceGateTop' : 'iceGateBottom', { anchorX: 0.5, anchorY: 0.5 }); }); // Opponent Paddle class var OpponentPaddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('playerPaddle', { anchorX: 0.5, anchorY: 0.5 }); self.idleTime = 0; self.update = function () { if (self.prevX === self.x && self.prevY === self.y) { self.idleTime += 1 / 60; // Increment idle time by 1/60th of a second } else { self.idleTime = 0; // Reset idle time if paddle has moved } self.prevX = self.x; self.prevY = self.y; if (self.idleTime > 1) { // Retreat towards the center of the track if (self.x < 2048 / 2) { self.x += 5; } else if (self.x > 2048 / 2) { self.x -= 5; } if (self.y < 1366 / 2) { self.y += 5; } else if (self.y > 1366 / 2) { self.y -= 5; } } // Opponent paddle AI logic with adjusted target var targetY = ball.y - 100; // Aim closer to the ball for more aggressive tracking var targetX = ball.x; // Move vertically towards the target position with increased speed self.y += (targetY - self.y) * 0.2; // Increase speed for more aggressive movement // Move horizontally towards the target position with increased speed self.x += (targetX - self.x) * 0.2; // Increase speed for more aggressive movement // Removed opponent paddle intersection logic to prevent blocking the ball // Check if ball is in the corner of the field if (ball.x <= 200 && ball.y <= 200 || ball.x >= 1848 && ball.y <= 200) { // Pull opponent paddle towards its own goal if (self.y < 200) { self.y += 5; } } // Apply damping to reduce jitter self.y = Math.max(200 + self.height / 2, Math.min(self.y, 1366 - 200 - self.height / 2)); self.x = Math.max(200 + self.width / 2, Math.min(self.x, 2048 - 200 - self.width / 2)); self.y *= 0.95; // Apply damping to vertical movement self.x *= 0.95; // Apply damping to horizontal movement // Ensure opponent paddle does not overlap with the ball if (self.intersects(ball)) { if (self.y < ball.y) { self.y = ball.y - self.height - 1; // Add a small buffer to prevent squeezing } else { self.y = ball.y + ball.height + 1; // Add a small buffer to prevent squeezing } } // Prevent overlap with player paddle if (self.intersects(paddle)) { if (self.y < paddle.y) { self.y = paddle.y - self.height; } else { self.y = paddle.y + paddle.height; } } // Ensure opponent paddle stays within the screen bounds if (self.y < 200) { self.y = 200; } }; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Store previous position self.prevX = self.x; self.prevY = self.y; // Ensure player paddle does not overlap with opponent paddle if (self.intersects(opponentPaddle)) { if (self.y < opponentPaddle.y) { self.y = opponentPaddle.y - self.height; } else { self.y = opponentPaddle.y + opponentPaddle.height; } } // Ensure the paddle stays within the screen bounds self.y = Math.max(self.height / 2, Math.min(self.y, 2732 - self.height / 2)); self.x = Math.max(self.width / 2, Math.min(self.x, 2048 - self.width / 2)); // Ensure player paddle does not overlap with the ball if (self.intersects(ball)) { if (self.y < ball.y) { self.y = ball.y - self.height - 1; // Add a small buffer to prevent squeezing } else { self.y = ball.y + ball.height + 1; // Add a small buffer to prevent squeezing } } }; }); var ResetButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('resetButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { ball.x = 2048 / 2; ball.y = 1366; ball.speedX = 0; ball.speedY = 4.0; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, //Init game with black background scaleMode: 'fullScreen' // Enable full screen scaling for smartphones }); /**** * Game Code ****/ // Attach white background asset var cornerHits = 0; var lastCornerHit = null; var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 2000, // Scale to fit the screen width scaleY: 2732 / 2730.54, // Scale to fit the screen height x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Initialize ice hockey goals var topGoal = game.addChild(new IceGate('top')); topGoal.x = 2048 / 2 - 10; topGoal.y = 50 - 45; var bottomGoal = game.addChild(new IceGate('bottom')); bottomGoal.x = 2048 / 2 - 10; bottomGoal.y = 2732 - 50 + 40; // Initialize ball and paddles var ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 1366; // Center of the field var paddle = game.addChild(new Paddle()); paddle.x = 2048 / 2; paddle.y = 2500 + 500; var opponentPaddle = game.addChild(new OpponentPaddle()); opponentPaddle.prevX = opponentPaddle.x; opponentPaddle.prevY = opponentPaddle.y; opponentPaddle.x = 2048 / 2; opponentPaddle.y = 200; opponentPaddle.x = 2048 / 2; // Score display var playerScore = 0; var opponentScore = 0; var scoreTxt = new Text2('0-0', { size: 150, fill: "#39FF14" // Neon green color }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.rotation = -Math.PI / 2; // Rotate 180 degrees to the left scoreTxt.x = 2048 - 100; // Position 100 units from the right edge of the screen scoreTxt.y = 1366 - 25; // Move up by 25 units game.addChild(scoreTxt); // Add reset button to the game var resetButton = game.addChild(new ResetButton()); resetButton.x = 2048 - resetButton.width / 2; resetButton.y = 2732 - resetButton.height / 2; // Handle paddle movement game.move = function (x, y, obj) { paddle.x = x; paddle.y = y; }; // Update game logic game.update = function () { ball.update(); paddle.update(); opponentPaddle.update(); // Check for collision between ball and iceGateTop if (ball.intersects(topGoal)) { playerScore++; scoreTxt.setText(playerScore + '-' + opponentScore); LK.getSound('scoreSound').play(); LK.getSound('scoreSound').play(); LK.getSound('scoreSound').play(); ball.x = 2048 / 2; ball.y = 1366; // Center of the field ball.speedX = 0; // Reset horizontal speed ball.speedY = 4.0; // Reset vertical speed } // Check if ball hits the bottom of the screen if (ball.y >= 2732 || ball.y <= 0) {} // Check for collision between ball and iceGateBottom if (ball.intersects(bottomGoal)) { opponentScore++; scoreTxt.setText(playerScore + '-' + opponentScore); LK.getSound('scoreSound').play(); ball.x = 2048 / 2; ball.y = 1366; // Center of the field ball.speedX = 0; ball.speedY = 4.0; cornerHits = 0; // Reset cornerHits counter lastCornerHit = null; // Reset lastCornerHit timestamp } };
===================================================================
--- original.js
+++ change.js
@@ -131,14 +131,14 @@
self.y -= 5;
}
}
// Opponent paddle AI logic with adjusted target
- var targetY = ball.y - 150; // Aim further above the ball for smoother tracking
+ var targetY = ball.y - 100; // Aim closer to the ball for more aggressive tracking
var targetX = ball.x;
- // Move vertically towards the target position with smoothing
- self.y += (targetY - self.y) * 0.1; // Smooth movement by adjusting speed
- // Move horizontally towards the target position with smoothing
- self.x += (targetX - self.x) * 0.1; // Smooth movement by adjusting speed
+ // Move vertically towards the target position with increased speed
+ self.y += (targetY - self.y) * 0.2; // Increase speed for more aggressive movement
+ // Move horizontally towards the target position with increased speed
+ self.x += (targetX - self.x) * 0.2; // Increase speed for more aggressive movement
// Removed opponent paddle intersection logic to prevent blocking the ball
// Check if ball is in the corner of the field
if (ball.x <= 200 && ball.y <= 200 || ball.x >= 1848 && ball.y <= 200) {
// Pull opponent paddle towards its own goal
@@ -269,9 +269,9 @@
var playerScore = 0;
var opponentScore = 0;
var scoreTxt = new Text2('0-0', {
size: 150,
- fill: "#1E90FF" // Neon blue color
+ fill: "#39FF14" // Neon green color
});
scoreTxt.anchor.set(0.5, 0.5);
scoreTxt.rotation = -Math.PI / 2; // Rotate 180 degrees to the left
scoreTxt.x = 2048 - 100; // Position 100 units from the right edge of the screen
New ball button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
air hockey table with neon lights. top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Air hockey disk with neon green lights. top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Air hockey disk with neon yellow lights. top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Air hockey disk with neon orange lights. top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.