User prompt
When they touch each other, the machine paddles slide away 300 units.
User prompt
When they touch each other, the machine paddles snap away 200 units.
User prompt
Paddles can never touch each other.
User prompt
When the ball touches one corner of the court 3 times in a row, the opponent immediately moves closer to iceGateTop.
User prompt
Only if the ball passes through iceGateBottom or iceGateTop counts as a goal.
User prompt
A goal is counted if the ball passes through iceGateBottom or iceGateBottom iceGateTop.
User prompt
Move the iceGateBottom down by 5 units
User prompt
Move the iceGateBottom down by 5 units
User prompt
move up theiceGateTop with 45 units
User prompt
move up theiceGateTop with 40 units
User prompt
move down theiceGateTop with 45 units
User prompt
move up the iceGateTop with 40 units
User prompt
move down theiceGateTop with 40 units
User prompt
move down the iceGateBottom with 30 units
User prompt
move down the iceGateBottom with 25 units
User prompt
move down the iceGateBottom with 15 units
User prompt
move down the iceGateBottom with 5 units
User prompt
Move the background with 5 units left
User prompt
Create an ice hockey goal asset at the middle top and middle bottom of the rink. The top should be red. The bottom should be blue
User prompt
Create an ice gate asset at the middle top and middle bottom of the course.
User prompt
When the player or opponent touches the ball, the ball does not stick to it, but bounces off it.
User prompt
Move the background 25 units to the right
User prompt
Move the background 50 units to the left
User prompt
move the background with 100 units left
User prompt
When the opponent stands still for more than 1 second, he is obliged to retreat towards the center of the track
/**** * 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 = 10; self.speedX = 0; self.update = function () { self.y += self.speedY; self.x += self.speedX; if (self.y <= 0) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y >= 2732) { self.speedY *= -1; } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } 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; } if (self.intersects(paddle)) { var angle = Math.atan2(self.y - paddle.y, self.x - paddle.x); self.speedY = -10 * Math.cos(angle); self.speedX = 10 * Math.sin(angle); } if (self.intersects(opponentPaddle)) { var angle = Math.atan2(self.y - opponentPaddle.y, self.x - opponentPaddle.x); self.speedY = 10 * Math.cos(angle); self.speedX = 10 * Math.sin(angle); // Ensure ball doesn't go out of bounds if (self.x <= 0) { self.x = ball.width / 2; self.speedX = Math.abs(self.speedX); } else if (self.x >= 2048) { self.x = 2048 - ball.width / 2; self.speedX = -Math.abs(self.speedX); } } }; }); // Opponent Paddle class var OpponentPaddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { 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 if (ball.y < self.y) { self.y -= 5; } else if (ball.y > self.y) { self.y += 5; } if (ball.x < self.x && self.x > ball.width / 2) { self.x -= 5; } else if (ball.x > self.x && self.x < 2048 - ball.width / 2) { self.x += 5; } // 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; } } // Ensure the paddle stays within the screen bounds 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)); // 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 () { // Paddle update logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Attach white background asset var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, x: -2050, y: -700 }); game.addChild(background); // Initialize ball and paddles var ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 2732 / 2; 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 score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // 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 paddle if (ball.intersects(paddle)) { ball.speedY *= -1; score++; scoreTxt.setText(score); } // Check if ball hits the bottom of the screen if (ball.y >= 2732) { LK.effects.flashScreen(0xff0000, 1000); ball.speedX = 0; ball.speedY = 10; ball.x = 2048 / 2; ball.y = 2732 / 2; opponentPaddle.x = 2048 / 2; opponentPaddle.y = 200; score = 0; scoreTxt.setText(score); } };
===================================================================
--- original.js
+++ change.js
@@ -166,9 +166,9 @@
// Attach white background asset
var background = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
- x: -1950,
+ x: -2050,
y: -700
});
game.addChild(background);
// Initialize ball and paddles
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.