User prompt
move the gates left with 10 units
User prompt
Screen scaling full screen scaled to smartphones!
User prompt
After each scoring, the ball is placed back in the middle of the field!
User prompt
The side edge of the track is 25 units from the screen. The ball can only move between these two frames, it cannot go out of this!
User prompt
The ball MUST NEVER LEAVE THE FIELD SIDEWAYS!
User prompt
The computer will only get hit points when the ball touches iceGatebottom!
User prompt
The player only gets hit points if the ball touches iceGateTop!
User prompt
move the scoreboard up with 25 units
User prompt
move the scoreboard right with 50 units
User prompt
Turn the scoreboard 180 degrees left
User prompt
Turn the scoreboard 180 degrees
User prompt
The distance of the scoreboard from the edge of the screen is 100 units
User prompt
The distance of the scoreboard from the edge of the screen is 150 units
User prompt
The distance of the scoreboard from the edge of the screen is 50 units
User prompt
Location of the scoreboard on the right side of the screen halfway through the track
User prompt
Turn the direction of the scoreboard 90 degrees to the rightand place it on the right side of the screen.
User prompt
Display the result in golden yellow
User prompt
When the ball is not visible on the field, it is a ball toss from the middle.
User prompt
Rewrite the scoreboard to show how many goals were scored and how many goals were scored, separated by a hyphen.
User prompt
the ball does not go out sideways
User prompt
Ensure the ball maintains a distance of 50 units from the bottom edges of the image. Reset ball position to maintain a distance of 50 units from the bottom edges
User prompt
Ensure the paddles maintains a distance of 50 units from the upper edges of the image Reset paddles position to maintain a distance of 50 units from the upper edges
User prompt
Move the background down by 10 units
User prompt
Move the background to the left by 25 units
User prompt
Move the background to the left by 20 units
/**** * 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 <= 50 || self.y >= 2682) { self.speedY *= -1; } if (self.x <= 150 || self.x >= 1898) { self.speedX *= -1; 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 } } } if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; self.speedY = self.speedY > 0 ? 10 : -10; // Reset speed to original self.speedX = self.speedX > 0 ? 10 : -10; // Reset speed to original } 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 = -15 * Math.cos(angle); // Accelerate speed by 1.5x self.speedX = 15 * Math.sin(angle); // Accelerate speed by 1.5x } 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 <= 150) { self.x = 150 + ball.width / 2; self.speedX = Math.abs(self.speedX); } else if (self.x >= 1898) { self.x = 1898 - ball.width / 2; self.speedX = -Math.abs(self.speedX); } } }; }); 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 if (ball.y < self.y) { self.y -= 5; } else if (ball.y > self.y && self.y < 1366) { // Ensure opponent cannot move lower than halfway through the field 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; } // Ensure paddles do not touch each other if (self.intersects(paddle)) { if (self.x < paddle.x) { self.x -= 100; } else { self.x += 100; } } // 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 () { // Ensure paddles do not touch each other if (self.intersects(opponentPaddle)) { if (self.x < opponentPaddle.x) { self.x -= 100; } else { self.x += 100; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Attach white background asset var cornerHits = 0; var lastCornerHit = null; var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, x: -1765, y: -690 }); game.addChild(background); // Initialize ice hockey goals var topGoal = game.addChild(new IceGate('top')); topGoal.x = 2048 / 2; topGoal.y = 50 - 45; var bottomGoal = game.addChild(new IceGate('bottom')); bottomGoal.x = 2048 / 2; bottomGoal.y = 2732 - 50 + 40; // Initialize ball and paddles var ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 50 + ball.height / 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 = 2682; opponentPaddle.x = 2048 / 2; opponentPaddle.y = 200; score = 0; scoreTxt.setText(score); cornerHits = 0; // Reset cornerHits counter lastCornerHit = null; // Reset lastCornerHit timestamp } };
===================================================================
--- original.js
+++ change.js
@@ -13,9 +13,9 @@
self.speedX = 0;
self.update = function () {
self.y += self.speedY;
self.x += self.speedX;
- if (self.y <= 50 || self.y >= 2732) {
+ if (self.y <= 50 || self.y >= 2682) {
self.speedY *= -1;
}
if (self.x <= 150 || self.x >= 1898) {
self.speedX *= -1;
@@ -158,10 +158,10 @@
// 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 < 50) {
- self.y = 50;
+ if (self.y < 200) {
+ self.y = 200;
}
};
});
// Paddle class
@@ -220,9 +220,9 @@
var opponentPaddle = game.addChild(new OpponentPaddle());
opponentPaddle.prevX = opponentPaddle.x;
opponentPaddle.prevY = opponentPaddle.y;
opponentPaddle.x = 2048 / 2;
-opponentPaddle.y = 50;
+opponentPaddle.y = 200;
opponentPaddle.x = 2048 / 2;
// Score display
var score = 0;
var scoreTxt = new Text2('0', {
@@ -252,11 +252,11 @@
LK.effects.flashScreen(0xff0000, 1000);
ball.speedX = 0;
ball.speedY = 10;
ball.x = 2048 / 2;
- ball.y = 2732 / 2;
+ ball.y = 2682;
opponentPaddle.x = 2048 / 2;
- opponentPaddle.y = 50;
+ opponentPaddle.y = 200;
score = 0;
scoreTxt.setText(score);
cornerHits = 0; // Reset cornerHits counter
lastCornerHit = null; // Reset lastCornerHit timestamp
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.