User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 81
User prompt
THE BALL WILL BE FASTER WITH THE FORCE OF THE PLAYERPADDLE SWING FOR 1 SECOND
User prompt
Increase the initial speed of the ball by 0.4 Increase the reset speed of the ball by 0.5
User prompt
Increase the initial speed of the ball by 0.4
User prompt
Increase the initial speed of the ball by 0.4 Increase the reset speed of the ball by 0.1
User prompt
Increase the initial speed of the ball by 0.3 Increase the reset speed of the ball by 0.1
User prompt
INCREASE THE BALL SPEED WITH 0.2
User prompt
AS SOON AS THE BALL BOUNCES OFF THE PADDLE OR PLAYERPADDLE, THE SPEED OF THE BALL INCREASES BY 0.2 UNTIL ONE SECOND.
User prompt
AS SOON AS THE BALL BOUNCES OFF THE PADDLE OR PLAYERPADDLE, THE SPEED OF THE BALL INCREASES BY 0.5 UNTIL ONE SECOND.
User prompt
AS SOON AS THE BALL BOUNCES OFF THE PADDLE OR PLAYERPADDLE, THE SPEED OF THE BALL ACCELERATES 0.5 TIMES UNTIL A SECOND
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 102
User prompt
AS SOON AS THE BALL BOUNCES OFF THE PADDLE OR PLAYERPADDLE, THE SPEED OF THE BALL ACCELERATES 0.5 TIMES UNTIL A SECOND AND A HALF.
User prompt
IF THE BALL TOUCHES THE PADDLE OR PLAYERPADDLE, THE BALL BOUNCES OFF THE ARC OF THEIR SURFACE
User prompt
ACCELERATE THE SPEED OF THE BALL BY ONE AND A HALF TIMES
User prompt
IF THE BALL TOUCHES ONE OF THE PADDLES, ITS SPEED ACCELERATES ONE AND A HALF TIMES UNTIL 1ST SECOND
User prompt
IF THE BALL TOUCHES ONE OF THE PADDLES, ITS SPEED UP WITH 1.5X UP TO 1 SECOND
User prompt
IF THE BALL TOUCHES ONE OF THE PADDLES, ITS SPEED DOUBLES UP TO 1 SECOND
User prompt
IF THE BALL TOUCHES ONE OF THE PADDLES, IT BOUNCES OFF ITS CURVE
User prompt
PADDLE AND PLAYER PADDLE CANT STOP THE BALL!!!
User prompt
If the player or machine asset touches the edge of the ball, the ball movement is accelerated by 1.5x speed up to 2 seconds.
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 94
User prompt
If the player or machine asset touches the edge of the ball, the ball movement is accelerated by doubling up to 2 seconds.
User prompt
The player and the machine's assets can never obscure each other!
User prompt
Never: No asset can block the ball!
User prompt
When the ball touches the player, the ball does not bypass the aset unless it bounces off him in the opposite direction!
/****
* 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
}
}
}
// Removed redundant check for ball going out sideways
if (self.y >= 2732 || self.y <= 0) {
self.x = 2048 / 2;
self.y = 1366; // Center of the field
self.speedX = 0;
self.speedY = 10; // Reset speed
}
// 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;
}
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 = -Math.abs(self.speedY) * Math.cos(angle); // Ensure the ball bounces back
self.speedX = Math.abs(self.speedX) * Math.sin(angle); // Ensure the ball bounces back
}
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
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: 0.0,
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 - 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 = 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 playerScore = 0;
var opponentScore = 0;
var scoreTxt = new Text2('0-0', {
size: 150,
fill: "#FFD700" // Golden yellow 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);
// 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);
ball.x = 2048 / 2;
ball.y = 1366; // Center of the field
ball.speedX = 0;
ball.speedY = 10;
}
// Check if ball hits the bottom of the screen
if (ball.y >= 2732 || ball.y <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
ball.speedX = 0;
ball.speedY = 10;
ball.x = 2048 / 2;
ball.y = 1366; // Center of the field
opponentPaddle.x = 2048 / 2;
opponentPaddle.y = 200;
if (ball.intersects(bottomGoal)) {
opponentScore++;
scoreTxt.setText(playerScore + '-' + opponentScore);
ball.x = 2048 / 2;
ball.y = 1366; // Center of the field
ball.speedX = 0;
ball.speedY = 10;
}
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.