User prompt
IT DOESNT WORK!
User prompt
Then get it done so it works properly!
User prompt
Then do these to count the machine's paddle scoring too!
User prompt
When the game paddle touches the ball, the speed of the ball should be only half as fast, because it will only shake!
User prompt
Then fix the problem so that it doesn't happen again!
User prompt
If the ball stops, paddlet pull up to iceGateTop and push the ball away.
User prompt
THE PLAYER'S PADDLET SHOULD HAVE ROOM FOR MANOEUVRE THROUGHOUT THE SCREEN!
User prompt
Then do it!
User prompt
Then do it!
User prompt
Slow down the speed of the ball a little so the ball doesn't bounce so much.
User prompt
Then do it!
User prompt
Make that machine paddlet a little smarter!
User prompt
Add 100 units of leeway in each direction for paddlet.
User prompt
Add 50 units of leeway in each direction.
User prompt
Slow down the speed of the ball a little so the ball doesn't bounce so much.
User prompt
Why does the paddlet of the machine squeeze the ball and therefore stop the ball?
User prompt
The machine paddlet never gets under the ball!
User prompt
At the start of the game and after each scoring, the ball is placed in the center of the field!
User prompt
The machine paddlet should never squeeze the ball!
User prompt
Slow down the speed of the ball a little so the ball doesn't bounce so much.
User prompt
Slow down the speed of the ball a little so the ball doesn't bounce so much.
User prompt
Then do it!
User prompt
Add more power when the player pushes the ball!
User prompt
THEN DO IT!
User prompt
IF THE PLAYER HITS THE BALL WITH A STRONGER SWING WITH HIS PADDLET THE BALL WILL BE FASTER WITH THIS POWER OF SWING
===================================================================
--- original.js
+++ change.js
@@ -32,9 +32,9 @@
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
+ self.speedY = 6; // Reset speed
}
// Removed redundant check for ball going out sideways
if (self.y >= 2732) {
self.speedY *= -1;
@@ -125,17 +125,17 @@
var targetY = ball.y - 100; // Aim slightly above the ball
var targetX = ball.x;
// Move vertically towards the target position
if (self.y < targetY) {
- self.y += 7; // Increase speed for smarter movement
+ self.y += 10; // Increase speed for smarter movement
} else if (self.y > targetY) {
- self.y -= 7;
+ self.y -= 10;
}
// Move horizontally towards the target position
if (self.x < targetX) {
- self.x += 7;
+ self.x += 10;
} else if (self.x > targetX) {
- self.x -= 7;
+ self.x -= 10;
}
// 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) {
@@ -144,10 +144,10 @@
self.y += 5;
}
}
// Ensure the paddle stays within the screen bounds and does not overlap with player paddle
- self.y = Math.max(100 + self.height / 2, Math.min(self.y, 1366 - 100 - self.height / 2));
- self.x = Math.max(100 + self.width / 2, Math.min(self.x, 2048 - 100 - self.width / 2));
+ 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 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
@@ -188,10 +188,10 @@
self.y = opponentPaddle.y + opponentPaddle.height;
}
}
// Ensure the paddle stays within the screen bounds
- self.y = Math.max(100 + self.height / 2, Math.min(self.y, 2732 - 100 - self.height / 2));
- self.x = Math.max(100 + self.width / 2, Math.min(self.x, 2048 - 100 - self.width / 2));
+ self.y = Math.max(200 + self.height / 2, Math.min(self.y, 2732 - 200 - self.height / 2));
+ self.x = Math.max(200 + self.width / 2, Math.min(self.x, 2048 - 200 - 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
@@ -289,9 +289,9 @@
scoreTxt.setText(playerScore + '-' + opponentScore);
ball.x = 2048 / 2;
ball.y = 1366; // Center of the field
ball.speedX = 0;
- ball.speedY = 8.0;
+ ball.speedY = 6.0;
}
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.