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
/**** * 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; } 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.speedY *= -1; // Bounce back vertically self.speedY *= -1; // Bounce back vertically } 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)) { // 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)) { // 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 - 150; // Aim further above the ball for smoother 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 // 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 } } }; }); /**** * 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 = 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: "#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; // 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); 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
@@ -30,8 +30,9 @@
}
// Removed redundant check for ball going out sideways
if (self.y >= 2732 || self.y <= 0) {
self.speedY *= -1; // Bounce back vertically
+ self.speedY *= -1; // Bounce back vertically
} 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
@@ -274,17 +275,9 @@
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) {
- LK.effects.flashScreen(0xff0000, 1000);
- ball.speedX = 1; // Ensure non-zero speed
- ball.speedY = 4.0;
- ball.x = 2048 / 2;
- ball.y = 1366; // Center of the field
- opponentPaddle.x = 2048 / 2;
- opponentPaddle.y = 200;
- }
+ if (ball.y >= 2732 || ball.y <= 0) {}
// Check for collision between ball and iceGateBottom
if (ball.intersects(bottomGoal)) {
opponentScore++;
scoreTxt.setText(playerScore + '-' + opponentScore);
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.