User prompt
If the enemy hits the ending side of yours then you lose
User prompt
Make only one point comes when the ball reaches the other ending side
User prompt
Move it to the top right and only show the enemy's score with 1 number no letters
User prompt
The enemy's is 0 at start and display it like the player's score 1 number
User prompt
Make the enemy's score like the player's score
User prompt
Show the enemy's score and the difficultly at the bottom left
User prompt
First ask the player which difficultly then the game starts
User prompt
Make a difficultly level option easy medium and hard
Code edit (1 edits merged)
Please save this source code
User prompt
Classic Pong Challenge
Initial prompt
Make pong
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
// Random angle between -45 and 45 degrees (avoiding too horizontal angles)
var angle = (Math.random() * 90 - 45) * Math.PI / 180;
// Random direction (left or right)
if (Math.random() < 0.5) {
angle = Math.PI - angle;
}
// Adjust initial speed based on difficulty
var initialSpeed = 10; // Default (medium)
if (typeof difficultySelector !== 'undefined') {
switch (difficultySelector.difficulty) {
case "easy":
initialSpeed = 8;
break;
case "medium":
initialSpeed = 10;
break;
case "hard":
initialSpeed = 12;
break;
}
}
self.velocityX = Math.cos(angle) * initialSpeed;
self.velocityY = Math.sin(angle) * initialSpeed;
self.baseSpeed = initialSpeed;
self.speedMultiplier = 1.0;
};
self.bounceFromPaddle = function (paddle, hitPosition) {
// Calculate bounce angle based on where the ball hit the paddle
// hitPosition is a normalized value from -1 (top) to 1 (bottom)
var bounceAngle = hitPosition * (Math.PI / 4); // Max 45-degree angle
// Determine direction based on which paddle was hit
var direction = self.x < 2048 / 2 ? 1 : -1;
// Get difficulty from selector and adjust speed increase
var speedIncrease = 0.05; // Default (medium)
if (difficultySelector) {
switch (difficultySelector.difficulty) {
case "easy":
speedIncrease = 0.03;
self.speedMultiplier = Math.min(self.speedMultiplier, 1.5); // Cap lower for easy
break;
case "medium":
speedIncrease = 0.05;
self.speedMultiplier = Math.min(self.speedMultiplier, 2.0); // Default cap
break;
case "hard":
speedIncrease = 0.08;
self.speedMultiplier = Math.min(self.speedMultiplier, 2.5); // Higher cap for hard
break;
}
}
// Increase speed based on difficulty
self.speedMultiplier += speedIncrease;
var speed = self.baseSpeed * self.speedMultiplier;
// Set new velocity
self.velocityX = direction * Math.cos(bounceAngle) * speed;
self.velocityY = Math.sin(bounceAngle) * speed;
// Play hit sound
LK.getSound('hit').play();
};
self.update = function () {
// Update position
self.x += self.velocityX;
self.y += self.velocityY;
// Bounce off top and bottom walls
if (self.y < self.height / 2 || self.y > 2732 - self.height / 2) {
self.velocityY = -self.velocityY;
// Keep ball in bounds
self.y = Math.max(self.height / 2, Math.min(2732 - self.height / 2, self.y));
// Play hit sound
LK.getSound('hit').play();
}
};
return self;
});
var DifficultySelector = Container.expand(function () {
var self = Container.call(this);
self.difficulty = "medium"; // Default difficulty
// Create the container for the buttons
var buttonsContainer = new Container();
self.addChild(buttonsContainer);
// Create button texts
var easyButton = new Text2('EASY', {
size: 70,
fill: 0xAAAAAA
});
easyButton.anchor.set(0.5, 0.5);
easyButton.x = -250;
var mediumButton = new Text2('MEDIUM', {
size: 70,
fill: 0xFFFFFF
});
mediumButton.anchor.set(0.5, 0.5);
mediumButton.x = 0;
var hardButton = new Text2('HARD', {
size: 70,
fill: 0xAAAAAA
});
hardButton.anchor.set(0.5, 0.5);
hardButton.x = 250;
// Add buttons to container
buttonsContainer.addChild(easyButton);
buttonsContainer.addChild(mediumButton);
buttonsContainer.addChild(hardButton);
// Set interactivity
easyButton.interactive = true;
mediumButton.interactive = true;
hardButton.interactive = true;
// Event handlers
easyButton.down = function () {
self.setDifficulty("easy");
easyButton.tint = 0xFFFFFF;
mediumButton.tint = 0xAAAAAA;
hardButton.tint = 0xAAAAAA;
};
mediumButton.down = function () {
self.setDifficulty("medium");
easyButton.tint = 0xAAAAAA;
mediumButton.tint = 0xFFFFFF;
hardButton.tint = 0xAAAAAA;
};
hardButton.down = function () {
self.setDifficulty("hard");
easyButton.tint = 0xAAAAAA;
mediumButton.tint = 0xAAAAAA;
hardButton.tint = 0xFFFFFF;
};
self.setDifficulty = function (level) {
self.difficulty = level;
// Apply difficulty settings to AI paddle
if (aiPaddle) {
switch (level) {
case "easy":
aiPaddle.difficulty = 0.4;
aiPaddle.speed = 8;
break;
case "medium":
aiPaddle.difficulty = 0.7;
aiPaddle.speed = 12;
break;
case "hard":
aiPaddle.difficulty = 0.9;
aiPaddle.speed = 16;
break;
}
}
// Update winning score
if (typeof updateWinningScore === 'function') {
updateWinningScore(level);
}
// Reset the ball with new difficulty settings if game is in progress
if (ball && gameActive) {
ball.reset();
}
};
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.targetY = null;
self.isAI = false;
self.difficulty = 0.7; // AI difficulty - higher is better
self.moveTowards = function (targetY) {
self.targetY = targetY;
};
self.update = function () {
if (self.targetY !== null) {
// Move towards target position
var distance = self.targetY - self.y;
var moveSpeed = Math.min(Math.abs(distance), self.speed);
if (Math.abs(distance) > 1) {
self.y += distance > 0 ? moveSpeed : -moveSpeed;
}
// Constrain paddle to screen boundaries
self.y = Math.max(self.height / 2, Math.min(2732 - self.height / 2, self.y));
}
};
self.updateAI = function (ball) {
if (!self.isAI || !ball) return;
// AI prediction logic
if (ball.velocityX > 0) {
// Ball is moving toward AI
// Predict where ball will be when it reaches AI's x position
var timeToReach = (self.x - ball.x) / ball.velocityX;
var predictedY = ball.y + ball.velocityY * timeToReach;
// Add some randomness based on difficulty
var errorAmount = (1 - self.difficulty) * 300;
var randomError = Math.random() * errorAmount - errorAmount / 2;
// Move towards predicted position with some error
self.moveTowards(predictedY + randomError);
} else {
// When ball is moving away, move towards center with some randomness
var centerY = 2732 / 2;
var randomOffset = Math.random() * 100 - 50;
self.moveTowards(centerY + randomOffset);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var WINNING_SCORE = 10; // Default for medium, will be adjusted by difficulty
// Function to update winning score based on difficulty
function updateWinningScore(difficulty) {
switch (difficulty) {
case "easy":
WINNING_SCORE = 7;
break;
case "medium":
WINNING_SCORE = 10;
break;
case "hard":
WINNING_SCORE = 15;
break;
}
}
// Game state
var playerScore = 0;
var aiScore = 0;
var lastScorer = null;
var gameActive = true;
var centerLineSegments = [];
// Setup score display
var playerScoreText = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
playerScoreText.anchor.set(0.5, 0);
playerScoreText.x = GAME_WIDTH / 4;
playerScoreText.y = 50;
LK.gui.addChild(playerScoreText);
var aiScoreText = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
aiScoreText.anchor.set(0.5, 0);
aiScoreText.x = GAME_WIDTH / 4 * 3;
aiScoreText.y = 50;
LK.gui.addChild(aiScoreText);
// Create center line
var LINE_SEGMENTS = 20;
var SEGMENT_HEIGHT = GAME_HEIGHT / (LINE_SEGMENTS * 2);
for (var i = 0; i < LINE_SEGMENTS; i++) {
var segment = LK.getAsset('centerLine', {
anchorX: 0.5,
anchorY: 0.5
});
segment.y = i * SEGMENT_HEIGHT * 2 + SEGMENT_HEIGHT;
segment.x = GAME_WIDTH / 2;
game.addChild(segment);
centerLineSegments.push(segment);
}
// Create difficulty selector
var difficultySelector = new DifficultySelector();
difficultySelector.x = GAME_WIDTH / 2;
difficultySelector.y = 150;
LK.gui.addChild(difficultySelector);
// Create paddles
var playerPaddle = new Paddle();
playerPaddle.x = 80;
playerPaddle.y = GAME_HEIGHT / 2;
game.addChild(playerPaddle);
var aiPaddle = new Paddle();
aiPaddle.x = GAME_WIDTH - 80;
aiPaddle.y = GAME_HEIGHT / 2;
aiPaddle.isAI = true;
game.addChild(aiPaddle);
// Apply default difficulty (medium)
difficultySelector.setDifficulty("medium");
// Create ball
var ball = new Ball();
ball.reset();
game.addChild(ball);
// Handle touch and mouse events
var touchActive = false;
game.down = function (x, y, obj) {
touchActive = true;
playerPaddle.moveTowards(y);
};
game.move = function (x, y, obj) {
if (touchActive) {
playerPaddle.moveTowards(y);
}
};
game.up = function (x, y, obj) {
touchActive = false;
};
// Check for paddle-ball collision
function checkPaddleCollision(paddle, ball) {
if (ball.intersects(paddle)) {
// Calculate hit position relative to paddle center (normalized from -1 to 1)
var hitPosition = (ball.y - paddle.y) / (paddle.height / 2);
hitPosition = Math.max(-1, Math.min(1, hitPosition)); // Clamp between -1 and 1
ball.bounceFromPaddle(paddle, hitPosition);
}
}
// Reset game after scoring
function resetAfterScore() {
gameActive = true;
// Reset ball with a short delay
LK.setTimeout(function () {
ball.reset();
// If AI was the last scorer, give the ball initial direction toward the player
if (lastScorer === "ai" && ball.velocityX < 0) {
ball.velocityX = -ball.velocityX;
}
// If player was the last scorer, give the ball initial direction toward the AI
else if (lastScorer === "player" && ball.velocityX > 0) {
ball.velocityX = -ball.velocityX;
}
}, 1000);
}
// Add difficulty title
var difficultyTitleText = new Text2('DIFFICULTY', {
size: 50,
fill: 0xFFFFFF
});
difficultyTitleText.anchor.set(0.5, 0.5);
difficultyTitleText.x = GAME_WIDTH / 2;
difficultyTitleText.y = 80;
LK.gui.addChild(difficultyTitleText);
// Update score displays
function updateScoreDisplays() {
playerScoreText.setText(playerScore.toString());
aiScoreText.setText(aiScore.toString());
}
// Play background music
LK.playMusic('gameBgm');
// Game update loop
game.update = function () {
if (!gameActive) return;
// Update paddles
playerPaddle.update();
aiPaddle.updateAI(ball);
// Update ball
ball.update();
// Check for paddle collisions
checkPaddleCollision(playerPaddle, ball);
checkPaddleCollision(aiPaddle, ball);
// Check for scoring
if (ball.x < 0) {
// AI scores
aiScore++;
updateScoreDisplays();
lastScorer = "ai";
gameActive = false;
LK.getSound('score').play();
// Check for win
if (aiScore >= WINNING_SCORE) {
LK.setScore(playerScore); // Set player's score
LK.showGameOver();
} else {
resetAfterScore();
}
} else if (ball.x > GAME_WIDTH) {
// Player scores
playerScore++;
updateScoreDisplays();
lastScorer = "player";
gameActive = false;
LK.getSound('score').play();
// Check for win
if (playerScore >= WINNING_SCORE) {
LK.setScore(playerScore); // Set player's score
LK.showYouWin();
} else {
resetAfterScore();
}
}
// Update LK score (we'll use player's score)
LK.setScore(playerScore);
}; ===================================================================
--- original.js
+++ change.js
@@ -20,9 +20,23 @@
// Random direction (left or right)
if (Math.random() < 0.5) {
angle = Math.PI - angle;
}
- var initialSpeed = 10;
+ // Adjust initial speed based on difficulty
+ var initialSpeed = 10; // Default (medium)
+ if (typeof difficultySelector !== 'undefined') {
+ switch (difficultySelector.difficulty) {
+ case "easy":
+ initialSpeed = 8;
+ break;
+ case "medium":
+ initialSpeed = 10;
+ break;
+ case "hard":
+ initialSpeed = 12;
+ break;
+ }
+ }
self.velocityX = Math.cos(angle) * initialSpeed;
self.velocityY = Math.sin(angle) * initialSpeed;
self.baseSpeed = initialSpeed;
self.speedMultiplier = 1.0;
@@ -32,11 +46,28 @@
// hitPosition is a normalized value from -1 (top) to 1 (bottom)
var bounceAngle = hitPosition * (Math.PI / 4); // Max 45-degree angle
// Determine direction based on which paddle was hit
var direction = self.x < 2048 / 2 ? 1 : -1;
- // Increase speed slightly
- self.speedMultiplier += 0.05;
- self.speedMultiplier = Math.min(self.speedMultiplier, 2.0); // Cap at 2x original speed
+ // Get difficulty from selector and adjust speed increase
+ var speedIncrease = 0.05; // Default (medium)
+ if (difficultySelector) {
+ switch (difficultySelector.difficulty) {
+ case "easy":
+ speedIncrease = 0.03;
+ self.speedMultiplier = Math.min(self.speedMultiplier, 1.5); // Cap lower for easy
+ break;
+ case "medium":
+ speedIncrease = 0.05;
+ self.speedMultiplier = Math.min(self.speedMultiplier, 2.0); // Default cap
+ break;
+ case "hard":
+ speedIncrease = 0.08;
+ self.speedMultiplier = Math.min(self.speedMultiplier, 2.5); // Higher cap for hard
+ break;
+ }
+ }
+ // Increase speed based on difficulty
+ self.speedMultiplier += speedIncrease;
var speed = self.baseSpeed * self.speedMultiplier;
// Set new velocity
self.velocityX = direction * Math.cos(bounceAngle) * speed;
self.velocityY = Math.sin(bounceAngle) * speed;
@@ -57,8 +88,90 @@
}
};
return self;
});
+var DifficultySelector = Container.expand(function () {
+ var self = Container.call(this);
+ self.difficulty = "medium"; // Default difficulty
+ // Create the container for the buttons
+ var buttonsContainer = new Container();
+ self.addChild(buttonsContainer);
+ // Create button texts
+ var easyButton = new Text2('EASY', {
+ size: 70,
+ fill: 0xAAAAAA
+ });
+ easyButton.anchor.set(0.5, 0.5);
+ easyButton.x = -250;
+ var mediumButton = new Text2('MEDIUM', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ mediumButton.anchor.set(0.5, 0.5);
+ mediumButton.x = 0;
+ var hardButton = new Text2('HARD', {
+ size: 70,
+ fill: 0xAAAAAA
+ });
+ hardButton.anchor.set(0.5, 0.5);
+ hardButton.x = 250;
+ // Add buttons to container
+ buttonsContainer.addChild(easyButton);
+ buttonsContainer.addChild(mediumButton);
+ buttonsContainer.addChild(hardButton);
+ // Set interactivity
+ easyButton.interactive = true;
+ mediumButton.interactive = true;
+ hardButton.interactive = true;
+ // Event handlers
+ easyButton.down = function () {
+ self.setDifficulty("easy");
+ easyButton.tint = 0xFFFFFF;
+ mediumButton.tint = 0xAAAAAA;
+ hardButton.tint = 0xAAAAAA;
+ };
+ mediumButton.down = function () {
+ self.setDifficulty("medium");
+ easyButton.tint = 0xAAAAAA;
+ mediumButton.tint = 0xFFFFFF;
+ hardButton.tint = 0xAAAAAA;
+ };
+ hardButton.down = function () {
+ self.setDifficulty("hard");
+ easyButton.tint = 0xAAAAAA;
+ mediumButton.tint = 0xAAAAAA;
+ hardButton.tint = 0xFFFFFF;
+ };
+ self.setDifficulty = function (level) {
+ self.difficulty = level;
+ // Apply difficulty settings to AI paddle
+ if (aiPaddle) {
+ switch (level) {
+ case "easy":
+ aiPaddle.difficulty = 0.4;
+ aiPaddle.speed = 8;
+ break;
+ case "medium":
+ aiPaddle.difficulty = 0.7;
+ aiPaddle.speed = 12;
+ break;
+ case "hard":
+ aiPaddle.difficulty = 0.9;
+ aiPaddle.speed = 16;
+ break;
+ }
+ }
+ // Update winning score
+ if (typeof updateWinningScore === 'function') {
+ updateWinningScore(level);
+ }
+ // Reset the ball with new difficulty settings if game is in progress
+ if (ball && gameActive) {
+ ball.reset();
+ }
+ };
+ return self;
+});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
@@ -118,9 +231,23 @@
****/
// Constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
-var WINNING_SCORE = 10;
+var WINNING_SCORE = 10; // Default for medium, will be adjusted by difficulty
+// Function to update winning score based on difficulty
+function updateWinningScore(difficulty) {
+ switch (difficulty) {
+ case "easy":
+ WINNING_SCORE = 7;
+ break;
+ case "medium":
+ WINNING_SCORE = 10;
+ break;
+ case "hard":
+ WINNING_SCORE = 15;
+ break;
+ }
+}
// Game state
var playerScore = 0;
var aiScore = 0;
var lastScorer = null;
@@ -155,8 +282,13 @@
segment.x = GAME_WIDTH / 2;
game.addChild(segment);
centerLineSegments.push(segment);
}
+// Create difficulty selector
+var difficultySelector = new DifficultySelector();
+difficultySelector.x = GAME_WIDTH / 2;
+difficultySelector.y = 150;
+LK.gui.addChild(difficultySelector);
// Create paddles
var playerPaddle = new Paddle();
playerPaddle.x = 80;
playerPaddle.y = GAME_HEIGHT / 2;
@@ -165,8 +297,10 @@
aiPaddle.x = GAME_WIDTH - 80;
aiPaddle.y = GAME_HEIGHT / 2;
aiPaddle.isAI = true;
game.addChild(aiPaddle);
+// Apply default difficulty (medium)
+difficultySelector.setDifficulty("medium");
// Create ball
var ball = new Ball();
ball.reset();
game.addChild(ball);
@@ -208,8 +342,17 @@
ball.velocityX = -ball.velocityX;
}
}, 1000);
}
+// Add difficulty title
+var difficultyTitleText = new Text2('DIFFICULTY', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+difficultyTitleText.anchor.set(0.5, 0.5);
+difficultyTitleText.x = GAME_WIDTH / 2;
+difficultyTitleText.y = 80;
+LK.gui.addChild(difficultyTitleText);
// Update score displays
function updateScoreDisplays() {
playerScoreText.setText(playerScore.toString());
aiScoreText.setText(aiScore.toString());