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(); } // Update difficulty display in bottom left if it exists if (typeof difficultyValueText !== 'undefined') { difficultyValueText.setText(level.toUpperCase()); } }; return self; }); var GameStartScreen = Container.expand(function () { var self = Container.call(this); // Create a transparent overlay var overlay = new Container(); self.addChild(overlay); // Game title var titleText = new Text2('PONG', { size: 150, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.y = -250; overlay.addChild(titleText); // Instruction text var instructionText = new Text2('SELECT DIFFICULTY', { size: 70, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.y = -100; overlay.addChild(instructionText); // Create difficulty selector for the start screen var startScreenSelector = null; self.init = function () { // Create difficulty selector startScreenSelector = new DifficultySelector(); startScreenSelector.y = 50; overlay.addChild(startScreenSelector); // Start button var startButton = new Text2('START GAME', { size: 80, fill: 0xFFFFFF }); startButton.anchor.set(0.5, 0.5); startButton.y = 200; startButton.interactive = true; startButton.down = function () { self.startGame(startScreenSelector.difficulty); }; overlay.addChild(startButton); }; self.startGame = function (difficulty) { // Remove start screen self.visible = false; // Start the actual game with selected difficulty startGame(difficulty); }; // Position the overlay in the center overlay.x = 2048 / 2; overlay.y = 2732 / 2; 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 = false; var gameInitialized = false; var centerLineSegments = []; var playerPaddle, aiPaddle, ball, difficultySelector; var playerScoreText, aiScoreText; // Create start screen var startScreen = new GameStartScreen(); game.addChild(startScreen); startScreen.init(); // Initialize game elements function function startGame(difficulty) { gameInitialized = true; // Setup score display if not already created if (!playerScoreText) { 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); aiScoreText = new Text2('0', { size: 120, fill: 0xFFFFFF }); aiScoreText.anchor.set(1, 0); aiScoreText.x = GAME_WIDTH - 50; aiScoreText.y = 50; LK.gui.addChild(aiScoreText); } // Create center line if not already created if (centerLineSegments.length === 0) { 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 if not already created if (!difficultySelector) { difficultySelector = new DifficultySelector(); difficultySelector.x = GAME_WIDTH / 2; difficultySelector.y = 150; difficultySelector.visible = false; // Hide during gameplay LK.gui.addChild(difficultySelector); } // Create paddles if not already created if (!playerPaddle) { playerPaddle = new Paddle(); playerPaddle.x = 80; playerPaddle.y = GAME_HEIGHT / 2; game.addChild(playerPaddle); aiPaddle = new Paddle(); aiPaddle.x = GAME_WIDTH - 80; aiPaddle.y = GAME_HEIGHT / 2; aiPaddle.isAI = true; game.addChild(aiPaddle); } // Apply selected difficulty difficultySelector.setDifficulty(difficulty); // Create ball if not already created if (!ball) { ball = new Ball(); game.addChild(ball); } // Reset scores at game start playerScore = 0; aiScore = 0; // Reset ball to start game ball.reset(); // Update score displays to make sure enemy score is shown updateScoreDisplays(); // Set game as active gameActive = true; } // Handle touch and mouse events var touchActive = false; game.down = function (x, y, obj) { if (gameInitialized) { touchActive = true; playerPaddle.moveTowards(y); } }; game.move = function (x, y, obj) { if (gameInitialized && 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); } // Create a variable for difficulty value text that will be used by difficultySelector var difficultyValueText; // 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 (!gameInitialized || !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
@@ -332,10 +332,10 @@
aiScoreText = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
- aiScoreText.anchor.set(0.5, 0);
- aiScoreText.x = GAME_WIDTH / 4 * 3;
+ aiScoreText.anchor.set(1, 0);
+ aiScoreText.x = GAME_WIDTH - 50;
aiScoreText.y = 50;
LK.gui.addChild(aiScoreText);
}
// Create center line if not already created
@@ -430,56 +430,14 @@
ball.velocityX = -ball.velocityX;
}
}, 1000);
}
-// Add difficulty indicator and enemy score to bottom left
-var bottomLeftContainer = new Container();
-LK.gui.bottomLeft.addChild(bottomLeftContainer);
-bottomLeftContainer.y = -120; // Position slightly above the bottom edge
-// Create difficulty display
-var difficultyLabel = new Text2('DIFFICULTY:', {
- size: 40,
- fill: 0xFFFFFF
-});
-difficultyLabel.anchor.set(0, 0.5);
-difficultyLabel.x = 20;
-difficultyLabel.y = 0;
-bottomLeftContainer.addChild(difficultyLabel);
-// Difficulty value text - will be updated based on selected difficulty
-var difficultyValueText = new Text2('MEDIUM', {
- size: 40,
- fill: 0xFFFFFF
-});
-difficultyValueText.anchor.set(0, 0.5);
-difficultyValueText.x = 180;
-difficultyValueText.y = 0;
-bottomLeftContainer.addChild(difficultyValueText);
-// Create enemy score display below difficulty
-var enemyScoreLabel = new Text2('ENEMY SCORE:', {
- size: 40,
- fill: 0xFFFFFF
-});
-enemyScoreLabel.anchor.set(0, 0.5);
-enemyScoreLabel.x = 20;
-enemyScoreLabel.y = 50;
-bottomLeftContainer.addChild(enemyScoreLabel);
-// Enemy score value text - will be updated with AI score
-var enemyScoreValueText = new Text2('0', {
- size: 40,
- fill: 0xFFFFFF
-});
-enemyScoreValueText.anchor.set(0, 0.5);
-enemyScoreValueText.x = 220;
-enemyScoreValueText.y = 50;
-bottomLeftContainer.addChild(enemyScoreValueText);
+// Create a variable for difficulty value text that will be used by difficultySelector
+var difficultyValueText;
// Update score displays
function updateScoreDisplays() {
playerScoreText.setText(playerScore.toString());
aiScoreText.setText(aiScore.toString());
- // Update enemy score in bottom left if it exists
- if (typeof enemyScoreValueText !== 'undefined') {
- enemyScoreValueText.setText(aiScore.toString());
- }
}
// Play background music
LK.playMusic('gameBgm');
// Game update loop