User prompt
Make the ball move slower
User prompt
Make it so the ball moves at a consistent speed and once it loses energy it falls
User prompt
Make the ball have realistic physics
User prompt
Remove the rotation
User prompt
Make it so it rotates at the players mouth rotation ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Make it so the paddle can move all around and can rotate based on the players mouth ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Mouth Pong: Face-Controlled Paddle
Initial prompt
Make a game where it is a pong game and the players mouth is tracked in real life and that is the paddle to hit the ball
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballAsset = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Ball velocity self.vx = 0; self.vy = 0; // Ball acceleration (for realism, e.g. gravity or air resistance) self.ax = 0; self.ay = 0; // Ball friction (air resistance) self.friction = 0.998; // Ball max speed self.maxSpeed = 24; // Ball radius for collision self.getRadius = function () { return ballAsset.width / 2; }; // Ball update: move and handle wall bounces self.update = function () { // Apply acceleration (gravity only on Y) self.vx += self.ax; self.vy += self.ay; // If the ball is moving upwards, keep speed consistent (no friction) // If the ball is moving downwards, apply gravity and friction (energy loss) if (self.vy < 0) { // Upwards: keep speed consistent, no friction // Clamp speed to maxSpeed var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); if (speed > self.maxSpeed) { var scale = self.maxSpeed / speed; self.vx *= scale; self.vy *= scale; } } else { // Downwards: apply friction and gravity (energy loss) self.vx *= self.friction; self.vy *= self.friction; // Add gravity to make it fall faster as it loses energy self.vy += 0.45; // gravity strength, tweak as needed } // Move ball self.x += self.vx; self.y += self.vy; }; return self; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleAsset = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); // Paddle width/height for collision self.getWidth = function () { return paddleAsset.width; }; self.getHeight = function () { return paddleAsset.height; }; return self; }); // Wall class (for top wall) var Wall = Container.expand(function () { var self = Container.call(this); var wallAsset = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); self.getWidth = function () { return wallAsset.width; }; self.getHeight = function () { return wallAsset.height; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Center positions // Paddle: wide, short rectangle // Ball: circle // Wall: thin, wide rectangle (for top wall) // Sound for bounce (optional, but not used as per instructions) // LK.init.sound('bounce', {volume: 0.5}); var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Score var score = 0; // Create paddle var paddle = new Paddle(); game.addChild(paddle); // Paddle position: bottom center, above bottom edge paddle.x = GAME_WIDTH / 2; paddle.y = GAME_HEIGHT - 180; // Create ball var ball = new Ball(); game.addChild(ball); // Ball start position: above paddle ball.x = GAME_WIDTH / 2; ball.y = paddle.y - 120; // Ball initial velocity (randomized angle upwards) function resetBallVelocity() { // Angle: between -60 and +60 degrees from vertical var angle = Math.random() * Math.PI / 3 - Math.PI / 6; var speed = 18; ball.vx = Math.sin(angle) * speed; ball.vy = -Math.cos(angle) * speed; ball.ax = 0; ball.ay = 0; // gravity is handled in Ball.update } resetBallVelocity(); // Create top wall var topWall = new Wall(); game.addChild(topWall); topWall.x = GAME_WIDTH / 2; topWall.y = 40 / 2 + 10; // 10px margin from top // Score text var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: clamp paddle within game bounds function clampPaddleX(x) { var halfWidth = paddle.getWidth() / 2; if (x < halfWidth) return halfWidth; if (x > GAME_WIDTH - halfWidth) return GAME_WIDTH - halfWidth; return x; } // Face tracking: update paddle position and rotation game.update = function () { var mouthX = GAME_WIDTH / 2; var mouthY = GAME_HEIGHT - 180; var mouthAngle = 0; // Use facekit for paddle position if available (ignore angle/rotation) if (facekit.mouthCenter && typeof facekit.mouthCenter.x === 'number' && typeof facekit.mouthCenter.y === 'number') { mouthX = facekit.mouthCenter.x; mouthY = facekit.mouthCenter.y; } // Clamp paddle inside game area var halfWidth = paddle.getWidth() / 2; var halfHeight = paddle.getHeight() / 2; if (typeof paddle.lastX !== "number") paddle.lastX = paddle.x; if (typeof paddle.lastY !== "number") paddle.lastY = paddle.y; var prevX = paddle.x; var prevY = paddle.y; paddle.x = Math.max(halfWidth, Math.min(GAME_WIDTH - halfWidth, mouthX)); paddle.y = Math.max(halfHeight + 40, Math.min(GAME_HEIGHT - halfHeight, mouthY)); paddle.rotation = 0; paddle.lastX = prevX; paddle.lastY = prevY; // Ball movement ball.update(); // Ball collision with left/right walls var ballRadius = ball.getRadius(); if (ball.x - ballRadius < 0) { ball.x = ballRadius; // Add a little randomness to bounce angle for realism var angleJitter = (Math.random() - 0.5) * 0.12; var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy) * 0.98; // lose a bit of energy var angle = Math.atan2(ball.vy, -ball.vx) + angleJitter; ball.vx = Math.abs(Math.cos(angle) * speed); ball.vy = Math.sin(angle) * speed; } if (ball.x + ballRadius > GAME_WIDTH) { ball.x = GAME_WIDTH - ballRadius; var angleJitter = (Math.random() - 0.5) * 0.12; var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy) * 0.98; var angle = Math.atan2(ball.vy, -ball.vx) + angleJitter; ball.vx = -Math.abs(Math.cos(angle) * speed); ball.vy = Math.sin(angle) * speed; } // Ball collision with top wall if (ball.y - ballRadius < topWall.y + topWall.getHeight() / 2) { ball.y = topWall.y + topWall.getHeight() / 2 + ballRadius; var angleJitter = (Math.random() - 0.5) * 0.12; var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy) * 0.98; var angle = Math.atan2(-ball.vy, ball.vx) + angleJitter; ball.vy = Math.abs(Math.cos(angle) * speed); ball.vx = Math.sin(angle) * speed; } // Ball collision with paddle (axis-aligned rectangle vs circle) var hw = paddle.getWidth() / 2; var hh = paddle.getHeight() / 2; var closestX = Math.max(paddle.x - hw, Math.min(ball.x, paddle.x + hw)); var closestY = Math.max(paddle.y - hh, Math.min(ball.y, paddle.y + hh)); var dx = ball.x - closestX; var dy = ball.y - closestY; var distSq = dx * dx + dy * dy; // Only allow bounce if ball is moving towards the paddle (ball.vy > 0) if (distSq < ballRadius * ballRadius && ball.vy > 0) { // Calculate bounce direction based on where it hit the paddle var hitPos = (ball.x - paddle.x) / hw; // -1 (left) to 1 (right) var angle = hitPos * (Math.PI / 2.2); // up to +/-~82deg for more control // Add a little randomness to bounce angle for realism var angleJitter = (Math.random() - 0.5) * 0.10; angle += angleJitter; // Add paddle movement to ball (if paddle is moving) var paddleSpeedX = 0; if (typeof paddle.lastX === "number") { paddleSpeedX = paddle.x - paddle.lastX; } // Ball speed increases slightly on each bounce var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy) * 1.04 + Math.abs(paddleSpeedX) * 0.5; ball.vx = Math.sin(angle) * speed + paddleSpeedX * 0.4; ball.vy = -Math.abs(Math.cos(angle) * speed); // Move ball just outside paddle to prevent sticking var sep = ballRadius + 2; if (dy > 0) { ball.y = paddle.y + hh + sep; } else { ball.y = paddle.y - hh - sep; } // Flash paddle LK.effects.flashObject(paddle, 0xffff00, 200); // Increase score score += 1; LK.setScore(score); scoreTxt.setText(score); // Optionally: play sound // LK.getSound('bounce').play(); } // Ball falls below paddle: game over if (ball.y - ballRadius > GAME_HEIGHT) { // Flash screen red LK.effects.flashScreen(0xff0000, 800); // Show game over (auto resets game) LK.showGameOver(); } }; // No dragging or touch controls needed; paddle is controlled by facekit only // Reset score on game start LK.setScore(0); score = 0; scoreTxt.setText('0');
===================================================================
--- original.js
+++ change.js
@@ -22,9 +22,9 @@
self.ay = 0;
// Ball friction (air resistance)
self.friction = 0.998;
// Ball max speed
- self.maxSpeed = 38;
+ self.maxSpeed = 24;
// Ball radius for collision
self.getRadius = function () {
return ballAsset.width / 2;
};
@@ -124,9 +124,9 @@
// Ball initial velocity (randomized angle upwards)
function resetBallVelocity() {
// Angle: between -60 and +60 degrees from vertical
var angle = Math.random() * Math.PI / 3 - Math.PI / 6;
- var speed = 28;
+ var speed = 18;
ball.vx = Math.sin(angle) * speed;
ball.vy = -Math.cos(angle) * speed;
ball.ax = 0;
ball.ay = 0; // gravity is handled in Ball.update