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you did great but its overlapping the text next to it
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replace the character derpus maximus with ballerina cappuccina from italian brainrot
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there is still ghost ball
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there are still point being randomly added without any reason and a ball besides the one in game that keeps flashing
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the ball is going straight through the paddle
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now its all broken
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unfair points are still being added by a ball randomly teleporting fast, please find the mole and remove it
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make it so that a point is only given if the paddle fails to intercept the ball no matter what
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the game is still randomly adding scores that didnt happen. please rewrite that whole section properly if needed to make sure all scores are added fairly with no errors randomly
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the game is counting false scores, hits that were intercepted. please fix
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the game should properly count the score and only change the name after one person reaches the score of 5, PLEASE check and fix the many bugs that contradict what im saying
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theres a few bugs in the game and now theres no text in game at all to know who im up against they just need to be properly set to wait till the match ends and not overlap
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there are overlapping texts in game
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make each box for the character select a different color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: characterContainers[selectedCharacterIndex].setSelected is not a function' in or related to this line: 'characterContainers[selectedCharacterIndex].setSelected(false);' Line Number: 197
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make a seperate character box for each character
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the select ur character text isnt dissapearing after game starts
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Please fix the bug: 'ReferenceError: startY is not defined' in or related to this line: 'tween(self, {' Line Number: 136
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there is now 3 different issues please revert or fix
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make the select character screen at the start different from the main game screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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BRAINROT PONG CHAMPIONS
Initial prompt
At the very beginning of the game, you show a bright, weird, colorful screen titled “CHOOSE YOUR WARRIOR” or something similarly silly, and on this screen are big cartoonish images of all the ridiculous brainrot characters like Tralalero Tralala (the shark in Nikes), Bombardiro Crocodilo (the bomber plane crocodile), and others like Cappuccino Assassino or Br Br Patapim — and the player must click on one to choose who they want standing behind their paddle during matches, as just a cosmetic choice, meaning it doesn’t change anything about the paddle’s behavior or speed, just changes the weird creature who bobs up and down and watches behind it. Once selected, the game starts by putting you in a one-on-one ping pong match against one of the other brainrot characters — this one is randomly picked from the remaining characters and acts as your opponent, standing behind their paddle like a goofy boss figure. The match is played on a clean rectangular 2D game table with a green field and white border lines, and a white net in the middle. You, the player, control the paddle on the left side using simple keyboard controls like pressing “W” to move your paddle up and “S” to move it down — the paddle is a tall, thin rectangle that moves only in a straight vertical line and cannot go sideways. The enemy paddle is on the right side, and it’s controlled by AI that, in the first round, is very slow and simple — the AI paddle tries to follow the ball’s vertical position but reacts with a delay and can’t move very fast, so it's easy to score against. In the middle of the table, there’s a small white circle that acts as the ball; when the game begins, this ball starts from the exact center of the screen and moves diagonally, slowly traveling to either side and slightly upward or downward at the same time. If the ball hits the top or bottom edges of the screen (which represent the walls), it bounces off them and keeps going, like a real ping pong ball would, but now in a new direction that’s mirrored vertically. If it hits one of the paddles, it bounces back the other way horizontally, as though it was smacked, and this bounce might change slightly depending on where it hit on the paddle (like top, middle, or bottom), making the game feel more realistic. If it passes completely beyond a paddle — meaning it goes off the screen on one side — then the other player scores a point, and the ball resets to the center after a short pause. The first player to reach five points wins the round. After you beat that first enemy character, the screen shows a quick animation of your opponent being eliminated or falling over in a goofy way, and then you're taken to the next battle: another brainrot character, but this time with smarter AI. Each round, the AI boss paddle gets better: it reacts more quickly to the ball’s movement, it predicts where the ball will go instead of just chasing it, and it moves its paddle faster, making it harder for you to score. Some AI opponents even add a bit of movement jitter or fake-outs to feel more human, but not too hard early on. This continues through every character in the roster — a full progression where each defeated brainrot character is replaced by the next one, each acting as a “boss level” with increasing paddle intelligence and speed, until you face the final boss (maybe someone like Cappuccino Assassino), who plays nearly perfectly, moving instantly and always staying in the right place unless you trick it. Each victory gives you a point total, maybe even a crowd cheer, and the background might shift slightly with each round, showing you’re getting deeper into the “brainrot realm.” Add sound effects for ball bounces (tiny click sounds), cheering brainrot voices when you score, a scoreboard at the top of the screen showing both players’ points, and a “YOU WIN” screen after beating the final boss that shows your selected character jumping or spinning in celebration, with maybe a nonsense voice line like “TRALALERO VICTORIOSO.” The game then resets or offers you a replay or character select. Everything in the game moves frame-by-frame, meaning every moment the game updates what it draws on the screen — the ball moves slightly, the paddles move slightly, and all movement is smooth and small, not jumping around, so it feels alive and not robotic. Every bounce, every edge, every point is checked constantly to keep things working. This is how the full game works, from choosing your silly warrior to climbing the brainrot ladder and becoming ping pong champion of total nonsense.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.dx = 0; self.dy = 0; self.radius = ballGraphics.width / 2; self.active = false; self.lastX = 0; self.lastY = 0; self.lastCollidedWith = {}; // Track collisions with paddles self.reset = function () { // Clear any existing launch timer first to prevent ghost balls if (self.launchTimer) { LK.clearTimeout(self.launchTimer); self.launchTimer = null; } // Reset position to center of table self.x = tableX; self.y = tableY; // Make sure to set lastX and lastY to the same values to prevent false collisions self.lastX = self.x; self.lastY = self.y; // Reset speed and direction vectors to 0 self.dx = 0; self.dy = 0; // Explicitly deactivate ball self.active = false; // Clear collision tracking completely self.lastCollidedWith = {}; // Make sure this ball is the only active ball in the game if (game && game.children) { for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child !== self && child instanceof Ball) { // Remove any other balls from the game game.removeChild(child); } } } // Schedule ball to start after a delay self.launchTimer = LK.setTimeout(function () { // Only launch if this ball is still in the game if (self.parent) { self.launch(); } self.launchTimer = null; }, 1000); }; self.launch = function () { // Only launch if ball is not active and is still attached to game to prevent multiple launches if (self.active || !self.parent) return; // Launch ball at a random angle toward player or ai var angle = Math.random() * Math.PI / 4 - Math.PI / 8; // Determine direction (left or right) - use exact Math.PI value if (Math.random() < 0.5) { angle += Math.PI; } // Set reasonable initial velocity self.dx = Math.cos(angle) * self.speed; self.dy = Math.sin(angle) * self.speed; // Ensure lastX/lastY match current position before activating self.lastX = self.x; self.lastY = self.y; // Clear collision tracking completely before activating self.lastCollidedWith = {}; // Activate the ball self.active = true; // Cancel any pending launch timers to prevent duplicates if (self.launchTimer) { LK.clearTimeout(self.launchTimer); self.launchTimer = null; } }; self.update = function () { // Verify this ball is valid and active if (!self.active || !self.parent) return; // Verify this is the only active ball if (game && game.children) { var activeBalls = 0; var thisBallFound = false; for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child instanceof Ball) { activeBalls++; if (child === self) { thisBallFound = true; } } } // If this ball isn't found or there are multiple balls, reset if (!thisBallFound || activeBalls > 1) { // Remove extra balls and reset this one for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child instanceof Ball && child !== self) { game.removeChild(child); } } // If this is a ghost ball, remove it if (!thisBallFound) { return; // Exit update cycle for ghost ball } } } // Track last position for proper collision detection self.lastX = self.x; self.lastY = self.y; // Limit speed to prevent teleportation issues var maxSpeed = 25; if (Math.abs(self.dx) > maxSpeed) { self.dx = self.dx > 0 ? maxSpeed : -maxSpeed; } if (Math.abs(self.dy) > maxSpeed) { self.dy = self.dy > 0 ? maxSpeed : -maxSpeed; } // Move ball self.x += self.dx; self.y += self.dy; // Table boundaries var tableTop = tableY - tableHeight / 2 + self.radius; var tableBottom = tableY + tableHeight / 2 - self.radius; // Bounce off top and bottom if (self.y < tableTop) { self.y = tableTop; self.dy = -self.dy; LK.getSound('hit').play(); } else if (self.y > tableBottom) { self.y = tableBottom; self.dy = -self.dy; LK.getSound('hit').play(); } // Check for paddle collisions first (returns true if collision happened) var hitPlayerPaddle = checkPaddleCollision(self, playerPaddle); var hitAiPaddle = checkPaddleCollision(self, aiPaddle); // Only check for scoring if no paddle was hit this frame if (!hitPlayerPaddle && !hitAiPaddle) { // Check for scoring (left and right boundaries) var tableLeft = tableX - tableWidth / 2; var tableRight = tableX + tableWidth / 2; // Track boundary crossing for accurate scoring // Check if ball has just crossed the left boundary if (self.lastX >= tableLeft - self.radius && self.x < tableLeft - self.radius) { // AI scores - only if ball is active (wasn't already scored) if (self.active) { self.active = false; aiScore++; updateScoreDisplay(); LK.getSound('score').play(); checkGameOver(); self.reset(); } } // Check if ball has just crossed the right boundary else if (self.lastX <= tableRight + self.radius && self.x > tableRight + self.radius) { // Player scores - only if ball is active (wasn't already scored) if (self.active) { self.active = false; playerScore++; updateScoreDisplay(); LK.getSound('score').play(); checkGameOver(); self.reset(); } } } }; return self; }); var Character = Container.expand(function (name, description) { var self = Container.call(this); var characterBox = self.attachAsset('characterBox', { anchorX: 0.5, anchorY: 0.5 }); // Assign a unique color based on the character name's length var colorOptions = [0xf4d03f, 0x3498db, 0xe74c3c, 0x2ecc71, 0x9b59b6, 0x1abc9c]; var colorIndex = name ? name.length % colorOptions.length : 0; characterBox.tint = colorOptions[colorIndex]; // Assign unique color based on name self.name = name || "Unknown Character"; self.description = description || "No description available"; // Create name text with shadow effect var nameText = new Text2(self.name, { size: 40, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0); nameText.y = -characterBox.height / 2 + 20; self.addChild(nameText); // Add description text var descText = new Text2(self.description, { size: 25, fill: 0xECF0F1 }); descText.anchor.set(0.5, 0); descText.y = characterBox.height / 2 + 20; // Position below the character box instead of above self.addChild(descText); // Add bounce animation self.startY = 0; // Initialize with 0, will be updated in first bounce LK.setInterval(function () { self.startY = self.y; // Update current position before animation tween(self, { y: self.startY - 15 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { y: self.startY }, { duration: 800, easing: tween.easeInOut }); } }); }, 2000); self.setSelected = function (isSelected) { if (isSelected) { characterBox.tint = 0xff0000; } else { // Get the original color from initialization var colorOptions = [0xf4d03f, 0x3498db, 0xe74c3c, 0x2ecc71, 0x9b59b6, 0x1abc9c]; var colorIndex = self.name ? self.name.length % colorOptions.length : 0; characterBox.tint = colorOptions[colorIndex]; // Restore original color } }; self.down = function (x, y, obj) { selectCharacter(self); }; return self; }); var CharacterSelectScreen = Container.expand(function () { var self = Container.call(this); var titleText = new Text2("CHOOSE YOUR WARRIOR", { size: 100, fill: 0xFFFF00 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 300; self.addChild(titleText); var characterContainers = []; var selectedCharacterIndex = -1; self.createCharacters = function () { var startX = 2048 / 2 - 600; var startY = 2732 / 2 - 200; var spacing = 350; for (var i = 0; i < characters.length; i++) { var characterContainer = new Container(); characterContainer.x = startX + i % 3 * spacing; characterContainer.y = startY + Math.floor(i / 3) * spacing; var characterBox = LK.getAsset('characterBox', { anchorX: 0.5, anchorY: 0.5 }); // Assign a unique color based on the character index var colorOptions = [0xf4d03f, 0x3498db, 0xe74c3c, 0x2ecc71, 0x9b59b6, 0x1abc9c]; characterBox.tint = colorOptions[i % colorOptions.length]; // Different color for each character characterContainer.addChild(characterBox); var character = new Character(characters[i].name, characters[i].description); character.index = i; character.difficultyLevel = characters[i].difficulty; characterContainer.character = character; // Add the character to the container characterContainer.addChild(character); // Implement setSelected method on the container characterContainer.setSelected = function (isSelected) { this.character.setSelected(isSelected); }; characterContainer.down = function (x, y, obj) { selectCharacter(this.character); }; characterContainers.push(characterContainer); self.addChild(characterContainer); } }; self.selectCharacter = function (character) { // Deselect previous character if (selectedCharacterIndex >= 0) { characterContainers[selectedCharacterIndex].setSelected(false); } // Select new character selectedCharacterIndex = character.index; character.setSelected(true); // Animate the selected character tween(character, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(character, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeIn }); } }); // Return selected character return characters[selectedCharacterIndex]; }; 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 = 15; self.targetY = null; self.isAI = false; self.aiDifficulty = 0.5; // Default difficulty // Give each paddle a unique ID for collision tracking self.id = "paddle_" + Date.now() + "_" + Math.random().toString(36).substr(2, 9); self.update = function () { if (self.isAI && ball) { // AI paddle movement - follows the ball with some delay based on difficulty // Higher difficulty means better tracking if (Math.random() < self.aiDifficulty) { self.targetY = ball.y; } if (self.targetY !== null) { // Move toward target position with speed adjusted by difficulty var moveSpeed = self.speed * self.aiDifficulty; if (Math.abs(self.y - self.targetY) > moveSpeed) { if (self.y < self.targetY) { self.y += moveSpeed; } else { self.y -= moveSpeed; } } else { self.y = self.targetY; } } } // Keep paddle within table bounds var halfPaddleHeight = paddleGraphics.height / 2; var tableTop = tableY - tableHeight / 2 + halfPaddleHeight; var tableBottom = tableY + tableHeight / 2 - halfPaddleHeight; if (self.y < tableTop) self.y = tableTop; if (self.y > tableBottom) self.y = tableBottom; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a5276 }); /**** * Game Code ****/ // Game constants var tableWidth = 1600; var tableHeight = 1200; var tableX = 2048 / 2; var tableY = 2732 / 2; // Game state variables var gameState = "character_select"; // "character_select", "playing", "game_over" var playerScore = 0; var aiScore = 0; var currentOpponent = 0; var selectedCharacter = null; var lastDragY = 0; // Character data var characters = [{ name: "Tralalero Tralala", description: "Shark in Nikes", difficulty: 0.4 }, { name: "Bombardiro Crocodilo", description: "Bomber plane crocodile", difficulty: 0.5 }, { name: "Ballerina Cappuccina", description: "Elegant dancer from Italian Brainrot", difficulty: 0.6 }, { name: "Quacken", description: "Duck with tentacles", difficulty: 0.7 }, { name: "Sir Bonkington", description: "Monocle-wearing penguin", difficulty: 0.9 }]; // Game elements var table; var net; var playerPaddle; var aiPaddle; var ball; var characterSelection = []; var characterSelectScreen; var playerScoreText; var aiScoreText; var statusText; // Initialize the game function initGame() { // Play background music LK.playMusic('gameMusic'); // Always reset status text to avoid overlap if (statusText) { game.removeChild(statusText); statusText = null; } if (gameState === "character_select") { // Set a different background color for character select screen game.setBackgroundColor(0x6c3483); // Purple background for character select // Create and display character selection screen characterSelectScreen = new CharacterSelectScreen(); game.addChild(characterSelectScreen); characterSelectScreen.createCharacters(); } else { // Set game background color game.setBackgroundColor(0x1a5276); // Blue background for gameplay // Create table table = LK.getAsset('table', { anchorX: 0.5, anchorY: 0.5, x: tableX, y: tableY }); game.addChild(table); // Create net net = LK.getAsset('net', { anchorX: 0.5, anchorY: 0.5, x: tableX, y: tableY }); game.addChild(net); // Create score displays var playerScoreBoard = LK.getAsset('scoreBoard', { anchorX: 0.5, anchorY: 0.5, x: tableX - tableWidth / 4, y: tableY - tableHeight / 2 - 80 }); game.addChild(playerScoreBoard); var aiScoreBoard = LK.getAsset('scoreBoard', { anchorX: 0.5, anchorY: 0.5, x: tableX + tableWidth / 4, y: tableY - tableHeight / 2 - 80 }); game.addChild(aiScoreBoard); playerScoreText = new Text2("0", { size: 60, fill: 0xFFFFFF }); playerScoreText.anchor.set(0.5, 0.5); playerScoreText.x = tableX - tableWidth / 4; playerScoreText.y = tableY - tableHeight / 2 - 80; game.addChild(playerScoreText); aiScoreText = new Text2("0", { size: 60, fill: 0xFFFFFF }); aiScoreText.anchor.set(0.5, 0.5); aiScoreText.x = tableX + tableWidth / 4; aiScoreText.y = tableY - tableHeight / 2 - 80; game.addChild(aiScoreText); // Don't create status text at initialization since we're in character select mode } } function selectCharacter(character) { // Use the CharacterSelectScreen to handle selection var selectedChar = characterSelectScreen.selectCharacter(character); selectedCharacter = character; // Start the game after a delay with animation tween(character, { alpha: 0.8 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { startGame(); }, 800); } }); } function startGame() { // Remove character selection screen with fade out if (characterSelectScreen) { tween(characterSelectScreen, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(characterSelectScreen); characterSelectScreen = null; // Switch game state gameState = "playing"; // Reinitialize the game with gameplay elements game.setBackgroundColor(0x1a5276); // Blue background for gameplay initGame(); // Setup game elements playerScore = 0; aiScore = 0; currentOpponent = 0; // Remove any existing balls to prevent ghost balls if (game.children) { for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Ball) { game.removeChild(child); } } } // Create paddles playerPaddle = new Paddle(); playerPaddle.x = tableX - tableWidth / 2 + 50; playerPaddle.y = tableY; game.addChild(playerPaddle); aiPaddle = new Paddle(); aiPaddle.x = tableX + tableWidth / 2 - 50; aiPaddle.y = tableY; aiPaddle.isAI = true; aiPaddle.aiDifficulty = characters[currentOpponent].difficulty; game.addChild(aiPaddle); // Always remove existing status text to prevent duplicates if (statusText) { game.removeChild(statusText); } // Create new status text statusText = new Text2("VS " + characters[currentOpponent].name, { size: 80, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); statusText.x = tableX; statusText.y = 200; game.addChild(statusText); // Make sure the status text is visible statusText.alpha = 1; // Create ball ball = new Ball(); game.addChild(ball); // Reset the ball after adding to game to ensure proper initialization ball.reset(); updateScoreDisplay(); } }); } } function updateScoreDisplay() { playerScoreText.setText(playerScore.toString()); aiScoreText.setText(aiScore.toString()); } function checkGameOver() { if (playerScore >= 5) { // Player wins this round // Update opponent name only after player reaches score of 5 currentOpponent++; if (currentOpponent >= characters.length) { // Player has beaten all opponents gameState = "game_over"; // Wait for game over screen before showing text LK.setTimeout(function () { if (statusText) { statusText.setText("You are the Brainrot Pong Champion!"); } }, 100); LK.getSound('win').play(); LK.showYouWin(); } else { // Next opponent playerScore = 0; aiScore = 0; aiPaddle.aiDifficulty = characters[currentOpponent].difficulty; // Wait for transition before updating text LK.setTimeout(function () { if (statusText) { statusText.setText("VS " + characters[currentOpponent].name); } }, 100); updateScoreDisplay(); } } else if (aiScore >= 5) { // AI wins gameState = "game_over"; // Wait for game over screen before showing text LK.setTimeout(function () { if (statusText) { statusText.setText("Game Over!"); } }, 100); LK.showGameOver(); } } function checkPaddleCollision(ball, paddle) { if (!ball.active) return false; // Return false if ball not active // Get paddle dimensions var paddleWidth = 30; // Same as in initialization var paddleHeight = 150; // Same as in initialization // Define rectangular collision box for paddle var paddleLeft = paddle.x - paddleWidth / 2; var paddleRight = paddle.x + paddleWidth / 2; var paddleTop = paddle.y - paddleHeight / 2; var paddleBottom = paddle.y + paddleHeight / 2; // Calculate ball position including radius for more accurate detection var ballLeft = ball.x - ball.radius; var ballRight = ball.x + ball.radius; var ballTop = ball.y - ball.radius; var ballBottom = ball.y + ball.radius; // Calculate last ball position for trajectory analysis var lastBallLeft = ball.lastX - ball.radius; var lastBallRight = ball.lastX + ball.radius; var lastBallTop = ball.lastY - ball.radius; var lastBallBottom = ball.lastY + ball.radius; // Check if ball is within paddle bounds var isIntersecting = ballRight > paddleLeft && ballLeft < paddleRight && ballBottom > paddleTop && ballTop < paddleBottom; // Check for fast-moving ball that might have teleported through paddle // Check both horizontal and vertical trajectories for accurate detection var crossedLeftToRight = lastBallRight <= paddleLeft && ballRight > paddleLeft && !(lastBallBottom < paddleTop || lastBallTop > paddleBottom) && !(ballBottom < paddleTop || ballTop > paddleBottom); var crossedRightToLeft = lastBallLeft >= paddleRight && ballLeft < paddleRight && !(lastBallBottom < paddleTop || lastBallTop > paddleBottom) && !(ballBottom < paddleTop || ballTop > paddleBottom); // Only process collision if ball is moving toward the paddle var movingTowardLeftPaddle = ball.dx < 0 && paddle === playerPaddle; var movingTowardRightPaddle = ball.dx > 0 && paddle === aiPaddle; // Check if this paddle was already hit in this movement var alreadyCollidedWithThisPaddle = ball.lastCollidedWith[paddle.id]; // Apply collision only on first contact, not for continuous contact var justHitPaddle = (isIntersecting || crossedLeftToRight || crossedRightToLeft) && (movingTowardLeftPaddle && paddle === playerPaddle || movingTowardRightPaddle && paddle === aiPaddle) && !alreadyCollidedWithThisPaddle; if (justHitPaddle) { // Mark this paddle as having been collided with ball.lastCollidedWith[paddle.id] = true; // For left paddle (player) if (paddle === playerPaddle) { // Ball hit paddle from right ball.x = paddleRight + ball.radius; ball.dx = Math.abs(ball.dx); // Adjust angle based on where ball hit the paddle var relativeIntersectY = paddle.y - ball.y; var normalizedRelativeIntersectionY = relativeIntersectY / (paddleHeight / 2); var bounceAngle = normalizedRelativeIntersectionY * (Math.PI / 4); // 45 degrees max angle // Adjust ball direction based on where it hit the paddle var speed = Math.sqrt(ball.dx * ball.dx + ball.dy * ball.dy); ball.dx = Math.cos(bounceAngle) * speed; ball.dy = -Math.sin(bounceAngle) * speed; // Increase speed slightly with each hit but cap it ball.dx = Math.min(Math.abs(ball.dx * 1.05), 25) * (ball.dx < 0 ? -1 : 1); ball.dy = Math.min(Math.abs(ball.dy * 1.05), 25) * (ball.dy < 0 ? -1 : 1); LK.getSound('hit').play(); // For right paddle (AI) } else if (paddle === aiPaddle) { // Ball hit paddle from left ball.x = paddleLeft - ball.radius; ball.dx = -Math.abs(ball.dx); // Adjust angle based on where ball hit the paddle var relativeIntersectY = paddle.y - ball.y; var normalizedRelativeIntersectionY = relativeIntersectY / (paddleHeight / 2); var bounceAngle = normalizedRelativeIntersectionY * (Math.PI / 4); // 45 degrees max angle // Adjust ball direction based on where it hit the paddle var speed = Math.sqrt(ball.dx * ball.dx + ball.dy * ball.dy); ball.dx = -Math.cos(bounceAngle) * speed; ball.dy = -Math.sin(bounceAngle) * speed; // Increase speed slightly with each hit but cap it ball.dx = Math.min(Math.abs(ball.dx * 1.05), 25) * (ball.dx < 0 ? -1 : 1); ball.dy = Math.min(Math.abs(ball.dy * 1.05), 25) * (ball.dy < 0 ? -1 : 1); LK.getSound('hit').play(); } // Return true to indicate collision happened return true; } else if (!justHitPaddle && !isIntersecting) { // Clear collision flag when ball is no longer intersecting with this paddle if (ball.lastCollidedWith[paddle.id]) { ball.lastCollidedWith[paddle.id] = false; } } // Return false if no collision happened return false; } // Input handling game.down = function (x, y, obj) { if (gameState === "playing") { lastDragY = y; } }; game.move = function (x, y, obj) { if (gameState === "playing" && playerPaddle) { var deltaY = y - lastDragY; playerPaddle.y += deltaY; lastDragY = y; } }; game.up = function (x, y, obj) { // Release any dragging }; // Game update function game.update = function () { if (gameState === "playing") { if (playerPaddle) playerPaddle.update(); if (aiPaddle) aiPaddle.update(); if (ball) ball.update(); } }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -204,9 +204,9 @@
size: 25,
fill: 0xECF0F1
});
descText.anchor.set(0.5, 0);
- descText.y = -characterBox.height / 2 - 20; // Position above the character box instead of below
+ descText.y = characterBox.height / 2 + 20; // Position below the character box instead of above
self.addChild(descText);
// Add bounce animation
self.startY = 0; // Initialize with 0, will be updated in first bounce
LK.setInterval(function () {
shark with nikes on the beach. In-Game asset. 2d. High contrast. No shadows
bomber plane crocodile. In-Game asset. 2d. High contrast. No shadows
anthropomorphic wooden figure holding a baseball bat. In-Game asset. 2d. High contrast. No shadows
ping pong table only from the top with a face on it. In-Game asset. 2d. High contrast. No shadows
ball with face. In-Game asset. 2d. High contrast. No shadows