User prompt
Let the Ball Come Slowly at the Beginning of the Game
User prompt
The enemy AI moves around too much in its current location. It should be a little more relaxed.
User prompt
There should be no pause in the Main Menu, only when you start the game
User prompt
put the bullets away put the gun away
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (playerHasGun && gunCooldown <= 0 && Math.abs(x - playerPaddle.x) < playerPaddle.width / 2 && Math.abs(y - playerPaddle.y) < playerPaddle.height / 2) {' Line Number: 481
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (localY > playerPaddle.y - playerPaddle.height / 2 - 80) {' Line Number: 249
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bulletAI = LK.getAsset('ball', {' Line Number: 501
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'aiMoveTargetX = aiPaddle.x;' Line Number: 418
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {' Line Number: 442
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {' Line Number: 426
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'aiMoveTargetX = ball.x + (Math.random() - 0.5) * aiRandomOffset;' Line Number: 401
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'var aiSpeed = aiSpeedBase + Math.min(ball.speed * 1.2, aiSpeedMax);' Line Number: 417
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'aiMoveTargetX = Math.random() * (2048 - aiPaddle.width) + aiPaddle.width / 2;' Line Number: 405
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var aiMoveTargetX = aiPaddle.x;' Line Number: 365
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (ball.y < -ball.height / 2 && !ball.lastScored) {' Line Number: 337
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'vy')' in or related to this line: 'if (ball.vy < 0 && rectsIntersect(ball, aiPaddle)) {' Line Number: 321
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'vy')' in or related to this line: 'if (ball.vy > 0 && rectsIntersect(ball, playerPaddle)) {' Line Number: 305
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (ball.x < ball.width / 2) {' Line Number: 294
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'ball.update();' Line Number: 290
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rhythmBoost')' in or related to this line: 'if (ball.rhythmBoost > 0 && now - lastRhythmTick > rhythmBoostDuration) {' Line Number: 286
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText(playerScore + ' : ' + aiScore);' Line Number: 263
User prompt
Make Main Menu There Should Be 3 Difficulty Options in the Main Menu Easy Normal Hard The Enemy Should Be More Difficult Depending on These Difficulties
User prompt
Remove power-ups
User prompt
This opponent is very difficult. Make it easy. Don't always follow the ball. Let him mostly go randomly left and right and let power-ups appear in random places and let these power-ups be notes so that both the enemy and I can collect those notes. Put a red note in the middle. Let the music change when the ball hits the note. Let it be action-packed music and let us be given guns and let's shoot each other. If the other side takes a bullet, we win, if we take a bullet, we lose and let's start from the beginning. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballSprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Ball velocity self.vx = 0; self.vy = 0; // Ball speed (pixels per tick) self.speed = 18; // Used for rhythm sync self.baseSpeed = 18; self.rhythmBoost = 0; // Used to prevent multiple scoring on one pass self.lastScored = false; // Ball update self.update = function () { self.x += self.vx * (self.speed + self.rhythmBoost); self.y += self.vy * (self.speed + self.rhythmBoost); }; // Reset ball to center, random direction self.reset = function (direction) { self.x = 2048 / 2; self.y = 2732 / 2; self.speed = self.baseSpeed; self.rhythmBoost = 0; // direction: 1 = to player, -1 = to AI var angle = Math.random() * 0.5 - 0.25 + (direction === 1 ? Math.PI / 2 : -Math.PI / 2); self.vx = Math.sin(angle); self.vy = Math.cos(angle) * direction; self.lastScored = false; }; return self; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); // Set in init self.isPlayer = false; // Attach asset var paddleSprite = self.attachAsset('paddle_player', { anchorX: 0.5, anchorY: 0.5 }); // Set color for AI self.setAI = function () { paddleSprite.destroy(); self.attachAsset('paddle_ai', { anchorX: 0.5, anchorY: 0.5 }); self.isPlayer = false; }; // Set color for player self.setPlayer = function () { paddleSprite.destroy(); self.attachAsset('paddle_player', { anchorX: 0.5, anchorY: 0.5 }); self.isPlayer = true; }; // Clamp paddle inside table self.clamp = function () { var halfW = self.width / 2; if (self.x < halfW) self.x = halfW; if (self.x > 2048 - halfW) self.x = 2048 - halfW; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 // Table green }); /**** * Game Code ****/ // Music (placeholder id) // Net: white rectangle // Table: green rectangle (background, not a game object) // AI paddle: red rectangle // Player paddle: blue rectangle // Ball: yellow circle // Table background (for visual, not interactive) var tableBg = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(tableBg); // Net var net = LK.getAsset('net', { anchorX: 0, anchorY: 0.5, x: 0, y: 2732 / 2 }); game.addChild(net); // Player paddle var playerPaddle = new Paddle(); playerPaddle.setPlayer(); playerPaddle.x = 2048 / 2; playerPaddle.y = 2732 - 180; game.addChild(playerPaddle); // AI paddle var aiPaddle = new Paddle(); aiPaddle.setAI(); aiPaddle.x = 2048 / 2; aiPaddle.y = 180; game.addChild(aiPaddle); // Ball var ball = new Ball(); ball.reset(Math.random() < 0.5 ? 1 : -1); game.addChild(ball); // Score var playerScore = 0; var aiScore = 0; // Score display var scoreText = new Text2('0 : 0', { size: 120, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Rhythm variables var rhythmInterval = 600; // ms per beat (100 BPM) var rhythmTimer = 0; var lastRhythmTick = 0; var rhythmBoostAmount = 8; var rhythmBoostDuration = 180; // ms // Start music LK.playMusic('rhythmtrack'); // Dragging var dragging = false; // Move handler (player paddle) function handleMove(x, y, obj) { if (dragging) { // Clamp to table var newX = x; var halfW = playerPaddle.width / 2; if (newX < halfW) newX = halfW; if (newX > 2048 - halfW) newX = 2048 - halfW; playerPaddle.x = newX; } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch is on/near player paddle var localY = y; if (localY > playerPaddle.y - playerPaddle.height / 2 - 80) { dragging = true; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragging = false; }; // Helper: rectangle collision function rectsIntersect(a, b) { return !(a.x + a.width / 2 < b.x - b.width / 2 || a.x - a.width / 2 > b.x + b.width / 2 || a.y + a.height / 2 < b.y - b.height / 2 || a.y - a.height / 2 > b.y + b.height / 2); } // Update score display function updateScore() { scoreText.setText(playerScore + ' : ' + aiScore); } // Game update game.update = function () { // Rhythm sync: every rhythmInterval ms, boost ball speed and randomize direction slightly var now = LK.ticks * 1000 / 60; if (now - lastRhythmTick > rhythmInterval) { lastRhythmTick = now; // Boost ball.rhythmBoost = rhythmBoostAmount; // Add a small random angle to ball direction var angle = Math.atan2(ball.vy, ball.vx); var delta = (Math.random() - 0.5) * 0.3; // -0.15 to 0.15 radians angle += delta; var mag = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); ball.vx = Math.cos(angle) * (mag > 0 ? 1 : 1); ball.vy = Math.sin(angle) * (mag > 0 ? 1 : 1); // Animate ball (flash) LK.effects.flashObject(ball, 0xffff00, 120); } // Remove boost after duration if (ball.rhythmBoost > 0 && now - lastRhythmTick > rhythmBoostDuration) { ball.rhythmBoost = 0; } // Ball update ball.update(); // Ball collision with left/right walls if (ball.x < ball.width / 2) { ball.x = ball.width / 2; ball.vx *= -1; } if (ball.x > 2048 - ball.width / 2) { ball.x = 2048 - ball.width / 2; ball.vx *= -1; } // Ball collision with player paddle if (ball.vy > 0 && rectsIntersect(ball, playerPaddle)) { ball.y = playerPaddle.y - playerPaddle.height / 2 - ball.height / 2; ball.vy *= -1; // Add a bit of angle based on where it hit the paddle var offset = (ball.x - playerPaddle.x) / (playerPaddle.width / 2); var angle = offset * 0.5; // up to ~30deg var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); var newAngle = Math.atan2(-ball.vy, ball.vx) + angle; ball.vx = Math.cos(newAngle); ball.vy = -Math.abs(Math.sin(newAngle)); // Increase speed ball.speed += 1.2; // Flash paddle LK.effects.flashObject(playerPaddle, 0x99ccff, 120); } // Ball collision with AI paddle if (ball.vy < 0 && rectsIntersect(ball, aiPaddle)) { ball.y = aiPaddle.y + aiPaddle.height / 2 + ball.height / 2; ball.vy *= -1; // Add a bit of angle based on where it hit the paddle var offset = (ball.x - aiPaddle.x) / (aiPaddle.width / 2); var angle = offset * 0.5; var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); var newAngle = Math.atan2(-ball.vy, ball.vx) + angle; ball.vx = Math.cos(newAngle); ball.vy = Math.abs(Math.sin(newAngle)); // Increase speed ball.speed += 1.2; // Flash paddle LK.effects.flashObject(aiPaddle, 0xff99bb, 120); } // Ball out of bounds (top/bottom) if (ball.y < -ball.height / 2 && !ball.lastScored) { // Player scores playerScore += 1; updateScore(); ball.lastScored = true; LK.effects.flashScreen(0x3399ff, 400); if (playerScore >= 7) { LK.showYouWin(); return; } ball.reset(-1); } if (ball.y > 2732 + ball.height / 2 && !ball.lastScored) { // AI scores aiScore += 1; updateScore(); ball.lastScored = true; LK.effects.flashScreen(0xff3366, 400); if (aiScore >= 7) { LK.showGameOver(); return; } ball.reset(1); } // AI paddle movement: follow ball.x, with some lag var aiTargetX = ball.x; var aiSpeed = 32 + Math.min(ball.speed * 2, 60); if (Math.abs(aiPaddle.x - aiTargetX) > 8) { if (aiPaddle.x < aiTargetX) { aiPaddle.x += aiSpeed; if (aiPaddle.x > aiTargetX) aiPaddle.x = aiTargetX; } else { aiPaddle.x -= aiSpeed; if (aiPaddle.x < aiTargetX) aiPaddle.x = aiTargetX; } aiPaddle.clamp(); } }; // Initial score updateScore();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballSprite = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Ball velocity
self.vx = 0;
self.vy = 0;
// Ball speed (pixels per tick)
self.speed = 18;
// Used for rhythm sync
self.baseSpeed = 18;
self.rhythmBoost = 0;
// Used to prevent multiple scoring on one pass
self.lastScored = false;
// Ball update
self.update = function () {
self.x += self.vx * (self.speed + self.rhythmBoost);
self.y += self.vy * (self.speed + self.rhythmBoost);
};
// Reset ball to center, random direction
self.reset = function (direction) {
self.x = 2048 / 2;
self.y = 2732 / 2;
self.speed = self.baseSpeed;
self.rhythmBoost = 0;
// direction: 1 = to player, -1 = to AI
var angle = Math.random() * 0.5 - 0.25 + (direction === 1 ? Math.PI / 2 : -Math.PI / 2);
self.vx = Math.sin(angle);
self.vy = Math.cos(angle) * direction;
self.lastScored = false;
};
return self;
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
// Set in init
self.isPlayer = false;
// Attach asset
var paddleSprite = self.attachAsset('paddle_player', {
anchorX: 0.5,
anchorY: 0.5
});
// Set color for AI
self.setAI = function () {
paddleSprite.destroy();
self.attachAsset('paddle_ai', {
anchorX: 0.5,
anchorY: 0.5
});
self.isPlayer = false;
};
// Set color for player
self.setPlayer = function () {
paddleSprite.destroy();
self.attachAsset('paddle_player', {
anchorX: 0.5,
anchorY: 0.5
});
self.isPlayer = true;
};
// Clamp paddle inside table
self.clamp = function () {
var halfW = self.width / 2;
if (self.x < halfW) self.x = halfW;
if (self.x > 2048 - halfW) self.x = 2048 - halfW;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228B22 // Table green
});
/****
* Game Code
****/
// Music (placeholder id)
// Net: white rectangle
// Table: green rectangle (background, not a game object)
// AI paddle: red rectangle
// Player paddle: blue rectangle
// Ball: yellow circle
// Table background (for visual, not interactive)
var tableBg = LK.getAsset('table', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(tableBg);
// Net
var net = LK.getAsset('net', {
anchorX: 0,
anchorY: 0.5,
x: 0,
y: 2732 / 2
});
game.addChild(net);
// Player paddle
var playerPaddle = new Paddle();
playerPaddle.setPlayer();
playerPaddle.x = 2048 / 2;
playerPaddle.y = 2732 - 180;
game.addChild(playerPaddle);
// AI paddle
var aiPaddle = new Paddle();
aiPaddle.setAI();
aiPaddle.x = 2048 / 2;
aiPaddle.y = 180;
game.addChild(aiPaddle);
// Ball
var ball = new Ball();
ball.reset(Math.random() < 0.5 ? 1 : -1);
game.addChild(ball);
// Score
var playerScore = 0;
var aiScore = 0;
// Score display
var scoreText = new Text2('0 : 0', {
size: 120,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Rhythm variables
var rhythmInterval = 600; // ms per beat (100 BPM)
var rhythmTimer = 0;
var lastRhythmTick = 0;
var rhythmBoostAmount = 8;
var rhythmBoostDuration = 180; // ms
// Start music
LK.playMusic('rhythmtrack');
// Dragging
var dragging = false;
// Move handler (player paddle)
function handleMove(x, y, obj) {
if (dragging) {
// Clamp to table
var newX = x;
var halfW = playerPaddle.width / 2;
if (newX < halfW) newX = halfW;
if (newX > 2048 - halfW) newX = 2048 - halfW;
playerPaddle.x = newX;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only start drag if touch is on/near player paddle
var localY = y;
if (localY > playerPaddle.y - playerPaddle.height / 2 - 80) {
dragging = true;
handleMove(x, y, obj);
}
};
game.up = function (x, y, obj) {
dragging = false;
};
// Helper: rectangle collision
function rectsIntersect(a, b) {
return !(a.x + a.width / 2 < b.x - b.width / 2 || a.x - a.width / 2 > b.x + b.width / 2 || a.y + a.height / 2 < b.y - b.height / 2 || a.y - a.height / 2 > b.y + b.height / 2);
}
// Update score display
function updateScore() {
scoreText.setText(playerScore + ' : ' + aiScore);
}
// Game update
game.update = function () {
// Rhythm sync: every rhythmInterval ms, boost ball speed and randomize direction slightly
var now = LK.ticks * 1000 / 60;
if (now - lastRhythmTick > rhythmInterval) {
lastRhythmTick = now;
// Boost
ball.rhythmBoost = rhythmBoostAmount;
// Add a small random angle to ball direction
var angle = Math.atan2(ball.vy, ball.vx);
var delta = (Math.random() - 0.5) * 0.3; // -0.15 to 0.15 radians
angle += delta;
var mag = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy);
ball.vx = Math.cos(angle) * (mag > 0 ? 1 : 1);
ball.vy = Math.sin(angle) * (mag > 0 ? 1 : 1);
// Animate ball (flash)
LK.effects.flashObject(ball, 0xffff00, 120);
}
// Remove boost after duration
if (ball.rhythmBoost > 0 && now - lastRhythmTick > rhythmBoostDuration) {
ball.rhythmBoost = 0;
}
// Ball update
ball.update();
// Ball collision with left/right walls
if (ball.x < ball.width / 2) {
ball.x = ball.width / 2;
ball.vx *= -1;
}
if (ball.x > 2048 - ball.width / 2) {
ball.x = 2048 - ball.width / 2;
ball.vx *= -1;
}
// Ball collision with player paddle
if (ball.vy > 0 && rectsIntersect(ball, playerPaddle)) {
ball.y = playerPaddle.y - playerPaddle.height / 2 - ball.height / 2;
ball.vy *= -1;
// Add a bit of angle based on where it hit the paddle
var offset = (ball.x - playerPaddle.x) / (playerPaddle.width / 2);
var angle = offset * 0.5; // up to ~30deg
var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy);
var newAngle = Math.atan2(-ball.vy, ball.vx) + angle;
ball.vx = Math.cos(newAngle);
ball.vy = -Math.abs(Math.sin(newAngle));
// Increase speed
ball.speed += 1.2;
// Flash paddle
LK.effects.flashObject(playerPaddle, 0x99ccff, 120);
}
// Ball collision with AI paddle
if (ball.vy < 0 && rectsIntersect(ball, aiPaddle)) {
ball.y = aiPaddle.y + aiPaddle.height / 2 + ball.height / 2;
ball.vy *= -1;
// Add a bit of angle based on where it hit the paddle
var offset = (ball.x - aiPaddle.x) / (aiPaddle.width / 2);
var angle = offset * 0.5;
var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy);
var newAngle = Math.atan2(-ball.vy, ball.vx) + angle;
ball.vx = Math.cos(newAngle);
ball.vy = Math.abs(Math.sin(newAngle));
// Increase speed
ball.speed += 1.2;
// Flash paddle
LK.effects.flashObject(aiPaddle, 0xff99bb, 120);
}
// Ball out of bounds (top/bottom)
if (ball.y < -ball.height / 2 && !ball.lastScored) {
// Player scores
playerScore += 1;
updateScore();
ball.lastScored = true;
LK.effects.flashScreen(0x3399ff, 400);
if (playerScore >= 7) {
LK.showYouWin();
return;
}
ball.reset(-1);
}
if (ball.y > 2732 + ball.height / 2 && !ball.lastScored) {
// AI scores
aiScore += 1;
updateScore();
ball.lastScored = true;
LK.effects.flashScreen(0xff3366, 400);
if (aiScore >= 7) {
LK.showGameOver();
return;
}
ball.reset(1);
}
// AI paddle movement: follow ball.x, with some lag
var aiTargetX = ball.x;
var aiSpeed = 32 + Math.min(ball.speed * 2, 60);
if (Math.abs(aiPaddle.x - aiTargetX) > 8) {
if (aiPaddle.x < aiTargetX) {
aiPaddle.x += aiSpeed;
if (aiPaddle.x > aiTargetX) aiPaddle.x = aiTargetX;
} else {
aiPaddle.x -= aiSpeed;
if (aiPaddle.x < aiTargetX) aiPaddle.x = aiTargetX;
}
aiPaddle.clamp();
}
};
// Initial score
updateScore();