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
****/
// --- Main Menu and Difficulty Selection ---
var menuContainer = new Container();
var menuBg = LK.getAsset('table', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
menuContainer.addChild(menuBg);
var titleText = new Text2('PING PONG RHYTHM SMASH', {
size: 120,
fill: 0xffffff
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 320;
menuContainer.addChild(titleText);
var easyBtn = new Text2('EASY', {
size: 100,
fill: 0x99ff99
});
easyBtn.anchor.set(0.5, 0.5);
easyBtn.x = 2048 / 2;
easyBtn.y = 800;
menuContainer.addChild(easyBtn);
var normalBtn = new Text2('NORMAL', {
size: 100,
fill: 0xffff99
});
normalBtn.anchor.set(0.5, 0.5);
normalBtn.x = 2048 / 2;
normalBtn.y = 1050;
menuContainer.addChild(normalBtn);
var hardBtn = new Text2('HARD', {
size: 100,
fill: 0xff9999
});
hardBtn.anchor.set(0.5, 0.5);
hardBtn.x = 2048 / 2;
hardBtn.y = 1300;
menuContainer.addChild(hardBtn);
var selectedDifficulty = null;
var aiDifficulty = "normal"; // default
function startGameWithDifficulty(diff) {
selectedDifficulty = diff;
if (diff === "easy") {
aiDifficulty = "easy";
} else if (diff === "normal") {
aiDifficulty = "normal";
} else {
aiDifficulty = "hard";
}
menuContainer.destroy();
initGame();
}
easyBtn.down = function (x, y, obj) {
startGameWithDifficulty("easy");
};
normalBtn.down = function (x, y, obj) {
startGameWithDifficulty("normal");
};
hardBtn.down = function (x, y, obj) {
startGameWithDifficulty("hard");
};
game.addChild(menuContainer);
// --- Game variables (initialized in initGame) ---
var tableBg, net, playerPaddle, aiPaddle, ball, playerScore, aiScore, scoreText;
var rhythmInterval, rhythmTimer, lastRhythmTick, rhythmBoostAmount, rhythmBoostDuration;
var dragging;
// --- Game initialization function ---
function initGame() {
// Table background
tableBg = LK.getAsset('table', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(tableBg);
// Net
net = LK.getAsset('net', {
anchorX: 0,
anchorY: 0.5,
x: 0,
y: 2732 / 2
});
game.addChild(net);
// Player paddle
playerPaddle = new Paddle();
playerPaddle.setPlayer();
playerPaddle.x = 2048 / 2;
playerPaddle.y = 2732 - 180;
game.addChild(playerPaddle);
// AI paddle
aiPaddle = new Paddle();
aiPaddle.setAI();
aiPaddle.x = 2048 / 2;
aiPaddle.y = 180;
game.addChild(aiPaddle);
// Ball
ball = new Ball();
ball.reset(Math.random() < 0.5 ? 1 : -1);
game.addChild(ball);
// Score
playerScore = 0;
aiScore = 0;
// Score display
scoreText = new Text2('0 : 0', {
size: 120,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Rhythm variables
rhythmInterval = 600; // ms per beat (100 BPM)
rhythmTimer = 0;
lastRhythmTick = 0;
rhythmBoostAmount = 8;
rhythmBoostDuration = 180; // ms
// Start music
LK.playMusic('rhythmtrack');
// Dragging
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() {
if (typeof scoreText !== "undefined" && scoreText && typeof scoreText.setText === "function") {
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 (typeof ball !== "undefined" && ball && ball.rhythmBoost > 0 && now - lastRhythmTick > rhythmBoostDuration) {
ball.rhythmBoost = 0;
}
// Ball update
if (typeof ball !== "undefined" && ball && typeof ball.update === "function") {
ball.update();
}
// Ball collision with left/right walls
if (typeof ball !== "undefined" && ball && typeof ball.x !== "undefined" && typeof ball.width !== "undefined") {
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 (typeof ball !== "undefined" && ball && typeof ball.vy !== "undefined" && 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 (typeof ball !== "undefined" && ball && typeof ball.vy !== "undefined" && 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 (typeof ball !== "undefined" && ball && typeof ball.y !== "undefined" && typeof ball.height !== "undefined" && !ball.lastScored && ball.y < -ball.height / 2) {
// Player scores
playerScore += 1;
updateScore();
ball.lastScored = true;
LK.effects.flashScreen(0x3399ff, 400);
if (playerScore >= 7) {
LK.showYouWin();
return;
}
ball.reset(-1);
}
if (typeof ball !== "undefined" && ball && typeof ball.y !== "undefined" && typeof ball.height !== "undefined" && !ball.lastScored && ball.y > 2732 + ball.height / 2) {
// 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: difficulty-based ---
if (typeof aiMoveMode === "undefined") {
var aiMoveMode = "random"; // "random" or "track"
var aiMoveTimer = 0;
var aiMoveTargetX = typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.x !== "undefined" ? aiPaddle.x : 2048 / 2;
var aiMoveDir = 0;
}
// Difficulty parameters
var aiTrackChance, aiRandomOffset, aiSpeedBase, aiSpeedMax, aiStandStillChance, aiReactDelay;
if (typeof aiDifficulty === "undefined") aiDifficulty = "normal";
if (aiDifficulty === "easy") {
aiTrackChance = 0.15;
aiRandomOffset = 600;
aiSpeedBase = 14;
aiSpeedMax = 28;
aiStandStillChance = 0.25;
aiReactDelay = 90;
} else if (aiDifficulty === "hard") {
aiTrackChance = 0.7;
aiRandomOffset = 120;
aiSpeedBase = 32;
aiSpeedMax = 60;
aiStandStillChance = 0.05;
aiReactDelay = 30;
} else {
// normal
aiTrackChance = 0.3;
aiRandomOffset = 400;
aiSpeedBase = 24;
aiSpeedMax = 40;
aiStandStillChance = 0.15;
aiReactDelay = 60;
}
aiMoveTimer--;
if (aiMoveTimer <= 0) {
// Switch mode every 0.5-2 seconds depending on difficulty
if (Math.random() < aiTrackChance) {
aiMoveMode = "track";
if (typeof ball !== "undefined" && ball && typeof ball.x !== "undefined") {
aiMoveTargetX = ball.x + (Math.random() - 0.5) * aiRandomOffset;
} else {
aiMoveTargetX = 2048 / 2;
}
aiMoveTimer = aiReactDelay + Math.floor(Math.random() * aiReactDelay);
} else {
aiMoveMode = "random";
if (typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.width !== "undefined") {
aiMoveTargetX = Math.random() * (2048 - aiPaddle.width) + aiPaddle.width / 2;
} else {
aiMoveTargetX = 2048 / 2;
}
aiMoveTimer = aiReactDelay + Math.floor(Math.random() * (aiReactDelay + 30));
}
// Randomly sometimes just stand still
if (Math.random() < aiStandStillChance) {
aiMoveTargetX = aiPaddle.x;
}
}
var aiSpeed = aiSpeedBase;
if (typeof ball !== "undefined" && ball && typeof ball.speed !== "undefined") {
aiSpeed += Math.min(ball.speed * 1.2, aiSpeedMax);
}
if (aiMoveMode === "track") {
if (typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.x !== "undefined" && typeof aiMoveTargetX !== "undefined" && Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {
if (aiPaddle.x < aiMoveTargetX) {
aiPaddle.x += aiSpeed;
if (aiPaddle.x > aiMoveTargetX) aiPaddle.x = aiMoveTargetX;
} else {
aiPaddle.x -= aiSpeed;
if (aiPaddle.x < aiMoveTargetX) aiPaddle.x = aiMoveTargetX;
}
aiPaddle.clamp();
}
} else {
// random mode: move toward random target
if (typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.x !== "undefined" && typeof aiMoveTargetX !== "undefined" && Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {
if (aiPaddle.x < aiMoveTargetX) {
aiPaddle.x += aiSpeed * 0.7;
if (aiPaddle.x > aiMoveTargetX) aiPaddle.x = aiMoveTargetX;
} else {
aiPaddle.x -= aiSpeed * 0.7;
if (aiPaddle.x < aiMoveTargetX) aiPaddle.x = aiMoveTargetX;
}
aiPaddle.clamp();
}
}
// --- Gun logic variables (no power-ups) ---
if (typeof bulletPlayer === "undefined") {
var bulletPlayer = null;
var bulletAI = null;
var bulletSpeed = 48;
var playerHasGun = true;
var aiHasGun = true;
var gunCooldown = 0;
var aiGunCooldown = 0;
var actionMusicActive = false;
}
// --- Gun shooting logic ---
// Player shoots by tapping their paddle (down event)
if (!game._gunDownHandlerAdded) {
game._gunDownHandlerAdded = true;
var origDown = game.down;
game.down = function (x, y, obj) {
if (origDown) origDown(x, y, obj);
if (playerHasGun && gunCooldown <= 0 && Math.abs(x - playerPaddle.x) < playerPaddle.width / 2 && Math.abs(y - playerPaddle.y) < playerPaddle.height / 2) {
if (!bulletPlayer) {
bulletPlayer = LK.getAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
x: playerPaddle.x,
y: playerPaddle.y - 60,
scaleX: 0.3,
scaleY: 0.3,
tint: 0x2222ff
});
bulletPlayer.vy = -bulletSpeed;
game.addChild(bulletPlayer);
gunCooldown = 60;
}
}
};
}
// AI shoots randomly if has gun and cooldown is over
if (aiHasGun && aiGunCooldown <= 0 && !bulletAI && Math.random() < 0.02) {
bulletAI = LK.getAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
x: aiPaddle.x,
y: aiPaddle.y + 60,
scaleX: 0.3,
scaleY: 0.3,
tint: 0xff2222
});
bulletAI.vy = bulletSpeed;
game.addChild(bulletAI);
aiGunCooldown = 60 + Math.floor(Math.random() * 60);
}
// Move bullets and check for hits
if (bulletPlayer) {
bulletPlayer.y += bulletPlayer.vy;
if (rectsIntersect(bulletPlayer, aiPaddle)) {
// Player wins!
LK.effects.flashScreen(0x00ffcc, 600);
LK.showYouWin();
return;
}
if (bulletPlayer.y < 0) {
bulletPlayer.destroy();
bulletPlayer = null;
}
}
if (bulletAI) {
bulletAI.y += bulletAI.vy;
if (rectsIntersect(bulletAI, playerPaddle)) {
// Player loses!
LK.effects.flashScreen(0xff2222, 600);
LK.showGameOver();
return;
}
if (bulletAI.y > 2732) {
bulletAI.destroy();
bulletAI = null;
}
}
if (gunCooldown > 0) gunCooldown--;
if (aiGunCooldown > 0) aiGunCooldown--;
};
// Initial score
updateScore(); ===================================================================
--- original.js
+++ change.js
@@ -414,9 +414,9 @@
aiPaddle.clamp();
}
} else {
// random mode: move toward random target
- if (Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {
+ if (typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.x !== "undefined" && typeof aiMoveTargetX !== "undefined" && Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {
if (aiPaddle.x < aiMoveTargetX) {
aiPaddle.x += aiSpeed * 0.7;
if (aiPaddle.x > aiMoveTargetX) aiPaddle.x = aiMoveTargetX;
} else {