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If Player Wins the Game, Play P1won Sound
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Background_Music Always Play Never Stop And If The Player Wins The Game, P1won Seini Play
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If paddle_player wins the game, play p1won sound
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Play pAI sound when ball hits racket
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Play p1 sound when ball hits paddle_player
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Play Background_Music in All Game Modes
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Show the Pause Button Only While Playing the Game
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Also add a button to the main menu that explains the game and prevent power-ups from appearing in the main menu before the game starts.
User prompt
Background_Music should start playing when the game starts and stop when the game ends.
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When the ball hits the Power-Up, the Power-Up Name will appear on the screen for half a second.
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When the ball hits the Power-Up, the Power-Up's Attribute will appear on the screen for half a second
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Play powerup_collect when ball hits powerup
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When the Ball Hits the Power-Up, Give It to Everyone Special and No Sound Fix Sound
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Make the Power-Ups a Click Bigger Add the Named Sound to the Game and Let the Ball Hit the Power-Ups
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: '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);' Line Number: 446
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The speed of the ball should change according to the difficulty of the game. In Easy, the ball should be slow. In Normal, it should be medium speed. In Hard, it should be fast.
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Add Button to Return to Main Menu When Stop Button is Pressed
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Still Broken Fix Power Up
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Power-Ups Are Buggy Fix Them
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Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'var p = new PowerUp(pType);' Line Number: 425
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Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var i = powerUps.length - 1; i >= 0; i--) {' Line Number: 429
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Add Power-Ups to the Game
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The Ball Can Move to Random Places, But This Is Rare
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The ball may sometimes appear to go up and then go down, or vice versa.
User prompt
The ball may be thrown to us fake, meaning sometimes it may pretend to go left but go right, and sometimes it may pretend to go right but go left.
/**** * 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; // Start ball slow, then accelerate after 1 second self.speed = 4; self.rhythmBoost = 0; LK.setTimeout(function () { // Only accelerate if this ball is still in play and hasn't been reset again if (self && typeof self.speed !== "undefined" && self.speed === 4) { self.speed = self.baseSpeed; } }, 1000); // --- Fakeout logic --- // direction: 1 = to player, -1 = to AI // Sometimes (30% chance) the ball will "fake" left or right before going the real direction // Sometimes (20% chance) the ball will "fake" up or down before going the real direction // Rarely (5% chance), the ball will go to a completely random direction var rareRandomChance = 0.05; var fakeoutLRChance = 0.3; var fakeoutUDChance = 0.2; var doRareRandom = Math.random() < rareRandomChance; var doFakeoutLR = !doRareRandom && Math.random() < fakeoutLRChance; var doFakeoutUD = !doRareRandom && !doFakeoutLR && Math.random() < fakeoutUDChance; // Only one fakeout at a time var fakeoutDuration = 220; // ms var realAngle, fakeAngle; if (doRareRandom) { // Ball goes in a completely random direction (but not straight up/down) var angle = Math.random() * Math.PI * 2; // Avoid perfectly vertical if (Math.abs(Math.cos(angle)) < 0.2) angle += 0.3; self.vx = Math.sin(angle); self.vy = Math.cos(angle); } else if (doFakeoutLR) { // Left/right fakeout (original logic) var goLeft = Math.random() < 0.5; realAngle = (goLeft ? -0.35 : 0.35) + (direction === 1 ? Math.PI / 2 : -Math.PI / 2); fakeAngle = (goLeft ? 0.35 : -0.35) + (direction === 1 ? Math.PI / 2 : -Math.PI / 2); self.vx = Math.sin(fakeAngle); self.vy = Math.cos(fakeAngle) * direction; LK.setTimeout(function () { if (self && typeof self.vx !== "undefined" && typeof self.vy !== "undefined") { self.vx = Math.sin(realAngle); self.vy = Math.cos(realAngle) * direction; } }, fakeoutDuration); } else if (doFakeoutUD) { // Up/down fakeout // Ball will appear to go up (or down) for a moment, then go the real direction var goUpFirst = Math.random() < 0.5; // Real angle: normal random angle toward the correct side realAngle = Math.random() * 0.5 - 0.25 + (direction === 1 ? Math.PI / 2 : -Math.PI / 2); // Fake angle: sharply up or down, but not toward the goal if (goUpFirst) { // Fake up: angle close to 0 (straight up) fakeAngle = -Math.PI / 2 + (Math.random() - 0.5) * 0.2; } else { // Fake down: angle close to PI (straight down) fakeAngle = Math.PI / 2 + (Math.random() - 0.5) * 0.2; } self.vx = Math.sin(fakeAngle); self.vy = Math.cos(fakeAngle) * (goUpFirst ? -1 : 1); LK.setTimeout(function () { if (self && typeof self.vx !== "undefined" && typeof self.vy !== "undefined") { self.vx = Math.sin(realAngle); self.vy = Math.cos(realAngle) * direction; } }, fakeoutDuration); } else { // Normal random angle 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; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); // Types: 'big_paddle', 'multi_ball', 'slow_ball' self.type = 'big_paddle'; self.active = false; // Randomly pick a type if not set if (arguments.length > 0 && typeof arguments[0] === "string") { self.type = arguments[0]; } else { var types = ['big_paddle', 'multi_ball', 'slow_ball']; self.type = types[Math.floor(Math.random() * types.length)]; } // Attach asset (different color/shape per type) var color = 0xffe066; if (self.type === 'big_paddle') color = 0x66ff99; if (self.type === 'multi_ball') color = 0x66ccff; if (self.type === 'slow_ball') color = 0xff99cc; var powerupSprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, tint: color, scaleX: 2.0, scaleY: 2.0 }); // Set size for collision self.width = powerupSprite.width * 2.0; self.height = powerupSprite.height * 2.0; // PowerUp update (float up/down) self.floatDir = 1; self.floatTimer = 0; self.update = function () { self.floatTimer++; self.y += Math.sin(self.floatTimer / 20) * 0.8; }; 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); // Add a "Return to Main Menu" button (hidden by default, shown on stop) var returnMenuBtn = new Text2('MAIN MENU', { size: 90, fill: 0xffffff }); returnMenuBtn.anchor.set(0.5, 0.5); returnMenuBtn.x = 2048 / 2; returnMenuBtn.y = 1800; returnMenuBtn.visible = false; menuContainer.addChild(returnMenuBtn); // Show main menu function function showMainMenu() { // Remove all children except menuBg, titleText, and buttons while (menuContainer.children.length > 0) menuContainer.removeChild(menuContainer.children[0]); menuContainer.addChild(menuBg); menuContainer.addChild(titleText); menuContainer.addChild(easyBtn); menuContainer.addChild(normalBtn); menuContainer.addChild(hardBtn); menuContainer.addChild(returnMenuBtn); returnMenuBtn.visible = false; game.addChild(menuContainer); } // Listen for stop event to show return to menu button game.onStop = function () { // Show the return to menu button returnMenuBtn.visible = true; // Make sure menu is visible if (!menuContainer.parent) game.addChild(menuContainer); }; // Return to menu button handler returnMenuBtn.down = function (x, y, obj) { // Hide the button and show the main menu returnMenuBtn.visible = false; showMainMenu(); }; 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(); // Only start the game (and thus pause logic) after menu is gone 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; // --- Power-up variables (global scope) --- var powerUps = []; var powerUpActive = false; var powerUpTimer = 0; var powerUpEffectTimer = 0; var powerUpEffectType = null; var extraBall = null; // --- 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(); // Set ball speed based on selectedDifficulty if (selectedDifficulty === "easy") { ball.baseSpeed = 10; ball.speed = 10; } else if (selectedDifficulty === "hard") { ball.baseSpeed = 26; ball.speed = 26; } else { // normal ball.baseSpeed = 18; ball.speed = 18; } 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 // Power-up variables powerUps = []; powerUpActive = false; powerUpTimer = 0; powerUpEffectTimer = 0; powerUpEffectType = null; // Remove any power-up effects from previous game if (typeof playerPaddle !== "undefined" && playerPaddle) { playerPaddle.scale.x = 1; playerPaddle.scale.y = 1; } if (typeof extraBall !== "undefined" && extraBall) { extraBall.destroy(); extraBall = null; } if (typeof ball !== "undefined" && ball) { ball.speed = ball.baseSpeed; } // 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 (typeof playerPaddle !== "undefined" && playerPaddle && typeof playerPaddle.y !== "undefined" && typeof playerPaddle.height !== "undefined" && 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) { // Defensive: check all required properties exist and are numbers if (!a || !b || typeof a.x !== "number" || typeof a.y !== "number" || typeof a.width !== "number" || typeof a.height !== "number" || typeof b.x !== "number" || typeof b.y !== "number" || typeof b.width !== "number" || typeof b.height !== "number") { return false; } 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; } // --- Power-up spawn logic --- // Only spawn if not already active and not too many on field if (typeof powerUps !== "undefined" && !powerUpActive && powerUps.length < 1) { if (typeof powerUpTimer === "undefined") powerUpTimer = 0; powerUpTimer++; // Try to spawn every 6-10 seconds if (powerUpTimer > 360 + Math.floor(Math.random() * 240)) { powerUpTimer = 0; // Randomly pick type var types = ['big_paddle', 'multi_ball', 'slow_ball']; var pType = types[Math.floor(Math.random() * types.length)]; var p = new PowerUp(pType); // Place in random X, mid Y p.x = 200 + Math.random() * (2048 - 400); p.y = 2732 / 2 + (Math.random() - 0.5) * 400; powerUps.push(p); game.addChild(p); } } else if (typeof powerUpTimer !== "undefined") { powerUpTimer = 0; } // --- Power-up update and collision --- for (var i = powerUps.length - 1; i >= 0; i--) { var p = powerUps[i]; if (typeof p.update === "function") p.update(); // If player paddle or ball collides with powerup if (rectsIntersect(playerPaddle, p) || typeof ball !== "undefined" && ball && rectsIntersect(ball, p)) { // Play power-up collect sound ONCE when ball hits powerup if (typeof ball !== "undefined" && ball && rectsIntersect(ball, p)) { if (typeof LK.getSound === "function" && LK.getSound('powerup_collect')) { LK.getSound('powerup_collect').play(); } } // Only allow one power-up effect at a time if (!powerUpActive) { // Remove any previous effect before applying new one // Reset paddle size playerPaddle.scale.x = 1; playerPaddle.scale.y = 1; if (typeof aiPaddle !== "undefined" && aiPaddle) { aiPaddle.scale.x = 1; aiPaddle.scale.y = 1; } // Remove extra ball if present if (typeof extraBall !== "undefined" && extraBall) { extraBall.destroy(); extraBall = null; } // Reset ball speed if it was slowed if (typeof ball !== "undefined" && ball) { ball.speed = ball.baseSpeed; } // Now apply new effect powerUpActive = true; powerUpEffectType = p.type; powerUpEffectTimer = 0; // Remove from field p.destroy(); powerUps.splice(i, 1); // Visual feedback for both paddles LK.effects.flashObject(playerPaddle, 0xffff99, 200); LK.effects.flashObject(aiPaddle, 0xffff99, 200); // Apply effect to both player and AI if (p.type === 'big_paddle') { // Enlarge both paddles playerPaddle.scale.x = 1.7; playerPaddle.scale.y = 1.2; if (typeof aiPaddle !== "undefined" && aiPaddle) { aiPaddle.scale.x = 1.7; aiPaddle.scale.y = 1.2; } } else if (p.type === 'multi_ball') { // Add a second ball (if not already present) if (typeof extraBall === "undefined" || !extraBall) { extraBall = new Ball(); extraBall.x = ball.x; extraBall.y = ball.y; extraBall.vx = -ball.vx; extraBall.vy = ball.vy; // Set extraBall speed based on selectedDifficulty if (selectedDifficulty === "easy") { extraBall.baseSpeed = 10; extraBall.speed = 10; } else if (selectedDifficulty === "hard") { extraBall.baseSpeed = 26; extraBall.speed = 26; } else { // normal extraBall.baseSpeed = 18; extraBall.speed = 18; } extraBall.rhythmBoost = ball.rhythmBoost; extraBall.lastScored = false; game.addChild(extraBall); } } else if (p.type === 'slow_ball') { // Slow down ball if (typeof ball !== "undefined" && ball) { ball.speed = Math.max(6, ball.speed * 0.5); } } } else { // If effect is already active, just remove the powerup from the field p.destroy(); powerUps.splice(i, 1); } } } // --- Power-up effect duration --- if (powerUpActive) { powerUpEffectTimer++; // Effect lasts 7 seconds if (powerUpEffectTimer > 420) { // Remove all effects and reset state if (typeof playerPaddle !== "undefined" && playerPaddle) { playerPaddle.scale.x = 1; playerPaddle.scale.y = 1; } if (typeof extraBall !== "undefined" && extraBall) { extraBall.destroy(); extraBall = null; } if (typeof ball !== "undefined" && ball) { ball.speed = ball.baseSpeed; } // Clean up any other power-up objects on the field for (var i = powerUps.length - 1; i >= 0; i--) { if (powerUps[i]) { powerUps[i].destroy(); } } powerUps = []; powerUpActive = false; powerUpEffectType = null; powerUpEffectTimer = 0; } } // Ball update if (typeof ball !== "undefined" && ball && typeof ball.update === "function") { ball.update(); } // Extra ball update (if present) if (typeof extraBall !== "undefined" && extraBall && typeof extraBall.update === "function") { extraBall.update(); // Ball collision with left/right walls if (extraBall.x < extraBall.width / 2) { extraBall.x = extraBall.width / 2; extraBall.vx *= -1; } if (extraBall.x > 2048 - extraBall.width / 2) { extraBall.x = 2048 - extraBall.width / 2; extraBall.vx *= -1; } } // 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); } // Extra ball scoring if (typeof extraBall !== "undefined" && extraBall && typeof extraBall.y !== "undefined" && typeof extraBall.height !== "undefined" && !extraBall.lastScored) { if (extraBall.y < -extraBall.height / 2) { // Player scores playerScore += 1; updateScore(); extraBall.lastScored = true; LK.effects.flashScreen(0x3399ff, 400); if (playerScore >= 7) { LK.showYouWin(); return; } extraBall.reset(-1); } else if (extraBall.y > 2732 + extraBall.height / 2) { // AI scores aiScore += 1; updateScore(); extraBall.lastScored = true; LK.effects.flashScreen(0xff3366, 400); if (aiScore >= 7) { LK.showGameOver(); return; } extraBall.reset(1); } } // Extra ball paddle collision if (typeof extraBall !== "undefined" && extraBall && typeof extraBall.vy !== "undefined" && extraBall.vy > 0 && rectsIntersect(extraBall, playerPaddle)) { extraBall.y = playerPaddle.y - playerPaddle.height / 2 - extraBall.height / 2; extraBall.vy *= -1; var offset = (extraBall.x - playerPaddle.x) / (playerPaddle.width / 2); var angle = offset * 0.5; var speed = Math.sqrt(extraBall.vx * extraBall.vx + extraBall.vy * extraBall.vy); var newAngle = Math.atan2(-extraBall.vy, extraBall.vx) + angle; extraBall.vx = Math.cos(newAngle); extraBall.vy = -Math.abs(Math.sin(newAngle)); extraBall.speed += 1.2; LK.effects.flashObject(playerPaddle, 0x99ccff, 120); } if (typeof extraBall !== "undefined" && extraBall && typeof extraBall.vy !== "undefined" && extraBall.vy < 0 && rectsIntersect(extraBall, aiPaddle)) { extraBall.y = aiPaddle.y + aiPaddle.height / 2 + extraBall.height / 2; extraBall.vy *= -1; var offset = (extraBall.x - aiPaddle.x) / (aiPaddle.width / 2); var angle = offset * 0.5; var speed = Math.sqrt(extraBall.vx * extraBall.vx + extraBall.vy * extraBall.vy); var newAngle = Math.atan2(-extraBall.vy, extraBall.vx) + angle; extraBall.vx = Math.cos(newAngle); extraBall.vy = Math.abs(Math.sin(newAngle)); extraBall.speed += 1.2; LK.effects.flashObject(aiPaddle, 0xff99bb, 120); } // --- 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 = 0.10; aiRandomOffset = 700; aiSpeedBase = 9; aiSpeedMax = 18; aiStandStillChance = 0.40; aiReactDelay = 110; } else if (aiDifficulty === "hard") { aiTrackChance = 0.6; aiRandomOffset = 180; aiSpeedBase = 24; aiSpeedMax = 44; aiStandStillChance = 0.10; aiReactDelay = 40; } else { // normal aiTrackChance = 0.20; aiRandomOffset = 500; aiSpeedBase = 15; aiSpeedMax = 28; aiStandStillChance = 0.25; aiReactDelay = 80; } 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) { if (typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.x !== "undefined") { aiMoveTargetX = aiPaddle.x; } else { aiMoveTargetX = 2048 / 2; } } } 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 and bullet logic removed) }; // Initial score updateScore();
===================================================================
--- original.js
+++ change.js
@@ -473,8 +473,14 @@
var p = powerUps[i];
if (typeof p.update === "function") p.update();
// If player paddle or ball collides with powerup
if (rectsIntersect(playerPaddle, p) || typeof ball !== "undefined" && ball && rectsIntersect(ball, p)) {
+ // Play power-up collect sound ONCE when ball hits powerup
+ if (typeof ball !== "undefined" && ball && rectsIntersect(ball, p)) {
+ if (typeof LK.getSound === "function" && LK.getSound('powerup_collect')) {
+ LK.getSound('powerup_collect').play();
+ }
+ }
// Only allow one power-up effect at a time
if (!powerUpActive) {
// Remove any previous effect before applying new one
// Reset paddle size
@@ -502,12 +508,8 @@
powerUps.splice(i, 1);
// Visual feedback for both paddles
LK.effects.flashObject(playerPaddle, 0xffff99, 200);
LK.effects.flashObject(aiPaddle, 0xffff99, 200);
- // Play power-up collect sound ONCE
- if (typeof LK.getSound === "function" && LK.getSound('powerup_collect')) {
- LK.getSound('powerup_collect').play();
- }
// Apply effect to both player and AI
if (p.type === 'big_paddle') {
// Enlarge both paddles
playerPaddle.scale.x = 1.7;