User prompt
If Player Wins the Game, Play P1won Sound
User prompt
Background_Music Always Play Never Stop And If The Player Wins The Game, P1won Seini Play
User prompt
If paddle_player wins the game, play p1won sound
User prompt
Play pAI sound when ball hits racket
User prompt
Play p1 sound when ball hits paddle_player
User prompt
Play Background_Music in All Game Modes
User prompt
Show the Pause Button Only While Playing the Game
User prompt
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.
User prompt
When the ball hits the Power-Up, the Power-Up Name will appear on the screen for half a second.
User prompt
When the ball hits the Power-Up, the Power-Up's Attribute will appear on the screen for half a second
User prompt
Play powerup_collect when ball hits powerup
User prompt
When the Ball Hits the Power-Up, Give It to Everyone Special and No Sound Fix Sound
User prompt
Make the Power-Ups a Click Bigger Add the Named Sound to the Game and Let the Ball Hit the Power-Ups
User prompt
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
User prompt
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.
User prompt
Add Button to Return to Main Menu When Stop Button is Pressed
User prompt
Still Broken Fix Power Up
User prompt
Power-Ups Are Buggy Fix Them
User prompt
Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'var p = new PowerUp(pType);' Line Number: 425
User prompt
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
User prompt
Add Power-Ups to the Game
User prompt
The Ball Can Move to Random Places, But This Is Rare
User prompt
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 "How to Play" button
var howToPlayBtn = new Text2('HOW TO PLAY', {
size: 90,
fill: 0xffffff
});
howToPlayBtn.anchor.set(0.5, 0.5);
howToPlayBtn.x = 2048 / 2;
howToPlayBtn.y = 1550;
menuContainer.addChild(howToPlayBtn);
// 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(howToPlayBtn);
menuContainer.addChild(returnMenuBtn);
returnMenuBtn.visible = false;
game.addChild(menuContainer);
// Hide pause button when in menu
if (pauseBtn && pauseBtn.parent) {
pauseBtn.visible = false;
}
// Start background music in main menu
LK.playMusic('Backround_Music');
}
// How to Play overlay
var howToPlayOverlay = null;
howToPlayBtn.down = function (x, y, obj) {
if (howToPlayOverlay && howToPlayOverlay.parent) {
howToPlayOverlay.parent.removeChild(howToPlayOverlay);
}
howToPlayOverlay = new Container();
// Semi-transparent background
var bg = LK.getAsset('table', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
bg.alpha = 0.92;
howToPlayOverlay.addChild(bg);
// Instructions text
var howText = new Text2("How to Play\n\n" + "- Drag your paddle left/right to hit the ball.\n" + "- The ball moves in sync with the music beat.\n" + "- Score points by getting the ball past the AI paddle.\n" + "- First to 7 points wins!\n" + "- Collect power-ups for special effects.\n" + "- Difficulty affects AI speed and accuracy.\n", {
size: 80,
fill: 0xffffff
});
howText.anchor.set(0.5, 0);
howText.x = 2048 / 2;
howText.y = 400;
howToPlayOverlay.addChild(howText);
// Close button
var closeBtn = new Text2('CLOSE', {
size: 90,
fill: 0xffff00
});
closeBtn.anchor.set(0.5, 0.5);
closeBtn.x = 2048 / 2;
closeBtn.y = 2000;
closeBtn.down = function (x, y, obj) {
if (howToPlayOverlay && howToPlayOverlay.parent) {
howToPlayOverlay.parent.removeChild(howToPlayOverlay);
}
};
howToPlayOverlay.addChild(closeBtn);
game.addChild(howToPlayOverlay);
};
// Listen for stop event to show return to menu button
game.onStop = function () {
// Show the return to menu button
returnMenuBtn.visible = true;
// Hide pause button when game ends
if (pauseBtn && pauseBtn.parent) {
pauseBtn.visible = false;
}
// (Do not stop background music here to allow music in all modes)
// 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;
// --- Pause button (only visible during gameplay) ---
var pauseBtn = null;
// --- Power-up variables (global scope) ---
var powerUps = [];
var powerUpActive = false;
var powerUpTimer = 0;
var powerUpEffectTimer = 0;
var powerUpEffectType = null;
// --- Power-up attribute text (global for removal timeout)
var powerUpAttributeText = undefined;
// --- 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('Backround_Music');
// Dragging
dragging = false;
// Create Pause button if not already created
if (!pauseBtn) {
pauseBtn = new Text2('PAUSE', {
size: 90,
fill: 0xffffff
});
pauseBtn.anchor.set(0.5, 0.5);
pauseBtn.x = 2048 - 180;
pauseBtn.y = 180;
pauseBtn.visible = true;
pauseBtn.down = function (x, y, obj) {
LK.pauseGame();
};
}
// Show pause button in GUI (top right, but not in top left 100x100)
if (!pauseBtn.parent) {
LK.gui.topRight.addChild(pauseBtn);
}
pauseBtn.visible = true;
}
// 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
// Prevent power-ups from spawning in the main menu (before game starts)
if (typeof tableBg !== "undefined" && tableBg && 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();
}
// Show power-up name text for 0.5s when ball hits power-up
if (typeof powerUpAttributeText !== "undefined" && powerUpAttributeText && powerUpAttributeText.parent) {
powerUpAttributeText.parent.removeChild(powerUpAttributeText);
}
var attrText = "";
if (p.type === "big_paddle") attrText = "BIG PADDLE";else if (p.type === "multi_ball") attrText = "MULTI BALL";else if (p.type === "slow_ball") attrText = "SLOW BALL";
powerUpAttributeText = new Text2(attrText, {
size: 120,
fill: 0xffff00
});
powerUpAttributeText.anchor.set(0.5, 0.5);
powerUpAttributeText.x = 2048 / 2;
powerUpAttributeText.y = 2732 / 2;
LK.gui.center.addChild(powerUpAttributeText);
LK.setTimeout(function () {
if (typeof powerUpAttributeText !== "undefined" && powerUpAttributeText && powerUpAttributeText.parent) {
powerUpAttributeText.parent.removeChild(powerUpAttributeText);
}
}, 500);
}
// 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;
// Play p1 sound when ball hits player paddle
if (typeof LK.getSound === "function" && LK.getSound('p1')) {
LK.getSound('p1').play();
}
// 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
@@ -719,8 +719,12 @@
// 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;
+ // Play p1 sound when ball hits player paddle
+ if (typeof LK.getSound === "function" && LK.getSound('p1')) {
+ LK.getSound('p1').play();
+ }
// 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);