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Increase Blur in blur boost
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Add Invert Screen boost instead of 360 degree boost
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Add 180 degree boost instead of 360 degree boost
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Add screen rotation boost instead of 360 degree rotation boost
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Play p1won sound when player wins: If player wins the whole match, trigger to play sound clip called p1won
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Add Power-Ups That Speed Up the Ball Add Power-Ups That Blur the Game Screen Add Power-Ups That Make Everyone Spin 360 Degrees Continuously for 7 Seconds
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When a Power-Up is Taken, It Doesn't Apply to Everyone, Only to the Person Who Hit the Power-Up
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When a Power-Up is Purchased, the Power-Up Feature Will Disappear for Everyone in the Same Time
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Scroll All Text in the Power-Ups Section to the Bottom Line
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Scroll Halfway Down All Text in Power-Ups Section and do this for all power-up texts
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Scroll Down Halfway Through the Text of the BIG PADDLE Power-Up in the Power-Ups Section
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Delete the Power-Ups text in the HOW TO PLAY section
Code edit (1 edits merged)
Please save this source code
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Show Power-Ups Properties When Power-Up Button Is Clicked
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Don't Show Background Text When You Press a Button in the
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Don't Show Background Text When You Press a Button in the Main Menu
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Write the Features of the Power-Ups in the Power-Ups button
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Put the Power-Ups text in the HOW TO PLAY section on the Power-Ups button
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Put a button called Power-Ups in the Main Menu and put the text Power-Ups in the HOW TO PLAY section
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In the HOW TO PLAY section put the Text of Power-Ups on the left side
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Fix Text of Power-Ups in HOW TO PLAY
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If paddle_player wins the game, play p1won sound
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All Power-Ups Should Spin Around And Slowly Move To Random Places
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All power-ups in the game should be in the HOW TO PLAY section and the features of all power-ups should be written. and all power-ups should be in different note colors
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Make all Power-Ups in the game Musical Notes
/**** * 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 musical note asset for all power-ups // Use a unique color per type for the note, but always a musical note shape var noteColor = 0xffe066; if (self.type === 'big_paddle') noteColor = 0x66ff99; if (self.type === 'multi_ball') noteColor = 0x66ccff; if (self.type === 'slow_ball') noteColor = 0xff99cc; // Use 'musical_note' asset (ellipse with note color, or a dedicated note asset if available) var powerupSprite = self.attachAsset('musical_note', { anchorX: 0.5, anchorY: 0.5, tint: noteColor, scaleX: 2.0, scaleY: 2.0 }); // Set size for collision self.width = powerupSprite.width * 2.0; self.height = powerupSprite.height * 2.0; // PowerUp update (spin and move to random places) self.floatDir = 1; self.floatTimer = 0; self.targetX = self.x; self.targetY = self.y; self.moveTimer = 0; self.rotationSpeed = 0.07 + Math.random() * 0.07; // random spin speed self.update = function () { self.floatTimer++; // Spin the note if (powerupSprite && typeof powerupSprite.rotation === "number") { powerupSprite.rotation += self.rotationSpeed; } // Move toward target position var moveSpeed = 1.2; // slow movement if (typeof self.targetX === "number" && typeof self.targetY === "number") { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > moveSpeed) { self.x += dx / dist * moveSpeed; self.y += dy / dist * moveSpeed; } else { self.x = self.targetX; self.y = self.targetY; } } // Every 120-240 frames, pick a new random target position self.moveTimer++; if (self.moveTimer > 120 + Math.floor(Math.random() * 120)) { self.moveTimer = 0; // Stay within table bounds var margin = 120; self.targetX = margin + Math.random() * (2048 - 2 * margin); self.targetY = 2732 / 2 - 400 + Math.random() * 800; } // Float up/down for a little extra effect 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 "Power-Ups" button var powerUpsBtn = new Text2('Power-Ups', { size: 90, fill: 0xffff00 }); powerUpsBtn.anchor.set(0.5, 0.5); powerUpsBtn.x = 2048 / 2; powerUpsBtn.y = 1700; menuContainer.addChild(powerUpsBtn); // 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); // Show all power-ups as colored musical notes with description var powerupY = howText.y + howText.height + 40; var powerupSpacing = 220; var powerupTypes = [{ type: "big_paddle", color: 0x66ff99, label: "BIG PADDLE\nBoth paddles grow much larger for 7 seconds, making it easier to hit the ball." }, { type: "multi_ball", color: 0x66ccff, label: "MULTI BALL\nA second ball appears for 7 seconds. Score with either ball to earn points!" }, { type: "slow_ball", color: 0xff99cc, label: "SLOW BALL\nThe ball moves at half speed for 7 seconds, giving you more time to react." }]; // Align power-up icons and text to the left side var leftMargin = 220; for (var i = 0; i < powerupTypes.length; i++) { var p = powerupTypes[i]; // Note icon var noteIcon = LK.getAsset('musical_note', { anchorX: 0.5, anchorY: 0.5, tint: p.color, scaleX: 2.0, scaleY: 2.0, x: leftMargin + 80, y: powerupY + i * powerupSpacing }); howToPlayOverlay.addChild(noteIcon); // Description text var descText = new Text2(p.label, { size: 70, fill: p.color }); descText.anchor.set(0, 0.5); descText.x = leftMargin + 180; descText.y = powerupY + i * powerupSpacing; howToPlayOverlay.addChild(descText); } // 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; // Play pAI sound when ball hits AI paddle if (typeof LK.getSound === "function" && LK.getSound('pAI')) { LK.getSound('pAI').play(); } // 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) { if (typeof LK.getSound === "function" && LK.getSound('p1won')) { LK.getSound('p1won').play(); } 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) { if (typeof LK.getSound === "function" && LK.getSound('p1won')) { LK.getSound('p1won').play(); } 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
@@ -329,9 +329,9 @@
});
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\n" + "Power-Ups\n\n" + "Power-Ups:\n", {
+ 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);