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Delete the Middle of the Long Note. Make 5 Long Notes. All Stick Together. The Long Note Should Stay in the Middle. It Shouldn't Move Around. It Should Just Spin Around and Stick to the Other Notes. And If the Ball Hits the Long Note, It Should Bounce Back
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Let the Middle Part of the Long Note Be Long And when the Long Note comes, let the sesar sound be played ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'parent')' in or related to this line: 'if (!longNoteInstance.parent) {' Line Number: 924
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During the game, sometimes a long note should be determined. The long note should rotate for 30 seconds. It should rotate 360 degrees continuously for 30 seconds. If the ball hits the long note, the ball goes in the opposite direction, play the sound called sesar while rotating for 30 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Play Sound Named Backround_Music in MAIN MENU
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When the ball hits the musical_note, the duration of the musical note will be displayed on the screen.
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When the ball hits the musical note, the duration of the musical note will be displayed on the screen.
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When the Ball Hits a Power-Up, All Power-Ups Will Have Their Duration Written
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When the Ball Hits the Power-Up, the Power-Up's Duration Will Be Written
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Make the background color in HOW TO PLAY the same as the Background color in MAIN MENU
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If the ball hits the musical_note, the name of the musical_note will be displayed on the screen.
Code edit (1 edits merged)
Please save this source code
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change colors of musical_notes
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change colors of musical_notes
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Set INVERT SCREEN color to Purple from musical_notes
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Make the color of musical_notes the same as the text colors in the Main Menu
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Make the color of the power-ups the same as the text colors in the Main Menu
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Color Code the Blur power-up to #bebebe
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Make Blur Color This Color Code # bebebe
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Make Blur Color This Color Code # bebebe
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Increase Blur Boost
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Add Power-Up to Reverse the Ball's Direction
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Make text smaller in the Power-Ups Section
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Move the musical_notes and their texts in the Power-Ups Section to the left so that they do not go off the screen, enlarge the texts so that people can see them easily, and make each musical_note space between other musical_notes and their texts space between other power-up texts, and make the background color of the power-up menu the same as the Main Menu Background Color.
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Please fix the bug: 'returnMenuBtn is not defined' in or related to this line: 'returnMenuBtn.down = function (x, y, obj) {' Line Number: 541
/**** * 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; }); // LongNote class: 5 musical notes in a fixed, centered, circular formation, spinning as one, no middle bar var LongNote = Container.expand(function () { var self = Container.call(this); var noteColor = 0x00e6e6; var noteCount = 5; var radius = 180; // distance from center to each note var noteScale = 2.5; self.noteSprites = []; // Place 5 notes in a circle, evenly spaced for (var i = 0; i < noteCount; i++) { var angle = Math.PI * 2 / noteCount * i; var x = Math.cos(angle) * radius; var y = Math.sin(angle) * radius; var note = self.attachAsset('musical_note', { anchorX: 0.5, anchorY: 0.5, tint: noteColor, scaleX: noteScale, scaleY: noteScale, x: x, y: y }); self.noteSprites.push(note); } // Set bounding box for collision (encompass all notes) self.width = radius * 2 + 110 * noteScale; self.height = radius * 2 + 110 * noteScale; self.rotationTween = null; self.isRotating = false; self.duration = 1800; // 30s at 60fps self.timer = 0; self.hit = false; // Center in the middle of the table self.x = 2048 / 2; self.y = 2732 / 2; // Play 'sesar' sound immediately when LongNote appears if (typeof LK.getSound === "function" && LK.getSound('sesar')) { LK.getSound('sesar').play(); } // Start continuous rotation for 30s self.startRotation = function () { if (self.isRotating) return; self.isRotating = true; // Use tween to rotate 360deg (2*PI) every 2s, repeat for 30s var _doSpin = function doSpin() { if (!self.isRotating) return; self.rotation = 0; self.rotationTween = tween(self, { rotation: Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: _doSpin }); }; _doSpin(); }; self.stopRotation = function () { self.isRotating = false; if (self.rotationTween) { tween.stop(self, { rotation: true }); self.rotationTween = null; } self.rotation = 0; }; self.update = function () { self.timer++; if (!self.isRotating) self.startRotation(); // Remove after 30s if (self.timer > self.duration) { self.stopRotation(); if (self.parent) self.parent.removeChild(self); if (typeof longNoteInstance !== "undefined") longNoteInstance = null; } // If already hit, do not check collision again if (self.hit) return; // Defensive: check ball exists if (typeof ball !== "undefined" && ball && rectsIntersect(self, ball)) { self.hit = true; // Reverse ball direction ball.vx *= -1; ball.vy *= -1; // Play 'sesar' sound (again) on hit if (typeof LK.getSound === "function" && LK.getSound('sesar')) { LK.getSound('sesar').play(); } // Continue rotating for the rest of 30s (do not remove) } }; 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', 'speed_ball', 'blur_screen', 'invert_screen', 'reverse_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', 'speed_ball', 'blur_screen', 'invert_screen', 'reverse_ball']; self.type = types[Math.floor(Math.random() * types.length)]; } // Attach musical note asset for all power-ups // Use updated musical_note color scheme for each power-up type var noteColor = 0x00e6e6; // default: cyan blue for musical notes if (self.type === 'big_paddle') { noteColor = 0x99ff99; // green (EASY) } if (self.type === 'multi_ball') { noteColor = 0xffcc33; // orange-yellow (new for multi_ball) } if (self.type === 'slow_ball') { noteColor = 0x6699ff; // blue (new for slow_ball) } if (self.type === 'speed_ball') { noteColor = 0xff3366; // pink-red (new for speed_ball) } if (self.type === 'blur_screen') { noteColor = 0xbebebe; // gray (blur_screen) } if (self.type === 'invert_screen') { noteColor = 0xbb66ff; // purple (invert_screen) } if (self.type === 'reverse_ball') { noteColor = 0xffff00; // yellow (reverse_ball) } // 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, tint: 0x1a1a40 // New background color for main menu (deep blue/purple) }); 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); // Power-Ups overlay (shown when Power-Ups button is clicked) var powerUpsOverlay = null; powerUpsBtn.down = function (x, y, obj) { if (powerUpsOverlay && powerUpsOverlay.parent) { powerUpsOverlay.parent.removeChild(powerUpsOverlay); } powerUpsOverlay = new Container(); // Hide menu text when overlay is open for (var i = 0; i < menuContainer.children.length; i++) { var child = menuContainer.children[i]; if (child !== menuBg) { child.visible = false; } } // Semi-transparent background, match main menu color (deep blue/purple) var bg = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: 0x1a1a40 // match main menu background color }); bg.alpha = 0.92; powerUpsOverlay.addChild(bg); // Title var title = new Text2("Power-Ups", { size: 90, fill: 0xffff00 }); title.anchor.set(0.5, 0); title.x = 2048 / 2; title.y = 220; powerUpsOverlay.addChild(title); // Show all power-ups as colored musical notes with description var powerupY = title.y + title.height + 60; var powerupSpacing = 220; // more vertical space between power-ups var powerupTypes = [{ type: "big_paddle", color: 0x99ff99, // green (EASY) label: "BIG PADDLE\nBoth paddles grow much larger for 7 seconds. Making it easier to hit the ball." }, { type: "multi_ball", color: 0xffcc33, // orange-yellow (new for multi_ball) label: "MULTI BALL\nA second ball appears for 7 seconds. Score with either ball to earn points!" }, { type: "slow_ball", color: 0x6699ff, // blue (new for slow_ball) label: "SLOW BALL\nThe ball moves at half speed for 7 seconds. Giving you more time to react." }, { type: "speed_ball", color: 0xff3366, // pink-red (new for speed_ball) label: "SPEED BALL\nThe ball moves much faster for 7 seconds. Can you keep up?" }, { type: "blur_screen", color: 0xbebebe, // gray (blur_screen) label: "BLUR SCREEN\nThe whole game blurs for 7 seconds. Try to play through the haze!" }, { type: "invert_screen", color: 0xab66aa, // purple (invert_screen) label: "INVERT SCREEN\nThe entire game flips upside down for 7 seconds. Can you play inverted?" }, { type: "reverse_ball", color: 0xffff00, // yellow (reverse_ball) label: "REVERSE BALL\nThe ball instantly reverses direction! Surprise your opponent." }]; // Move all musical notes and their texts to the left, stack notes, enlarge text, and add spacing var stackX = 180; // further left margin for notes var textX = stackX + 140; // text starts to the right of the stacked notes for (var i = 0; i < powerupTypes.length; i++) { var p = powerupTypes[i]; // Note icon (stacked vertically, left-aligned) var noteIcon = LK.getAsset('musical_note', { anchorX: 0.5, anchorY: 0.5, tint: p.color, scaleX: 1.7, scaleY: 1.7, x: stackX, y: powerupY + i * powerupSpacing }); powerUpsOverlay.addChild(noteIcon); // Description text (centered vertically with note, left-aligned to right of note) var descText = new Text2(p.label, { size: 48, fill: p.color }); descText.anchor.set(0, 0.5); // left align text, center vertically descText.x = textX; descText.y = powerupY + i * powerupSpacing; powerUpsOverlay.addChild(descText); } // Scroll overlay so the last power-up text is at the bottom of the screen if (powerupTypes.length > 0) { var lastDescY = powerupY + (powerupTypes.length - 1) * powerupSpacing + 70; var lastDescText = new Text2(powerupTypes[powerupTypes.length - 1].label, { size: 70 }); var bottomLineY = lastDescY + lastDescText.height / 2; var screenHeight = LK.height ? LK.height : 2732; var scrollTo = bottomLineY - screenHeight + 120; // 120px margin from bottom if (scrollTo < 0) { scrollTo = 0; } powerUpsOverlay.y = -scrollTo; } // 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 (powerUpsOverlay && powerUpsOverlay.parent) { powerUpsOverlay.parent.removeChild(powerUpsOverlay); } // Restore menu text visibility when overlay is closed for (var i = 0; i < menuContainer.children.length; i++) { var child = menuContainer.children[i]; if (child !== menuBg) { child.visible = true; } } }; powerUpsOverlay.addChild(closeBtn); game.addChild(powerUpsOverlay); }; // Add a "Return to Main Menu" button (hidden by default, shown on stop) var returnMenuBtn = new Text2('RETURN', { size: 90, fill: 0xffff00 }); returnMenuBtn.anchor.set(0.5, 0.5); returnMenuBtn.x = 2048 / 2; returnMenuBtn.y = 2200; returnMenuBtn.visible = false; // Removed MAIN MENU text and button as requested // 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(); // Hide menu text when overlay is open for (var i = 0; i < menuContainer.children.length; i++) { var child = menuContainer.children[i]; if (child !== menuBg) { child.visible = false; } } // Semi-transparent background, match main menu color (deep blue/purple) var bg = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: 0x1a1a40 // match main menu background color }); 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); } // Restore menu text visibility when overlay is closed for (var i = 0; i < menuContainer.children.length; i++) { var child = menuContainer.children[i]; if (child !== menuBg) { child.visible = true; } } }; 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; // --- LongNote instance (only one at a time) --- var longNoteInstance = null; // --- Power-up attribute text (global for removal timeout) var powerUpAttributeText = undefined; // --- New power-up effect globals --- var blurOverlay = null; var blurText = null; var spinScreenActive = false; var spinScreenTimer = 0; var spinOverlay = 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('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 and LongNote 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) // Allow up to 2 power-ups on the field at once if (typeof tableBg !== "undefined" && tableBg && typeof powerUps !== "undefined" && !powerUpActive && powerUps.length < 2) { if (typeof powerUpTimer === "undefined") { powerUpTimer = 0; } powerUpTimer++; // Try to spawn every 6-10 seconds if (powerUpTimer > 360 + Math.floor(Math.random() * 240)) { powerUpTimer = 0; // Always spawn LongNote in the center, only one at a time if (typeof longNoteInstance === "undefined" || !longNoteInstance) { longNoteInstance = new LongNote(); longNoteInstance.x = 2048 / 2; longNoteInstance.y = 2732 / 2; game.addChild(longNoteInstance); } else { // If longNoteInstance exists, only spawn regular powerups var types = ['big_paddle', 'multi_ball', 'slow_ball', 'speed_ball', 'blur_screen', 'blur_screen', 'blur_screen', // Increase blur_screen weight 'invert_screen']; 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; } // --- LongNote update and cleanup --- if (typeof longNoteInstance !== "undefined" && longNoteInstance && typeof longNoteInstance.update === "function") { longNoteInstance.update(); // Remove reference if destroyed if (!longNoteInstance || !longNoteInstance.parent) { longNoteInstance = null; } } // --- Power-up update and collision --- var _loop = function _loop() { 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(); } // Remove any previous attribute texts if (typeof powerUpAttributeText !== "undefined" && powerUpAttributeText && powerUpAttributeText.parent) { powerUpAttributeText.parent.removeChild(powerUpAttributeText); } // Show only the duration of the musical note power-up (the one just hit) if (p.type === "big_paddle" || p.type === "multi_ball" || p.type === "slow_ball" || p.type === "speed_ball" || p.type === "blur_screen" || p.type === "invert_screen" || p.type === "reverse_ball") { var durationText = "7s"; var txt = new Text2(durationText, { size: 90, fill: 0xffff00 }); txt.anchor.set(0.5, 0.5); txt.x = 2048 / 2; txt.y = 2732 / 2; LK.gui.center.addChild(txt); powerUpAttributeText = { attrTexts: [txt] }; // store for removal LK.setTimeout(function () { if (powerUpAttributeText && powerUpAttributeText.attrTexts) { for (var i = 0; i < powerUpAttributeText.attrTexts.length; i++) { var t = powerUpAttributeText.attrTexts[i]; if (t && t.parent) { t.parent.removeChild(t); } } powerUpAttributeText = undefined; } }, 1200); } } // Only allow one power-up effect at a time if (!powerUpActive) { // Helper: random color generator var _getRandomColor = function _getRandomColor() { // Avoid too dark colors for visibility var min = 0x222222, max = 0xFFFFFF; var c = Math.floor(Math.random() * (max - min)) + min; // Ensure it's not too close to black if ((c & 0xFF) < 0x22 && (c >> 8 & 0xFF) < 0x22 && (c >> 16 & 0xFF) < 0x22) { c += 0x222222; } return c; }; // Store original tints to restore later var storeOriginalTint = function storeOriginalTint(obj, key) { if (!obj) { return; } if (typeof obj.tint !== "undefined" && typeof originalTints[key] === "undefined") { originalTints[key] = obj.tint; } }; // 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 color randomization effect for all game elements (no-op) // 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 (p.type === 'speed_ball') { // Speed up ball if (typeof ball !== "undefined" && ball) { ball.speed = Math.min(ball.baseSpeed * 2.2, 48); } if (typeof extraBall !== "undefined" && extraBall) { extraBall.speed = Math.min(extraBall.baseSpeed * 2.2, 48); } } else if (p.type === 'blur_screen') { // Blur effect: overlay a semi-transparent blurred rectangle if (typeof blurOverlay === "undefined" || !blurOverlay) { blurOverlay = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); blurOverlay.alpha = 0.92; // Increased blur strength (was 0.7) blurOverlay.tint = 0xbebebe; // #bebebe blurOverlay.tint = 0xbebebe; // #bebebe blurOverlay.width = 2048; blurOverlay.height = 2732; // Add a "blur" text for fun blurText = new Text2("BLUR!", { size: 200, fill: 0xffffff }); blurText.anchor.set(0.5, 0.5); blurText.x = 2048 / 2; blurText.y = 2732 / 2; blurOverlay.addChild(blurText); game.addChild(blurOverlay); } } else if (p.type === 'invert_screen') { // Invert screen: flip the game vertically (upside down) for 7 seconds spinScreenActive = true; spinScreenTimer = 0; if (typeof spinOverlay === "undefined" || !spinOverlay) { spinOverlay = new Container(); } // Instantly flip the game vertically by setting scale.y to -1 and anchor to center if (typeof game.scale !== "undefined") { game.pivot.x = 2048 / 2; game.pivot.y = 2732 / 2; game.position.x = 2048 / 2; game.position.y = 2732 / 2; game.scale.y = -1; } } else if (p.type === 'reverse_ball') { // Reverse the ball's direction instantly if (typeof ball !== "undefined" && ball) { ball.vx *= -1; ball.vy *= -1; // Optional: flash the ball for feedback LK.effects.flashObject(ball, 0x00e6e6, 300); } // Also reverse extraBall if present if (typeof extraBall !== "undefined" && extraBall) { extraBall.vx *= -1; extraBall.vy *= -1; LK.effects.flashObject(extraBall, 0x00e6e6, 300); } } } else { // If effect is already active, just remove the powerup from the field p.destroy(); powerUps.splice(i, 1); } } }, p, attrText, ci; for (var i = powerUps.length - 1; i >= 0; i--) { _loop(); } // Color randomization effect update removed // --- 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; } // Remove blur overlay if present if (typeof blurOverlay !== "undefined" && blurOverlay && blurOverlay.parent) { blurOverlay.parent.removeChild(blurOverlay); blurOverlay = null; blurText = null; } // Remove invert_screen effect (reset vertical flip) if (typeof spinScreenActive !== "undefined" && spinScreenActive) { spinScreenActive = false; spinScreenTimer = 0; if (typeof game.scale !== "undefined") { game.scale.y = 1; game.pivot.x = 0; game.pivot.y = 0; game.position.x = 0; game.position.y = 0; } } // 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) // --- Spin screen effect update --- // No continuous spin for screen rotation boost; handled by effect application and removal }; // Initial score updateScore();
===================================================================
--- original.js
+++ change.js
@@ -107,56 +107,43 @@
self.lastScored = false;
};
return self;
});
-// LongNote class (rotates for 30s, reverses ball on hit, plays 'sesar' sound, visually long in the middle)
+// LongNote class: 5 musical notes in a fixed, centered, circular formation, spinning as one, no middle bar
var LongNote = Container.expand(function () {
var self = Container.call(this);
- // Create the long rectangle "body" of the note (middle part)
- var bodyColor = 0x00e6e6;
- var bodyWidth = 340; // visually long, much longer than note head
- var bodyHeight = 38;
- var bodyRect = self.attachAsset('net', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: bodyColor,
- width: bodyWidth,
- height: bodyHeight,
- scaleX: 1.0,
- scaleY: 1.0
- });
- // Attach musical_note asset (head), larger and with unique color, at one end
- var noteSprite = self.attachAsset('musical_note', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: bodyColor,
- scaleX: 2.5,
- scaleY: 2.5,
- x: bodyWidth / 2 - 40,
- // offset to right end
- y: 0
- });
- // Attach a second musical_note asset (tail), mirrored, at the other end
- var noteTail = self.attachAsset('musical_note', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: bodyColor,
- scaleX: -2.5,
- // mirror horizontally
- scaleY: 2.5,
- x: -bodyWidth / 2 + 40,
- // offset to left end
- y: 0
- });
- // Set bounding box for collision
- self.width = bodyWidth + noteSprite.width * 1.2;
- self.height = Math.max(bodyHeight, noteSprite.height * 2.5);
- self.rotationTime = 0;
+ var noteColor = 0x00e6e6;
+ var noteCount = 5;
+ var radius = 180; // distance from center to each note
+ var noteScale = 2.5;
+ self.noteSprites = [];
+ // Place 5 notes in a circle, evenly spaced
+ for (var i = 0; i < noteCount; i++) {
+ var angle = Math.PI * 2 / noteCount * i;
+ var x = Math.cos(angle) * radius;
+ var y = Math.sin(angle) * radius;
+ var note = self.attachAsset('musical_note', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: noteColor,
+ scaleX: noteScale,
+ scaleY: noteScale,
+ x: x,
+ y: y
+ });
+ self.noteSprites.push(note);
+ }
+ // Set bounding box for collision (encompass all notes)
+ self.width = radius * 2 + 110 * noteScale;
+ self.height = radius * 2 + 110 * noteScale;
self.rotationTween = null;
self.isRotating = false;
self.duration = 1800; // 30s at 60fps
self.timer = 0;
self.hit = false;
+ // Center in the middle of the table
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
// Play 'sesar' sound immediately when LongNote appears
if (typeof LK.getSound === "function" && LK.getSound('sesar')) {
LK.getSound('sesar').play();
}
@@ -882,29 +869,14 @@
powerUpTimer++;
// Try to spawn every 6-10 seconds
if (powerUpTimer > 360 + Math.floor(Math.random() * 240)) {
powerUpTimer = 0;
- // 1 in 5 chance to spawn a LongNote instead of a regular powerup
+ // Always spawn LongNote in the center, only one at a time
if (typeof longNoteInstance === "undefined" || !longNoteInstance) {
- if (Math.random() < 0.2) {
- longNoteInstance = new LongNote();
- longNoteInstance.x = 200 + Math.random() * (2048 - 400);
- longNoteInstance.y = 2732 / 2 + (Math.random() - 0.5) * 400;
- game.addChild(longNoteInstance);
- } else {
- // Randomly pick type, with increased chance for blur_screen
- var types = ['big_paddle', 'multi_ball', 'slow_ball', 'speed_ball', 'blur_screen', 'blur_screen', 'blur_screen',
- // Increase blur_screen weight
- 'invert_screen'];
- 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;
- // Set musical_note color to match main menu button text colors (already handled in PowerUp class)
- powerUps.push(p);
- game.addChild(p);
- }
+ longNoteInstance = new LongNote();
+ longNoteInstance.x = 2048 / 2;
+ longNoteInstance.y = 2732 / 2;
+ game.addChild(longNoteInstance);
} else {
// If longNoteInstance exists, only spawn regular powerups
var types = ['big_paddle', 'multi_ball', 'slow_ball', 'speed_ball', 'blur_screen', 'blur_screen', 'blur_screen',
// Increase blur_screen weight