User prompt
Let the Ball Come Slowly at the Beginning of the Game
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The enemy AI moves around too much in its current location. It should be a little more relaxed.
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There should be no pause in the Main Menu, only when you start the game
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put the bullets away put the gun away
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (playerHasGun && gunCooldown <= 0 && Math.abs(x - playerPaddle.x) < playerPaddle.width / 2 && Math.abs(y - playerPaddle.y) < playerPaddle.height / 2) {' Line Number: 481
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (localY > playerPaddle.y - playerPaddle.height / 2 - 80) {' Line Number: 249
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bulletAI = LK.getAsset('ball', {' Line Number: 501
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'aiMoveTargetX = aiPaddle.x;' Line Number: 418
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {' Line Number: 442
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.abs(aiPaddle.x - aiMoveTargetX) > 8) {' Line Number: 426
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'aiMoveTargetX = ball.x + (Math.random() - 0.5) * aiRandomOffset;' Line Number: 401
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'var aiSpeed = aiSpeedBase + Math.min(ball.speed * 1.2, aiSpeedMax);' Line Number: 417
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'aiMoveTargetX = Math.random() * (2048 - aiPaddle.width) + aiPaddle.width / 2;' Line Number: 405
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var aiMoveTargetX = aiPaddle.x;' Line Number: 365
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (ball.y < -ball.height / 2 && !ball.lastScored) {' Line Number: 337
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'vy')' in or related to this line: 'if (ball.vy < 0 && rectsIntersect(ball, aiPaddle)) {' Line Number: 321
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'vy')' in or related to this line: 'if (ball.vy > 0 && rectsIntersect(ball, playerPaddle)) {' Line Number: 305
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (ball.x < ball.width / 2) {' Line Number: 294
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'ball.update();' Line Number: 290
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rhythmBoost')' in or related to this line: 'if (ball.rhythmBoost > 0 && now - lastRhythmTick > rhythmBoostDuration) {' Line Number: 286
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText(playerScore + ' : ' + aiScore);' Line Number: 263
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Make Main Menu There Should Be 3 Difficulty Options in the Main Menu Easy Normal Hard The Enemy Should Be More Difficult Depending on These Difficulties
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Remove power-ups
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This opponent is very difficult. Make it easy. Don't always follow the ball. Let him mostly go randomly left and right and let power-ups appear in random places and let these power-ups be notes so that both the enemy and I can collect those notes. Put a red note in the middle. Let the music change when the ball hits the note. Let it be action-packed music and let us be given guns and let's shoot each other. If the other side takes a bullet, we win, if we take a bullet, we lose and let's start from the beginning. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballSprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Ball velocity self.vx = 0; self.vy = 0; // Ball speed (pixels per tick) self.speed = 18; // Used for rhythm sync self.baseSpeed = 18; self.rhythmBoost = 0; // Used to prevent multiple scoring on one pass self.lastScored = false; // Ball update self.update = function () { self.x += self.vx * (self.speed + self.rhythmBoost); self.y += self.vy * (self.speed + self.rhythmBoost); }; // Reset ball to center, random direction self.reset = function (direction) { self.x = 2048 / 2; self.y = 2732 / 2; // 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); // direction: 1 = to player, -1 = to AI var angle = Math.random() * 0.5 - 0.25 + (direction === 1 ? Math.PI / 2 : -Math.PI / 2); self.vx = Math.sin(angle); self.vy = Math.cos(angle) * direction; self.lastScored = false; }; return self; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); // Set in init self.isPlayer = false; // Attach asset var paddleSprite = self.attachAsset('paddle_player', { anchorX: 0.5, anchorY: 0.5 }); // Set color for AI self.setAI = function () { paddleSprite.destroy(); self.attachAsset('paddle_ai', { anchorX: 0.5, anchorY: 0.5 }); self.isPlayer = false; }; // Set color for player self.setPlayer = function () { paddleSprite.destroy(); self.attachAsset('paddle_player', { anchorX: 0.5, anchorY: 0.5 }); self.isPlayer = true; }; // Clamp paddle inside table self.clamp = function () { var halfW = self.width / 2; if (self.x < halfW) self.x = halfW; if (self.x > 2048 - halfW) self.x = 2048 - halfW; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 // Table green }); /**** * Game Code ****/ // --- Main Menu and Difficulty Selection --- var menuContainer = new Container(); var menuBg = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); menuContainer.addChild(menuBg); var titleText = new Text2('PING PONG RHYTHM SMASH', { size: 120, fill: 0xffffff }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 320; menuContainer.addChild(titleText); var easyBtn = new Text2('EASY', { size: 100, fill: 0x99ff99 }); easyBtn.anchor.set(0.5, 0.5); easyBtn.x = 2048 / 2; easyBtn.y = 800; menuContainer.addChild(easyBtn); var normalBtn = new Text2('NORMAL', { size: 100, fill: 0xffff99 }); normalBtn.anchor.set(0.5, 0.5); normalBtn.x = 2048 / 2; normalBtn.y = 1050; menuContainer.addChild(normalBtn); var hardBtn = new Text2('HARD', { size: 100, fill: 0xff9999 }); hardBtn.anchor.set(0.5, 0.5); hardBtn.x = 2048 / 2; hardBtn.y = 1300; menuContainer.addChild(hardBtn); var selectedDifficulty = null; var aiDifficulty = "normal"; // default function startGameWithDifficulty(diff) { selectedDifficulty = diff; if (diff === "easy") { aiDifficulty = "easy"; } else if (diff === "normal") { aiDifficulty = "normal"; } else { aiDifficulty = "hard"; } menuContainer.destroy(); // 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; // --- Game initialization function --- function initGame() { // Table background tableBg = LK.getAsset('table', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(tableBg); // Net net = LK.getAsset('net', { anchorX: 0, anchorY: 0.5, x: 0, y: 2732 / 2 }); game.addChild(net); // Player paddle playerPaddle = new Paddle(); playerPaddle.setPlayer(); playerPaddle.x = 2048 / 2; playerPaddle.y = 2732 - 180; game.addChild(playerPaddle); // AI paddle aiPaddle = new Paddle(); aiPaddle.setAI(); aiPaddle.x = 2048 / 2; aiPaddle.y = 180; game.addChild(aiPaddle); // Ball ball = new Ball(); ball.reset(Math.random() < 0.5 ? 1 : -1); game.addChild(ball); // Score playerScore = 0; aiScore = 0; // Score display scoreText = new Text2('0 : 0', { size: 120, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Rhythm variables rhythmInterval = 600; // ms per beat (100 BPM) rhythmTimer = 0; lastRhythmTick = 0; rhythmBoostAmount = 8; rhythmBoostDuration = 180; // ms // Start music LK.playMusic('rhythmtrack'); // Dragging dragging = false; } // Move handler (player paddle) function handleMove(x, y, obj) { if (dragging) { // Clamp to table var newX = x; var halfW = playerPaddle.width / 2; if (newX < halfW) newX = halfW; if (newX > 2048 - halfW) newX = 2048 - halfW; playerPaddle.x = newX; } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch is on/near player paddle var localY = y; if (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) { return !(a.x + a.width / 2 < b.x - b.width / 2 || a.x - a.width / 2 > b.x + b.width / 2 || a.y + a.height / 2 < b.y - b.height / 2 || a.y - a.height / 2 > b.y + b.height / 2); } // Update score display function updateScore() { if (typeof scoreText !== "undefined" && scoreText && typeof scoreText.setText === "function") { scoreText.setText(playerScore + ' : ' + aiScore); } } // Game update game.update = function () { // Rhythm sync: every rhythmInterval ms, boost ball speed and randomize direction slightly var now = LK.ticks * 1000 / 60; if (now - lastRhythmTick > rhythmInterval) { lastRhythmTick = now; // Boost ball.rhythmBoost = rhythmBoostAmount; // Add a small random angle to ball direction var angle = Math.atan2(ball.vy, ball.vx); var delta = (Math.random() - 0.5) * 0.3; // -0.15 to 0.15 radians angle += delta; var mag = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); ball.vx = Math.cos(angle) * (mag > 0 ? 1 : 1); ball.vy = Math.sin(angle) * (mag > 0 ? 1 : 1); // Animate ball (flash) LK.effects.flashObject(ball, 0xffff00, 120); } // Remove boost after duration if (typeof ball !== "undefined" && ball && ball.rhythmBoost > 0 && now - lastRhythmTick > rhythmBoostDuration) { ball.rhythmBoost = 0; } // Ball update if (typeof ball !== "undefined" && ball && typeof ball.update === "function") { ball.update(); } // Ball collision with left/right walls if (typeof ball !== "undefined" && ball && typeof ball.x !== "undefined" && typeof ball.width !== "undefined") { if (ball.x < ball.width / 2) { ball.x = ball.width / 2; ball.vx *= -1; } if (ball.x > 2048 - ball.width / 2) { ball.x = 2048 - ball.width / 2; ball.vx *= -1; } } // Ball collision with player paddle if (typeof ball !== "undefined" && ball && typeof ball.vy !== "undefined" && ball.vy > 0 && rectsIntersect(ball, playerPaddle)) { ball.y = playerPaddle.y - playerPaddle.height / 2 - ball.height / 2; ball.vy *= -1; // Add a bit of angle based on where it hit the paddle var offset = (ball.x - playerPaddle.x) / (playerPaddle.width / 2); var angle = offset * 0.5; // up to ~30deg var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); var newAngle = Math.atan2(-ball.vy, ball.vx) + angle; ball.vx = Math.cos(newAngle); ball.vy = -Math.abs(Math.sin(newAngle)); // Increase speed ball.speed += 1.2; // Flash paddle LK.effects.flashObject(playerPaddle, 0x99ccff, 120); } // Ball collision with AI paddle if (typeof ball !== "undefined" && ball && typeof ball.vy !== "undefined" && ball.vy < 0 && rectsIntersect(ball, aiPaddle)) { ball.y = aiPaddle.y + aiPaddle.height / 2 + ball.height / 2; ball.vy *= -1; // Add a bit of angle based on where it hit the paddle var offset = (ball.x - aiPaddle.x) / (aiPaddle.width / 2); var angle = offset * 0.5; var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); var newAngle = Math.atan2(-ball.vy, ball.vx) + angle; ball.vx = Math.cos(newAngle); ball.vy = Math.abs(Math.sin(newAngle)); // Increase speed ball.speed += 1.2; // Flash paddle LK.effects.flashObject(aiPaddle, 0xff99bb, 120); } // Ball out of bounds (top/bottom) if (typeof ball !== "undefined" && ball && typeof ball.y !== "undefined" && typeof ball.height !== "undefined" && !ball.lastScored && ball.y < -ball.height / 2) { // Player scores playerScore += 1; updateScore(); ball.lastScored = true; LK.effects.flashScreen(0x3399ff, 400); if (playerScore >= 7) { LK.showYouWin(); return; } ball.reset(-1); } if (typeof ball !== "undefined" && ball && typeof ball.y !== "undefined" && typeof ball.height !== "undefined" && !ball.lastScored && ball.y > 2732 + ball.height / 2) { // AI scores aiScore += 1; updateScore(); ball.lastScored = true; LK.effects.flashScreen(0xff3366, 400); if (aiScore >= 7) { LK.showGameOver(); return; } ball.reset(1); } // --- AI paddle movement: difficulty-based --- if (typeof aiMoveMode === "undefined") { var aiMoveMode = "random"; // "random" or "track" var aiMoveTimer = 0; var aiMoveTargetX = typeof aiPaddle !== "undefined" && aiPaddle && typeof aiPaddle.x !== "undefined" ? aiPaddle.x : 2048 / 2; var aiMoveDir = 0; } // Difficulty parameters var aiTrackChance, aiRandomOffset, aiSpeedBase, aiSpeedMax, aiStandStillChance, aiReactDelay; if (typeof aiDifficulty === "undefined") aiDifficulty = "normal"; if (aiDifficulty === "easy") { aiTrackChance = 0.10; 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
@@ -31,10 +31,17 @@
// Reset ball to center, random direction
self.reset = function (direction) {
self.x = 2048 / 2;
self.y = 2732 / 2;
- self.speed = self.baseSpeed;
+ // 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);
// direction: 1 = to player, -1 = to AI
var angle = Math.random() * 0.5 - 0.25 + (direction === 1 ? Math.PI / 2 : -Math.PI / 2);
self.vx = Math.sin(angle);
self.vy = Math.cos(angle) * direction;