User prompt
Change the speed of the ball to a random value between 25 and 50 when it hits the paddle with slight angle difference in the bounce back
User prompt
change the angle of bounce to a random angle between 5 and 10 degrees
User prompt
Change the speed of the ball to a random value between 25 and 50 when it hits the paddle
User prompt
Change the speed of the ball to a random value between 50 and 100 when it hits the paddle
User prompt
change varying speed for the ball
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'ball.x = paddle.x;' Line Number: 146
User prompt
the game should start with the first ball on the paddle
User prompt
slightly increase the garvity on the ball
User prompt
Display 3 hearts as 3 lifes in the HUD
User prompt
increase the width of the paddle by 3x
User prompt
increase the momentum of the ball launch by 2x
User prompt
increase the momentum of the ball by 10 times
User prompt
increase the momentum of the ball launch from the paddle
User prompt
position the ball on the paddle on start of the game
User prompt
fix the bugs
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'ball.x = paddle.x;' Line Number: 145
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'ball.x = paddle.x;' Line Number: 145
User prompt
based on the velocity of the paddle increase the bounce of the ball
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'ball.x = paddle.x;' Line Number: 145
User prompt
the first ball start on the paddle
User prompt
increase the initial momentum of the pin ball with the help of the long click of the mouse
User prompt
the launch of the ball should be from the paddle
User prompt
implement 3 life's for the pin ball and re launch the ball form the paddle
User prompt
implement physics collision between bumper and paddle
/**** * Classes ****/ // AnimatedBlast class var AnimatedBlast = Container.expand(function () { var self = Container.call(this); // Create 10 smaller balls for (var i = 0; i < 10; i++) { var smallBall = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2 }); smallBall.x = Math.random() * 100 - 50; smallBall.y = Math.random() * 100 - 50; smallBall.angle = Math.random() * Math.PI * 2; // Add an angle for the revolving animation smallBall.distance = Math.sqrt(smallBall.x * smallBall.x + smallBall.y * smallBall.y); // Calculate the distance from the center } self.timer = 0; // Add a timer for the animation self.update = function () { // Animate the smaller balls for (var i = 0; i < self.children.length; i++) { var smallBall = self.children[i]; smallBall.angle += 0.1; // Increase the angle to create the revolving animation smallBall.x = smallBall.distance * Math.cos(smallBall.angle); smallBall.y = smallBall.distance * Math.sin(smallBall.angle); smallBall.alpha -= 0.01; if (smallBall.alpha <= 0) { self.removeChild(smallBall); } } self.timer++; // Destroy the blast after 3 seconds if (self.timer >= 180) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; self.speedY = 5; self.update = function () { // Add gravity to the ball self.speedY += 0.1; self.x += self.speedX; self.y += self.speedY; if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y <= 0 || self.y >= 2732) { self.speedY *= -1; } }; }); // Bumper class var Bumper = Container.expand(function () { var self = Container.call(this); var bumperGraphics = self.attachAsset('bumper', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Bumper logic if needed }; }); // BumperRed class var BumperRed = Bumper.expand(function () { var self = Bumper.call(this); }); // BumperGreen class var BumperGreen = Bumper.expand(function () { var self = Bumper.call(this); }); // BumperBlue class var BumperBlue = Bumper.expand(function () { var self = Bumper.call(this); }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Paddle movement logic will be handled in the game move event }; }); // PinballBoard class var PinballBoard = Container.expand(function () { var self = Container.call(this); // The board will be a simple rectangle for now var boardGraphics = self.attachAsset('board', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Board logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game elements var board = game.addChild(new PinballBoard()); board.x = 1024; board.y = 1366; var ball = game.addChild(new Ball()); ball.x = 1024; ball.y = 1366; var paddle = game.addChild(new Paddle()); paddle.x = 1024; paddle.y = 2500; var bumpers = []; for (var i = 0; i < 5; i++) { var bumper = game.addChild(new Bumper()); bumper.x = Math.random() * 2048; bumper.y = Math.random() * 1500 + 500; bumpers.push(bumper); var bumperRed = game.addChild(new BumperRed()); bumperRed.x = Math.random() * 2048; bumperRed.y = Math.random() * 1500 + 500; bumpers.push(bumperRed); var bumperBlue = game.addChild(new BumperBlue()); bumperBlue.x = Math.random() * 2048; bumperBlue.y = Math.random() * 1500 + 500; bumpers.push(bumperBlue); var bumperGreen = game.addChild(new BumperGreen()); bumperGreen.x = Math.random() * 2048; bumperGreen.y = Math.random() * 1500 + 500; bumpers.push(bumperGreen); } // Create a new Text2 object for the score display var scoreTxt = new Text2('P:0', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle paddle movement game.move = function (x, y, obj) { paddle.x = x; }; // Check for collisions function checkCollisions() { if (ball.intersects(paddle)) { // Calculate the angle of the collision var angle = Math.atan2(ball.y - paddle.y, ball.x - paddle.x); // Calculate the new speed of the ball var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY); // Update the speed of the ball ball.speedX = speed * Math.cos(angle); ball.speedY = speed * Math.sin(angle); // Add a bit of randomness to the angle ball.speedX += (Math.random() - 0.5) * 2; ball.speedY += (Math.random() - 0.5) * 2; } for (var i = 0; i < bumpers.length; i++) { if (ball.intersects(bumpers[i])) { // Calculate the angle of the collision var angle = Math.atan2(ball.y - bumpers[i].y, ball.x - bumpers[i].x); // Calculate the new speed of the ball var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY); // Update the speed of the ball ball.speedX = speed * Math.cos(angle); ball.speedY = speed * Math.sin(angle); // Play the bumper sound LK.getSound('bumperSound').play(); // Generate the animated blast var blast = game.addChild(new AnimatedBlast()); blast.x = bumpers[i].x; blast.y = bumpers[i].y; // Increase the score and update the score display LK.setScore(LK.getScore() + 50); scoreTxt.setText('P:' + LK.getScore()); } } } // Update game state
/****
* Classes
****/
// AnimatedBlast class
var AnimatedBlast = Container.expand(function () {
var self = Container.call(this);
// Create 10 smaller balls
for (var i = 0; i < 10; i++) {
var smallBall = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2
});
smallBall.x = Math.random() * 100 - 50;
smallBall.y = Math.random() * 100 - 50;
smallBall.angle = Math.random() * Math.PI * 2; // Add an angle for the revolving animation
smallBall.distance = Math.sqrt(smallBall.x * smallBall.x + smallBall.y * smallBall.y); // Calculate the distance from the center
}
self.timer = 0; // Add a timer for the animation
self.update = function () {
// Animate the smaller balls
for (var i = 0; i < self.children.length; i++) {
var smallBall = self.children[i];
smallBall.angle += 0.1; // Increase the angle to create the revolving animation
smallBall.x = smallBall.distance * Math.cos(smallBall.angle);
smallBall.y = smallBall.distance * Math.sin(smallBall.angle);
smallBall.alpha -= 0.01;
if (smallBall.alpha <= 0) {
self.removeChild(smallBall);
}
}
self.timer++;
// Destroy the blast after 3 seconds
if (self.timer >= 180) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 5;
self.speedY = 5;
self.update = function () {
// Add gravity to the ball
self.speedY += 0.1;
self.x += self.speedX;
self.y += self.speedY;
if (self.x <= 0 || self.x >= 2048) {
self.speedX *= -1;
}
if (self.y <= 0 || self.y >= 2732) {
self.speedY *= -1;
}
};
});
// Bumper class
var Bumper = Container.expand(function () {
var self = Container.call(this);
var bumperGraphics = self.attachAsset('bumper', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Bumper logic if needed
};
});
// BumperRed class
var BumperRed = Bumper.expand(function () {
var self = Bumper.call(this);
});
// BumperGreen class
var BumperGreen = Bumper.expand(function () {
var self = Bumper.call(this);
});
// BumperBlue class
var BumperBlue = Bumper.expand(function () {
var self = Bumper.call(this);
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Paddle movement logic will be handled in the game move event
};
});
// PinballBoard class
var PinballBoard = Container.expand(function () {
var self = Container.call(this);
// The board will be a simple rectangle for now
var boardGraphics = self.attachAsset('board', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Board logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var board = game.addChild(new PinballBoard());
board.x = 1024;
board.y = 1366;
var ball = game.addChild(new Ball());
ball.x = 1024;
ball.y = 1366;
var paddle = game.addChild(new Paddle());
paddle.x = 1024;
paddle.y = 2500;
var bumpers = [];
for (var i = 0; i < 5; i++) {
var bumper = game.addChild(new Bumper());
bumper.x = Math.random() * 2048;
bumper.y = Math.random() * 1500 + 500;
bumpers.push(bumper);
var bumperRed = game.addChild(new BumperRed());
bumperRed.x = Math.random() * 2048;
bumperRed.y = Math.random() * 1500 + 500;
bumpers.push(bumperRed);
var bumperBlue = game.addChild(new BumperBlue());
bumperBlue.x = Math.random() * 2048;
bumperBlue.y = Math.random() * 1500 + 500;
bumpers.push(bumperBlue);
var bumperGreen = game.addChild(new BumperGreen());
bumperGreen.x = Math.random() * 2048;
bumperGreen.y = Math.random() * 1500 + 500;
bumpers.push(bumperGreen);
}
// Create a new Text2 object for the score display
var scoreTxt = new Text2('P:0', {
size: 50,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle paddle movement
game.move = function (x, y, obj) {
paddle.x = x;
};
// Check for collisions
function checkCollisions() {
if (ball.intersects(paddle)) {
// Calculate the angle of the collision
var angle = Math.atan2(ball.y - paddle.y, ball.x - paddle.x);
// Calculate the new speed of the ball
var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY);
// Update the speed of the ball
ball.speedX = speed * Math.cos(angle);
ball.speedY = speed * Math.sin(angle);
// Add a bit of randomness to the angle
ball.speedX += (Math.random() - 0.5) * 2;
ball.speedY += (Math.random() - 0.5) * 2;
}
for (var i = 0; i < bumpers.length; i++) {
if (ball.intersects(bumpers[i])) {
// Calculate the angle of the collision
var angle = Math.atan2(ball.y - bumpers[i].y, ball.x - bumpers[i].x);
// Calculate the new speed of the ball
var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY);
// Update the speed of the ball
ball.speedX = speed * Math.cos(angle);
ball.speedY = speed * Math.sin(angle);
// Play the bumper sound
LK.getSound('bumperSound').play();
// Generate the animated blast
var blast = game.addChild(new AnimatedBlast());
blast.x = bumpers[i].x;
blast.y = bumpers[i].y;
// Increase the score and update the score display
LK.setScore(LK.getScore() + 50);
scoreTxt.setText('P:' + LK.getScore());
}
}
}
// Update game state
Pin ball game background with counter for mega points in futuristic style with clear blocks for rewards points for the pin ball physics in the game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
metal ball in 3D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
metal bumber with golden shine. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.