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 }; }); // LifeDisplay class var LifeDisplay = Container.expand(function () { var self = Container.call(this); // Create 3 balls for the lives for (var i = 0; i < 3; i++) { var lifeBall = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2 }); lifeBall.x = i * 50; } self.update = function () { // Update the life display based on the current lives for (var i = 0; i < self.children.length; i++) { self.children[i].visible = i < game.lives; } }; }); // 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 paddle = game.addChild(new Paddle()); var ball = game.addChild(new Ball()); ball.x = paddle.x; ball.y = paddle.y - paddle.height / 2 - ball.height / 2; paddle.x = 1024; paddle.y = 2500; // Initialize the lives and the life display game.lives = 3; var lifeDisplay = LK.gui.top.addChild(new LifeDisplay()); lifeDisplay.x = 50; lifeDisplay.y = 50; 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); } // 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 var mouseDownTime = 0; game.move = function (x, y, obj) { paddle.x = x; }; // Check for collisions function checkCollisions() { if (ball.intersects(paddle)) { ball.speedY *= -1; } else if (ball.y > paddle.y) { // The ball has fallen below the paddle game.lives--; if (game.lives > 0) { // Re-launch the ball from the paddle ball.x = paddle.x; ball.y = paddle.y - paddle.height / 2 - ball.height / 2; ball.speedX = 0; ball.speedY = 0; } else { // Game over LK.showGameOver(); } } for (var i = 0; i < bumpers.length; i++) { if (ball.intersects(bumpers[i])) { ball.speedX *= -1; ball.speedY *= -1; // 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 game.update = function () { ball.update(); paddle.update(); for (var i = 0; i < bumpers.length; i++) { bumpers[i].update(); } checkCollisions(); }; game.down = function (x, y, obj) { mouseDownTime = Date.now(); }; game.up = function (x, y, obj) { var mouseUpTime = Date.now(); var mouseDownDuration = mouseUpTime - mouseDownTime; ball.speedX = 5 + mouseDownDuration / 1000; ball.speedY = -5 - mouseDownDuration / 1000; };
===================================================================
--- original.js
+++ change.js
@@ -162,9 +162,8 @@
// Check for collisions
function checkCollisions() {
if (ball.intersects(paddle)) {
ball.speedY *= -1;
- ball.speedX += paddle.speedX * 0.1; // Increase the bounce of the ball based on the velocity of the paddle
} else if (ball.y > paddle.y) {
// The ball has fallen below the paddle
game.lives--;
if (game.lives > 0) {
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.