User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'speedText.setText('Ball Speed: ' + speedText.text.split(':')[1] + ' (Speed up in ' + remainingTime + ')');' Line Number: 754
User prompt
Speed up ball every 30 second
User prompt
Polish the game
User prompt
Change interface
User prompt
Save progress ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Speed up the ball speed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Speed up ball speed
Code edit (1 edits merged)
Please save this source code
User prompt
Cosmic Pong Showdown
User prompt
Please continue polishing my design document.
Initial prompt
Create a cat racing game car colour is red and trafic
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	score: 0,
	highScore: 0
});
/**** 
* Classes
****/ 
var Ball = Container.expand(function () {
	var self = Container.call(this);
	var ballGraphics = self.attachAsset('ball', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Initial speed properties
	self.speedX = 5;
	self.speedY = 5;
	self.baseSpeed = 5;
	self.maxSpeed = 15;
	// Track previous position for collision detection
	self.lastX = 0;
	self.lastY = 0;
	// Increase ball speed with limits
	self.accelerate = function (amount) {
		// Stop any ongoing speed tweens
		tween.stop(self, {
			speedX: true,
			speedY: true
		});
		// Calculate new speed maintaining direction
		var directionX = self.speedX >= 0 ? 1 : -1;
		var directionY = self.speedY >= 0 ? 1 : -1;
		var currentSpeed = Math.abs(self.speedX);
		var newSpeed = Math.min(currentSpeed + amount, self.maxSpeed);
		// Apply the new speed with tween effect
		tween(self, {
			speedX: newSpeed * directionX,
			speedY: newSpeed * directionY
		}, {
			duration: 300,
			easing: tween.easeOut
		});
	};
	// Reset ball speed to base value
	self.resetSpeed = function () {
		var directionX = self.speedX >= 0 ? 1 : -1;
		var directionY = self.speedY >= 0 ? 1 : -1;
		self.speedX = self.baseSpeed * directionX;
		self.speedY = self.baseSpeed * directionY;
	};
	// Update ball position and handle boundary collisions
	self.update = function () {
		// Skip updates if game is paused
		if (game.isPaused) {
			return;
		}
		// Store last position for collision detection
		self.lastX = self.x;
		self.lastY = self.y;
		// Update position based on speed
		self.x += self.speedX;
		self.y += self.speedY;
		// Handle wall collisions
		if (self.x <= 0 || self.x >= 2048) {
			self.speedX *= -1;
		}
		if (self.y <= 0) {
			self.speedY *= -1;
		}
	};
	return self;
});
var Button = Container.expand(function () {
	var self = Container.call(this);
	var buttonGraphics = self.attachAsset('powerUp', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.label = new Text2('', {
		size: 20,
		fill: 0xFFFFFF
	});
	self.label.anchor.set(0.5, 0.5);
	self.addChild(self.label);
	self.setText = function (text) {
		self.label.setText(text);
	};
	self.down = function () {
		if (self.onPress) {
			self.onPress();
		}
		LK.effects.flashObject(self, 0xFFFFFF, 300);
	};
	return self;
});
var Paddle = Container.expand(function () {
	var self = Container.call(this);
	var paddleGraphics = self.attachAsset('paddle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Handle paddle movement
	self.move = function (x, y) {
		self.x = x;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
// Create the game ball
var ball = new Ball();
ball.x = 2048 / 2;
ball.y = 2732 / 2;
game.addChild(ball);
// Create the player paddle
var paddle = new Paddle();
paddle.x = 2048 / 2;
paddle.y = 2732 - 100;
game.addChild(paddle);
// Tracking variables
var score = storage.score || 0; // Load saved score or start at 0
var speedUpTimer = null;
var consecutiveHits = 0;
game.isPaused = false; // Initialize game paused state
// Create score display
var scoreText = new Text2('Score: ' + score, {
	size: 80,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create speed indicator
var speedText = new Text2('Ball Speed: Normal', {
	size: 60,
	fill: 0xFFFF00
});
speedText.anchor.set(0.5, 0);
speedText.y = 100;
LK.gui.top.addChild(speedText);
// Create high score display
var highScoreText = new Text2('High Score: ' + storage.highScore, {
	size: 60,
	fill: 0xFFA500
});
highScoreText.anchor.set(0.5, 0);
highScoreText.y = 200;
LK.gui.top.addChild(highScoreText);
// Create game status text
var statusText = new Text2('', {
	size: 70,
	fill: 0x00FFFF
});
statusText.anchor.set(0.5, 0.5);
statusText.x = 2048 / 2;
statusText.y = 2732 / 2;
game.addChild(statusText);
// Create hits counter display
var hitsText = new Text2('Consecutive Hits: 0', {
	size: 50,
	fill: 0x00FF00
});
hitsText.anchor.set(0, 0);
hitsText.x = 50;
hitsText.y = 100;
LK.gui.left.addChild(hitsText);
// Update score display
function updateScore(points) {
	score += points;
	scoreText.setText('Score: ' + score);
	LK.setScore(score);
	// Save current score to storage
	storage.score = score;
	// Update high score if needed
	if (score > storage.highScore) {
		storage.highScore = score;
	}
}
// Update speed display
function updateSpeedDisplay() {
	var currentSpeed = Math.abs(ball.speedX);
	var speedLabel = "Normal";
	if (currentSpeed >= ball.maxSpeed) {
		speedLabel = "MAX!";
	} else if (currentSpeed > ball.baseSpeed + 6) {
		speedLabel = "Super Fast";
	} else if (currentSpeed > ball.baseSpeed + 3) {
		speedLabel = "Fast";
	}
	speedText.setText('Ball Speed: ' + speedLabel);
}
// Speed up the ball with visual effect
function speedUpBall() {
	ball.accelerate(1);
	updateSpeedDisplay();
	// Visual feedback for speed increase
	LK.effects.flashObject(ball, 0xff0000, 500);
}
// Create a speed up button
var speedUpButton = new Button();
speedUpButton.x = 2048 - 100;
speedUpButton.y = 200;
speedUpButton.setText("Speed");
game.addChild(speedUpButton);
// Create a reset button
var resetButton = new Button();
resetButton.x = 2048 - 100;
resetButton.y = 300;
resetButton.setText("Reset");
game.addChild(resetButton);
// Create a pause button
var pauseButton = new Button();
pauseButton.x = 2048 - 100;
pauseButton.y = 400;
pauseButton.setText("Pause");
game.addChild(pauseButton);
// Event handlers
speedUpButton.onPress = function () {
	speedUpBall();
};
resetButton.onPress = function () {
	// Reset ball position
	ball.x = 2048 / 2;
	ball.y = 2732 / 2;
	ball.resetSpeed();
	updateSpeedDisplay();
};
pauseButton.onPress = function () {
	// Toggle game paused state
	var isPaused = !game.isPaused;
	game.isPaused = isPaused;
	pauseButton.setText(isPaused ? "Resume" : "Pause");
};
// Track paddle movement
game.move = function (x, y) {
	paddle.move(x, y);
};
// Collision detection
function checkCollisions() {
	// Ball-paddle collision
	if (ball.lastY <= paddle.y - paddle.height / 2 && ball.y > paddle.y - paddle.height / 2 && ball.x >= paddle.x - paddle.width / 2 && ball.x <= paddle.x + paddle.width / 2) {
		// Bounce the ball
		ball.speedY *= -1;
		// Adjust horizontal speed based on where the ball hits the paddle
		var hitPoint = (ball.x - paddle.x) / (paddle.width / 2);
		ball.speedX = ball.speedX * 0.5 + hitPoint * 5;
		// Increase consecutive hits counter
		consecutiveHits++;
		// Update hits text
		hitsText.setText('Consecutive Hits: ' + consecutiveHits);
		// Speed up after certain number of consecutive hits
		if (consecutiveHits >= 3) {
			speedUpBall();
			consecutiveHits = 0;
			statusText.setText('SPEED BOOST!');
			// Flash status and make it disappear
			LK.effects.flashObject(statusText, 0xFFFF00, 500);
			LK.setTimeout(function () {
				statusText.setText('');
			}, 1500);
			// Update hits text again
			hitsText.setText('Consecutive Hits: ' + consecutiveHits);
		}
		// Score points
		updateScore(10);
	}
	// Ball off bottom of screen (game over condition)
	if (ball.y > 2732) {
		// Show game over notification
		statusText.setText('GAME OVER!');
		LK.effects.flashObject(statusText, 0xFF0000, 800);
		// Save high score before game ends
		if (score > storage.highScore) {
			storage.highScore = score;
			// Show new high score notification
			statusText.setText('NEW HIGH SCORE!');
		}
		// Reset current score to 0 in storage
		storage.score = 0;
		// Short delay before showing game over screen
		LK.setTimeout(function () {
			LK.showGameOver();
		}, 1000);
	}
}
// Auto speed up every 30 seconds
LK.setInterval(function () {
	speedUpBall();
}, 30000);
// Main game update loop
game.update = function () {
	// Skip updates if game is paused
	if (game.isPaused) {
		return;
	}
	checkCollisions();
	updateSpeedDisplay();
};
// Create speed up keyboard shortcut for testing
LK.setTimeout(function () {
	// Initial speed boost to make the game more exciting from the start
	speedUpBall();
}, 3000); ===================================================================
--- original.js
+++ change.js
@@ -53,8 +53,12 @@
 		self.speedY = self.baseSpeed * directionY;
 	};
 	// Update ball position and handle boundary collisions
 	self.update = function () {
+		// Skip updates if game is paused
+		if (game.isPaused) {
+			return;
+		}
 		// Store last position for collision detection
 		self.lastX = self.x;
 		self.lastY = self.y;
 		// Update position based on speed
@@ -69,8 +73,31 @@
 		}
 	};
 	return self;
 });
+var Button = Container.expand(function () {
+	var self = Container.call(this);
+	var buttonGraphics = self.attachAsset('powerUp', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.label = new Text2('', {
+		size: 20,
+		fill: 0xFFFFFF
+	});
+	self.label.anchor.set(0.5, 0.5);
+	self.addChild(self.label);
+	self.setText = function (text) {
+		self.label.setText(text);
+	};
+	self.down = function () {
+		if (self.onPress) {
+			self.onPress();
+		}
+		LK.effects.flashObject(self, 0xFFFFFF, 300);
+	};
+	return self;
+});
 var Paddle = Container.expand(function () {
 	var self = Container.call(this);
 	var paddleGraphics = self.attachAsset('paddle', {
 		anchorX: 0.5,
@@ -106,8 +133,9 @@
 // Tracking variables
 var score = storage.score || 0; // Load saved score or start at 0
 var speedUpTimer = null;
 var consecutiveHits = 0;
+game.isPaused = false; // Initialize game paused state
 // Create score display
 var scoreText = new Text2('Score: ' + score, {
 	size: 80,
 	fill: 0xFFFFFF
@@ -129,8 +157,26 @@
 });
 highScoreText.anchor.set(0.5, 0);
 highScoreText.y = 200;
 LK.gui.top.addChild(highScoreText);
+// Create game status text
+var statusText = new Text2('', {
+	size: 70,
+	fill: 0x00FFFF
+});
+statusText.anchor.set(0.5, 0.5);
+statusText.x = 2048 / 2;
+statusText.y = 2732 / 2;
+game.addChild(statusText);
+// Create hits counter display
+var hitsText = new Text2('Consecutive Hits: 0', {
+	size: 50,
+	fill: 0x00FF00
+});
+hitsText.anchor.set(0, 0);
+hitsText.x = 50;
+hitsText.y = 100;
+LK.gui.left.addChild(hitsText);
 // Update score display
 function updateScore(points) {
 	score += points;
 	scoreText.setText('Score: ' + score);
@@ -162,18 +208,42 @@
 	// Visual feedback for speed increase
 	LK.effects.flashObject(ball, 0xff0000, 500);
 }
 // Create a speed up button
-var speedUpButton = game.addChild(LK.getAsset('powerUp', {
-	anchorX: 0.5,
-	anchorY: 0.5,
-	x: 2048 - 100,
-	y: 200
-}));
+var speedUpButton = new Button();
+speedUpButton.x = 2048 - 100;
+speedUpButton.y = 200;
+speedUpButton.setText("Speed");
+game.addChild(speedUpButton);
+// Create a reset button
+var resetButton = new Button();
+resetButton.x = 2048 - 100;
+resetButton.y = 300;
+resetButton.setText("Reset");
+game.addChild(resetButton);
+// Create a pause button
+var pauseButton = new Button();
+pauseButton.x = 2048 - 100;
+pauseButton.y = 400;
+pauseButton.setText("Pause");
+game.addChild(pauseButton);
 // Event handlers
-speedUpButton.down = function () {
+speedUpButton.onPress = function () {
 	speedUpBall();
 };
+resetButton.onPress = function () {
+	// Reset ball position
+	ball.x = 2048 / 2;
+	ball.y = 2732 / 2;
+	ball.resetSpeed();
+	updateSpeedDisplay();
+};
+pauseButton.onPress = function () {
+	// Toggle game paused state
+	var isPaused = !game.isPaused;
+	game.isPaused = isPaused;
+	pauseButton.setText(isPaused ? "Resume" : "Pause");
+};
 // Track paddle movement
 game.move = function (x, y) {
 	paddle.move(x, y);
 };
@@ -187,33 +257,55 @@
 		var hitPoint = (ball.x - paddle.x) / (paddle.width / 2);
 		ball.speedX = ball.speedX * 0.5 + hitPoint * 5;
 		// Increase consecutive hits counter
 		consecutiveHits++;
+		// Update hits text
+		hitsText.setText('Consecutive Hits: ' + consecutiveHits);
 		// Speed up after certain number of consecutive hits
 		if (consecutiveHits >= 3) {
 			speedUpBall();
 			consecutiveHits = 0;
+			statusText.setText('SPEED BOOST!');
+			// Flash status and make it disappear
+			LK.effects.flashObject(statusText, 0xFFFF00, 500);
+			LK.setTimeout(function () {
+				statusText.setText('');
+			}, 1500);
+			// Update hits text again
+			hitsText.setText('Consecutive Hits: ' + consecutiveHits);
 		}
 		// Score points
 		updateScore(10);
 	}
 	// Ball off bottom of screen (game over condition)
 	if (ball.y > 2732) {
+		// Show game over notification
+		statusText.setText('GAME OVER!');
+		LK.effects.flashObject(statusText, 0xFF0000, 800);
 		// Save high score before game ends
 		if (score > storage.highScore) {
 			storage.highScore = score;
+			// Show new high score notification
+			statusText.setText('NEW HIGH SCORE!');
 		}
 		// Reset current score to 0 in storage
 		storage.score = 0;
-		LK.showGameOver();
+		// Short delay before showing game over screen
+		LK.setTimeout(function () {
+			LK.showGameOver();
+		}, 1000);
 	}
 }
 // Auto speed up every 30 seconds
 LK.setInterval(function () {
 	speedUpBall();
 }, 30000);
 // Main game update loop
 game.update = function () {
+	// Skip updates if game is paused
+	if (game.isPaused) {
+		return;
+	}
 	checkCollisions();
 	updateSpeedDisplay();
 };
 // Create speed up keyboard shortcut for testing