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