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
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Change interface
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Save progress ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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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
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Cosmic Pong Showdown
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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 Alien = Container.expand(function () { var self = Container.call(this); var alienGraphics = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); // Track if the alien was hit self.lastWasIntersecting = false; // Motion pattern variables self.amplitude = Math.random() * 50 + 30; self.frequency = Math.random() * 0.05 + 0.02; self.baseX = 0; self.time = Math.random() * 100; self.points = 50; self.rotationSpeed = (Math.random() - 0.5) * 0.03; // Pulsate and color effect tween(alienGraphics, { alpha: 0.7 }, { duration: 1000 + Math.random() * 1000, easing: tween.easeInOut, repeat: -1, yoyo: true }); // Update alien position with sine wave motion and rotation self.update = function () { if (game.isPaused) { return; } self.time += 0.05; self.x = self.baseX + Math.sin(self.time * self.frequency) * self.amplitude; // Slowly rotate for visual effect self.rotation += self.rotationSpeed; }; return self; }); var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Create trail effect var trailEnabled = true; var trailInterval = 3; // Create trail every N frames var trailCount = 0; var trails = []; var maxTrails = 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; // Pulse effect for the ball tween(ballGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, repeat: -1, yoyo: true }); // 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 }); // Visual feedback for speed increase ballGraphics.tint = 0xFFFF00; // Yellow tint LK.setTimeout(function () { ballGraphics.tint = 0xFFFFFF; // Reset to white }, 500); }; // Toggle trail effect self.enableTrail = function () { trailEnabled = true; }; self.disableTrail = function () { trailEnabled = false; // Remove existing trails for (var i = 0; i < trails.length; i++) { if (trails[i].parent) { trails[i].parent.removeChild(trails[i]); } } trails = []; }; // 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; // Reset visual properties ballGraphics.tint = 0xFFFFFF; }; // Update ball position and handle boundary collisions self.update = function () { // Skip updates if game is paused if (game.isPaused) { return; } // Create trail effect if (trailEnabled) { trailCount++; if (trailCount >= trailInterval) { trailCount = 0; // Create trail particle if (self.parent) { // Make sure ball is attached to something var trail = LK.getAsset('ball', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, tint: 0xf5e642 }); trail.x = self.x; trail.y = self.y; trail.scale.set(0.5); self.parent.addChild(trail); trails.push(trail); // Fade out and remove trail tween(trail, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, easing: tween.easeOut, onComplete: function onComplete() { if (trail.parent) { trail.parent.removeChild(trail); } var index = trails.indexOf(trail); if (index !== -1) { trails.splice(index, 1); } } }); // Limit number of trails if (trails.length > maxTrails) { var oldestTrail = trails.shift(); if (oldestTrail.parent) { oldestTrail.parent.removeChild(oldestTrail); } } } } } // 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; // Visual feedback for wall bounce LK.effects.flashObject(self, 0x00FFFF, 200); } if (self.y <= 0) { self.speedY *= -1; // Visual feedback for wall bounce LK.effects.flashObject(self, 0x00FFFF, 200); } }; 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 }); // Add glow effect to paddle var glowEnabled = true; function updateGlow() { if (!glowEnabled) { return; } // Pulse effect tween(paddleGraphics, { alpha: 0.8 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true }); } // Call it once to start the effect updateGlow(); // Add methods to enable/disable glow self.enableGlow = function () { glowEnabled = true; updateGlow(); }; self.disableGlow = function () { glowEnabled = false; paddleGraphics.alpha = 1; }; // Handle paddle movement with constraints to keep paddle on screen self.move = function (x, y) { // Constrain paddle to screen bounds var halfWidth = paddleGraphics.width * self.scale.x / 2; if (x < halfWidth) { x = halfWidth; } else if (x > 2048 - halfWidth) { x = 2048 - halfWidth; } // Smooth movement with tween if (Math.abs(self.x - x) > 10) { tween.stop(self, { x: true }); tween(self, { x: x }, { duration: 100, easing: tween.easeOut }); } else { self.x = x; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); // PowerUp properties self.fallSpeed = 3; self.type = "speed"; // Default type self.lastWasIntersecting = false; // Set the type and color of the power-up self.setType = function (type) { self.type = type; // Set different colors based on power-up type switch (type) { case "speed": powerUpGraphics.tint = 0xFF0000; // Red break; case "multiball": powerUpGraphics.tint = 0x00FF00; // Green break; case "expand": powerUpGraphics.tint = 0x0000FF; // Blue break; default: powerUpGraphics.tint = 0xFFFFFF; // White } }; // Update PowerUp position self.update = function () { if (game.isPaused) { return; } // Fall down self.y += self.fallSpeed; // Rotate slightly for visual effect self.rotation += 0.01; // Remove if off screen if (self.y > 2732) { self.parent.removeChild(self); } }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); // Initialize with random speed self.speed = Math.random() * 2 + 1; // Update star position, looping from bottom to top self.update = function () { if (game.isPaused) { return; } self.y += self.speed; // Loop back to top when star goes off screen if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; self.speed = Math.random() * 2 + 1; self.alpha = Math.random() * 0.5 + 0.5; self.scale.set(Math.random() * 2 + 0.5); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create starry background var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; star.alpha = Math.random() * 0.5 + 0.5; star.scale.set(Math.random() * 2 + 0.5); stars.push(star); game.addChild(star); } // Create alien targets var aliens = []; var alienRows = 3; var aliensPerRow = 7; var alienSpacingX = 250; var alienSpacingY = 120; var alienStartY = 400; for (var row = 0; row < alienRows; row++) { for (var col = 0; col < aliensPerRow; col++) { var alien = new Alien(); alien.baseX = 2048 / 2 - (aliensPerRow - 1) * alienSpacingX / 2 + col * alienSpacingX; alien.y = alienStartY + row * alienSpacingY; alien.x = alien.baseX; alien.points = 50 - row * 10; // First row worth more points alien.scale.set(0.8 - row * 0.1); // First row bigger aliens.push(alien); game.addChild(alien); } } // 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; var powerUps = []; var alienCount = aliens.length; game.isPaused = false; // Initialize game paused state var paddleOriginalWidth = paddle.width; // 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); // Reset timer countdown lastSpeedUpTick = LK.ticks; } // 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); // Play hit animation LK.effects.flashObject(paddle, 0x00FFFF, 300); } // Check ball-alien collisions for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; var currentIntersecting = ball.intersects(alien); if (!alien.lastWasIntersecting && currentIntersecting) { // Bounce ball ball.speedY *= -1; // Add points based on alien value updateScore(alien.points); // Visual feedback LK.effects.flashObject(alien, 0xFFFFFF, 200); // Remove alien game.removeChild(alien); aliens.splice(i, 1); alienCount--; // Drop power-up with 20% chance if (Math.random() < 0.2) { var powerUp = new PowerUp(); powerUp.x = alien.x; powerUp.y = alien.y; // Randomly select power-up type var types = ["speed", "multiball", "expand"]; var randomType = types[Math.floor(Math.random() * types.length)]; powerUp.setType(randomType); powerUps.push(powerUp); game.addChild(powerUp); } // Check if all aliens are destroyed if (alienCount === 0) { statusText.setText('LEVEL COMPLETE!'); LK.effects.flashScreen(0x00FF00, 800); // Add bonus points updateScore(500); // Respawn aliens after delay LK.setTimeout(function () { respawnAliens(); statusText.setText(''); }, 2000); } } // Update last intersecting state alien.lastWasIntersecting = currentIntersecting; } // Check paddle-powerup collisions for (var j = powerUps.length - 1; j >= 0; j--) { var powerUp = powerUps[j]; var isIntersecting = powerUp.intersects(paddle); if (!powerUp.lastWasIntersecting && isIntersecting) { // Apply power-up effect applyPowerUp(powerUp.type); // Visual feedback LK.effects.flashObject(paddle, 0xFFFF00, 500); // Remove power-up game.removeChild(powerUp); powerUps.splice(j, 1); } // Update last intersecting state powerUp.lastWasIntersecting = isIntersecting; } // 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); } } // Apply power-up effects function applyPowerUp(type) { switch (type) { case "speed": // Speed boost speedUpBall(); statusText.setText('SPEED BOOST!'); break; case "multiball": // Multiball feature would go here // For simplicity, let's just add points updateScore(100); statusText.setText('BONUS POINTS!'); break; case "expand": // Expand paddle var originalWidth = paddle.width; tween.stop(paddle.scale); tween(paddle.scale, { x: 1.5 }, { duration: 300, easing: tween.easeOut }); // Reset after 10 seconds LK.setTimeout(function () { tween(paddle.scale, { x: 1 }, { duration: 300, easing: tween.easeIn }); }, 10000); statusText.setText('PADDLE EXPANDED!'); break; } // Clear status text after delay LK.setTimeout(function () { statusText.setText(''); }, 1500); } // Respawn aliens function respawnAliens() { // Clear any remaining aliens for (var i = aliens.length - 1; i >= 0; i--) { game.removeChild(aliens[i]); } aliens = []; // Respawn with more difficulty aliensPerRow += 1; // More aliens per row for (var row = 0; row < alienRows; row++) { for (var col = 0; col < aliensPerRow; col++) { var alien = new Alien(); alien.baseX = 2048 / 2 - (aliensPerRow - 1) * alienSpacingX / 2 + col * alienSpacingX; alien.y = alienStartY + row * alienSpacingY; alien.x = alien.baseX; alien.points = (50 - row * 10) * 1.5; // Increased points alien.scale.set(0.8 - row * 0.1); alien.frequency += 0.01; // Faster movement aliens.push(alien); game.addChild(alien); } } alienCount = aliens.length; // Speed up ball slightly speedUpBall(); } // Auto speed up every 30 seconds var speedUpInterval = LK.setInterval(function () { speedUpBall(); // Visual feedback for automatic speed up statusText.setText('AUTO SPEED BOOST!'); LK.setTimeout(function () { statusText.setText(''); }, 1500); }, 30000); // Track time until next speed up var nextSpeedUpTime = 30000; var lastSpeedUpTick = LK.ticks; // Main game update loop game.update = function () { // Skip updates if game is paused if (game.isPaused) { return; } // Update all stars for (var i = 0; i < stars.length; i++) { stars[i].update(); } // Update all aliens for (var j = 0; j < aliens.length; j++) { aliens[j].update(); } // Update all power-ups for (var k = powerUps.length - 1; k >= 0; k--) { powerUps[k].update(); // Remove power-ups that have gone off screen if (powerUps[k].y > 2732) { game.removeChild(powerUps[k]); powerUps.splice(k, 1); } } checkCollisions(); updateSpeedDisplay(); // Update speed up timer display if (!game.isPaused) { var elapsedTicks = LK.ticks - lastSpeedUpTick; var elapsedMs = elapsedTicks * (1000 / 60); // Convert ticks to ms at 60fps var remainingTime = Math.max(0, Math.ceil((nextSpeedUpTime - elapsedMs) / 1000)); // Display countdown when less than 10 seconds if (remainingTime <= 10) { speedText.setText('Ball Speed: ' + speedText.text.split(':')[1] + ' (Speed up in ' + remainingTime + ')'); speedText.tint = 0xFF0000; // Red for emphasis } else { speedText.tint = 0xFFFF00; // Default yellow } // Check if it's time for speed boost (handles missed intervals) if (elapsedMs >= nextSpeedUpTime) { speedUpBall(); statusText.setText('AUTO SPEED BOOST!'); LK.setTimeout(function () { statusText.setText(''); }, 1500); lastSpeedUpTick = LK.ticks; } } // Fancy visual effect - pulsate active power-ups if (paddle.scale.x > 1) { paddle.alpha = 0.7 + Math.sin(LK.ticks * 0.1) * 0.3; } else { paddle.alpha = 1; } }; // 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
@@ -479,8 +479,10 @@
ball.accelerate(1);
updateSpeedDisplay();
// Visual feedback for speed increase
LK.effects.flashObject(ball, 0xff0000, 500);
+ // Reset timer countdown
+ lastSpeedUpTick = LK.ticks;
}
// Create a speed up button
var speedUpButton = new Button();
speedUpButton.x = 2048 - 100;
@@ -696,11 +698,19 @@
// Speed up ball slightly
speedUpBall();
}
// Auto speed up every 30 seconds
-LK.setInterval(function () {
+var speedUpInterval = LK.setInterval(function () {
speedUpBall();
+ // Visual feedback for automatic speed up
+ statusText.setText('AUTO SPEED BOOST!');
+ LK.setTimeout(function () {
+ statusText.setText('');
+ }, 1500);
}, 30000);
+// Track time until next speed up
+var nextSpeedUpTime = 30000;
+var lastSpeedUpTick = LK.ticks;
// Main game update loop
game.update = function () {
// Skip updates if game is paused
if (game.isPaused) {
@@ -724,8 +734,30 @@
}
}
checkCollisions();
updateSpeedDisplay();
+ // Update speed up timer display
+ if (!game.isPaused) {
+ var elapsedTicks = LK.ticks - lastSpeedUpTick;
+ var elapsedMs = elapsedTicks * (1000 / 60); // Convert ticks to ms at 60fps
+ var remainingTime = Math.max(0, Math.ceil((nextSpeedUpTime - elapsedMs) / 1000));
+ // Display countdown when less than 10 seconds
+ if (remainingTime <= 10) {
+ speedText.setText('Ball Speed: ' + speedText.text.split(':')[1] + ' (Speed up in ' + remainingTime + ')');
+ speedText.tint = 0xFF0000; // Red for emphasis
+ } else {
+ speedText.tint = 0xFFFF00; // Default yellow
+ }
+ // Check if it's time for speed boost (handles missed intervals)
+ if (elapsedMs >= nextSpeedUpTime) {
+ speedUpBall();
+ statusText.setText('AUTO SPEED BOOST!');
+ LK.setTimeout(function () {
+ statusText.setText('');
+ }, 1500);
+ lastSpeedUpTick = LK.ticks;
+ }
+ }
// Fancy visual effect - pulsate active power-ups
if (paddle.scale.x > 1) {
paddle.alpha = 0.7 + Math.sin(LK.ticks * 0.1) * 0.3;
} else {