/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.width = 20; self.height = 20; self.speedX = 5; self.speedY = 5; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Paddle class for player and AI paddles var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = 200; self.height = 20; self.speed = 10; self.update = function () { // Paddle update logic can be added here if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize paddles and ball var playerPaddle = game.addChild(new Paddle()); var aiPaddle = game.addChild(new Paddle()); var ball = game.addChild(new Ball()); // Position paddles and ball playerPaddle.x = 2048 / 2; playerPaddle.y = 2732 - 50; aiPaddle.x = 2048 / 2; aiPaddle.y = 50; ball.x = 2048 / 2; ball.y = 2732 / 2; // Game update logic game.update = function () { // Ball movement ball.update(); // Ball collision with walls if (ball.x <= 0 || ball.x >= 2048) { ball.speedX *= -1; } if (ball.y <= 0 || ball.y >= 2732) { ball.speedY *= -1; } // Ball collision with paddles if (ball.intersects(playerPaddle) || ball.intersects(aiPaddle)) { ball.speedY *= -1; } // AI paddle movement if (ball.x < aiPaddle.x) { aiPaddle.x -= aiPaddle.speed; } else if (ball.x > aiPaddle.x) { aiPaddle.x += aiPaddle.speed; } }; // Player paddle movement game.move = function (x, y, obj) { playerPaddle.x = x; };
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 20;
self.height = 20;
self.speedX = 5;
self.speedY = 5;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Paddle class for player and AI paddles
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 200;
self.height = 20;
self.speed = 10;
self.update = function () {
// Paddle update logic can be added here if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize paddles and ball
var playerPaddle = game.addChild(new Paddle());
var aiPaddle = game.addChild(new Paddle());
var ball = game.addChild(new Ball());
// Position paddles and ball
playerPaddle.x = 2048 / 2;
playerPaddle.y = 2732 - 50;
aiPaddle.x = 2048 / 2;
aiPaddle.y = 50;
ball.x = 2048 / 2;
ball.y = 2732 / 2;
// Game update logic
game.update = function () {
// Ball movement
ball.update();
// Ball collision with walls
if (ball.x <= 0 || ball.x >= 2048) {
ball.speedX *= -1;
}
if (ball.y <= 0 || ball.y >= 2732) {
ball.speedY *= -1;
}
// Ball collision with paddles
if (ball.intersects(playerPaddle) || ball.intersects(aiPaddle)) {
ball.speedY *= -1;
}
// AI paddle movement
if (ball.x < aiPaddle.x) {
aiPaddle.x -= aiPaddle.speed;
} else if (ball.x > aiPaddle.x) {
aiPaddle.x += aiPaddle.speed;
}
};
// Player paddle movement
game.move = function (x, y, obj) {
playerPaddle.x = x;
};