User prompt
...
User prompt
I swear to god, if you don’t make the sounds play I will be very annoyed.
User prompt
Okay now neither sound plays. Make it so the sounds play at appropriate times.
User prompt
Make the sound ‘score’ play whenever someone scores a point.
User prompt
Make the sound ‘bounce’ play everytime the ball hits either paddle.
User prompt
Play the sound ‘bounce’ everytime the ball hits either paddle
User prompt
Make the bounce sound play every time the ball hits a paddle
User prompt
Make the scales to both be 10
User prompt
MAKE THE BALL BIGGER
User prompt
Make the ball twice as big
User prompt
Make the ball bigger
User prompt
Make the ball 4 times as big
User prompt
Make the ball bigger
User prompt
Make the score text of the winner turn rainbow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the paddles taller by 200 units
User prompt
If you don’t fix the bug I will punch you
User prompt
Please fix the bug: 'self.addChild is not a function. (In 'self.addChild(segment)', 'self.addChild' is undefined)' in or related to this line: 'self.addChild(segment);' Line Number: 200
User prompt
Compilation error[L200]: self.addChild is not a function. (In 'self.addChild(segment)', 'self.addChild' is undefined)
User prompt
Fix bug Compilation error[L200]: self.addChild is not a function. (In 'self.addChild(segment)', 'self.addChild' is undefined)
User prompt
Actually fix the bug now
User prompt
Please fix the bug?
User prompt
Please fix the bug: 'self.attachAsset is not a function. (In 'self.attachAsset('centerLine', { anchorX: 0.5, anchorY: 0.5, y: i * segmentHeight * 2 + segmentHeight })', 'self.attachAsset' is undefined)' in or related to this line: 'var segment = self.attachAsset('centerLine', {' Line Number: 193
Code edit (1 edits merged)
Please save this source code
User prompt
Paddle Clash
Initial prompt
Create a game in the style of the classic arcade game ‘Pong’
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Ball properties
self.vx = BALL_INITIAL_SPEED;
self.vy = BALL_INITIAL_SPEED;
self.speed = BALL_INITIAL_SPEED;
// Initialize tracking variables
self.lastX = 0;
self.lastY = 0;
self.lastLeftIntersect = false;
self.lastRightIntersect = false;
// Reset ball to center with random direction
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
self.speed = BALL_INITIAL_SPEED;
// Randomize direction but keep it horizontal
var angle = Math.random() * Math.PI / 4 - Math.PI / 8;
if (Math.random() > 0.5) {
angle += Math.PI;
}
self.vx = Math.cos(angle) * self.speed;
self.vy = Math.sin(angle) * self.speed;
// Update last positions
self.lastX = self.x;
self.lastY = self.y;
};
self.update = function () {
// Move ball
self.x += self.vx;
self.y += self.vy;
// Check top/bottom boundaries
if (self.lastY >= 0 && self.y < 0 || self.lastY <= 2732 && self.y > 2732) {
self.vy = -self.vy;
self.y = self.y < 0 ? 0 : 2732;
}
// Check paddle collisions
var leftIntersect = self.intersects(leftPaddle);
var rightIntersect = self.intersects(rightPaddle);
// Left paddle collision
if (!self.lastLeftIntersect && leftIntersect) {
self.vx = -self.vx;
// Increase speed
self.speed += BALL_SPEED_INCREMENT;
self.vx = self.vx > 0 ? self.speed : -self.speed;
// Adjust angle based on where ball hit paddle
var relativeY = (self.y - leftPaddle.y) / 200;
self.vy = relativeY * self.speed;
}
// Right paddle collision
if (!self.lastRightIntersect && rightIntersect) {
self.vx = -self.vx;
// Increase speed
self.speed += BALL_SPEED_INCREMENT;
self.vx = self.vx > 0 ? self.speed : -self.speed;
// Adjust angle based on where ball hit paddle
var relativeY = (self.y - rightPaddle.y) / 200;
self.vy = relativeY * self.speed;
}
// Check if ball passed the paddles (scoring)
if (self.lastX >= 0 && self.x < 0) {
// Right player scored
rightScore++;
rightScoreText.setText(rightScore);
// Check win condition
if (rightScore >= WINNING_SCORE) {
LK.showYouWin();
} else {
self.reset();
}
} else if (self.lastX <= 2048 && self.x > 2048) {
// Left player scored
leftScore++;
leftScoreText.setText(leftScore);
// Check win condition
if (leftScore >= WINNING_SCORE) {
LK.showYouWin();
} else {
self.reset();
}
}
// Update last states
self.lastX = self.x;
self.lastY = self.y;
self.lastLeftIntersect = leftIntersect;
self.lastRightIntersect = rightIntersect;
};
return self;
});
// Initialize shapes for paddles and ball
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize tracking variables
self.lastY = 0;
// Boundary checking
self.update = function () {
// Keep paddle within screen bounds
if (self.y < 100) self.y = 100;
if (self.y > 2732 - 100) self.y = 2732 - 100;
// Update last position
self.lastY = self.y;
};
self.down = function (x, y, obj) {
activePaddle = self;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game constants
var WINNING_SCORE = 10;
var PADDLE_SPEED = 15;
var BALL_INITIAL_SPEED = 8;
var BALL_SPEED_INCREMENT = 0.5;
// Game variables
var leftScore = 0;
var rightScore = 0;
var leftScoreText, rightScoreText;
var leftPaddle, rightPaddle;
var ball;
var activePaddle = null;
// Initialize shapes for paddles and ball
// Create paddles
leftPaddle = new Paddle();
leftPaddle.x = 100;
leftPaddle.y = 2732 / 2;
game.addChild(leftPaddle);
rightPaddle = new Paddle();
rightPaddle.x = 2048 - 100;
rightPaddle.y = 2732 / 2;
game.addChild(rightPaddle);
// Create ball
ball = new Ball();
ball.reset();
game.addChild(ball);
// Create score displays
leftScoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
leftScoreText.anchor.set(0.5, 0);
leftScoreText.x = 2048 / 4;
leftScoreText.y = 50;
game.addChild(leftScoreText);
rightScoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
rightScoreText.anchor.set(0.5, 0);
rightScoreText.x = 2048 * 3 / 4;
rightScoreText.y = 50;
game.addChild(rightScoreText);
// Create center line
var centerLine = Container.expand(function () {
var self = Container.call(this);
// Create dashed line segments
var lineCount = 20;
var segmentHeight = 2732 / (lineCount * 2);
for (var i = 0; i < lineCount; i++) {
var segment = self.attachAsset('centerLine', {
anchorX: 0.5,
anchorY: 0.5,
y: i * segmentHeight * 2 + segmentHeight
});
}
return self;
})();
// Initialize center line segments
centerLine.x = 2048 / 2;
game.addChild(centerLine);
// Game event handlers
game.move = function (x, y, obj) {
if (activePaddle) {
activePaddle.y = y;
}
};
game.up = function (x, y, obj) {
activePaddle = null;
};
game.down = function (x, y, obj) {
// Determine which paddle to control based on which side of the screen was touched
if (x < 2048 / 2) {
activePaddle = leftPaddle;
} else {
activePaddle = rightPaddle;
}
// Move the paddle to the touch position
if (activePaddle) {
activePaddle.y = y;
}
};
// Game update loop
game.update = function () {
// Update game objects
ball.update();
leftPaddle.update();
rightPaddle.update();
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,220 @@
-/****
+/****
+* Classes
+****/
+// Ball class
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Ball properties
+ self.vx = BALL_INITIAL_SPEED;
+ self.vy = BALL_INITIAL_SPEED;
+ self.speed = BALL_INITIAL_SPEED;
+ // Initialize tracking variables
+ self.lastX = 0;
+ self.lastY = 0;
+ self.lastLeftIntersect = false;
+ self.lastRightIntersect = false;
+ // Reset ball to center with random direction
+ self.reset = function () {
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ self.speed = BALL_INITIAL_SPEED;
+ // Randomize direction but keep it horizontal
+ var angle = Math.random() * Math.PI / 4 - Math.PI / 8;
+ if (Math.random() > 0.5) {
+ angle += Math.PI;
+ }
+ self.vx = Math.cos(angle) * self.speed;
+ self.vy = Math.sin(angle) * self.speed;
+ // Update last positions
+ self.lastX = self.x;
+ self.lastY = self.y;
+ };
+ self.update = function () {
+ // Move ball
+ self.x += self.vx;
+ self.y += self.vy;
+ // Check top/bottom boundaries
+ if (self.lastY >= 0 && self.y < 0 || self.lastY <= 2732 && self.y > 2732) {
+ self.vy = -self.vy;
+ self.y = self.y < 0 ? 0 : 2732;
+ }
+ // Check paddle collisions
+ var leftIntersect = self.intersects(leftPaddle);
+ var rightIntersect = self.intersects(rightPaddle);
+ // Left paddle collision
+ if (!self.lastLeftIntersect && leftIntersect) {
+ self.vx = -self.vx;
+ // Increase speed
+ self.speed += BALL_SPEED_INCREMENT;
+ self.vx = self.vx > 0 ? self.speed : -self.speed;
+ // Adjust angle based on where ball hit paddle
+ var relativeY = (self.y - leftPaddle.y) / 200;
+ self.vy = relativeY * self.speed;
+ }
+ // Right paddle collision
+ if (!self.lastRightIntersect && rightIntersect) {
+ self.vx = -self.vx;
+ // Increase speed
+ self.speed += BALL_SPEED_INCREMENT;
+ self.vx = self.vx > 0 ? self.speed : -self.speed;
+ // Adjust angle based on where ball hit paddle
+ var relativeY = (self.y - rightPaddle.y) / 200;
+ self.vy = relativeY * self.speed;
+ }
+ // Check if ball passed the paddles (scoring)
+ if (self.lastX >= 0 && self.x < 0) {
+ // Right player scored
+ rightScore++;
+ rightScoreText.setText(rightScore);
+ // Check win condition
+ if (rightScore >= WINNING_SCORE) {
+ LK.showYouWin();
+ } else {
+ self.reset();
+ }
+ } else if (self.lastX <= 2048 && self.x > 2048) {
+ // Left player scored
+ leftScore++;
+ leftScoreText.setText(leftScore);
+ // Check win condition
+ if (leftScore >= WINNING_SCORE) {
+ LK.showYouWin();
+ } else {
+ self.reset();
+ }
+ }
+ // Update last states
+ self.lastX = self.x;
+ self.lastY = self.y;
+ self.lastLeftIntersect = leftIntersect;
+ self.lastRightIntersect = rightIntersect;
+ };
+ return self;
+});
+// Initialize shapes for paddles and ball
+// Paddle class
+var Paddle = Container.expand(function () {
+ var self = Container.call(this);
+ var paddleGraphics = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Initialize tracking variables
+ self.lastY = 0;
+ // Boundary checking
+ self.update = function () {
+ // Keep paddle within screen bounds
+ if (self.y < 100) self.y = 100;
+ if (self.y > 2732 - 100) self.y = 2732 - 100;
+ // Update last position
+ self.lastY = self.y;
+ };
+ self.down = function (x, y, obj) {
+ activePaddle = self;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Game constants
+var WINNING_SCORE = 10;
+var PADDLE_SPEED = 15;
+var BALL_INITIAL_SPEED = 8;
+var BALL_SPEED_INCREMENT = 0.5;
+// Game variables
+var leftScore = 0;
+var rightScore = 0;
+var leftScoreText, rightScoreText;
+var leftPaddle, rightPaddle;
+var ball;
+var activePaddle = null;
+// Initialize shapes for paddles and ball
+// Create paddles
+leftPaddle = new Paddle();
+leftPaddle.x = 100;
+leftPaddle.y = 2732 / 2;
+game.addChild(leftPaddle);
+rightPaddle = new Paddle();
+rightPaddle.x = 2048 - 100;
+rightPaddle.y = 2732 / 2;
+game.addChild(rightPaddle);
+// Create ball
+ball = new Ball();
+ball.reset();
+game.addChild(ball);
+// Create score displays
+leftScoreText = new Text2('0', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+leftScoreText.anchor.set(0.5, 0);
+leftScoreText.x = 2048 / 4;
+leftScoreText.y = 50;
+game.addChild(leftScoreText);
+rightScoreText = new Text2('0', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+rightScoreText.anchor.set(0.5, 0);
+rightScoreText.x = 2048 * 3 / 4;
+rightScoreText.y = 50;
+game.addChild(rightScoreText);
+// Create center line
+var centerLine = Container.expand(function () {
+ var self = Container.call(this);
+ // Create dashed line segments
+ var lineCount = 20;
+ var segmentHeight = 2732 / (lineCount * 2);
+ for (var i = 0; i < lineCount; i++) {
+ var segment = self.attachAsset('centerLine', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: i * segmentHeight * 2 + segmentHeight
+ });
+ }
+ return self;
+})();
+// Initialize center line segments
+centerLine.x = 2048 / 2;
+game.addChild(centerLine);
+// Game event handlers
+game.move = function (x, y, obj) {
+ if (activePaddle) {
+ activePaddle.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ activePaddle = null;
+};
+game.down = function (x, y, obj) {
+ // Determine which paddle to control based on which side of the screen was touched
+ if (x < 2048 / 2) {
+ activePaddle = leftPaddle;
+ } else {
+ activePaddle = rightPaddle;
+ }
+ // Move the paddle to the touch position
+ if (activePaddle) {
+ activePaddle.y = y;
+ }
+};
+// Game update loop
+game.update = function () {
+ // Update game objects
+ ball.update();
+ leftPaddle.update();
+ rightPaddle.update();
+};
\ No newline at end of file