User prompt
...
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I swear to god, if you don’t make the sounds play I will be very annoyed.
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Okay now neither sound plays. Make it so the sounds play at appropriate times.
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Make the sound ‘score’ play whenever someone scores a point.
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Make the sound ‘bounce’ play everytime the ball hits either paddle.
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Play the sound ‘bounce’ everytime the ball hits either paddle
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Make the bounce sound play every time the ball hits a paddle
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Make the scales to both be 10
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MAKE THE BALL BIGGER
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Make the ball twice as big
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Make the ball bigger
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Make the ball 4 times as big
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Make the ball bigger
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Make the score text of the winner turn rainbow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make the paddles taller by 200 units
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If you don’t fix the bug I will punch you
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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
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Compilation error[L200]: self.addChild is not a function. (In 'self.addChild(segment)', 'self.addChild' is undefined)
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Fix bug Compilation error[L200]: self.addChild is not a function. (In 'self.addChild(segment)', 'self.addChild' is undefined)
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Actually fix the bug now
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Please fix the bug?
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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 = LK.getAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(ballGraphics); // 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; }); // 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 = LK.getAsset('centerLine', { anchorX: 0.5, anchorY: 0.5 }); segment.y = i * segmentHeight * 2 + segmentHeight; self.addChild(segment); // Correctly using the method to add children } return self; }); // Initialize shapes for paddles and ball // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = LK.getAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(paddleGraphics); // Initialize tracking variables self.lastY = 0; // Boundary checking self.update = function () { // Keep paddle within screen bounds // New paddle visual height is 240 (asset width 240, orientation 1). Half height is 120. if (self.y < 120) self.y = 120; if (self.y > 2732 - 120) self.y = 2732 - 120; // 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); var centerLine = new CenterLine(); // 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
@@ -125,10 +125,11 @@
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;
+ // New paddle visual height is 240 (asset width 240, orientation 1). Half height is 120.
+ if (self.y < 120) self.y = 120;
+ if (self.y > 2732 - 120) self.y = 2732 - 120;
// Update last position
self.lastY = self.y;
};
self.down = function (x, y, obj) {