User prompt
make the game pause when the menu is there and make menu fill the screen
User prompt
add a menu when the game starts where u can choose easy normal or hard
User prompt
add a easy normal and hard difficulty
User prompt
make the ai worse
User prompt
make the player go up and down with the mouse
User prompt
Fix Bug: 'Uncaught ReferenceError: Background is not defined' in this line: 'var background = game.addChild(new Background());' Line Number: 14
User prompt
help me
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in this line: 'if (LK.Input.isDown('up')) {' Line Number: 162
User prompt
player is not moving
User prompt
Fix Bug: 'ReferenceError: playerScore is not defined' in this line: 'aiPaddle.updateDifficulty(playerScore);' Line Number: 181
User prompt
make it better
User prompt
give the player assistance
User prompt
it is lagging please help
User prompt
make it more fun
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.Audio.play('wall_hit_sound');' Line Number: 64
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.Audio.play('hit_paddle_sound');' Line Number: 59
User prompt
i dont hear sounds
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'cache')' in this line: 'if (LK.Audio.cache && LK.Audio.cache['hit_paddle_sound']) {' Line Number: 59
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'cache')' in this line: 'if (LK.Audio.cache['hit_paddle_sound']) {' Line Number: 59
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.Audio.play('hit_paddle_sound');' Line Number: 59
User prompt
remove music
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.Audio.play('background_music', {' Line Number: 90
User prompt
add sounds when hitting the ball and music in the background
User prompt
add another paddle asset
User prompt
add background asset
/**** * Classes ****/ // Paddle class for player var PlayerPaddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.createAsset('paddle', 'Player Paddle Graphics', 0.5, 0.5); self.speed = 10; self.moveUp = function () { if (self.y > 0) { self.y -= self.speed; } }; self.moveDown = function () { if (self.y < game.height - paddleGraphics.height) { self.y += self.speed; } }; }); // Paddle class for AI var AIPaddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.createAsset('ai_paddle', 'AI Paddle Graphics', 0.5, 0.5); self.speed = 10; self.updateDifficulty = function (playerScore) { self.speed = 10 + playerScore * 0.5; // Increase AI speed based on player score }; self.moveUp = function () { if (self.y > 0) { self.y -= self.speed; } }; self.moveDown = function () { if (self.y < game.height - paddleGraphics.height) { self.y += self.speed; } }; }); // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.createAsset('ball', 'Ball Graphics', 0.5, 0.5); self.velocity = { x: 5, y: 5 }; self.move = function (playerPaddleY) { // Slow down ball when moving towards player's paddle for assistance if (self.velocity.x < 0) { self.x += self.velocity.x * 0.75; // 25% slower } else { self.x += self.velocity.x; } self.y += self.velocity.y; // Adjust ball's y velocity to avoid it going out of reach var paddleCenter = playerPaddleY + 50; // Assuming paddle height is 100 if (self.velocity.x < 0 && Math.abs(self.y - paddleCenter) > 200) { self.velocity.y *= 0.9; // Slow down y velocity by 10% } }; self.reset = function () { self.x = game.width / 2; self.y = game.height / 2; self.velocity = { x: 5, y: 5 }; }; self.bounce = function (axis) { if (axis === 'x') { self.velocity.x *= -1.1; // Increase speed by 10% on each paddle hit if (LK.Audio && typeof LK.Audio.play === 'function') { LK.Audio.play('hit_paddle_sound'); } } else if (axis === 'y') { self.velocity.y *= -1; if (LK.Audio && typeof LK.Audio.play === 'function') { LK.Audio.play('wall_hit_sound'); } } }; }); // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.createAsset('background', 'Background Graphics', 0.5, 0.5); // Set background size to cover the entire game area backgroundGraphics.width = game.width; backgroundGraphics.height = game.height; }); var ScoreManager = Container.expand(function () { var self = Container.call(this); self.playerScore = 0; self.aiScore = 0; self.scoreTxt = new Text2('0 - 0', { size: 150, fill: "#ffffff" }); self.scoreTxt.anchor.set(.5, 0); LK.gui.top.addChild(self.scoreTxt); self.updateScore = function () { self.scoreTxt.setText(self.playerScore + ' - ' + self.aiScore); }; self.playerScores = function () { self.playerScore += 1; self.updateScore(); }; self.aiScores = function () { self.aiScore += 1; self.updateScore(); }; self.resetScores = function () { self.playerScore = 0; self.aiScore = 0; self.updateScore(); }; }); /**** * Initialize Game ****/ // Ball out of bounds // Initialize and add background to the game var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize and add background to the game var background = game.addChild(new Background()); background.x = game.width / 2; background.y = game.height / 2; // Play background music // Initialize paddles and ball var playerPaddle = new PlayerPaddle(); var aiPaddle = new AIPaddle(); var ball = new Ball(); // Set initial positions playerPaddle.x = 100; playerPaddle.y = game.height / 2; aiPaddle.x = game.width - 100; aiPaddle.y = game.height / 2; ball.reset(); // Add paddles, ball, and score manager to the game game.addChild(playerPaddle); game.addChild(aiPaddle); game.addChild(ball); var scoreManager = game.addChild(new ScoreManager()); // AI logic function aiMove() { if (ball.y < aiPaddle.y) { aiPaddle.moveUp(); } else if (ball.y > aiPaddle.y) { aiPaddle.moveDown(); } } // Game tick event LK.on('tick', function () { // Player paddle movement if (LK.Input.isDown('up')) { playerPaddle.moveUp(); } if (LK.Input.isDown('down')) { playerPaddle.moveDown(); } // Move ball ball.move(); // Ball collision with top and bottom if (ball.y <= 0 || ball.y >= game.height) { ball.bounce('y'); } // Ball collision with paddles if (ball.intersects(playerPaddle) || ball.intersects(aiPaddle)) { ball.bounce('x'); } // Ball out of bounds if (ball.x <= 0) { scoreManager.aiScores(); ball.reset(); } else if (ball.x >= game.width) { scoreManager.playerScores(); ball.reset(); } // Update score display is now handled within the ScoreManager class. // Update AI difficulty based on player score aiPaddle.updateDifficulty(scoreManager.playerScore); // AI movement aiMove(); });
===================================================================
--- original.js
+++ change.js
@@ -157,8 +157,15 @@
}
}
// Game tick event
LK.on('tick', function () {
+ // Player paddle movement
+ if (LK.Input.isDown('up')) {
+ playerPaddle.moveUp();
+ }
+ if (LK.Input.isDown('down')) {
+ playerPaddle.moveDown();
+ }
// Move ball
ball.move();
// Ball collision with top and bottom
if (ball.y <= 0 || ball.y >= game.height) {
pong background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pong ball and paddle.
A settings icon. The settings icon is represented by a gear-like symbol. In this SVG (Scalable Vector Graphics) format, it consists of a circle at the center with a radius of 3 units, symbolizing a central hub. Two curved lines extend from the circle, creating a gear shape. Additionally, there's a subtle arrow-like element pointing upwards, conveying the idea of customization and adjustment. This icon is commonly used to indicate access to configuration or settings options in various applications or interfaces.
Easy text. A text that says easy
Normal text. A text that says Normal
Hard text. A text that says Hard