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
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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
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player is not moving
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Fix Bug: 'ReferenceError: playerScore is not defined' in this line: 'aiPaddle.updateDifficulty(playerScore);' Line Number: 181
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make it better
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give the player assistance
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it is lagging please help
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make it more fun
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.Audio.play('wall_hit_sound');' Line Number: 64
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in this line: 'LK.Audio.play('hit_paddle_sound');' Line Number: 59
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i dont hear sounds
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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
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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
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remove music
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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 ****/ var Menu = Container.expand(function () { var self = Container.call(this); var menuGraphics = self.createAsset('menu', 'Menu Graphics', 0.5, 0.5); // Set menu size to cover the entire game area menuGraphics.width = game.width; menuGraphics.height = game.height; self.options = ['easy', 'normal', 'hard']; self.optionTexts = []; for (var i = 0; i < self.options.length; i++) { var optionText = new Text2(self.options[i], { size: 100, fill: '#ffffff' }); optionText.y = i * 150; self.optionTexts.push(optionText); self.addChild(optionText); } self.selectOption = function (index) { aiPaddle.updateDifficulty(self.options[index]); self.destroy(); LK.resume(); // Resume the game when the menu is destroyed }; LK.pause(); // Pause the game when the menu is displayed }); // 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 (difficulty) { switch (difficulty) { case 'easy': self.speed = 5; break; case 'normal': self.speed = 10; break; case 'hard': self.speed = 15; break; default: self.speed = 10; break; } }; 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 ****/ // Mouse move event for player paddle movement // Initialize and add background to the game game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); playerPaddle.y = pos.y; }); 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 menu = game.addChild(new Menu()); menu.x = game.width / 2; menu.y = game.height / 2; LK.pause(); // Pause the game when the menu is displayed menu.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(menu); for (var i = 0; i < menu.optionTexts.length; i++) { if (pos.y >= menu.optionTexts[i].y && pos.y < menu.optionTexts[i].y + 100) { menu.selectOption(i); break; } } }); 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 () { // 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('normal'); // Set difficulty here // AI movement aiMove(); });
===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,11 @@
****/
var Menu = Container.expand(function () {
var self = Container.call(this);
var menuGraphics = self.createAsset('menu', 'Menu Graphics', 0.5, 0.5);
+ // Set menu size to cover the entire game area
+ menuGraphics.width = game.width;
+ menuGraphics.height = game.height;
self.options = ['easy', 'normal', 'hard'];
self.optionTexts = [];
for (var i = 0; i < self.options.length; i++) {
var optionText = new Text2(self.options[i], {
@@ -17,9 +20,11 @@
}
self.selectOption = function (index) {
aiPaddle.updateDifficulty(self.options[index]);
self.destroy();
+ LK.resume(); // Resume the game when the menu is destroyed
};
+ LK.pause(); // Pause the game when the menu is displayed
});
// Paddle class for player
var PlayerPaddle = Container.expand(function () {
var self = Container.call(this);
@@ -187,8 +192,9 @@
game.addChild(ball);
var menu = game.addChild(new Menu());
menu.x = game.width / 2;
menu.y = game.height / 2;
+LK.pause(); // Pause the game when the menu is displayed
menu.on('down', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(menu);
for (var i = 0; i < menu.optionTexts.length; i++) {
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