JIT
Left Right Up Down Game Instructions
Make a game: Left and Right Move left or right. This is an ability that's a bit more tricky, and can result in you passing over the line if going to far. Up and Down Move up or down. T Moves the weird little line in the middle, this will effect the movement of the ball. R This resets the game, you'll be doing this to get another ball. Make sure to pay attention as the ball will come straight at you as soon as it's pressed. Hit ball, make sure to use R control so that the ball won't just smack around in a straight line Opponent hit ball, If s/he fails to hit it then one point for you. If s/he does hit it, make sure to get the ball, or your opponent will gain a point. Whoever loses, pushes R. If you push the ball to far up/down and it dissappears, you lose a point. If you are a beginner, play it like PONG, and don't move horizontally. - If your opponent is better than you, have him/her use the T ability alone if you find it hard - If your alone, then just practice the R, and Left and Right ability. - Memorise where the ball will land when you start, so you won't lose a point quickly.

Okay, let's build this 3D Pong-like game.

Updated files
v1
I wanted it 2D. And the ball does not respawn after a hit. You have to use R. Also, The paddles start offscreen and should be white, as so the line in the middle should be bigger.

Okay, I'll adjust the game to be 2D, change the colors, resize the divider, modify the starting positions, and implement the manual ball reset using the 'R' key.

Updated files
v2
Now I can't see anything.

You're right! My apologies. Using MeshBasicMaterial requires no lights, and I also mistakenly left the paddles starting completely off-screen, with the opponent paddle never moving horizontally into view.

Let's fix the initial paddle positions so they are visible from the start and remove the unnecessary lights.

Updated files
v3
The ball should be a square, the line should be one whole and the ball shouldn't go that fast.

Got it. Let's make the ball a square, the divider a solid line, and slow down the ball's movement.

Updated files
v4
Now the ball does not pass through. You should lose a point if it passes the top. There should be no point display, instead marking it via paper.

Okay, I'll adjust the collision logic, implement the point loss for hitting the top/bottom boundaries, and remove the on-screen score display as requested.

Updated files
v5
I meant the ball does not go through the line.

Ah, I understand now. The ball should treat the central divider line as a solid wall and bounce off it. My previous implementation for the divider collision wasn't robust enough.

Let's fix the checkCollisions function to handle the divider collision properly, ensuring the ball bounces off reliably.

Updated files
v6
When it gets fired out, it still bounces off.

You are absolutely correct. My apologies, the ball shouldn't collide with the divider immediately after being reset. It should fly past it initially.

The issue is that the ball starts exactly at x = 0, the same position as the divider. We need to give it a tiny initial offset when resetting so it starts clearly on the player's side.

Let's adjust the resetBall function.

Updated files
v7
Still no.

You're persistent! My apologies again. It seems the interaction between the starting position and the collision check right after reset is trickier than anticipated.

Let's try a more explicit check for the divider collision. Instead of relying solely on intersectsBox, we'll manually check the boundaries and only reverse the velocity if the ball is truly moving into the divider's space, not starting inside or moving away from it. I'll also increase the initial offset slightly for good measure.

Updated files
v8
Still no.