User prompt
It's a issue when ball comes down then it's not bouncing in air after clicks also
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'detail')' in or related to this line: 'if (obj.event.detail === 2) {' Line Number: 462
User prompt
On double tap ball will bounce on air
Code edit (1 edits merged)
Please save this source code
User prompt
Bouncy Ball Blitz
Initial prompt
Bouncy Ball - A ball that bounces continuously, and players must tap/click to change its direction to avoid obstacles.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballSprite = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = ballSprite.width / 2;
self.velocity = {
x: 7,
y: -15
};
self.gravity = 0.5;
self.bounce = 0.8;
self.isAlive = true;
self.isPoweredUp = false;
self.update = function () {
if (!self.isAlive) {
return;
}
// Apply gravity
self.velocity.y += self.gravity;
// Move based on velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
// Bounce off walls
if (self.x < self.radius) {
self.x = self.radius;
self.velocity.x = Math.abs(self.velocity.x);
} else if (self.x > 2048 - self.radius) {
self.x = 2048 - self.radius;
self.velocity.x = -Math.abs(self.velocity.x);
}
// Bounce off ground
if (self.y > 2732 - 100 - self.radius) {
self.y = 2732 - 100 - self.radius;
self.velocity.y = -Math.abs(self.velocity.y * self.bounce);
LK.getSound('bounce').play();
}
// Bounce off ceiling
if (self.y < self.radius) {
self.y = self.radius;
self.velocity.y = Math.abs(self.velocity.y * self.bounce);
LK.getSound('bounce').play();
}
};
self.changeDirection = function () {
if (!self.isAlive) {
return;
}
// Reverse horizontal direction on tap
self.velocity.x = -self.velocity.x;
};
self.activatePowerUp = function (type) {
self.isPoweredUp = true;
// Different power-up effects
if (type === "slow") {
var originalVelocityX = self.velocity.x;
var originalVelocityY = self.velocity.y;
var originalGravity = self.gravity;
// Slow down
self.velocity.x *= 0.5;
self.velocity.y *= 0.5;
self.gravity *= 0.5;
// Flash the ball to indicate power-up
tween(ballSprite, {
tint: 0x00FFFF
}, {
duration: 300,
easing: tween.linear
});
// Reset after 5 seconds
LK.setTimeout(function () {
self.velocity.x = originalVelocityX;
self.velocity.y = originalVelocityY;
self.gravity = originalGravity;
self.isPoweredUp = false;
tween(ballSprite, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.linear
});
}, 5000);
} else if (type === "small") {
var originalRadius = self.radius;
// Shrink the ball
tween(ballSprite, {
scale: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
self.radius *= 0.5;
// Flash the ball to indicate power-up
tween(ballSprite, {
tint: 0xFF00FF
}, {
duration: 300,
easing: tween.linear
});
// Reset after 5 seconds
LK.setTimeout(function () {
tween(ballSprite, {
scale: 1
}, {
duration: 300,
easing: tween.easeOut
});
self.radius = originalRadius;
self.isPoweredUp = false;
tween(ballSprite, {
tint: 0xFFFFFF
}, {
duration: 300,
easing: tween.linear
});
}, 5000);
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obstacleSprite.width;
self.height = obstacleSprite.height;
self.speed = 5;
self.update = function () {
self.x -= self.speed;
// Remove if off screen
if (self.x < -self.width) {
self.shouldRemove = true;
}
};
self.setSpeed = function (newSpeed) {
self.speed = newSpeed;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = powerupSprite.width / 2;
self.speed = 5;
self.type = Math.random() < 0.5 ? "slow" : "small";
// Set color based on type
if (self.type === "slow") {
powerupSprite.tint = 0x00FFFF; // Cyan for slow time
} else {
powerupSprite.tint = 0xFF00FF; // Magenta for shrink
}
self.update = function () {
self.x -= self.speed;
// Spin effect
powerupSprite.rotation += 0.05;
// Remove if off screen
if (self.x < -self.radius * 2) {
self.shouldRemove = true;
}
};
self.setSpeed = function (newSpeed) {
self.speed = newSpeed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var obstacles = [];
var powerups = [];
var obstacleSpawnTimer = null;
var powerupSpawnTimer = null;
var gameSpeed = 5;
var spawnRate = 2000;
var score = 0;
var difficultyTimer = null;
var isGameActive = false;
// Create background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
// Create ground
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 2732 - 100
}));
// Create ball
var ball = game.addChild(new Ball());
ball.x = 300;
ball.y = 500;
// Create score text
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 50;
// Create high score text
var highScore = storage.highScore || 0;
var highScoreTxt = new Text2('Best: ' + highScore, {
size: 50,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.y = 130;
// Start message
var tapToStartTxt = new Text2('Tap to Start', {
size: 100,
fill: 0xFFFFFF
});
tapToStartTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tapToStartTxt);
// Game functions
function startGame() {
if (isGameActive) {
return;
}
isGameActive = true;
score = 0;
gameSpeed = 5;
scoreTxt.setText('Score: 0');
// Remove start message
LK.gui.center.removeChild(tapToStartTxt);
// Reset the ball
ball.x = 300;
ball.y = 500;
ball.velocity = {
x: 7,
y: -15
};
ball.isAlive = true;
// Clear existing obstacles and powerups
for (var i = obstacles.length - 1; i >= 0; i--) {
game.removeChild(obstacles[i]);
}
obstacles = [];
for (var i = powerups.length - 1; i >= 0; i--) {
game.removeChild(powerups[i]);
}
powerups = [];
// Start obstacle spawning
spawnRate = 2000;
obstacleSpawnTimer = LK.setInterval(spawnObstacle, spawnRate);
// Start power-up spawning (less frequent)
powerupSpawnTimer = LK.setInterval(spawnPowerUp, 7000);
// Increase difficulty over time
difficultyTimer = LK.setInterval(increaseDifficulty, 10000);
// Play background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
}
function gameOver() {
isGameActive = false;
ball.isAlive = false;
// Play crash sound
LK.getSound('crash').play();
// Flash screen red
LK.effects.flashScreen(0xFF0000, 500);
// Stop spawning
LK.clearInterval(obstacleSpawnTimer);
LK.clearInterval(powerupSpawnTimer);
LK.clearInterval(difficultyTimer);
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('Best: ' + highScore);
}
// Show game over
LK.showGameOver();
}
function spawnObstacle() {
if (!isGameActive) {
return;
}
var obstacle = new Obstacle();
// Random height
var height = 200 + Math.random() * 300;
obstacle.getChildAt(0).height = height;
obstacle.height = height;
// Position at right side of screen
obstacle.x = 2048 + obstacle.width / 2;
// Random vertical position, but ensure gap for player
var minY = 150;
var maxY = 2732 - 100 - 150 - height;
obstacle.y = minY + Math.random() * (maxY - minY);
// Set speed
obstacle.setSpeed(gameSpeed);
// Add to game
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnPowerUp() {
if (!isGameActive) {
return;
}
var powerup = new PowerUp();
// Position at right side of screen
powerup.x = 2048 + powerup.radius;
// Random vertical position
powerup.y = 150 + Math.random() * (2732 - 350);
// Set speed
powerup.setSpeed(gameSpeed);
// Add to game
powerups.push(powerup);
game.addChild(powerup);
}
function increaseDifficulty() {
if (!isGameActive) {
return;
}
// Increase game speed
gameSpeed += 0.5;
// Update existing obstacles and powerups
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].setSpeed(gameSpeed);
}
for (var i = 0; i < powerups.length; i++) {
powerups[i].setSpeed(gameSpeed);
}
// Decrease spawn rate (but not below 1000ms)
spawnRate = Math.max(1000, spawnRate - 100);
// Clear and reset obstacle spawn timer with new rate
LK.clearInterval(obstacleSpawnTimer);
obstacleSpawnTimer = LK.setInterval(spawnObstacle, spawnRate);
}
function checkCollisions() {
if (!ball.isAlive) {
return;
}
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Simple rectangle collision detection
var ballLeft = ball.x - ball.radius;
var ballRight = ball.x + ball.radius;
var ballTop = ball.y - ball.radius;
var ballBottom = ball.y + ball.radius;
var obstacleLeft = obstacle.x - obstacle.width / 2;
var obstacleRight = obstacle.x + obstacle.width / 2;
var obstacleTop = obstacle.y - obstacle.height / 2;
var obstacleBottom = obstacle.y + obstacle.height / 2;
if (ballRight > obstacleLeft && ballLeft < obstacleRight && ballBottom > obstacleTop && ballTop < obstacleBottom) {
// If powered up with "small", do more precise collision detection
if (ball.isPoweredUp && ball.radius < 25) {
// More precise circle-rectangle collision
var closestX = Math.max(obstacleLeft, Math.min(ball.x, obstacleRight));
var closestY = Math.max(obstacleTop, Math.min(ball.y, obstacleBottom));
var distanceX = ball.x - closestX;
var distanceY = ball.y - closestY;
var distanceSquared = distanceX * distanceX + distanceY * distanceY;
if (distanceSquared < ball.radius * ball.radius) {
gameOver();
return;
}
} else {
gameOver();
return;
}
}
}
// Check powerup collisions
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
// Simple circle collision detection
var dx = ball.x - powerup.x;
var dy = ball.y - powerup.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < ball.radius + powerup.radius) {
// Collect powerup
LK.getSound('collect').play();
// Apply powerup effect
ball.activatePowerUp(powerup.type);
// Remove powerup
game.removeChild(powerup);
powerups.splice(i, 1);
// Add score
score += 10;
scoreTxt.setText('Score: ' + score);
}
}
}
function updateGame() {
if (!isGameActive) {
return;
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
if (obstacles[i].shouldRemove) {
game.removeChild(obstacles[i]);
obstacles.splice(i, 1);
// Increment score when passing an obstacle
score += 1;
scoreTxt.setText('Score: ' + score);
continue;
}
}
// Update powerups
for (var i = powerups.length - 1; i >= 0; i--) {
if (powerups[i].shouldRemove) {
game.removeChild(powerups[i]);
powerups.splice(i, 1);
}
}
// Check for collisions
checkCollisions();
}
// Event handlers
game.down = function (x, y, obj) {
if (!isGameActive) {
startGame();
} else {
ball.changeDirection();
}
};
// Main update function
game.update = function () {
updateGame();
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,455 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballSprite = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = ballSprite.width / 2;
+ self.velocity = {
+ x: 7,
+ y: -15
+ };
+ self.gravity = 0.5;
+ self.bounce = 0.8;
+ self.isAlive = true;
+ self.isPoweredUp = false;
+ self.update = function () {
+ if (!self.isAlive) {
+ return;
+ }
+ // Apply gravity
+ self.velocity.y += self.gravity;
+ // Move based on velocity
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Bounce off walls
+ if (self.x < self.radius) {
+ self.x = self.radius;
+ self.velocity.x = Math.abs(self.velocity.x);
+ } else if (self.x > 2048 - self.radius) {
+ self.x = 2048 - self.radius;
+ self.velocity.x = -Math.abs(self.velocity.x);
+ }
+ // Bounce off ground
+ if (self.y > 2732 - 100 - self.radius) {
+ self.y = 2732 - 100 - self.radius;
+ self.velocity.y = -Math.abs(self.velocity.y * self.bounce);
+ LK.getSound('bounce').play();
+ }
+ // Bounce off ceiling
+ if (self.y < self.radius) {
+ self.y = self.radius;
+ self.velocity.y = Math.abs(self.velocity.y * self.bounce);
+ LK.getSound('bounce').play();
+ }
+ };
+ self.changeDirection = function () {
+ if (!self.isAlive) {
+ return;
+ }
+ // Reverse horizontal direction on tap
+ self.velocity.x = -self.velocity.x;
+ };
+ self.activatePowerUp = function (type) {
+ self.isPoweredUp = true;
+ // Different power-up effects
+ if (type === "slow") {
+ var originalVelocityX = self.velocity.x;
+ var originalVelocityY = self.velocity.y;
+ var originalGravity = self.gravity;
+ // Slow down
+ self.velocity.x *= 0.5;
+ self.velocity.y *= 0.5;
+ self.gravity *= 0.5;
+ // Flash the ball to indicate power-up
+ tween(ballSprite, {
+ tint: 0x00FFFF
+ }, {
+ duration: 300,
+ easing: tween.linear
+ });
+ // Reset after 5 seconds
+ LK.setTimeout(function () {
+ self.velocity.x = originalVelocityX;
+ self.velocity.y = originalVelocityY;
+ self.gravity = originalGravity;
+ self.isPoweredUp = false;
+ tween(ballSprite, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 300,
+ easing: tween.linear
+ });
+ }, 5000);
+ } else if (type === "small") {
+ var originalRadius = self.radius;
+ // Shrink the ball
+ tween(ballSprite, {
+ scale: 0.5
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ self.radius *= 0.5;
+ // Flash the ball to indicate power-up
+ tween(ballSprite, {
+ tint: 0xFF00FF
+ }, {
+ duration: 300,
+ easing: tween.linear
+ });
+ // Reset after 5 seconds
+ LK.setTimeout(function () {
+ tween(ballSprite, {
+ scale: 1
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ self.radius = originalRadius;
+ self.isPoweredUp = false;
+ tween(ballSprite, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 300,
+ easing: tween.linear
+ });
+ }, 5000);
+ }
+ };
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleSprite = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = obstacleSprite.width;
+ self.height = obstacleSprite.height;
+ self.speed = 5;
+ self.update = function () {
+ self.x -= self.speed;
+ // Remove if off screen
+ if (self.x < -self.width) {
+ self.shouldRemove = true;
+ }
+ };
+ self.setSpeed = function (newSpeed) {
+ self.speed = newSpeed;
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupSprite = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = powerupSprite.width / 2;
+ self.speed = 5;
+ self.type = Math.random() < 0.5 ? "slow" : "small";
+ // Set color based on type
+ if (self.type === "slow") {
+ powerupSprite.tint = 0x00FFFF; // Cyan for slow time
+ } else {
+ powerupSprite.tint = 0xFF00FF; // Magenta for shrink
+ }
+ self.update = function () {
+ self.x -= self.speed;
+ // Spin effect
+ powerupSprite.rotation += 0.05;
+ // Remove if off screen
+ if (self.x < -self.radius * 2) {
+ self.shouldRemove = true;
+ }
+ };
+ self.setSpeed = function (newSpeed) {
+ self.speed = newSpeed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var obstacles = [];
+var powerups = [];
+var obstacleSpawnTimer = null;
+var powerupSpawnTimer = null;
+var gameSpeed = 5;
+var spawnRate = 2000;
+var score = 0;
+var difficultyTimer = null;
+var isGameActive = false;
+// Create background
+var background = game.addChild(LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0
+}));
+// Create ground
+var ground = game.addChild(LK.getAsset('ground', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 2732 - 100
+}));
+// Create ball
+var ball = game.addChild(new Ball());
+ball.x = 300;
+ball.y = 500;
+// Create score text
+var scoreTxt = new Text2('Score: 0', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+scoreTxt.y = 50;
+// Create high score text
+var highScore = storage.highScore || 0;
+var highScoreTxt = new Text2('Best: ' + highScore, {
+ size: 50,
+ fill: 0xFFFFFF
+});
+highScoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(highScoreTxt);
+highScoreTxt.y = 130;
+// Start message
+var tapToStartTxt = new Text2('Tap to Start', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+tapToStartTxt.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(tapToStartTxt);
+// Game functions
+function startGame() {
+ if (isGameActive) {
+ return;
+ }
+ isGameActive = true;
+ score = 0;
+ gameSpeed = 5;
+ scoreTxt.setText('Score: 0');
+ // Remove start message
+ LK.gui.center.removeChild(tapToStartTxt);
+ // Reset the ball
+ ball.x = 300;
+ ball.y = 500;
+ ball.velocity = {
+ x: 7,
+ y: -15
+ };
+ ball.isAlive = true;
+ // Clear existing obstacles and powerups
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ game.removeChild(obstacles[i]);
+ }
+ obstacles = [];
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ game.removeChild(powerups[i]);
+ }
+ powerups = [];
+ // Start obstacle spawning
+ spawnRate = 2000;
+ obstacleSpawnTimer = LK.setInterval(spawnObstacle, spawnRate);
+ // Start power-up spawning (less frequent)
+ powerupSpawnTimer = LK.setInterval(spawnPowerUp, 7000);
+ // Increase difficulty over time
+ difficultyTimer = LK.setInterval(increaseDifficulty, 10000);
+ // Play background music
+ LK.playMusic('gameMusic', {
+ fade: {
+ start: 0,
+ end: 0.4,
+ duration: 1000
+ }
+ });
+}
+function gameOver() {
+ isGameActive = false;
+ ball.isAlive = false;
+ // Play crash sound
+ LK.getSound('crash').play();
+ // Flash screen red
+ LK.effects.flashScreen(0xFF0000, 500);
+ // Stop spawning
+ LK.clearInterval(obstacleSpawnTimer);
+ LK.clearInterval(powerupSpawnTimer);
+ LK.clearInterval(difficultyTimer);
+ // Update high score if needed
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ highScoreTxt.setText('Best: ' + highScore);
+ }
+ // Show game over
+ LK.showGameOver();
+}
+function spawnObstacle() {
+ if (!isGameActive) {
+ return;
+ }
+ var obstacle = new Obstacle();
+ // Random height
+ var height = 200 + Math.random() * 300;
+ obstacle.getChildAt(0).height = height;
+ obstacle.height = height;
+ // Position at right side of screen
+ obstacle.x = 2048 + obstacle.width / 2;
+ // Random vertical position, but ensure gap for player
+ var minY = 150;
+ var maxY = 2732 - 100 - 150 - height;
+ obstacle.y = minY + Math.random() * (maxY - minY);
+ // Set speed
+ obstacle.setSpeed(gameSpeed);
+ // Add to game
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+}
+function spawnPowerUp() {
+ if (!isGameActive) {
+ return;
+ }
+ var powerup = new PowerUp();
+ // Position at right side of screen
+ powerup.x = 2048 + powerup.radius;
+ // Random vertical position
+ powerup.y = 150 + Math.random() * (2732 - 350);
+ // Set speed
+ powerup.setSpeed(gameSpeed);
+ // Add to game
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+function increaseDifficulty() {
+ if (!isGameActive) {
+ return;
+ }
+ // Increase game speed
+ gameSpeed += 0.5;
+ // Update existing obstacles and powerups
+ for (var i = 0; i < obstacles.length; i++) {
+ obstacles[i].setSpeed(gameSpeed);
+ }
+ for (var i = 0; i < powerups.length; i++) {
+ powerups[i].setSpeed(gameSpeed);
+ }
+ // Decrease spawn rate (but not below 1000ms)
+ spawnRate = Math.max(1000, spawnRate - 100);
+ // Clear and reset obstacle spawn timer with new rate
+ LK.clearInterval(obstacleSpawnTimer);
+ obstacleSpawnTimer = LK.setInterval(spawnObstacle, spawnRate);
+}
+function checkCollisions() {
+ if (!ball.isAlive) {
+ return;
+ }
+ // Check obstacle collisions
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var obstacle = obstacles[i];
+ // Simple rectangle collision detection
+ var ballLeft = ball.x - ball.radius;
+ var ballRight = ball.x + ball.radius;
+ var ballTop = ball.y - ball.radius;
+ var ballBottom = ball.y + ball.radius;
+ var obstacleLeft = obstacle.x - obstacle.width / 2;
+ var obstacleRight = obstacle.x + obstacle.width / 2;
+ var obstacleTop = obstacle.y - obstacle.height / 2;
+ var obstacleBottom = obstacle.y + obstacle.height / 2;
+ if (ballRight > obstacleLeft && ballLeft < obstacleRight && ballBottom > obstacleTop && ballTop < obstacleBottom) {
+ // If powered up with "small", do more precise collision detection
+ if (ball.isPoweredUp && ball.radius < 25) {
+ // More precise circle-rectangle collision
+ var closestX = Math.max(obstacleLeft, Math.min(ball.x, obstacleRight));
+ var closestY = Math.max(obstacleTop, Math.min(ball.y, obstacleBottom));
+ var distanceX = ball.x - closestX;
+ var distanceY = ball.y - closestY;
+ var distanceSquared = distanceX * distanceX + distanceY * distanceY;
+ if (distanceSquared < ball.radius * ball.radius) {
+ gameOver();
+ return;
+ }
+ } else {
+ gameOver();
+ return;
+ }
+ }
+ }
+ // Check powerup collisions
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var powerup = powerups[i];
+ // Simple circle collision detection
+ var dx = ball.x - powerup.x;
+ var dy = ball.y - powerup.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < ball.radius + powerup.radius) {
+ // Collect powerup
+ LK.getSound('collect').play();
+ // Apply powerup effect
+ ball.activatePowerUp(powerup.type);
+ // Remove powerup
+ game.removeChild(powerup);
+ powerups.splice(i, 1);
+ // Add score
+ score += 10;
+ scoreTxt.setText('Score: ' + score);
+ }
+ }
+}
+function updateGame() {
+ if (!isGameActive) {
+ return;
+ }
+ // Update obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (obstacles[i].shouldRemove) {
+ game.removeChild(obstacles[i]);
+ obstacles.splice(i, 1);
+ // Increment score when passing an obstacle
+ score += 1;
+ scoreTxt.setText('Score: ' + score);
+ continue;
+ }
+ }
+ // Update powerups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ if (powerups[i].shouldRemove) {
+ game.removeChild(powerups[i]);
+ powerups.splice(i, 1);
+ }
+ }
+ // Check for collisions
+ checkCollisions();
+}
+// Event handlers
+game.down = function (x, y, obj) {
+ if (!isGameActive) {
+ startGame();
+ } else {
+ ball.changeDirection();
+ }
+};
+// Main update function
+game.update = function () {
+ updateGame();
+};
\ No newline at end of file