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