/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = ballGraphics.width / 2;
self.speedX = 0;
self.speedY = 0;
self.active = false;
self.launch = function (speedX, speedY) {
self.speedX = speedX;
self.speedY = speedY;
self.active = true;
};
self.reset = function (paddleX, paddleY) {
self.x = paddleX;
self.y = paddleY - 30;
self.speedX = 0;
self.speedY = 0;
self.active = false;
};
self.update = function () {
if (!self.active) {
return;
}
// Move ball
self.x += self.speedX;
self.y += self.speedY;
// Handle wall collisions
if (self.x - self.radius <= 0 || self.x + self.radius >= 2048) {
self.speedX *= -1;
LK.getSound('hit').play();
}
if (self.y - self.radius <= 0) {
self.speedY *= -1;
LK.getSound('hit').play();
}
};
return self;
});
var Brick = Container.expand(function (type, row, column) {
var self = Container.call(this);
var assetId = 'brick';
if (type === 'reinforced') {
assetId = 'reinforcedBrick';
} else if (type === 'explosive') {
assetId = 'explosiveBrick';
} else if (type === 'mystery') {
assetId = 'mysteryBrick';
}
var brickGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type || 'normal';
self.width = brickGraphics.width;
self.height = brickGraphics.height;
self.row = row || 0;
self.column = column || 0;
self.health = type === 'reinforced' ? 2 : 1;
self.hit = function () {
self.health--;
if (self.health <= 0) {
return true; // Brick destroyed
} else {
// Show brick is damaged
tween(brickGraphics, {
alpha: 0.7
}, {
duration: 100,
onFinish: function onFinish() {
tween(brickGraphics, {
alpha: 1
}, {
duration: 100
});
}
});
return false; // Brick still alive
}
};
return self;
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleGraphics.width;
self.height = paddleGraphics.height;
self.moveTo = function (x) {
// Ensure paddle stays within screen bounds
var minX = self.width / 2;
var maxX = 2048 - self.width / 2;
self.x = Math.max(minX, Math.min(maxX, x));
};
return self;
});
var PowerUp = Container.expand(function (type) {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type || getRandomPowerUpType();
self.speed = 3;
function getRandomPowerUpType() {
var types = ['multiball', 'widen', 'slow'];
return types[Math.floor(Math.random() * types.length)];
}
// Set color based on power-up type
switch (self.type) {
case 'multiball':
powerupGraphics.tint = 0xff0000; // Red
break;
case 'widen':
powerupGraphics.tint = 0x00ff00; // Green
break;
case 'slow':
powerupGraphics.tint = 0x0000ff; // Blue
break;
}
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000055
});
/****
* Game Code
****/
// Game constants
var BRICK_SPACING = 10;
var BRICK_ROWS_VISIBLE = 10;
var BRICK_COLUMNS = 12;
var SCROLL_SPEED = 0.3;
var STARTING_LIVES = 3;
// Game variables
var paddle;
var balls = [];
var bricks = [];
var powerups = [];
var score = 0;
var lives = STARTING_LIVES;
var level = 1;
var scrollPosition = 0;
var highScore = storage.highScore || 0;
var isPaused = false;
var isGameOver = false;
// UI elements
var scoreTxt;
var livesTxt;
var levelTxt;
var highScoreTxt;
function initializeGame() {
// Reset game state
score = 0;
lives = STARTING_LIVES;
level = 1;
scrollPosition = 0;
isGameOver = false;
// Clear existing game objects
while (bricks.length > 0) {
var brick = bricks.pop();
brick.destroy();
}
while (balls.length > 0) {
var ball = balls.pop();
ball.destroy();
}
while (powerups.length > 0) {
var powerup = powerups.pop();
powerup.destroy();
}
if (paddle) {
paddle.destroy();
}
// Create paddle
paddle = new Paddle();
paddle.x = 2048 / 2;
paddle.y = 2732 - 100;
game.addChild(paddle);
// Create initial ball
createBall();
// Generate initial bricks
generateBricks();
// Create UI
createUI();
// Play background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
}
function createBall() {
var ball = new Ball();
ball.reset(paddle.x, paddle.y);
game.addChild(ball);
balls.push(ball);
return ball;
}
function createUI() {
// Remove existing UI if any
if (scoreTxt) {
scoreTxt.destroy();
}
if (livesTxt) {
livesTxt.destroy();
}
if (levelTxt) {
levelTxt.destroy();
}
if (highScoreTxt) {
highScoreTxt.destroy();
}
// Score text
scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 20;
scoreTxt.y = 20;
LK.gui.addChild(scoreTxt);
// Lives text
livesTxt = new Text2('Lives: ' + lives, {
size: 60,
fill: 0xFFFFFF
});
livesTxt.anchor.set(1, 0);
livesTxt.x = 2048 - 20;
livesTxt.y = 20;
LK.gui.addChild(livesTxt);
// Level text
levelTxt = new Text2('Level: ' + level, {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0.5, 0);
levelTxt.x = 2048 / 2;
levelTxt.y = 20;
LK.gui.addChild(levelTxt);
// High score text
highScoreTxt = new Text2('High Score: ' + highScore, {
size: 50,
fill: 0xFFFF00
});
highScoreTxt.anchor.set(0.5, 0);
highScoreTxt.x = 2048 / 2;
highScoreTxt.y = 80;
LK.gui.addChild(highScoreTxt);
}
function updateUI() {
scoreTxt.setText('Score: ' + score);
livesTxt.setText('Lives: ' + lives);
levelTxt.setText('Level: ' + level);
highScoreTxt.setText('High Score: ' + highScore);
}
function generateBricks() {
var brickWidth = 150 + BRICK_SPACING;
var brickHeight = 60 + BRICK_SPACING;
var startX = (2048 - BRICK_COLUMNS * brickWidth) / 2 + brickWidth / 2;
// Generate rows beyond the visible area
for (var row = -5; row < BRICK_ROWS_VISIBLE; row++) {
for (var col = 0; col < BRICK_COLUMNS; col++) {
// Skip some bricks for variety (more gaps at higher levels)
if (Math.random() < 0.1 * (level * 0.15)) {
continue;
}
var brickType = 'normal';
// Add special bricks based on probability and level
var specialBrickChance = Math.min(0.5, 0.05 + level * 0.02);
if (Math.random() < specialBrickChance) {
var rand = Math.random();
if (rand < 0.4) {
brickType = 'reinforced';
} else if (rand < 0.7) {
brickType = 'explosive';
} else {
brickType = 'mystery';
}
}
var brick = new Brick(brickType, row, col);
brick.x = startX + col * brickWidth;
brick.y = row * brickHeight;
game.addChild(brick);
bricks.push(brick);
}
}
}
function addNewRowOfBricks() {
var brickWidth = 150 + BRICK_SPACING;
var brickHeight = 60 + BRICK_SPACING;
var startX = (2048 - BRICK_COLUMNS * brickWidth) / 2 + brickWidth / 2;
var row = -1; // Add new row at the top
for (var col = 0; col < BRICK_COLUMNS; col++) {
// Skip some bricks for variety
if (Math.random() < 0.1 * (level * 0.15)) {
continue;
}
var brickType = 'normal';
// Add special bricks based on probability and level
var specialBrickChance = Math.min(0.5, 0.05 + level * 0.02);
if (Math.random() < specialBrickChance) {
var rand = Math.random();
if (rand < 0.4) {
brickType = 'reinforced';
} else if (rand < 0.7) {
brickType = 'explosive';
} else {
brickType = 'mystery';
}
}
var brick = new Brick(brickType, row, col);
brick.x = startX + col * brickWidth;
brick.y = row * brickHeight;
game.addChild(brick);
bricks.push(brick);
}
}
function scrollBricks() {
var brickHeight = 60 + BRICK_SPACING;
scrollPosition += SCROLL_SPEED * (1 + level * 0.1);
// When scroll position exceeds a brick height, add a new row
if (scrollPosition >= brickHeight) {
scrollPosition -= brickHeight;
addNewRowOfBricks();
}
// Move all bricks down
for (var i = 0; i < bricks.length; i++) {
bricks[i].y += SCROLL_SPEED * (1 + level * 0.1);
// Remove bricks that have gone off the bottom of the screen
if (bricks[i].y > 2732 + bricks[i].height) {
bricks[i].destroy();
bricks.splice(i, 1);
i--;
// Lose a life if a brick reaches the bottom
loseLife();
}
}
}
function loseLife() {
lives--;
updateUI();
// Flash screen red
LK.effects.flashScreen(0xff0000, 500);
if (lives <= 0) {
gameOver();
}
}
function gameOver() {
isGameOver = true;
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
updateUI();
}
// Show game over screen
LK.showGameOver();
}
function handleBallCollisions() {
for (var i = 0; i < balls.length; i++) {
var ball = balls[i];
if (!ball.active) {
continue;
}
// Check if ball is below the screen
if (ball.y > 2732 + ball.radius) {
ball.destroy();
balls.splice(i, 1);
i--;
// If no balls left, lose a life
if (balls.length === 0) {
loseLife();
if (!isGameOver) {
createBall();
}
}
continue;
}
// Paddle collision
if (ball.y + ball.radius > paddle.y - paddle.height / 2 && ball.y - ball.radius < paddle.y + paddle.height / 2 && ball.x + ball.radius > paddle.x - paddle.width / 2 && ball.x - ball.radius < paddle.x + paddle.width / 2) {
// Calculate bounce angle based on where ball hit the paddle
var relativeIntersectX = ball.x - paddle.x;
var normalizedRelativeIntersectionX = relativeIntersectX / (paddle.width / 2);
var bounceAngle = normalizedRelativeIntersectionX * (Math.PI / 3); // Max 60 degrees
var ballSpeed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY);
ball.speedX = ballSpeed * Math.sin(bounceAngle);
ball.speedY = -ballSpeed * Math.cos(bounceAngle);
// Ensure the ball is moving upward
if (ball.speedY > 0) {
ball.speedY *= -1;
}
// Increase speed slightly
var speedMultiplier = 1.01;
ball.speedX *= speedMultiplier;
ball.speedY *= speedMultiplier;
LK.getSound('hit').play();
}
// Brick collision
for (var j = 0; j < bricks.length; j++) {
var brick = bricks[j];
if (ball.x + ball.radius > brick.x - brick.width / 2 && ball.x - ball.radius < brick.x + brick.width / 2 && ball.y + ball.radius > brick.y - brick.height / 2 && ball.y - ball.radius < brick.y + brick.height / 2) {
// Determine collision direction
var dx = ball.x - brick.x;
var dy = ball.y - brick.y;
// Horizontal or vertical collision?
if (Math.abs(dx) / (brick.width / 2) > Math.abs(dy) / (brick.height / 2)) {
ball.speedX *= -1;
} else {
ball.speedY *= -1;
}
var destroyed = brick.hit();
if (destroyed) {
// Calculate points based on brick type and row
var points = 10;
switch (brick.type) {
case 'reinforced':
points = 20;
break;
case 'explosive':
points = 15;
break;
case 'mystery':
points = 25;
break;
}
// Higher rows worth more
points += Math.max(0, 5 - brick.row) * 2;
score += points;
updateUI();
LK.getSound('break').play();
// Handle special brick effects
if (brick.type === 'explosive') {
// Destroy adjacent bricks
handleExplosion(brick);
} else if (brick.type === 'mystery') {
// Spawn power-up
spawnPowerUp(brick.x, brick.y);
}
// Remove brick
brick.destroy();
bricks.splice(j, 1);
j--;
} else {
LK.getSound('hit').play();
}
// Only process one brick collision per frame
break;
}
}
}
}
function handleExplosion(brick) {
LK.getSound('explosion').play();
LK.effects.flashObject(brick, 0xffff00, 300);
// Define explosion radius (in grid units)
var explosionRadius = 1;
// Check all bricks
for (var i = bricks.length - 1; i >= 0; i--) {
var targetBrick = bricks[i];
// Calculate grid distance
var rowDist = Math.abs(targetBrick.row - brick.row);
var colDist = Math.abs(targetBrick.column - brick.column);
// If within explosion radius
if (rowDist <= explosionRadius && colDist <= explosionRadius && targetBrick !== brick) {
// Award points
score += 5;
// Remove brick
targetBrick.destroy();
bricks.splice(i, 1);
}
}
updateUI();
}
function spawnPowerUp(x, y) {
var powerup = new PowerUp();
powerup.x = x;
powerup.y = y;
game.addChild(powerup);
powerups.push(powerup);
}
function handlePowerUps() {
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
powerup.update();
// Check if power-up is off screen
if (powerup.y > 2732 + 20) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check for collision with paddle
if (powerup.y + 20 > paddle.y - paddle.height / 2 && powerup.y - 20 < paddle.y + paddle.height / 2 && powerup.x + 20 > paddle.x - paddle.width / 2 && powerup.x - 20 < paddle.x + paddle.width / 2) {
// Apply power-up effect
applyPowerUp(powerup.type);
// Remove power-up
powerup.destroy();
powerups.splice(i, 1);
LK.getSound('powerup').play();
}
}
}
function applyPowerUp(type) {
switch (type) {
case 'multiball':
// Add 2 more balls
for (var i = 0; i < 2; i++) {
var ball = createBall();
// Launch in random direction
var angle = Math.PI * 1.5 + (Math.random() * Math.PI - Math.PI / 2);
var speed = 8 + Math.random() * 2;
ball.launch(Math.cos(angle) * speed, Math.sin(angle) * speed);
}
break;
case 'widen':
// Make paddle wider
tween.stop(paddle);
tween(paddle, {
scaleX: 1.5
}, {
duration: 300,
onFinish: function onFinish() {
// Return to normal after 10 seconds
LK.setTimeout(function () {
tween(paddle, {
scaleX: 1
}, {
duration: 300
});
}, 10000);
}
});
break;
case 'slow':
// Slow down scroll speed temporarily
var originalScrollSpeed = SCROLL_SPEED;
SCROLL_SPEED *= 0.5;
// Return to normal after 8 seconds
LK.setTimeout(function () {
SCROLL_SPEED = originalScrollSpeed;
}, 8000);
break;
}
}
function checkLevelUp() {
// Level up every 1000 points
var newLevel = Math.floor(score / 1000) + 1;
if (newLevel > level) {
level = newLevel;
updateUI();
// Flash screen green for level up
LK.effects.flashScreen(0x00ff00, 500);
}
}
// Input handlers
var isDragging = false;
game.down = function (x, y, obj) {
if (isGameOver) {
return;
}
isDragging = true;
paddle.moveTo(x);
// Launch ball if not active
if (balls.length === 1 && !balls[0].active) {
var angle = Math.PI * 1.5 + (Math.random() * 0.4 - 0.2); // Mostly upward
var speed = 8 + level * 0.3; // Speed increases with level
balls[0].launch(Math.cos(angle) * speed, Math.sin(angle) * speed);
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
game.move = function (x, y, obj) {
if (isDragging) {
paddle.moveTo(x);
}
// If ball is not active, make it follow the paddle
for (var i = 0; i < balls.length; i++) {
if (!balls[i].active) {
balls[i].x = paddle.x;
}
}
};
// Main game update loop
game.update = function () {
if (isGameOver) {
return;
}
// Scroll bricks down
scrollBricks();
// Update balls
for (var i = 0; i < balls.length; i++) {
balls[i].update();
}
// Check collisions
handleBallCollisions();
// Handle power-ups
handlePowerUps();
// Check for level up
checkLevelUp();
};
// Initialize the game
initializeGame();
// Play background music
LK.playMusic('gameMusic'); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,630 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0
+});
+
+/****
+* Classes
+****/
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = ballGraphics.width / 2;
+ self.speedX = 0;
+ self.speedY = 0;
+ self.active = false;
+ self.launch = function (speedX, speedY) {
+ self.speedX = speedX;
+ self.speedY = speedY;
+ self.active = true;
+ };
+ self.reset = function (paddleX, paddleY) {
+ self.x = paddleX;
+ self.y = paddleY - 30;
+ self.speedX = 0;
+ self.speedY = 0;
+ self.active = false;
+ };
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ // Move ball
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Handle wall collisions
+ if (self.x - self.radius <= 0 || self.x + self.radius >= 2048) {
+ self.speedX *= -1;
+ LK.getSound('hit').play();
+ }
+ if (self.y - self.radius <= 0) {
+ self.speedY *= -1;
+ LK.getSound('hit').play();
+ }
+ };
+ return self;
+});
+var Brick = Container.expand(function (type, row, column) {
+ var self = Container.call(this);
+ var assetId = 'brick';
+ if (type === 'reinforced') {
+ assetId = 'reinforcedBrick';
+ } else if (type === 'explosive') {
+ assetId = 'explosiveBrick';
+ } else if (type === 'mystery') {
+ assetId = 'mysteryBrick';
+ }
+ var brickGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = type || 'normal';
+ self.width = brickGraphics.width;
+ self.height = brickGraphics.height;
+ self.row = row || 0;
+ self.column = column || 0;
+ self.health = type === 'reinforced' ? 2 : 1;
+ self.hit = function () {
+ self.health--;
+ if (self.health <= 0) {
+ return true; // Brick destroyed
+ } else {
+ // Show brick is damaged
+ tween(brickGraphics, {
+ alpha: 0.7
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(brickGraphics, {
+ alpha: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
+ return false; // Brick still alive
+ }
+ };
+ return self;
+});
+var Paddle = Container.expand(function () {
+ var self = Container.call(this);
+ var paddleGraphics = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = paddleGraphics.width;
+ self.height = paddleGraphics.height;
+ self.moveTo = function (x) {
+ // Ensure paddle stays within screen bounds
+ var minX = self.width / 2;
+ var maxX = 2048 - self.width / 2;
+ self.x = Math.max(minX, Math.min(maxX, x));
+ };
+ return self;
+});
+var PowerUp = Container.expand(function (type) {
+ var self = Container.call(this);
+ var powerupGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = type || getRandomPowerUpType();
+ self.speed = 3;
+ function getRandomPowerUpType() {
+ var types = ['multiball', 'widen', 'slow'];
+ return types[Math.floor(Math.random() * types.length)];
+ }
+ // Set color based on power-up type
+ switch (self.type) {
+ case 'multiball':
+ powerupGraphics.tint = 0xff0000; // Red
+ break;
+ case 'widen':
+ powerupGraphics.tint = 0x00ff00; // Green
+ break;
+ case 'slow':
+ powerupGraphics.tint = 0x0000ff; // Blue
+ break;
+ }
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000055
+});
+
+/****
+* Game Code
+****/
+// Game constants
+var BRICK_SPACING = 10;
+var BRICK_ROWS_VISIBLE = 10;
+var BRICK_COLUMNS = 12;
+var SCROLL_SPEED = 0.3;
+var STARTING_LIVES = 3;
+// Game variables
+var paddle;
+var balls = [];
+var bricks = [];
+var powerups = [];
+var score = 0;
+var lives = STARTING_LIVES;
+var level = 1;
+var scrollPosition = 0;
+var highScore = storage.highScore || 0;
+var isPaused = false;
+var isGameOver = false;
+// UI elements
+var scoreTxt;
+var livesTxt;
+var levelTxt;
+var highScoreTxt;
+function initializeGame() {
+ // Reset game state
+ score = 0;
+ lives = STARTING_LIVES;
+ level = 1;
+ scrollPosition = 0;
+ isGameOver = false;
+ // Clear existing game objects
+ while (bricks.length > 0) {
+ var brick = bricks.pop();
+ brick.destroy();
+ }
+ while (balls.length > 0) {
+ var ball = balls.pop();
+ ball.destroy();
+ }
+ while (powerups.length > 0) {
+ var powerup = powerups.pop();
+ powerup.destroy();
+ }
+ if (paddle) {
+ paddle.destroy();
+ }
+ // Create paddle
+ paddle = new Paddle();
+ paddle.x = 2048 / 2;
+ paddle.y = 2732 - 100;
+ game.addChild(paddle);
+ // Create initial ball
+ createBall();
+ // Generate initial bricks
+ generateBricks();
+ // Create UI
+ createUI();
+ // Play background music
+ LK.playMusic('gameMusic', {
+ fade: {
+ start: 0,
+ end: 0.4,
+ duration: 1000
+ }
+ });
+}
+function createBall() {
+ var ball = new Ball();
+ ball.reset(paddle.x, paddle.y);
+ game.addChild(ball);
+ balls.push(ball);
+ return ball;
+}
+function createUI() {
+ // Remove existing UI if any
+ if (scoreTxt) {
+ scoreTxt.destroy();
+ }
+ if (livesTxt) {
+ livesTxt.destroy();
+ }
+ if (levelTxt) {
+ levelTxt.destroy();
+ }
+ if (highScoreTxt) {
+ highScoreTxt.destroy();
+ }
+ // Score text
+ scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0, 0);
+ scoreTxt.x = 20;
+ scoreTxt.y = 20;
+ LK.gui.addChild(scoreTxt);
+ // Lives text
+ livesTxt = new Text2('Lives: ' + lives, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ livesTxt.anchor.set(1, 0);
+ livesTxt.x = 2048 - 20;
+ livesTxt.y = 20;
+ LK.gui.addChild(livesTxt);
+ // Level text
+ levelTxt = new Text2('Level: ' + level, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ levelTxt.anchor.set(0.5, 0);
+ levelTxt.x = 2048 / 2;
+ levelTxt.y = 20;
+ LK.gui.addChild(levelTxt);
+ // High score text
+ highScoreTxt = new Text2('High Score: ' + highScore, {
+ size: 50,
+ fill: 0xFFFF00
+ });
+ highScoreTxt.anchor.set(0.5, 0);
+ highScoreTxt.x = 2048 / 2;
+ highScoreTxt.y = 80;
+ LK.gui.addChild(highScoreTxt);
+}
+function updateUI() {
+ scoreTxt.setText('Score: ' + score);
+ livesTxt.setText('Lives: ' + lives);
+ levelTxt.setText('Level: ' + level);
+ highScoreTxt.setText('High Score: ' + highScore);
+}
+function generateBricks() {
+ var brickWidth = 150 + BRICK_SPACING;
+ var brickHeight = 60 + BRICK_SPACING;
+ var startX = (2048 - BRICK_COLUMNS * brickWidth) / 2 + brickWidth / 2;
+ // Generate rows beyond the visible area
+ for (var row = -5; row < BRICK_ROWS_VISIBLE; row++) {
+ for (var col = 0; col < BRICK_COLUMNS; col++) {
+ // Skip some bricks for variety (more gaps at higher levels)
+ if (Math.random() < 0.1 * (level * 0.15)) {
+ continue;
+ }
+ var brickType = 'normal';
+ // Add special bricks based on probability and level
+ var specialBrickChance = Math.min(0.5, 0.05 + level * 0.02);
+ if (Math.random() < specialBrickChance) {
+ var rand = Math.random();
+ if (rand < 0.4) {
+ brickType = 'reinforced';
+ } else if (rand < 0.7) {
+ brickType = 'explosive';
+ } else {
+ brickType = 'mystery';
+ }
+ }
+ var brick = new Brick(brickType, row, col);
+ brick.x = startX + col * brickWidth;
+ brick.y = row * brickHeight;
+ game.addChild(brick);
+ bricks.push(brick);
+ }
+ }
+}
+function addNewRowOfBricks() {
+ var brickWidth = 150 + BRICK_SPACING;
+ var brickHeight = 60 + BRICK_SPACING;
+ var startX = (2048 - BRICK_COLUMNS * brickWidth) / 2 + brickWidth / 2;
+ var row = -1; // Add new row at the top
+ for (var col = 0; col < BRICK_COLUMNS; col++) {
+ // Skip some bricks for variety
+ if (Math.random() < 0.1 * (level * 0.15)) {
+ continue;
+ }
+ var brickType = 'normal';
+ // Add special bricks based on probability and level
+ var specialBrickChance = Math.min(0.5, 0.05 + level * 0.02);
+ if (Math.random() < specialBrickChance) {
+ var rand = Math.random();
+ if (rand < 0.4) {
+ brickType = 'reinforced';
+ } else if (rand < 0.7) {
+ brickType = 'explosive';
+ } else {
+ brickType = 'mystery';
+ }
+ }
+ var brick = new Brick(brickType, row, col);
+ brick.x = startX + col * brickWidth;
+ brick.y = row * brickHeight;
+ game.addChild(brick);
+ bricks.push(brick);
+ }
+}
+function scrollBricks() {
+ var brickHeight = 60 + BRICK_SPACING;
+ scrollPosition += SCROLL_SPEED * (1 + level * 0.1);
+ // When scroll position exceeds a brick height, add a new row
+ if (scrollPosition >= brickHeight) {
+ scrollPosition -= brickHeight;
+ addNewRowOfBricks();
+ }
+ // Move all bricks down
+ for (var i = 0; i < bricks.length; i++) {
+ bricks[i].y += SCROLL_SPEED * (1 + level * 0.1);
+ // Remove bricks that have gone off the bottom of the screen
+ if (bricks[i].y > 2732 + bricks[i].height) {
+ bricks[i].destroy();
+ bricks.splice(i, 1);
+ i--;
+ // Lose a life if a brick reaches the bottom
+ loseLife();
+ }
+ }
+}
+function loseLife() {
+ lives--;
+ updateUI();
+ // Flash screen red
+ LK.effects.flashScreen(0xff0000, 500);
+ if (lives <= 0) {
+ gameOver();
+ }
+}
+function gameOver() {
+ isGameOver = true;
+ // Update high score if needed
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ updateUI();
+ }
+ // Show game over screen
+ LK.showGameOver();
+}
+function handleBallCollisions() {
+ for (var i = 0; i < balls.length; i++) {
+ var ball = balls[i];
+ if (!ball.active) {
+ continue;
+ }
+ // Check if ball is below the screen
+ if (ball.y > 2732 + ball.radius) {
+ ball.destroy();
+ balls.splice(i, 1);
+ i--;
+ // If no balls left, lose a life
+ if (balls.length === 0) {
+ loseLife();
+ if (!isGameOver) {
+ createBall();
+ }
+ }
+ continue;
+ }
+ // Paddle collision
+ if (ball.y + ball.radius > paddle.y - paddle.height / 2 && ball.y - ball.radius < paddle.y + paddle.height / 2 && ball.x + ball.radius > paddle.x - paddle.width / 2 && ball.x - ball.radius < paddle.x + paddle.width / 2) {
+ // Calculate bounce angle based on where ball hit the paddle
+ var relativeIntersectX = ball.x - paddle.x;
+ var normalizedRelativeIntersectionX = relativeIntersectX / (paddle.width / 2);
+ var bounceAngle = normalizedRelativeIntersectionX * (Math.PI / 3); // Max 60 degrees
+ var ballSpeed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY);
+ ball.speedX = ballSpeed * Math.sin(bounceAngle);
+ ball.speedY = -ballSpeed * Math.cos(bounceAngle);
+ // Ensure the ball is moving upward
+ if (ball.speedY > 0) {
+ ball.speedY *= -1;
+ }
+ // Increase speed slightly
+ var speedMultiplier = 1.01;
+ ball.speedX *= speedMultiplier;
+ ball.speedY *= speedMultiplier;
+ LK.getSound('hit').play();
+ }
+ // Brick collision
+ for (var j = 0; j < bricks.length; j++) {
+ var brick = bricks[j];
+ if (ball.x + ball.radius > brick.x - brick.width / 2 && ball.x - ball.radius < brick.x + brick.width / 2 && ball.y + ball.radius > brick.y - brick.height / 2 && ball.y - ball.radius < brick.y + brick.height / 2) {
+ // Determine collision direction
+ var dx = ball.x - brick.x;
+ var dy = ball.y - brick.y;
+ // Horizontal or vertical collision?
+ if (Math.abs(dx) / (brick.width / 2) > Math.abs(dy) / (brick.height / 2)) {
+ ball.speedX *= -1;
+ } else {
+ ball.speedY *= -1;
+ }
+ var destroyed = brick.hit();
+ if (destroyed) {
+ // Calculate points based on brick type and row
+ var points = 10;
+ switch (brick.type) {
+ case 'reinforced':
+ points = 20;
+ break;
+ case 'explosive':
+ points = 15;
+ break;
+ case 'mystery':
+ points = 25;
+ break;
+ }
+ // Higher rows worth more
+ points += Math.max(0, 5 - brick.row) * 2;
+ score += points;
+ updateUI();
+ LK.getSound('break').play();
+ // Handle special brick effects
+ if (brick.type === 'explosive') {
+ // Destroy adjacent bricks
+ handleExplosion(brick);
+ } else if (brick.type === 'mystery') {
+ // Spawn power-up
+ spawnPowerUp(brick.x, brick.y);
+ }
+ // Remove brick
+ brick.destroy();
+ bricks.splice(j, 1);
+ j--;
+ } else {
+ LK.getSound('hit').play();
+ }
+ // Only process one brick collision per frame
+ break;
+ }
+ }
+ }
+}
+function handleExplosion(brick) {
+ LK.getSound('explosion').play();
+ LK.effects.flashObject(brick, 0xffff00, 300);
+ // Define explosion radius (in grid units)
+ var explosionRadius = 1;
+ // Check all bricks
+ for (var i = bricks.length - 1; i >= 0; i--) {
+ var targetBrick = bricks[i];
+ // Calculate grid distance
+ var rowDist = Math.abs(targetBrick.row - brick.row);
+ var colDist = Math.abs(targetBrick.column - brick.column);
+ // If within explosion radius
+ if (rowDist <= explosionRadius && colDist <= explosionRadius && targetBrick !== brick) {
+ // Award points
+ score += 5;
+ // Remove brick
+ targetBrick.destroy();
+ bricks.splice(i, 1);
+ }
+ }
+ updateUI();
+}
+function spawnPowerUp(x, y) {
+ var powerup = new PowerUp();
+ powerup.x = x;
+ powerup.y = y;
+ game.addChild(powerup);
+ powerups.push(powerup);
+}
+function handlePowerUps() {
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var powerup = powerups[i];
+ powerup.update();
+ // Check if power-up is off screen
+ if (powerup.y > 2732 + 20) {
+ powerup.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Check for collision with paddle
+ if (powerup.y + 20 > paddle.y - paddle.height / 2 && powerup.y - 20 < paddle.y + paddle.height / 2 && powerup.x + 20 > paddle.x - paddle.width / 2 && powerup.x - 20 < paddle.x + paddle.width / 2) {
+ // Apply power-up effect
+ applyPowerUp(powerup.type);
+ // Remove power-up
+ powerup.destroy();
+ powerups.splice(i, 1);
+ LK.getSound('powerup').play();
+ }
+ }
+}
+function applyPowerUp(type) {
+ switch (type) {
+ case 'multiball':
+ // Add 2 more balls
+ for (var i = 0; i < 2; i++) {
+ var ball = createBall();
+ // Launch in random direction
+ var angle = Math.PI * 1.5 + (Math.random() * Math.PI - Math.PI / 2);
+ var speed = 8 + Math.random() * 2;
+ ball.launch(Math.cos(angle) * speed, Math.sin(angle) * speed);
+ }
+ break;
+ case 'widen':
+ // Make paddle wider
+ tween.stop(paddle);
+ tween(paddle, {
+ scaleX: 1.5
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ // Return to normal after 10 seconds
+ LK.setTimeout(function () {
+ tween(paddle, {
+ scaleX: 1
+ }, {
+ duration: 300
+ });
+ }, 10000);
+ }
+ });
+ break;
+ case 'slow':
+ // Slow down scroll speed temporarily
+ var originalScrollSpeed = SCROLL_SPEED;
+ SCROLL_SPEED *= 0.5;
+ // Return to normal after 8 seconds
+ LK.setTimeout(function () {
+ SCROLL_SPEED = originalScrollSpeed;
+ }, 8000);
+ break;
+ }
+}
+function checkLevelUp() {
+ // Level up every 1000 points
+ var newLevel = Math.floor(score / 1000) + 1;
+ if (newLevel > level) {
+ level = newLevel;
+ updateUI();
+ // Flash screen green for level up
+ LK.effects.flashScreen(0x00ff00, 500);
+ }
+}
+// Input handlers
+var isDragging = false;
+game.down = function (x, y, obj) {
+ if (isGameOver) {
+ return;
+ }
+ isDragging = true;
+ paddle.moveTo(x);
+ // Launch ball if not active
+ if (balls.length === 1 && !balls[0].active) {
+ var angle = Math.PI * 1.5 + (Math.random() * 0.4 - 0.2); // Mostly upward
+ var speed = 8 + level * 0.3; // Speed increases with level
+ balls[0].launch(Math.cos(angle) * speed, Math.sin(angle) * speed);
+ }
+};
+game.up = function (x, y, obj) {
+ isDragging = false;
+};
+game.move = function (x, y, obj) {
+ if (isDragging) {
+ paddle.moveTo(x);
+ }
+ // If ball is not active, make it follow the paddle
+ for (var i = 0; i < balls.length; i++) {
+ if (!balls[i].active) {
+ balls[i].x = paddle.x;
+ }
+ }
+};
+// Main game update loop
+game.update = function () {
+ if (isGameOver) {
+ return;
+ }
+ // Scroll bricks down
+ scrollBricks();
+ // Update balls
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].update();
+ }
+ // Check collisions
+ handleBallCollisions();
+ // Handle power-ups
+ handlePowerUps();
+ // Check for level up
+ checkLevelUp();
+};
+// Initialize the game
+initializeGame();
+// Play background music
+LK.playMusic('gameMusic');
\ No newline at end of file