User prompt
When the game is over, the level should be reset and when it starts it should be zero. When you lose the game, it should say game over.
User prompt
RESET SCORE AFTER GAME END
User prompt
There should be no bombs in the bubbles we burst and add a bomb pattern to the bombs so that the health bar is heart-shaped. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let there be 3 bombs
User prompt
Let there be 3 bombs Show your life in the form of a bar and throw the balls as a ball ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Give 3 lives
User prompt
Give her the right to throw 3 bombs at the beginning of the game.
User prompt
make the background moving ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve this game and make it better, get a leval or something ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Remove the score boxes and give 10 points for each exploding ball. The score will go to the top and be reflected on the scoreboard.
User prompt
Give 10 points to each ball instead of score boxes
Remix started
Copy Bubble Shooter
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Barrier = Container.expand(function () {
var self = Container.call(this);
var barrierGraphics = self.attachAsset('barrier', {
anchorX: .5,
anchorY: .5
});
});
var BonusUX = Container.expand(function () {
var self = Container.call(this);
//Insert label here
var barHeight = 50;
// Dropshadow for bonusLabel
var bonusLabelShadow = self.addChild(new Text2('Streak Bonus', {
size: 90,
fill: 0x000000,
alpha: 0.35,
font: "Impact"
}));
bonusLabelShadow.anchor.set(1, 1);
bonusLabelShadow.x = -10 + 4;
bonusLabelShadow.y = barHeight / 2 + 4;
// Main bonusLabel
var bonusLabel = self.addChild(new Text2('Streak Bonus', {
size: 90,
fill: 0xF4F5FF,
font: "Impact"
}));
bonusLabel.anchor.set(1, 1);
bonusLabel.y = barHeight / 2;
var rightMargin = -10;
bonusLabel.x = rightMargin;
// Dropshadow for bonusAmountLabel
var bonusAmountLabelShadow = self.addChild(new Text2('1x', {
size: 170,
fill: 0x000000,
alpha: 0.35,
font: "Impact"
}));
bonusAmountLabelShadow.anchor.set(.5, .5);
bonusAmountLabelShadow.x = 100 + 4;
bonusAmountLabelShadow.y = 4;
// Main bonusAmountLabel
var bonusAmountLabel = self.addChild(new Text2('1x', {
size: 170,
fill: 0xF4F5FF,
font: "Impact"
}));
bonusAmountLabel.anchor.set(.5, .5);
bonusAmountLabel.x = 100;
var bonusBarWidth = bonusLabel.width;
var bonusBarStart = self.attachAsset('bonusend', {
y: 30,
x: -bonusBarWidth + rightMargin
});
var bonuseBarEnd = self.attachAsset('bonusend', {
y: 30,
x: -bonusBarWidth + rightMargin
});
var bonusBarMiddle = self.attachAsset('bonusbarmiddle', {
y: 30,
x: -bonusBarWidth + rightMargin + barHeight / 2,
width: 0
});
self.x = game.width - 270;
self.y = game.height - 145;
var bonusBarStepSize = (bonusBarWidth - barHeight) / 5;
var targetWidth = 0;
var currentWidth = 0;
var jumpToAtEnd = 0;
self.bonusAmount = 1;
self.streakCount = 0;
var maxLevel = 40;
self.setStreakCount = function (level) {
self.streakCount = Math.min(level, maxLevel);
var newBonus = Math.floor(self.streakCount / 5) + 1;
if (newBonus != self.bonusAmount) {}
self.bonusAmount = newBonus;
bonusAmountLabel.setText(self.bonusAmount + 'x');
var newbarpos = level >= maxLevel ? 5 : level % 5;
targetWidth = newbarpos * bonusBarStepSize;
jumpToAtEnd = targetWidth;
if (newbarpos == 0 && level > 0) {
targetWidth = 5 * bonusBarStepSize;
jumpToAtEnd = 0;
}
};
self.update = function () {
var delta = targetWidth - currentWidth;
if (delta < 1) {
targetWidth = currentWidth = jumpToAtEnd;
} else {
currentWidth += delta / 8;
}
bonuseBarEnd.x = -bonusBarWidth + currentWidth + rightMargin;
bonusBarMiddle.width = currentWidth;
};
// bonuseBarEnd.x = -bonusLabel.width;
});
var Bubble = Container.expand(function (max_types, isFireBall, type) {
var self = Container.call(this);
self.isFireBall = isFireBall;
var state = 0;
self.isAttached = true;
self.isFreeBubble = false;
var speedX = 0;
var speedY = 0;
self.targetX = 0;
self.targetY = 0;
self.setPos = function (x, y) {
self.x = self.targetX = x;
self.y = self.targetY = y;
};
if (type !== undefined) {
this.type = type;
} else {
max_types = max_types || 3;
if (max_types > 4) {
self.type = Math.floor(Math.random() * (.8 + Math.random() * .2) * max_types);
} else {
self.type = Math.floor(Math.random() * max_types);
}
}
if (isFireBall) {
var bubbleGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
bubbleGraphics.width = 150;
bubbleGraphics.height = 150;
} else {
var bubbleGraphics = self.attachAsset('bubble' + self.type, {
anchorX: 0.5,
anchorY: 0.5
});
}
/*if (!isFireBall && self.type > 1) {
bubbleGraphics.tint = bubbleColors[self.type];
}*/
self.detach = function () {
freeBubbleLayer.addChild(self);
LK.getSound('detachCircle').play();
self.y += grid.y;
self.isAttached = false;
speedX = Math.random() * 40 - 20;
speedY = -Math.random() * 30;
self.down = undefined;
};
var spawnMod = 0;
self.update = function () {
if (self.isFreeBubble) {
if (isFireBall) {
if (++spawnMod % 2 == 0 && self.parent) {
// Spawn fire particles every 5 ticks
var angle = Math.random() * Math.PI * 2;
var fireParticle = self.parent.addChild(new FireParticle(angle));
fireParticle.x = self.x + Math.cos(angle) * self.width / 4;
fireParticle.y = self.y + Math.sin(angle) * self.width / 4;
}
}
return;
}
if (self.isAttached) {
// Add gentle floating animation when attached
var floatOffset = Math.sin(LK.ticks * 0.02 + self.x * 0.01) * 2;
if (self.x != self.targetX) {
self.x += (self.targetX - self.x) / 10;
}
if (self.y != self.targetY) {
self.y += (self.targetY - self.y) / 10 + floatOffset * 0.1;
}
// Add subtle rotation when attached
bubbleGraphics.rotation += 0.005;
} else {
// Enhanced ball physics
self.x += speedX;
self.y += speedY;
speedY += 1.5;
// Add ball rotation based on movement
bubbleGraphics.rotation += speedX * 0.02;
// Add ball squash and stretch effect based on speed
var speed = Math.sqrt(speedX * speedX + speedY * speedY);
var squash = Math.min(speed * 0.005, 0.2);
bubbleGraphics.scaleY = 1 - squash;
bubbleGraphics.scaleX = 1 + squash * 0.5;
// Wall bouncing with enhanced effect
if (self.x < bubbleSize / 2 && speedX < 0 || self.x > game.width - bubbleSize / 2 && speedX > 0) {
speedX = -speedX * 0.8; // Add some energy loss
// Add bounce squash effect
tween(bubbleGraphics.scale, {
x: 1.2,
y: 0.8
}, {
duration: 100,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(bubbleGraphics.scale, {
x: 1,
y: 1
}, {
duration: 200,
easing: tween.bounceOut
});
}
});
LK.getSound('circleBounce').play();
}
// Check for collision with barriers
for (var i = 0; i < barriers.length; i++) {
var barrier = barriers[i];
var dx = self.x - barrier.x;
var dy = self.y - barrier.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDist = bubbleSize / 2 + barrier.width / 2;
if (distance < minDist) {
// Calculate the angle of the collision
var angle = Math.atan2(dy, dx);
// Calculate the new speed based on the angle of collision, treating the barrier as a static billiard ball
var newSpeed = Math.sqrt(speedX * speedX + speedY * speedY);
speedX = Math.cos(angle) * newSpeed * .7;
speedY = Math.sin(angle) * newSpeed * .7;
// Move the bubble back to the point where it just touches the barrier
var overlap = minDist - distance;
self.x += overlap * Math.cos(angle);
self.y += overlap * Math.sin(angle);
// Add collision squash effect
tween(bubbleGraphics.scale, {
x: 0.8,
y: 1.2
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bubbleGraphics.scale, {
x: 1,
y: 1
}, {
duration: 150,
easing: tween.bounceOut
});
}
});
LK.getSound('circleBounce').play();
}
}
// Remove unattached bubbles that fall below 2732 - 500
if (self.y > 2732 - 400) {
self.destroy();
increaseScore(10);
LK.getSound('scoreCollected').play();
}
}
};
});
var BubbleRemoveParticle = Container.expand(function () {
var self = Container.call(this);
var particle = self.attachAsset('removebubbleeffect', {
anchorX: 0.5,
anchorY: 0.5
});
particle.blendMode = 1;
self.scale.set(.33, .33);
var cscale = .5;
self.update = function () {
cscale += .02;
self.scale.set(cscale, cscale);
self.alpha = 1 - (cscale - .5) * 1.5;
if (self.alpha < 0) {
self.destroy();
}
};
});
var FireBallPowerupOverlay = Container.expand(function () {
var self = Container.call(this);
self.y = game.height - 140;
self.x = 200;
self.fireballsLeft = 0; // Start with 0 fireballs
var maxBombs = 3;
var bombSpacing = 60;
self.bombs = [];
// Create 3 bomb indicators in heart shape using bubble graphics
var heartPositions = [{
x: -30,
y: -10
},
// Left curve of heart
{
x: 30,
y: -10
},
// Right curve of heart
{
x: 0,
y: 15
} // Bottom point of heart
];
for (var i = 0; i < maxBombs; i++) {
var bomb = self.addChild(new Container());
var bombGraphics = bomb.attachAsset('bubble0', {
anchorX: 0.5,
anchorY: 0.5
});
bombGraphics.width = 45;
bombGraphics.height = 45;
bombGraphics.tint = 0xff2853; // Red color for heart
bomb.x = heartPositions[i].x;
bomb.y = heartPositions[i].y;
bomb.alpha = 0.3; // Start inactive
self.bombs.push(bomb);
// Add heart-shaped glow effect when active
var glowEffect = bomb.addChild(new Container());
var glow = glowEffect.attachAsset('bubble0', {
anchorX: 0.5,
anchorY: 0.5
});
glow.width = 55;
glow.height = 55;
glow.tint = 0xff6b85;
glow.alpha = 0;
bomb.glowEffect = glowEffect;
}
self.alpha = 0.5; // Start with greyed out overlay
self.increaseFireballCount = function () {
if (self.fireballsLeft < maxBombs) {
self.fireballsLeft++;
// Update bomb indicators
for (var i = 0; i < self.bombs.length; i++) {
if (i < self.fireballsLeft) {
self.bombs[i].alpha = 1; // Active bomb
// Add glow effect to active hearts
if (self.bombs[i].glowEffect) {
tween(self.bombs[i].glowEffect, {
alpha: 0.4,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut
});
}
// Add bounce animation to newly activated bomb
tween(self.bombs[i].scale, {
x: 1.3,
y: 1.3
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function (bombIndex) {
return function () {
tween(self.bombs[bombIndex].scale, {
x: 1,
y: 1
}, {
duration: 220,
easing: tween.bounceOut
});
};
}(i)
});
} else {
self.bombs[i].alpha = 0.3; // Inactive bomb
// Remove glow from inactive hearts
if (self.bombs[i].glowEffect) {
tween(self.bombs[i].glowEffect, {
alpha: 0,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
}
}
self.alpha = self.fireballsLeft > 0 ? 1 : 0.5;
// Spawn powerup particles around all bombs
for (var j = 0; j < 8; j++) {
var angle = Math.random() * Math.PI * 2;
var speed = 6 + Math.random() * 4;
var particle = game.addChild(new PowerupParticle(angle, speed));
particle.x = self.x + (maxBombs - 1) * bombSpacing / 2; // center of bar
particle.y = self.y;
}
}
};
self.down = function () {
if (self.fireballsLeft > 0 && !launcher.isFireBall()) {
self.fireballsLeft--;
// Update bomb indicators
for (var i = 0; i < self.bombs.length; i++) {
if (i < self.fireballsLeft) {
self.bombs[i].alpha = 1; // Active bomb
// Keep glow for remaining active hearts
if (self.bombs[i].glowEffect) {
self.bombs[i].glowEffect.alpha = 0.4;
}
} else {
self.bombs[i].alpha = 0.3; // Inactive bomb
// Remove glow from used hearts
if (self.bombs[i].glowEffect) {
tween(self.bombs[i].glowEffect, {
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
}
}
}
launcher.triggerFireBall();
self.alpha = self.fireballsLeft > 0 ? 1 : 0.5;
}
};
// State for wiggle animation
self.isWiggling = false;
// Update method to handle wiggle animation
self.update = function () {
// Add gentle pulsing animation to active hearts
for (var i = 0; i < self.bombs.length; i++) {
if (i < self.fireballsLeft) {
// Hearts beat with different phases for more organic feel
var heartbeat = Math.sin(LK.ticks * 0.15 + i * 1.2) * 0.08 + 1;
self.bombs[i].scale.set(heartbeat, heartbeat);
// Add subtle glow pulsing
if (self.bombs[i].glowEffect) {
var glowPulse = Math.sin(LK.ticks * 0.1 + i * 0.8) * 0.1 + 0.4;
self.bombs[i].glowEffect.alpha = glowPulse;
}
}
}
// Check if bubbles are getting close to bottom and we have powerups
if (self.fireballsLeft > 0 && !self.isWiggling) {
// Get warning scores from grid
var warningScores = grid.calculateWarningScoreList();
var maxWarning = 0;
for (var i = 0; i < warningScores.length; i++) {
if (warningScores[i] > maxWarning) {
maxWarning = warningScores[i];
}
}
// If any column has high warning score (bubbles close to bottom), trigger wiggle
if (maxWarning > 1.5) {
// Threshold for "getting close"
self.isWiggling = true;
// First wiggle to the right
tween(self, {
rotation: 0.15
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
// Then wiggle to the left
tween(self, {
rotation: -0.15
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Then wiggle to the right again
tween(self, {
rotation: 0.15
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Return to normal position
tween(self, {
rotation: 0
}, {
duration: 100,
easing: tween.easeIn,
onFinish: function onFinish() {
// Reset wiggle state after a cooldown
LK.setTimeout(function () {
self.isWiggling = false;
}, 2000); // 2 second cooldown before next wiggle
}
});
}
});
}
});
}
});
}
}
};
});
var FireParticle = Container.expand(function (angle) {
var self = Container.call(this);
var particleGraphics = self.attachAsset('fireparticle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.blendMode = 1;
var speedX = Math.cos(angle) * 1;
var speedY = Math.sin(angle) * 1;
var rotationSpeed = Math.random() * 0.1 - 0.05;
self.update = function () {
self.x += speedX * self.alpha;
self.y += speedY * self.alpha;
particleGraphics.rotation += rotationSpeed;
self.alpha -= 0.01;
if (self.alpha <= 0) {
self.destroy();
}
};
});
var Grid = Container.expand(function () {
var self = Container.call(this);
var rows = [];
self.container = self.addChild(new Container());
var rowCount = 0;
function insertRow() {
var row = [];
var rowWidth = rowCount % 2 == 0 ? 13 : 12;
for (var a = 0; a < rowWidth; a++) {
var bubble = new Bubble(getMaxTypes());
bubble.setPos((2048 - bubbleSize * rowWidth) / 2 + bubbleSize * a + bubbleSize / 2, -rowCount * (1.7320508076 * bubbleSize) / 2);
self.container.addChild(bubble);
row.push(bubble);
/*bubble.down = function () {
var bubbles = self.getConnectedBubbles(this);
self.removeBubbles(bubbles);
var disconnected = self.getDetachedBubbles();
self.removeBubbles(disconnected);
};*/
}
rows.push(row);
rowCount++;
}
//Method that removes an array of bubbles from the rows array.
self.removeBubbles = function (bubbles) {
for (var i = 0; i < bubbles.length; i++) {
var bubble = bubbles[i];
if (bubble) {
var bubbleIndex = this.findBubbleIndex(bubble);
if (bubbleIndex) {
rows[bubbleIndex.row][bubbleIndex.col] = null;
bubble.detach();
increaseScore(10);
}
}
}
};
self.getConnectedBubbles = function (bubble, ignoreType) {
var connectedBubbles = [];
var queue = [bubble];
var visited = [];
while (queue.length > 0) {
var currentBubble = queue.shift();
if (visited.indexOf(currentBubble) === -1) {
visited.push(currentBubble);
connectedBubbles.push(currentBubble);
var neighbors = self.getNeighbors(currentBubble);
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (neighbor) {
if (neighbor.isPowerup) {
// Powerup bubbles connect with everything
queue.push(neighbor);
} else if (neighbor.type === bubble.type || ignoreType) {
queue.push(neighbor);
}
}
}
}
}
return connectedBubbles;
};
//Get a list of bubbles that are not connected to the top row, or to a chain of bubbles connected to the top row.
self.getDetachedBubbles = function () {
var detachedBubbles = [];
var connectedToTop = [];
// Mark all bubbles connected to the bottom row
var lastRowIndex = rows.length - 1;
for (var i = 0; i < rows[lastRowIndex].length; i++) {
if (rows[lastRowIndex][i] !== null) {
var bottomConnected = self.getConnectedBubbles(rows[lastRowIndex][i], true);
connectedToTop = connectedToTop.concat(bottomConnected);
}
}
// Mark all bubbles as visited or not
var visited = connectedToTop.filter(function (bubble) {
return bubble != null;
});
// Find all bubbles that are not visited and not connected to the top
for (var row = 0; row < rows.length - 1; row++) {
for (var col = 0; col < rows[row].length; col++) {
var bubble = rows[row][col];
if (bubble !== null && visited.indexOf(bubble) == -1) {
detachedBubbles.push(bubble);
}
}
}
return detachedBubbles;
};
self.getNeighbors = function (bubble) {
var neighbors = [];
var bubbleIndex = this.findBubbleIndex(bubble);
if (!bubbleIndex) {
return [];
}
var directions = [[-1, 0], [1, 0],
// left and right
[0, -1], [0, 1],
// above and below
[-1, -1], [1, -1] // diagonals for even rows
];
if (bubbleIndex && rows[bubbleIndex.row] && rows[bubbleIndex.row].length == 12) {
// Adjust diagonals for odd rows
directions[4] = [-1, 1];
directions[5] = [1, 1];
}
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
if (bubbleIndex && rows[bubbleIndex.row]) {
var newRow = bubbleIndex.row + dir[0];
}
var newCol = bubbleIndex.col + dir[1];
if (newRow >= 0 && newRow < rows.length && newCol >= 0 && newCol < rows[newRow].length) {
neighbors.push(rows[newRow][newCol]);
}
}
return neighbors;
};
self.findBubbleIndex = function (bubble) {
for (var row = 0; row < rows.length; row++) {
var col = rows[row].indexOf(bubble);
if (col !== -1) {
return {
row: row,
col: col
};
}
}
return null;
};
self.printRowsToConsole = function () {
var gridString = '';
for (var i = rows.length - 1; i >= 0; i--) {
var rowString = ': ' + (rows[i].length == 13 ? '' : ' ');
for (var j = 0; j < rows[i].length; j++) {
var bubble = rows[i][j];
rowString += bubble ? '[' + bubble.type + ']' : '[_]';
}
gridString += rowString + '\n';
}
console.log(gridString);
};
// Method to calculate path of movement based on angle and starting point
//TODO: MAKE THIS MUCH FASTER!
self.bubbleIntersectsGrid = function (nextX, nextY) {
outer: for (var row = 0; row < rows.length; row++) {
for (var col = 0; col < rows[row].length; col++) {
var bubble = rows[row][col];
if (bubble) {
var dist = nextY - bubble.y - self.y;
//Quick exit if we are nowhere near the row
if (dist > 145 || dist < -145) {
continue outer;
}
var dx = nextX - bubble.x - self.x;
var dy = nextY - bubble.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < (bubbleSize - 70) / 2 + bubbleSize / 2) {
return bubble;
}
}
}
}
return false;
};
self.calculatePath = function (startPoint, angle) {
var path = [];
var currentPoint = {
x: startPoint.x,
y: startPoint.y
};
var radians = angle;
var stepSize = 4;
var hitBubble = false;
while (currentPoint.y > 0 && !hitBubble) {
// Calculate next point
var nextX = currentPoint.x + stepSize * Math.cos(radians);
var nextY = currentPoint.y + stepSize * Math.sin(radians);
// Check for wall collisions
if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) {
radians = Math.PI - radians; // Reflect angle
nextX = currentPoint.x + stepSize * Math.cos(radians); // Recalculate nextX after reflection
}
hitBubble = self.bubbleIntersectsGrid(nextX, nextY);
// Add point to path and update currentPoint
path.push({
x: nextX,
y: nextY
});
currentPoint.x = nextX;
currentPoint.y = nextY;
}
if (hitBubble) {
//Only increase avilable bubble type when we have actually pointed as such a bubble
if (hitBubble.type >= 0 && hitBubble.type + 1 > maxSelectableBubble) {
maxSelectableBubble = hitBubble.type + 1;
}
;
}
return path;
};
var bubblesInFlight = [];
self.fireBubble = function (bubble, angle) {
self.addChild(bubble);
bubble.x = launcher.x;
bubble.y += launcher.y - self.y;
bubblesInFlight.push({
bubble: bubble,
angle: angle
});
};
self.calculateWarningScoreList = function () {
var warningScores = [];
for (var i = 0; i < 13; i++) {
warningScores.push(0); // Initialize all scores to 0
}
// Calculate the distance from the bottom for each bubble and increment the warning score based on proximity
for (var row = 0; row < rows.length; row++) {
for (var col = 0; col < rows[row].length; col++) {
var bubble = rows[row][col];
if (bubble) {
var distanceFromBottom = 2732 - (bubble.y + self.y);
if (distanceFromBottom < 2000) {
// If a bubble is within 500px from the bottom
var columnIndex = Math.floor(bubble.x / (2048 / 13));
warningScores[columnIndex] += (2000 - distanceFromBottom) / 2000; // Increment the warning score for the column
}
}
}
}
return warningScores;
};
self.update = function () {
outer: for (var a = 0; a < bubblesInFlight.length; a++) {
var current = bubblesInFlight[a];
var bubble = current.bubble;
var nextX = bubble.x;
var nextY = bubble.y + gridSpeed;
var prevX = bubble.x;
var prevY = bubble.y;
for (var rep = 0; rep < 25; rep++) {
prevX = nextX;
prevY = nextY;
nextX += Math.cos(current.angle) * 4;
nextY += Math.sin(current.angle) * 4;
if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) {
current.angle = Math.PI - current.angle; // Reflect angle
nextX = Math.min(Math.max(nextX, 150 / 2), 2048 - 150 / 2);
LK.getSound('circleBounce').play();
}
var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y);
if (intersectedBubble) {
gameIsStarted = true;
if (bubble.isFireBall) {
self.removeBubbles([intersectedBubble]);
var disconnected = self.getDetachedBubbles();
self.removeBubbles(disconnected);
} else {
var intersectedBubblePos = self.findBubbleIndex(intersectedBubble);
var colOffset = rows[intersectedBubblePos.row].length == 13 ? 0 : 1;
var offsetPositions = [{
x: intersectedBubble.targetX - bubbleSize / 2,
y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row + 1,
co: intersectedBubblePos.col - 1 + colOffset
}, {
x: intersectedBubble.targetX + bubbleSize / 2,
y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row + 1,
co: intersectedBubblePos.col + colOffset
}, {
x: intersectedBubble.targetX + bubbleSize,
y: intersectedBubble.targetY,
ro: intersectedBubblePos.row,
co: intersectedBubblePos.col + 1
}, {
x: intersectedBubble.targetX + bubbleSize / 2,
y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row - 1,
co: intersectedBubblePos.col + colOffset
}, {
x: intersectedBubble.targetX - bubbleSize / 2,
y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row - 1,
co: intersectedBubblePos.col - 1 + colOffset
}, {
x: intersectedBubble.targetX - bubbleSize,
y: intersectedBubble.targetY,
ro: intersectedBubblePos.row,
co: intersectedBubblePos.col - 1
}];
var closestPosition = 0;
var closestDistance = Math.sqrt(Math.pow(offsetPositions[0].x - bubble.x, 2) + Math.pow(offsetPositions[0].y - bubble.y, 2));
for (var i = 1; i < offsetPositions.length; i++) {
var currentPosition = offsetPositions[i];
var currentDistance = Math.sqrt(Math.pow(currentPosition.x - bubble.x, 2) + Math.pow(currentPosition.y - bubble.y, 2));
if (currentDistance < closestDistance) {
var row = rows[currentPosition.ro];
if (currentPosition.co < 0) {
continue;
}
if (row) {
if (row[currentPosition.co]) {
continue;
}
if (currentPosition.co >= row.length) {
continue;
}
} else {
var newRowLength = rows[intersectedBubblePos.row].length == 13 ? 12 : 13;
if (currentPosition.co >= newRowLength) {
continue;
}
}
closestDistance = currentDistance;
closestPosition = i;
}
}
// Attach bubble to the closest position
var currentMatch = offsetPositions[closestPosition];
bubble.x = prevX;
bubble.y = prevY;
bubble.targetX = currentMatch.x;
bubble.targetY = currentMatch.y;
bubble.isFreeBubble = false;
var row = rows[offsetPositions[closestPosition].ro];
if (!row) {
if (rows[intersectedBubblePos.row].length == 13) {
row = [null, null, null, null, null, null, null, null, null, null, null, null];
} else {
row = [null, null, null, null, null, null, null, null, null, null, null, null, null];
}
rows.unshift(row);
}
row[offsetPositions[closestPosition].co] = bubble;
bubblesInFlight.splice(a--, 1);
refreshHintLine();
var bubbles = self.getConnectedBubbles(bubble);
if (bubbles.length > 2) {
self.removeBubbles(bubbles);
var disconnected = self.getDetachedBubbles();
self.removeBubbles(disconnected);
bonusUX.setStreakCount(bonusUX.streakCount + 1);
} else {
bonusUX.setStreakCount(0);
LK.getSound('attachCircle').play();
}
//Add a grid movement effect when you don't do a match
var neighbors = self.getNeighbors(bubble);
var touched = [];
var neighbors2 = [];
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (neighbor) {
touched.push(neighbor);
neighbors2 = neighbors2.concat(self.getNeighbors(neighbor));
var ox = neighbor.x - bubble.x;
var oy = neighbor.y - bubble.y;
var angle = Math.atan2(oy, ox);
neighbor.x += Math.cos(angle) * 20;
neighbor.y += Math.sin(angle) * 20;
}
}
//One more layer
for (var i = 0; i < neighbors2.length; i++) {
var neighbor = neighbors2[i];
if (neighbor && touched.indexOf(neighbor) == -1) {
touched.push(neighbor);
var ox = neighbor.x - bubble.x;
var oy = neighbor.y - bubble.y;
var angle = Math.atan2(oy, ox);
neighbor.x += Math.cos(angle) * 10;
neighbor.y += Math.sin(angle) * 10;
}
}
//self.printRowsToConsole();
continue outer;
}
}
}
bubble.x = nextX;
bubble.y = nextY;
if (bubble.y + self.y < -1000) {
//Destory bubbles that somehow manages to escape at the top
bubblesInFlight.splice(a--, 1);
bubble.destroy();
}
}
if (gameIsStarted) {
self.y += gridSpeed;
}
var zeroRow = rows[rows.length - 1];
if (zeroRow) {
for (var a = 0; a < zeroRow.length; a++) {
var bubble = zeroRow[a];
if (bubble) {
if (bubble.y + self.y > 0) {
insertRow();
}
break;
}
}
} else {
insertRow();
}
for (var row = rows.length - 1; row >= 0; row--) {
if (rows[row].every(function (bubble) {
return !bubble;
})) {
rows.splice(row, 1);
}
}
var lastRow = rows[0];
/*if(LK.ticks % 10 == 0){
self.printRowsToConsole()
}*/
if (lastRow) {
for (var a = 0; a < zeroRow.length; a++) {
var bubble = lastRow[a];
if (bubble) {
if (bubble.y + self.y > 2200) {
// Lose a life instead of immediate game over
livesRemaining--;
livesIndicator.updateLives(livesRemaining);
if (livesRemaining <= 0) {
// Game over when no lives left
LK.effects.flashScreen(0xff0000, 3000);
LK.getSound('gameOverJingle').play();
// Reset score to 0 and level to 1 before showing game over
LK.setScore(0);
scoreLabel.setText('0');
scoreLabelShadow.setText('0');
// Reset level system
currentLevel = 1;
levelScoreThreshold = 500;
bubblesPopped = 0;
levelIndicator.updateLevel(currentLevel);
// Clear storage
storage.level = 1;
storage.levelScoreThreshold = 500;
storage.bubblesPopped = 0;
LK.showGameOver();
} else {
// Flash red and reset grid position when losing a life
LK.effects.flashScreen(0xff0000, 1000);
self.y = Math.max(self.y - 400, 1000); // Move grid back up
gridSpeed = Math.max(gridSpeed - 0.2, 0.5); // Slow down grid slightly
}
}
if (gameIsStarted) {
var targetSpeed = Math.pow(Math.pow((2200 - (bubble.y + self.y)) / 2200, 2), 2) * 4 + 0.5;
if (bubble.y + self.y > 2000) {
targetSpeed = .2;
}
gridSpeed += (targetSpeed - gridSpeed) / 20;
if (LK.ticks % 10 == 0) {
//console.log(gridSpeed)
}
}
break;
}
}
}
};
for (var a = 0; a < 8; a++) {
insertRow();
}
});
var HintBubble = Container.expand(function () {
var self = Container.call(this);
var bubble = self.attachAsset('hintbubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.setTint = function (tint) {
bubble.tint = tint;
};
self.getTint = function (tint) {
return bubble.tint;
};
});
var Launcher = Container.expand(function () {
var self = Container.call(this);
var bubble = self.addChild(new Bubble(getMaxTypes(), false));
bubble.isFreeBubble = true;
var previewBubble;
var lastTypes = [undefined, bubble.type];
function createPreviewBubble() {
var nextType;
do {
nextType = Math.floor(Math.random() * maxSelectableBubble);
} while (nextType == lastTypes[0] && nextType == lastTypes[1]);
lastTypes.shift();
lastTypes.push(nextType);
previewBubble = self.addChildAt(new Bubble(maxSelectableBubble, false, nextType), 0);
previewBubble.scale.set(.7, .7);
previewBubble.x = -90;
previewBubble.y = 20;
previewBubble.isFreeBubble = true;
}
createPreviewBubble();
self.fire = function () {
bulletsFired++;
LK.getSound('fireBubble').play(); // Play sound when the ball is fired
grid.fireBubble(bubble, self.angle);
bubble = previewBubble;
previewBubble.x = previewBubble.y = 0;
previewBubble.scale.set(1, 1);
createPreviewBubble();
};
self.angle = -Math.PI / 2;
self.getBubble = function () {
return bubble;
};
self.isFireBall = function () {
return bubble.isFireBall;
};
self.triggerFireBall = function () {
bubble.destroy();
bubble = self.addChild(new Bubble(getMaxTypes(), true));
bubble.isFreeBubble = true;
};
});
var LevelIndicator = Container.expand(function () {
var self = Container.call(this);
// Dropshadow for level label
var levelLabelShadow = self.addChild(new Text2('Level 1', {
size: 80,
fill: 0x000000,
alpha: 0.35,
font: "Impact"
}));
levelLabelShadow.anchor.set(0, 0);
levelLabelShadow.x = 4;
levelLabelShadow.y = 6;
// Main level label
var levelLabel = self.addChild(new Text2('Level 1', {
size: 80,
fill: 0xFFFFFF,
font: "Impact"
}));
levelLabel.anchor.set(0, 0);
levelLabel.x = 0;
levelLabel.y = 0;
self.currentLevel = 1;
self.updateLevel = function (level) {
self.currentLevel = level;
levelLabel.setText('Level ' + level);
levelLabelShadow.setText('Level ' + level);
};
return self;
});
var LivesIndicator = Container.expand(function () {
var self = Container.call(this);
var maxLives = 3;
var heartSpacing = 60;
var hearts = [];
// Create 3 heart indicators in a horizontal bar
for (var i = 0; i < maxLives; i++) {
var heart = self.addChild(new Container());
// Use bubble graphics as heart substitute (making them red)
var heartGraphics = heart.attachAsset('bubble0', {
anchorX: 0.5,
anchorY: 0.5
});
heartGraphics.width = 50;
heartGraphics.height = 50;
heartGraphics.tint = 0xff2853; // Red color for hearts
heart.x = i * heartSpacing;
heart.y = 40;
hearts.push(heart);
}
self.currentLives = 3;
self.updateLives = function (lives) {
self.currentLives = lives;
// Update heart indicators with animation
for (var i = 0; i < hearts.length; i++) {
if (i < lives) {
// Heart is active - full opacity and normal scale
tween(hearts[i], {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.bounceOut
});
} else {
// Heart is lost - animate losing it
tween(hearts[i], {
alpha: 0.2,
scaleX: 0.7,
scaleY: 0.7
}, {
duration: 300,
easing: tween.easeOut
});
// Add broken heart effect
tween(hearts[i], {
rotation: hearts[i].rotation + Math.PI * 0.1
}, {
duration: 500,
easing: tween.easeOut
});
}
}
};
// Add gentle pulsing animation to active hearts
self.update = function () {
for (var i = 0; i < hearts.length; i++) {
if (i < self.currentLives) {
var pulse = Math.sin(LK.ticks * 0.08 + i * 0.5) * 0.05 + 1;
hearts[i].scale.set(pulse, pulse);
}
}
};
return self;
});
var PowerupBubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
bubbleGraphics.width = 150;
bubbleGraphics.height = 150;
self.type = -1; // Special type for powerup
self.isPowerup = true;
self.isAttached = true;
self.isFreeBubble = false;
var speedX = 0;
var speedY = 0;
self.targetX = 0;
self.targetY = 0;
self.setPos = function (x, y) {
self.x = self.targetX = x;
self.y = self.targetY = y;
};
self.detach = function () {
freeBubbleLayer.addChild(self);
LK.getSound('detachCircle').play();
self.y += grid.y;
self.isAttached = false;
speedX = Math.random() * 40 - 20;
speedY = -Math.random() * 30;
self.down = undefined;
};
var spawnMod = 0;
self.update = function () {
if (self.isFreeBubble) {
return;
}
if (self.isAttached) {
if (self.x != self.targetX) {
self.x += (self.targetX - self.x) / 10;
}
if (self.y != self.targetY) {
self.y += (self.targetY - self.y) / 10;
}
} else {
self.x += speedX;
self.y += speedY;
speedY += 1.5;
if (self.x < bubbleSize / 2 && speedX < 0 || self.x > game.width - bubbleSize / 2 && speedX > 0) {
speedX = -speedX;
LK.getSound('circleBounce').play();
}
// Check for collision with barriers
for (var i = 0; i < barriers.length; i++) {
var barrier = barriers[i];
var dx = self.x - barrier.x;
var dy = self.y - barrier.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDist = bubbleSize / 2 + barrier.width / 2;
if (distance < minDist) {
var angle = Math.atan2(dy, dx);
var newSpeed = Math.sqrt(speedX * speedX + speedY * speedY);
speedX = Math.cos(angle) * newSpeed * .7;
speedY = Math.sin(angle) * newSpeed * .7;
var overlap = minDist - distance;
self.x += overlap * Math.cos(angle);
self.y += overlap * Math.sin(angle);
LK.getSound('circleBounce').play();
}
}
// When powerup reaches the bottom of the screen, trigger powerup earned animation
if (self.y > 2732 - 400) {
// Play sound
LK.getSound('scoreCollected').play();
// Create and start powerup earned animation
var animation = game.addChild(new PowerupEarnedAnimation(self.x, self.y));
animation.start();
// Destroy the original bubble
self.destroy();
}
}
};
});
var PowerupEarnedAnimation = Container.expand(function (startX, startY) {
var self = Container.call(this);
// Create a 2x size powerup graphic
var powerupGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
// Create dropshadow for earnedText (not a child of self, but a global overlay)
var earnedTextShadow = new Text2('POWERUP EARNED!', {
size: 150,
fill: 0x000000,
alpha: 0.35,
font: "Impact"
});
earnedTextShadow.anchor.set(0.5, 0.5);
earnedTextShadow.y = game.height / 2 - 250 + 20 + 100 + 8;
earnedTextShadow.x = game.width / 2 + 8;
earnedTextShadow.alpha = 0;
// Create main earnedText (no stroke)
var earnedText = new Text2('POWERUP EARNED!', {
size: 150,
fill: 0xFFFFFF,
font: "Impact"
});
earnedText.anchor.set(0.5, 0.5);
powerupGraphics.width = 150;
powerupGraphics.height = 150;
earnedText.y = game.height / 2 - 250 + 20 + 100;
earnedText.x = game.width / 2;
earnedText.alpha = 0;
// Set initial position
self.x = startX;
self.y = startY;
// Animation phases
var phase = 0;
self.start = function () {
// Add text and dropshadow to overlay (so it doesn't move with self)
LK.getSound('powerupSwoosh').play();
if (!earnedTextShadow.parent) {
game.addChild(earnedTextShadow);
}
if (!earnedText.parent) {
game.addChild(earnedText);
}
// Phase 1: Move to center of screen
tween(powerupGraphics.scale, {
x: 2,
y: 2
}, {
duration: 300,
easing: tween.easeIn
});
tween(self, {
x: game.width / 2,
y: game.height / 2
}, {
duration: 300,
easing: tween.easeIn
});
// Show text and dropshadow
tween(earnedTextShadow, {
alpha: 0.35,
y: game.height / 2 - 250 + 8
}, {
duration: 300,
delay: 100,
easing: tween.easeOut
});
tween(earnedText, {
alpha: 1,
y: game.height / 2 - 250
}, {
duration: 300,
delay: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
// Wait a moment before moving to powerup counter
LK.setTimeout(function () {
LK.getSound('powerupSwoosh').play();
// Get target position (powerup counter)
var targetX = fireBallPowerupOverlay.x;
var targetY = fireBallPowerupOverlay.y;
// Phase 2: Move to powerup counter
tween(self, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
LK.getSound('powerupThump').play();
// Increment powerup counter
fireBallPowerupOverlay.increaseFireballCount();
// Destroy animation
if (earnedTextShadow.parent) {
earnedTextShadow.parent.removeChild(earnedTextShadow);
}
if (earnedText.parent) {
earnedText.parent.removeChild(earnedText);
}
self.destroy();
}
});
// Fade out text and dropshadow as we move
tween(earnedTextShadow, {
alpha: 0,
y: game.height / 2 - 250 - 20 + 8
}, {
duration: 300,
easing: tween.easeOut
});
tween(earnedText, {
alpha: 0,
y: game.height / 2 - 250 - 20
}, {
duration: 300,
easing: tween.easeOut
});
// Scale down as we move to counter
tween(powerupGraphics, {
width: 210,
height: 210
}, {
duration: 300,
easing: tween.easeIn
});
tween(powerupGraphics.scale, {
x: 1,
y: 1
}, {
duration: 300,
easing: tween.easeIn
});
}, 1000);
}
});
};
return self;
});
// Make active when we have fireballs
var PowerupParticle = Container.expand(function (angle, speed) {
var self = Container.call(this);
var particle = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
particle.width = 60;
particle.height = 60;
self.scale.set(0.7 + Math.random() * 0.5, 0.7 + Math.random() * 0.5);
self.alpha = 1;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
var gravity = 0.5 + Math.random() * 0.3;
var life = 24 + Math.floor(Math.random() * 10);
var tick = 0;
self.update = function () {
self.x += vx;
self.y += vy;
vy += gravity;
self.alpha -= 0.04 + Math.random() * 0.01;
tick++;
if (tick > life || self.alpha <= 0) {
self.destroy();
}
};
return self;
});
var WarningLine = Container.expand(function () {
var self = Container.call(this);
var warning = self.attachAsset('warningstripe', {
anchorX: .5,
anchorY: .5
});
var warningOffset = Math.random() * 100;
var speed = Math.random() * 1 + 1;
self.update = function () {
warningOffset += speed;
warning.alpha = (Math.cos(warningOffset / 50) + 1) / 2 * 0.3 + .7;
};
warning.blendMode = 1;
warning.rotation = .79;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0c0d25
});
/****
* Game Code
****/
// Create animated background layer
var backgroundLayer = game.addChild(new Container());
// Create background bubbles for movement effect
var backgroundBubbles = [];
var _loop = function _loop() {
bgBubble = backgroundLayer.addChild(new Container());
bubbleType = Math.floor(Math.random() * 6);
bubbleGraphics = bgBubble.attachAsset('bubble' + bubbleType, {
anchorX: 0.5,
anchorY: 0.5
}); // Make background bubbles larger and more transparent
bgBubble.scale.set(2 + Math.random() * 1.5, 2 + Math.random() * 1.5);
bgBubble.alpha = 0.1 + Math.random() * 0.15;
// Random starting positions
bgBubble.x = Math.random() * game.width;
bgBubble.y = Math.random() * game.height;
backgroundBubbles.push(bgBubble);
// Start continuous floating animation
function animateBackgroundBubble(bubble) {
var duration = 8000 + Math.random() * 4000; // 8-12 seconds
var targetX = Math.random() * game.width;
var targetY = Math.random() * game.height;
tween(bubble, {
x: targetX,
y: targetY,
rotation: bubble.rotation + (Math.random() - 0.5) * Math.PI
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateBackgroundBubble(bubble); // Loop the animation
}
});
}
// Start animation with random delay
(function (bubble) {
LK.setTimeout(function () {
animateBackgroundBubble(bubble);
}, Math.random() * 2000);
})(bgBubble);
},
bgBubble,
bubbleType,
bubbleGraphics;
for (var i = 0; i < 8; i++) {
_loop();
}
var gridSpeed = .5;
function increaseScore(amount) {
var currentScore = LK.getScore();
var newScore = currentScore + amount;
LK.setScore(newScore); // Update the game score using LK method
scoreLabel.setText(newScore.toString()); // Update the score label with the new score
scoreLabelShadow.setText(newScore.toString()); // Update the shadow as well
// Count bubbles popped for level progression
bubblesPopped++;
storage.bubblesPopped = bubblesPopped;
// Check for level up
if (newScore >= levelScoreThreshold) {
currentLevel++;
levelScoreThreshold = currentLevel * 500; // Each level needs 500 more points
// Save progress
storage.level = currentLevel;
storage.levelScoreThreshold = levelScoreThreshold;
// Update UI
levelIndicator.updateLevel(currentLevel);
// Level up effect
LK.effects.flashScreen(0x44d31f, 1500);
// Show level up animation
var levelUpText = new Text2('LEVEL UP!', {
size: 200,
fill: 0x44d31f,
font: "Impact"
});
levelUpText.anchor.set(0.5, 0.5);
levelUpText.x = game.width / 2;
levelUpText.y = game.height / 2;
levelUpText.alpha = 0;
game.addChild(levelUpText);
// Animate level up text
tween(levelUpText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(levelUpText, {
alpha: 0,
y: game.height / 2 - 100
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
levelUpText.destroy();
}
});
}
});
// Increase game difficulty based on level
if (currentLevel > 1 && maxSelectableBubble < 6) {
maxSelectableBubble = Math.min(3 + Math.floor(currentLevel / 3), 6);
}
// Increase grid speed slightly each level
gridSpeed = Math.min(0.5 + (currentLevel - 1) * 0.1, 2.0);
}
}
//Game size 2048x2732
/*
Todo:
[X] Make sure we GC nodes that drop of screen
[ ] Make preview line fade out at the end
*/
var bulletsFired = 0; //3*30+1
var bubbleSize = 150;
var gameIsStarted = false;
var bubbleColors = [0xff2853, 0x44d31f, 0x5252ff, 0xcb2bff, 0x28f2f0, 0xffc411];
var barriers = [];
var maxSelectableBubble = 3;
var livesRemaining = 3; // Player starts with 3 lives
var warningLines = [];
for (var a = 0; a < 13; a++) {
var wl = game.addChild(new WarningLine());
wl.x = 2048 / 13 * (a + .5);
wl.y = 2200;
wl.alpha = 0;
warningLines.push(wl);
wl.scale.set(16, 40);
}
var warningOverlay = game.attachAsset('dangeroverlay', {});
warningOverlay.y = 2280;
var uxoverlay = game.attachAsset('uxoverlay', {});
uxoverlay.y = 2440;
var uxoverlay2 = game.attachAsset('uxoverlay2', {});
uxoverlay2.y = 2460;
for (var a = 0; a < 4; a++) {
for (var b = 0; b < 3; b++) {
var barrier = game.addChild(new Barrier());
barrier.y = 2732 - 450 + b * 70;
barrier.x = 2048 / 5 * a + 2048 / 5;
barriers.push(barrier);
}
var barrierBlock = game.attachAsset('barrierblock', {});
barrierBlock.x = 2048 / 5 * a + 2048 / 5;
barrierBlock.y = 2732 - 450;
barrierBlock.anchor.x = .5;
}
// Create a score label dropshadow (offset, semi-transparent)
// Initialize level system with persistent storage
var currentLevel = storage.level || 1;
var bubblesPopped = storage.bubblesPopped || 0;
var levelScoreThreshold = storage.levelScoreThreshold || 500; // Score needed to reach next level
// Create a score label dropshadow (offset, semi-transparent)
var scoreLabelShadow = new Text2('0', {
size: 120,
fill: 0x000000,
alpha: 0.35,
font: "Impact"
});
scoreLabelShadow.anchor.set(0.5, 0);
scoreLabelShadow.x = 4;
scoreLabelShadow.y = 6;
LK.gui.top.addChild(scoreLabelShadow);
// Create a score label (main)
var scoreLabel = new Text2('0', {
size: 120,
fill: 0xFFFFFF,
font: "Impact"
});
scoreLabel.anchor.set(0.5, 0);
scoreLabel.x = 0;
scoreLabel.y = 0;
LK.gui.top.addChild(scoreLabel);
// Create level indicator
var levelIndicator = new LevelIndicator();
levelIndicator.updateLevel(currentLevel);
LK.gui.topRight.addChild(levelIndicator);
levelIndicator.x = -300;
levelIndicator.y = 0;
// Create lives indicator
var livesIndicator = new LivesIndicator();
livesIndicator.updateLives(livesRemaining);
LK.gui.topLeft.addChild(livesIndicator);
livesIndicator.x = 120; // Offset from top-left to avoid platform menu
livesIndicator.y = 0;
var bonusUX = game.addChild(new BonusUX());
var fireBallPowerupOverlay = game.addChild(new FireBallPowerupOverlay());
// Give player 3 bombs at the start of the game
fireBallPowerupOverlay.fireballsLeft = 3;
// Update bomb indicators to show all 3 bombs as active
for (var i = 0; i < fireBallPowerupOverlay.bombs.length; i++) {
if (i < fireBallPowerupOverlay.fireballsLeft) {
fireBallPowerupOverlay.bombs[i].alpha = 1; // Active bomb
} else {
fireBallPowerupOverlay.bombs[i].alpha = 0.3; // Inactive bomb
}
}
fireBallPowerupOverlay.alpha = fireBallPowerupOverlay.fireballsLeft > 0 ? 1 : 0.5;
var particlesLayer = game.addChild(new Container());
var grid = game.addChild(new Grid());
grid.y = 1000;
var freeBubbleLayer = game.addChild(new Container());
var hintBubblePlayer = game.addChild(new Container());
var launcher = game.addChild(new Launcher());
launcher.x = game.width / 2;
launcher.y = game.height - 138;
var hintBubbleCache = [];
var hintBubbles = [];
var isValid = false;
var path = [];
var bubbleAlpha = 1;
var hintTargetX = game.width / 2;
var hintTargetY = 0;
game.move = function (x, y, obj) {
hintTargetX = x;
hintTargetY = y;
refreshHintLine();
// }
};
game.down = game.move;
function getMaxTypes() {
// Base level difficulty on current level instead of bullets fired
var levelBasedTypes = Math.min(3 + Math.floor(currentLevel / 2), 6);
if (bulletsFired > 30 * 3 * 3) {
return Math.max(levelBasedTypes, 6);
} else if (bulletsFired > 30 * 3) {
return Math.max(levelBasedTypes, 5);
} else if (bulletsFired > 30) {
return Math.max(levelBasedTypes, 4);
}
return Math.max(levelBasedTypes, 3);
}
function refreshHintLine() {
var ox = hintTargetX - launcher.x;
var oy = hintTargetY - launcher.y;
var angle = Math.atan2(oy, ox);
launcher.angle = angle;
isValid = angle < -.2 && angle > -Math.PI + .2;
if (isValid) {
path = grid.calculatePath(launcher, angle);
//This allows updated faster than 60fps, making everyting feel better.
}
renderHintBubbels();
}
var hintOffset = 0;
var distanceBetweenHintbubbles = 100;
function renderHintBubbels() {
if (isValid) {
hintOffset = hintOffset % distanceBetweenHintbubbles;
var distanceSinceLastDot = -hintOffset + 100;
var hintBubbleOffset = 0;
var lastPoint = path[0];
var bubble = launcher.getBubble();
var tint = bubble.isFireBall ? 0xff9c00 : bubbleColors[bubble.type];
var updateTint = true;
for (var a = 1; a < path.length; a++) {
var p2 = path[a];
var ox = p2.x - lastPoint.x;
var oy = p2.y - lastPoint.y;
var dist = Math.sqrt(ox * ox + oy * oy);
distanceSinceLastDot += dist;
if (distanceSinceLastDot >= distanceBetweenHintbubbles) {
var amountOver = distanceSinceLastDot - distanceBetweenHintbubbles;
var angle = Math.atan2(oy, ox);
var currentBubble = hintBubbles[hintBubbleOffset];
if (!currentBubble) {
currentBubble = hintBubbles[hintBubbleOffset] = new HintBubble();
hintBubblePlayer.addChild(currentBubble);
}
currentBubble.alpha = bubbleAlpha;
currentBubble.visible = true;
var currentTint = currentBubble.getTint();
if (hintBubbleOffset == 0) {
currentBubble.setTint(tint);
} else if (updateTint && currentTint != tint || currentTint == 0xffffff) {
currentBubble.setTint(tint);
updateTint = false;
}
currentBubble.x = lastPoint.x - Math.cos(angle) * amountOver;
currentBubble.y = lastPoint.y - Math.sin(angle) * amountOver;
hintBubbleOffset++;
distanceSinceLastDot = 0;
lastPoint = currentBubble;
} else {
lastPoint = p2;
}
}
for (var a = hintBubbleOffset; a < hintBubbles.length; a++) {
hintBubbles[a].visible = false;
}
} else {
for (var a = 0; a < hintBubbles.length; a++) {
hintBubbles[a].alpha = bubbleAlpha;
}
}
}
game.update = function () {
hintOffset += 5;
if (isValid) {
bubbleAlpha = Math.min(bubbleAlpha + .05, 1);
} else {
bubbleAlpha = Math.max(bubbleAlpha - .05, 0);
}
refreshHintLine();
var alphaList = grid.calculateWarningScoreList();
for (var a = 0; a < warningLines.length; a++) {
var value = alphaList[a] / 3;
warningLines[a].alpha += (Math.min(value, .6) - warningLines[a].alpha) / 100;
warningLines[a].scale.y += (value * 60 - warningLines[a].scale.y) / 100;
}
// Animate background bubbles with gentle floating
for (var i = 0; i < backgroundBubbles.length; i++) {
var bubble = backgroundBubbles[i];
// Add subtle continuous rotation
bubble.rotation += 0.002 + Math.sin(LK.ticks * 0.01 + i) * 0.001;
// Add gentle vertical floating
bubble.y += Math.sin(LK.ticks * 0.008 + i * 2) * 0.3;
}
// Subtle background color pulsing based on game state
var colorIntensity = Math.sin(LK.ticks * 0.005) * 0.05 + 0.95;
var baseColor = 0x0c0d25;
var r = Math.floor((baseColor >> 16 & 0xFF) * colorIntensity);
var g = Math.floor((baseColor >> 8 & 0xFF) * colorIntensity);
var b = Math.floor((baseColor & 0xFF) * colorIntensity);
game.setBackgroundColor(r << 16 | g << 8 | b);
};
game.up = function () {
if (isValid) {
launcher.fire();
}
};
;
;
;
;
;
;
;
;
;
; ===================================================================
--- original.js
+++ change.js
@@ -941,12 +941,21 @@
if (livesRemaining <= 0) {
// Game over when no lives left
LK.effects.flashScreen(0xff0000, 3000);
LK.getSound('gameOverJingle').play();
- // Reset score to 0 before showing game over
+ // Reset score to 0 and level to 1 before showing game over
LK.setScore(0);
scoreLabel.setText('0');
scoreLabelShadow.setText('0');
+ // Reset level system
+ currentLevel = 1;
+ levelScoreThreshold = 500;
+ bubblesPopped = 0;
+ levelIndicator.updateLevel(currentLevel);
+ // Clear storage
+ storage.level = 1;
+ storage.levelScoreThreshold = 500;
+ storage.bubblesPopped = 0;
LK.showGameOver();
} else {
// Flash red and reset grid position when losing a life
LK.effects.flashScreen(0xff0000, 1000);
Circular white gradient circle on black background. Gradient from white on the center to black on the outer edge all around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Soft straight Long red paint on black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Empty area
green notification bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.