User prompt
Make title screen and all UI 3x bigger and make it so the death message does pop up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make a logo that I can customize and the death messages don’t show up when I lose
User prompt
Make the death screen be able to say about 100 different and funny death messages such as “you died, oh wait, noooooo :(“
User prompt
Add a pause screen with the option of going back to the main menu
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.effects.flashObject(turret, 0xffffff, 200);' Line Number: 1023
User prompt
Fix everything related to bullet amount
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var velocity = turret.getShootVelocity();' Line Number: 986
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'bullet.x = turret.x;' Line Number: 976
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shotsTxt.setText('Shots: ' + shotsRemaining);' Line Number: 968
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shotsTxt.setText('Shots: ' + shotsRemaining);' Line Number: 965
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shotsTxt.setText('Shots: ' + shotsRemaining);' Line Number: 965
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shotsTxt.setText('Shots: ' + shotsRemaining);' Line Number: 963
User prompt
Make baby mod literally impossible to lose and another difficulty called impossible mode where it is impossible to win do whatever in impossible. Also in baby if you lose make it say “aww you lost, that’s cute” and make it give you another life. Also add death screens and a title screen with a logo.
User prompt
Create baby mode which make the targets 5x larger and adds a bunch of powerups. Also code in a bunch of powerups and a lucky block that if you shoot it could give you a random one ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var power = Math.min(turret.maxPower, dragDistance / 50);' Line Number: 608
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'turret.updateRotation(angle);' Line Number: 588
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var dx = x - turret.x;' Line Number: 557
User prompt
Please fix the bug: 'storage.getItem is not a function. (In 'storage.getItem('bulletBounce_difficulty')', 'storage.getItem' is undefined)' in or related to this line: 'var savedDifficulty = storage.getItem('bulletBounce_difficulty');' Line Number: 565 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Difficulty selection
User prompt
Make levels random and make the ball bigger
User prompt
Replace the ball with https://upit.com/#
Code edit (1 edits merged)
Please save this source code
User prompt
Bullet Bounce
Initial prompt
Gun. Do whatever you want with that.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AimLine = Container.expand(function () { var self = Container.call(this); var line = self.attachAsset('aimLine', { anchorX: 0.5, anchorY: 0 }); self.update = function (angle, length) { line.rotation = angle; line.height = length; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.bounces = 0; self.maxBounces = 5; self.isActive = true; self.update = function () { if (!self.isActive) { return; } // Apply velocity self.x += self.speedX; self.y += self.speedY; // Check for wall collisions if (self.x < 0 || self.x > 2048) { self.speedX *= -0.9; // Lose some energy on bounce if (self.x < 0) { self.x = 0; } if (self.x > 2048) { self.x = 2048; } self.bounces++; LK.getSound('bounce').play(); } if (self.y < 0 || self.y > 2732) { self.speedY *= -0.9; // Lose some energy on bounce if (self.y < 0) { self.y = 0; } if (self.y > 2732) { self.y = 2732; } self.bounces++; LK.getSound('bounce').play(); } // Check if bullet should be removed if (self.bounces >= self.maxBounces || Math.abs(self.speedX) < 0.5 && Math.abs(self.speedY) < 0.5) { self.isActive = false; } }; return self; }); var PowerMeter = Container.expand(function () { var self = Container.call(this); var meterBg = self.attachAsset('powerMeter', { anchorX: 0, anchorY: 0.5, tint: 0x444444 }); var meterFill = self.attachAsset('powerMeter', { anchorX: 0, anchorY: 0.5, scaleX: 0.5 }); self.setPower = function (power, maxPower) { meterFill.scaleX = power / maxPower; }; return self; }); var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.isHit = false; self.hit = function () { if (self.isHit) { return; } self.isHit = true; LK.getSound('targetHit').play(); LK.effects.flashObject(self, 0xffffff, 300); tween(targetGraphics, { alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { targetGraphics.visible = false; } }); // Increment score LK.setScore(LK.getScore() + 100); }; return self; }); var Turret = Container.expand(function () { var self = Container.call(this); var base = self.attachAsset('turret', { anchorX: 0.5, anchorY: 0.5 }); var barrel = self.attachAsset('turretBarrel', { anchorX: 0, anchorY: 0.5, x: 0, y: 0 }); self.angle = 0; self.power = 10; self.maxPower = 20; self.isDragging = false; self.updateRotation = function (angle) { self.angle = angle; barrel.rotation = angle; }; self.setPower = function (power) { self.power = Math.max(5, Math.min(self.maxPower, power)); }; self.getShootVelocity = function () { return { x: Math.cos(self.angle) * self.power, y: Math.sin(self.angle) * self.power }; }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Game variables var turret; var bullets = []; var targets = []; var walls = []; var powerMeter; var aimLine; var isDragging = false; var dragStartX, dragStartY; var currentLevel = 1; var shotsRemaining = 5; var totalTargets = 0; var targetsHit = 0; // UI elements var shotsTxt; var levelTxt; function initGame() { // Create turret turret = new Turret(); turret.x = 100; turret.y = 2732 - 100; game.addChild(turret); // Create aim line aimLine = new AimLine(); aimLine.x = turret.x; aimLine.y = turret.y; game.addChild(aimLine); // Create power meter powerMeter = new PowerMeter(); powerMeter.x = 50; powerMeter.y = 2732 - 200; game.addChild(powerMeter); powerMeter.setPower(turret.power, turret.maxPower); // Setup UI shotsTxt = new Text2('Shots: ' + shotsRemaining, { size: 50, fill: 0xFFFFFF }); shotsTxt.anchor.set(0, 0); LK.gui.topRight.addChild(shotsTxt); levelTxt = new Text2('Level: ' + currentLevel, { size: 50, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); LK.gui.top.addChild(levelTxt); // Score text var scoreTxt = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); // Update score display LK.setInterval(function () { scoreTxt.setText('Score: ' + LK.getScore()); }, 100); // Load level loadLevel(currentLevel); // Play background music LK.playMusic('gameMusic'); } function loadLevel(level) { // Clear any existing level elements clearLevel(); // Update level display levelTxt.setText('Level: ' + level); // Reset shots shotsRemaining = 3 + level; shotsTxt.setText('Shots: ' + shotsRemaining); // Different level layouts switch (level) { case 1: // Basic level with a few targets createTarget(1024, 300); createTarget(1400, 600); createTarget(800, 800); // Add walls createWall(500, 500, 0); createWall(1500, 1000, Math.PI / 4); break; case 2: // More complex level createTarget(800, 400); createTarget(1200, 400); createTarget(1500, 800); createTarget(1000, 1200); createTarget(600, 1500); // Add walls createWall(400, 800, 0); createWall(1600, 800, 0); createWall(1000, 300, Math.PI / 2); createWall(1000, 1500, Math.PI / 2); break; case 3: // Advanced level createTarget(300, 300); createTarget(1700, 300); createTarget(300, 1500); createTarget(1700, 1500); createTarget(1000, 900); createTarget(600, 900); createTarget(1400, 900); // Add walls - create a maze-like structure createWall(600, 600, 0); createWall(1400, 600, 0); createWall(600, 1200, 0); createWall(1400, 1200, 0); createWall(1000, 600, Math.PI / 2); createWall(1000, 1200, Math.PI / 2); break; default: // For levels beyond 3, create a procedural level with more targets and walls for (var i = 0; i < level + 3; i++) { createTarget(300 + Math.random() * 1400, 300 + Math.random() * 1500); } for (var i = 0; i < level; i++) { createWall(300 + Math.random() * 1400, 300 + Math.random() * 1500, Math.random() * Math.PI); } break; } // Track targets for win condition totalTargets = targets.length; targetsHit = 0; } function clearLevel() { // Remove all bullets for (var i = bullets.length - 1; i >= 0; i--) { game.removeChild(bullets[i]); bullets.splice(i, 1); } // Remove all targets for (var i = targets.length - 1; i >= 0; i--) { game.removeChild(targets[i]); targets.splice(i, 1); } // Remove all walls for (var i = walls.length - 1; i >= 0; i--) { game.removeChild(walls[i]); walls.splice(i, 1); } } function createTarget(x, y) { var target = new Target(); target.x = x; target.y = y; game.addChild(target); targets.push(target); return target; } function createWall(x, y, rotation) { var wall = new Wall(); wall.x = x; wall.y = y; wall.rotation = rotation; game.addChild(wall); walls.push(wall); return wall; } function fireBullet() { if (shotsRemaining <= 0) { return; } // Decrease shots remaining shotsRemaining--; shotsTxt.setText('Shots: ' + shotsRemaining); // Create new bullet var bullet = new Bullet(); bullet.x = turret.x; bullet.y = turret.y; // Get velocity from turret angle and power var velocity = turret.getShootVelocity(); bullet.speedX = velocity.x; bullet.speedY = velocity.y; // Add to game game.addChild(bullet); bullets.push(bullet); // Play sound LK.getSound('shoot').play(); // Flash turret LK.effects.flashObject(turret, 0xffffff, 200); } function checkCollisions() { // Check all active bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet.isActive) { // Remove inactive bullets game.removeChild(bullet); bullets.splice(i, 1); continue; } // Check for wall collisions for (var j = 0; j < walls.length; j++) { var wall = walls[j]; if (bullet.intersects(wall)) { // Calculate bounce direction based on wall angle var wallAngle = wall.rotation; var normalAngle = wallAngle + Math.PI / 2; // Reflect velocity based on wall normal var speed = Math.sqrt(bullet.speedX * bullet.speedX + bullet.speedY * bullet.speedY); var bulletAngle = Math.atan2(bullet.speedY, bullet.speedX); var reflectionAngle = 2 * normalAngle - bulletAngle; bullet.speedX = Math.cos(reflectionAngle) * speed * 0.8; // Lose some energy bullet.speedY = Math.sin(reflectionAngle) * speed * 0.8; // Move bullet slightly away from wall to prevent multiple collisions bullet.x += bullet.speedX; bullet.y += bullet.speedY; bullet.bounces++; LK.getSound('bounce').play(); } } // Check for target collisions for (var j = 0; j < targets.length; j++) { var target = targets[j]; if (!target.isHit && bullet.intersects(target)) { target.hit(); targetsHit++; // Check if level complete if (targetsHit >= totalTargets) { levelComplete(); } } } } } function levelComplete() { LK.setTimeout(function () { // Advance to next level currentLevel++; loadLevel(currentLevel); }, 1000); } function checkGameOver() { // Game over conditions if (shotsRemaining <= 0 && bullets.length === 0) { // Check if any targets left var anyTargetsLeft = false; for (var i = 0; i < targets.length; i++) { if (!targets[i].isHit) { anyTargetsLeft = true; break; } } if (anyTargetsLeft) { // Player has lost LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } } function calculateAimAngle(x, y) { // Calculate angle from turret to mouse/touch point var dx = x - turret.x; var dy = y - turret.y; return Math.atan2(dy, dx); } function updateAimLine() { aimLine.update(turret.angle, 200); } // Initialize the game initGame(); // Event handlers game.down = function (x, y, obj) { isDragging = true; dragStartX = x; dragStartY = y; // Set initial angle var angle = calculateAimAngle(x, y); turret.updateRotation(angle); updateAimLine(); }; game.move = function (x, y, obj) { if (isDragging) { // Update turret angle var angle = calculateAimAngle(x, y); turret.updateRotation(angle); // Calculate power based on drag distance var dx = x - dragStartX; var dy = y - dragStartY; var dragDistance = Math.sqrt(dx * dx + dy * dy); var power = Math.min(turret.maxPower, dragDistance / 50); turret.setPower(power); // Update power meter powerMeter.setPower(turret.power, turret.maxPower); // Update aim line updateAimLine(); } }; game.up = function (x, y, obj) { if (isDragging) { isDragging = false; fireBullet(); } }; // Game update loop game.update = function () { // Update all bullets for (var i = 0; i < bullets.length; i++) { bullets[i].update(); } // Check for collisions checkCollisions(); // Check for game over checkGameOver(); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,473 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var AimLine = Container.expand(function () {
+ var self = Container.call(this);
+ var line = self.attachAsset('aimLine', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ self.update = function (angle, length) {
+ line.rotation = angle;
+ line.height = length;
+ };
+ return self;
+});
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speedX = 0;
+ self.speedY = 0;
+ self.bounces = 0;
+ self.maxBounces = 5;
+ self.isActive = true;
+ self.update = function () {
+ if (!self.isActive) {
+ return;
+ }
+ // Apply velocity
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Check for wall collisions
+ if (self.x < 0 || self.x > 2048) {
+ self.speedX *= -0.9; // Lose some energy on bounce
+ if (self.x < 0) {
+ self.x = 0;
+ }
+ if (self.x > 2048) {
+ self.x = 2048;
+ }
+ self.bounces++;
+ LK.getSound('bounce').play();
+ }
+ if (self.y < 0 || self.y > 2732) {
+ self.speedY *= -0.9; // Lose some energy on bounce
+ if (self.y < 0) {
+ self.y = 0;
+ }
+ if (self.y > 2732) {
+ self.y = 2732;
+ }
+ self.bounces++;
+ LK.getSound('bounce').play();
+ }
+ // Check if bullet should be removed
+ if (self.bounces >= self.maxBounces || Math.abs(self.speedX) < 0.5 && Math.abs(self.speedY) < 0.5) {
+ self.isActive = false;
+ }
+ };
+ return self;
+});
+var PowerMeter = Container.expand(function () {
+ var self = Container.call(this);
+ var meterBg = self.attachAsset('powerMeter', {
+ anchorX: 0,
+ anchorY: 0.5,
+ tint: 0x444444
+ });
+ var meterFill = self.attachAsset('powerMeter', {
+ anchorX: 0,
+ anchorY: 0.5,
+ scaleX: 0.5
+ });
+ self.setPower = function (power, maxPower) {
+ meterFill.scaleX = power / maxPower;
+ };
+ return self;
+});
+var Target = Container.expand(function () {
+ var self = Container.call(this);
+ var targetGraphics = self.attachAsset('target', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.isHit = false;
+ self.hit = function () {
+ if (self.isHit) {
+ return;
+ }
+ self.isHit = true;
+ LK.getSound('targetHit').play();
+ LK.effects.flashObject(self, 0xffffff, 300);
+ tween(targetGraphics, {
+ alpha: 0,
+ scaleX: 0.2,
+ scaleY: 0.2
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ targetGraphics.visible = false;
+ }
+ });
+ // Increment score
+ LK.setScore(LK.getScore() + 100);
+ };
+ return self;
+});
+var Turret = Container.expand(function () {
+ var self = Container.call(this);
+ var base = self.attachAsset('turret', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var barrel = self.attachAsset('turretBarrel', {
+ anchorX: 0,
+ anchorY: 0.5,
+ x: 0,
+ y: 0
+ });
+ self.angle = 0;
+ self.power = 10;
+ self.maxPower = 20;
+ self.isDragging = false;
+ self.updateRotation = function (angle) {
+ self.angle = angle;
+ barrel.rotation = angle;
+ };
+ self.setPower = function (power) {
+ self.power = Math.max(5, Math.min(self.maxPower, power));
+ };
+ self.getShootVelocity = function () {
+ return {
+ x: Math.cos(self.angle) * self.power,
+ y: Math.sin(self.angle) * self.power
+ };
+ };
+ return self;
+});
+var Wall = Container.expand(function () {
+ var self = Container.call(this);
+ var wallGraphics = self.attachAsset('wall', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var turret;
+var bullets = [];
+var targets = [];
+var walls = [];
+var powerMeter;
+var aimLine;
+var isDragging = false;
+var dragStartX, dragStartY;
+var currentLevel = 1;
+var shotsRemaining = 5;
+var totalTargets = 0;
+var targetsHit = 0;
+// UI elements
+var shotsTxt;
+var levelTxt;
+function initGame() {
+ // Create turret
+ turret = new Turret();
+ turret.x = 100;
+ turret.y = 2732 - 100;
+ game.addChild(turret);
+ // Create aim line
+ aimLine = new AimLine();
+ aimLine.x = turret.x;
+ aimLine.y = turret.y;
+ game.addChild(aimLine);
+ // Create power meter
+ powerMeter = new PowerMeter();
+ powerMeter.x = 50;
+ powerMeter.y = 2732 - 200;
+ game.addChild(powerMeter);
+ powerMeter.setPower(turret.power, turret.maxPower);
+ // Setup UI
+ shotsTxt = new Text2('Shots: ' + shotsRemaining, {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ shotsTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(shotsTxt);
+ levelTxt = new Text2('Level: ' + currentLevel, {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ levelTxt.anchor.set(0, 0);
+ LK.gui.top.addChild(levelTxt);
+ // Score text
+ var scoreTxt = new Text2('Score: 0', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(1, 0);
+ LK.gui.topRight.addChild(scoreTxt);
+ // Update score display
+ LK.setInterval(function () {
+ scoreTxt.setText('Score: ' + LK.getScore());
+ }, 100);
+ // Load level
+ loadLevel(currentLevel);
+ // Play background music
+ LK.playMusic('gameMusic');
+}
+function loadLevel(level) {
+ // Clear any existing level elements
+ clearLevel();
+ // Update level display
+ levelTxt.setText('Level: ' + level);
+ // Reset shots
+ shotsRemaining = 3 + level;
+ shotsTxt.setText('Shots: ' + shotsRemaining);
+ // Different level layouts
+ switch (level) {
+ case 1:
+ // Basic level with a few targets
+ createTarget(1024, 300);
+ createTarget(1400, 600);
+ createTarget(800, 800);
+ // Add walls
+ createWall(500, 500, 0);
+ createWall(1500, 1000, Math.PI / 4);
+ break;
+ case 2:
+ // More complex level
+ createTarget(800, 400);
+ createTarget(1200, 400);
+ createTarget(1500, 800);
+ createTarget(1000, 1200);
+ createTarget(600, 1500);
+ // Add walls
+ createWall(400, 800, 0);
+ createWall(1600, 800, 0);
+ createWall(1000, 300, Math.PI / 2);
+ createWall(1000, 1500, Math.PI / 2);
+ break;
+ case 3:
+ // Advanced level
+ createTarget(300, 300);
+ createTarget(1700, 300);
+ createTarget(300, 1500);
+ createTarget(1700, 1500);
+ createTarget(1000, 900);
+ createTarget(600, 900);
+ createTarget(1400, 900);
+ // Add walls - create a maze-like structure
+ createWall(600, 600, 0);
+ createWall(1400, 600, 0);
+ createWall(600, 1200, 0);
+ createWall(1400, 1200, 0);
+ createWall(1000, 600, Math.PI / 2);
+ createWall(1000, 1200, Math.PI / 2);
+ break;
+ default:
+ // For levels beyond 3, create a procedural level with more targets and walls
+ for (var i = 0; i < level + 3; i++) {
+ createTarget(300 + Math.random() * 1400, 300 + Math.random() * 1500);
+ }
+ for (var i = 0; i < level; i++) {
+ createWall(300 + Math.random() * 1400, 300 + Math.random() * 1500, Math.random() * Math.PI);
+ }
+ break;
+ }
+ // Track targets for win condition
+ totalTargets = targets.length;
+ targetsHit = 0;
+}
+function clearLevel() {
+ // Remove all bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ game.removeChild(bullets[i]);
+ bullets.splice(i, 1);
+ }
+ // Remove all targets
+ for (var i = targets.length - 1; i >= 0; i--) {
+ game.removeChild(targets[i]);
+ targets.splice(i, 1);
+ }
+ // Remove all walls
+ for (var i = walls.length - 1; i >= 0; i--) {
+ game.removeChild(walls[i]);
+ walls.splice(i, 1);
+ }
+}
+function createTarget(x, y) {
+ var target = new Target();
+ target.x = x;
+ target.y = y;
+ game.addChild(target);
+ targets.push(target);
+ return target;
+}
+function createWall(x, y, rotation) {
+ var wall = new Wall();
+ wall.x = x;
+ wall.y = y;
+ wall.rotation = rotation;
+ game.addChild(wall);
+ walls.push(wall);
+ return wall;
+}
+function fireBullet() {
+ if (shotsRemaining <= 0) {
+ return;
+ }
+ // Decrease shots remaining
+ shotsRemaining--;
+ shotsTxt.setText('Shots: ' + shotsRemaining);
+ // Create new bullet
+ var bullet = new Bullet();
+ bullet.x = turret.x;
+ bullet.y = turret.y;
+ // Get velocity from turret angle and power
+ var velocity = turret.getShootVelocity();
+ bullet.speedX = velocity.x;
+ bullet.speedY = velocity.y;
+ // Add to game
+ game.addChild(bullet);
+ bullets.push(bullet);
+ // Play sound
+ LK.getSound('shoot').play();
+ // Flash turret
+ LK.effects.flashObject(turret, 0xffffff, 200);
+}
+function checkCollisions() {
+ // Check all active bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ if (!bullet.isActive) {
+ // Remove inactive bullets
+ game.removeChild(bullet);
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Check for wall collisions
+ for (var j = 0; j < walls.length; j++) {
+ var wall = walls[j];
+ if (bullet.intersects(wall)) {
+ // Calculate bounce direction based on wall angle
+ var wallAngle = wall.rotation;
+ var normalAngle = wallAngle + Math.PI / 2;
+ // Reflect velocity based on wall normal
+ var speed = Math.sqrt(bullet.speedX * bullet.speedX + bullet.speedY * bullet.speedY);
+ var bulletAngle = Math.atan2(bullet.speedY, bullet.speedX);
+ var reflectionAngle = 2 * normalAngle - bulletAngle;
+ bullet.speedX = Math.cos(reflectionAngle) * speed * 0.8; // Lose some energy
+ bullet.speedY = Math.sin(reflectionAngle) * speed * 0.8;
+ // Move bullet slightly away from wall to prevent multiple collisions
+ bullet.x += bullet.speedX;
+ bullet.y += bullet.speedY;
+ bullet.bounces++;
+ LK.getSound('bounce').play();
+ }
+ }
+ // Check for target collisions
+ for (var j = 0; j < targets.length; j++) {
+ var target = targets[j];
+ if (!target.isHit && bullet.intersects(target)) {
+ target.hit();
+ targetsHit++;
+ // Check if level complete
+ if (targetsHit >= totalTargets) {
+ levelComplete();
+ }
+ }
+ }
+ }
+}
+function levelComplete() {
+ LK.setTimeout(function () {
+ // Advance to next level
+ currentLevel++;
+ loadLevel(currentLevel);
+ }, 1000);
+}
+function checkGameOver() {
+ // Game over conditions
+ if (shotsRemaining <= 0 && bullets.length === 0) {
+ // Check if any targets left
+ var anyTargetsLeft = false;
+ for (var i = 0; i < targets.length; i++) {
+ if (!targets[i].isHit) {
+ anyTargetsLeft = true;
+ break;
+ }
+ }
+ if (anyTargetsLeft) {
+ // Player has lost
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 1000);
+ }
+ }
+}
+function calculateAimAngle(x, y) {
+ // Calculate angle from turret to mouse/touch point
+ var dx = x - turret.x;
+ var dy = y - turret.y;
+ return Math.atan2(dy, dx);
+}
+function updateAimLine() {
+ aimLine.update(turret.angle, 200);
+}
+// Initialize the game
+initGame();
+// Event handlers
+game.down = function (x, y, obj) {
+ isDragging = true;
+ dragStartX = x;
+ dragStartY = y;
+ // Set initial angle
+ var angle = calculateAimAngle(x, y);
+ turret.updateRotation(angle);
+ updateAimLine();
+};
+game.move = function (x, y, obj) {
+ if (isDragging) {
+ // Update turret angle
+ var angle = calculateAimAngle(x, y);
+ turret.updateRotation(angle);
+ // Calculate power based on drag distance
+ var dx = x - dragStartX;
+ var dy = y - dragStartY;
+ var dragDistance = Math.sqrt(dx * dx + dy * dy);
+ var power = Math.min(turret.maxPower, dragDistance / 50);
+ turret.setPower(power);
+ // Update power meter
+ powerMeter.setPower(turret.power, turret.maxPower);
+ // Update aim line
+ updateAimLine();
+ }
+};
+game.up = function (x, y, obj) {
+ if (isDragging) {
+ isDragging = false;
+ fireBullet();
+ }
+};
+// Game update loop
+game.update = function () {
+ // Update all bullets
+ for (var i = 0; i < bullets.length; i++) {
+ bullets[i].update();
+ }
+ // Check for collisions
+ checkCollisions();
+ // Check for game over
+ checkGameOver();
+};
\ No newline at end of file
A ball with fire launching to the left with white painted text that says “BULLET BOUNCE!” At an angle on the ball. Single Game Texture. In-Game asset. 2d. No background. High contrast. No shadows
Metal bar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Yellow bar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows