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, rotation: 0 }); self.speedX = 0; self.speedY = 0; self.bounces = 0; // Set max bounces based on game difficulty if (typeof gameDifficulty !== 'undefined') { switch (gameDifficulty) { case "easy": self.maxBounces = 10; // More bounces for easy mode break; case "normal": self.maxBounces = 8; break; case "hard": self.maxBounces = 5; // Fewer bounces for hard mode break; default: self.maxBounces = 8; } } else { self.maxBounces = 8; // Default value } self.isActive = true; self.update = function () { if (!self.isActive) { return; } // Apply velocity self.x += self.speedX; self.y += self.speedY; // Apply a small rotation for visual effect bulletGraphics.rotation += 0.05; // Check for wall collisions if (self.x < 30 || self.x > 2018) { self.speedX *= -0.9; // Lose some energy on bounce if (self.x < 30) { self.x = 30; } if (self.x > 2018) { self.x = 2018; } self.bounces++; LK.getSound('bounce').play(); } if (self.y < 30 || self.y > 2702) { self.speedY *= -0.9; // Lose some energy on bounce if (self.y < 30) { self.y = 30; } if (self.y > 2702) { self.y = 2702; } 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 Difficulty = Container.expand(function () { var self = Container.call(this); // Button base size and spacing var buttonWidth = 300; var buttonHeight = 100; var spacing = 30; // Create title var titleText = new Text2('SELECT DIFFICULTY', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.y = -200; self.addChild(titleText); // Create difficulty buttons var easyButton = createButton('EASY', -buttonWidth - spacing / 2, 0, 0x44AA44); var normalButton = createButton('NORMAL', 0, 0, 0x4477AA); var hardButton = createButton('HARD', buttonWidth + spacing / 2, 0, 0xAA4444); self.addChild(easyButton); self.addChild(normalButton); self.addChild(hardButton); function createButton(text, xPos, yPos, color) { var button = new Container(); // Button background var bg = button.attachAsset('powerMeter', { anchorX: 0.5, anchorY: 0.5, width: buttonWidth, height: buttonHeight, tint: color }); // Button text var txt = new Text2(text, { size: 50, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); button.addChild(txt); // Position button button.x = xPos; button.y = yPos; // Add interaction button.down = function () { selectDifficulty(text.toLowerCase()); }; return button; } function selectDifficulty(level) { // Set difficulty and hide selector gameDifficulty = level; self.visible = false; // Save selected difficulty storage.setItem('bulletBounce_difficulty', level); // Start the game with selected difficulty initGame(); } 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; var difficultySelector; var gameDifficulty = "normal"; // Default difficulty // UI elements var shotsTxt; var levelTxt; function initGame() { // Check if game is starting fresh or resuming from difficulty selection if (!difficultySelector || !difficultySelector.visible) { // 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 with current difficulty 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 based on difficulty switch (gameDifficulty) { case "easy": shotsRemaining = 5 + level; break; case "normal": shotsRemaining = 3 + level; break; case "hard": shotsRemaining = 2 + Math.floor(level / 2); break; default: shotsRemaining = 3 + level; } shotsTxt.setText('Shots: ' + shotsRemaining); // Different level layouts switch (level) { case 1: // Basic level with random targets var targetCount = 3; for (var i = 0; i < targetCount; i++) { createTarget(500 + Math.random() * 1000, 300 + Math.random() * 800); } // Add random walls createWall(500 + Math.random() * 200, 500 + Math.random() * 200, Math.random() * Math.PI / 2); createWall(1300 + Math.random() * 200, 900 + Math.random() * 200, Math.random() * Math.PI / 2); break; case 2: // More complex level with random elements var targetCount = 5; for (var i = 0; i < targetCount; i++) { createTarget(400 + Math.random() * 1200, 400 + Math.random() * 1100); } // Add random walls createWall(400 + Math.random() * 100, 800 + Math.random() * 100, Math.random() * Math.PI / 4); createWall(1500 + Math.random() * 100, 800 + Math.random() * 100, Math.random() * Math.PI / 4); createWall(900 + Math.random() * 200, 300 + Math.random() * 100, Math.PI / 2 + Math.random() * 0.3); createWall(900 + Math.random() * 200, 1400 + Math.random() * 100, Math.PI / 2 + Math.random() * 0.3); break; case 3: // Advanced level with random elements var targetCount = 7; for (var i = 0; i < targetCount; i++) { // Create targets in different quadrants of the screen if (i < 2) { createTarget(300 + Math.random() * 400, 300 + Math.random() * 400); } else if (i < 4) { createTarget(1300 + Math.random() * 400, 300 + Math.random() * 400); } else if (i < 6) { createTarget(300 + Math.random() * 400, 1100 + Math.random() * 400); } else { createTarget(1300 + Math.random() * 400, 1100 + Math.random() * 400); } } // Add walls in a maze-like structure with some randomness createWall(600 + Math.random() * 100, 600 + Math.random() * 100, Math.random() * 0.2); createWall(1300 + Math.random() * 100, 600 + Math.random() * 100, Math.random() * 0.2); createWall(600 + Math.random() * 100, 1200 + Math.random() * 100, Math.random() * 0.2); createWall(1300 + Math.random() * 100, 1200 + Math.random() * 100, Math.random() * 0.2); createWall(1000 + Math.random() * 100, 600 + Math.random() * 100, Math.PI / 2 + Math.random() * 0.2); createWall(1000 + Math.random() * 100, 1200 + Math.random() * 100, Math.PI / 2 + Math.random() * 0.2); break; default: // For levels beyond 3, create a fully random level with more targets and walls // Adjust difficulty based on selected mode var difficultyMultiplier; switch (gameDifficulty) { case "easy": difficultyMultiplier = 0.7; // Fewer targets and walls break; case "normal": difficultyMultiplier = 1.0; // Normal difficulty break; case "hard": difficultyMultiplier = 1.5; // More targets and walls break; default: difficultyMultiplier = 1.0; } // Generate random number of targets based on level and difficulty var numTargets = Math.max(2, Math.floor((3 + Math.random() * level * 2) * difficultyMultiplier)); for (var i = 0; i < numTargets; i++) { createTarget(300 + Math.random() * 1400, 300 + Math.random() * 1500); } // Generate random number of walls based on level and difficulty var numWalls = Math.max(2, Math.floor(Math.random() * level * 1.5 * difficultyMultiplier)); for (var i = 0; i < numWalls; 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); } // Load previously selected difficulty if available var savedDifficulty = storage.getItem('bulletBounce_difficulty'); if (savedDifficulty) { gameDifficulty = savedDifficulty; } // Create difficulty selector difficultySelector = new Difficulty(); difficultySelector.x = 2048 / 2; difficultySelector.y = 2732 / 2; game.addChild(difficultySelector); // If we just want to start the game directly with saved difficulty, uncomment this: // difficultySelector.visible = false; // 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
@@ -28,9 +28,26 @@
});
self.speedX = 0;
self.speedY = 0;
self.bounces = 0;
- self.maxBounces = 8; // Increased from 5 to 8 for more bounces with the larger ball
+ // Set max bounces based on game difficulty
+ if (typeof gameDifficulty !== 'undefined') {
+ switch (gameDifficulty) {
+ case "easy":
+ self.maxBounces = 10; // More bounces for easy mode
+ break;
+ case "normal":
+ self.maxBounces = 8;
+ break;
+ case "hard":
+ self.maxBounces = 5; // Fewer bounces for hard mode
+ break;
+ default:
+ self.maxBounces = 8;
+ }
+ } else {
+ self.maxBounces = 8; // Default value
+ }
self.isActive = true;
self.update = function () {
if (!self.isActive) {
return;
@@ -69,8 +86,66 @@
}
};
return self;
});
+var Difficulty = Container.expand(function () {
+ var self = Container.call(this);
+ // Button base size and spacing
+ var buttonWidth = 300;
+ var buttonHeight = 100;
+ var spacing = 30;
+ // Create title
+ var titleText = new Text2('SELECT DIFFICULTY', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ titleText.anchor.set(0.5, 0);
+ titleText.y = -200;
+ self.addChild(titleText);
+ // Create difficulty buttons
+ var easyButton = createButton('EASY', -buttonWidth - spacing / 2, 0, 0x44AA44);
+ var normalButton = createButton('NORMAL', 0, 0, 0x4477AA);
+ var hardButton = createButton('HARD', buttonWidth + spacing / 2, 0, 0xAA4444);
+ self.addChild(easyButton);
+ self.addChild(normalButton);
+ self.addChild(hardButton);
+ function createButton(text, xPos, yPos, color) {
+ var button = new Container();
+ // Button background
+ var bg = button.attachAsset('powerMeter', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: buttonWidth,
+ height: buttonHeight,
+ tint: color
+ });
+ // Button text
+ var txt = new Text2(text, {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ txt.anchor.set(0.5, 0.5);
+ button.addChild(txt);
+ // Position button
+ button.x = xPos;
+ button.y = yPos;
+ // Add interaction
+ button.down = function () {
+ selectDifficulty(text.toLowerCase());
+ };
+ return button;
+ }
+ function selectDifficulty(level) {
+ // Set difficulty and hide selector
+ gameDifficulty = level;
+ self.visible = false;
+ // Save selected difficulty
+ storage.setItem('bulletBounce_difficulty', level);
+ // Start the game with selected difficulty
+ initGame();
+ }
+ return self;
+});
var PowerMeter = Container.expand(function () {
var self = Container.call(this);
var meterBg = self.attachAsset('powerMeter', {
anchorX: 0,
@@ -179,64 +254,81 @@
var currentLevel = 1;
var shotsRemaining = 5;
var totalTargets = 0;
var targetsHit = 0;
+var difficultySelector;
+var gameDifficulty = "normal"; // Default difficulty
// 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');
+ // Check if game is starting fresh or resuming from difficulty selection
+ if (!difficultySelector || !difficultySelector.visible) {
+ // 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 with current difficulty
+ 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;
+ // Reset shots based on difficulty
+ switch (gameDifficulty) {
+ case "easy":
+ shotsRemaining = 5 + level;
+ break;
+ case "normal":
+ shotsRemaining = 3 + level;
+ break;
+ case "hard":
+ shotsRemaining = 2 + Math.floor(level / 2);
+ break;
+ default:
+ shotsRemaining = 3 + level;
+ }
shotsTxt.setText('Shots: ' + shotsRemaining);
// Different level layouts
switch (level) {
case 1:
@@ -285,15 +377,30 @@
createWall(1000 + Math.random() * 100, 1200 + Math.random() * 100, Math.PI / 2 + Math.random() * 0.2);
break;
default:
// For levels beyond 3, create a fully random level with more targets and walls
- // Generate random number of targets based on level
- var numTargets = 3 + Math.floor(Math.random() * level * 2);
+ // Adjust difficulty based on selected mode
+ var difficultyMultiplier;
+ switch (gameDifficulty) {
+ case "easy":
+ difficultyMultiplier = 0.7; // Fewer targets and walls
+ break;
+ case "normal":
+ difficultyMultiplier = 1.0; // Normal difficulty
+ break;
+ case "hard":
+ difficultyMultiplier = 1.5; // More targets and walls
+ break;
+ default:
+ difficultyMultiplier = 1.0;
+ }
+ // Generate random number of targets based on level and difficulty
+ var numTargets = Math.max(2, Math.floor((3 + Math.random() * level * 2) * difficultyMultiplier));
for (var i = 0; i < numTargets; i++) {
createTarget(300 + Math.random() * 1400, 300 + Math.random() * 1500);
}
- // Generate random number of walls based on level
- var numWalls = Math.max(2, Math.floor(Math.random() * level * 1.5));
+ // Generate random number of walls based on level and difficulty
+ var numWalls = Math.max(2, Math.floor(Math.random() * level * 1.5 * difficultyMultiplier));
for (var i = 0; i < numWalls; i++) {
createWall(300 + Math.random() * 1400, 300 + Math.random() * 1500, Math.random() * Math.PI);
}
break;
@@ -437,10 +544,21 @@
}
function updateAimLine() {
aimLine.update(turret.angle, 200);
}
-// Initialize the game
-initGame();
+// Load previously selected difficulty if available
+var savedDifficulty = storage.getItem('bulletBounce_difficulty');
+if (savedDifficulty) {
+ gameDifficulty = savedDifficulty;
+}
+// Create difficulty selector
+difficultySelector = new Difficulty();
+difficultySelector.x = 2048 / 2;
+difficultySelector.y = 2732 / 2;
+game.addChild(difficultySelector);
+// If we just want to start the game directly with saved difficulty, uncomment this:
+// difficultySelector.visible = false;
+// initGame();
// Event handlers
game.down = function (x, y, obj) {
isDragging = true;
dragStartX = x;
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