User prompt
When level reaches 4 increase alien number to 2
User prompt
change respawn code so Aliens spawn from middle of grid
User prompt
Spawn Aliens form middle of grid
User prompt
modify Alien code so that they can move around tiles in any direction
User prompt
Correct Alien code so that Alien moves from spawn point on row 7 left across tiles to the right using up and down
User prompt
Fix Bug: 'Timeout.tick error: spawnBBall is not defined' in or related to this line: 'spawnBBall();' Line Number: 771
User prompt
Fix Bug: 'Timeout.tick error: maxAliens is not defined' in or related to this line: 'if (alienCount < maxAliens) {' Line Number: 709
User prompt
Add Alien to game as per ball code
User prompt
for alien change code so that the alien travels bounces across screen on tiles from left to right
Code edit (2 edits merged)
Please save this source code
User prompt
Add a new class called alien. This will be based upon the BBall class. do not remove or replace BBall class!
User prompt
Fix Bug: 'bball.move is not a function' in or related to this line: 'bball.move();' Line Number: 627
User prompt
Fix Bug: 'bball.move is not a function' in or related to this line: 'bball.move();' Line Number: 627
User prompt
Fix Bug: 'ReferenceError: BBall is not defined' in or related to this line: 'return child instanceof BBall;' Line Number: 636
User prompt
duplicate BBall code and interactions and name duplicate Alien. Alien will travel from left to right acroos grid jumping up and down on the tiles
User prompt
Fix Bug: 'bball.move is not a function' in or related to this line: 'bball.move();' Line Number: 633
User prompt
Fix Bug: 'ReferenceError: BBall is not defined' in or related to this line: 'return child instanceof BBall;' Line Number: 642
User prompt
Fix Bug: 'ReferenceError: BBall is not defined' in or related to this line: 'return child instanceof BBall;' Line Number: 642
User prompt
copy BBall code and interactions and create Alien. Alien will travel from left to right acroos grid in the up and down direction
User prompt
when zebert is respawned cancel all move commands for 1 second
Code edit (1 edits merged)
Please save this source code
User prompt
in BBall when travel time reachs 175 then do not reduce any further. On next level change increase number of balls allowed by 1 and add 100. repeat this process until number of balls allowed equals 6
Code edit (1 edits merged)
Please save this source code
User prompt
remove particle effect
Code edit (2 edits merged)
Please save this source code
/****
* Classes
****/
var BeamUpEffect = Container.expand(function (x, y, width, height) {
var self = Container.call(this);
self.x = x;
self.y = y;
var beamGraphics = self.attachAsset('beamParticle', {
anchorX: 0.5,
anchorY: 1.0
});
beamGraphics.width = width;
beamGraphics.height = height;
beamGraphics.alpha = 0.8;
var startTime = Date.now();
var duration = 1000; // Effect lasts for 1 second
var beamTickHandler = function beamTickHandler() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < duration) {
var progress = timeElapsed / duration;
beamGraphics.height = height * progress; // Beam grows upwards
beamGraphics.alpha = 1.0 - progress; // Beam fades out
} else {
LK.off('tick', beamTickHandler);
self.destroy();
}
};
LK.on('tick', beamTickHandler);
});
var ControlButton = Container.expand(function (assetId, x, y, rotation, controlDirection) {
var self = Container.call(this);
function reduceLife() {
livesCount--;
if (livesCount < 0) {
LK.showGameOver();
} else {
// Update lives display
livesDisplay[livesCount].visible = false;
}
}
LK.on('tick', function () {
var controlButtons = game.children.filter(function (child) {
return child instanceof ControlButton;
});
controlButtons.forEach(function (button) {
if (button.isPressed) {
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
if (zbert && !zbert.isZbertJumping && !zbert.isHitByBall) {
zbert.move(button.controlDirection);
}
}
});
});
self.on('up', function (obj) {
buttonGraphics.tint = 0xFFFFFF; // Remove tint
});
var buttonGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
rotation: rotation,
alpha: 0.2
});
self.controlDirection = controlDirection;
self.isPressed = false;
self.on('down', function (obj) {
buttonGraphics.tint = 0x36369b; // Tint button orange
self.isPressed = true;
});
self.on('up', function (obj) {
buttonGraphics.tint = 0xFFFFFF; // Remove tint
self.isPressed = false;
});
});
var BBall = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.isBBallJumping = false;
self.move = function () {
if (self.isBBallJumping || !self.parent) {
return;
}
self.isBBallJumping = true;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 150;
var direction = Math.random() < 0.5 ? 'downLeft' : 'downRight';
var targetX = self.x + (direction === 'downLeft' ? -tileWidth / 2 : tileWidth / 2);
var targetY = self.y + tileHeight - 90;
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
var travelTime = 150 - 25 * levelManager.completedLevels;
var bballTickHandler = function bballTickHandler() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < travelTime) {
var progress = timeElapsed / travelTime;
var arcProgress = Math.sin(progress * Math.PI);
self.x = startX + distanceX * progress;
self.y = startY + distanceY * progress - arcHeight * arcProgress;
// Adjust shadow size based on jump arc progress
self.shadowGraphics.width = width * 0.8 * (1 - arcProgress * 0.3);
self.shadowGraphics.height = height * 0.4 * (1 - arcProgress * 0.3);
} else {
self.x = targetX;
self.y = targetY;
LK.off('tick', bballTickHandler);
self.isBBallJumping = false;
// Reset shadow size when BBall lands
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight / 2);
if (!tileBelow) {
if (self.parent) {
self.parent.removeChild(self);
}
// Spawn a new BBall at the top
var newBBall = new BBall(game.grid.tileArray[0][0].x, game.grid.tileArray[0][0].y - 150, 180, 180);
game.grid.addChild(newBBall);
// Trigger the move of the new BBall
newBBall.move();
}
}
};
LK.on('tick', bballTickHandler);
LK.setTimeout(self.move, travelTime + 50);
};
self.shadowGraphics = self.attachAsset('zbertShadow', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0.4
});
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
self.shadowGraphics.y = height * 0.5 + 50;
var BBallGraphics = self.attachAsset('bouncingBall', {
anchorX: 0.5,
anchorY: 0.5
});
BBallGraphics.width = width;
BBallGraphics.height = height;
self.x = gridX;
self.y = gridY;
});
var Zbert = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.isZbertJumping = false;
self.isHitByBall = false;
self.move = function (direction) {
if (self.isZbertJumping || self.isFalling) {
return;
}
self.isZbertJumping = true;
var moveX = 0;
var moveY = 0;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 130;
var targetX = self.x;
var targetY = self.y;
switch (direction) {
case 'upLeft':
targetX -= tileWidth / 2 + 2;
targetY -= tileHeight - 90;
break;
case 'upRight':
targetX += tileWidth / 2;
targetY -= tileHeight - 90;
break;
case 'downLeft':
targetX -= tileWidth / 2;
targetY += tileHeight - 90;
break;
case 'downRight':
targetX += tileWidth / 2;
targetY += tileHeight - 90;
break;
}
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
var ZtravelTime = 350;
var zbertTickHandler = function zbertTickHandler() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < ZtravelTime) {
var progress = timeElapsed / ZtravelTime;
var arcProgress = Math.sin(progress * Math.PI);
self.x = startX + distanceX * progress;
self.y = startY + distanceY * progress - arcHeight * arcProgress;
// Adjust shadow size based on jump arc progress
self.shadowGraphics.width = width * 0.8 * (1 - arcProgress * 0.3);
self.shadowGraphics.height = height * 0.4 * (1 - arcProgress * 0.3);
} else {
self.x = targetX;
self.y = targetY;
// Reset shadow size when Zbert lands
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
LK.off('tick', zbertTickHandler);
self.isZbertJumping = false;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight);
if (tileBelow) {
tileBelow.flipColor();
if (game.grid.checkWinCondition()) {
game.showWin();
}
} else {
var fallToY = game.height - self.height / 2;
var fallDuration = 4000;
var fallStartTime = Date.now();
var zbertFallTickHandler = function zbertFallTickHandler() {
var currentTime = Date.now();
var timeElapsed = currentTime - fallStartTime;
if (timeElapsed < fallDuration) {
var fallProgress = timeElapsed / fallDuration;
self.y = startY + (fallToY - startY) * fallProgress;
self.shadowGraphics.visible = false; // Hide shadow during fall
// Attach ZbertParachute to Zbert only if it's not already attached
if (!self.parachuteGraphics) {
self.parachuteGraphics = self.attachAsset('ZbertParachute', {
anchorX: 0.5,
anchorY: 0.5,
y: -self.height / 2 - 50
});
}
self.isFalling = true;
} else {
self.y = fallToY;
LK.off('tick', zbertFallTickHandler);
self.isZbertJumping = false;
self.isFalling = false;
self.shadowGraphics.visible = true; // Show shadow again (for the new Zbert)
// Remove ZbertParachute when Zbert has finished falling and reset isFalling status
if (self.parachuteGraphics) {
self.removeChild(self.parachuteGraphics);
self.parachuteGraphics = null;
self.isFalling = false;
}
reduceLife();
if (livesCount > 0) {
self.destroy();
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
var newZbert = new Zbert(bottomTile.x, bottomTile.y - 150, 180, 180);
game.grid.addChild(newZbert);
} else {
LK.showGameOver();
}
}
};
LK.on('tick', zbertFallTickHandler);
}
}
};
LK.on('tick', zbertTickHandler);
};
self.shadowGraphics = self.attachAsset('zbertShadow', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0.4
});
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
self.shadowGraphics.y = height * 0.5 + 50;
self.zbertGraphics = self.attachAsset('Zbert1', {
anchorX: 0.5,
anchorY: 0.5
});
self.zbertGraphics.width = width;
self.zbertGraphics.height = height;
self.x = gridX;
self.y = gridY;
});
// Grid class to manage the puzzle grid
var Grid = Container.expand(function () {
var self = Container.call(this);
// Method to get the tile at a specific x and y position
self.getTileAt = function (x, y) {
for (var i = 0; i < this.tileArray.length; i++) {
for (var j = 0; j < this.tileArray[i].length; j++) {
var tile = this.tileArray[i][j];
if (x >= tile.x - tile.width / 2 && x <= tile.x + tile.width / 2 && y >= tile.y - tile.height / 2 && y <= tile.y + tile.height / 2) {
return tile;
}
}
}
return null;
};
this.gridSize = 13; // Gridsize control - 13 gives 7 wide middle
this.tileArray = []; // Array to hold the tiles
// Initialize the grid with tiles
self.initGrid = function () {
var tileWidth = 250;
var tileHeight = 270;
for (var i = 0; i < this.gridSize; i++) {
this.tileArray[i] = []; // Initialize the row in tileArray
var numTilesInRow = i < 7 ? i + 1 : this.gridSize - i;
var rowOffset = (this.gridSize - numTilesInRow) * (tileWidth / 2);
for (var j = 0; j < numTilesInRow; j++) {
var tile = new Tile(i, j, tileWidth, tileHeight, this.gridSize);
tile.x = rowOffset + j * tileWidth;
tile.y = i * (tileHeight - 90);
this.tileArray[i][j] = tile;
self.addChild(tile);
if (i === this.gridSize - 1 && j === numTilesInRow - 1) {
// Add Zbert after all tiles have been added
var zbert = self.children.find(function (child) {
return child instanceof Zbert;
});
if (!zbert) {
zbert = new Zbert(tile.x, tile.y - 150, 180, 180);
} else {
zbert.x = tile.x;
zbert.y = tile.y - 150;
zbert.isZbertJumping = false; // Ensure Zbert can move immediately
}
self.addChild(zbert);
// Spawn a gem on random tiles except the bottom row
var spawnGem = function spawnGem() {
var randomRow = Math.floor(Math.random() * (self.gridSize - 2));
var randomCol = Math.floor(Math.random() * self.tileArray[randomRow].length);
var randomTile = self.tileArray[randomRow][randomCol];
var gem = new Gem(randomTile.x, randomTile.y - 90, 150, 150);
self.addChild(gem);
// Set a timer to destroy the gem after 15 seconds
LK.setTimeout(function () {
if (gem.parent) {
if (gem.tileBelow) {
gem.tileBelow.highlight(gem.tileBelow.color); // Tint the tile with the original colour
}
}
gem.destroy();
}, 15000);
};
// Spawn gems at random intervals
var spawnInterval = Math.random() * (30000 - 15000) + 15000; // Random time between 15 to 30 seconds
LK.setInterval(spawnGem, spawnInterval);
}
}
}
};
// Check if all tiles are the same color
self.checkWinCondition = function () {
var firstColor = this.tileArray[0][0].color;
for (var i = 0; i < this.gridSize; i++) {
for (var j = 0; j < this.tileArray[i].length; j++) {
if (this.tileArray[i][j].color !== targetColours[targetColourIndex]) {
return false;
}
}
}
return true;
};
});
var Tile = Container.expand(function (gridX, gridY, width, height, gridSize) {
var self = Container.call(this);
self.gridSize = gridSize;
self.color = gridX === self.gridSize - 1 && gridY === 0 ? targetColours[targetColourIndex] : 0xe2e0e0; // Set all cells to white apart from the cell Zbert is on in the bottom left corner, set this cell to green
var tileGraphics = self.attachAsset('tile', {
anchorX: 0.5,
anchorY: 0.5
});
tileGraphics.width = width;
tileGraphics.height = height;
tileGraphics.tint = self.color;
// Function to highlight the tile
self.highlight = function (color) {
tileGraphics.tint = color;
// Removed the reset of tint to maintain the color while the gem is visible
};
// Function to flip the color of the tile
self.flipColor = function () {
if (self.color !== targetColours[targetColourIndex]) {
self.color = targetColours[targetColourIndex];
tileGraphics.tint = self.color;
LK.setScore(LK.getScore() + 25);
scoreDisplay.updateScore(LK.getScore());
}
};
});
var LevelManager = Container.expand(function () {
var self = Container.call(this);
self.completedLevels = 0;
self.showWin = function () {
LK.effects.flashScreen(0xFF0000, 1000); // Flash the screen green for 1 second
setBackgroundByNumber(Math.floor(Math.random() * 6) + 1);
if (game.grid.checkWinCondition()) {
// Move to the next target colour
if (++targetColourIndex >= targetColours.length) {
targetColourIndex = 0;
self.completedLevels++;
// Reset the grid for a new level with the first target colour
game.grid.initGrid();
}
// Reset the grid for a new level with the next target colour
setBackgroundByNumber(Math.floor(Math.random() * 6) + 1);
game.grid.initGrid();
game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600;
// Reset Zbert to the bottom tile
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
zbert.x = bottomTile.x;
zbert.y = bottomTile.y - 150;
zbert.isZbertJumping = false;
// Remove any BBalls and Gems from the screen
game.grid.children.slice().forEach(function (child) {
if (child instanceof BBall || child instanceof Gem) {
child.destroy();
}
});
// Set image to match new target colour
topRightImageGraphics.tint = targetColours[targetColourIndex];
}
};
});
var Gem = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
var gemGraphics = self.attachAsset('gem', {
anchorX: 0.5,
anchorY: 0.5
});
gemGraphics.width = width;
gemGraphics.height = height;
self.x = gridX;
self.y = gridY;
self.tileBelow = game.grid.getTileAt(self.x + 100, self.y + 125);
if (self.tileBelow) {
self.tileBelow.highlight(0xFFD700); // Tint the tile gold
}
// Function to collect the gem
self.collect = function () {
// Increase score by 100 when Zbert collects a gem
LK.setScore(LK.getScore() + 175);
self.tileBelow.flipColor(); // Tint the tile with the target colour
self.destroy();
};
});
var ZbertExpletive = Container.expand(function (x, y) {
var self = Container.call(this);
var expletiveGraphics = self.attachAsset('ZbertExpletive', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
});
var ScoreText = Container.expand(function () {
var self = Container.call(this);
var scoreTxt = new Text2('0', {
size: 120,
fill: "#ffffff",
weight: 800,
dropShadow: true,
dropShadowColor: '#000000',
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 5
});
scoreTxt.anchor.set(0.5, 0);
self.addChild(scoreTxt);
self.updateScore = function (newScore) {
scoreTxt.setText(newScore.toString());
};
});
var Life = Container.expand(function (x, y, width, height) {
var self = Container.call(this);
self.attachAsset('Zbert2', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
}).scale.set(0.5);
});
var StarDisplay = Container.expand(function (assetId, x, y, scale, rotation) {
var self = Container.call(this);
if (assetId === 'ZB1' || assetId === 'ZB2') {
var circleGraphics = self.attachAsset('whiteCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
// Ensure the circle is behind ZB1 and ZB2 by adding it before their graphics
self.addChildAt(circleGraphics, 0);
}
var starGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
starGraphics.scale.set(scale);
starGraphics.rotation = rotation;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Instantiate and display stars on the screen
var starDisplay1 = game.addChild(new StarDisplay('star1', 180, 2300, 1, -0.6));
var starDisplay2 = game.addChild(new StarDisplay('star2', 340, 2550, 1, 2.6));
var starDisplay3 = game.addChild(new StarDisplay('star3', 1850, 2340, 1, 0.6));
var starDisplay4 = game.addChild(new StarDisplay('star4', 1700, 2580, 1, -2.6));
var starDisplay4 = game.addChild(new StarDisplay('ZB1', 1770, 2450, 1, 0));
var starDisplay4 = game.addChild(new StarDisplay('ZB2', 260, 2430, 1, 0));
// Function to reduce lives and handle game over
function reduceLife() {
livesCount--;
if (livesCount < 0) {
LK.showGameOver();
} else {
// Update lives display
livesDisplay[livesCount].visible = false;
}
}
var livesCount = 5;
var livesDisplay = [];
for (var i = 0; i < livesCount; i++) {
var life = new Life(2048 - 200 - i * 100, 500, 90, 70);
livesDisplay.push(life);
game.addChild(life);
}
var scoreDisplay = new ScoreText();
LK.gui.top.addChild(scoreDisplay);
// Grid class to manage the puzzle grid
// Function to select and set background by variable number
function controlBBallMovement(direction) {
var bball = game.grid.children.find(function (child) {
return child instanceof BBall;
});
if (bball) {
bball.move(direction);
}
}
var tileArray = [];
var targetColours = [0x77dd77, 0x779ecb, 0xfff49c, 0xcb99c9, 0xaec6cf, 0xfdfd96, 0x836953, 0xb39eb5, 0xffb347, 0xb19cd9, 0xff6961];
var targetColourIndex = 0;
var setBackgroundByNumber = function setBackgroundByNumber() {
var backgroundNumber = Math.floor(Math.random() * 6) + 1;
// Remove the current background if it exists
if (game.background) {
game.removeChild(game.background);
}
// Create a new background asset based on the provided number
game.background = game.createAsset('backgroundImage' + backgroundNumber, {});
game.background.width = 3000;
game.background.height = 3000;
game.background.x = 2048 / 2 - game.background.width / 2;
game.background.y = 2732 / 2 - game.background.height / 2;
// Add the new background to the game
game.addChildAt(game.background, 0);
};
// Set an initial background
setBackgroundByNumber(2);
// Add image to top right corner of screen
var topRightImage = game.addChild(new Container());
topRightImage.x = 2048 - 200 - LK.getAsset('imageId', {}).width;
topRightImage.y = 300;
// Add new Text2 object for 'Change To:' label
var changeToText = new Text2('CHANGE TO:', {
size: 60,
fill: "#ffffff",
weight: 800,
dropShadow: true,
dropShadowColor: '#000000',
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 5
});
changeToText.anchor.set(0.5, 0.0);
changeToText.x = 2048 / 2 + 140; // Center x coordinate
changeToText.y = 40; // y coordinate 150 pixels from top
LK.gui.addChild(changeToText);
var topRightImageGraphics = topRightImage.attachAsset('imageId', {
anchorX: 0.5,
anchorY: 0.5
});
topRightImageGraphics.tint = targetColours[targetColourIndex];
// Add Corner asset to the screen
var CCupL = game.addChild(new ControlButton('CCupL', -125, 2478, -45, 'upLeft'));
var CCupR = game.addChild(new ControlButton('CCupR', 2170, 2507, 45, 'upRight'));
var CCdownL = game.addChild(new ControlButton('CCdownR', 340, 2769, -45, 'downRight'));
var CCdownR = game.addChild(new ControlButton('CCdownL', 1690, 2805, 45, 'downLeft'));
// Add the grid to the game
game.grid = game.addChild(new Grid());
game.grid.initGrid();
var tileWidth = 250;
var tileHeight = 270;
game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2;
game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600;
// Instantiate LevelManager
var levelManager = new LevelManager();
game.showWin = levelManager.showWin;
// Method to spawn new BBalls at random intervals between 4 to 10 seconds
function spawnBBall() {
var spawnInterval = Math.random() * (10000 - 4000) + 4000; // Random time between 4 to 10 seconds
LK.setTimeout(function () {
// Only spawn a new BBall if there are less than 3 BBalls on screen
var bballCount = game.grid.children.reduce(function (count, child) {
return count + (child instanceof BBall ? 1 : 0);
}, 0);
if (bballCount < 3) {
//limit number of balls to 3 at any one time
var bball = new BBall(game.grid.tileArray[0][0].x, game.grid.tileArray[0][0].y - 150, 180, 180);
game.grid.addChild(bball);
bball.move();
}
spawnBBall(); // Recursively call to continue spawning
}, spawnInterval);
}
// Start spawning BBalls
spawnBBall();
LK.on('tick', function () {
var zbert = game.grid.children.find(function (child) {
return child instanceof Zbert;
});
var bball = game.grid.children.find(function (child) {
return child instanceof BBall;
});
var gem = game.grid.children.find(function (child) {
return child instanceof Gem;
});
if (zbert && bball) {
var zbertCenter = {
x: zbert.x + (zbert.parent.gridY >= 1 && zbert.parent.gridY <= 6 ? zbert.width / 2 - 50 : zbert.width / 2),
y: zbert.y + zbert.height / 2
};
var bballCenter = {
x: bball.x + (bball.parent.gridY >= 1 && bball.parent.gridY <= 6 ? bball.width / 2 - 50 : bball.width / 2),
y: bball.y + bball.height / 2
};
var dx = zbertCenter.x - bballCenter.x;
var dy = zbertCenter.y - bballCenter.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (zbert.intersects(bball) && !zbert.isFalling) {
// Stop Zbert and BBall movement
zbert.isHitByBall = true;
// Remove all BBalls from the screen
var bballs = game.grid.children.filter(function (child) {
return child instanceof BBall;
});
bballs.forEach(function (b) {
b.destroy();
});
// Display ZbertExpletive above Zbert
var expletive = zbert.addChild(new ZbertExpletive(55, -zbert.height + 40));
// Create and display the beam up effect
var beamEffect = zbert.addChild(new BeamUpEffect(zbert.x, zbert.y - zbert.height / 2, zbert.width, 500));
// Pause for 2 seconds
LK.setTimeout(function () {
// After pause, reset Zbert to start and remove a life
reduceLife();
if (livesCount <= 0) {
LK.showGameOver();
} else {
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
zbert.x = bottomTile.x;
zbert.y = bottomTile.y - 150;
zbert.isZbertJumping = false; // Allow Zbert to move
// Delay resetting isHitByBall flag
LK.setTimeout(function () {
zbert.isHitByBall = false; // Reset hit by ball status after 2 seconds
}, 1000);
expletive.destroy(); // Remove expletive
// Restart spawning BBalls
spawnBBall();
}
}, 2000);
}
}
if (gem && zbert.intersects(gem)) {
gem.collect();
}
// Rest of the tick code...
});
beautiful landscape. starry sky, pastel colours, high definition, alien world. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A little cube person. 2 legs. back to viewer. facing 45 degrees to the right. multicoloured skin, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle. metallic. light bevel on edge. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Round furry, cute alien ball with big eyes. vivid colours, looking at 45 degrees to the right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bright 3d present with bow, vivd colours. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Change to be vivid multicoloured cube
A simple Triangle, flat shaded, bevelled edges. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Speech bubble with expletive word in it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
parachute. multicoloured. cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle with a single thin black border. flat shade. simple graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
small star shape, vivid metallic blue, varying length spikes on star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.