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in Bball set so that for each level completed travelTime is reduced by 25
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Add is a beam up particle effect that makes it look like a player is getting beamed up from a tile
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as particles get closer to middle reduce scale particles down
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revise particles to create a swarm of particles that spiral towards the middle point
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Add a partical effect. Effect is made up of two assets that spiral towards a centre point getting smaller as they do. particles start from either side of area. The area is 250 x 250
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When level has looped through all colours start loop again
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If the falling code for zebert has been triggered do not count any ball hits while this runs
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When the falling code is triggered do not reduce count any hits from balls
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Add white circle behind ZB2 as spe ZB1
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Add a white circle asset and place it behind ZB1. circle centralised on ZB1
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Add a white circle and place it behind ZB1
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Add a delay to the reseting of the ishitbyball flag of 2 seconds to avoid multiple hits
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Fix Bug: 'Uncaught ReferenceError: ZbertDisplay is not defined' in or related to this line: 'var zbertDisplay1 = game.addChild(new ZbertDisplay('ZB1', 1024, 1366, 1, 0));' Line Number: 507
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add 2 new assets called ZB1 and ZB2 to the screen
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add 2 new assets called ZB1 and ZB2 to the screen with ability to change position on screen
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Code edit (11 edits merged)
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/**** * 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... });
===================================================================
--- original.js
+++ change.js
@@ -94,9 +94,9 @@
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
- var travelTime = 500 - 25 * levelManager.completedLevels;
+ var travelTime = 150 - 25 * levelManager.completedLevels;
var bballTickHandler = function bballTickHandler() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < travelTime) {
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.