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When setting score text also update LK.setScore
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Divide by 25 in bubble type code
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Make the amount of moves you need to do to progress to the next level be 10 moves larger per level
Code edit (1 edits merged)
Please save this source code
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Divide by 10 rather than 1000 in bubble type code
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Keep track of moves in game, based on lk.moves
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Select bubble type based on how many moves the player has made rather than score
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Use 9 different assets for each bubble
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Make the bubble colors brighter, but still distinct
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Update colors to be a rainbow of great casual puzzle colors
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Update colors to be bright and saturated colors.
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Update colors to be bright and saturated pastel colors
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I don't think you get rewarded well enough for removing large amounts of bubbles at once.
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Only update speed and y of balls in move if isFirstLoop is true
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In the recursive function in tick, parse in I this is the first loop or not, then parse that to .move
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You get way to many points, update points code such that you get one more point per ball about 3 balls
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Move the code that updates scoreLabel outside bubble and into tick as the last line
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set the max of self.type to 8
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set the max of self.type to 8
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Make sure ball type cannot be a type for which we do not have a color
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Make sure ball type cannot be a type for which we do not have a color
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You get way to many points when you remove bubbles, make it suck that you got one more point per extra ball you remove above 3
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don't try to modify scoreLabel in the bubble class
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In tick, at the bottom update the score label
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after increasing score, also update the score label
===================================================================
--- original.js
+++ change.js
@@ -62,9 +62,9 @@
if (sameTypeBubbles.length >= 3) {
for (var i = 0; i < sameTypeBubbles.length; i++) {
sameTypeBubbles[i].destroy();
}
- LK.score += sameTypeBubbles.length >= 3 ? sameTypeBubbles.length - 2 : 0;
+ LK.score += sameTypeBubbles.length >= 3 ? Math.pow(sameTypeBubbles.length, 2) : 0;
}
};
self.getNeighbors = function (bubble) {
var neighbors = [];