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The score colors does not work as the format must be "#xxxxxx"
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In ScoreIndicatorLabel use the bubbleColors values to set color based on type. Make sure to covert to string hex values
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble')' in or related to this line: 'scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble(self);' Line Number: 77
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If unattached bubbles falls below 2732 - 500 remove them
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In ScoreMultipliers add a score label text string. This should be white with the font Impact.
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Use impact for the score label
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Add a score label to the top center of the screen. The score label should be centered and have a black outline and white font
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when circles and barriers intersect, move the circle back, such that it just touches the barrier and no longer intersects
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Move the ball outside the barrier so they no longer intersects, when they intersect
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When intersecting a barrier, the new speed should be based on ball to ball intersection like billiard balls. With the barrier being static and the bubbles being standard billiard balls
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Bubbles should bounce on barriers, using circle to circle intersections and billiard ball like physics
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When intersection a barrier with a bubble. Move the bubble out of the barrier such that they no longer intersects
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If a ball intersects a barrier, it should be rejected out of the barrier
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/****
* Classes
****/
var Barrier = Container.expand(function () {
var self = Container.call(this);
var barrierGraphics = self.attachAsset('barrier', {
anchorX: .5,
anchorY: .5
});
});
var Bubble = Container.expand(function (max_types) {
var self = Container.call(this);
var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xff00ff, 0xffff00, 0x00ffff, 0xffffff];
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
var state = 0;
var targetX = 0;
var targetY = 0;
var isAttached = true;
var speedX = 0;
var speedY = 0;
self.setPos = function (x, y) {
self.x = targetX = x;
self.y = targetY = y;
};
max_types = max_types || 3;
self.type = Math.floor(Math.random() * max_types);
bubbleGraphics.tint = colors[self.type];
self.detatch = function () {
game.addChild(self);
self.y += grid.y;
isAttached = false;
speedX = Math.random() * 40 - 20;
speedY = -Math.random() * 30;
self.down = undefined;
};
self.update = function () {
if (!isAttached) {
self.x += speedX;
self.y += speedY;
speedY += 1.5;
if (self.x < self.width / 2 && speedX < 0 || self.x > game.width - self.width / 2 && speedX > 0) {
speedX = -speedX;
}
// Check for intersection with each barrier
for (var i = 0; i < barriers.length; i++) {
var barrier = barriers[i];
var lines = [{
x1: barrier.x - barrier.width / 2,
y1: barrier.y - barrier.height / 2,
x2: barrier.x + barrier.width / 2,
y2: barrier.y - barrier.height / 2
}, {
x1: barrier.x + barrier.width / 2,
y1: barrier.y - barrier.height / 2,
x2: barrier.x + barrier.width / 2,
y2: barrier.y + barrier.height / 2
}, {
x1: barrier.x + barrier.width / 2,
y1: barrier.y + barrier.height / 2,
x2: barrier.x - barrier.width / 2,
y2: barrier.y + barrier.height / 2
}, {
x1: barrier.x - barrier.width / 2,
y1: barrier.y + barrier.height / 2,
x2: barrier.x - barrier.width / 2,
y2: barrier.y - barrier.height / 2
}];
for (var j = 0; j < lines.length; j++) {
var line = lines[j];
var intersects = circleLineSegmentIntersection({
x: self.x,
y: self.y,
radius: self.width / 2
}, line);
if (intersects) {
isAttached = true;
// Bounce off the barrier
var normal = {
x: line.y2 - line.y1,
y: line.x1 - line.x2
};
var magnitude = Math.sqrt(normal.x * normal.x + normal.y * normal.y);
normal.x /= magnitude;
normal.y /= magnitude;
var dot = speedX * normal.x + speedY * normal.y;
// Only bounce if the bubble is moving towards the barrier
if (dot < 0) {
speedX -= 2 * dot * normal.x;
speedY -= 2 * dot * normal.y;
break;
}
}
}
}
}
};
});
var Grid = Container.expand(function () {
var self = Container.call(this);
var rows = [];
self.container = self.addChild(new Container());
var rowCount = 0;
function insertRow() {
var row = [];
var rowWidth = rowCount % 2 == 0 ? 13 : 12;
for (var a = 0; a < rowWidth; a++) {
var bubble = new Bubble();
bubble.setPos((2048 - bubble.width * rowWidth) / 2 + bubble.width * a + bubble.width / 2, -rowCount * (1.7320508076 * bubble.height) / 2);
self.container.addChild(bubble);
row.push(bubble);
bubble.down = function () {
var bubbles = self.getConnectedBubbles(this);
self.removeBubbles(bubbles);
var disconnected = self.getDetachedBubbles();
self.removeBubbles(disconnected);
};
}
rows.push(row);
rowCount++;
}
//Method that removes an array of bubbles from the rows array.
self.removeBubbles = function (bubbles) {
for (var i = 0; i < bubbles.length; i++) {
var bubble = bubbles[i];
var bubbleIndex = this.findBubbleIndex(bubble);
if (bubbleIndex) {
rows[bubbleIndex.row][bubbleIndex.col] = null;
bubble.detatch();
}
}
};
self.getConnectedBubbles = function (bubble, ignoreType) {
var connectedBubbles = [];
var queue = [bubble];
var visited = [];
while (queue.length > 0) {
var currentBubble = queue.shift();
if (visited.indexOf(currentBubble) === -1) {
visited.push(currentBubble);
connectedBubbles.push(currentBubble);
var neighbors = self.getNeighbors(currentBubble);
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (neighbor && (neighbor.type === bubble.type || ignoreType)) {
queue.push(neighbor);
}
}
}
}
return connectedBubbles;
};
//Get a list of bubbles that are not connected to the top row, or to a chain of bubbles connected to the top row.
self.getDetachedBubbles = function () {
var detachedBubbles = [];
var connectedToTop = [];
// Mark all bubbles connected to the bottom row
var lastRowIndex = rows.length - 1;
for (var i = 0; i < rows[lastRowIndex].length; i++) {
if (rows[lastRowIndex][i] !== null) {
var bottomConnected = self.getConnectedBubbles(rows[lastRowIndex][i], true);
connectedToTop = connectedToTop.concat(bottomConnected);
}
}
// Mark all bubbles as visited or not
var visited = connectedToTop.filter(function (bubble) {
return bubble != null;
});
// Find all bubbles that are not visited and not connected to the top
for (var row = 0; row < rows.length - 1; row++) {
for (var col = 0; col < rows[row].length; col++) {
var bubble = rows[row][col];
if (bubble !== null && visited.indexOf(bubble) == -1) {
detachedBubbles.push(bubble);
}
}
}
return detachedBubbles;
};
self.getNeighbors = function (bubble) {
var neighbors = [];
var bubbleIndex = this.findBubbleIndex(bubble);
var directions = [[-1, 0], [1, 0],
// left and right
[0, -1], [0, 1],
// above and below
[-1, -1], [1, -1] // diagonals for even rows
];
if (bubbleIndex.row % 2 === 1) {
// Adjust diagonals for odd rows
directions[4] = [-1, 1];
directions[5] = [1, 1];
}
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
var newRow = bubbleIndex.row + dir[0];
var newCol = bubbleIndex.col + dir[1];
if (newRow >= 0 && newRow < rows.length && newCol >= 0 && newCol < rows[newRow].length) {
neighbors.push(rows[newRow][newCol]);
}
}
return neighbors;
};
self.findBubbleIndex = function (bubble) {
for (var row = 0; row < rows.length; row++) {
var col = rows[row].indexOf(bubble);
if (col !== -1) {
return {
row: row,
col: col
};
}
}
return null;
};
insertRow();
insertRow();
insertRow();
insertRow();
insertRow();
insertRow();
insertRow();
insertRow();
insertRow();
});
var HintBubble = Container.expand(function () {
var self = Container.call(this);
});
var Launcher = Container.expand(function () {
var self = Container.call(this);
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x010c42
});
/****
* Game Code
****/
//Game size 2048x2732
// Method to calculate the intersection between a circle and a line
function circleLineSegmentIntersection(circle, lineSegment) {
var cx = circle.x,
cy = circle.y,
radius = circle.radius;
var x1 = lineSegment.x1,
y1 = lineSegment.y1,
x2 = lineSegment.x2,
y2 = lineSegment.y2;
// Calculate distances
var dx = x2 - x1;
var dy = y2 - y1;
var a = dx * dx + dy * dy;
var b = 2 * (dx * (x1 - cx) + dy * (y1 - cy));
var c = (x1 - cx) * (x1 - cx) + (y1 - cy) * (y1 - cy) - radius * radius;
var det = b * b - 4 * a * c;
if (a <= 0.0000001 || det < 0) {
// No real solutions, no intersection
return false;
} else if (det == 0) {
// One solution, tangent line
var t = -b / (2 * a);
return t >= 0 && t <= 1;
} else {
// Two solutions, check if either are on the segment
var t1 = (-b + Math.sqrt(det)) / (2 * a);
var t2 = (-b - Math.sqrt(det)) / (2 * a);
return t1 >= 0 && t1 <= 1 || t2 >= 0 && t2 <= 1;
}
}
var grid = game.addChild(new Grid());
grid.y = 1300;
var barriers = [];
for (var a = 0; a < 4; a++) {
var barrier = game.addChild(new Barrier());
barrier.y = 2732 - 500;
barrier.x = 2048 / 5 * a + 2048 / 5;
barriers.push(barrier);
}
/*var testBubble = game.addChild(new Bubble());
game.move = function (x, y) {
var barrier = barriers[barriers.length - 1];
var lines = [{
x1: barrier.x - barrier.width / 2,
y1: barrier.y - barrier.height / 2,
x2: barrier.x + barrier.width / 2,
y2: barrier.y - barrier.height / 2
}, {
x1: barrier.x + barrier.width / 2,
y1: barrier.y - barrier.height / 2,
x2: barrier.x + barrier.width / 2,
y2: barrier.y + barrier.height / 2
}, {
x1: barrier.x + barrier.width / 2,
y1: barrier.y + barrier.height / 2,
x2: barrier.x - barrier.width / 2,
y2: barrier.y + barrier.height / 2
}, {
x1: barrier.x - barrier.width / 2,
y1: barrier.y + barrier.height / 2,
x2: barrier.x - barrier.width / 2,
y2: barrier.y - barrier.height / 2
}];
testBubble.x = x;
testBubble.y = y;
console.log(circleLineSegmentIntersection({
x: x,
y: y,
radius: 150 / 2
}, lines[3]));
};*/
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