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User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var streakUX = game.addChild(new StreakUX());' Line Number: 718
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rename StreakUX to BonusUX
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Please fix the bug: 'Script error.' in or related to this line: 'var streakUX = self.addChild(new StreakUX());' Line Number: 716
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In streak ux insert a streak label at //Insert label here
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User prompt
Implement self.calculateWarningScoreList = function () {}; which should return 13 warning values based on how many bubbles are getting close to the bottom of the screen. The goal being to show a warning to the user that some balls are getting close to the bottom.
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.col')' in or related to this line: 'var newCol = bubbleIndex.col + dir[1];' Line Number: 221
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'var newRow = bubbleIndex.row + dir[0];' Line Number: 218
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'if (rows[bubbleIndex.row] && rows[bubbleIndex.row].length == 12) {' Line Number: 211
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Please fix the bug: 'TypeError: null is not an object (evaluating 'bubbleIndex.row')' in or related to this line: 'if (rows[bubbleIndex.row].length == 12) {' Line Number: 211
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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 bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
var bubbleShine = self.attachAsset('bubbleshine', {
anchorX: 0.5,
anchorY: 0.5
});
bubbleShine.x = -35;
bubbleShine.y = -25;
bubbleShine.alpha = .9;
bubbleShine.blendMode = 1;
var state = 0;
self.isAttached = true;
self.isFlying = false;
var speedX = 0;
var speedY = 0;
self.targetX = 0;
self.targetY = 0;
self.setPos = function (x, y) {
self.x = self.targetX = x;
self.y = self.targetY = y;
};
max_types = max_types || 3;
self.type = Math.floor(Math.random() * max_types);
bubbleGraphics.tint = bubbleColors[self.type];
self.detach = function () {
freeBubbleLayer.addChild(self);
self.y += grid.y;
self.isAttached = false;
speedX = Math.random() * 40 - 20;
speedY = -Math.random() * 30;
self.down = undefined;
};
self.update = function () {
if (self.isFlying) {
return;
}
if (self.isAttached) {
if (self.x != self.targetX) {
self.x += (self.targetX - self.x) / 2;
}
if (self.y != self.targetY) {
self.y += (self.targetY - self.y) / 2;
}
} else {
self.x += speedX;
self.y += speedY;
speedY += 1.5;
if (self.x < bubbleSize / 2 && speedX < 0 || self.x > game.width - bubbleSize / 2 && speedX > 0) {
speedX = -speedX;
}
// Check for collision with barriers
for (var i = 0; i < barriers.length; i++) {
var barrier = barriers[i];
var dx = self.x - barrier.x;
var dy = self.y - barrier.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDist = bubbleSize / 2 + barrier.width / 2;
if (distance < minDist) {
// Calculate the angle of the collision
var angle = Math.atan2(dy, dx);
// Calculate the new speed based on the angle of collision, treating the barrier as a static billiard ball
var newSpeed = Math.sqrt(speedX * speedX + speedY * speedY);
speedX = Math.cos(angle) * newSpeed * .7;
speedY = Math.sin(angle) * newSpeed * .7;
// Move the bubble back to the point where it just touches the barrier
var overlap = minDist - distance;
self.x += overlap * Math.cos(angle);
self.y += overlap * Math.sin(angle);
}
}
// Remove unattached bubbles that fall below 2732 - 500
if (self.y > 2732 - 400) {
self.destroy();
scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble(self);
}
}
};
});
var BubbleRemoveParticle = Container.expand(function () {
var self = Container.call(this);
var particle = self.attachAsset('removebubbleeffect', {
anchorX: 0.5,
anchorY: 0.5
});
particle.blendMode = 1;
self.scale.set(.33, .33);
var cscale = .5;
self.update = function () {
cscale += .02;
self.scale.set(cscale, cscale);
self.alpha = 1 - (cscale - .5) * 1.5;
if (self.alpha < 0) {
self.destroy();
}
};
});
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(getMaxTypes());
bubble.setPos((2048 - bubbleSize * rowWidth) / 2 + bubbleSize * a + bubbleSize / 2, -rowCount * (1.7320508076 * bubbleSize) / 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.detach();
}
}
};
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 (rows[bubbleIndex.row].length == 12) {
// 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;
};
self.printRowsToConsole = function () {
var gridString = '';
for (var i = rows.length - 1; i >= 0; i--) {
var rowString = ': ' + (rows[i].length == 13 ? '' : ' ');
for (var j = 0; j < rows[i].length; j++) {
var bubble = rows[i][j];
rowString += bubble ? '[' + bubble.type + ']' : '[_]';
}
gridString += rowString + '\n';
}
console.log(gridString);
};
// Method to calculate path of movement based on angle and starting point
//TODO: MAKE THIS MUCH FASTER!
self.bubbleIntersectsGrid = function (nextX, nextY) {
outer: for (var row = 0; row < rows.length; row++) {
for (var col = 0; col < rows[row].length; col++) {
var bubble = rows[row][col];
if (bubble) {
var dist = nextY - bubble.y - self.y;
//Quick exit if we are nowhere near the row
if (dist > 145 || dist < -145) {
continue outer;
}
var dx = nextX - bubble.x - self.x;
var dy = nextY - bubble.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < (bubbleSize - 70) / 2 + bubbleSize / 2) {
return bubble;
}
}
}
}
return false;
};
self.calculatePath = function (startPoint, angle) {
var path = [];
var currentPoint = {
x: startPoint.x,
y: startPoint.y
};
var radians = angle;
var stepSize = 4;
var hitBubble = false;
while (currentPoint.y > 0 && !hitBubble) {
// Calculate next point
var nextX = currentPoint.x + stepSize * Math.cos(radians);
var nextY = currentPoint.y + stepSize * Math.sin(radians);
// Check for wall collisions
if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) {
radians = Math.PI - radians; // Reflect angle
nextX = currentPoint.x + stepSize * Math.cos(radians); // Recalculate nextX after reflection
}
hitBubble = self.bubbleIntersectsGrid(nextX, nextY);
// Add point to path and update currentPoint
path.push({
x: nextX,
y: nextY
});
currentPoint.x = nextX;
currentPoint.y = nextY;
}
return path;
};
var bubblesInFlight = [];
self.fireBubble = function (bubble, angle) {
self.addChild(bubble);
bubble.x = launcher.x;
bubble.y += launcher.y - self.y;
bubblesInFlight.push({
bubble: bubble,
angle: angle
});
};
self.update = function () {
outer: for (var a = 0; a < bubblesInFlight.length; a++) {
var current = bubblesInFlight[a];
var bubble = current.bubble;
var nextX = bubble.x;
var nextY = bubble.y;
var prevX = bubble.x;
var prevY = bubble.y;
for (var rep = 0; rep < 25; rep++) {
prevX = nextX;
prevY = nextY;
nextX += Math.cos(current.angle) * 4;
nextY += Math.sin(current.angle) * 4;
if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) {
current.angle = Math.PI - current.angle; // Reflect angle
nextX = Math.min(Math.max(nextX, 150 / 2), 2048 - 150 / 2);
}
var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y);
if (intersectedBubble) {
gameIsStarted = true;
var intersectedBubblePos = self.findBubbleIndex(intersectedBubble);
var colOffset = rows[intersectedBubblePos.row].length == 13 ? 0 : 1;
var offsetPositions = [{
x: intersectedBubble.x - bubbleSize / 2,
y: intersectedBubble.y - 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row + 1,
co: intersectedBubblePos.col - 1 + colOffset
}, {
x: intersectedBubble.x + bubbleSize / 2,
y: intersectedBubble.y - 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row + 1,
co: intersectedBubblePos.col + colOffset
}, {
x: intersectedBubble.x + bubbleSize,
y: intersectedBubble.y,
ro: intersectedBubblePos.row,
co: intersectedBubblePos.col + 1
}, {
x: intersectedBubble.x + bubbleSize / 2,
y: intersectedBubble.y + 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row - 1,
co: intersectedBubblePos.col + colOffset
}, {
x: intersectedBubble.x - bubbleSize / 2,
y: intersectedBubble.y + 1.7320508076 * bubbleSize / 2,
ro: intersectedBubblePos.row - 1,
co: intersectedBubblePos.col - 1 + colOffset
}, {
x: intersectedBubble.x - bubbleSize,
y: intersectedBubble.y,
ro: intersectedBubblePos.row,
co: intersectedBubblePos.col - 1
}];
var closestPosition = 0;
var closestDistance = Math.sqrt(Math.pow(offsetPositions[0].x - bubble.x, 2) + Math.pow(offsetPositions[0].y - bubble.y, 2));
for (var i = 1; i < offsetPositions.length; i++) {
var currentPosition = offsetPositions[i];
var currentDistance = Math.sqrt(Math.pow(currentPosition.x - bubble.x, 2) + Math.pow(currentPosition.y - bubble.y, 2));
if (currentDistance < closestDistance) {
var row = rows[currentPosition.ro];
if (currentPosition.co < 0) {
continue;
}
if (row) {
if (row[currentPosition.co]) {
continue;
}
if (currentPosition.co >= row.length) {
console.log("rejected");
continue;
}
} else {
var newRowLength = rows[intersectedBubblePos.row].length == 13 ? 12 : 13;
if (currentPosition.co >= newRowLength) {
console.log("Length rejected for new row");
continue;
}
}
closestDistance = currentDistance;
closestPosition = i;
}
}
// Attach bubble to the closest position
var currentMatch = offsetPositions[closestPosition];
bubble.x = prevX;
bubble.y = prevY;
bubble.targetX = currentMatch.x;
bubble.targetY = currentMatch.y;
bubble.isFlying = false;
var row = rows[offsetPositions[closestPosition].ro];
if (!row) {
if (rows[intersectedBubblePos.row].length == 13) {
row = [null, null, null, null, null, null, null, null, null, null, null, null];
} else {
row = [null, null, null, null, null, null, null, null, null, null, null, null, null];
}
rows.unshift(row);
}
//console.log(offsetPositions[closestPosition].co);
row[offsetPositions[closestPosition].co] = bubble;
bubblesInFlight.splice(a--, 1);
refreshHintLine();
var bubbles = self.getConnectedBubbles(bubble);
if (bubbles.length > 2) {
self.removeBubbles(bubbles);
var disconnected = self.getDetachedBubbles();
self.removeBubbles(disconnected);
}
for (var row = rows.length - 1; row >= 0; row--) {
if (rows[row].every(function (bubble) {
return bubble === null;
})) {
rows.splice(row, 1);
}
}
var neighbors = self.getNeighbors(bubble);
for (var i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (neighbor) {
var ox = bubble.x - neighbor.x;
var oy = bubble.y - neighbor.y;
var angle = Math.atan2(oy, ox);
neighbor.x += Math.sin(angle) * 100;
neighbor.y += Math.cos(angle) * 100;
}
}
//self.printRowsToConsole();
continue outer;
}
}
bubble.x = nextX;
bubble.y = nextY;
if (bubble.y + self.y < -1000) {
//Destory bubbles that somehow manages to escape at the top
bubblesInFlight.splice(a--, 1);
bubble.destroy();
}
}
if (gameIsStarted) {
self.y += gridSpeed;
}
var zeroRow = rows[rows.length - 1];
if (zeroRow) {
for (var a = 0; a < zeroRow.length; a++) {
var bubble = zeroRow[a];
if (bubble) {
if (bubble.y + self.y > 0) {
insertRow();
}
break;
}
}
} else {
insertRow();
}
var lastRow = rows[0];
if (lastRow) {
for (var a = 0; a < zeroRow.length; a++) {
var bubble = lastRow[a];
if (bubble) {
if (bubble.y + self.y > 2200) {
LK.effects.flashScreen(0xffffff, 3000);
LK.showGameOver();
}
if (gameIsStarted) {
if (bubble.y + self.y < 1000) {
gridSpeed = Math.min(gridSpeed + .01, 1);
} else {
gridSpeed = Math.max(gridSpeed - .01, .5);
}
}
break;
}
}
}
};
for (var a = 0; a < 8; a++) {
insertRow();
}
});
var HintBubble = Container.expand(function () {
var self = Container.call(this);
var bubble = self.attachAsset('hintbubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.setTint = function (tint) {
bubble.tint = tint;
};
});
var Launcher = Container.expand(function () {
var self = Container.call(this);
var bubble = self.addChild(new Bubble(getMaxTypes()));
bubble.isFlying = true;
var previewBubble;
function createPreviewBubble() {
previewBubble = self.addChild(new Bubble(getMaxTypes()));
previewBubble.scale.set(.5, .5);
previewBubble.x = -80;
previewBubble.y = 40;
previewBubble.isFlying = true;
}
createPreviewBubble();
self.fire = function () {
grid.fireBubble(bubble, self.angle);
bubble = previewBubble;
previewBubble.x = previewBubble.y = 0;
previewBubble.scale.set(1, 1);
createPreviewBubble();
};
self.angle = -Math.PI / 2;
self.getType = function () {
return bubble.type;
};
});
var ScoreIndicatorLabel = Container.expand(function (score, type) {
var self = Container.call(this);
var label = new Text2(score, {
size: 100,
fill: "#" + bubbleColors[type].toString(16).padStart(6, '0'),
font: "Impact"
});
label.anchor.set(0.5, 0);
self.addChild(label);
self.update = function () {
self.y -= 7;
self.alpha -= .05;
if (self.alpha <= 0) {
self.destroy();
increaseScore(score);
}
};
});
var ScoreMultipliers = Container.expand(function (baseValue) {
var self = Container.call(this);
// Create a score label text string for ScoreMultipliers
var scoreMultiplierLabel = new Text2(baseValue, {
size: 100,
fill: "#2035bd",
font: "Impact"
});
scoreMultiplierLabel.anchor.set(0.5, 0);
self.addChild(scoreMultiplierLabel);
self.applyBubble = function (bubble) {
var scoreIndicator = game.addChild(new ScoreIndicatorLabel(baseValue, bubble.type));
scoreIndicator.x = self.x;
scoreIndicator.y = self.y;
var particle = particlesLayer.addChild(new BubbleRemoveParticle());
particle.x = bubble.x;
particle.y = self.y + 100;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x010330
});
/****
* Game Code
****/
// Function to increase game score and update score label
var gridSpeed = .5;
function increaseScore(amount) {
var currentScore = LK.getScore();
var newScore = currentScore + amount;
LK.setScore(newScore); // Update the game score using LK method
scoreLabel.setText(newScore.toString()); // Update the score label with the new score
}
//Game size 2048x2732
/*
Todo:
[ ] Make sure empty rows are removed from the array
[X] Make sure we GC nodes that drop of screen
[ ] Make preview line fade out at the end
[ ] Add preview bubble
[ ]
*/
var bubbleSize = 150;
var gameIsStarted = false;
var bubbleColors = [0xff2853, 0x44d31f, 0x29a5fb, 0xff8522, 0xfffa2b, 0xb22bff];
var barriers = [];
var maxTypes = 5;
for (var a = 0; a < 4; a++) {
for (var b = 0; b < 3; b++) {
var barrier = game.addChild(new Barrier());
barrier.y = 2732 - 500 + b * 25;
barrier.x = 2048 / 5 * a + 2048 / 5;
barriers.push(barrier);
}
}
// Create a score label
var scoreLabel = new Text2('0', {
size: 120,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 15,
font: "Impact"
});
scoreLabel.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreLabel);
var scoreMultipliers = [];
var baseScores = [100, 250, 500, 250, 100];
for (var a = 0; a < 5; a++) {
var sm = new ScoreMultipliers(baseScores[a]);
sm.x = 2048 / 5 * a + 2048 / 10;
sm.y = 2300;
scoreMultipliers.push(sm);
game.addChild(sm);
}
var particlesLayer = game.addChild(new Container());
var grid = game.addChild(new Grid());
grid.y = 1000;
var freeBubbleLayer = game.addChild(new Container());
var hintBubblePlayer = game.addChild(new Container());
var launcher = game.addChild(new Launcher());
launcher.x = game.width / 2;
launcher.y = game.height - 180;
var hintBubbleCache = [];
var hintBubbles = [];
var isValid = false;
var path = [];
var bubbleAlpha = 1;
var hintTargetX = 0;
var hintTargetY = 0;
game.move = function (x, y, obj) {
hintTargetX = x;
hintTargetY = y;
refreshHintLine();
// }
};
function getMaxTypes() {
return Math.max(Math.min(Math.floor((LK.getScore() + 100000) / 50000), bubbleColors.length), 3);
}
function refreshHintLine() {
var ox = hintTargetX - launcher.x;
var oy = hintTargetY - launcher.y;
var angle = Math.atan2(oy, ox);
launcher.angle = angle;
isValid = angle < -.2 && angle > -Math.PI + .2;
if (isValid) {
path = grid.calculatePath(launcher, angle);
//This allows updated faster than 60fps, making everyting feel better.
}
renderHintBubbels();
}
var hintOffset = 0;
var distanceBetweenHintbubbles = 100;
function renderHintBubbels() {
if (isValid) {
hintOffset = hintOffset % distanceBetweenHintbubbles;
var distanceSinceLastDot = -hintOffset + 100;
var hintBubbleOffset = 0;
var lastPoint = path[0];
var tint = bubbleColors[launcher.getType()];
for (var a = 1; a < path.length; a++) {
var p2 = path[a];
var ox = p2.x - lastPoint.x;
var oy = p2.y - lastPoint.y;
var dist = Math.sqrt(ox * ox + oy * oy);
distanceSinceLastDot += dist;
if (distanceSinceLastDot >= distanceBetweenHintbubbles) {
var amountOver = distanceSinceLastDot - distanceBetweenHintbubbles;
var angle = Math.atan2(oy, ox);
var currentBubble = hintBubbles[hintBubbleOffset];
if (!currentBubble) {
currentBubble = hintBubbles[hintBubbleOffset] = new HintBubble();
hintBubblePlayer.addChild(currentBubble);
}
currentBubble.alpha = bubbleAlpha;
currentBubble.visible = true;
currentBubble.setTint(tint);
currentBubble.x = lastPoint.x - Math.cos(angle) * amountOver;
currentBubble.y = lastPoint.y - Math.sin(angle) * amountOver;
hintBubbleOffset++;
distanceSinceLastDot = 0;
lastPoint = currentBubble;
} else {
lastPoint = p2;
}
}
for (var a = hintBubbleOffset; a < hintBubbles.length; a++) {
hintBubbles[a].visible = false;
}
} else {
for (var a = 0; a < hintBubbles.length; a++) {
hintBubbles[a].alpha = bubbleAlpha;
}
}
}
game.update = function () {
hintOffset += 5;
if (isValid) {
bubbleAlpha = Math.min(bubbleAlpha + .05, 1);
} else {
bubbleAlpha = Math.max(bubbleAlpha - .05, 0);
}
refreshHintLine();
};
game.up = function () {
if (isValid) {
launcher.fire();
}
};
;
;
;
;
;
;
;
;
;
;
;
Circular white gradient circle on black background. Gradient from white on the center to black on the outer edge all around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Soft straight Long red paint on black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fire ball. Bubble shooter game. Thin black outline.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green notification bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.