/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, highScores: {} }); /**** * Classes ****/ var AimLine = Container.expand(function () { var self = Container.call(this); var line = self.attachAsset('aimLine', { anchorX: 0.5, anchorY: 1, alpha: 0.7 }); self.setAngle = function (degrees) { line.rotation = degrees * (Math.PI / 180); }; self.setLength = function (length) { line.height = length; }; self.hide = function () { self.visible = false; }; self.show = function () { self.visible = true; }; return self; }); var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphic = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.moving = false; self.bounceCount = 0; self.friction = 0.98; self.bounceFactor = 0.8; self.maxSpeed = 50; self.launch = function (power, angle) { // Convert angle from degrees to radians var radians = angle * (Math.PI / 180); // Set velocity based on power and angle self.velocity.x = Math.cos(radians) * power * 0.5; self.velocity.y = Math.sin(radians) * power * 0.5; // Clamp velocity to max speed var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); if (speed > self.maxSpeed) { var ratio = self.maxSpeed / speed; self.velocity.x *= ratio; self.velocity.y *= ratio; } self.moving = true; self.bounceCount = 0; LK.getSound('launch').play(); }; self.update = function () { if (!self.moving) { return; } // Apply physics self.x += self.velocity.x; self.y += self.velocity.y; // Apply friction self.velocity.x *= self.friction; self.velocity.y *= self.friction; // Check if ball has stopped if (Math.abs(self.velocity.x) < 0.1 && Math.abs(self.velocity.y) < 0.1) { self.velocity.x = 0; self.velocity.y = 0; self.moving = false; } // Check boundaries var halfWidth = ballGraphic.width / 2; var halfHeight = ballGraphic.height / 2; if (self.x < halfWidth) { self.x = halfWidth; self.velocity.x = -self.velocity.x * self.bounceFactor; self.bounceWall(); } else if (self.x > 2048 - halfWidth) { self.x = 2048 - halfWidth; self.velocity.x = -self.velocity.x * self.bounceFactor; self.bounceWall(); } if (self.y < halfHeight) { self.y = halfHeight; self.velocity.y = -self.velocity.y * self.bounceFactor; self.bounceWall(); } else if (self.y > 2732 - halfHeight) { self.y = 2732 - halfHeight; self.velocity.y = -self.velocity.y * self.bounceFactor; self.bounceWall(); } }; self.bounceWall = function () { self.bounceCount++; LK.getSound('bounce').play(); }; self.bounceOffWall = function (wall) { // Calculate the center of the wall var wallCenterX = wall.x; var wallCenterY = wall.y; // Calculate the normal vector from the wall var dx = self.x - wallCenterX; var dy = self.y - wallCenterY; // Determine if collision is mainly horizontal or vertical based on wall dimensions if (wall.width > wall.height) { // Horizontal wall, bounce vertically self.velocity.y = -self.velocity.y * self.bounceFactor; // Reposition to avoid sticking if (self.y < wallCenterY) { self.y = wallCenterY - wall.height / 2 - ballGraphic.height / 2; } else { self.y = wallCenterY + wall.height / 2 + ballGraphic.height / 2; } } else { // Vertical wall, bounce horizontally self.velocity.x = -self.velocity.x * self.bounceFactor; // Reposition to avoid sticking if (self.x < wallCenterX) { self.x = wallCenterX - wall.width / 2 - ballGraphic.width / 2; } else { self.x = wallCenterX + wall.width / 2 + ballGraphic.width / 2; } } self.bounceWall(); }; return self; }); var LevelManager = Container.expand(function () { var self = Container.call(this); self.currentLevel = storage.currentLevel || 1; self.levels = []; self.initializeLevels = function () { // Level 1 - Simple intro level self.levels.push({ ballStart: { x: 300, y: 2000 }, targets: [{ x: 1700, y: 800 }], walls: [{ x: 1024, y: 1500, width: 800, height: 40, rotation: 0 }], maxShots: 3 }); // Level 2 - Two targets self.levels.push({ ballStart: { x: 400, y: 2000 }, targets: [{ x: 1600, y: 500 }, { x: 1000, y: 1200 }], walls: [{ x: 1024, y: 1400, width: 1000, height: 40, rotation: 0 }, { x: 600, y: 800, width: 600, height: 40, rotation: 45 }], maxShots: 4 }); // Level 3 - More complex arrangement self.levels.push({ ballStart: { x: 500, y: 2000 }, targets: [{ x: 800, y: 500 }, { x: 1500, y: 700 }, { x: 1300, y: 1400 }], walls: [{ x: 1024, y: 1300, width: 1200, height: 40, rotation: 0 }, { x: 500, y: 900, width: 700, height: 40, rotation: 30 }, { x: 1500, y: 900, width: 700, height: 40, rotation: -30 }, { x: 1024, y: 600, width: 400, height: 40, rotation: 90 }], maxShots: 5 }); }; self.getCurrentLevel = function () { return self.levels[self.currentLevel - 1] || self.levels[0]; }; self.advanceLevel = function () { if (self.currentLevel < self.levels.length) { self.currentLevel++; storage.currentLevel = self.currentLevel; return true; } return false; }; self.resetLevel = function () { // Just reset the current level (no change in level number) }; self.saveScore = function (level, shots) { var currentHighScore = storage.highScores[level] || 999; if (shots < currentHighScore) { storage.highScores[level] = shots; } }; self.getHighScore = function (level) { return storage.highScores[level] || "-"; }; return self; }); var PowerMeter = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('powerMeter', { anchorX: 0.5, anchorY: 1, alpha: 0.3 }); var meter = self.attachAsset('powerMeter', { anchorX: 0.5, anchorY: 1, tint: 0xFF3333 }); self.power = 0; self.maxPower = 100; meter.height = 0; self.setPower = function (percent) { self.power = Math.max(0, Math.min(100, percent)); meter.height = self.power / 100 * background.height; // Change color based on power if (self.power < 33) { meter.tint = 0x33FF33; // Green for low power } else if (self.power < 66) { meter.tint = 0xFFFF33; // Yellow for medium power } else { meter.tint = 0xFF3333; // Red for high power } }; self.hide = function () { self.visible = false; }; self.show = function () { self.visible = true; }; return self; }); var Target = Container.expand(function () { var self = Container.call(this); var targetGraphic = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; self.hit = false; self.update = function () { // This would be where we'd add movement or animation if needed }; self.onHit = function () { if (!self.hit && self.active) { self.hit = true; LK.getSound('hitTarget').play(); // Visual feedback tween(targetGraphic, { alpha: 0.3, scaleX: 0.7, scaleY: 0.7 }, { duration: 300, easing: tween.easeOut }); return true; } return false; }; self.reset = function () { self.hit = false; targetGraphic.alpha = 1; tween(targetGraphic, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphic = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); self.setSize = function (width, height) { wallGraphic.width = width; wallGraphic.height = height; }; self.rotate = function (degrees) { wallGraphic.rotation = degrees * (Math.PI / 180); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222233 }); /**** * Game Code ****/ // Game state variables var gameActive = false; var isDragging = false; var startX, startY; var shotsUsed = 0; var targetsHit = 0; var totalTargets = 0; // Create UI elements var scoreText = new Text2('Shots: 0', { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var levelText = new Text2('Level: 1', { size: 70, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); LK.gui.topRight.addChild(levelText); levelText.x -= 300; // Offset from right edge var instructionText = new Text2('Swipe to launch the ball', { size: 60, fill: 0xFFFFFF, alpha: 0.8 }); instructionText.anchor.set(0.5, 0); instructionText.y = 150; LK.gui.top.addChild(instructionText); // Create game objects var levelManager = new LevelManager(); levelManager.initializeLevels(); var ball = new Ball(); var aimLine = new AimLine(); var powerMeter = new PowerMeter(); var targets = []; var walls = []; // Initialize level function initializeLevel() { // Clear old objects for (var i = targets.length - 1; i >= 0; i--) { game.removeChild(targets[i]); } targets = []; for (var i = walls.length - 1; i >= 0; i--) { game.removeChild(walls[i]); } walls = []; // Get current level data var currentLevel = levelManager.getCurrentLevel(); // Set ball position ball.x = currentLevel.ballStart.x; ball.y = currentLevel.ballStart.y; ball.velocity = { x: 0, y: 0 }; ball.moving = false; // Create targets totalTargets = currentLevel.targets.length; for (var i = 0; i < currentLevel.targets.length; i++) { var targetData = currentLevel.targets[i]; var target = new Target(); target.x = targetData.x; target.y = targetData.y; target.reset(); targets.push(target); game.addChild(target); } // Create walls for (var i = 0; i < currentLevel.walls.length; i++) { var wallData = currentLevel.walls[i]; var wall = new Wall(); wall.x = wallData.x; wall.y = wallData.y; wall.setSize(wallData.width, wallData.height); wall.rotate(wallData.rotation); walls.push(wall); game.addChild(wall); } // Set up aiming tools aimLine.x = ball.x; aimLine.y = ball.y; aimLine.hide(); game.addChild(aimLine); powerMeter.x = 100; powerMeter.y = 2600; powerMeter.setPower(0); powerMeter.hide(); game.addChild(powerMeter); // Reset game state shotsUsed = 0; targetsHit = 0; gameActive = true; // Update UI scoreText.setText('Shots: ' + shotsUsed + ' / ' + currentLevel.maxShots); levelText.setText('Level: ' + levelManager.currentLevel); var highScore = levelManager.getHighScore(levelManager.currentLevel); instructionText.setText('Best: ' + (highScore === 999 ? "-" : highScore) + ' shots - Swipe to launch'); } // Add ball to game game.addChild(ball); // Start the first level initializeLevel(); // Play background music LK.playMusic('gameMusic', { volume: 0.5 }); // Event handlers function handleDown(x, y, obj) { if (!gameActive || ball.moving) { return; } startX = x; startY = y; isDragging = true; aimLine.x = ball.x; aimLine.y = ball.y; aimLine.show(); powerMeter.show(); powerMeter.setPower(0); } function handleMove(x, y, obj) { if (!isDragging) { return; } // Calculate angle and power var dx = startX - x; var dy = startY - y; var distance = Math.sqrt(dx * dx + dy * dy); var power = Math.min(100, distance / 10); var angle = Math.atan2(dy, dx) * (180 / Math.PI); // Update visual aids aimLine.setAngle(angle); aimLine.setLength(distance * 0.5); powerMeter.setPower(power); } function handleUp(x, y, obj) { if (!isDragging) { return; } isDragging = false; aimLine.hide(); powerMeter.hide(); if (!gameActive || ball.moving) { return; } // Calculate launch parameters var dx = startX - x; var dy = startY - y; var distance = Math.sqrt(dx * dx + dy * dy); // Only launch if the swipe was long enough if (distance > 20) { var power = Math.min(100, distance / 10); var angle = Math.atan2(dy, dx) * (180 / Math.PI); // Launch the ball ball.launch(power, angle); shotsUsed++; // Update UI var currentLevel = levelManager.getCurrentLevel(); scoreText.setText('Shots: ' + shotsUsed + ' / ' + currentLevel.maxShots); // Check if we've used all shots if (shotsUsed >= currentLevel.maxShots && targetsHit < totalTargets) { // Will check for level fail in the update loop } } } // Attach event handlers game.down = handleDown; game.move = handleMove; game.up = handleUp; // Main update loop game.update = function () { // Check for level completion if (gameActive && targetsHit === totalTargets) { // Level completed gameActive = false; levelManager.saveScore(levelManager.currentLevel, shotsUsed); // Show level complete message var completeText = new Text2('Level Complete!', { size: 120, fill: 0xFFFF00 }); completeText.anchor.set(0.5, 0.5); completeText.x = 1024; completeText.y = 1366; game.addChild(completeText); // Play level complete sound LK.getSound('levelComplete').play(); // Flash screen for effect LK.effects.flashScreen(0x33FF33, 1000); // Advance to next level after delay LK.setTimeout(function () { game.removeChild(completeText); var hasNextLevel = levelManager.advanceLevel(); if (hasNextLevel) { initializeLevel(); } else { // Game complete var gameCompleteText = new Text2('Game Complete!\nCongratulations!', { size: 100, fill: 0xFFFF00 }); gameCompleteText.anchor.set(0.5, 0.5); gameCompleteText.x = 1024; gameCompleteText.y = 1366; game.addChild(gameCompleteText); // Show you win screen LK.showYouWin(); } }, 2000); } // Check for level failure (out of shots) if (gameActive && shotsUsed >= levelManager.getCurrentLevel().maxShots && targetsHit < totalTargets && !ball.moving) { gameActive = false; // Show level failed message var failedText = new Text2('Out of shots!\nTry again.', { size: 100, fill: 0xFF3333 }); failedText.anchor.set(0.5, 0.5); failedText.x = 1024; failedText.y = 1366; game.addChild(failedText); // Flash screen red LK.effects.flashScreen(0xFF3333, 1000); // Restart level after delay LK.setTimeout(function () { game.removeChild(failedText); initializeLevel(); }, 2000); } // Update all game objects if (ball.moving) { ball.update(); // Check for collisions with walls for (var i = 0; i < walls.length; i++) { if (ball.intersects(walls[i])) { ball.bounceOffWall(walls[i]); } } // Check for collisions with targets for (var i = 0; i < targets.length; i++) { if (!targets[i].hit && targets[i].intersects(ball)) { if (targets[i].onHit()) { targetsHit++; } } } } // Update targets (for any that have movement) for (var i = 0; i < targets.length; i++) { targets[i].update(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,616 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ currentLevel: 1,
+ highScores: {}
+});
+
+/****
+* Classes
+****/
+var AimLine = Container.expand(function () {
+ var self = Container.call(this);
+ var line = self.attachAsset('aimLine', {
+ anchorX: 0.5,
+ anchorY: 1,
+ alpha: 0.7
+ });
+ self.setAngle = function (degrees) {
+ line.rotation = degrees * (Math.PI / 180);
+ };
+ self.setLength = function (length) {
+ line.height = length;
+ };
+ self.hide = function () {
+ self.visible = false;
+ };
+ self.show = function () {
+ self.visible = true;
+ };
+ return self;
+});
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballGraphic = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocity = {
+ x: 0,
+ y: 0
+ };
+ self.moving = false;
+ self.bounceCount = 0;
+ self.friction = 0.98;
+ self.bounceFactor = 0.8;
+ self.maxSpeed = 50;
+ self.launch = function (power, angle) {
+ // Convert angle from degrees to radians
+ var radians = angle * (Math.PI / 180);
+ // Set velocity based on power and angle
+ self.velocity.x = Math.cos(radians) * power * 0.5;
+ self.velocity.y = Math.sin(radians) * power * 0.5;
+ // Clamp velocity to max speed
+ var speed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
+ if (speed > self.maxSpeed) {
+ var ratio = self.maxSpeed / speed;
+ self.velocity.x *= ratio;
+ self.velocity.y *= ratio;
+ }
+ self.moving = true;
+ self.bounceCount = 0;
+ LK.getSound('launch').play();
+ };
+ self.update = function () {
+ if (!self.moving) {
+ return;
+ }
+ // Apply physics
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Apply friction
+ self.velocity.x *= self.friction;
+ self.velocity.y *= self.friction;
+ // Check if ball has stopped
+ if (Math.abs(self.velocity.x) < 0.1 && Math.abs(self.velocity.y) < 0.1) {
+ self.velocity.x = 0;
+ self.velocity.y = 0;
+ self.moving = false;
+ }
+ // Check boundaries
+ var halfWidth = ballGraphic.width / 2;
+ var halfHeight = ballGraphic.height / 2;
+ if (self.x < halfWidth) {
+ self.x = halfWidth;
+ self.velocity.x = -self.velocity.x * self.bounceFactor;
+ self.bounceWall();
+ } else if (self.x > 2048 - halfWidth) {
+ self.x = 2048 - halfWidth;
+ self.velocity.x = -self.velocity.x * self.bounceFactor;
+ self.bounceWall();
+ }
+ if (self.y < halfHeight) {
+ self.y = halfHeight;
+ self.velocity.y = -self.velocity.y * self.bounceFactor;
+ self.bounceWall();
+ } else if (self.y > 2732 - halfHeight) {
+ self.y = 2732 - halfHeight;
+ self.velocity.y = -self.velocity.y * self.bounceFactor;
+ self.bounceWall();
+ }
+ };
+ self.bounceWall = function () {
+ self.bounceCount++;
+ LK.getSound('bounce').play();
+ };
+ self.bounceOffWall = function (wall) {
+ // Calculate the center of the wall
+ var wallCenterX = wall.x;
+ var wallCenterY = wall.y;
+ // Calculate the normal vector from the wall
+ var dx = self.x - wallCenterX;
+ var dy = self.y - wallCenterY;
+ // Determine if collision is mainly horizontal or vertical based on wall dimensions
+ if (wall.width > wall.height) {
+ // Horizontal wall, bounce vertically
+ self.velocity.y = -self.velocity.y * self.bounceFactor;
+ // Reposition to avoid sticking
+ if (self.y < wallCenterY) {
+ self.y = wallCenterY - wall.height / 2 - ballGraphic.height / 2;
+ } else {
+ self.y = wallCenterY + wall.height / 2 + ballGraphic.height / 2;
+ }
+ } else {
+ // Vertical wall, bounce horizontally
+ self.velocity.x = -self.velocity.x * self.bounceFactor;
+ // Reposition to avoid sticking
+ if (self.x < wallCenterX) {
+ self.x = wallCenterX - wall.width / 2 - ballGraphic.width / 2;
+ } else {
+ self.x = wallCenterX + wall.width / 2 + ballGraphic.width / 2;
+ }
+ }
+ self.bounceWall();
+ };
+ return self;
+});
+var LevelManager = Container.expand(function () {
+ var self = Container.call(this);
+ self.currentLevel = storage.currentLevel || 1;
+ self.levels = [];
+ self.initializeLevels = function () {
+ // Level 1 - Simple intro level
+ self.levels.push({
+ ballStart: {
+ x: 300,
+ y: 2000
+ },
+ targets: [{
+ x: 1700,
+ y: 800
+ }],
+ walls: [{
+ x: 1024,
+ y: 1500,
+ width: 800,
+ height: 40,
+ rotation: 0
+ }],
+ maxShots: 3
+ });
+ // Level 2 - Two targets
+ self.levels.push({
+ ballStart: {
+ x: 400,
+ y: 2000
+ },
+ targets: [{
+ x: 1600,
+ y: 500
+ }, {
+ x: 1000,
+ y: 1200
+ }],
+ walls: [{
+ x: 1024,
+ y: 1400,
+ width: 1000,
+ height: 40,
+ rotation: 0
+ }, {
+ x: 600,
+ y: 800,
+ width: 600,
+ height: 40,
+ rotation: 45
+ }],
+ maxShots: 4
+ });
+ // Level 3 - More complex arrangement
+ self.levels.push({
+ ballStart: {
+ x: 500,
+ y: 2000
+ },
+ targets: [{
+ x: 800,
+ y: 500
+ }, {
+ x: 1500,
+ y: 700
+ }, {
+ x: 1300,
+ y: 1400
+ }],
+ walls: [{
+ x: 1024,
+ y: 1300,
+ width: 1200,
+ height: 40,
+ rotation: 0
+ }, {
+ x: 500,
+ y: 900,
+ width: 700,
+ height: 40,
+ rotation: 30
+ }, {
+ x: 1500,
+ y: 900,
+ width: 700,
+ height: 40,
+ rotation: -30
+ }, {
+ x: 1024,
+ y: 600,
+ width: 400,
+ height: 40,
+ rotation: 90
+ }],
+ maxShots: 5
+ });
+ };
+ self.getCurrentLevel = function () {
+ return self.levels[self.currentLevel - 1] || self.levels[0];
+ };
+ self.advanceLevel = function () {
+ if (self.currentLevel < self.levels.length) {
+ self.currentLevel++;
+ storage.currentLevel = self.currentLevel;
+ return true;
+ }
+ return false;
+ };
+ self.resetLevel = function () {
+ // Just reset the current level (no change in level number)
+ };
+ self.saveScore = function (level, shots) {
+ var currentHighScore = storage.highScores[level] || 999;
+ if (shots < currentHighScore) {
+ storage.highScores[level] = shots;
+ }
+ };
+ self.getHighScore = function (level) {
+ return storage.highScores[level] || "-";
+ };
+ return self;
+});
+var PowerMeter = Container.expand(function () {
+ var self = Container.call(this);
+ var background = self.attachAsset('powerMeter', {
+ anchorX: 0.5,
+ anchorY: 1,
+ alpha: 0.3
+ });
+ var meter = self.attachAsset('powerMeter', {
+ anchorX: 0.5,
+ anchorY: 1,
+ tint: 0xFF3333
+ });
+ self.power = 0;
+ self.maxPower = 100;
+ meter.height = 0;
+ self.setPower = function (percent) {
+ self.power = Math.max(0, Math.min(100, percent));
+ meter.height = self.power / 100 * background.height;
+ // Change color based on power
+ if (self.power < 33) {
+ meter.tint = 0x33FF33; // Green for low power
+ } else if (self.power < 66) {
+ meter.tint = 0xFFFF33; // Yellow for medium power
+ } else {
+ meter.tint = 0xFF3333; // Red for high power
+ }
+ };
+ self.hide = function () {
+ self.visible = false;
+ };
+ self.show = function () {
+ self.visible = true;
+ };
+ return self;
+});
+var Target = Container.expand(function () {
+ var self = Container.call(this);
+ var targetGraphic = self.attachAsset('target', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.active = true;
+ self.hit = false;
+ self.update = function () {
+ // This would be where we'd add movement or animation if needed
+ };
+ self.onHit = function () {
+ if (!self.hit && self.active) {
+ self.hit = true;
+ LK.getSound('hitTarget').play();
+ // Visual feedback
+ tween(targetGraphic, {
+ alpha: 0.3,
+ scaleX: 0.7,
+ scaleY: 0.7
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ return true;
+ }
+ return false;
+ };
+ self.reset = function () {
+ self.hit = false;
+ targetGraphic.alpha = 1;
+ tween(targetGraphic, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 300,
+ easing: tween.bounceOut
+ });
+ };
+ return self;
+});
+var Wall = Container.expand(function () {
+ var self = Container.call(this);
+ var wallGraphic = self.attachAsset('wall', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.setSize = function (width, height) {
+ wallGraphic.width = width;
+ wallGraphic.height = height;
+ };
+ self.rotate = function (degrees) {
+ wallGraphic.rotation = degrees * (Math.PI / 180);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222233
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var gameActive = false;
+var isDragging = false;
+var startX, startY;
+var shotsUsed = 0;
+var targetsHit = 0;
+var totalTargets = 0;
+// Create UI elements
+var scoreText = new Text2('Shots: 0', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
+var levelText = new Text2('Level: 1', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+levelText.anchor.set(0, 0);
+LK.gui.topRight.addChild(levelText);
+levelText.x -= 300; // Offset from right edge
+var instructionText = new Text2('Swipe to launch the ball', {
+ size: 60,
+ fill: 0xFFFFFF,
+ alpha: 0.8
+});
+instructionText.anchor.set(0.5, 0);
+instructionText.y = 150;
+LK.gui.top.addChild(instructionText);
+// Create game objects
+var levelManager = new LevelManager();
+levelManager.initializeLevels();
+var ball = new Ball();
+var aimLine = new AimLine();
+var powerMeter = new PowerMeter();
+var targets = [];
+var walls = [];
+// Initialize level
+function initializeLevel() {
+ // Clear old objects
+ for (var i = targets.length - 1; i >= 0; i--) {
+ game.removeChild(targets[i]);
+ }
+ targets = [];
+ for (var i = walls.length - 1; i >= 0; i--) {
+ game.removeChild(walls[i]);
+ }
+ walls = [];
+ // Get current level data
+ var currentLevel = levelManager.getCurrentLevel();
+ // Set ball position
+ ball.x = currentLevel.ballStart.x;
+ ball.y = currentLevel.ballStart.y;
+ ball.velocity = {
+ x: 0,
+ y: 0
+ };
+ ball.moving = false;
+ // Create targets
+ totalTargets = currentLevel.targets.length;
+ for (var i = 0; i < currentLevel.targets.length; i++) {
+ var targetData = currentLevel.targets[i];
+ var target = new Target();
+ target.x = targetData.x;
+ target.y = targetData.y;
+ target.reset();
+ targets.push(target);
+ game.addChild(target);
+ }
+ // Create walls
+ for (var i = 0; i < currentLevel.walls.length; i++) {
+ var wallData = currentLevel.walls[i];
+ var wall = new Wall();
+ wall.x = wallData.x;
+ wall.y = wallData.y;
+ wall.setSize(wallData.width, wallData.height);
+ wall.rotate(wallData.rotation);
+ walls.push(wall);
+ game.addChild(wall);
+ }
+ // Set up aiming tools
+ aimLine.x = ball.x;
+ aimLine.y = ball.y;
+ aimLine.hide();
+ game.addChild(aimLine);
+ powerMeter.x = 100;
+ powerMeter.y = 2600;
+ powerMeter.setPower(0);
+ powerMeter.hide();
+ game.addChild(powerMeter);
+ // Reset game state
+ shotsUsed = 0;
+ targetsHit = 0;
+ gameActive = true;
+ // Update UI
+ scoreText.setText('Shots: ' + shotsUsed + ' / ' + currentLevel.maxShots);
+ levelText.setText('Level: ' + levelManager.currentLevel);
+ var highScore = levelManager.getHighScore(levelManager.currentLevel);
+ instructionText.setText('Best: ' + (highScore === 999 ? "-" : highScore) + ' shots - Swipe to launch');
+}
+// Add ball to game
+game.addChild(ball);
+// Start the first level
+initializeLevel();
+// Play background music
+LK.playMusic('gameMusic', {
+ volume: 0.5
+});
+// Event handlers
+function handleDown(x, y, obj) {
+ if (!gameActive || ball.moving) {
+ return;
+ }
+ startX = x;
+ startY = y;
+ isDragging = true;
+ aimLine.x = ball.x;
+ aimLine.y = ball.y;
+ aimLine.show();
+ powerMeter.show();
+ powerMeter.setPower(0);
+}
+function handleMove(x, y, obj) {
+ if (!isDragging) {
+ return;
+ }
+ // Calculate angle and power
+ var dx = startX - x;
+ var dy = startY - y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var power = Math.min(100, distance / 10);
+ var angle = Math.atan2(dy, dx) * (180 / Math.PI);
+ // Update visual aids
+ aimLine.setAngle(angle);
+ aimLine.setLength(distance * 0.5);
+ powerMeter.setPower(power);
+}
+function handleUp(x, y, obj) {
+ if (!isDragging) {
+ return;
+ }
+ isDragging = false;
+ aimLine.hide();
+ powerMeter.hide();
+ if (!gameActive || ball.moving) {
+ return;
+ }
+ // Calculate launch parameters
+ var dx = startX - x;
+ var dy = startY - y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Only launch if the swipe was long enough
+ if (distance > 20) {
+ var power = Math.min(100, distance / 10);
+ var angle = Math.atan2(dy, dx) * (180 / Math.PI);
+ // Launch the ball
+ ball.launch(power, angle);
+ shotsUsed++;
+ // Update UI
+ var currentLevel = levelManager.getCurrentLevel();
+ scoreText.setText('Shots: ' + shotsUsed + ' / ' + currentLevel.maxShots);
+ // Check if we've used all shots
+ if (shotsUsed >= currentLevel.maxShots && targetsHit < totalTargets) {
+ // Will check for level fail in the update loop
+ }
+ }
+}
+// Attach event handlers
+game.down = handleDown;
+game.move = handleMove;
+game.up = handleUp;
+// Main update loop
+game.update = function () {
+ // Check for level completion
+ if (gameActive && targetsHit === totalTargets) {
+ // Level completed
+ gameActive = false;
+ levelManager.saveScore(levelManager.currentLevel, shotsUsed);
+ // Show level complete message
+ var completeText = new Text2('Level Complete!', {
+ size: 120,
+ fill: 0xFFFF00
+ });
+ completeText.anchor.set(0.5, 0.5);
+ completeText.x = 1024;
+ completeText.y = 1366;
+ game.addChild(completeText);
+ // Play level complete sound
+ LK.getSound('levelComplete').play();
+ // Flash screen for effect
+ LK.effects.flashScreen(0x33FF33, 1000);
+ // Advance to next level after delay
+ LK.setTimeout(function () {
+ game.removeChild(completeText);
+ var hasNextLevel = levelManager.advanceLevel();
+ if (hasNextLevel) {
+ initializeLevel();
+ } else {
+ // Game complete
+ var gameCompleteText = new Text2('Game Complete!\nCongratulations!', {
+ size: 100,
+ fill: 0xFFFF00
+ });
+ gameCompleteText.anchor.set(0.5, 0.5);
+ gameCompleteText.x = 1024;
+ gameCompleteText.y = 1366;
+ game.addChild(gameCompleteText);
+ // Show you win screen
+ LK.showYouWin();
+ }
+ }, 2000);
+ }
+ // Check for level failure (out of shots)
+ if (gameActive && shotsUsed >= levelManager.getCurrentLevel().maxShots && targetsHit < totalTargets && !ball.moving) {
+ gameActive = false;
+ // Show level failed message
+ var failedText = new Text2('Out of shots!\nTry again.', {
+ size: 100,
+ fill: 0xFF3333
+ });
+ failedText.anchor.set(0.5, 0.5);
+ failedText.x = 1024;
+ failedText.y = 1366;
+ game.addChild(failedText);
+ // Flash screen red
+ LK.effects.flashScreen(0xFF3333, 1000);
+ // Restart level after delay
+ LK.setTimeout(function () {
+ game.removeChild(failedText);
+ initializeLevel();
+ }, 2000);
+ }
+ // Update all game objects
+ if (ball.moving) {
+ ball.update();
+ // Check for collisions with walls
+ for (var i = 0; i < walls.length; i++) {
+ if (ball.intersects(walls[i])) {
+ ball.bounceOffWall(walls[i]);
+ }
+ }
+ // Check for collisions with targets
+ for (var i = 0; i < targets.length; i++) {
+ if (!targets[i].hit && targets[i].intersects(ball)) {
+ if (targets[i].onHit()) {
+ targetsHit++;
+ }
+ }
+ }
+ }
+ // Update targets (for any that have movement)
+ for (var i = 0; i < targets.length; i++) {
+ targets[i].update();
+ }
+};
\ No newline at end of file