User prompt
enemy can shoot but have just 7 bullet per enemy
User prompt
add background feature
User prompt
enemy one shoot dead
User prompt
add feature explosive
User prompt
finis the game
User prompt
make game full
User prompt
make game until finish
User prompt
make game until finish
User prompt
make better feature
User prompt
make better
User prompt
make shooter game
User prompt
make html shooter game look a like metal slug snk game
User prompt
erase all code cause making a new game
User prompt
reset all
User prompt
Please fix the bug: 'ReferenceError: type is not defined' in or related to this line: 'if (type === 'shield') {' Line Number: 169
User prompt
Please fix the bug: 'ReferenceError: type is not defined' in or related to this line: 'if (type === 'shield') {' Line Number: 169
User prompt
add more power up
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'comboText.style.fill = "#FFFF00";' Line Number: 282
Code edit (1 edits merged)
Please save this source code
User prompt
Soccer Bounce Bash
Initial prompt
soccer bounce ball match
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballSprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.velocityX = 0; self.velocityY = 0; self.gravity = 0.5; self.bounceDecay = 0.8; self.isActive = true; self.reset = function () { self.x = 2048 / 2; self.y = 500; self.velocityX = Math.random() * 10 - 5; self.velocityY = -15; self.isActive = true; }; self.update = function () { if (!self.isActive) { return; } // Apply gravity self.velocityY += self.gravity; // Update position self.x += self.velocityX; self.y += self.velocityY; // Bounce off walls if (self.x < ballSprite.width / 2) { self.x = ballSprite.width / 2; self.velocityX *= -0.9; } else if (self.x > 2048 - ballSprite.width / 2) { self.x = 2048 - ballSprite.width / 2; self.velocityX *= -0.9; } // Ball went off screen top if (self.y < -ballSprite.height) { self.y = -ballSprite.height; self.velocityY = Math.abs(self.velocityY) * 0.9; } }; self.bounce = function (power) { self.velocityY = -power; // Add a bit of horizontal randomness self.velocityX += (Math.random() - 0.5) * 3; // Play bounce sound LK.getSound('bounce').play(); }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleSprite = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.active = true; self.update = function () { if (!self.active) { return; } self.x += self.velocityX; // Bounce off walls if (self.x < obstacleSprite.width / 2) { self.x = obstacleSprite.width / 2; self.velocityX *= -1; } else if (self.x > 2048 - obstacleSprite.width / 2) { self.x = 2048 - obstacleSprite.width / 2; self.velocityX *= -1; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 2048 / 2; self.moveSpeed = 15; self.bouncePower = 15; self.powerupTime = 0; self.reset = function () { self.x = 2048 / 2; self.y = 2732 - 200; self.targetX = self.x; self.powerupTime = 0; playerSprite.tint = 0xFFFFFF; }; self.update = function () { // Move toward target position if (Math.abs(self.x - self.targetX) > self.moveSpeed) { if (self.x < self.targetX) { self.x += self.moveSpeed; } else { self.x -= self.moveSpeed; } } else { self.x = self.targetX; } // Update powerup time if (self.powerupTime > 0) { self.powerupTime--; if (self.powerupTime === 0) { // Reset to normal power self.bouncePower = 15; playerSprite.tint = 0xFFFFFF; } } }; self.applyPowerup = function (type) { self.powerupTime = 300; // 5 seconds at 60fps if (type === 'boost') { // Increase bounce power self.bouncePower = 25; playerSprite.tint = 0x00FF00; } else if (type === 'slow') { // Decrease bounce power self.bouncePower = 10; playerSprite.tint = 0xFF0000; } // Play powerup sound LK.getSound('powerup').play(); }; return self; }); var Powerup = Container.expand(function () { var self = Container.call(this); var powerupSprite = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'boost'; // Default type self.active = true; self.velocityY = 3; self.setup = function (x, y, type) { self.x = x; self.y = y; self.type = type; self.active = true; // Set color based on type if (type === 'boost') { powerupSprite.tint = 0x00FF00; } else if (type === 'slow') { powerupSprite.tint = 0xFF0000; } }; self.update = function () { if (!self.active) { return; } self.y += self.velocityY; // Remove if off screen if (self.y > 2732 + powerupSprite.height) { self.active = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state variables var isGameActive = false; var score = 0; var combo = 0; var difficulty = 1; var lastBounceTime = 0; // Game elements var ball; var player; var ground; var obstacles = []; var powerups = []; var maxObstacles = 3; var maxPowerups = 2; // UI elements var scoreText; var comboText; var highScoreText; var tapToStartText; // Initialize game elements function initializeGame() { // Create and position ground ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0 }); ground.x = 2048 / 2; ground.y = 2732 - 50; game.addChild(ground); // Create player player = new Player(); player.reset(); game.addChild(player); // Create ball ball = new Ball(); ball.reset(); ball.isActive = false; // Wait for game start game.addChild(ball); // Setup UI setupUI(); // Start in inactive state showing "Tap to Start" isGameActive = false; updateUI(); } function setupUI() { // Score text scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topRight.addChild(scoreText); // Combo text comboText = new Text2('Combo: 0', { size: 80, fill: 0xFFFF00 }); comboText.anchor.set(0.5, 0); comboText.y = 100; LK.gui.top.addChild(comboText); // High score text highScoreText = new Text2('Best: ' + storage.highScore, { size: 60, fill: 0xFFFFFF }); highScoreText.anchor.set(0, 0); highScoreText.y = 100; LK.gui.topRight.addChild(highScoreText); // Tap to start text tapToStartText = new Text2('Tap to Start', { size: 120, fill: 0xFFFFFF }); tapToStartText.anchor.set(0.5, 0.5); LK.gui.center.addChild(tapToStartText); } function updateUI() { scoreText.setText('Score: ' + score); comboText.setText('Combo: ' + combo); highScoreText.setText('Best: ' + storage.highScore); tapToStartText.visible = !isGameActive; // Update combo text color based on combo value if (combo >= 10) { comboText.style.fill = "#FF0000"; } else if (combo >= 5) { comboText.style.fill = "#FFA500"; } else { comboText.style.fill = "#FFFF00"; } } function startGame() { isGameActive = true; score = 0; combo = 0; difficulty = 1; // Clear obstacles and powerups clearGameObjects(); // Reset player and ball player.reset(); ball.reset(); // Start background music LK.playMusic('gameBgm', { fade: { start: 0, end: 0.3, duration: 1000 } }); updateUI(); } function endGame() { isGameActive = false; // Update high score if needed if (score > storage.highScore) { storage.highScore = score; } // Fade out music LK.playMusic('gameBgm', { fade: { start: 0.3, end: 0, duration: 800 } }); // Show game over LK.showGameOver(); } function clearGameObjects() { // Remove all obstacles for (var i = 0; i < obstacles.length; i++) { if (obstacles[i].parent) { obstacles[i].parent.removeChild(obstacles[i]); } } obstacles = []; // Remove all powerups for (var j = 0; j < powerups.length; j++) { if (powerups[j].parent) { powerups[j].parent.removeChild(powerups[j]); } } powerups = []; } function spawnObstacle() { if (obstacles.length >= maxObstacles) { return; } var obstacle = new Obstacle(); obstacle.x = Math.random() * (2048 - 200) + 100; obstacle.y = Math.random() * 1000 + 500; obstacle.velocityX = (Math.random() * 4 - 2) * difficulty; obstacle.active = true; obstacles.push(obstacle); game.addChild(obstacle); } function spawnPowerup() { if (powerups.length >= maxPowerups) { return; } var powerup = new Powerup(); var type = Math.random() < 0.7 ? 'boost' : 'slow'; powerup.setup(Math.random() * (2048 - 160) + 80, -100, type); powerups.push(powerup); game.addChild(powerup); } function checkCollisions() { // Ball and ground collision if (ball.y + ball.width / 2 >= ground.y && ball.velocityY > 0) { // Game over when ball hits ground LK.getSound('miss').play(); endGame(); return; } // Ball and player collision var ballRadius = ball.width / 2; var playerWidth = player.width; var playerHeight = player.height; var ballBottom = ball.y + ballRadius; var playerTop = player.y - playerHeight / 2; if (ballBottom >= playerTop && ball.y - ballRadius <= player.y + playerHeight / 2 && ball.x + ballRadius >= player.x - playerWidth / 2 && ball.x - ballRadius <= player.x + playerWidth / 2 && ball.velocityY > 0) { // Bounce the ball ball.bounce(player.bouncePower); // Update score and combo combo++; score += combo; lastBounceTime = LK.ticks; // Increase difficulty every 5 bounces if (combo % 5 === 0) { difficulty += 0.1; if (difficulty > 3) { difficulty = 3; } } updateUI(); // Flash player LK.effects.flashObject(player, 0x00FFFF, 300); } // Ball and obstacle collisions for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; if (!obstacle.active) { continue; } var obstacleWidth = obstacle.width; var obstacleHeight = obstacle.height; if (ball.x + ballRadius >= obstacle.x - obstacleWidth / 2 && ball.x - ballRadius <= obstacle.x + obstacleWidth / 2 && ball.y + ballRadius >= obstacle.y - obstacleHeight / 2 && ball.y - ballRadius <= obstacle.y + obstacleHeight / 2) { // Determine which side was hit for proper bounce var dx = ball.x - obstacle.x; var dy = ball.y - obstacle.y; if (Math.abs(dx) > Math.abs(dy)) { // Hit left or right side ball.velocityX *= -1.1; ball.x += ball.velocityX > 0 ? ballRadius : -ballRadius; } else { // Hit top or bottom ball.velocityY *= -1.1; ball.y += ball.velocityY > 0 ? ballRadius : -ballRadius; } // Flash obstacle LK.effects.flashObject(obstacle, 0xFFFFFF, 200); } } // Ball and powerup collisions for (var j = 0; j < powerups.length; j++) { var powerup = powerups[j]; if (!powerup.active) { continue; } var powerupRadius = powerup.width / 2; var distance = Math.sqrt(Math.pow(ball.x - powerup.x, 2) + Math.pow(ball.y - powerup.y, 2)); if (distance < ballRadius + powerupRadius) { // Apply powerup effect player.applyPowerup(powerup.type); // Remove powerup powerup.active = false; game.removeChild(powerup); powerups.splice(j, 1); j--; } } } function handleGameObjectsCleanup() { // Remove inactive obstacles for (var i = obstacles.length - 1; i >= 0; i--) { if (!obstacles[i].active) { game.removeChild(obstacles[i]); obstacles.splice(i, 1); } } // Remove inactive powerups for (var j = powerups.length - 1; j >= 0; j--) { if (!powerups[j].active) { game.removeChild(powerups[j]); powerups.splice(j, 1); } } } // Game event handlers game.down = function (x, y) { if (!isGameActive) { startGame(); } else { // Set player target to move to tap position player.targetX = x; } }; game.move = function (x, y) { if (isGameActive) { // Update player target position on drag player.targetX = x; } }; // Game update loop game.update = function () { if (!isGameActive) { return; } // Update game objects player.update(); ball.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); } for (var j = 0; j < powerups.length; j++) { powerups[j].update(); } // Check collisions checkCollisions(); // Spawn obstacles and powerups if (LK.ticks % 180 === 0) { // Every 3 seconds spawnObstacle(); } if (LK.ticks % 300 === 0) { // Every 5 seconds spawnPowerup(); } // Clean up inactive game objects handleGameObjectsCleanup(); // Reset combo if no bounce for a while if (combo > 0 && LK.ticks - lastBounceTime > 180) { combo = 0; updateUI(); } }; // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,491 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0
+});
+
+/****
+* Classes
+****/
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballSprite = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Physics properties
+ self.velocityX = 0;
+ self.velocityY = 0;
+ self.gravity = 0.5;
+ self.bounceDecay = 0.8;
+ self.isActive = true;
+ self.reset = function () {
+ self.x = 2048 / 2;
+ self.y = 500;
+ self.velocityX = Math.random() * 10 - 5;
+ self.velocityY = -15;
+ self.isActive = true;
+ };
+ self.update = function () {
+ if (!self.isActive) {
+ return;
+ }
+ // Apply gravity
+ self.velocityY += self.gravity;
+ // Update position
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ // Bounce off walls
+ if (self.x < ballSprite.width / 2) {
+ self.x = ballSprite.width / 2;
+ self.velocityX *= -0.9;
+ } else if (self.x > 2048 - ballSprite.width / 2) {
+ self.x = 2048 - ballSprite.width / 2;
+ self.velocityX *= -0.9;
+ }
+ // Ball went off screen top
+ if (self.y < -ballSprite.height) {
+ self.y = -ballSprite.height;
+ self.velocityY = Math.abs(self.velocityY) * 0.9;
+ }
+ };
+ self.bounce = function (power) {
+ self.velocityY = -power;
+ // Add a bit of horizontal randomness
+ self.velocityX += (Math.random() - 0.5) * 3;
+ // Play bounce sound
+ LK.getSound('bounce').play();
+ };
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleSprite = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.velocityX = 0;
+ self.active = true;
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ self.x += self.velocityX;
+ // Bounce off walls
+ if (self.x < obstacleSprite.width / 2) {
+ self.x = obstacleSprite.width / 2;
+ self.velocityX *= -1;
+ } else if (self.x > 2048 - obstacleSprite.width / 2) {
+ self.x = 2048 - obstacleSprite.width / 2;
+ self.velocityX *= -1;
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerSprite = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 2048 / 2;
+ self.moveSpeed = 15;
+ self.bouncePower = 15;
+ self.powerupTime = 0;
+ self.reset = function () {
+ self.x = 2048 / 2;
+ self.y = 2732 - 200;
+ self.targetX = self.x;
+ self.powerupTime = 0;
+ playerSprite.tint = 0xFFFFFF;
+ };
+ self.update = function () {
+ // Move toward target position
+ if (Math.abs(self.x - self.targetX) > self.moveSpeed) {
+ if (self.x < self.targetX) {
+ self.x += self.moveSpeed;
+ } else {
+ self.x -= self.moveSpeed;
+ }
+ } else {
+ self.x = self.targetX;
+ }
+ // Update powerup time
+ if (self.powerupTime > 0) {
+ self.powerupTime--;
+ if (self.powerupTime === 0) {
+ // Reset to normal power
+ self.bouncePower = 15;
+ playerSprite.tint = 0xFFFFFF;
+ }
+ }
+ };
+ self.applyPowerup = function (type) {
+ self.powerupTime = 300; // 5 seconds at 60fps
+ if (type === 'boost') {
+ // Increase bounce power
+ self.bouncePower = 25;
+ playerSprite.tint = 0x00FF00;
+ } else if (type === 'slow') {
+ // Decrease bounce power
+ self.bouncePower = 10;
+ playerSprite.tint = 0xFF0000;
+ }
+ // Play powerup sound
+ LK.getSound('powerup').play();
+ };
+ return self;
+});
+var Powerup = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupSprite = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 'boost'; // Default type
+ self.active = true;
+ self.velocityY = 3;
+ self.setup = function (x, y, type) {
+ self.x = x;
+ self.y = y;
+ self.type = type;
+ self.active = true;
+ // Set color based on type
+ if (type === 'boost') {
+ powerupSprite.tint = 0x00FF00;
+ } else if (type === 'slow') {
+ powerupSprite.tint = 0xFF0000;
+ }
+ };
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ self.y += self.velocityY;
+ // Remove if off screen
+ if (self.y > 2732 + powerupSprite.height) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var isGameActive = false;
+var score = 0;
+var combo = 0;
+var difficulty = 1;
+var lastBounceTime = 0;
+// Game elements
+var ball;
+var player;
+var ground;
+var obstacles = [];
+var powerups = [];
+var maxObstacles = 3;
+var maxPowerups = 2;
+// UI elements
+var scoreText;
+var comboText;
+var highScoreText;
+var tapToStartText;
+// Initialize game elements
+function initializeGame() {
+ // Create and position ground
+ ground = LK.getAsset('ground', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ ground.x = 2048 / 2;
+ ground.y = 2732 - 50;
+ game.addChild(ground);
+ // Create player
+ player = new Player();
+ player.reset();
+ game.addChild(player);
+ // Create ball
+ ball = new Ball();
+ ball.reset();
+ ball.isActive = false; // Wait for game start
+ game.addChild(ball);
+ // Setup UI
+ setupUI();
+ // Start in inactive state showing "Tap to Start"
+ isGameActive = false;
+ updateUI();
+}
+function setupUI() {
+ // Score text
+ scoreText = new Text2('Score: 0', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ scoreText.anchor.set(0, 0);
+ LK.gui.topRight.addChild(scoreText);
+ // Combo text
+ comboText = new Text2('Combo: 0', {
+ size: 80,
+ fill: 0xFFFF00
+ });
+ comboText.anchor.set(0.5, 0);
+ comboText.y = 100;
+ LK.gui.top.addChild(comboText);
+ // High score text
+ highScoreText = new Text2('Best: ' + storage.highScore, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ highScoreText.anchor.set(0, 0);
+ highScoreText.y = 100;
+ LK.gui.topRight.addChild(highScoreText);
+ // Tap to start text
+ tapToStartText = new Text2('Tap to Start', {
+ size: 120,
+ fill: 0xFFFFFF
+ });
+ tapToStartText.anchor.set(0.5, 0.5);
+ LK.gui.center.addChild(tapToStartText);
+}
+function updateUI() {
+ scoreText.setText('Score: ' + score);
+ comboText.setText('Combo: ' + combo);
+ highScoreText.setText('Best: ' + storage.highScore);
+ tapToStartText.visible = !isGameActive;
+ // Update combo text color based on combo value
+ if (combo >= 10) {
+ comboText.style.fill = "#FF0000";
+ } else if (combo >= 5) {
+ comboText.style.fill = "#FFA500";
+ } else {
+ comboText.style.fill = "#FFFF00";
+ }
+}
+function startGame() {
+ isGameActive = true;
+ score = 0;
+ combo = 0;
+ difficulty = 1;
+ // Clear obstacles and powerups
+ clearGameObjects();
+ // Reset player and ball
+ player.reset();
+ ball.reset();
+ // Start background music
+ LK.playMusic('gameBgm', {
+ fade: {
+ start: 0,
+ end: 0.3,
+ duration: 1000
+ }
+ });
+ updateUI();
+}
+function endGame() {
+ isGameActive = false;
+ // Update high score if needed
+ if (score > storage.highScore) {
+ storage.highScore = score;
+ }
+ // Fade out music
+ LK.playMusic('gameBgm', {
+ fade: {
+ start: 0.3,
+ end: 0,
+ duration: 800
+ }
+ });
+ // Show game over
+ LK.showGameOver();
+}
+function clearGameObjects() {
+ // Remove all obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].parent) {
+ obstacles[i].parent.removeChild(obstacles[i]);
+ }
+ }
+ obstacles = [];
+ // Remove all powerups
+ for (var j = 0; j < powerups.length; j++) {
+ if (powerups[j].parent) {
+ powerups[j].parent.removeChild(powerups[j]);
+ }
+ }
+ powerups = [];
+}
+function spawnObstacle() {
+ if (obstacles.length >= maxObstacles) {
+ return;
+ }
+ var obstacle = new Obstacle();
+ obstacle.x = Math.random() * (2048 - 200) + 100;
+ obstacle.y = Math.random() * 1000 + 500;
+ obstacle.velocityX = (Math.random() * 4 - 2) * difficulty;
+ obstacle.active = true;
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+}
+function spawnPowerup() {
+ if (powerups.length >= maxPowerups) {
+ return;
+ }
+ var powerup = new Powerup();
+ var type = Math.random() < 0.7 ? 'boost' : 'slow';
+ powerup.setup(Math.random() * (2048 - 160) + 80, -100, type);
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+function checkCollisions() {
+ // Ball and ground collision
+ if (ball.y + ball.width / 2 >= ground.y && ball.velocityY > 0) {
+ // Game over when ball hits ground
+ LK.getSound('miss').play();
+ endGame();
+ return;
+ }
+ // Ball and player collision
+ var ballRadius = ball.width / 2;
+ var playerWidth = player.width;
+ var playerHeight = player.height;
+ var ballBottom = ball.y + ballRadius;
+ var playerTop = player.y - playerHeight / 2;
+ if (ballBottom >= playerTop && ball.y - ballRadius <= player.y + playerHeight / 2 && ball.x + ballRadius >= player.x - playerWidth / 2 && ball.x - ballRadius <= player.x + playerWidth / 2 && ball.velocityY > 0) {
+ // Bounce the ball
+ ball.bounce(player.bouncePower);
+ // Update score and combo
+ combo++;
+ score += combo;
+ lastBounceTime = LK.ticks;
+ // Increase difficulty every 5 bounces
+ if (combo % 5 === 0) {
+ difficulty += 0.1;
+ if (difficulty > 3) {
+ difficulty = 3;
+ }
+ }
+ updateUI();
+ // Flash player
+ LK.effects.flashObject(player, 0x00FFFF, 300);
+ }
+ // Ball and obstacle collisions
+ for (var i = 0; i < obstacles.length; i++) {
+ var obstacle = obstacles[i];
+ if (!obstacle.active) {
+ continue;
+ }
+ var obstacleWidth = obstacle.width;
+ var obstacleHeight = obstacle.height;
+ if (ball.x + ballRadius >= obstacle.x - obstacleWidth / 2 && ball.x - ballRadius <= obstacle.x + obstacleWidth / 2 && ball.y + ballRadius >= obstacle.y - obstacleHeight / 2 && ball.y - ballRadius <= obstacle.y + obstacleHeight / 2) {
+ // Determine which side was hit for proper bounce
+ var dx = ball.x - obstacle.x;
+ var dy = ball.y - obstacle.y;
+ if (Math.abs(dx) > Math.abs(dy)) {
+ // Hit left or right side
+ ball.velocityX *= -1.1;
+ ball.x += ball.velocityX > 0 ? ballRadius : -ballRadius;
+ } else {
+ // Hit top or bottom
+ ball.velocityY *= -1.1;
+ ball.y += ball.velocityY > 0 ? ballRadius : -ballRadius;
+ }
+ // Flash obstacle
+ LK.effects.flashObject(obstacle, 0xFFFFFF, 200);
+ }
+ }
+ // Ball and powerup collisions
+ for (var j = 0; j < powerups.length; j++) {
+ var powerup = powerups[j];
+ if (!powerup.active) {
+ continue;
+ }
+ var powerupRadius = powerup.width / 2;
+ var distance = Math.sqrt(Math.pow(ball.x - powerup.x, 2) + Math.pow(ball.y - powerup.y, 2));
+ if (distance < ballRadius + powerupRadius) {
+ // Apply powerup effect
+ player.applyPowerup(powerup.type);
+ // Remove powerup
+ powerup.active = false;
+ game.removeChild(powerup);
+ powerups.splice(j, 1);
+ j--;
+ }
+ }
+}
+function handleGameObjectsCleanup() {
+ // Remove inactive obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (!obstacles[i].active) {
+ game.removeChild(obstacles[i]);
+ obstacles.splice(i, 1);
+ }
+ }
+ // Remove inactive powerups
+ for (var j = powerups.length - 1; j >= 0; j--) {
+ if (!powerups[j].active) {
+ game.removeChild(powerups[j]);
+ powerups.splice(j, 1);
+ }
+ }
+}
+// Game event handlers
+game.down = function (x, y) {
+ if (!isGameActive) {
+ startGame();
+ } else {
+ // Set player target to move to tap position
+ player.targetX = x;
+ }
+};
+game.move = function (x, y) {
+ if (isGameActive) {
+ // Update player target position on drag
+ player.targetX = x;
+ }
+};
+// Game update loop
+game.update = function () {
+ if (!isGameActive) {
+ return;
+ }
+ // Update game objects
+ player.update();
+ ball.update();
+ for (var i = 0; i < obstacles.length; i++) {
+ obstacles[i].update();
+ }
+ for (var j = 0; j < powerups.length; j++) {
+ powerups[j].update();
+ }
+ // Check collisions
+ checkCollisions();
+ // Spawn obstacles and powerups
+ if (LK.ticks % 180 === 0) {
+ // Every 3 seconds
+ spawnObstacle();
+ }
+ if (LK.ticks % 300 === 0) {
+ // Every 5 seconds
+ spawnPowerup();
+ }
+ // Clean up inactive game objects
+ handleGameObjectsCleanup();
+ // Reset combo if no bounce for a while
+ if (combo > 0 && LK.ticks - lastBounceTime > 180) {
+ combo = 0;
+ updateUI();
+ }
+};
+// Initialize the game
+initializeGame();
\ No newline at end of file