User prompt
Top daha yavaş hareket etsin
User prompt
Kamera görüntüsü iki kat küçük olsun ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Görüntü iki kat küçük olsun
User prompt
Top daha yavaş hareket etsin
Code edit (1 edits merged)
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User prompt
top sekerken dönerek ilerlesin
User prompt
bonus nesnesini aldıktan sonra yeni bir bonus nesnesi oluşsun
User prompt
bonus nesnesi ekranın üst taraflarına yakın yerlerde oluşsun.
User prompt
ekranın rastgele bir yerinde bonus nesnesi oluşsun. top ona çarparsa 2 kat fazla puan toplayalım
User prompt
top biraz daha yavaş seksin
User prompt
topun sekme hızı kafa atma hızımızla uyumlu olsun. top ekrandan dışarı çıkamasın. üst tarafa ve kenarlara çarpabilsin ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
topun sekme hızı kafa atma hızımızla uyumlu olsun ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
topa kafamızın üstüyle vuralım. ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
burnumla değil de kafamızın üstü ile topa vurabilelim ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
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User prompt
Face Bounce
Initial prompt
yüzümü kameradan tanı. ekranda bir top olsun. kaameradan görünen kafamla bu topu sektirebileyim
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, level: 0 }); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); // Ball visual var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.velocityX = 0; self.velocityY = 0; self.gravity = 0.4; self.bounceForce = -5; self.bounceDecay = 0.95; self.isActive = true; // Game state properties self.bounceCount = 0; self.lastBounceY = 0; // Apply force to ball self.applyForce = function (forceX, forceY) { self.velocityX += forceX; self.velocityY += forceY; }; // Bounce the ball self.bounce = function (multiplier) { multiplier = multiplier || 1; self.velocityY = self.bounceForce * multiplier; self.bounceCount++; self.lastBounceY = self.y; // Play bounce sound LK.getSound('bounce').play(); // Scale effect on bounce tween(ballGraphics, { scaleX: 1.3, scaleY: 0.7 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(ballGraphics, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.elastic }); } }); return self.bounceCount; }; // Reset ball self.reset = function (x, y) { self.x = x || 2048 / 2; self.y = y || 300; self.velocityX = Math.random() * 8 - 4; self.velocityY = 0; self.bounceCount = 0; self.isActive = true; ballGraphics.alpha = 1; }; // Update is automatically called by LK self.update = function () { if (!self.isActive) { return; } // Apply gravity self.velocityY += self.gravity; // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Prevent ball from going off-screen at the top if (self.y < ballGraphics.height / 2) { self.y = ballGraphics.height / 2; self.velocityY *= -0.9; } // Bounce off walls if (self.x < ballGraphics.width / 2) { self.x = ballGraphics.width / 2; self.velocityX *= -0.9; } else if (self.x > 2048 - ballGraphics.width / 2) { self.x = 2048 - ballGraphics.width / 2; self.velocityX *= -0.9; } // Add some drag self.velocityX *= 0.99; }; // Deactivate ball with fade effect self.deactivate = function () { self.isActive = false; tween(ballGraphics, { alpha: 0 }, { duration: 500, easing: tween.easeOut }); }; return self; }); var Bonus = Container.expand(function () { var self = Container.call(this); // Bonus visual var bonusGraphics = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5 }); // Randomly position the bonus on the screen self.reset = function () { self.x = Math.random() * (2048 - bonusGraphics.width) + bonusGraphics.width / 2; self.y = Math.random() * (1100 - bonusGraphics.height) + bonusGraphics.height; }; // Update is automatically called by LK self.update = function () { // Check for collision with the ball if (ball.intersects(self)) { // Double the score addScore(50); // Reset bonus position self.reset(); } }; return self; }); var ScoreDisplay = Container.expand(function () { var self = Container.call(this); // Score text self.scoreText = new Text2('SCORE: 0', { size: 60, fill: '#FFFFFF' }); self.scoreText.anchor.set(0.5, 0); //self.scoreText.y = 300; self.addChild(self.scoreText); // High score text self.highScoreText = new Text2('BEST: 0', { size: 50, fill: '#CCCCCC' }); self.highScoreText.anchor.set(0.5, 0); //self.highScoreText.y = 90; self.highScoreText.x = 500; self.addChild(self.highScoreText); // Level display self.levelText = new Text2('LEVEL: 1', { size: 50, fill: '#FFCC00' }); self.levelText.anchor.set(0.5, 0); //self.levelText.y = 150; self.levelText.x = -450; self.addChild(self.levelText); // Update score display self.updateScore = function (score) { self.scoreText.setText('SCORE: ' + score); // Check if new high score if (score > storage.highScore && score > 500) { // Play high score sound only once per game session if (!self.highScoreSoundPlayed) { LK.getSound('score').play(); self.highScoreSoundPlayed = true; } storage.highScore = score; self.highScoreText.setText('BEST: ' + score); // Highlight effect for new high score tween(self.highScoreText, { tint: 0xFFFF00 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(self.highScoreText, { tint: 0xCCCCCC }, { duration: 500, easing: tween.easeIn }); } }); } }; // Update level display self.updateLevel = function (level) { self.levelText.setText('LEVEL: ' + level); storage.level = level; // Highlight effect for level change tween(self.levelText, { tint: 0xFFFF00, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self.levelText, { tint: 0xFFCC00, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); } }); }; // Initialize self.init = function () { self.highScoreText.setText('BEST: ' + storage.highScore); self.highScoreSoundPlayed = false; // Initialize flag to track score sound self.levelText.setText('LEVEL: ' + storage.level); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ //storage.highScore = 0; // Game variables storage.level = 1; var score = 0; var level = storage.level || 1; var isGameOver = false; var consecutiveBounces = 0; var facePosition = { x: 2048 / 2, y: 2732 / 2 }; var lastBounceTime = 0; var bounceCooldown = 500; // Milliseconds between bounces var debugMode = false; // Create game elements var ball = new Ball(); // Create ball object var ball = new Ball(); // Create bonus object var bonus = new Bonus(); // Create score display var scoreDisplay = new ScoreDisplay(); scoreDisplay.init(); LK.gui.top.addChild(scoreDisplay); // Create floor (just for visual reference) var floor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2650, alpha: 1 }); game.addChild(floor); // Create score zone (invisible) var scoreZone = LK.getAsset('scoreZone', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 300, alpha: 0 }); game.addChild(scoreZone); // Add start button var startButton = new Text2('START GAME', { size: 150, fill: '#00FF00' }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 2732 / 2; game.addChild(startButton); // Start game on button press startButton.down = function () { startButton.destroy(); // Remove start button game.addChild(ball); // Add ball to the game ball.reset(); // Reset ball position game.addChild(bonus); // Add bonus to the game bonus.reset(); // Reset bonus position instructionText.alpha = 1; // Show instructions // Fade out instructions after 3 seconds LK.setTimeout(function () { tween(instructionText, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); }, 3000); }; // Add instruction text var instructionText = new Text2('Position your head to bounce the ball!', { size: 110, fill: '#FFFFFF' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 2048 / 2; instructionText.y = 2732 / 2; game.addChild(instructionText); instructionText.alpha = 0; // Initially hide instructions // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.4, duration: 1000 } }); // Update face position smoothly function updateFacePosition() { var targetX = facekit.noseTip ? facekit.noseTip.x : 2048 / 2; var targetY = facekit.noseTip ? facekit.noseTip.y - 500 : 2732 / 2; // Smooth the movement facePosition.x += (targetX - facePosition.x) * 0.3; facePosition.y += (targetY - facePosition.y) * 0.3; // Draw face position debug if enabled if (debugMode && facekit.noseTip) { // Debug code would go here } } // Check if ball bounces on face function checkFaceBounce() { if (!ball.isActive) { return; } // Calculate distance between ball and face var dx = ball.x - facePosition.x; var dy = ball.y - facePosition.y; var distance = Math.sqrt(dx * dx + dy * dy); // Face radius (approximation) var faceRadius = 150; var ballRadius = ball.children[0].width / 2; // Check collision with face if (distance < faceRadius + ballRadius && ball.velocityY > 0 && Date.now() - lastBounceTime > bounceCooldown) { // Calculate bounce direction based on where it hit the face var headSpeed = Math.abs(facekit.noseTip.y - facePosition.y); var bounceMultiplier = 1 + level * 0.05 + headSpeed * 0.01; var bounceCount = ball.bounce(bounceMultiplier); consecutiveBounces = bounceCount; // Add horizontal velocity based on where the ball hit the face ball.velocityX = dx * 0.1; // Record bounce time lastBounceTime = Date.now(); // Add score addScore(10 * bounceMultiplier); // Check for level up checkLevelUp(); } } // Check for ball hitting bottom function checkMiss() { if (!ball.isActive) { return; } if (ball.y > 2650) { // Play miss sound LK.getSound('miss').play(); // Flash screen LK.effects.flashScreen(0xFF0000, 300); // Game over endGame(); } } // Add score points function addScore(points) { score += Math.floor(points); scoreDisplay.updateScore(score); // Play score sound //LK.getSound('score').play(); // Show floating score text var floatingScore = new Text2("+" + Math.floor(points), { size: 120, // Increased size from 90 to 120 fill: 0xFFFF00 }); floatingScore.anchor.set(0.5, 0.5); floatingScore.x = ball.x; floatingScore.y = ball.y - 100; game.addChild(floatingScore); // Animate floating score tween(floatingScore, { y: floatingScore.y - 100, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { floatingScore.destroy(); } }); } // Check for level up function checkLevelUp() { // Level up every 500 points var newLevel = Math.floor(score / 500) + 1; if (newLevel > level) { level = newLevel; scoreDisplay.updateLevel(level); // Play level up sound LK.getSound('levelup').play(); // Increase difficulty ball.gravity = 0.4 + level * 0.02; ball.bounceDecay += 0.08; ball.velocityX *= 1.02; // Increase horizontal speed slightly ball.bounceForce *= 1.02; // Increase bounce force slightly // Reduce ball size by 10px on each level up, but not below 80px if (ball.children[0].width > 80 && ball.children[0].height > 80) { ball.children[0].width -= 10; ball.children[0].height -= 10; } // Show level up text var levelUpText = new Text2("LEVEL UP!", { size: 150, fill: 0xFFFF00 }); levelUpText.anchor.set(0.5, 0.5); levelUpText.x = 2048 / 2; levelUpText.y = 2732 / 2; game.addChild(levelUpText); // Animate level up text tween(levelUpText, { scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(levelUpText, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { levelUpText.destroy(); } }); } }); } } // End the game function endGame() { if (isGameOver) { return; } isGameOver = true; // Deactivate ball ball.deactivate(); // Show game over screen LK.showGameOver(); } // Reset the game function resetGame() { score = 0; consecutiveBounces = 0; isGameOver = false; // Reset ball ball.reset(); scoreDisplay.highScoreSoundPlayed = false; // Reset flag for score sound scoreDisplay.updateScore(0); } // Game update function (called every frame) game.update = function () { if (isGameOver) { return; } // Update face position updateFacePosition(); // Check for face bounce checkFaceBounce(); // Check for miss checkMiss(); }; // Handle tap to restart game.down = function (x, y, obj) { // Just for debugging if needed }; // Handle move events game.move = function (x, y, obj) { // Just for debugging if needed }; // Update score when game starts (in case of high score from previous games) scoreDisplay.updateScore(0);
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
level: 0
});
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
// Ball visual
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Physics properties
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.4;
self.bounceForce = -5;
self.bounceDecay = 0.95;
self.isActive = true;
// Game state properties
self.bounceCount = 0;
self.lastBounceY = 0;
// Apply force to ball
self.applyForce = function (forceX, forceY) {
self.velocityX += forceX;
self.velocityY += forceY;
};
// Bounce the ball
self.bounce = function (multiplier) {
multiplier = multiplier || 1;
self.velocityY = self.bounceForce * multiplier;
self.bounceCount++;
self.lastBounceY = self.y;
// Play bounce sound
LK.getSound('bounce').play();
// Scale effect on bounce
tween(ballGraphics, {
scaleX: 1.3,
scaleY: 0.7
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(ballGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.elastic
});
}
});
return self.bounceCount;
};
// Reset ball
self.reset = function (x, y) {
self.x = x || 2048 / 2;
self.y = y || 300;
self.velocityX = Math.random() * 8 - 4;
self.velocityY = 0;
self.bounceCount = 0;
self.isActive = true;
ballGraphics.alpha = 1;
};
// Update is automatically called by LK
self.update = function () {
if (!self.isActive) {
return;
}
// Apply gravity
self.velocityY += self.gravity;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Prevent ball from going off-screen at the top
if (self.y < ballGraphics.height / 2) {
self.y = ballGraphics.height / 2;
self.velocityY *= -0.9;
}
// Bounce off walls
if (self.x < ballGraphics.width / 2) {
self.x = ballGraphics.width / 2;
self.velocityX *= -0.9;
} else if (self.x > 2048 - ballGraphics.width / 2) {
self.x = 2048 - ballGraphics.width / 2;
self.velocityX *= -0.9;
}
// Add some drag
self.velocityX *= 0.99;
};
// Deactivate ball with fade effect
self.deactivate = function () {
self.isActive = false;
tween(ballGraphics, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut
});
};
return self;
});
var Bonus = Container.expand(function () {
var self = Container.call(this);
// Bonus visual
var bonusGraphics = self.attachAsset('bonus', {
anchorX: 0.5,
anchorY: 0.5
});
// Randomly position the bonus on the screen
self.reset = function () {
self.x = Math.random() * (2048 - bonusGraphics.width) + bonusGraphics.width / 2;
self.y = Math.random() * (1100 - bonusGraphics.height) + bonusGraphics.height;
};
// Update is automatically called by LK
self.update = function () {
// Check for collision with the ball
if (ball.intersects(self)) {
// Double the score
addScore(50);
// Reset bonus position
self.reset();
}
};
return self;
});
var ScoreDisplay = Container.expand(function () {
var self = Container.call(this);
// Score text
self.scoreText = new Text2('SCORE: 0', {
size: 60,
fill: '#FFFFFF'
});
self.scoreText.anchor.set(0.5, 0);
//self.scoreText.y = 300;
self.addChild(self.scoreText);
// High score text
self.highScoreText = new Text2('BEST: 0', {
size: 50,
fill: '#CCCCCC'
});
self.highScoreText.anchor.set(0.5, 0);
//self.highScoreText.y = 90;
self.highScoreText.x = 500;
self.addChild(self.highScoreText);
// Level display
self.levelText = new Text2('LEVEL: 1', {
size: 50,
fill: '#FFCC00'
});
self.levelText.anchor.set(0.5, 0);
//self.levelText.y = 150;
self.levelText.x = -450;
self.addChild(self.levelText);
// Update score display
self.updateScore = function (score) {
self.scoreText.setText('SCORE: ' + score);
// Check if new high score
if (score > storage.highScore && score > 500) {
// Play high score sound only once per game session
if (!self.highScoreSoundPlayed) {
LK.getSound('score').play();
self.highScoreSoundPlayed = true;
}
storage.highScore = score;
self.highScoreText.setText('BEST: ' + score);
// Highlight effect for new high score
tween(self.highScoreText, {
tint: 0xFFFF00
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.highScoreText, {
tint: 0xCCCCCC
}, {
duration: 500,
easing: tween.easeIn
});
}
});
}
};
// Update level display
self.updateLevel = function (level) {
self.levelText.setText('LEVEL: ' + level);
storage.level = level;
// Highlight effect for level change
tween(self.levelText, {
tint: 0xFFFF00,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.levelText, {
tint: 0xFFCC00,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
}
});
};
// Initialize
self.init = function () {
self.highScoreText.setText('BEST: ' + storage.highScore);
self.highScoreSoundPlayed = false; // Initialize flag to track score sound
self.levelText.setText('LEVEL: ' + storage.level);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
//storage.highScore = 0;
// Game variables
storage.level = 1;
var score = 0;
var level = storage.level || 1;
var isGameOver = false;
var consecutiveBounces = 0;
var facePosition = {
x: 2048 / 2,
y: 2732 / 2
};
var lastBounceTime = 0;
var bounceCooldown = 500; // Milliseconds between bounces
var debugMode = false;
// Create game elements
var ball = new Ball();
// Create ball object
var ball = new Ball();
// Create bonus object
var bonus = new Bonus();
// Create score display
var scoreDisplay = new ScoreDisplay();
scoreDisplay.init();
LK.gui.top.addChild(scoreDisplay);
// Create floor (just for visual reference)
var floor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2650,
alpha: 1
});
game.addChild(floor);
// Create score zone (invisible)
var scoreZone = LK.getAsset('scoreZone', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 300,
alpha: 0
});
game.addChild(scoreZone);
// Add start button
var startButton = new Text2('START GAME', {
size: 150,
fill: '#00FF00'
});
startButton.anchor.set(0.5, 0.5);
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
game.addChild(startButton);
// Start game on button press
startButton.down = function () {
startButton.destroy(); // Remove start button
game.addChild(ball); // Add ball to the game
ball.reset(); // Reset ball position
game.addChild(bonus); // Add bonus to the game
bonus.reset(); // Reset bonus position
instructionText.alpha = 1; // Show instructions
// Fade out instructions after 3 seconds
LK.setTimeout(function () {
tween(instructionText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut
});
}, 3000);
};
// Add instruction text
var instructionText = new Text2('Position your head to bounce the ball!', {
size: 110,
fill: '#FFFFFF'
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 2048 / 2;
instructionText.y = 2732 / 2;
game.addChild(instructionText);
instructionText.alpha = 0; // Initially hide instructions
// Start background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
// Update face position smoothly
function updateFacePosition() {
var targetX = facekit.noseTip ? facekit.noseTip.x : 2048 / 2;
var targetY = facekit.noseTip ? facekit.noseTip.y - 500 : 2732 / 2;
// Smooth the movement
facePosition.x += (targetX - facePosition.x) * 0.3;
facePosition.y += (targetY - facePosition.y) * 0.3;
// Draw face position debug if enabled
if (debugMode && facekit.noseTip) {
// Debug code would go here
}
}
// Check if ball bounces on face
function checkFaceBounce() {
if (!ball.isActive) {
return;
}
// Calculate distance between ball and face
var dx = ball.x - facePosition.x;
var dy = ball.y - facePosition.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Face radius (approximation)
var faceRadius = 150;
var ballRadius = ball.children[0].width / 2;
// Check collision with face
if (distance < faceRadius + ballRadius && ball.velocityY > 0 && Date.now() - lastBounceTime > bounceCooldown) {
// Calculate bounce direction based on where it hit the face
var headSpeed = Math.abs(facekit.noseTip.y - facePosition.y);
var bounceMultiplier = 1 + level * 0.05 + headSpeed * 0.01;
var bounceCount = ball.bounce(bounceMultiplier);
consecutiveBounces = bounceCount;
// Add horizontal velocity based on where the ball hit the face
ball.velocityX = dx * 0.1;
// Record bounce time
lastBounceTime = Date.now();
// Add score
addScore(10 * bounceMultiplier);
// Check for level up
checkLevelUp();
}
}
// Check for ball hitting bottom
function checkMiss() {
if (!ball.isActive) {
return;
}
if (ball.y > 2650) {
// Play miss sound
LK.getSound('miss').play();
// Flash screen
LK.effects.flashScreen(0xFF0000, 300);
// Game over
endGame();
}
}
// Add score points
function addScore(points) {
score += Math.floor(points);
scoreDisplay.updateScore(score);
// Play score sound
//LK.getSound('score').play();
// Show floating score text
var floatingScore = new Text2("+" + Math.floor(points), {
size: 120,
// Increased size from 90 to 120
fill: 0xFFFF00
});
floatingScore.anchor.set(0.5, 0.5);
floatingScore.x = ball.x;
floatingScore.y = ball.y - 100;
game.addChild(floatingScore);
// Animate floating score
tween(floatingScore, {
y: floatingScore.y - 100,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
floatingScore.destroy();
}
});
}
// Check for level up
function checkLevelUp() {
// Level up every 500 points
var newLevel = Math.floor(score / 500) + 1;
if (newLevel > level) {
level = newLevel;
scoreDisplay.updateLevel(level);
// Play level up sound
LK.getSound('levelup').play();
// Increase difficulty
ball.gravity = 0.4 + level * 0.02;
ball.bounceDecay += 0.08;
ball.velocityX *= 1.02; // Increase horizontal speed slightly
ball.bounceForce *= 1.02; // Increase bounce force slightly
// Reduce ball size by 10px on each level up, but not below 80px
if (ball.children[0].width > 80 && ball.children[0].height > 80) {
ball.children[0].width -= 10;
ball.children[0].height -= 10;
}
// Show level up text
var levelUpText = new Text2("LEVEL UP!", {
size: 150,
fill: 0xFFFF00
});
levelUpText.anchor.set(0.5, 0.5);
levelUpText.x = 2048 / 2;
levelUpText.y = 2732 / 2;
game.addChild(levelUpText);
// Animate level up text
tween(levelUpText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(levelUpText, {
alpha: 0
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
levelUpText.destroy();
}
});
}
});
}
}
// End the game
function endGame() {
if (isGameOver) {
return;
}
isGameOver = true;
// Deactivate ball
ball.deactivate();
// Show game over screen
LK.showGameOver();
}
// Reset the game
function resetGame() {
score = 0;
consecutiveBounces = 0;
isGameOver = false;
// Reset ball
ball.reset();
scoreDisplay.highScoreSoundPlayed = false; // Reset flag for score sound
scoreDisplay.updateScore(0);
}
// Game update function (called every frame)
game.update = function () {
if (isGameOver) {
return;
}
// Update face position
updateFacePosition();
// Check for face bounce
checkFaceBounce();
// Check for miss
checkMiss();
};
// Handle tap to restart
game.down = function (x, y, obj) {
// Just for debugging if needed
};
// Handle move events
game.move = function (x, y, obj) {
// Just for debugging if needed
};
// Update score when game starts (in case of high score from previous games)
scoreDisplay.updateScore(0);