User prompt
if more than 5 balls are spawned, add a 50% chance of ball2 spawning instead of ball one
User prompt
keep track off how many balls are spawned in, also add a debug message
User prompt
the balls should always spawn at y=300 and only follow the mouse x position
User prompt
the balls should always spawn at y=2000 and only follow the mouse x position
User prompt
make the balls have roll resistance
User prompt
make the force that pushes the balls on screen harder the longer it takes to get the ball on screen
User prompt
make the balls solid so that the cant go through each other
User prompt
if part off a ball is ofscreen, slowely roll it so its on screen
User prompt
make a ball 4 up to ball 9
User prompt
Fix Bug: 'TypeError: window.parseInt is not a function' in or related to this line: 'var nextTypeInt = window.parseInt(self.type, 10);' Line Number: 32
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'var nextTypeInt = parseInt(self.type, 10);' Line Number: 32
User prompt
make a ball 4 up to ball 9
User prompt
ball_small should be ball1 etc with all the other balls
User prompt
Fix Bug: 'ReferenceError: ballGraphics is not defined' in or related to this line: 'if (balls[i].y + balls[i].velocity.y > 2732 - ballGraphics.height / 2) {' Line Number: 90
User prompt
the balls should not be able to fall through the bottom
User prompt
make the balls have grafity
Initial prompt
merge balls
===================================================================
--- original.js
+++ change.js
@@ -1,77 +1,87 @@
-/****
+/****
* Classes
****/
// Ball class to represent the game balls
var Ball = Container.expand(function (type) {
- var self = Container.call(this);
- var assetId = 'ball_' + type;
- var ballGraphics = self.attachAsset(assetId, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.type = type;
- self.upgrade = function () {
- var nextType;
- switch (self.type) {
- case 'small':
- nextType = 'medium';
- break;
- case 'medium':
- nextType = 'large';
- break;
- case 'large':
- // Already at largest size, no upgrade
- return;
- }
- // Replace current asset with the next upgrade
- self.removeChild(ballGraphics);
- assetId = 'ball_' + nextType;
- ballGraphics = self.attachAsset(assetId, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.type = nextType;
- };
+ var self = Container.call(this);
+ var assetId = 'ball_' + type;
+ var ballGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = type;
+ // Initialize velocity property for gravity effect
+ self.velocity = {
+ x: 0,
+ y: 0
+ };
+ self.upgrade = function () {
+ var nextType;
+ switch (self.type) {
+ case 'small':
+ nextType = 'medium';
+ break;
+ case 'medium':
+ nextType = 'large';
+ break;
+ case 'large':
+ // Already at largest size, no upgrade
+ return;
+ }
+ // Replace current asset with the next upgrade
+ self.removeChild(ballGraphics);
+ assetId = 'ball_' + nextType;
+ ballGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = nextType;
+ };
});
-/****
+/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
-// Initialize an array to keep track of all balls
// Define ball assets with increasing sizes and colors for each upgrade level
+// Initialize an array to keep track of all balls
var balls = [];
// Function to check for collisions and upgrade balls
function checkCollisions() {
- for (var i = 0; i < balls.length; i++) {
- for (var j = i + 1; j < balls.length; j++) {
- if (balls[i].intersects(balls[j]) && balls[i].type === balls[j].type) {
- balls[i].upgrade();
- balls[j].destroy();
- balls.splice(j, 1);
- // Adjust index to continue checking without skipping a ball
- j--;
- }
- }
- }
+ for (var i = 0; i < balls.length; i++) {
+ for (var j = i + 1; j < balls.length; j++) {
+ if (balls[i].intersects(balls[j]) && balls[i].type === balls[j].type) {
+ balls[i].upgrade();
+ balls[j].destroy();
+ balls.splice(j, 1);
+ // Adjust index to continue checking without skipping a ball
+ j--;
+ }
+ }
+ }
}
// Event listener for spawning balls on touch
game.on('down', function (obj) {
- var event = obj.event;
- var pos = event.getLocalPosition(game);
- var newBall = new Ball('small');
- newBall.x = pos.x;
- newBall.y = pos.y;
- balls.push(newBall);
- game.addChild(newBall);
+ var event = obj.event;
+ var pos = event.getLocalPosition(game);
+ var newBall = new Ball('small');
+ newBall.x = pos.x;
+ newBall.y = pos.y;
+ balls.push(newBall);
+ game.addChild(newBall);
});
// Main game update loop
LK.on('tick', function () {
- checkCollisions();
+ // Apply gravity to each ball
+ for (var i = 0; i < balls.length; i++) {
+ balls[i].velocity.y += 0.5; // Gravity acceleration
+ balls[i].y += balls[i].velocity.y;
+ }
+ checkCollisions();
});
\ No newline at end of file