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if a ball one is spawned add 1 point, same with all the other balls. if it is merged remove the points of the 2 balls that ware needed for the merge and add the points of the next ball
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add a score txt
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make the balls not bind to each other
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make the balls move straight up instead of sticking to another ball
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make the balls bounch up less on collission
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make the balls less "sticky" by adding more friction and making the gravity more when touching eachother
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make the balls less "sticky"
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if more than 50 balls are spawned, add a 50% chance of ball2 spawning and a 30% chance off bal3 spawning and a 10percent change of ball 4 spawning. and a 10% change of ball1 spawning
Code edit (1 edits merged)
Please save this source code
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if more than 15 balls are spawned, add a 30% chance of ball2 spawning instead and a 30%chance of spawning ball 3 of ball one
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Ask: Can the Ai change the image size? Or do I have to do it myself
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Can the Ai change the image size? Or do I have to do it myself
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Can the Ai change the image size
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Fix all the bugs in the score
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Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'self.score = parseInt(type, 10);' Line Number: 27
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Add a score for each ball that is on screen. Ball 1 is 1 score etc. Remove score if a ball is merged
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Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'LK.setScore(LK.getScore() - parseInt(self.type) + parseInt(nextType));' Line Number: 70
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Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'LK.setScore(LK.getScore() + parseInt(ballType));' Line Number: 120
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Add a score for each ball that is on screen. Ball 1 is 1 score etc. Remove score if a ball is merged
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Add a 1 second delay to throwing balls
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Fix Bug: 'ReferenceError: ballGraphics is not defined' in or related to this line: 'ballPreview.removeChild(ballGraphics);' Line Number: 131
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On the top right corner make a ball preview that show the next ball.
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Move the ball that will drop along the x position that the mouse is
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Show the ball at the drop position
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if more than 5 balls are spawned, add a 30% chance of ball2 spawning instead of ball one
/**** * 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; // Initialize velocity property for gravity effect self.velocity = { x: 0, y: 0 }; self.upgrade = function () { var nextType; switch (self.type) { case '1': nextType = '2'; break; case '2': nextType = '3'; break; case '3': nextType = '4'; break; case '4': nextType = '5'; break; case '5': nextType = '6'; break; case '6': nextType = '7'; break; case '7': nextType = '8'; break; case '8': nextType = '9'; break; case '9': // 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 }); /**** * Game Code ****/ // Initialize an array to keep track of all balls // Define ball assets with increasing sizes and colors for each upgrade level 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--; } } } } // Event listener for spawning balls on touch var ballCount = 0; var canThrowBall = true; game.on('down', function (obj) { if (canThrowBall) { canThrowBall = false; var event = obj.event; var pos = event.getLocalPosition(game); var ballType = '1'; if (ballCount > 5 && Math.random() < 0.3) { ballType = '2'; } var newBall = new Ball(ballType); newBall.x = pos.x; newBall.y = 300; balls.push(newBall); game.addChild(newBall); ballCount++; console.log('Ball count: ' + ballCount); LK.setTimeout(function () { canThrowBall = true; }, 1000); } }); // Main game update loop LK.on('tick', function () { // Apply gravity to each ball for (var i = 0; i < balls.length; i++) { balls[i].velocity.y += 0.5; // Gravity acceleration if (balls[i].y + balls[i].velocity.y > 2732 - balls[i].height / 2) { balls[i].velocity.y *= -0.5; // Reverse direction with damping balls[i].y = 2732 - balls[i].height / 2; // Position at the bottom } else { balls[i].y += balls[i].velocity.y; } // Check if part of the ball is offscreen and roll it back on screen if (balls[i].x - balls[i].width / 2 < 0) { balls[i].velocity.x += 0.5; } else if (balls[i].x + balls[i].width / 2 > 2048) { balls[i].velocity.x -= 0.5; } balls[i].velocity.x *= 0.99; // Apply roll resistance balls[i].x += balls[i].velocity.x; // Collision response for (var j = 0; j < balls.length; j++) { if (i != j && balls[i].intersects(balls[j])) { var dx = balls[j].x - balls[i].x; var dy = balls[j].y - balls[i].y; var distance = Math.sqrt(dx * dx + dy * dy); var overlap = balls[i].width / 2 + balls[j].width / 2 - distance; var angle = Math.atan2(dy, dx); balls[i].x -= overlap * Math.cos(angle); balls[i].y -= overlap * Math.sin(angle); } } } checkCollisions(); });
===================================================================
--- original.js
+++ change.js
@@ -48,12 +48,9 @@
}
// Replace current asset with the next upgrade
self.removeChild(ballGraphics);
assetId = 'ball' + nextType;
- var newSize = Math.pow(1.5, parseInt(nextType) - 1) * 50;
ballGraphics = self.attachAsset(assetId, {
- width: newSize,
- height: newSize,
anchorX: 0.5,
anchorY: 0.5
});
self.type = nextType;