User prompt
if an object is above y=0, start the gameovertimer (3 seconds) flash the screen red every second, if the timer is over check again if an object is above y=0 then go game over, if there is none then continiue the game like normal
User prompt
remove the ball spawning cooldown
User prompt
add score when balls merge
User prompt
also add points for every new merged ball not only the new spawned balls
User prompt
if an object is above y=0 instead of going game over instantly, start the game over timer (3 seconds) flash the screen red every second, if the timer is over check again if an object is above y=0 then go game over, if there is none then continiue the game like normal
User prompt
when an object gets above y=0 go game over
User prompt
Migrate to the latest version of LK
User prompt
Replace getBallColor with a custom function
User prompt
replace newBall.getAssetColor by a custom function
User prompt
make the background color a darker version of the last spawned ball
User prompt
make the background a darker version of the last dropped ball
User prompt
make a multiplier when balls merge
User prompt
make a multiplier
User prompt
showmultiplier in the top right
User prompt
make a multiplier
User prompt
add a ball merging multiplier
User prompt
modefy the code so that merging balls gives +1 score
User prompt
modefy the code so that merging balls gives +1 score
User prompt
if balls merge add one to the score, keep the normal score
User prompt
change the score so each merge should be the normal score +1
User prompt
halve the size of each ball
User prompt
make it impossible for balls to clip into eachother
User prompt
what you changed is good, but make the bounce on collissiong with other balls less
User prompt
make the balls bounce less
User prompt
what you changed is good, but make the bounce on collide less
===================================================================
--- original.js
+++ change.js
@@ -112,10 +112,10 @@
/****
* 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
function calculateNextBallType(ballCount) {
var ballType = '1';
if (ballCount > 50) {
var rand = Math.random();
@@ -166,50 +166,80 @@
var ballCount = 0;
var canThrowBall = true;
var nextBallType = '1'; // Pre-calculate the next ball type
game.on('down', function (x, y, obj) {
- var ballTypesToString = function ballTypesToString(ballsArray) {
- var counts = {};
- ballsArray.forEach(function (ball) {
- counts[ball.type] = (counts[ball.type] || 0) + 1;
- });
- return Object.keys(counts).map(function (type) {
- return 'Type ' + type + ': ' + counts[type];
- }).join(', ');
- };
- var event = obj;
- var pos = game.toLocal(event.global);
- var ballType = nextBallType; // Use the precalculated ball type
- var newBall = new Ball(ballType);
- newBall.x = pos.x + (Math.random() * 20 - 10);
- newBall.y = 300 + (Math.random() * 20 - 10);
- // Update the next ball type display
- nextBallDisplay.updateNextBallType(ballType);
- balls.push(newBall);
- game.addChild(newBall);
- ballCount++;
- console.log('Ball count: ' + ballCount + ', Ball types: ' + ballTypesToString(balls));
- // Calculate the next ball type for the upcoming throw
- nextBallType = calculateNextBallType(ballCount);
- nextBallDisplay.updateNextBallType(nextBallType); // Update the display with the new next ball type
+ if (canThrowBall) {
+ var ballTypesToString = function ballTypesToString(ballsArray) {
+ var counts = {};
+ ballsArray.forEach(function (ball) {
+ counts[ball.type] = (counts[ball.type] || 0) + 1;
+ });
+ return Object.keys(counts).map(function (type) {
+ return 'Type ' + type + ': ' + counts[type];
+ }).join(', ');
+ };
+ canThrowBall = false;
+ var event = obj;
+ var pos = game.toLocal(event.global);
+ var ballType = nextBallType; // Use the precalculated ball type
+ var newBall = new Ball(ballType);
+ newBall.x = pos.x + (Math.random() * 20 - 10);
+ newBall.y = 300 + (Math.random() * 20 - 10);
+ // Update the next ball type display
+ nextBallDisplay.updateNextBallType(ballType);
+ balls.push(newBall);
+ game.addChild(newBall);
+ ballCount++;
+ console.log('Ball count: ' + ballCount + ', Ball types: ' + ballTypesToString(balls));
+ LK.setTimeout(function () {
+ canThrowBall = true;
+ // Calculate the next ball type for the upcoming throw
+ nextBallType = calculateNextBallType(ballCount);
+ nextBallDisplay.updateNextBallType(nextBallType); // Update the display with the new next ball type
+ }, 1000);
+ }
});
// Main game update loop
-LK.on('tick', function () {
- if (game.overTimer) {
- game.overTimer -= 1 / 60; // Decrease timer by 1/60th of a second
- if (game.overTimer <= 0) {
- LK.clearInterval(game.flashInterval);
- game.flashInterval = null;
- game.overTimer = null;
- for (var i = 0; i < balls.length; i++) {
- if (balls[i].y - balls[i].height / 2 < 0) {
- LK.showGameOver();
- return;
- }
- }
+var gameOverTimer = null;
+var flashInterval = null;
+function startGameOverTimer() {
+ if (gameOverTimer) {
+ return;
+ } // Timer already running
+ gameOverTimer = LK.setTimeout(function () {
+ var objectAboveZero = balls.some(function (ball) {
+ return ball.y < 0;
+ });
+ if (objectAboveZero) {
+ LK.showGameOver();
+ } else {
+ // Continue the game
+ LK.clearTimeout(gameOverTimer);
+ LK.clearInterval(flashInterval);
+ gameOverTimer = null;
+ flashInterval = null;
}
+ }, 3000);
+ flashInterval = LK.setInterval(function () {
+ LK.effects.flashScreen(0xff0000, 500);
+ }, 1000);
+}
+LK.on('tick', function () {
+ // Check if any object is above y=0
+ var objectAboveZero = balls.some(function (ball) {
+ return ball.y < 0;
+ });
+ if (objectAboveZero) {
+ startGameOverTimer();
}
score.updateScore();
+ // Check if any object is above y=0
+ var objectAboveZero = balls.some(function (ball) {
+ return ball.y < 0;
+ });
+ if (objectAboveZero) {
+ startGameOverTimer();
+ }
// Apply gravity to each ball
for (var i = 0; i < balls.length; i++) {
balls[i].velocity.y += 0.5; // Increased gravity acceleration
if (balls[i].y + balls[i].velocity.y > 2732 - balls[i].height / 2) {
@@ -217,31 +247,16 @@
balls[i].y = 2732 - balls[i].height / 2; // Position at the bottom
} else {
balls[i].y += balls[i].velocity.y;
}
- // Check if any ball's y-coordinate is above 0
- if (balls[i].y - balls[i].height / 2 < 0) {
- if (!game.overTimer) {
- game.overTimer = 3; // 3 seconds timer
- game.flashInterval = LK.setInterval(function () {
- LK.effects.flashScreen(0xff0000, 500); // Flash red every second
- }, 1000);
- }
- }
// 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].x = balls[i].width / 2;
balls[i].velocity.x = Math.abs(balls[i].velocity.x);
} else if (balls[i].x + balls[i].width / 2 > 2048) {
balls[i].x = 2048 - balls[i].width / 2;
balls[i].velocity.x = -Math.abs(balls[i].velocity.x);
}
- // Check if any ball's y-coordinate is above 0
- if (balls[i].y - balls[i].height / 2 < 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- return;
- }
balls[i].velocity.x *= 0.95; // Apply roll resistance
balls[i].x += balls[i].velocity.x;
// Adjusted collision response to prevent constant movement and clipping
for (var j = 0; j < balls.length; j++) {