User prompt
Quiero otro poder: es como en el que destruyas a todas las bolas de arriba a abajo pero en lugar de eso es de izquierda a derecha ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
De vez en cuando aparecen burbujas fantasmas (es decir que están pero no tienen colisión y ni tampoco te hacen perder )
User prompt
No hay nada
User prompt
Ay claro que esté un boton en la iu
User prompt
Haz un simple sistema de pausa porfa
User prompt
Crea un debug Creo que no funciona
User prompt
No aparece nada bruh
User prompt
Quiero que en una esquina se muestren tus puntos
User prompt
Que no sea por partida un color que sea por cada vez que utilizas el poder (el color aleatorio )
User prompt
No funcionó...
User prompt
Cuando utilices el poder que la bola actual se convierta en un color aleatorio
User prompt
Que en la iu y manifestación siga teniendo su textura
User prompt
Quiero que el color coincida claramente
User prompt
Añade otro poder: hacen que la burbuja actual atraviese hasta encontrar su color
User prompt
La de Fireball no la cambies
User prompt
Quiero que el poder sea más frecuente
User prompt
Please fix the bug: 'isFireballPowerup is not defined' in or related to this line: 'self.isFireballPowerup = isFireballPowerup; // Store which type of powerup this is' Line Number: 1251
User prompt
La manifestación sigue incorrecta
User prompt
La manifestación del poder está mal de nuevo quiero que sea su textura no la de fireball
User prompt
Quiero que el código de generación de El poder sea independiente al de fireball
User prompt
Y que obviamente el texto de presiona dónde quieres que suceda el poder se desaparezca
User prompt
Quiero que puedas elegir en dónde va a ocurrir el poder
User prompt
Ahora obviamente quiero que la manifestación del poder sea con una textura diferente a la de fireball
User prompt
El poder no aparece
User prompt
Quiero que el nuevo poder sea más fácil de que aparezca
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Barrier = Container.expand(function () { var self = Container.call(this); var barrierGraphics = self.attachAsset('barrier', { anchorX: .5, anchorY: .5 }); }); var BonusUX = Container.expand(function () { var self = Container.call(this); //Insert label here var barHeight = 50; // Dropshadow for bonusLabel var bonusLabelShadow = self.addChild(new Text2('Streak Bonus', { size: 90, fill: 0x000000, alpha: 0.35, font: "Impact" })); bonusLabelShadow.anchor.set(1, 1); bonusLabelShadow.x = -10 + 4; bonusLabelShadow.y = barHeight / 2 + 4; // Main bonusLabel var bonusLabel = self.addChild(new Text2('Streak Bonus', { size: 90, fill: 0xF4F5FF, font: "Impact" })); bonusLabel.anchor.set(1, 1); bonusLabel.y = barHeight / 2; var rightMargin = -10; bonusLabel.x = rightMargin; // Dropshadow for bonusAmountLabel var bonusAmountLabelShadow = self.addChild(new Text2('1x', { size: 170, fill: 0x000000, alpha: 0.35, font: "Impact" })); bonusAmountLabelShadow.anchor.set(.5, .5); bonusAmountLabelShadow.x = 100 + 4; bonusAmountLabelShadow.y = 4; // Main bonusAmountLabel var bonusAmountLabel = self.addChild(new Text2('1x', { size: 170, fill: 0xF4F5FF, font: "Impact" })); bonusAmountLabel.anchor.set(.5, .5); bonusAmountLabel.x = 100; var bonusBarWidth = bonusLabel.width; var bonusBarStart = self.attachAsset('bonusend', { y: 30, x: -bonusBarWidth + rightMargin }); var bonuseBarEnd = self.attachAsset('bonusend', { y: 30, x: -bonusBarWidth + rightMargin }); var bonusBarMiddle = self.attachAsset('bonusbarmiddle', { y: 30, x: -bonusBarWidth + rightMargin + barHeight / 2, width: 0 }); self.x = game.width - 270; self.y = game.height - 145; var bonusBarStepSize = (bonusBarWidth - barHeight) / 5; var targetWidth = 0; var currentWidth = 0; var jumpToAtEnd = 0; self.bonusAmount = 1; self.streakCount = 0; var maxLevel = 40; self.setStreakCount = function (level) { self.streakCount = Math.min(level, maxLevel); var newBonus = Math.floor(self.streakCount / 5) + 1; if (newBonus != self.bonusAmount) { for (var a = 0; a < scoreMultipliers.length; a++) { scoreMultipliers[a].setMultiplier(newBonus); } } self.bonusAmount = newBonus; bonusAmountLabel.setText(self.bonusAmount + 'x'); var newbarpos = level >= maxLevel ? 5 : level % 5; targetWidth = newbarpos * bonusBarStepSize; jumpToAtEnd = targetWidth; if (newbarpos == 0 && level > 0) { targetWidth = 5 * bonusBarStepSize; jumpToAtEnd = 0; } }; self.update = function () { var delta = targetWidth - currentWidth; if (delta < 1) { targetWidth = currentWidth = jumpToAtEnd; } else { currentWidth += delta / 8; } bonuseBarEnd.x = -bonusBarWidth + currentWidth + rightMargin; bonusBarMiddle.width = currentWidth; }; // bonuseBarEnd.x = -bonusLabel.width; }); var Bubble = Container.expand(function (max_types, isFireBall, type) { var self = Container.call(this); self.isFireBall = isFireBall; self.isPhaseBall = false; var state = 0; self.isAttached = true; self.isFreeBubble = false; var speedX = 0; var speedY = 0; self.targetX = 0; self.targetY = 0; self.setPos = function (x, y) { self.x = self.targetX = x; self.y = self.targetY = y; }; if (type !== undefined) { this.type = type; } else { max_types = max_types || 3; if (max_types > 4) { self.type = Math.floor(Math.random() * (.8 + Math.random() * .2) * max_types); } else { self.type = Math.floor(Math.random() * max_types); } } if (isFireBall) { var bubbleGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); bubbleGraphics.width = 150; bubbleGraphics.height = 150; } else { var bubbleGraphics = self.attachAsset('bubble' + self.type, { anchorX: 0.5, anchorY: 0.5 }); } /*if (!isFireBall && self.type > 1) { bubbleGraphics.tint = bubbleColors[self.type]; }*/ self.detach = function () { freeBubbleLayer.addChild(self); LK.getSound('detachCircle').play(); self.y += grid.y; self.isAttached = false; speedX = Math.random() * 40 - 20; speedY = -Math.random() * 30; self.down = undefined; }; var spawnMod = 0; self.update = function () { if (self.isFreeBubble) { if (isFireBall) { if (++spawnMod % 2 == 0 && self.parent) { // Spawn fire particles every 5 ticks var angle = Math.random() * Math.PI * 2; var fireParticle = self.parent.addChild(new FireParticle(angle)); fireParticle.x = self.x + Math.cos(angle) * self.width / 4; fireParticle.y = self.y + Math.sin(angle) * self.width / 4; } } return; } if (self.isAttached) { if (self.x != self.targetX) { self.x += (self.targetX - self.x) / 10; } if (self.y != self.targetY) { self.y += (self.targetY - self.y) / 10; } } else { self.x += speedX; self.y += speedY; speedY += 1.5; if (self.x < bubbleSize / 2 && speedX < 0 || self.x > game.width - bubbleSize / 2 && speedX > 0) { speedX = -speedX; LK.getSound('circleBounce').play(); } // Check for collision with barriers for (var i = 0; i < barriers.length; i++) { var barrier = barriers[i]; var dx = self.x - barrier.x; var dy = self.y - barrier.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDist = bubbleSize / 2 + barrier.width / 2; if (distance < minDist) { // Calculate the angle of the collision var angle = Math.atan2(dy, dx); // Calculate the new speed based on the angle of collision, treating the barrier as a static billiard ball var newSpeed = Math.sqrt(speedX * speedX + speedY * speedY); speedX = Math.cos(angle) * newSpeed * .7; speedY = Math.sin(angle) * newSpeed * .7; // Move the bubble back to the point where it just touches the barrier var overlap = minDist - distance; self.x += overlap * Math.cos(angle); self.y += overlap * Math.sin(angle); LK.getSound('circleBounce').play(); } } // Remove unattached bubbles that fall below 2732 - 500 if (self.y > 2732 - 400) { self.destroy(); scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble(self); LK.getSound('scoreCollected').play(); } } }; }); var BubbleRemoveParticle = Container.expand(function () { var self = Container.call(this); var particle = self.attachAsset('removebubbleeffect', { anchorX: 0.5, anchorY: 0.5 }); particle.blendMode = 1; self.scale.set(.33, .33); var cscale = .5; self.update = function () { cscale += .02; self.scale.set(cscale, cscale); self.alpha = 1 - (cscale - .5) * 1.5; if (self.alpha < 0) { self.destroy(); } }; }); var FireBallPowerupOverlay = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.y = game.height - 140; self.x = 200; var countBG = self.attachAsset('countbg', { anchorX: 0.5, anchorY: 0.5 }); countBG.x = 90; countBG.y = 50; self.fireballsLeft = 0; // Start with 0 fireballs // Dropshadow for label var labelShadow = self.addChild(new Text2(self.fireballsLeft, { size: 70, fill: 0x000000, alpha: 0.35, font: "Impact" })); labelShadow.anchor.set(.5, .5); labelShadow.x = 90 + 3; labelShadow.y = 50 + 3; // Main label var label = self.addChild(new Text2(self.fireballsLeft, { size: 70, fill: 0xFFFFFF, font: "Impact" })); label.anchor.set(.5, .5); label.x = 90; label.y = 50; self.alpha = 0.5; // Start with greyed out overlay self.increaseFireballCount = function () { self.fireballsLeft++; label.setText(self.fireballsLeft); labelShadow.setText(self.fireballsLeft); self.alpha = 1; tween(self.scale, { x: 1.3, y: 1.3 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { tween(self.scale, { x: 1, y: 1 }, { duration: 220, easing: tween.bounceOut }); } }); // Spawn powerup particles for (var i = 0; i < 12; i++) { var angle = Math.random() * Math.PI * 2; var speed = 8 + Math.random() * 6; var particle = game.addChild(new PowerupParticle(angle, speed)); particle.x = self.x + 90; // center of indicator particle.y = self.y + 50; } }; self.down = function () { if (self.fireballsLeft > 0 && !launcher.isFireBall()) { self.fireballsLeft--; label.setText(self.fireballsLeft); labelShadow.setText(self.fireballsLeft); launcher.triggerFireBall(); if (self.fireballsLeft == 0) { self.alpha = .5; } } }; // State for wiggle animation self.isWiggling = false; // Update method to handle wiggle animation self.update = function () { // Check if bubbles are getting close to bottom and we have powerups if (self.fireballsLeft > 0 && !self.isWiggling) { // Get warning scores from grid var warningScores = grid.calculateWarningScoreList(); var maxWarning = 0; for (var i = 0; i < warningScores.length; i++) { if (warningScores[i] > maxWarning) { maxWarning = warningScores[i]; } } // If any column has high warning score (bubbles close to bottom), trigger wiggle if (maxWarning > 1.5) { // Threshold for "getting close" self.isWiggling = true; // First wiggle to the right tween(self, { rotation: 0.15 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { // Then wiggle to the left tween(self, { rotation: -0.15 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Then wiggle to the right again tween(self, { rotation: 0.15 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Return to normal position tween(self, { rotation: 0 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { // Reset wiggle state after a cooldown LK.setTimeout(function () { self.isWiggling = false; }, 2000); // 2 second cooldown before next wiggle } }); } }); } }); } }); } } }; }); var FireParticle = Container.expand(function (angle) { var self = Container.call(this); var particleGraphics = self.attachAsset('fireparticle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.blendMode = 1; var speedX = Math.cos(angle) * 1; var speedY = Math.sin(angle) * 1; var rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.x += speedX * self.alpha; self.y += speedY * self.alpha; particleGraphics.rotation += rotationSpeed; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); var Grid = Container.expand(function () { var self = Container.call(this); var rows = []; self.container = self.addChild(new Container()); var rowCount = 0; function shouldSpawnFireballPowerup() { var FIREBALL_POWERUP_ROW_INTERVAL = 20; // Every 20th row has a fireball powerup if (rowCount === 8) { return true; } else if (rowCount - 8 > 0 && (rowCount - 8) % FIREBALL_POWERUP_ROW_INTERVAL === 0) { return true; } return false; } function shouldSpawnLightningPowerup() { var LIGHTNING_POWERUP_ROW_INTERVAL = 10; // Every 10th row has a lightning powerup if (rowCount === 6) { return true; } else if (rowCount - 6 > 0 && (rowCount - 6) % LIGHTNING_POWERUP_ROW_INTERVAL === 0) { return true; } return false; } function shouldSpawnPhasePowerup() { var PHASE_POWERUP_ROW_INTERVAL = 12; // Every 12th row has a phase powerup if (rowCount === 10) { return true; } else if (rowCount - 10 > 0 && (rowCount - 10) % PHASE_POWERUP_ROW_INTERVAL === 0) { return true; } return false; } function insertRow() { var row = []; var rowWidth = rowCount % 2 == 0 ? 13 : 12; // Check for different powerup types independently var shouldSpawnFireball = shouldSpawnFireballPowerup(); var shouldSpawnLightning = shouldSpawnLightningPowerup(); var shouldSpawnPhase = shouldSpawnPhasePowerup(); var powerupCol = -1; var powerupType = null; // Determine which powerup to spawn (fireball takes priority, then phase, then lightning) if (shouldSpawnFireball) { powerupCol = Math.floor(Math.random() * rowWidth); powerupType = 'fireball'; } else if (shouldSpawnPhase) { powerupCol = Math.floor(Math.random() * rowWidth); powerupType = 'phase'; } else if (shouldSpawnLightning) { powerupCol = Math.floor(Math.random() * rowWidth); powerupType = 'lightning'; } for (var a = 0; a < rowWidth; a++) { var bubble; if (powerupCol === a && powerupType) { bubble = new PowerupBubble(powerupType); } else { bubble = new Bubble(getMaxTypes()); } bubble.setPos((2048 - bubbleSize * rowWidth) / 2 + bubbleSize * a + bubbleSize / 2, -rowCount * (1.7320508076 * bubbleSize) / 2); self.container.addChild(bubble); row.push(bubble); /*bubble.down = function () { var bubbles = self.getConnectedBubbles(this); self.removeBubbles(bubbles); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); };*/ } rows.push(row); rowCount++; } //Method that removes an array of bubbles from the rows array. self.removeBubbles = function (bubbles) { for (var i = 0; i < bubbles.length; i++) { var bubble = bubbles[i]; if (bubble) { var bubbleIndex = this.findBubbleIndex(bubble); if (bubbleIndex) { rows[bubbleIndex.row][bubbleIndex.col] = null; bubble.detach(); } } } }; self.getConnectedBubbles = function (bubble, ignoreType) { var connectedBubbles = []; var queue = [bubble]; var visited = []; while (queue.length > 0) { var currentBubble = queue.shift(); if (visited.indexOf(currentBubble) === -1) { visited.push(currentBubble); connectedBubbles.push(currentBubble); var neighbors = self.getNeighbors(currentBubble); for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (neighbor) { if (neighbor.isPowerup) { // Powerup bubbles connect with everything queue.push(neighbor); } else if (neighbor.type === bubble.type || ignoreType) { queue.push(neighbor); } } } } } return connectedBubbles; }; //Get a list of bubbles that are not connected to the top row, or to a chain of bubbles connected to the top row. self.getDetachedBubbles = function () { var detachedBubbles = []; var connectedToTop = []; // Mark all bubbles connected to the bottom row var lastRowIndex = rows.length - 1; for (var i = 0; i < rows[lastRowIndex].length; i++) { if (rows[lastRowIndex][i] !== null) { var bottomConnected = self.getConnectedBubbles(rows[lastRowIndex][i], true); connectedToTop = connectedToTop.concat(bottomConnected); } } // Mark all bubbles as visited or not var visited = connectedToTop.filter(function (bubble) { return bubble != null; }); // Find all bubbles that are not visited and not connected to the top for (var row = 0; row < rows.length - 1; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble !== null && visited.indexOf(bubble) == -1) { detachedBubbles.push(bubble); } } } return detachedBubbles; }; self.getRows = function () { return rows; }; self.getNeighbors = function (bubble) { var neighbors = []; var bubbleIndex = this.findBubbleIndex(bubble); if (!bubbleIndex) { return []; } var directions = [[-1, 0], [1, 0], // left and right [0, -1], [0, 1], // above and below [-1, -1], [1, -1] // diagonals for even rows ]; if (bubbleIndex && rows[bubbleIndex.row] && rows[bubbleIndex.row].length == 12) { // Adjust diagonals for odd rows directions[4] = [-1, 1]; directions[5] = [1, 1]; } for (var i = 0; i < directions.length; i++) { var dir = directions[i]; if (bubbleIndex && rows[bubbleIndex.row]) { var newRow = bubbleIndex.row + dir[0]; } var newCol = bubbleIndex.col + dir[1]; if (newRow >= 0 && newRow < rows.length && newCol >= 0 && newCol < rows[newRow].length) { neighbors.push(rows[newRow][newCol]); } } return neighbors; }; self.findBubbleIndex = function (bubble) { for (var row = 0; row < rows.length; row++) { var col = rows[row].indexOf(bubble); if (col !== -1) { return { row: row, col: col }; } } return null; }; self.printRowsToConsole = function () { var gridString = ''; for (var i = rows.length - 1; i >= 0; i--) { var rowString = ': ' + (rows[i].length == 13 ? '' : ' '); for (var j = 0; j < rows[i].length; j++) { var bubble = rows[i][j]; rowString += bubble ? '[' + bubble.type + ']' : '[_]'; } gridString += rowString + '\n'; } console.log(gridString); }; // Method to calculate path of movement based on angle and starting point //TODO: MAKE THIS MUCH FASTER! self.bubbleIntersectsGrid = function (nextX, nextY) { outer: for (var row = 0; row < rows.length; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble) { var dist = nextY - bubble.y - self.y; //Quick exit if we are nowhere near the row if (dist > 145 || dist < -145) { continue outer; } var dx = nextX - bubble.x - self.x; var dy = nextY - bubble.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < (bubbleSize - 70) / 2 + bubbleSize / 2) { return bubble; } } } } return false; }; self.calculatePath = function (startPoint, angle) { var path = []; var currentPoint = { x: startPoint.x, y: startPoint.y }; var radians = angle; var stepSize = 4; var hitBubble = false; while (currentPoint.y > 0 && !hitBubble) { // Calculate next point var nextX = currentPoint.x + stepSize * Math.cos(radians); var nextY = currentPoint.y + stepSize * Math.sin(radians); // Check for wall collisions if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) { radians = Math.PI - radians; // Reflect angle nextX = currentPoint.x + stepSize * Math.cos(radians); // Recalculate nextX after reflection } hitBubble = self.bubbleIntersectsGrid(nextX, nextY); // Add point to path and update currentPoint path.push({ x: nextX, y: nextY }); currentPoint.x = nextX; currentPoint.y = nextY; } if (hitBubble) { //Only increase avilable bubble type when we have actually pointed as such a bubble if (hitBubble.type >= 0 && hitBubble.type + 1 > maxSelectableBubble) { maxSelectableBubble = hitBubble.type + 1; } ; } return path; }; var bubblesInFlight = []; self.fireBubble = function (bubble, angle) { self.addChild(bubble); bubble.x = launcher.x; bubble.y += launcher.y - self.y; bubblesInFlight.push({ bubble: bubble, angle: angle }); }; self.calculateWarningScoreList = function () { var warningScores = []; for (var i = 0; i < 13; i++) { warningScores.push(0); // Initialize all scores to 0 } // Calculate the distance from the bottom for each bubble and increment the warning score based on proximity for (var row = 0; row < rows.length; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble) { var distanceFromBottom = 2732 - (bubble.y + self.y); if (distanceFromBottom < 2000) { // If a bubble is within 500px from the bottom var columnIndex = Math.floor(bubble.x / (2048 / 13)); warningScores[columnIndex] += (2000 - distanceFromBottom) / 2000; // Increment the warning score for the column } } } } return warningScores; }; self.update = function () { outer: for (var a = 0; a < bubblesInFlight.length; a++) { var current = bubblesInFlight[a]; var bubble = current.bubble; var nextX = bubble.x; var nextY = bubble.y + gridSpeed; var prevX = bubble.x; var prevY = bubble.y; for (var rep = 0; rep < 25; rep++) { prevX = nextX; prevY = nextY; nextX += Math.cos(current.angle) * 4; nextY += Math.sin(current.angle) * 4; if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) { current.angle = Math.PI - current.angle; // Reflect angle nextX = Math.min(Math.max(nextX, 150 / 2), 2048 - 150 / 2); LK.getSound('circleBounce').play(); } var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y); if (intersectedBubble) { gameIsStarted = true; if (bubble.isPhaseBall) { // Phase ball: continue through bubbles until finding matching color if (intersectedBubble.type === bubble.type) { // Found matching color, attach here var intersectedBubblePos = self.findBubbleIndex(intersectedBubble); var colOffset = rows[intersectedBubblePos.row].length == 13 ? 0 : 1; var offsetPositions = [{ x: intersectedBubble.targetX - bubbleSize / 2, y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row + 1, co: intersectedBubblePos.col - 1 + colOffset }, { x: intersectedBubble.targetX + bubbleSize / 2, y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row + 1, co: intersectedBubblePos.col + colOffset }, { x: intersectedBubble.targetX + bubbleSize, y: intersectedBubble.targetY, ro: intersectedBubblePos.row, co: intersectedBubblePos.col + 1 }, { x: intersectedBubble.targetX + bubbleSize / 2, y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row - 1, co: intersectedBubblePos.col + colOffset }, { x: intersectedBubble.targetX - bubbleSize / 2, y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row - 1, co: intersectedBubblePos.col - 1 + colOffset }, { x: intersectedBubble.targetX - bubbleSize, y: intersectedBubble.targetY, ro: intersectedBubblePos.row, co: intersectedBubblePos.col - 1 }]; var closestPosition = 0; var closestDistance = Math.sqrt(Math.pow(offsetPositions[0].x - bubble.x, 2) + Math.pow(offsetPositions[0].y - bubble.y, 2)); for (var i = 1; i < offsetPositions.length; i++) { var currentPosition = offsetPositions[i]; var currentDistance = Math.sqrt(Math.pow(currentPosition.x - bubble.x, 2) + Math.pow(currentPosition.y - bubble.y, 2)); if (currentDistance < closestDistance) { var row = rows[currentPosition.ro]; if (currentPosition.co < 0) { continue; } if (row) { if (row[currentPosition.co]) { continue; } if (currentPosition.co >= row.length) { continue; } } else { var newRowLength = rows[intersectedBubblePos.row].length == 13 ? 12 : 13; if (currentPosition.co >= newRowLength) { continue; } } closestDistance = currentDistance; closestPosition = i; } } // Attach bubble to the closest position var currentMatch = offsetPositions[closestPosition]; bubble.x = prevX; bubble.y = prevY; bubble.targetX = currentMatch.x; bubble.targetY = currentMatch.y; bubble.isFreeBubble = false; bubble.isPhaseBall = false; // Reset phase property when attached var row = rows[offsetPositions[closestPosition].ro]; if (!row) { if (rows[intersectedBubblePos.row].length == 13) { row = [null, null, null, null, null, null, null, null, null, null, null, null]; } else { row = [null, null, null, null, null, null, null, null, null, null, null, null, null]; } rows.unshift(row); } row[offsetPositions[closestPosition].co] = bubble; bubblesInFlight.splice(a--, 1); refreshHintLine(); var bubbles = self.getConnectedBubbles(bubble); if (bubbles.length > 2) { self.removeBubbles(bubbles); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); bonusUX.setStreakCount(bonusUX.streakCount + 1); } else { bonusUX.setStreakCount(0); LK.getSound('attachCircle').play(); } continue outer; } else { // Continue through bubble without attaching - phase through it continue; } } else if (bubble.isFireBall) { // Fireball explodes where it touches - affect 12 bubbles around var explosionBubbles = [intersectedBubble]; // Include the touched bubble var neighbors = self.getNeighbors(intersectedBubble); // Add first ring of neighbors for (var i = 0; i < neighbors.length && explosionBubbles.length < 12; i++) { if (neighbors[i]) { explosionBubbles.push(neighbors[i]); } } // Add second ring of neighbors to reach 12 total var secondRingNeighbors = []; for (var i = 0; i < neighbors.length; i++) { if (neighbors[i]) { var secondRing = self.getNeighbors(neighbors[i]); for (var j = 0; j < secondRing.length; j++) { if (secondRing[j] && explosionBubbles.indexOf(secondRing[j]) === -1 && secondRingNeighbors.indexOf(secondRing[j]) === -1) { secondRingNeighbors.push(secondRing[j]); } } } } for (var i = 0; i < secondRingNeighbors.length && explosionBubbles.length < 12; i++) { explosionBubbles.push(secondRingNeighbors[i]); } self.removeBubbles(explosionBubbles); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); bubble.destroy(); bubblesInFlight.splice(a--, 1); continue outer; } else { var intersectedBubblePos = self.findBubbleIndex(intersectedBubble); var colOffset = rows[intersectedBubblePos.row].length == 13 ? 0 : 1; var offsetPositions = [{ x: intersectedBubble.targetX - bubbleSize / 2, y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row + 1, co: intersectedBubblePos.col - 1 + colOffset }, { x: intersectedBubble.targetX + bubbleSize / 2, y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row + 1, co: intersectedBubblePos.col + colOffset }, { x: intersectedBubble.targetX + bubbleSize, y: intersectedBubble.targetY, ro: intersectedBubblePos.row, co: intersectedBubblePos.col + 1 }, { x: intersectedBubble.targetX + bubbleSize / 2, y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row - 1, co: intersectedBubblePos.col + colOffset }, { x: intersectedBubble.targetX - bubbleSize / 2, y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row - 1, co: intersectedBubblePos.col - 1 + colOffset }, { x: intersectedBubble.targetX - bubbleSize, y: intersectedBubble.targetY, ro: intersectedBubblePos.row, co: intersectedBubblePos.col - 1 }]; var closestPosition = 0; var closestDistance = Math.sqrt(Math.pow(offsetPositions[0].x - bubble.x, 2) + Math.pow(offsetPositions[0].y - bubble.y, 2)); for (var i = 1; i < offsetPositions.length; i++) { var currentPosition = offsetPositions[i]; var currentDistance = Math.sqrt(Math.pow(currentPosition.x - bubble.x, 2) + Math.pow(currentPosition.y - bubble.y, 2)); if (currentDistance < closestDistance) { var row = rows[currentPosition.ro]; if (currentPosition.co < 0) { continue; } if (row) { if (row[currentPosition.co]) { continue; } if (currentPosition.co >= row.length) { continue; } } else { var newRowLength = rows[intersectedBubblePos.row].length == 13 ? 12 : 13; if (currentPosition.co >= newRowLength) { continue; } } closestDistance = currentDistance; closestPosition = i; } } // Attach bubble to the closest position var currentMatch = offsetPositions[closestPosition]; bubble.x = prevX; bubble.y = prevY; bubble.targetX = currentMatch.x; bubble.targetY = currentMatch.y; bubble.isFreeBubble = false; var row = rows[offsetPositions[closestPosition].ro]; if (!row) { if (rows[intersectedBubblePos.row].length == 13) { row = [null, null, null, null, null, null, null, null, null, null, null, null]; } else { row = [null, null, null, null, null, null, null, null, null, null, null, null, null]; } rows.unshift(row); } row[offsetPositions[closestPosition].co] = bubble; bubblesInFlight.splice(a--, 1); refreshHintLine(); var bubbles = self.getConnectedBubbles(bubble); if (bubbles.length > 2) { self.removeBubbles(bubbles); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); bonusUX.setStreakCount(bonusUX.streakCount + 1); } else { bonusUX.setStreakCount(0); LK.getSound('attachCircle').play(); } //Add a grid movement effect when you don't do a match var neighbors = self.getNeighbors(bubble); var touched = []; var neighbors2 = []; for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (neighbor) { touched.push(neighbor); neighbors2 = neighbors2.concat(self.getNeighbors(neighbor)); var ox = neighbor.x - bubble.x; var oy = neighbor.y - bubble.y; var angle = Math.atan2(oy, ox); neighbor.x += Math.cos(angle) * 20; neighbor.y += Math.sin(angle) * 20; } } //One more layer for (var i = 0; i < neighbors2.length; i++) { var neighbor = neighbors2[i]; if (neighbor && touched.indexOf(neighbor) == -1) { touched.push(neighbor); var ox = neighbor.x - bubble.x; var oy = neighbor.y - bubble.y; var angle = Math.atan2(oy, ox); neighbor.x += Math.cos(angle) * 10; neighbor.y += Math.sin(angle) * 10; } } //self.printRowsToConsole(); continue outer; } } } bubble.x = nextX; bubble.y = nextY; if (bubble.y + self.y < -1000) { //Destory bubbles that somehow manages to escape at the top bubblesInFlight.splice(a--, 1); bubble.destroy(); } } if (gameIsStarted) { self.y += gridSpeed; } var zeroRow = rows[rows.length - 1]; if (zeroRow) { for (var a = 0; a < zeroRow.length; a++) { var bubble = zeroRow[a]; if (bubble) { if (bubble.y + self.y > 0) { insertRow(); } break; } } } else { insertRow(); } for (var row = rows.length - 1; row >= 0; row--) { if (rows[row].every(function (bubble) { return !bubble; })) { rows.splice(row, 1); } } var lastRow = rows[0]; /*if(LK.ticks % 10 == 0){ self.printRowsToConsole() }*/ if (lastRow) { for (var a = 0; a < zeroRow.length; a++) { var bubble = lastRow[a]; if (bubble) { if (bubble.y + self.y > 2200) { LK.effects.flashScreen(0xff0000, 3000); LK.getSound('gameOverJingle').play(); LK.showGameOver(); } if (gameIsStarted) { var targetSpeed = Math.pow(Math.pow((2200 - (bubble.y + self.y)) / 2200, 2), 2) * 4 + 0.5; if (bubble.y + self.y > 2000) { targetSpeed = .2; } gridSpeed += (targetSpeed - gridSpeed) / 20; if (LK.ticks % 10 == 0) { //console.log(gridSpeed) } } break; } } } }; for (var a = 0; a < 8; a++) { insertRow(); } }); var HintBubble = Container.expand(function () { var self = Container.call(this); var bubble = self.attachAsset('hintbubble', { anchorX: 0.5, anchorY: 0.5 }); self.setTint = function (tint) { bubble.tint = tint; }; self.getTint = function (tint) { return bubble.tint; }; }); var Launcher = Container.expand(function () { var self = Container.call(this); var bubble = self.addChild(new Bubble(getMaxTypes(), false)); bubble.isFreeBubble = true; var previewBubble; var lastTypes = [undefined, bubble.type]; function createPreviewBubble() { var nextType; do { nextType = Math.floor(Math.random() * maxSelectableBubble); } while (nextType == lastTypes[0] && nextType == lastTypes[1]); lastTypes.shift(); lastTypes.push(nextType); previewBubble = self.addChildAt(new Bubble(maxSelectableBubble, false, nextType), 0); previewBubble.scale.set(.7, .7); previewBubble.x = -90; previewBubble.y = 20; previewBubble.isFreeBubble = true; } createPreviewBubble(); self.fire = function () { bulletsFired++; LK.getSound('fireBubble').play(); // Play sound when the ball is fired grid.fireBubble(bubble, self.angle); bubble = previewBubble; previewBubble.x = previewBubble.y = 0; previewBubble.scale.set(1, 1); createPreviewBubble(); }; self.angle = -Math.PI / 2; self.getBubble = function () { return bubble; }; self.isFireBall = function () { return bubble.isFireBall; }; self.triggerFireBall = function () { bubble.destroy(); bubble = self.addChild(new Bubble(getMaxTypes(), true)); bubble.isFreeBubble = true; }; self.isPhaseBall = function () { return bubble.isPhaseBall; }; self.triggerPhaseBall = function () { bubble.destroy(); // Generate random type for phase ball each time the powerup is used var randomType = Math.floor(Math.random() * getMaxTypes()); bubble = self.addChild(new Bubble(getMaxTypes(), false, randomType)); bubble.isPhaseBall = true; bubble.isFreeBubble = true; // Refresh the hint line to show the new color refreshHintLine(); }; }); var LightningEffect = Container.expand(function (targetX) { var self = Container.call(this); // Create lightning bolt visual using multiple rectangles var boltSegments = []; var segmentCount = 15; var segmentHeight = 2732 / segmentCount; for (var i = 0; i < segmentCount; i++) { var segment = self.attachAsset('dangeroverlay', { anchorX: 0.5, anchorY: 0 }); segment.width = 20 + Math.random() * 30; segment.height = segmentHeight; segment.x = targetX + (Math.random() - 0.5) * 40; segment.y = i * segmentHeight; segment.tint = 0x00ffff; // Cyan lightning color segment.alpha = 0; boltSegments.push(segment); } self.start = function () { LK.getSound('powerupSwoosh').play(); // Flash all segments simultaneously for (var i = 0; i < boltSegments.length; i++) { var segment = boltSegments[i]; segment.alpha = 1; // Flash bright then fade out tween(segment, { alpha: 0 }, { duration: 300, delay: 50, easing: tween.easeOut }); } // Destroy effect after animation LK.setTimeout(function () { self.destroy(); }, 500); }; return self; }); var LightningPowerupOverlay = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('lightning', { anchorX: 0.5, anchorY: 0.5 }); self.y = game.height - 140; self.x = 400; // Position to the right of fireball var countBG = self.attachAsset('countbg', { anchorX: 0.5, anchorY: 0.5 }); countBG.x = 90; countBG.y = 50; self.lightningLeft = 0; // Start with 0 lightning // Dropshadow for label var labelShadow = self.addChild(new Text2(self.lightningLeft, { size: 70, fill: 0x000000, alpha: 0.35, font: "Impact" })); labelShadow.anchor.set(.5, .5); labelShadow.x = 90 + 3; labelShadow.y = 50 + 3; // Main label var label = self.addChild(new Text2(self.lightningLeft, { size: 70, fill: 0xFFFFFF, font: "Impact" })); label.anchor.set(.5, .5); label.x = 90; label.y = 50; self.alpha = 0.5; // Start with greyed out overlay self.isSelecting = false; // Track if we're in lightning selection mode var selectionText; var selectionTextShadow; function createSelectionText() { // Create dropshadow for selection text selectionTextShadow = new Text2('TAP WHERE TO STRIKE!', { size: 100, fill: 0x000000, alpha: 0, font: "Impact" }); selectionTextShadow.anchor.set(0.5, 0.5); selectionTextShadow.x = game.width / 2 + 4; selectionTextShadow.y = game.height / 2 + 4; game.addChild(selectionTextShadow); // Create main selection text selectionText = new Text2('TAP WHERE TO STRIKE!', { size: 100, fill: 0x00ffff, alpha: 0, font: "Impact" }); selectionText.anchor.set(0.5, 0.5); selectionText.x = game.width / 2; selectionText.y = game.height / 2; game.addChild(selectionText); } self.increaseLightningCount = function () { self.lightningLeft++; label.setText(self.lightningLeft); labelShadow.setText(self.lightningLeft); self.alpha = 1; tween(self.scale, { x: 1.3, y: 1.3 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { tween(self.scale, { x: 1, y: 1 }, { duration: 220, easing: tween.bounceOut }); } }); // Spawn powerup particles for (var i = 0; i < 12; i++) { var angle = Math.random() * Math.PI * 2; var speed = 8 + Math.random() * 6; var particle = game.addChild(new PowerupParticle(angle, speed)); particle.x = self.x + 90; // center of indicator particle.y = self.y + 50; } }; self.down = function () { if (self.lightningLeft > 0 && !self.isSelecting) { self.isSelecting = true; // Visual feedback that we're in selection mode self.tint = 0x00ffff; // Cyan tint to show selection mode // Show selection text if (!selectionText) { createSelectionText(); } selectionText.alpha = 1; selectionTextShadow.alpha = 0.35; } }; self.triggerLightning = function (targetX) { // Use provided targetX or default to hintTargetX targetX = targetX !== undefined ? targetX : hintTargetX; var columnIndex = Math.floor(targetX / (2048 / 13)); columnIndex = Math.max(0, Math.min(12, columnIndex)); // Get all bubbles in this column var bubblesInColumn = []; var rows = grid.getRows(); for (var row = 0; row < rows.length; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble) { var bubbleColumnIndex = Math.floor(bubble.x / (2048 / 13)); if (bubbleColumnIndex === columnIndex) { bubblesInColumn.push(bubble); } } } } // Remove bubbles in column if (bubblesInColumn.length > 0) { grid.removeBubbles(bubblesInColumn); var disconnected = grid.getDetachedBubbles(); grid.removeBubbles(disconnected); // Create lightning visual effect var lightningEffect = game.addChild(new LightningEffect(targetX)); lightningEffect.start(); } // Exit selection mode and hide text self.isSelecting = false; self.tint = 0xffffff; // Reset tint // Hide selection text if (selectionText) { selectionText.alpha = 0; selectionTextShadow.alpha = 0; } }; // State for wiggle animation self.isWiggling = false; // Update method to handle wiggle animation self.update = function () { // Check if bubbles are getting close to bottom and we have powerups if (self.lightningLeft > 0 && !self.isWiggling) { // Get warning scores from grid var warningScores = grid.calculateWarningScoreList(); var maxWarning = 0; for (var i = 0; i < warningScores.length; i++) { if (warningScores[i] > maxWarning) { maxWarning = warningScores[i]; } } // If any column has high warning score (bubbles close to bottom), trigger wiggle if (maxWarning > 1.5) { // Threshold for "getting close" self.isWiggling = true; // First wiggle to the right tween(self, { rotation: 0.15 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { // Then wiggle to the left tween(self, { rotation: -0.15 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Then wiggle to the right again tween(self, { rotation: 0.15 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Return to normal position tween(self, { rotation: 0 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { // Reset wiggle state after a cooldown LK.setTimeout(function () { self.isWiggling = false; }, 2000); // 2 second cooldown before next wiggle } }); } }); } }); } }); } } }; }); var PhasePowerupOverlay = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('phaseball', { anchorX: 0.5, anchorY: 0.5 }); self.y = game.height - 140; self.x = 600; // Position to the right of lightning var countBG = self.attachAsset('countbg', { anchorX: 0.5, anchorY: 0.5 }); countBG.x = 90; countBG.y = 50; self.phaseLeft = 0; // Start with 0 phase // Dropshadow for label var labelShadow = self.addChild(new Text2(self.phaseLeft, { size: 70, fill: 0x000000, alpha: 0.35, font: "Impact" })); labelShadow.anchor.set(.5, .5); labelShadow.x = 90 + 3; labelShadow.y = 50 + 3; // Main label var label = self.addChild(new Text2(self.phaseLeft, { size: 70, fill: 0xFFFFFF, font: "Impact" })); label.anchor.set(.5, .5); label.x = 90; label.y = 50; self.alpha = 0.5; // Start with greyed out overlay self.increasePhaseCount = function () { self.phaseLeft++; label.setText(self.phaseLeft); labelShadow.setText(self.phaseLeft); self.alpha = 1; tween(self.scale, { x: 1.3, y: 1.3 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { tween(self.scale, { x: 1, y: 1 }, { duration: 220, easing: tween.bounceOut }); } }); // Spawn powerup particles for (var i = 0; i < 12; i++) { var angle = Math.random() * Math.PI * 2; var speed = 8 + Math.random() * 6; var particle = game.addChild(new PowerupParticle(angle, speed)); particle.x = self.x + 90; // center of indicator particle.y = self.y + 50; } }; self.down = function () { if (self.phaseLeft > 0 && !launcher.isPhaseBall()) { self.phaseLeft--; label.setText(self.phaseLeft); labelShadow.setText(self.phaseLeft); launcher.triggerPhaseBall(); if (self.phaseLeft == 0) { self.alpha = .5; } } }; // State for wiggle animation self.isWiggling = false; // Update method to handle wiggle animation self.update = function () { // Check if bubbles are getting close to bottom and we have powerups if (self.phaseLeft > 0 && !self.isWiggling) { // Get warning scores from grid var warningScores = grid.calculateWarningScoreList(); var maxWarning = 0; for (var i = 0; i < warningScores.length; i++) { if (warningScores[i] > maxWarning) { maxWarning = warningScores[i]; } } // If any column has high warning score (bubbles close to bottom), trigger wiggle if (maxWarning > 1.5) { // Threshold for "getting close" self.isWiggling = true; // First wiggle to the right tween(self, { rotation: 0.15 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { // Then wiggle to the left tween(self, { rotation: -0.15 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Then wiggle to the right again tween(self, { rotation: 0.15 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Return to normal position tween(self, { rotation: 0 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { // Reset wiggle state after a cooldown LK.setTimeout(function () { self.isWiggling = false; }, 2000); // 2 second cooldown before next wiggle } }); } }); } }); } }); } } }; }); var PowerupBubble = Container.expand(function (powerupType) { var self = Container.call(this); // Set powerup type based on parameter self.isFireballPowerup = powerupType === 'fireball'; self.isPhasePowerup = powerupType === 'phase'; var assetName = 'lightning'; // default if (self.isFireballPowerup) { assetName = 'fireball'; } else if (self.isPhasePowerup) { assetName = 'phaseball'; } var bubbleGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); bubbleGraphics.width = 150; bubbleGraphics.height = 150; self.type = -1; // Special type for powerup self.isPowerup = true; self.isFireballPowerup = powerupType === 'fireball'; // Store which type of powerup this is self.isAttached = true; self.isFreeBubble = false; var speedX = 0; var speedY = 0; self.targetX = 0; self.targetY = 0; self.setPos = function (x, y) { self.x = self.targetX = x; self.y = self.targetY = y; }; self.detach = function () { freeBubbleLayer.addChild(self); LK.getSound('detachCircle').play(); self.y += grid.y; self.isAttached = false; speedX = Math.random() * 40 - 20; speedY = -Math.random() * 30; self.down = undefined; }; var spawnMod = 0; self.update = function () { if (self.isFreeBubble) { return; } if (self.isAttached) { if (self.x != self.targetX) { self.x += (self.targetX - self.x) / 10; } if (self.y != self.targetY) { self.y += (self.targetY - self.y) / 10; } } else { self.x += speedX; self.y += speedY; speedY += 1.5; if (self.x < bubbleSize / 2 && speedX < 0 || self.x > game.width - bubbleSize / 2 && speedX > 0) { speedX = -speedX; LK.getSound('circleBounce').play(); } // Check for collision with barriers for (var i = 0; i < barriers.length; i++) { var barrier = barriers[i]; var dx = self.x - barrier.x; var dy = self.y - barrier.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDist = bubbleSize / 2 + barrier.width / 2; if (distance < minDist) { var angle = Math.atan2(dy, dx); var newSpeed = Math.sqrt(speedX * speedX + speedY * speedY); speedX = Math.cos(angle) * newSpeed * .7; speedY = Math.sin(angle) * newSpeed * .7; var overlap = minDist - distance; self.x += overlap * Math.cos(angle); self.y += overlap * Math.sin(angle); LK.getSound('circleBounce').play(); } } // When powerup reaches the bottom of the screen, trigger powerup earned animation if (self.y > 2732 - 400) { // Play sound LK.getSound('scoreCollected').play(); // Use the powerup type that was determined when the bubble was created console.log("Powerup triggered! Is fireball:", self.isFireballPowerup, "Is phase:", self.isPhasePowerup); // Create and start powerup earned animation var powerupType = self.isFireballPowerup ? 'fireball' : self.isPhasePowerup ? 'phase' : 'lightning'; var animation = game.addChild(new PowerupEarnedAnimation(self.x, self.y, powerupType)); animation.start(); // Destroy the original bubble self.destroy(); } } }; }); var PowerupEarnedAnimation = Container.expand(function (startX, startY, powerupType) { var self = Container.call(this); powerupType = powerupType !== undefined ? powerupType : 'fireball'; // Default to fireball for backward compatibility var isFireball = powerupType === 'fireball'; var isPhase = powerupType === 'phase'; // Create a 2x size powerup graphic var assetName = 'lightning'; // default if (isFireball) { assetName = 'fireball'; } else if (isPhase) { assetName = 'phaseball'; } var powerupGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Create dropshadow for earnedText (not a child of self, but a global overlay) var earnedTextShadow = new Text2('POWERUP EARNED!', { size: 150, fill: 0x000000, alpha: 0.35, font: "Impact" }); earnedTextShadow.anchor.set(0.5, 0.5); earnedTextShadow.y = game.height / 2 - 250 + 20 + 100 + 8; earnedTextShadow.x = game.width / 2 + 8; earnedTextShadow.alpha = 0; // Create main earnedText (no stroke) var earnedText = new Text2('POWERUP EARNED!', { size: 150, fill: 0xFFFFFF, font: "Impact" }); earnedText.anchor.set(0.5, 0.5); powerupGraphics.width = 150; powerupGraphics.height = 150; earnedText.y = game.height / 2 - 250 + 20 + 100; earnedText.x = game.width / 2; earnedText.alpha = 0; // Set initial position self.x = startX; self.y = startY; // Animation phases var phase = 0; self.start = function () { // Add text and dropshadow to overlay (so it doesn't move with self) console.log("PowerupEarnedAnimation started - isFireball:", isFireball); LK.getSound('powerupSwoosh').play(); if (!earnedTextShadow.parent) { game.addChild(earnedTextShadow); } if (!earnedText.parent) { game.addChild(earnedText); } // Phase 1: Move to center of screen tween(powerupGraphics.scale, { x: 2, y: 2 }, { duration: 300, easing: tween.easeIn }); tween(self, { x: game.width / 2, y: game.height / 2 }, { duration: 300, easing: tween.easeIn }); // Show text and dropshadow tween(earnedTextShadow, { alpha: 0.35, y: game.height / 2 - 250 + 8 }, { duration: 300, delay: 100, easing: tween.easeOut }); tween(earnedText, { alpha: 1, y: game.height / 2 - 250 }, { duration: 300, delay: 100, easing: tween.easeOut, onFinish: function onFinish() { // Wait a moment before moving to powerup counter LK.setTimeout(function () { LK.getSound('powerupSwoosh').play(); // Get target position (powerup counter) var targetX, targetY; if (isFireball) { targetX = fireBallPowerupOverlay.x; targetY = fireBallPowerupOverlay.y; } else if (isPhase) { targetX = phasePowerupOverlay.x; targetY = phasePowerupOverlay.y; } else { targetX = lightningPowerupOverlay.x; targetY = lightningPowerupOverlay.y; } // Phase 2: Move to powerup counter tween(self, { x: targetX, y: targetY }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { LK.getSound('powerupThump').play(); // Increment powerup counter console.log("Incrementing powerup counter - isFireball:", isFireball, "isPhase:", isPhase); if (isFireball) { console.log("Incrementing fireball count"); fireBallPowerupOverlay.increaseFireballCount(); } else if (isPhase) { console.log("Incrementing phase count"); phasePowerupOverlay.increasePhaseCount(); } else { console.log("Incrementing lightning count"); lightningPowerupOverlay.increaseLightningCount(); } // Destroy animation if (earnedTextShadow.parent) { earnedTextShadow.parent.removeChild(earnedTextShadow); } if (earnedText.parent) { earnedText.parent.removeChild(earnedText); } self.destroy(); } }); // Fade out text and dropshadow as we move tween(earnedTextShadow, { alpha: 0, y: game.height / 2 - 250 - 20 + 8 }, { duration: 300, easing: tween.easeOut }); tween(earnedText, { alpha: 0, y: game.height / 2 - 250 - 20 }, { duration: 300, easing: tween.easeOut }); // Scale down as we move to counter tween(powerupGraphics, { width: 210, height: 210 }, { duration: 300, easing: tween.easeIn }); tween(powerupGraphics.scale, { x: 1, y: 1 }, { duration: 300, easing: tween.easeIn }); }, 1000); } }); }; return self; }); // Make active when we have fireballs var PowerupParticle = Container.expand(function (angle, speed) { var self = Container.call(this); var particle = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); particle.width = 60; particle.height = 60; self.scale.set(0.7 + Math.random() * 0.5, 0.7 + Math.random() * 0.5); self.alpha = 1; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; var gravity = 0.5 + Math.random() * 0.3; var life = 24 + Math.floor(Math.random() * 10); var tick = 0; self.update = function () { self.x += vx; self.y += vy; vy += gravity; self.alpha -= 0.04 + Math.random() * 0.01; tick++; if (tick > life || self.alpha <= 0) { self.destroy(); } }; return self; }); var ScoreIndicatorLabel = Container.expand(function (score, type) { var self = Container.call(this); var label = new Text2(score, { size: 100, fill: "#" + bubbleColors[type].toString(16).padStart(6, '0'), font: "Impact" }); label.anchor.set(0.5, 0); self.addChild(label); self.update = function () { self.y -= 7; self.alpha -= .05; if (self.alpha <= 0) { self.destroy(); increaseScore(score); } }; }); var ScoreMultipliers = Container.expand(function (baseValue) { var self = Container.call(this); // Dropshadow for scoreMultiplierLabel var scoreMultiplierLabelShadow = new Text2(baseValue, { size: 100, fill: 0x000000, alpha: 0.35, font: "Impact" }); scoreMultiplierLabelShadow.anchor.set(0.5, 0); self.addChild(scoreMultiplierLabelShadow); // Create a score label text string for ScoreMultipliers var scoreMultiplierLabel = new Text2(baseValue, { size: 100, fill: 0x3954FF, font: "Impact" }); scoreMultiplierLabel.anchor.set(0.5, 0); self.addChild(scoreMultiplierLabel); var currentMultiplier = 1; self.applyBubble = function (bubble) { var scoreIndicator = game.addChild(new ScoreIndicatorLabel(baseValue * currentMultiplier, bubble.type)); scoreIndicator.x = self.x; scoreIndicator.y = self.y; var particle = particlesLayer.addChild(new BubbleRemoveParticle()); particle.x = bubble.x; particle.y = self.y + 150; }; self.setMultiplier = function (multiplier) { currentMultiplier = multiplier; scoreMultiplierLabel.setText(baseValue * currentMultiplier); scoreMultiplierLabelShadow.setText(baseValue * currentMultiplier); }; }); var WarningLine = Container.expand(function () { var self = Container.call(this); var warning = self.attachAsset('warningstripe', { anchorX: .5, anchorY: .5 }); var warningOffset = Math.random() * 100; var speed = Math.random() * 1 + 1; self.update = function () { warningOffset += speed; warning.alpha = (Math.cos(warningOffset / 50) + 1) / 2 * 0.3 + .7; }; warning.blendMode = 1; warning.rotation = .79; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0c0d25 }); /**** * Game Code ****/ var gridSpeed = .5; function increaseScore(amount) { var currentScore = LK.getScore(); var newScore = currentScore + amount; console.log("Debug: increaseScore called with amount:", amount); console.log("Debug: currentScore:", currentScore, "newScore:", newScore); LK.setScore(newScore); // Update the game score using LK method console.log("Debug: LK.setScore called with:", newScore); if (scoreLabel) { scoreLabel.setText(newScore.toString()); // Update the score label with the new score console.log("Debug: Updated scoreLabel text to:", newScore.toString()); } else { console.log("Debug: ERROR - scoreLabel is undefined!"); } if (scoreLabelShadow) { scoreLabelShadow.setText(newScore.toString()); // Update the shadow as well console.log("Debug: Updated scoreLabelShadow text to:", newScore.toString()); } else { console.log("Debug: ERROR - scoreLabelShadow is undefined!"); } } //Game size 2048x2732 /* Todo: [X] Make sure we GC nodes that drop of screen [ ] Make preview line fade out at the end */ var bulletsFired = 0; //3*30+1 var bubbleSize = 150; var gameIsStarted = false; var bubbleColors = [0xff2853, 0x44d31f, 0x5252ff, 0xcb2bff, 0x28f2f0, 0xffc411]; var barriers = []; var maxSelectableBubble = 3; var warningLines = []; for (var a = 0; a < 13; a++) { var wl = game.addChild(new WarningLine()); wl.x = 2048 / 13 * (a + .5); wl.y = 2200; wl.alpha = 0; warningLines.push(wl); wl.scale.set(16, 40); } var warningOverlay = game.attachAsset('dangeroverlay', {}); warningOverlay.y = 2280; var uxoverlay = game.attachAsset('uxoverlay', {}); uxoverlay.y = 2440; var uxoverlay2 = game.attachAsset('uxoverlay2', {}); uxoverlay2.y = 2460; for (var a = 0; a < 4; a++) { for (var b = 0; b < 3; b++) { var barrier = game.addChild(new Barrier()); barrier.y = 2732 - 450 + b * 70; barrier.x = 2048 / 5 * a + 2048 / 5; barriers.push(barrier); } var barrierBlock = game.attachAsset('barrierblock', {}); barrierBlock.x = 2048 / 5 * a + 2048 / 5; barrierBlock.y = 2732 - 450; barrierBlock.anchor.x = .5; } // Create a score label dropshadow (offset, semi-transparent) var scoreLabelShadow = new Text2('0', { size: 120, fill: 0x000000, alpha: 0.35, font: "Impact" }); scoreLabelShadow.anchor.set(1, 0); scoreLabelShadow.x = -16; scoreLabelShadow.y = 26; console.log("Debug: Created scoreLabelShadow", scoreLabelShadow); console.log("Debug: LK.gui.topRight exists:", LK.gui.topRight); LK.gui.topRight.addChild(scoreLabelShadow); console.log("Debug: Added scoreLabelShadow to topRight"); // Create a score label (main) var scoreLabel = new Text2('0', { size: 120, fill: 0xFFFFFF, font: "Impact" }); scoreLabel.anchor.set(1, 0); scoreLabel.x = -20; scoreLabel.y = 20; console.log("Debug: Created scoreLabel", scoreLabel); LK.gui.topRight.addChild(scoreLabel); console.log("Debug: Added scoreLabel to topRight"); // Initialize score display with current score var currentScore = LK.getScore(); console.log("Debug: Current score is:", currentScore); scoreLabel.setText(currentScore.toString()); scoreLabelShadow.setText(currentScore.toString()); console.log("Debug: Set score text to:", currentScore.toString()); console.log("Debug: scoreLabel position:", scoreLabel.x, scoreLabel.y); console.log("Debug: scoreLabel visible:", scoreLabel.visible); console.log("Debug: scoreLabel alpha:", scoreLabel.alpha); var scoreMultipliers = []; var baseScores = [100, 250, 500, 250, 100]; for (var a = 0; a < 5; a++) { var sm = new ScoreMultipliers(baseScores[a]); sm.x = 2048 / 5 * a + 2048 / 10; sm.y = 2300; scoreMultipliers.push(sm); game.addChild(sm); } var bonusUX = game.addChild(new BonusUX()); var fireBallPowerupOverlay = game.addChild(new FireBallPowerupOverlay()); var lightningPowerupOverlay = game.addChild(new LightningPowerupOverlay()); var phasePowerupOverlay = game.addChild(new PhasePowerupOverlay()); var particlesLayer = game.addChild(new Container()); var grid = game.addChild(new Grid()); grid.y = 1000; var freeBubbleLayer = game.addChild(new Container()); var hintBubblePlayer = game.addChild(new Container()); var launcher = game.addChild(new Launcher()); launcher.x = game.width / 2; launcher.y = game.height - 138; var hintBubbleCache = []; var hintBubbles = []; var isValid = false; var path = []; var bubbleAlpha = 1; var hintTargetX = game.width / 2; var hintTargetY = 0; game.move = function (x, y, obj) { // Don't process move when paused if (isPaused) { return; } hintTargetX = x; hintTargetY = y; refreshHintLine(); // } }; game.down = function (x, y, obj) { // Check if lightning powerup is in selection mode if (lightningPowerupOverlay.isSelecting) { // Execute lightning strike at selected position lightningPowerupOverlay.lightningLeft--; lightningPowerupOverlay.down.call(lightningPowerupOverlay); // Update UI var label = lightningPowerupOverlay.getChildAt(3); // Get label reference var labelShadow = lightningPowerupOverlay.getChildAt(2); // Get shadow reference label.setText(lightningPowerupOverlay.lightningLeft); labelShadow.setText(lightningPowerupOverlay.lightningLeft); lightningPowerupOverlay.triggerLightning(x); // Exit selection mode lightningPowerupOverlay.isSelecting = false; lightningPowerupOverlay.tint = 0xffffff; // Reset tint // Hide selection text if (lightningPowerupOverlay.selectionText) { lightningPowerupOverlay.selectionText.alpha = 0; lightningPowerupOverlay.selectionTextShadow.alpha = 0; } if (lightningPowerupOverlay.lightningLeft == 0) { lightningPowerupOverlay.alpha = .5; } return; // Don't process normal game input } // Original game.down functionality if needed game.move(x, y, obj); }; // game.down now handled above with lightning selection logic function getMaxTypes() { if (bulletsFired > 30 * 3 * 3) { return 6; } else if (bulletsFired > 30 * 3) { return 5; } else if (bulletsFired > 30) { return 4; } return 3; } function refreshHintLine() { var ox = hintTargetX - launcher.x; var oy = hintTargetY - launcher.y; var angle = Math.atan2(oy, ox); launcher.angle = angle; isValid = angle < -.2 && angle > -Math.PI + .2; if (isValid) { path = grid.calculatePath(launcher, angle); //This allows updated faster than 60fps, making everyting feel better. } renderHintBubbels(); } var hintOffset = 0; var distanceBetweenHintbubbles = 100; function renderHintBubbels() { if (isValid) { hintOffset = hintOffset % distanceBetweenHintbubbles; var distanceSinceLastDot = -hintOffset + 100; var hintBubbleOffset = 0; var lastPoint = path[0]; var bubble = launcher.getBubble(); var tint = 0xffffff; if (bubble.isFireBall) { tint = 0xff9c00; } else if (bubble.isPhaseBall) { tint = 0x00ffff; // Cyan for phase balls } else { tint = bubbleColors[bubble.type]; } var updateTint = true; for (var a = 1; a < path.length; a++) { var p2 = path[a]; var ox = p2.x - lastPoint.x; var oy = p2.y - lastPoint.y; var dist = Math.sqrt(ox * ox + oy * oy); distanceSinceLastDot += dist; if (distanceSinceLastDot >= distanceBetweenHintbubbles) { var amountOver = distanceSinceLastDot - distanceBetweenHintbubbles; var angle = Math.atan2(oy, ox); var currentBubble = hintBubbles[hintBubbleOffset]; if (!currentBubble) { currentBubble = hintBubbles[hintBubbleOffset] = new HintBubble(); hintBubblePlayer.addChild(currentBubble); } currentBubble.alpha = bubbleAlpha; currentBubble.visible = true; var currentTint = currentBubble.getTint(); if (hintBubbleOffset == 0) { currentBubble.setTint(tint); } else if (updateTint && currentTint != tint || currentTint == 0xffffff) { currentBubble.setTint(tint); updateTint = false; } currentBubble.x = lastPoint.x - Math.cos(angle) * amountOver; currentBubble.y = lastPoint.y - Math.sin(angle) * amountOver; hintBubbleOffset++; distanceSinceLastDot = 0; lastPoint = currentBubble; } else { lastPoint = p2; } } for (var a = hintBubbleOffset; a < hintBubbles.length; a++) { hintBubbles[a].visible = false; } } else { for (var a = 0; a < hintBubbles.length; a++) { hintBubbles[a].alpha = bubbleAlpha; } } } game.update = function () { // Don't update game logic when paused if (isPaused) { return; } hintOffset += 5; if (isValid) { bubbleAlpha = Math.min(bubbleAlpha + .05, 1); } else { bubbleAlpha = Math.max(bubbleAlpha - .05, 0); } refreshHintLine(); var alphaList = grid.calculateWarningScoreList(); for (var a = 0; a < warningLines.length; a++) { var value = alphaList[a] / 3; warningLines[a].alpha += (Math.min(value, .6) - warningLines[a].alpha) / 100; warningLines[a].scale.y += (value * 60 - warningLines[a].scale.y) / 100; } }; game.up = function () { // Don't allow firing when paused if (isPaused) { return; } if (isValid) { launcher.fire(); } }; // Pause system variables var isPaused = false; var pauseOverlay; var pauseText; var pauseTextShadow; // Create pause overlay function createPauseOverlay() { // Create semi-transparent overlay pauseOverlay = game.addChild(LK.getAsset('dangeroverlay', { width: 2048, height: 2732, alpha: 0.7 })); pauseOverlay.x = 0; pauseOverlay.y = 0; pauseOverlay.visible = false; // Create pause text shadow pauseTextShadow = game.addChild(new Text2('PAUSED', { size: 200, fill: 0x000000, alpha: 0.35, font: "Impact" })); pauseTextShadow.anchor.set(0.5, 0.5); pauseTextShadow.x = game.width / 2 + 6; pauseTextShadow.y = game.height / 2 + 6; pauseTextShadow.visible = false; // Create pause text pauseText = game.addChild(new Text2('PAUSED', { size: 200, fill: 0xFFFFFF, font: "Impact" })); pauseText.anchor.set(0.5, 0.5); pauseText.x = game.width / 2; pauseText.y = game.height / 2; pauseText.visible = false; } // Toggle pause function function togglePause() { isPaused = !isPaused; if (!pauseOverlay) { createPauseOverlay(); } if (isPaused) { // Show pause overlay pauseOverlay.visible = true; pauseText.visible = true; pauseTextShadow.visible = true; // Stop music LK.stopMusic(); } else { // Hide pause overlay pauseOverlay.visible = false; pauseText.visible = false; pauseTextShadow.visible = false; // Resume music LK.playMusic('Happy'); } } // Add pause button as a simple tap area in top-left corner var pauseButton = game.addChild(LK.getAsset('uxoverlay', { width: 120, height: 120, alpha: 0.3 })); pauseButton.x = 20; pauseButton.y = 20; // Add pause symbol (||) to the button var pauseSymbol = game.addChild(new Text2('||', { size: 60, fill: 0xFFFFFF, font: "Impact" })); pauseSymbol.anchor.set(0.5, 0.5); pauseSymbol.x = 80; pauseSymbol.y = 80; // Pause button functionality pauseButton.down = function () { togglePause(); }; pauseSymbol.down = function () { togglePause(); }; // Also allow tapping the pause overlay to unpause game.down = function (x, y, obj) { // If paused and clicking anywhere, unpause if (isPaused) { togglePause(); return; } // Check if lightning powerup is in selection mode if (lightningPowerupOverlay.isSelecting) { // Execute lightning strike at selected position lightningPowerupOverlay.lightningLeft--; lightningPowerupOverlay.down.call(lightningPowerupOverlay); // Update UI var label = lightningPowerupOverlay.getChildAt(3); // Get label reference var labelShadow = lightningPowerupOverlay.getChildAt(2); // Get shadow reference label.setText(lightningPowerupOverlay.lightningLeft); labelShadow.setText(lightningPowerupOverlay.lightningLeft); lightningPowerupOverlay.triggerLightning(x); // Exit selection mode lightningPowerupOverlay.isSelecting = false; lightningPowerupOverlay.tint = 0xffffff; // Reset tint // Hide selection text if (lightningPowerupOverlay.selectionText) { lightningPowerupOverlay.selectionText.alpha = 0; lightningPowerupOverlay.selectionTextShadow.alpha = 0; } if (lightningPowerupOverlay.lightningLeft == 0) { lightningPowerupOverlay.alpha = .5; } return; // Don't process normal game input } // Original game.down functionality if needed game.move(x, y, obj); }; // Play background music LK.playMusic('Happy');
===================================================================
--- original.js
+++ change.js
@@ -1955,8 +1955,12 @@
var bubbleAlpha = 1;
var hintTargetX = game.width / 2;
var hintTargetY = 0;
game.move = function (x, y, obj) {
+ // Don't process move when paused
+ if (isPaused) {
+ return;
+ }
hintTargetX = x;
hintTargetY = y;
refreshHintLine();
// }
@@ -2070,8 +2074,12 @@
}
}
}
game.update = function () {
+ // Don't update game logic when paused
+ if (isPaused) {
+ return;
+ }
hintOffset += 5;
if (isValid) {
bubbleAlpha = Math.min(bubbleAlpha + .05, 1);
} else {
@@ -2085,20 +2093,131 @@
warningLines[a].scale.y += (value * 60 - warningLines[a].scale.y) / 100;
}
};
game.up = function () {
+ // Don't allow firing when paused
+ if (isPaused) {
+ return;
+ }
if (isValid) {
launcher.fire();
}
};
+// Pause system variables
+var isPaused = false;
+var pauseOverlay;
+var pauseText;
+var pauseTextShadow;
+// Create pause overlay
+function createPauseOverlay() {
+ // Create semi-transparent overlay
+ pauseOverlay = game.addChild(LK.getAsset('dangeroverlay', {
+ width: 2048,
+ height: 2732,
+ alpha: 0.7
+ }));
+ pauseOverlay.x = 0;
+ pauseOverlay.y = 0;
+ pauseOverlay.visible = false;
+ // Create pause text shadow
+ pauseTextShadow = game.addChild(new Text2('PAUSED', {
+ size: 200,
+ fill: 0x000000,
+ alpha: 0.35,
+ font: "Impact"
+ }));
+ pauseTextShadow.anchor.set(0.5, 0.5);
+ pauseTextShadow.x = game.width / 2 + 6;
+ pauseTextShadow.y = game.height / 2 + 6;
+ pauseTextShadow.visible = false;
+ // Create pause text
+ pauseText = game.addChild(new Text2('PAUSED', {
+ size: 200,
+ fill: 0xFFFFFF,
+ font: "Impact"
+ }));
+ pauseText.anchor.set(0.5, 0.5);
+ pauseText.x = game.width / 2;
+ pauseText.y = game.height / 2;
+ pauseText.visible = false;
+}
+// Toggle pause function
+function togglePause() {
+ isPaused = !isPaused;
+ if (!pauseOverlay) {
+ createPauseOverlay();
+ }
+ if (isPaused) {
+ // Show pause overlay
+ pauseOverlay.visible = true;
+ pauseText.visible = true;
+ pauseTextShadow.visible = true;
+ // Stop music
+ LK.stopMusic();
+ } else {
+ // Hide pause overlay
+ pauseOverlay.visible = false;
+ pauseText.visible = false;
+ pauseTextShadow.visible = false;
+ // Resume music
+ LK.playMusic('Happy');
+ }
+}
+// Add pause button as a simple tap area in top-left corner
+var pauseButton = game.addChild(LK.getAsset('uxoverlay', {
+ width: 120,
+ height: 120,
+ alpha: 0.3
+}));
+pauseButton.x = 20;
+pauseButton.y = 20;
+// Add pause symbol (||) to the button
+var pauseSymbol = game.addChild(new Text2('||', {
+ size: 60,
+ fill: 0xFFFFFF,
+ font: "Impact"
+}));
+pauseSymbol.anchor.set(0.5, 0.5);
+pauseSymbol.x = 80;
+pauseSymbol.y = 80;
+// Pause button functionality
+pauseButton.down = function () {
+ togglePause();
+};
+pauseSymbol.down = function () {
+ togglePause();
+};
+// Also allow tapping the pause overlay to unpause
+game.down = function (x, y, obj) {
+ // If paused and clicking anywhere, unpause
+ if (isPaused) {
+ togglePause();
+ return;
+ }
+ // Check if lightning powerup is in selection mode
+ if (lightningPowerupOverlay.isSelecting) {
+ // Execute lightning strike at selected position
+ lightningPowerupOverlay.lightningLeft--;
+ lightningPowerupOverlay.down.call(lightningPowerupOverlay); // Update UI
+ var label = lightningPowerupOverlay.getChildAt(3); // Get label reference
+ var labelShadow = lightningPowerupOverlay.getChildAt(2); // Get shadow reference
+ label.setText(lightningPowerupOverlay.lightningLeft);
+ labelShadow.setText(lightningPowerupOverlay.lightningLeft);
+ lightningPowerupOverlay.triggerLightning(x);
+ // Exit selection mode
+ lightningPowerupOverlay.isSelecting = false;
+ lightningPowerupOverlay.tint = 0xffffff; // Reset tint
+ // Hide selection text
+ if (lightningPowerupOverlay.selectionText) {
+ lightningPowerupOverlay.selectionText.alpha = 0;
+ lightningPowerupOverlay.selectionTextShadow.alpha = 0;
+ }
+ if (lightningPowerupOverlay.lightningLeft == 0) {
+ lightningPowerupOverlay.alpha = .5;
+ }
+ return; // Don't process normal game input
+ }
+ // Original game.down functionality if needed
+ game.move(x, y, obj);
+};
// Play background music
-LK.playMusic('Happy');
-;
-;
-;
-;
-;
-;
-;
-;
-;
-;
\ No newline at end of file
+LK.playMusic('Happy');
\ No newline at end of file
Circular white gradient circle on black background. Gradient from white on the center to black on the outer edge all around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Soft straight Long red paint on black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green notification bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A Transparent bubble. In-Game asset. High contrast. No shadows. 2D