User prompt
Add the all power-ups in the game
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Add new 10 power-ups
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But background is a new asset
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Add a background
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Make the all levels diffrent
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Make the all levels different and use two different block1 and block2 use it in every levels
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I don’t want blocklnd remove the blocklnd and add new two block there are normal blocks
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The blokınd are normal blocks too make them block no in the blocks
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Please fix the bug: 'Timeout.tick error: Can't find variable: levelText' in or related to this line: 'if (!levelText) {' Line Number: 576
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Make 30 level
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Add the blocklnd in the game
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Add the blocklnd to And have less space between the right and left of the screen
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Reduce the blocks
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If all breakable blocks are broken, let a new different blocks come with milk animation, of course, the game should not end.
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Make the hearts circle like the first heart circle the 2 circle the 3 circle but do these asset make a new asset
User prompt
Make the hearts circle like the first heart circle the 2 circle the 3 circle but do these asset make a new asset
Code edit (1 edits merged)
Please save this source code
User prompt
Block Breaker Blitz
Initial prompt
🧱 Block Breaker Game – English Description What is it? Block breaker games are classic arcade games where you bounce a ball with a paddle to destroy blocks arranged at the top of the screen. How to Play? The player controls a paddle at the bottom of the screen that can move left and right. A ball bounces off the paddle and hits the blocks. When the ball hits a block, the block disappears. The goal is to destroy all the blocks on the screen. If the ball falls below the paddle, you lose a life. Extra Features: Some blocks drop power-ups, such as: Multi-ball Paddle extension Laser shooting Some blocks may be indestructible or take multiple hits.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGfx = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.radius = ballGfx.width / 2; self.vx = 0; self.vy = 0; self.speed = 22; self.stuck = true; // Ball stuck to paddle at start self.update = function () { if (self.stuck) { // Ball follows paddle self.x = paddle.x; self.y = paddle.y - paddle.height / 2 - self.radius; return; } self.x += self.vx; self.y += self.vy; }; return self; }); // Block class var Block = Container.expand(function () { var self = Container.call(this); self.type = 1; // 1: normal, 2: strong, 3: indestructible self.hits = 1; self.destroyed = false; self.powerup = false; self.setType = function (type) { self.type = type; if (type === 1) { self.attachAsset('block1', { anchorX: 0.5, anchorY: 0.5 }); self.hits = 1; } else if (type === 2) { self.attachAsset('block2', { anchorX: 0.5, anchorY: 0.5 }); self.hits = 2; } else if (type === 3) { self.attachAsset('blockInd', { anchorX: 0.5, anchorY: 0.5 }); self.hits = 9999; } }; return self; }); // HeartCircle class for animated heart lives var HeartCircle = Container.expand(function () { var self = Container.call(this); var heartGfx = self.attachAsset('heartCircle', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 60; self.angle = 0; self.setPosition = function (cx, cy, r, angle) { self.x = cx + r * Math.cos(angle); self.y = cy + r * Math.sin(angle); }; self.setScale = function (scale) { self.scaleX = self.scaleY = scale; }; return self; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGfx = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleGfx.width; self.height = paddleGfx.height; self.extended = false; self.extensionTimeout = null; self.extend = function () { if (self.extended) return; self.extended = true; tween(self, { scaleX: 1.7 }, { duration: 300, easing: tween.easeOut }); if (self.extensionTimeout) LK.clearTimeout(self.extensionTimeout); self.extensionTimeout = LK.setTimeout(function () { tween(self, { scaleX: 1 }, { duration: 300, easing: tween.easeIn }); self.extended = false; }, 7000); }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); // 10 powerup types var types = ['extend', // 0: Extend paddle 'shrink', // 1: Shrink paddle 'multi', // 2: Multi-ball 'slow', // 3: Slow ball 'fast', // 4: Fast ball 'catch', // 5: Sticky paddle 'life', // 6: Extra life 'bigball', // 7: Big ball 'smallball', // 8: Small ball 'score' // 9: Bonus score ]; // Randomly assign type if not set self.type = types[Math.floor(Math.random() * types.length)]; self.vy = 10; self.update = function () { self.y += self.vy; }; // Set color based on type for visual feedback var colorMap = { 'extend': 0x44ff44, 'shrink': 0xff4444, 'multi': 0x44aaff, 'slow': 0x8888ff, 'fast': 0xffaa00, 'catch': 0xff00ff, 'life': 0xffe066, 'bigball': 0x00ffff, 'smallball': 0x888888, 'score': 0xffffff }; if (gfx) gfx.tint = colorMap[self.type] || 0x44ff44; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181830 }); /**** * Game Code ****/ // background asset // Game constants // Ball: white circle // Paddle: blue rectangle // Block: colored rectangle (normal) // Block: strong (2 hits) // Block: indestructible // Powerup: green circle var GAME_W = 2048; var GAME_H = 2732; // Add background image to the game scene var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2, y: GAME_H / 2, scaleX: GAME_W / LK.getAsset('background', {}).width, scaleY: GAME_H / LK.getAsset('background', {}).height, alpha: 1 }); game.addChildAt(background, 0); var BLOCK_ROWS = 4; var BLOCK_COLS = 6; var BLOCK_MARGIN_X = 8; var BLOCK_MARGIN_Y = 24; var BLOCK_START_Y = 320; var LIVES_START = 3; // Game state var paddle, ball; var blocks = []; var powerups = []; var lives = LIVES_START; var score = 0; var balls = []; var isLaunching = false; var lastTouchX = GAME_W / 2; var gameOver = false; // GUI var scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Level text for displaying current level (used in level transitions) var levelText = null; // Heart circle lives var heartCircles = []; var heartCircleCenter = { x: GAME_W - 220, y: 120 }; var heartCircleRadius = 90; var heartCircleScale = 1.0; // Helper: update GUI function updateScore() { scoreTxt.setText(score); } function updateLives() { // Remove old hearts for (var i = 0; i < heartCircles.length; ++i) { heartCircles[i].destroy(); } heartCircles = []; // Place hearts in a circle, one after another var total = lives; var baseAngle = -Math.PI / 2; for (var i = 0; i < total; ++i) { var hc = new HeartCircle(); var angle = baseAngle + i * (Math.PI * 2) / Math.max(3, total); hc.setPosition(heartCircleCenter.x, heartCircleCenter.y, heartCircleRadius, angle); hc.setScale(1.0); LK.gui.topRight.addChild(hc); heartCircles.push(hc); } } // Helper: reset game state function resetGame() { // Remove old blocks for (var i = 0; i < blocks.length; ++i) blocks[i].destroy(); blocks = []; // Remove old balls for (var i = 0; i < balls.length; ++i) balls[i].destroy(); balls = []; // Remove powerups for (var i = 0; i < powerups.length; ++i) powerups[i].destroy(); powerups = []; // Reset score/lives score = 0; lives = LIVES_START; updateScore(); updateLives(); gameOver = false; // Create blocks var blockW = LK.getAsset('block1', {}).width; var blockH = LK.getAsset('block1', {}).height; var blockIndW = LK.getAsset('blockInd', {}).width; var blockIndH = LK.getAsset('blockInd', {}).height; var totalW = BLOCK_COLS * blockW + (BLOCK_COLS - 1) * BLOCK_MARGIN_X; var startX = (GAME_W - totalW) / 2 + blockW / 2; for (var row = 0; row < BLOCK_ROWS; ++row) { for (var col = 0; col < BLOCK_COLS; ++col) { var b = new Block(); // Use both block1 and block2 in every level, and make each level different // Example: alternate block1/block2, and shift pattern by level for variety var levelPattern = typeof currentLevel !== "undefined" ? currentLevel : 1; if ((row + col + levelPattern) % 2 === 0) { b.setType(1); } else { b.setType(2); } // Always use normal block size/position b.x = startX + col * (blockW + BLOCK_MARGIN_X); b.y = BLOCK_START_Y + row * (blockH + BLOCK_MARGIN_Y); b.width = blockW; b.height = blockH; // 15% chance to drop powerup if (Math.random() < 0.15) { // Assign a random type to the block's powerup property var powerupTypes = ['extend', 'shrink', 'multi', 'slow', 'fast', 'catch', 'life', 'bigball', 'smallball', 'score']; b.powerup = powerupTypes[Math.floor(Math.random() * powerupTypes.length)]; } blocks.push(b); game.addChild(b); } } // Create paddle if (paddle) paddle.destroy(); paddle = new Paddle(); paddle.x = GAME_W / 2; paddle.y = GAME_H - 220; game.addChild(paddle); // Create ball spawnBall(); } // Helper: spawn a new ball (stuck to paddle) function spawnBall() { var b = new Ball(); b.x = paddle.x; b.y = paddle.y - paddle.height / 2 - b.radius; b.stuck = true; b.vx = 0; b.vy = 0; balls.push(b); game.addChild(b); ball = b; } // Helper: launch ball function launchBall() { if (!ball || !ball.stuck) return; var angle = (Math.random() * 0.5 + 0.25) * Math.PI; // 45-135 deg ball.vx = ball.speed * Math.cos(angle); ball.vy = -ball.speed * Math.abs(Math.sin(angle)); ball.stuck = false; } // Helper: check collision (AABB) function rectsIntersect(a, b) { return a.x - a.width / 2 < b.x + b.width / 2 && a.x + a.width / 2 > b.x - b.width / 2 && a.y - a.height / 2 < b.y + b.height / 2 && a.y + a.height / 2 > b.y - b.height / 2; } // Helper: check ball-block collision (circle-rect) function ballBlockCollision(ball, block) { var bx = block.x, by = block.y, bw = block.width, bh = block.height; var cx = ball.x, cy = ball.y, r = ball.radius; // Clamp point var px = Math.max(bx - bw / 2, Math.min(cx, bx + bw / 2)); var py = Math.max(by - bh / 2, Math.min(cy, by + bh / 2)); var dx = cx - px, dy = cy - py; return dx * dx + dy * dy < r * r; } // Helper: reflect ball on block function reflectBall(ball, block) { // Find side of collision var overlapX = block.x - block.width / 2 - (ball.x + ball.radius); var overlapY = block.y - block.height / 2 - (ball.y + ball.radius); var prevX = ball.x - ball.vx, prevY = ball.y - ball.vy; // Check which axis ball came from var fromLeft = prevX < block.x - block.width / 2; var fromRight = prevX > block.x + block.width / 2; var fromTop = prevY < block.y - block.height / 2; var fromBottom = prevY > block.y + block.height / 2; // Simple: invert vy if hit top/bottom, vx if hit left/right if (Math.abs(ball.vx) > Math.abs(ball.vy)) { ball.vx *= -1; } else { ball.vy *= -1; } } // Helper: reflect ball on paddle function reflectBallPaddle(ball, paddle) { // Calculate hit position relative to paddle center (-1 to 1) var rel = (ball.x - paddle.x) / (paddle.width * (paddle.scaleX || 1) / 2); rel = Math.max(-1, Math.min(1, rel)); var angle = rel * Math.PI / 3 + Math.PI / 2; // -60deg to +60deg from vertical var speed = ball.speed; ball.vx = speed * Math.sin(angle); ball.vy = -Math.abs(speed * Math.cos(angle)); } // Helper: spawn powerup function spawnPowerup(x, y, type) { var p = new Powerup(); p.x = x; p.y = y; if (type) p.type = type; powerups.push(p); game.addChild(p); } // Game move handler (drag paddle) game.move = function (x, y, obj) { if (gameOver) return; // Clamp paddle to screen var px = Math.max(paddle.width / 2, Math.min(GAME_W - paddle.width / 2, x)); paddle.x = px; lastTouchX = px; // If ball is stuck, move it too for (var i = 0; i < balls.length; ++i) { if (balls[i].stuck) balls[i].x = px; } }; // Game down handler (launch ball) game.down = function (x, y, obj) { if (gameOver) return; if (ball && ball.stuck) { launchBall(); } }; // Main game update game.update = function () { if (gameOver) return; // Update balls for (var i = balls.length - 1; i >= 0; --i) { var b = balls[i]; b.update(); // Wall collisions if (b.x - b.radius < 0) { b.x = b.radius; b.vx = Math.abs(b.vx); } if (b.x + b.radius > GAME_W) { b.x = GAME_W - b.radius; b.vx = -Math.abs(b.vx); } if (b.y - b.radius < 0) { b.y = b.radius; b.vy = Math.abs(b.vy); } // Paddle collision if (!b.stuck && rectsIntersect(b, paddle)) { reflectBallPaddle(b, paddle); // Nudge ball out of paddle b.y = paddle.y - paddle.height / 2 - b.radius - 2; } // Block collisions for (var j = blocks.length - 1; j >= 0; --j) { var block = blocks[j]; if (block.destroyed) continue; if (ballBlockCollision(b, block)) { // Hit! if (block.type !== 3) { block.hits -= 1; if (block.hits <= 0) { block.destroyed = true; tween(block, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { block.destroy(); } }); blocks.splice(j, 1); score += 100; updateScore(); // Powerup drop if (block.powerup) { spawnPowerup(block.x, block.y, block.powerup); } // Win condition var anyLeft = false; for (var k = 0; k < blocks.length; ++k) { if (blocks[k].type !== 3) { anyLeft = true; break; } } if (!anyLeft) { // Animate all remaining blocks out (milk animation) for (var m = 0; m < blocks.length; ++m) { var milkBlock = blocks[m]; tween(milkBlock, { scaleY: 0.1, alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function (blk) { return function () { blk.destroy(); }; }(milkBlock) }); } blocks = []; // After animation, spawn a new wave of blocks for the next level LK.setTimeout(function () { // Level system: 30 levels, each with unique block patterns if (typeof currentLevel === "undefined") { currentLevel = 1; } else { currentLevel += 1; } if (currentLevel > 30) currentLevel = 30; // Cap at 30 // Helper: get block type for a given level, row, col function getBlockTypeForLevel(level, row, col) { // Level 1-5: simple, more normal, some strong, rare indestructible if (level <= 5) { if (row === 0 && col % 2 === 0) return 2; if (row === 1 && col % 3 === 0) return 2; if (row === 2 && col % 5 === 0) return 3; return 1; } // Level 6-10: more strong, some indestructible if (level <= 10) { if ((row + col) % 4 === 0) return 3; if ((row + col) % 2 === 0) return 2; return 1; } // Level 11-15: checkerboard indestructible, strong if (level <= 15) { if ((row + col) % 2 === 0) return 3; if (row * col % 3 === 0) return 2; return 1; } // Level 16-20: border indestructible, center strong if (level <= 20) { if (row === 0 || row === BLOCK_ROWS - 1 || col === 0 || col === BLOCK_COLS - 1) return 3; if ((row + col) % 2 === 1) return 2; return 1; } // Level 21-25: stripes of indestructible, strong if (level <= 25) { if (col % 2 === 0) return 3; if (row % 2 === 0) return 2; return 1; } // Level 26-30: lots of indestructible, strong in center if (level <= 30) { if ((row === 1 || row === BLOCK_ROWS - 2) && (col === 2 || col === BLOCK_COLS - 3)) return 2; if ((row + col) % 2 === 0) return 3; return 1; } return 1; } // Helper: get powerup chance for a given level function getPowerupChanceForLevel(level) { if (level <= 5) return 0.20; if (level <= 10) return 0.18; if (level <= 15) return 0.16; if (level <= 20) return 0.14; if (level <= 25) return 0.12; return 0.10; } // Show level number (optional: can be removed if not wanted) if (!levelText) { levelText = new Text2('Level ' + currentLevel, { size: 120, fill: "#fff" }); levelText.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelText); } else { levelText.setText('Level ' + currentLevel); levelText.visible = true; } // Hide after 1s LK.setTimeout(function () { if (levelText) levelText.visible = false; }, 1000); // Block placement var blockW = LK.getAsset('block1', {}).width; var blockH = LK.getAsset('block1', {}).height; var blockIndW = LK.getAsset('blockInd', {}).width; var blockIndH = LK.getAsset('blockInd', {}).height; var totalW = BLOCK_COLS * blockW + (BLOCK_COLS - 1) * BLOCK_MARGIN_X; var startX = (GAME_W - totalW) / 2 + blockW / 2; for (var row = 0; row < BLOCK_ROWS; ++row) { for (var col = 0; col < BLOCK_COLS; ++col) { var b = new Block(); // Use both block1 and block2 in every level, and make each level different // Example: alternate block1/block2, and shift pattern by level for variety if ((row + col + currentLevel) % 2 === 0) { b.setType(1); } else { b.setType(2); } // Always use normal block size/position b.x = startX + col * (blockW + BLOCK_MARGIN_X); b.y = BLOCK_START_Y + row * (blockH + BLOCK_MARGIN_Y); b.width = blockW; b.height = blockH; // Powerup chance by level var powerupChance = getPowerupChanceForLevel(currentLevel); if (Math.random() < powerupChance) b.powerup = true; blocks.push(b); game.addChild(b); // Animate in (milk drop) b.scaleY = 0.1; b.alpha = 0; tween(b, { scaleY: 1, alpha: 1 }, { duration: 500, easing: tween.easeOut }); } } }, 550); // Wait for milk animation out return; } } } // Flash block LK.effects.flashObject(block, 0xffffff, 100); // Reflect ball reflectBall(b, block); break; } } // Ball falls below paddle if (b.y - b.radius > GAME_H) { b.destroy(); balls.splice(i, 1); if (balls.length === 0) { lives -= 1; updateLives(); if (lives <= 0) { gameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else { spawnBall(); } } } } // Update powerups for (var i = powerups.length - 1; i >= 0; --i) { var p = powerups[i]; p.update(); // Paddle catch if (rectsIntersect(p, paddle)) { // Powerup effect logic if (p.type === 'extend') { paddle.extend(); } else if (p.type === 'shrink') { // Shrink paddle for 7s if (!paddle.shrunk) { paddle.shrunk = true; tween(paddle, { scaleX: 0.6 }, { duration: 300, easing: tween.easeOut }); if (paddle.shrinkTimeout) LK.clearTimeout(paddle.shrinkTimeout); paddle.shrinkTimeout = LK.setTimeout(function () { tween(paddle, { scaleX: 1 }, { duration: 300, easing: tween.easeIn }); paddle.shrunk = false; }, 7000); } } else if (p.type === 'multi') { // Multi-ball: spawn 2 extra balls for (var mb = 0; mb < 2; ++mb) { var newBall = new Ball(); newBall.x = ball.x; newBall.y = ball.y; newBall.stuck = false; var angle = (Math.random() * 0.5 + 0.25) * Math.PI; newBall.vx = ball.speed * Math.cos(angle) * (Math.random() < 0.5 ? 1 : -1); newBall.vy = -ball.speed * Math.abs(Math.sin(angle)); balls.push(newBall); game.addChild(newBall); } } else if (p.type === 'slow') { // Slow all balls for 7s for (var sb = 0; sb < balls.length; ++sb) { var b = balls[sb]; if (!b.slowed) { b.slowed = true; b.speed = 12; var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy); if (mag > 0) { b.vx *= 12 / mag; b.vy *= 12 / mag; } } } if (!game.slowTimeout) { game.slowTimeout = LK.setTimeout(function () { for (var sb = 0; sb < balls.length; ++sb) { var b = balls[sb]; if (b.slowed) { b.speed = 22; b.slowed = false; var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy); if (mag > 0) { b.vx *= 22 / mag; b.vy *= 22 / mag; } } } game.slowTimeout = null; }, 7000); } } else if (p.type === 'fast') { // Speed up all balls for 7s for (var fb = 0; fb < balls.length; ++fb) { var b = balls[fb]; if (!b.fasted) { b.fasted = true; b.speed = 36; var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy); if (mag > 0) { b.vx *= 36 / mag; b.vy *= 36 / mag; } } } if (!game.fastTimeout) { game.fastTimeout = LK.setTimeout(function () { for (var fb = 0; fb < balls.length; ++fb) { var b = balls[fb]; if (b.fasted) { b.speed = 22; b.fasted = false; var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy); if (mag > 0) { b.vx *= 22 / mag; b.vy *= 22 / mag; } } } game.fastTimeout = null; }, 7000); } } else if (p.type === 'catch') { // Sticky paddle for 7s paddle.sticky = true; if (paddle.stickyTimeout) LK.clearTimeout(paddle.stickyTimeout); paddle.stickyTimeout = LK.setTimeout(function () { paddle.sticky = false; }, 7000); } else if (p.type === 'life') { // Extra life lives += 1; updateLives(); } else if (p.type === 'bigball') { // Make all balls big for 7s for (var bb = 0; bb < balls.length; ++bb) { var b = balls[bb]; if (!b.bigged) { b.bigged = true; b.scaleX = b.scaleY = 1.5; b.radius = LK.getAsset('ball', {}).width * 0.75; } } if (!game.bigTimeout) { game.bigTimeout = LK.setTimeout(function () { for (var bb = 0; bb < balls.length; ++bb) { var b = balls[bb]; if (b.bigged) { b.scaleX = b.scaleY = 1; b.radius = LK.getAsset('ball', {}).width / 2; b.bigged = false; } } game.bigTimeout = null; }, 7000); } } else if (p.type === 'smallball') { // Make all balls small for 7s for (var sb = 0; sb < balls.length; ++sb) { var b = balls[sb]; if (!b.smalled) { b.smalled = true; b.scaleX = b.scaleY = 0.6; b.radius = LK.getAsset('ball', {}).width * 0.3; } } if (!game.smallTimeout) { game.smallTimeout = LK.setTimeout(function () { for (var sb = 0; sb < balls.length; ++sb) { var b = balls[sb]; if (b.smalled) { b.scaleX = b.scaleY = 1; b.radius = LK.getAsset('ball', {}).width / 2; b.smalled = false; } } game.smallTimeout = null; }, 7000); } } else if (p.type === 'score') { // Bonus score score += 500; updateScore(); } p.destroy(); powerups.splice(i, 1); } else if (p.y - p.height / 2 > GAME_H) { p.destroy(); powerups.splice(i, 1); } } }; // Start game resetGame();
===================================================================
--- original.js
+++ change.js
@@ -675,10 +675,13 @@
var b = balls[sb];
if (!b.slowed) {
b.slowed = true;
b.speed = 12;
- b.vx *= 12 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
- b.vy *= 12 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ if (mag > 0) {
+ b.vx *= 12 / mag;
+ b.vy *= 12 / mag;
+ }
}
}
if (!game.slowTimeout) {
game.slowTimeout = LK.setTimeout(function () {
@@ -686,10 +689,13 @@
var b = balls[sb];
if (b.slowed) {
b.speed = 22;
b.slowed = false;
- b.vx *= 22 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
- b.vy *= 22 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ if (mag > 0) {
+ b.vx *= 22 / mag;
+ b.vy *= 22 / mag;
+ }
}
}
game.slowTimeout = null;
}, 7000);
@@ -700,10 +706,13 @@
var b = balls[fb];
if (!b.fasted) {
b.fasted = true;
b.speed = 36;
- b.vx *= 36 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
- b.vy *= 36 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ if (mag > 0) {
+ b.vx *= 36 / mag;
+ b.vy *= 36 / mag;
+ }
}
}
if (!game.fastTimeout) {
game.fastTimeout = LK.setTimeout(function () {
@@ -711,10 +720,13 @@
var b = balls[fb];
if (b.fasted) {
b.speed = 22;
b.fasted = false;
- b.vx *= 22 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
- b.vy *= 22 / Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ var mag = Math.sqrt(b.vx * b.vx + b.vy * b.vy);
+ if (mag > 0) {
+ b.vx *= 22 / mag;
+ b.vy *= 22 / mag;
+ }
}
}
game.fastTimeout = null;
}, 7000);