User prompt
Add the all power-ups in the game
User prompt
Add new 10 power-ups
User prompt
But background is a new asset
User prompt
Add a background
User prompt
Make the all levels diffrent
User prompt
Make the all levels different and use two different block1 and block2 use it in every levels
User prompt
I don’t want blocklnd remove the blocklnd and add new two block there are normal blocks
User prompt
The blokınd are normal blocks too make them block no in the blocks
User prompt
Please fix the bug: 'Timeout.tick error: Can't find variable: levelText' in or related to this line: 'if (!levelText) {' Line Number: 576
User prompt
Make 30 level
User prompt
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
User prompt
Reduce the blocks
User prompt
If all breakable blocks are broken, let a new different blocks come with milk animation, of course, the game should not end.
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
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;
});
// 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
});
self.type = 'extend'; // Only one type for MVP
self.vy = 10;
self.update = function () {
self.y += self.vy;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181830
});
/****
* Game Code
****/
// Powerup: green circle
// Block: indestructible
// Block: strong (2 hits)
// Block: colored rectangle (normal)
// Paddle: blue rectangle
// Ball: white circle
// Game constants
var GAME_W = 2048;
var GAME_H = 2732;
var BLOCK_ROWS = 6;
var BLOCK_COLS = 8;
var BLOCK_MARGIN_X = 24;
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);
var livesTxt = new Text2('♥♥♥', {
size: 80,
fill: 0xFF4444
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
// Helper: update GUI
function updateScore() {
scoreTxt.setText(score);
}
function updateLives() {
var s = '';
for (var i = 0; i < lives; ++i) s += '♥';
livesTxt.setText(s);
}
// 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 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();
// Block type: top 2 rows = strong, next 2 = normal, last 2 = random indestructible/normal
if (row < 2) b.setType(2);else if (row < 4) b.setType(1);else {
if ((col + row) % 7 === 0) b.setType(3);else b.setType(1);
}
b.x = startX + col * (blockW + BLOCK_MARGIN_X);
b.y = BLOCK_START_Y + row * (blockH + BLOCK_MARGIN_Y);
// 15% chance to drop powerup
if (b.type !== 3 && Math.random() < 0.15) b.powerup = true;
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) {
var p = new Powerup();
p.x = x;
p.y = y;
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);
}
// Win condition
var anyLeft = false;
for (var k = 0; k < blocks.length; ++k) {
if (blocks[k].type !== 3) {
anyLeft = true;
break;
}
}
if (!anyLeft) {
gameOver = true;
LK.showYouWin();
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)) {
// Only one type: extend paddle
paddle.extend();
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
@@ -1,6 +1,419 @@
-/****
+/****
+* 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;
+});
+// 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
+ });
+ self.type = 'extend'; // Only one type for MVP
+ self.vy = 10;
+ self.update = function () {
+ self.y += self.vy;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x181830
+});
+
+/****
+* Game Code
+****/
+// Powerup: green circle
+// Block: indestructible
+// Block: strong (2 hits)
+// Block: colored rectangle (normal)
+// Paddle: blue rectangle
+// Ball: white circle
+// Game constants
+var GAME_W = 2048;
+var GAME_H = 2732;
+var BLOCK_ROWS = 6;
+var BLOCK_COLS = 8;
+var BLOCK_MARGIN_X = 24;
+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);
+var livesTxt = new Text2('♥♥♥', {
+ size: 80,
+ fill: 0xFF4444
+});
+livesTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(livesTxt);
+// Helper: update GUI
+function updateScore() {
+ scoreTxt.setText(score);
+}
+function updateLives() {
+ var s = '';
+ for (var i = 0; i < lives; ++i) s += '♥';
+ livesTxt.setText(s);
+}
+// 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 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();
+ // Block type: top 2 rows = strong, next 2 = normal, last 2 = random indestructible/normal
+ if (row < 2) b.setType(2);else if (row < 4) b.setType(1);else {
+ if ((col + row) % 7 === 0) b.setType(3);else b.setType(1);
+ }
+ b.x = startX + col * (blockW + BLOCK_MARGIN_X);
+ b.y = BLOCK_START_Y + row * (blockH + BLOCK_MARGIN_Y);
+ // 15% chance to drop powerup
+ if (b.type !== 3 && Math.random() < 0.15) b.powerup = true;
+ 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) {
+ var p = new Powerup();
+ p.x = x;
+ p.y = y;
+ 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);
+ }
+ // Win condition
+ var anyLeft = false;
+ for (var k = 0; k < blocks.length; ++k) {
+ if (blocks[k].type !== 3) {
+ anyLeft = true;
+ break;
+ }
+ }
+ if (!anyLeft) {
+ gameOver = true;
+ LK.showYouWin();
+ 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)) {
+ // Only one type: extend paddle
+ paddle.extend();
+ p.destroy();
+ powerups.splice(i, 1);
+ } else if (p.y - p.height / 2 > GAME_H) {
+ p.destroy();
+ powerups.splice(i, 1);
+ }
+ }
+};
+// Start game
+resetGame();
\ No newline at end of file