/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { musicEnabled: true, soundEnabled: true, selectedLanguage: "en" }); /**** * 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(getText('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(getText('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.updateLanguage = function () { bonusLabel.setText(getText('streak_bonus')); bonusLabelShadow.setText(getText('streak_bonus')); }; 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; 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); playSound('detachCircle'); 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 () { // Disable hint line updates when menu is open if (currentMainMenu || currentSettings || currentLanguages) { return; } 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; playSound('circleBounce'); } // 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); playSound('circleBounce'); } } // Remove unattached bubbles that fall below 2732 - 500 if (self.y > 2732 - 400) { self.destroy(); scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble(self); playSound('scoreCollected'); } } }; }); 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 insertRow() { var row = []; var rowWidth = rowCount % 2 == 0 ? 13 : 12; // Determine if this row should have a powerup var shouldSpawnPowerup = false; var powerupCol = -1; var POWERUP_ROW_INTERVAL = 20; // Every 20th row has a powerup (was 10) // Move first powerup spawn to row 6, and then every POWERUP_ROW_INTERVAL after that if (rowCount === 6) { shouldSpawnPowerup = true; powerupCol = Math.floor(Math.random() * rowWidth); } else if (rowCount - 6 > 0 && (rowCount - 6) % POWERUP_ROW_INTERVAL === 0) { shouldSpawnPowerup = true; powerupCol = Math.floor(Math.random() * rowWidth); } for (var a = 0; a < rowWidth; a++) { var bubble; if (shouldSpawnPowerup && a === powerupCol) { bubble = new PowerupBubble(); } else { bubble = new Bubble(getMaxTypes()); } var xPosition = (2048 - bubbleSize * rowWidth) / 2 + bubbleSize * a + bubbleSize / 2; var yPosition = -rowCount * (1.7320508076 * bubbleSize) / 2; bubble.setPos(xPosition, yPosition); 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.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 () { // Disable game input when menu is open if (currentMainMenu || currentSettings || currentLanguages) { return; } 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); playSound('circleBounce'); } var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y); if (intersectedBubble) { gameIsStarted = true; if (bubble.isFireBall) { self.removeBubbles([intersectedBubble]); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); } 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 = currentMatch.x; bubble.y = currentMatch.y; 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); playSound('attachCircle'); } //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) { // Show loss message showGameOverMessage(); // Seamlessly restart the game by resetting grid position and clearing bubbles self.y = 1000; // Reset grid to starting position // Clear all existing bubbles from grid for (var clearRow = 0; clearRow < rows.length; clearRow++) { for (var clearCol = 0; clearCol < rows[clearRow].length; clearCol++) { if (rows[clearRow][clearCol]) { rows[clearRow][clearCol].destroy(); rows[clearRow][clearCol] = null; } } } // Reset rows array and rebuild initial grid rows = []; rowCount = 0; for (var initRows = 0; initRows < 8; initRows++) { insertRow(); } // Reset game state variables gameIsStarted = false; gridSpeed = 0.5; bulletsFired = 0; maxSelectableBubble = 3; // Reset bonus system bonusUX.setStreakCount(0); // Clear any bubbles in flight for (var flightIndex = 0; flightIndex < bubblesInFlight.length; flightIndex++) { bubblesInFlight[flightIndex].bubble.destroy(); } bubblesInFlight = []; } 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; } } } }; // Expose properties and methods for external access self.rows = rows; self.rowCount = rowCount; self.insertRow = insertRow; self.bubblesInFlight = bubblesInFlight; 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 Languages = Container.expand(function () { var self = Container.call(this); // Dark overlay background var overlay = self.attachAsset('dangeroverlay', { width: 2048, height: 2732, anchorX: 0, anchorY: 0 }); overlay.alpha = 0.95; // Languages title with enhanced styling var titleShadow = self.addChild(new Text2(getText('languages'), { size: 180, fill: 0x000000, alpha: 0.4, font: "Impact" })); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = game.width / 2 + 6; titleShadow.y = game.height / 2 - 400 + 6; var title = self.addChild(new Text2(getText('languages'), { size: 180, fill: 0x3954ff, font: "Impact" })); title.anchor.set(0.5, 0.5); title.x = game.width / 2; title.y = game.height / 2 - 400; // Language buttons configuration var languageOptions = [{ code: 'en', name: 'English' }, { code: 'tr', name: 'Türkçe' }, { code: 'fr', name: 'Français' }, { code: 'es', name: 'Español' }, { code: 'ru', name: 'Русский' }]; var languageButtons = []; var startY = game.height / 2 - 250; var buttonSpacing = 100; // Create language selection buttons for (var i = 0; i < languageOptions.length; i++) { var lang = languageOptions[i]; var isSelected = selectedLanguage === lang.code; // Button background - different style for selected language var buttonBG = self.attachAsset(isSelected ? 'uxoverlay' : 'uxoverlay2', { width: 500, height: 80, anchorX: 0.5, anchorY: 0.5 }); buttonBG.x = game.width / 2; buttonBG.y = startY + i * buttonSpacing; // Button shadow text var buttonShadow = self.addChild(new Text2(lang.name, { size: 60, fill: 0x000000, alpha: 0.4, font: "Impact" })); buttonShadow.anchor.set(0.5, 0.5); buttonShadow.x = game.width / 2 + 3; buttonShadow.y = startY + i * buttonSpacing + 3; // Button main text - white for selected, light gray for others var buttonText = self.addChild(new Text2(lang.name, { size: 60, fill: isSelected ? 0xFFFFFF : 0xc3cbff, font: "Impact" })); buttonText.anchor.set(0.5, 0.5); buttonText.x = game.width / 2; buttonText.y = startY + i * buttonSpacing; // Store references for updating languageButtons.push({ bg: buttonBG, shadow: buttonShadow, text: buttonText, code: lang.code, name: lang.name }); // Add touch handler (function (langCode, btnIndex) { buttonBG.down = function () { // Button press animation tween(buttonBG.scale, { x: 0.9, y: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(buttonBG.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); // Update selected language setLanguage(langCode); // Update button visuals for all buttons for (var j = 0; j < languageButtons.length; j++) { var btn = languageButtons[j]; var isNowSelected = btn.code === langCode; // Update background asset btn.bg.removeChildren(); var newBG = self.attachAsset(isNowSelected ? 'uxoverlay' : 'uxoverlay2', { width: 500, height: 80, anchorX: 0.5, anchorY: 0.5 }); newBG.x = btn.bg.x; newBG.y = btn.bg.y; newBG.down = btn.bg.down; self.removeChild(btn.bg); btn.bg = newBG; // Update text color btn.text.tint = isNowSelected ? 0xFFFFFF : 0xc3cbff; } // Update bonus UI text if (bonusUX && bonusUX.updateLanguage) { bonusUX.updateLanguage(); } // Update main menu texts if (currentMainMenu) { currentMainMenu.destroy(); currentMainMenu = null; } }; })(lang.code, i); } // Back button var backButtonBG = self.attachAsset('uxoverlay2', { width: 500, height: 100, anchorX: 0.5, anchorY: 0.5 }); backButtonBG.x = game.width / 2; backButtonBG.y = game.height / 2 + 300; var backButtonShadow = self.addChild(new Text2(getText('back'), { size: 70, fill: 0x000000, alpha: 0.4, font: "Impact" })); backButtonShadow.anchor.set(0.5, 0.5); backButtonShadow.x = game.width / 2 + 3; backButtonShadow.y = game.height / 2 + 300 + 3; var backButton = self.addChild(new Text2(getText('back'), { size: 70, fill: 0xFFFFFF, font: "Impact" })); backButton.anchor.set(0.5, 0.5); backButton.x = game.width / 2; backButton.y = game.height / 2 + 300; backButtonBG.down = function () { tween(backButtonBG.scale, { x: 0.9, y: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(backButtonBG.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); // Go back to settings menu currentLanguages = null; self.destroy(); showSettings(); }; // Entrance animation with more dramatic effect self.alpha = 0; self.scale.set(0.7, 0.7); tween(self, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); tween(self.scale, { x: 1, y: 1 }, { duration: 500, easing: tween.elasticOut }); return self; }); var Launcher = Container.expand(function () { var self = Container.call(this); var bubble = self.addChild(new Bubble(getMaxTypes(), false)); bubble.isFreeBubble = true; var previewBubbles = []; var queueSize = 3; // Show next 3 bubbles var lastTypes = [undefined, bubble.type]; function createPreviewBubble() { var nextType; do { nextType = Math.floor(Math.random() * getMaxTypes()); } while (nextType == lastTypes[0] && nextType == lastTypes[1]); lastTypes.shift(); lastTypes.push(nextType); var newBubble = self.addChildAt(new Bubble(getMaxTypes(), false, nextType), 0); newBubble.scale.set(.6, .6); // Slightly smaller for queue newBubble.isFreeBubble = true; return newBubble; } // Initialize the preview bubble queue for (var i = 0; i < queueSize; i++) { var previewBubble = createPreviewBubble(); previewBubble.x = -120 - i * 60; // Stack them to the left with increased spacing previewBubble.y = 0; // Same vertical level as current bubble previewBubbles.push(previewBubble); } self.fire = function () { bulletsFired++; playSound('fireBubble'); // Play sound when the ball is fired grid.fireBubble(bubble, self.angle); // Move the first preview bubble to become the current bubble bubble = previewBubbles.shift(); // Animate the new current bubble into position tween(bubble, { x: 0, y: 0 }, { duration: 200, easing: tween.easeOut }); // Animate the scale of the new current bubble tween(bubble.scale, { x: 1, y: 1 }, { duration: 200, easing: tween.bounceOut }); // Animate all remaining preview bubbles moving left in the queue for (var i = 0; i < previewBubbles.length; i++) { tween(previewBubbles[i], { x: -120 - i * 60 }, { duration: 150, easing: tween.easeOut }); } // Add a new bubble to the end of the queue with animation var newPreviewBubble = createPreviewBubble(); newPreviewBubble.x = -120 - previewBubbles.length * 60 - 60; // Start further right newPreviewBubble.y = 0; newPreviewBubble.alpha = 0; // Start invisible previewBubbles.push(newPreviewBubble); // Animate the new bubble sliding into position tween(newPreviewBubble, { x: -120 - (previewBubbles.length - 1) * 60, alpha: 1 }, { duration: 250, easing: tween.easeOut }); // Add a small bounce effect to the new bubble tween(newPreviewBubble.scale, { x: 0.7, y: 0.7 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(newPreviewBubble.scale, { x: 0.6, y: 0.6 }, { duration: 150, easing: tween.bounceOut }); } }); }; 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; }; // Expose properties and methods for external access self.bubble = bubble; self.previewBubbles = previewBubbles; self.createPreviewBubble = createPreviewBubble; }); var MainMenu = Container.expand(function () { var self = Container.call(this); // Enhanced background with gradient effect var overlay = self.attachAsset('dangeroverlay', { width: 2048, height: 2732, anchorX: 0, anchorY: 0 }); overlay.alpha = 0.97; // Enhanced title with better styling and glow effect var titleShadow = self.addChild(new Text2('BUBBLE SHOOTER', { size: 220, fill: 0x000000, alpha: 0.5, font: "Impact" })); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = game.width / 2 + 8; titleShadow.y = game.height / 2 - 350 + 8; var title = self.addChild(new Text2(getText('title'), { size: 220, fill: 0x3954ff, font: "Impact" })); title.anchor.set(0.5, 0.5); title.x = game.width / 2; title.y = game.height / 2 - 350; // Add subtitle for extra style var subtitleShadow = self.addChild(new Text2(getText('subtitle'), { size: 60, fill: 0x000000, alpha: 0.4, font: "Impact" })); subtitleShadow.anchor.set(0.5, 0.5); subtitleShadow.x = game.width / 2 + 3; subtitleShadow.y = game.height / 2 - 250 + 3; var subtitle = self.addChild(new Text2(getText('subtitle'), { size: 60, fill: 0xc3cbff, font: "Impact" })); subtitle.anchor.set(0.5, 0.5); subtitle.x = game.width / 2; subtitle.y = game.height / 2 - 250; // Enhanced continue button with gradient styling var continueButtonBG = self.attachAsset('uxoverlay', { width: 650, height: 130, anchorX: 0.5, anchorY: 0.5 }); continueButtonBG.x = game.width / 2; continueButtonBG.y = game.height / 2 - 80; var continueButtonShadow = self.addChild(new Text2(getText('continue'), { size: 85, fill: 0x000000, alpha: 0.4, font: "Impact" })); continueButtonShadow.anchor.set(0.5, 0.5); continueButtonShadow.x = game.width / 2 + 4; continueButtonShadow.y = game.height / 2 - 80 + 4; var continueButton = self.addChild(new Text2(getText('continue'), { size: 85, fill: 0xFFFFFF, font: "Impact" })); continueButton.anchor.set(0.5, 0.5); continueButton.x = game.width / 2; continueButton.y = game.height / 2 - 80; // Settings button var settingsButtonBG = self.attachAsset('uxoverlay', { width: 650, height: 130, anchorX: 0.5, anchorY: 0.5 }); settingsButtonBG.x = game.width / 2; settingsButtonBG.y = game.height / 2 + 60; var settingsButtonShadow = self.addChild(new Text2(getText('settings'), { size: 85, fill: 0x000000, alpha: 0.4, font: "Impact" })); settingsButtonShadow.anchor.set(0.5, 0.5); settingsButtonShadow.x = game.width / 2 + 4; settingsButtonShadow.y = game.height / 2 + 60 + 4; var settingsButton = self.addChild(new Text2(getText('settings'), { size: 85, fill: 0xFFFFFF, font: "Impact" })); settingsButton.anchor.set(0.5, 0.5); settingsButton.x = game.width / 2; settingsButton.y = game.height / 2 + 60; // Enhanced decorative bubbles with better distribution for (var i = 0; i < 12; i++) { var decorBubble = self.addChild(new Bubble(6, false, Math.floor(Math.random() * 6))); decorBubble.x = 150 + Math.random() * 1748; decorBubble.y = 200 + Math.random() * 1000; decorBubble.scale.set(0.4 + Math.random() * 0.6, 0.4 + Math.random() * 0.6); decorBubble.alpha = 0.2 + Math.random() * 0.5; decorBubble.isFreeBubble = true; // Add more complex floating animation tween(decorBubble, { y: decorBubble.y - 80 - Math.random() * 120, x: decorBubble.x + (Math.random() - 0.5) * 200 }, { duration: 4000 + Math.random() * 3000, easing: tween.easeInOut }); tween(decorBubble, { rotation: Math.random() * Math.PI * 2 }, { duration: 5000 + Math.random() * 3000, easing: tween.linear }); } // Enhanced button interactions with better feedback continueButtonBG.down = function () { tween(continueButtonBG.scale, { x: 0.92, y: 0.92 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(continueButtonBG.scale, { x: 1, y: 1 }, { duration: 150, easing: tween.bounceOut }); } }); // Resume game with fade out effect tween(self, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { currentMainMenu = null; // Reset menu reference self.destroy(); } }); }; settingsButtonBG.down = function () { tween(settingsButtonBG.scale, { x: 0.92, y: 0.92 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(settingsButtonBG.scale, { x: 1, y: 1 }, { duration: 150, easing: tween.bounceOut }); } }); // Show settings with transition effect tween(self, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { currentMainMenu = null; // Reset main menu reference self.destroy(); showSettings(); } }); }; // Enhanced entrance animation with cascading effect self.alpha = 0; self.scale.set(0.8, 0.8); tween(self, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); tween(self.scale, { x: 1, y: 1 }, { duration: 600, easing: tween.elasticOut }); // Add title pulsing animation for extra flair var _titlePulse = function titlePulse() { tween(title.scale, { x: 1.05, y: 1.05 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(title.scale, { x: 1, y: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: _titlePulse }); } }); }; _titlePulse(); return self; }); var PowerupBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); bubbleGraphics.width = 150; bubbleGraphics.height = 150; self.type = -1; // Special type for powerup self.isPowerup = true; 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); playSound('detachCircle'); 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 () { // Pause falling powerup bubble mechanics when menu is open if (currentMainMenu || currentSettings || currentLanguages) { return; } 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; playSound('circleBounce'); } // 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); playSound('circleBounce'); } } // When powerup reaches the bottom of the screen, trigger powerup earned animation if (self.y > 2732 - 400) { // Play sound playSound('scoreCollected'); // Create and start powerup earned animation var animation = game.addChild(new PowerupEarnedAnimation(self.x, self.y)); animation.start(); // Destroy the original bubble self.destroy(); } } }; }); var PowerupEarnedAnimation = Container.expand(function (startX, startY) { var self = Container.call(this); // Create a 2x size powerup graphic var powerupGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); // Create dropshadow for earnedText (not a child of self, but a global overlay) var earnedTextShadow = new Text2(getText('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(getText('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 dramatic screen flash effect LK.effects.flashScreen(0xffc411, 800); // Add text and dropshadow to overlay (so it doesn't move with self) playSound('powerupSwoosh'); if (!earnedTextShadow.parent) { game.addChild(earnedTextShadow); } if (!earnedText.parent) { game.addChild(earnedText); } // Spawn dramatic particle burst at starting position for (var i = 0; i < 20; i++) { var angle = Math.PI * 2 / 20 * i; var speed = 12 + Math.random() * 8; var particle = game.addChild(new PowerupParticle(angle, speed)); particle.x = startX; particle.y = startY; } // Phase 1: Dramatic entrance with multiple scale bounces self.scale.set(0.3, 0.3); tween(self.scale, { x: 1.5, y: 1.5 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(self.scale, { x: 1.2, y: 1.2 }, { duration: 150, easing: tween.easeOut }); } }); // Enhanced powerup graphics scaling with overshoot tween(powerupGraphics.scale, { x: 3.5, y: 3.5 }, { duration: 400, easing: tween.elasticOut }); // Add rotation for extra flair tween(powerupGraphics, { rotation: Math.PI * 2 }, { duration: 600, easing: tween.easeOut }); tween(self, { x: game.width / 2, y: game.height / 2 }, { duration: 400, easing: tween.elasticOut }); // Enhanced text entrance with bouncy scaling earnedText.scale.set(0, 0); earnedTextShadow.scale.set(0, 0); // Show text and dropshadow with dramatic scale-in tween(earnedTextShadow.scale, { x: 1, y: 1 }, { duration: 400, delay: 200, easing: tween.bounceOut }); tween(earnedTextShadow, { alpha: 0.35, y: game.height / 2 - 250 + 8 }, { duration: 400, delay: 200, easing: tween.easeOut }); tween(earnedText.scale, { x: 1, y: 1 }, { duration: 400, delay: 200, easing: tween.bounceOut }); tween(earnedText, { alpha: 1, y: game.height / 2 - 250 }, { duration: 400, delay: 200, easing: tween.easeOut, onFinish: function onFinish() { // Wait a moment before moving to powerup counter LK.setTimeout(function () { playSound('powerupSwoosh'); // Create trail of particles as it moves var particleSpawnInterval = LK.setInterval(function () { for (var i = 0; i < 3; i++) { var angle = Math.random() * Math.PI * 2; var speed = 4 + Math.random() * 4; var particle = game.addChild(new PowerupParticle(angle, speed)); particle.x = self.x; particle.y = self.y; } }, 50); // Get target position (powerup counter) var targetX = fireBallPowerupOverlay.x; var targetY = fireBallPowerupOverlay.y; // Phase 2: Move to powerup counter tween(self, { x: targetX, y: targetY }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { LK.clearInterval(particleSpawnInterval); playSound('powerupThump'); // Final explosion of particles at destination for (var i = 0; i < 15; i++) { var angle = Math.random() * Math.PI * 2; var speed = 8 + Math.random() * 6; var particle = game.addChild(new PowerupParticle(angle, speed)); particle.x = targetX + 90; particle.y = targetY + 50; } // Increment powerup counter fireBallPowerupOverlay.increaseFireballCount(); // 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 - 50 + 8 }, { duration: 500, easing: tween.easeOut }); tween(earnedText, { alpha: 0, y: game.height / 2 - 250 - 50 }, { duration: 500, easing: tween.easeOut }); // Scale down as we move to counter with bounce tween(powerupGraphics, { width: 210, height: 210 }, { duration: 500, easing: tween.bounceOut }); tween(powerupGraphics.scale, { x: 1, y: 1 }, { duration: 500, easing: tween.bounceOut }); }, 1200); } }); }; 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 Settings = Container.expand(function () { var self = Container.call(this); // Dark overlay background var overlay = self.attachAsset('dangeroverlay', { width: 2048, height: 2732, anchorX: 0, anchorY: 0 }); overlay.alpha = 0.95; // Settings title with enhanced styling var titleShadow = self.addChild(new Text2(getText('settings'), { size: 180, fill: 0x000000, alpha: 0.4, font: "Impact" })); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = game.width / 2 + 6; titleShadow.y = game.height / 2 - 400 + 6; var title = self.addChild(new Text2(getText('settings'), { size: 180, fill: 0x3954ff, font: "Impact" })); title.anchor.set(0.5, 0.5); title.x = game.width / 2; title.y = game.height / 2 - 400; // Languages button var languagesButtonBG = self.attachAsset('uxoverlay2', { width: 500, height: 100, anchorX: 0.5, anchorY: 0.5 }); languagesButtonBG.x = game.width / 2; languagesButtonBG.y = game.height / 2 - 200; var languagesButtonShadow = self.addChild(new Text2(getText('languages'), { size: 70, fill: 0x000000, alpha: 0.4, font: "Impact" })); languagesButtonShadow.anchor.set(0.5, 0.5); languagesButtonShadow.x = game.width / 2 + 3; languagesButtonShadow.y = game.height / 2 - 200 + 3; var languagesButton = self.addChild(new Text2(getText('languages'), { size: 70, fill: 0xFFFFFF, font: "Impact" })); languagesButton.anchor.set(0.5, 0.5); languagesButton.x = game.width / 2; languagesButton.y = game.height / 2 - 200; // Music button var musicButtonBG = self.attachAsset('uxoverlay2', { width: 500, height: 100, anchorX: 0.5, anchorY: 0.5 }); musicButtonBG.x = game.width / 2; musicButtonBG.y = game.height / 2 - 50; var musicButtonShadow = self.addChild(new Text2(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off')), { size: 70, fill: 0x000000, alpha: 0.4, font: "Impact" })); musicButtonShadow.anchor.set(0.5, 0.5); musicButtonShadow.x = game.width / 2 + 3; musicButtonShadow.y = game.height / 2 - 50 + 3; var musicButton = self.addChild(new Text2(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off')), { size: 70, fill: 0xFFFFFF, font: "Impact" })); musicButton.anchor.set(0.5, 0.5); musicButton.x = game.width / 2; musicButton.y = game.height / 2 - 50; // Sound button var soundButtonBG = self.attachAsset('uxoverlay2', { width: 500, height: 100, anchorX: 0.5, anchorY: 0.5 }); soundButtonBG.x = game.width / 2; soundButtonBG.y = game.height / 2 + 100; var soundButtonShadow = self.addChild(new Text2(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off')), { size: 70, fill: 0x000000, alpha: 0.4, font: "Impact" })); soundButtonShadow.anchor.set(0.5, 0.5); soundButtonShadow.x = game.width / 2 + 3; soundButtonShadow.y = game.height / 2 + 100 + 3; var soundButton = self.addChild(new Text2(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off')), { size: 70, fill: 0xFFFFFF, font: "Impact" })); soundButton.anchor.set(0.5, 0.5); soundButton.x = game.width / 2; soundButton.y = game.height / 2 + 100; // Back button var backButtonBG = self.attachAsset('uxoverlay2', { width: 500, height: 100, anchorX: 0.5, anchorY: 0.5 }); backButtonBG.x = game.width / 2; backButtonBG.y = game.height / 2 + 250; var backButtonShadow = self.addChild(new Text2(getText('back'), { size: 70, fill: 0x000000, alpha: 0.4, font: "Impact" })); backButtonShadow.anchor.set(0.5, 0.5); backButtonShadow.x = game.width / 2 + 3; backButtonShadow.y = game.height / 2 + 250 + 3; var backButton = self.addChild(new Text2(getText('back'), { size: 70, fill: 0xFFFFFF, font: "Impact" })); backButton.anchor.set(0.5, 0.5); backButton.x = game.width / 2; backButton.y = game.height / 2 + 250; // Languages button handler languagesButtonBG.down = function () { tween(languagesButtonBG.scale, { x: 0.9, y: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(languagesButtonBG.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); // Show languages menu currentSettings = null; self.destroy(); showLanguages(); }; // Music button handler musicButtonBG.down = function () { tween(musicButtonBG.scale, { x: 0.9, y: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(musicButtonBG.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); toggleMusic(); musicButton.setText(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off'))); musicButtonShadow.setText(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off'))); }; // Sound button handler soundButtonBG.down = function () { tween(soundButtonBG.scale, { x: 0.9, y: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(soundButtonBG.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); toggleSound(); soundButton.setText(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off'))); soundButtonShadow.setText(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off'))); }; // Back button handler backButtonBG.down = function () { tween(backButtonBG.scale, { x: 0.9, y: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(backButtonBG.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); // Go back to main menu currentSettings = null; self.destroy(); showMainMenu(); }; // Entrance animation with more dramatic effect self.alpha = 0; self.scale.set(0.7, 0.7); tween(self, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); tween(self.scale, { x: 1, y: 1 }, { duration: 500, easing: tween.elasticOut }); return self; }); 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; // Audio settings from storage var musicEnabled = storage.musicEnabled !== undefined ? storage.musicEnabled : true; var soundEnabled = storage.soundEnabled !== undefined ? storage.soundEnabled : true; // Language system var selectedLanguage = storage.selectedLanguage || 'en'; var translations = { en: { title: 'BALLOON SHOOTER', subtitle: 'CLASSIC BALLOON POPPING GAME', "continue": 'CONTINUE', settings: 'SETTINGS', languages: 'LANGUAGES', audio: 'AUDIO', back: 'BACK', music: 'MUSIC', sound: 'SOUND', on: 'ON', off: 'OFF', streak_bonus: 'Streak Bonus', powerup_earned: 'POWERUP EARNED!', game_over: 'Game Over' }, tr: { title: 'BALON PATLATMA', subtitle: 'KLASİK BALON PATLATMA OYUNU', "continue": 'DEVAM ET', settings: 'AYARLAR', languages: 'DİLLER', audio: 'SES', back: 'GERİ', music: 'MÜZİK', sound: 'SES', on: 'AÇIK', off: 'KAPALI', streak_bonus: 'Seri Bonusu', powerup_earned: 'GÜÇ ARTIŞ KAZANILDI!', game_over: 'Oyun Bitti' }, fr: { title: 'TIREUR DE BALLONS', subtitle: 'JEU CLASSIQUE DE BALLONS', "continue": 'CONTINUER', settings: 'PARAMÈTRES', languages: 'LANGUES', audio: 'AUDIO', back: 'RETOUR', music: 'MUSIQUE', sound: 'SON', on: 'ACTIVÉ', off: 'DÉSACTIVÉ', streak_bonus: 'Bonus de Série', powerup_earned: 'POWER-UP GAGNÉ!', game_over: 'Jeu Terminé' }, es: { title: 'TIRADOR DE GLOBOS', subtitle: 'JUEGO CLÁSICO DE GLOBOS', "continue": 'CONTINUAR', settings: 'AJUSTES', languages: 'IDIOMAS', audio: 'AUDIO', back: 'ATRÁS', music: 'MÚSICA', sound: 'SONIDO', on: 'ACTIVADO', off: 'DESACTIVADO', streak_bonus: 'Bono de Racha', powerup_earned: '¡POTENCIADOR GANADO!', game_over: 'Juego Terminado' }, ru: { title: 'СТРЕЛОК ПО ШАРАМ', subtitle: 'КЛАССИЧЕСКАЯ ИГРА С ШАРАМИ', "continue": 'ПРОДОЛЖИТЬ', settings: 'НАСТРОЙКИ', languages: 'ЯЗЫКИ', audio: 'АУДИО', back: 'НАЗАД', music: 'МУЗЫКА', sound: 'ЗВУК', on: 'ВКЛ', off: 'ВЫКЛ', streak_bonus: 'Бонус Серии', powerup_earned: 'УСИЛЕНИЕ ПОЛУЧЕНО!', game_over: 'Игра Окончена' } }; function getText(key) { return translations[selectedLanguage] && translations[selectedLanguage][key] ? translations[selectedLanguage][key] : translations.en[key]; } function setLanguage(lang) { selectedLanguage = lang; storage.selectedLanguage = lang; } // Helper function to play sound only if enabled function playSound(soundName) { if (soundEnabled) { LK.getSound(soundName).play(); } } // Helper function to control music function toggleMusic() { musicEnabled = !musicEnabled; storage.musicEnabled = musicEnabled; if (musicEnabled) { // Resume or start music (placeholder for future music implementation) } else { // Pause or stop music (placeholder for future music implementation) } } // Helper function to control sound effects function toggleSound() { soundEnabled = !soundEnabled; storage.soundEnabled = soundEnabled; } function increaseScore(amount) { var currentScore = LK.getScore(); var newScore = currentScore + amount; LK.setScore(newScore); // Update the game score using LK method scoreLabel.setText(newScore.toString()); // Update the score label with the new score scoreLabelShadow.setText(newScore.toString()); // Update the shadow as well } //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(0.5, 0); scoreLabelShadow.x = 4; scoreLabelShadow.y = 6; LK.gui.top.addChild(scoreLabelShadow); // Create a score label (main) var scoreLabel = new Text2('0', { size: 120, fill: 0xFFFFFF, font: "Impact" }); scoreLabel.anchor.set(0.5, 0); scoreLabel.x = 0; scoreLabel.y = 0; LK.gui.top.addChild(scoreLabel); 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 particlesLayer = game.addChild(new Container()); var grid = game.addChild(new Grid()); grid.y = 1366; // Start from center position where bubbles begin 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; // Create home icon in top right corner var homeIcon = new Text2('🏠', { size: 80, fill: 0xFFFFFF, font: "Impact" }); homeIcon.anchor.set(1, 0); // Anchor to top right homeIcon.x = -20; // Position from right edge homeIcon.y = 20; // Position from top edge LK.gui.topRight.addChild(homeIcon); // Add touch handler to toggle main menu homeIcon.down = function () { // Add button press animation tween(homeIcon.scale, { x: 0.8, y: 0.8 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(homeIcon.scale, { x: 1, y: 1 }, { duration: 120, easing: tween.bounceOut }); } }); // Toggle menu: if open, close it; if closed, open it if (currentMainMenu) { // Menu is open, close it with fade out effect tween(currentMainMenu, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { currentMainMenu.destroy(); currentMainMenu = null; } }); } else { // Menu is closed, open it showMainMenu(); } }; // Main menu functionality var currentMainMenu = null; function showMainMenu() { if (currentMainMenu) { return; // Menu already showing } currentMainMenu = game.addChild(new MainMenu()); } // Settings functionality var currentSettings = null; function showSettings() { if (currentSettings) { return; // Settings already showing } currentSettings = game.addChild(new Settings()); } // Languages functionality var currentLanguages = null; function showLanguages() { if (currentLanguages) { return; // Languages already showing } currentLanguages = game.addChild(new Languages()); } // Reset game state function function resetGameState() { // Reset grid position to starting position - center of screen grid.y = 1366; // Start from center position where bubbles begin // Clear all existing bubbles from grid for (var clearRow = 0; clearRow < grid.rows.length; clearRow++) { for (var clearCol = 0; clearCol < grid.rows[clearRow].length; clearCol++) { if (grid.rows[clearRow][clearCol]) { grid.rows[clearRow][clearCol].destroy(); grid.rows[clearRow][clearCol] = null; } } } // Reset rows array and rebuild initial grid grid.rows = []; grid.rowCount = 0; for (var initRows = 0; initRows < 8; initRows++) { grid.insertRow(); } // Reset ALL game state variables to initial values gameIsStarted = false; gridSpeed = 0.5; bulletsFired = 0; maxSelectableBubble = 3; // Reset bonus system completely bonusUX.setStreakCount(0); // Reset score multipliers to base values for (var i = 0; i < scoreMultipliers.length; i++) { scoreMultipliers[i].setMultiplier(1); } // Reset fireball powerup to initial state fireBallPowerupOverlay.fireballsLeft = 0; fireBallPowerupOverlay.alpha = 0.5; fireBallPowerupOverlay.isWiggling = false; // Reset score to zero LK.setScore(0); scoreLabel.setText('0'); scoreLabelShadow.setText('0'); // Clear any bubbles in flight for (var flightIndex = 0; flightIndex < grid.bubblesInFlight.length; flightIndex++) { grid.bubblesInFlight[flightIndex].bubble.destroy(); } grid.bubblesInFlight = []; // Clear all free bubbles completely var freeBubbleChildren = freeBubbleLayer.children.slice(); for (var i = 0; i < freeBubbleChildren.length; i++) { freeBubbleChildren[i].destroy(); } // Clear all particles var particleChildren = particlesLayer.children.slice(); for (var i = 0; i < particleChildren.length; i++) { particleChildren[i].destroy(); } // Reset launcher completely to initial state launcher.removeChildren(); launcher.angle = -Math.PI / 2; var newBubble = launcher.addChild(new Bubble(getMaxTypes(), false)); newBubble.isFreeBubble = true; launcher.bubble = newBubble; // Recreate preview bubbles queue launcher.previewBubbles = []; for (var i = 0; i < 3; i++) { var previewBubble = launcher.addChildAt(launcher.createPreviewBubble(), 0); previewBubble.x = -120 - i * 60; previewBubble.y = 0; launcher.previewBubbles.push(previewBubble); } // Reset warning lines to initial state for (var i = 0; i < warningLines.length; i++) { warningLines[i].alpha = 0; warningLines[i].scale.y = 40; } // Reset hint system isValid = false; path = []; bubbleAlpha = 1; hintTargetX = game.width / 2; hintTargetY = 0; hintOffset = 0; // Clear hint bubbles for (var i = 0; i < hintBubbles.length; i++) { if (hintBubbles[i]) { hintBubbles[i].visible = false; } } // Reset firing state isFiring = false; lastFireTime = 0; // Clear any existing game over message if (currentGameOverMessage) { currentGameOverMessage.destroy(); currentGameOverMessage = null; } // Reset any open menus if (currentMainMenu) { currentMainMenu.destroy(); currentMainMenu = null; } if (currentSettings) { currentSettings.destroy(); currentSettings = null; } if (currentLanguages) { currentLanguages.destroy(); currentLanguages = null; } } // Game over message functionality var currentGameOverMessage = null; function showGameOverMessage() { if (currentGameOverMessage) { return; // Message already showing } // Reset fireball count and score when game over is shown fireBallPowerupOverlay.fireballsLeft = 0; fireBallPowerupOverlay.alpha = 0.5; LK.setScore(0); scoreLabel.setText('0'); scoreLabelShadow.setText('0'); // Create temporary overlay for the message currentGameOverMessage = game.addChild(new Container()); // Dark overlay background var overlay = currentGameOverMessage.attachAsset('dangeroverlay', { width: 2048, height: 2732, anchorX: 0, anchorY: 0 }); overlay.alpha = 0.8; // Game over message with shadow var messageShadow = currentGameOverMessage.addChild(new Text2(getText('game_over'), { size: 200, fill: 0x000000, alpha: 0.5, font: "Impact" })); messageShadow.anchor.set(0.5, 0.5); messageShadow.x = game.width / 2 + 8; messageShadow.y = game.height / 2 + 8; var message = currentGameOverMessage.addChild(new Text2(getText('game_over'), { size: 200, fill: 0xff2853, font: "Impact" })); message.anchor.set(0.5, 0.5); message.x = game.width / 2; message.y = game.height / 2; // Entrance animation currentGameOverMessage.alpha = 0; currentGameOverMessage.scale.set(0.5, 0.5); tween(currentGameOverMessage, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(currentGameOverMessage.scale, { x: 1, y: 1 }, { duration: 400, easing: tween.bounceOut }); // Auto-remove after 2 seconds LK.setTimeout(function () { if (currentGameOverMessage) { tween(currentGameOverMessage, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { if (currentGameOverMessage) { currentGameOverMessage.destroy(); currentGameOverMessage = null; } } }); } }, 2000); } 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) { // Pause all game mechanics when menu is open if (currentMainMenu || currentSettings || currentLanguages) { return; } hintTargetX = x; hintTargetY = y; refreshHintLine(); // } }; game.down = game.move; 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 = bubble.isFireBall ? 0xff9c00 : 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 () { // Pause falling bubble mechanics when menu is open if (currentMainMenu || currentSettings || currentLanguages) { 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; } }; // Add firing state tracking var isFiring = false; var lastFireTime = 0; var FIRE_COOLDOWN = 300; // 300ms cooldown between shots game.up = function () { // Pause grid mechanics when menu is open if (currentMainMenu || currentSettings || currentLanguages) { return; } var currentTime = Date.now ? Date.now() : new Date().getTime(); if (isValid && !isFiring && currentTime - lastFireTime > FIRE_COOLDOWN) { isFiring = true; lastFireTime = currentTime; launcher.fire(); // Reset firing state after a short delay LK.setTimeout(function () { isFiring = false; }, 100); } }; ; ; ; ; ; ; ; ; ; ;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
musicEnabled: true,
soundEnabled: true,
selectedLanguage: "en"
});
/****
* 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(getText('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(getText('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.updateLanguage = function () {
bonusLabel.setText(getText('streak_bonus'));
bonusLabelShadow.setText(getText('streak_bonus'));
};
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;
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);
playSound('detachCircle');
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 () {
// Disable hint line updates when menu is open
if (currentMainMenu || currentSettings || currentLanguages) {
return;
}
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;
playSound('circleBounce');
}
// 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);
playSound('circleBounce');
}
}
// Remove unattached bubbles that fall below 2732 - 500
if (self.y > 2732 - 400) {
self.destroy();
scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble(self);
playSound('scoreCollected');
}
}
};
});
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 insertRow() {
var row = [];
var rowWidth = rowCount % 2 == 0 ? 13 : 12;
// Determine if this row should have a powerup
var shouldSpawnPowerup = false;
var powerupCol = -1;
var POWERUP_ROW_INTERVAL = 20; // Every 20th row has a powerup (was 10)
// Move first powerup spawn to row 6, and then every POWERUP_ROW_INTERVAL after that
if (rowCount === 6) {
shouldSpawnPowerup = true;
powerupCol = Math.floor(Math.random() * rowWidth);
} else if (rowCount - 6 > 0 && (rowCount - 6) % POWERUP_ROW_INTERVAL === 0) {
shouldSpawnPowerup = true;
powerupCol = Math.floor(Math.random() * rowWidth);
}
for (var a = 0; a < rowWidth; a++) {
var bubble;
if (shouldSpawnPowerup && a === powerupCol) {
bubble = new PowerupBubble();
} else {
bubble = new Bubble(getMaxTypes());
}
var xPosition = (2048 - bubbleSize * rowWidth) / 2 + bubbleSize * a + bubbleSize / 2;
var yPosition = -rowCount * (1.7320508076 * bubbleSize) / 2;
bubble.setPos(xPosition, yPosition);
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.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 () {
// Disable game input when menu is open
if (currentMainMenu || currentSettings || currentLanguages) {
return;
}
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);
playSound('circleBounce');
}
var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y);
if (intersectedBubble) {
gameIsStarted = true;
if (bubble.isFireBall) {
self.removeBubbles([intersectedBubble]);
var disconnected = self.getDetachedBubbles();
self.removeBubbles(disconnected);
} 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 = currentMatch.x;
bubble.y = currentMatch.y;
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);
playSound('attachCircle');
}
//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) {
// Show loss message
showGameOverMessage();
// Seamlessly restart the game by resetting grid position and clearing bubbles
self.y = 1000; // Reset grid to starting position
// Clear all existing bubbles from grid
for (var clearRow = 0; clearRow < rows.length; clearRow++) {
for (var clearCol = 0; clearCol < rows[clearRow].length; clearCol++) {
if (rows[clearRow][clearCol]) {
rows[clearRow][clearCol].destroy();
rows[clearRow][clearCol] = null;
}
}
}
// Reset rows array and rebuild initial grid
rows = [];
rowCount = 0;
for (var initRows = 0; initRows < 8; initRows++) {
insertRow();
}
// Reset game state variables
gameIsStarted = false;
gridSpeed = 0.5;
bulletsFired = 0;
maxSelectableBubble = 3;
// Reset bonus system
bonusUX.setStreakCount(0);
// Clear any bubbles in flight
for (var flightIndex = 0; flightIndex < bubblesInFlight.length; flightIndex++) {
bubblesInFlight[flightIndex].bubble.destroy();
}
bubblesInFlight = [];
}
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;
}
}
}
};
// Expose properties and methods for external access
self.rows = rows;
self.rowCount = rowCount;
self.insertRow = insertRow;
self.bubblesInFlight = bubblesInFlight;
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 Languages = Container.expand(function () {
var self = Container.call(this);
// Dark overlay background
var overlay = self.attachAsset('dangeroverlay', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0
});
overlay.alpha = 0.95;
// Languages title with enhanced styling
var titleShadow = self.addChild(new Text2(getText('languages'), {
size: 180,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
titleShadow.anchor.set(0.5, 0.5);
titleShadow.x = game.width / 2 + 6;
titleShadow.y = game.height / 2 - 400 + 6;
var title = self.addChild(new Text2(getText('languages'), {
size: 180,
fill: 0x3954ff,
font: "Impact"
}));
title.anchor.set(0.5, 0.5);
title.x = game.width / 2;
title.y = game.height / 2 - 400;
// Language buttons configuration
var languageOptions = [{
code: 'en',
name: 'English'
}, {
code: 'tr',
name: 'Türkçe'
}, {
code: 'fr',
name: 'Français'
}, {
code: 'es',
name: 'Español'
}, {
code: 'ru',
name: 'Русский'
}];
var languageButtons = [];
var startY = game.height / 2 - 250;
var buttonSpacing = 100;
// Create language selection buttons
for (var i = 0; i < languageOptions.length; i++) {
var lang = languageOptions[i];
var isSelected = selectedLanguage === lang.code;
// Button background - different style for selected language
var buttonBG = self.attachAsset(isSelected ? 'uxoverlay' : 'uxoverlay2', {
width: 500,
height: 80,
anchorX: 0.5,
anchorY: 0.5
});
buttonBG.x = game.width / 2;
buttonBG.y = startY + i * buttonSpacing;
// Button shadow text
var buttonShadow = self.addChild(new Text2(lang.name, {
size: 60,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
buttonShadow.anchor.set(0.5, 0.5);
buttonShadow.x = game.width / 2 + 3;
buttonShadow.y = startY + i * buttonSpacing + 3;
// Button main text - white for selected, light gray for others
var buttonText = self.addChild(new Text2(lang.name, {
size: 60,
fill: isSelected ? 0xFFFFFF : 0xc3cbff,
font: "Impact"
}));
buttonText.anchor.set(0.5, 0.5);
buttonText.x = game.width / 2;
buttonText.y = startY + i * buttonSpacing;
// Store references for updating
languageButtons.push({
bg: buttonBG,
shadow: buttonShadow,
text: buttonText,
code: lang.code,
name: lang.name
});
// Add touch handler
(function (langCode, btnIndex) {
buttonBG.down = function () {
// Button press animation
tween(buttonBG.scale, {
x: 0.9,
y: 0.9
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(buttonBG.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
// Update selected language
setLanguage(langCode);
// Update button visuals for all buttons
for (var j = 0; j < languageButtons.length; j++) {
var btn = languageButtons[j];
var isNowSelected = btn.code === langCode;
// Update background asset
btn.bg.removeChildren();
var newBG = self.attachAsset(isNowSelected ? 'uxoverlay' : 'uxoverlay2', {
width: 500,
height: 80,
anchorX: 0.5,
anchorY: 0.5
});
newBG.x = btn.bg.x;
newBG.y = btn.bg.y;
newBG.down = btn.bg.down;
self.removeChild(btn.bg);
btn.bg = newBG;
// Update text color
btn.text.tint = isNowSelected ? 0xFFFFFF : 0xc3cbff;
}
// Update bonus UI text
if (bonusUX && bonusUX.updateLanguage) {
bonusUX.updateLanguage();
}
// Update main menu texts
if (currentMainMenu) {
currentMainMenu.destroy();
currentMainMenu = null;
}
};
})(lang.code, i);
}
// Back button
var backButtonBG = self.attachAsset('uxoverlay2', {
width: 500,
height: 100,
anchorX: 0.5,
anchorY: 0.5
});
backButtonBG.x = game.width / 2;
backButtonBG.y = game.height / 2 + 300;
var backButtonShadow = self.addChild(new Text2(getText('back'), {
size: 70,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
backButtonShadow.anchor.set(0.5, 0.5);
backButtonShadow.x = game.width / 2 + 3;
backButtonShadow.y = game.height / 2 + 300 + 3;
var backButton = self.addChild(new Text2(getText('back'), {
size: 70,
fill: 0xFFFFFF,
font: "Impact"
}));
backButton.anchor.set(0.5, 0.5);
backButton.x = game.width / 2;
backButton.y = game.height / 2 + 300;
backButtonBG.down = function () {
tween(backButtonBG.scale, {
x: 0.9,
y: 0.9
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(backButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
// Go back to settings menu
currentLanguages = null;
self.destroy();
showSettings();
};
// Entrance animation with more dramatic effect
self.alpha = 0;
self.scale.set(0.7, 0.7);
tween(self, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 500,
easing: tween.elasticOut
});
return self;
});
var Launcher = Container.expand(function () {
var self = Container.call(this);
var bubble = self.addChild(new Bubble(getMaxTypes(), false));
bubble.isFreeBubble = true;
var previewBubbles = [];
var queueSize = 3; // Show next 3 bubbles
var lastTypes = [undefined, bubble.type];
function createPreviewBubble() {
var nextType;
do {
nextType = Math.floor(Math.random() * getMaxTypes());
} while (nextType == lastTypes[0] && nextType == lastTypes[1]);
lastTypes.shift();
lastTypes.push(nextType);
var newBubble = self.addChildAt(new Bubble(getMaxTypes(), false, nextType), 0);
newBubble.scale.set(.6, .6); // Slightly smaller for queue
newBubble.isFreeBubble = true;
return newBubble;
}
// Initialize the preview bubble queue
for (var i = 0; i < queueSize; i++) {
var previewBubble = createPreviewBubble();
previewBubble.x = -120 - i * 60; // Stack them to the left with increased spacing
previewBubble.y = 0; // Same vertical level as current bubble
previewBubbles.push(previewBubble);
}
self.fire = function () {
bulletsFired++;
playSound('fireBubble'); // Play sound when the ball is fired
grid.fireBubble(bubble, self.angle);
// Move the first preview bubble to become the current bubble
bubble = previewBubbles.shift();
// Animate the new current bubble into position
tween(bubble, {
x: 0,
y: 0
}, {
duration: 200,
easing: tween.easeOut
});
// Animate the scale of the new current bubble
tween(bubble.scale, {
x: 1,
y: 1
}, {
duration: 200,
easing: tween.bounceOut
});
// Animate all remaining preview bubbles moving left in the queue
for (var i = 0; i < previewBubbles.length; i++) {
tween(previewBubbles[i], {
x: -120 - i * 60
}, {
duration: 150,
easing: tween.easeOut
});
}
// Add a new bubble to the end of the queue with animation
var newPreviewBubble = createPreviewBubble();
newPreviewBubble.x = -120 - previewBubbles.length * 60 - 60; // Start further right
newPreviewBubble.y = 0;
newPreviewBubble.alpha = 0; // Start invisible
previewBubbles.push(newPreviewBubble);
// Animate the new bubble sliding into position
tween(newPreviewBubble, {
x: -120 - (previewBubbles.length - 1) * 60,
alpha: 1
}, {
duration: 250,
easing: tween.easeOut
});
// Add a small bounce effect to the new bubble
tween(newPreviewBubble.scale, {
x: 0.7,
y: 0.7
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(newPreviewBubble.scale, {
x: 0.6,
y: 0.6
}, {
duration: 150,
easing: tween.bounceOut
});
}
});
};
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;
};
// Expose properties and methods for external access
self.bubble = bubble;
self.previewBubbles = previewBubbles;
self.createPreviewBubble = createPreviewBubble;
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
// Enhanced background with gradient effect
var overlay = self.attachAsset('dangeroverlay', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0
});
overlay.alpha = 0.97;
// Enhanced title with better styling and glow effect
var titleShadow = self.addChild(new Text2('BUBBLE SHOOTER', {
size: 220,
fill: 0x000000,
alpha: 0.5,
font: "Impact"
}));
titleShadow.anchor.set(0.5, 0.5);
titleShadow.x = game.width / 2 + 8;
titleShadow.y = game.height / 2 - 350 + 8;
var title = self.addChild(new Text2(getText('title'), {
size: 220,
fill: 0x3954ff,
font: "Impact"
}));
title.anchor.set(0.5, 0.5);
title.x = game.width / 2;
title.y = game.height / 2 - 350;
// Add subtitle for extra style
var subtitleShadow = self.addChild(new Text2(getText('subtitle'), {
size: 60,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
subtitleShadow.anchor.set(0.5, 0.5);
subtitleShadow.x = game.width / 2 + 3;
subtitleShadow.y = game.height / 2 - 250 + 3;
var subtitle = self.addChild(new Text2(getText('subtitle'), {
size: 60,
fill: 0xc3cbff,
font: "Impact"
}));
subtitle.anchor.set(0.5, 0.5);
subtitle.x = game.width / 2;
subtitle.y = game.height / 2 - 250;
// Enhanced continue button with gradient styling
var continueButtonBG = self.attachAsset('uxoverlay', {
width: 650,
height: 130,
anchorX: 0.5,
anchorY: 0.5
});
continueButtonBG.x = game.width / 2;
continueButtonBG.y = game.height / 2 - 80;
var continueButtonShadow = self.addChild(new Text2(getText('continue'), {
size: 85,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
continueButtonShadow.anchor.set(0.5, 0.5);
continueButtonShadow.x = game.width / 2 + 4;
continueButtonShadow.y = game.height / 2 - 80 + 4;
var continueButton = self.addChild(new Text2(getText('continue'), {
size: 85,
fill: 0xFFFFFF,
font: "Impact"
}));
continueButton.anchor.set(0.5, 0.5);
continueButton.x = game.width / 2;
continueButton.y = game.height / 2 - 80;
// Settings button
var settingsButtonBG = self.attachAsset('uxoverlay', {
width: 650,
height: 130,
anchorX: 0.5,
anchorY: 0.5
});
settingsButtonBG.x = game.width / 2;
settingsButtonBG.y = game.height / 2 + 60;
var settingsButtonShadow = self.addChild(new Text2(getText('settings'), {
size: 85,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
settingsButtonShadow.anchor.set(0.5, 0.5);
settingsButtonShadow.x = game.width / 2 + 4;
settingsButtonShadow.y = game.height / 2 + 60 + 4;
var settingsButton = self.addChild(new Text2(getText('settings'), {
size: 85,
fill: 0xFFFFFF,
font: "Impact"
}));
settingsButton.anchor.set(0.5, 0.5);
settingsButton.x = game.width / 2;
settingsButton.y = game.height / 2 + 60;
// Enhanced decorative bubbles with better distribution
for (var i = 0; i < 12; i++) {
var decorBubble = self.addChild(new Bubble(6, false, Math.floor(Math.random() * 6)));
decorBubble.x = 150 + Math.random() * 1748;
decorBubble.y = 200 + Math.random() * 1000;
decorBubble.scale.set(0.4 + Math.random() * 0.6, 0.4 + Math.random() * 0.6);
decorBubble.alpha = 0.2 + Math.random() * 0.5;
decorBubble.isFreeBubble = true;
// Add more complex floating animation
tween(decorBubble, {
y: decorBubble.y - 80 - Math.random() * 120,
x: decorBubble.x + (Math.random() - 0.5) * 200
}, {
duration: 4000 + Math.random() * 3000,
easing: tween.easeInOut
});
tween(decorBubble, {
rotation: Math.random() * Math.PI * 2
}, {
duration: 5000 + Math.random() * 3000,
easing: tween.linear
});
}
// Enhanced button interactions with better feedback
continueButtonBG.down = function () {
tween(continueButtonBG.scale, {
x: 0.92,
y: 0.92
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(continueButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 150,
easing: tween.bounceOut
});
}
});
// Resume game with fade out effect
tween(self, {
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
currentMainMenu = null; // Reset menu reference
self.destroy();
}
});
};
settingsButtonBG.down = function () {
tween(settingsButtonBG.scale, {
x: 0.92,
y: 0.92
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(settingsButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 150,
easing: tween.bounceOut
});
}
});
// Show settings with transition effect
tween(self, {
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
currentMainMenu = null; // Reset main menu reference
self.destroy();
showSettings();
}
});
};
// Enhanced entrance animation with cascading effect
self.alpha = 0;
self.scale.set(0.8, 0.8);
tween(self, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 600,
easing: tween.elasticOut
});
// Add title pulsing animation for extra flair
var _titlePulse = function titlePulse() {
tween(title.scale, {
x: 1.05,
y: 1.05
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(title.scale, {
x: 1,
y: 1
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: _titlePulse
});
}
});
};
_titlePulse();
return self;
});
var PowerupBubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
bubbleGraphics.width = 150;
bubbleGraphics.height = 150;
self.type = -1; // Special type for powerup
self.isPowerup = true;
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);
playSound('detachCircle');
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 () {
// Pause falling powerup bubble mechanics when menu is open
if (currentMainMenu || currentSettings || currentLanguages) {
return;
}
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;
playSound('circleBounce');
}
// 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);
playSound('circleBounce');
}
}
// When powerup reaches the bottom of the screen, trigger powerup earned animation
if (self.y > 2732 - 400) {
// Play sound
playSound('scoreCollected');
// Create and start powerup earned animation
var animation = game.addChild(new PowerupEarnedAnimation(self.x, self.y));
animation.start();
// Destroy the original bubble
self.destroy();
}
}
};
});
var PowerupEarnedAnimation = Container.expand(function (startX, startY) {
var self = Container.call(this);
// Create a 2x size powerup graphic
var powerupGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
// Create dropshadow for earnedText (not a child of self, but a global overlay)
var earnedTextShadow = new Text2(getText('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(getText('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 dramatic screen flash effect
LK.effects.flashScreen(0xffc411, 800);
// Add text and dropshadow to overlay (so it doesn't move with self)
playSound('powerupSwoosh');
if (!earnedTextShadow.parent) {
game.addChild(earnedTextShadow);
}
if (!earnedText.parent) {
game.addChild(earnedText);
}
// Spawn dramatic particle burst at starting position
for (var i = 0; i < 20; i++) {
var angle = Math.PI * 2 / 20 * i;
var speed = 12 + Math.random() * 8;
var particle = game.addChild(new PowerupParticle(angle, speed));
particle.x = startX;
particle.y = startY;
}
// Phase 1: Dramatic entrance with multiple scale bounces
self.scale.set(0.3, 0.3);
tween(self.scale, {
x: 1.5,
y: 1.5
}, {
duration: 200,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(self.scale, {
x: 1.2,
y: 1.2
}, {
duration: 150,
easing: tween.easeOut
});
}
});
// Enhanced powerup graphics scaling with overshoot
tween(powerupGraphics.scale, {
x: 3.5,
y: 3.5
}, {
duration: 400,
easing: tween.elasticOut
});
// Add rotation for extra flair
tween(powerupGraphics, {
rotation: Math.PI * 2
}, {
duration: 600,
easing: tween.easeOut
});
tween(self, {
x: game.width / 2,
y: game.height / 2
}, {
duration: 400,
easing: tween.elasticOut
});
// Enhanced text entrance with bouncy scaling
earnedText.scale.set(0, 0);
earnedTextShadow.scale.set(0, 0);
// Show text and dropshadow with dramatic scale-in
tween(earnedTextShadow.scale, {
x: 1,
y: 1
}, {
duration: 400,
delay: 200,
easing: tween.bounceOut
});
tween(earnedTextShadow, {
alpha: 0.35,
y: game.height / 2 - 250 + 8
}, {
duration: 400,
delay: 200,
easing: tween.easeOut
});
tween(earnedText.scale, {
x: 1,
y: 1
}, {
duration: 400,
delay: 200,
easing: tween.bounceOut
});
tween(earnedText, {
alpha: 1,
y: game.height / 2 - 250
}, {
duration: 400,
delay: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Wait a moment before moving to powerup counter
LK.setTimeout(function () {
playSound('powerupSwoosh');
// Create trail of particles as it moves
var particleSpawnInterval = LK.setInterval(function () {
for (var i = 0; i < 3; i++) {
var angle = Math.random() * Math.PI * 2;
var speed = 4 + Math.random() * 4;
var particle = game.addChild(new PowerupParticle(angle, speed));
particle.x = self.x;
particle.y = self.y;
}
}, 50);
// Get target position (powerup counter)
var targetX = fireBallPowerupOverlay.x;
var targetY = fireBallPowerupOverlay.y;
// Phase 2: Move to powerup counter
tween(self, {
x: targetX,
y: targetY
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
LK.clearInterval(particleSpawnInterval);
playSound('powerupThump');
// Final explosion of particles at destination
for (var i = 0; i < 15; i++) {
var angle = Math.random() * Math.PI * 2;
var speed = 8 + Math.random() * 6;
var particle = game.addChild(new PowerupParticle(angle, speed));
particle.x = targetX + 90;
particle.y = targetY + 50;
}
// Increment powerup counter
fireBallPowerupOverlay.increaseFireballCount();
// 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 - 50 + 8
}, {
duration: 500,
easing: tween.easeOut
});
tween(earnedText, {
alpha: 0,
y: game.height / 2 - 250 - 50
}, {
duration: 500,
easing: tween.easeOut
});
// Scale down as we move to counter with bounce
tween(powerupGraphics, {
width: 210,
height: 210
}, {
duration: 500,
easing: tween.bounceOut
});
tween(powerupGraphics.scale, {
x: 1,
y: 1
}, {
duration: 500,
easing: tween.bounceOut
});
}, 1200);
}
});
};
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 Settings = Container.expand(function () {
var self = Container.call(this);
// Dark overlay background
var overlay = self.attachAsset('dangeroverlay', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0
});
overlay.alpha = 0.95;
// Settings title with enhanced styling
var titleShadow = self.addChild(new Text2(getText('settings'), {
size: 180,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
titleShadow.anchor.set(0.5, 0.5);
titleShadow.x = game.width / 2 + 6;
titleShadow.y = game.height / 2 - 400 + 6;
var title = self.addChild(new Text2(getText('settings'), {
size: 180,
fill: 0x3954ff,
font: "Impact"
}));
title.anchor.set(0.5, 0.5);
title.x = game.width / 2;
title.y = game.height / 2 - 400;
// Languages button
var languagesButtonBG = self.attachAsset('uxoverlay2', {
width: 500,
height: 100,
anchorX: 0.5,
anchorY: 0.5
});
languagesButtonBG.x = game.width / 2;
languagesButtonBG.y = game.height / 2 - 200;
var languagesButtonShadow = self.addChild(new Text2(getText('languages'), {
size: 70,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
languagesButtonShadow.anchor.set(0.5, 0.5);
languagesButtonShadow.x = game.width / 2 + 3;
languagesButtonShadow.y = game.height / 2 - 200 + 3;
var languagesButton = self.addChild(new Text2(getText('languages'), {
size: 70,
fill: 0xFFFFFF,
font: "Impact"
}));
languagesButton.anchor.set(0.5, 0.5);
languagesButton.x = game.width / 2;
languagesButton.y = game.height / 2 - 200;
// Music button
var musicButtonBG = self.attachAsset('uxoverlay2', {
width: 500,
height: 100,
anchorX: 0.5,
anchorY: 0.5
});
musicButtonBG.x = game.width / 2;
musicButtonBG.y = game.height / 2 - 50;
var musicButtonShadow = self.addChild(new Text2(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off')), {
size: 70,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
musicButtonShadow.anchor.set(0.5, 0.5);
musicButtonShadow.x = game.width / 2 + 3;
musicButtonShadow.y = game.height / 2 - 50 + 3;
var musicButton = self.addChild(new Text2(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off')), {
size: 70,
fill: 0xFFFFFF,
font: "Impact"
}));
musicButton.anchor.set(0.5, 0.5);
musicButton.x = game.width / 2;
musicButton.y = game.height / 2 - 50;
// Sound button
var soundButtonBG = self.attachAsset('uxoverlay2', {
width: 500,
height: 100,
anchorX: 0.5,
anchorY: 0.5
});
soundButtonBG.x = game.width / 2;
soundButtonBG.y = game.height / 2 + 100;
var soundButtonShadow = self.addChild(new Text2(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off')), {
size: 70,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
soundButtonShadow.anchor.set(0.5, 0.5);
soundButtonShadow.x = game.width / 2 + 3;
soundButtonShadow.y = game.height / 2 + 100 + 3;
var soundButton = self.addChild(new Text2(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off')), {
size: 70,
fill: 0xFFFFFF,
font: "Impact"
}));
soundButton.anchor.set(0.5, 0.5);
soundButton.x = game.width / 2;
soundButton.y = game.height / 2 + 100;
// Back button
var backButtonBG = self.attachAsset('uxoverlay2', {
width: 500,
height: 100,
anchorX: 0.5,
anchorY: 0.5
});
backButtonBG.x = game.width / 2;
backButtonBG.y = game.height / 2 + 250;
var backButtonShadow = self.addChild(new Text2(getText('back'), {
size: 70,
fill: 0x000000,
alpha: 0.4,
font: "Impact"
}));
backButtonShadow.anchor.set(0.5, 0.5);
backButtonShadow.x = game.width / 2 + 3;
backButtonShadow.y = game.height / 2 + 250 + 3;
var backButton = self.addChild(new Text2(getText('back'), {
size: 70,
fill: 0xFFFFFF,
font: "Impact"
}));
backButton.anchor.set(0.5, 0.5);
backButton.x = game.width / 2;
backButton.y = game.height / 2 + 250;
// Languages button handler
languagesButtonBG.down = function () {
tween(languagesButtonBG.scale, {
x: 0.9,
y: 0.9
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(languagesButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
// Show languages menu
currentSettings = null;
self.destroy();
showLanguages();
};
// Music button handler
musicButtonBG.down = function () {
tween(musicButtonBG.scale, {
x: 0.9,
y: 0.9
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(musicButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
toggleMusic();
musicButton.setText(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off')));
musicButtonShadow.setText(getText('music') + ': ' + (musicEnabled ? getText('on') : getText('off')));
};
// Sound button handler
soundButtonBG.down = function () {
tween(soundButtonBG.scale, {
x: 0.9,
y: 0.9
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(soundButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
toggleSound();
soundButton.setText(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off')));
soundButtonShadow.setText(getText('sound') + ': ' + (soundEnabled ? getText('on') : getText('off')));
};
// Back button handler
backButtonBG.down = function () {
tween(backButtonBG.scale, {
x: 0.9,
y: 0.9
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(backButtonBG.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
// Go back to main menu
currentSettings = null;
self.destroy();
showMainMenu();
};
// Entrance animation with more dramatic effect
self.alpha = 0;
self.scale.set(0.7, 0.7);
tween(self, {
alpha: 1
}, {
duration: 400,
easing: tween.easeOut
});
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 500,
easing: tween.elasticOut
});
return self;
});
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;
// Audio settings from storage
var musicEnabled = storage.musicEnabled !== undefined ? storage.musicEnabled : true;
var soundEnabled = storage.soundEnabled !== undefined ? storage.soundEnabled : true;
// Language system
var selectedLanguage = storage.selectedLanguage || 'en';
var translations = {
en: {
title: 'BALLOON SHOOTER',
subtitle: 'CLASSIC BALLOON POPPING GAME',
"continue": 'CONTINUE',
settings: 'SETTINGS',
languages: 'LANGUAGES',
audio: 'AUDIO',
back: 'BACK',
music: 'MUSIC',
sound: 'SOUND',
on: 'ON',
off: 'OFF',
streak_bonus: 'Streak Bonus',
powerup_earned: 'POWERUP EARNED!',
game_over: 'Game Over'
},
tr: {
title: 'BALON PATLATMA',
subtitle: 'KLASİK BALON PATLATMA OYUNU',
"continue": 'DEVAM ET',
settings: 'AYARLAR',
languages: 'DİLLER',
audio: 'SES',
back: 'GERİ',
music: 'MÜZİK',
sound: 'SES',
on: 'AÇIK',
off: 'KAPALI',
streak_bonus: 'Seri Bonusu',
powerup_earned: 'GÜÇ ARTIŞ KAZANILDI!',
game_over: 'Oyun Bitti'
},
fr: {
title: 'TIREUR DE BALLONS',
subtitle: 'JEU CLASSIQUE DE BALLONS',
"continue": 'CONTINUER',
settings: 'PARAMÈTRES',
languages: 'LANGUES',
audio: 'AUDIO',
back: 'RETOUR',
music: 'MUSIQUE',
sound: 'SON',
on: 'ACTIVÉ',
off: 'DÉSACTIVÉ',
streak_bonus: 'Bonus de Série',
powerup_earned: 'POWER-UP GAGNÉ!',
game_over: 'Jeu Terminé'
},
es: {
title: 'TIRADOR DE GLOBOS',
subtitle: 'JUEGO CLÁSICO DE GLOBOS',
"continue": 'CONTINUAR',
settings: 'AJUSTES',
languages: 'IDIOMAS',
audio: 'AUDIO',
back: 'ATRÁS',
music: 'MÚSICA',
sound: 'SONIDO',
on: 'ACTIVADO',
off: 'DESACTIVADO',
streak_bonus: 'Bono de Racha',
powerup_earned: '¡POTENCIADOR GANADO!',
game_over: 'Juego Terminado'
},
ru: {
title: 'СТРЕЛОК ПО ШАРАМ',
subtitle: 'КЛАССИЧЕСКАЯ ИГРА С ШАРАМИ',
"continue": 'ПРОДОЛЖИТЬ',
settings: 'НАСТРОЙКИ',
languages: 'ЯЗЫКИ',
audio: 'АУДИО',
back: 'НАЗАД',
music: 'МУЗЫКА',
sound: 'ЗВУК',
on: 'ВКЛ',
off: 'ВЫКЛ',
streak_bonus: 'Бонус Серии',
powerup_earned: 'УСИЛЕНИЕ ПОЛУЧЕНО!',
game_over: 'Игра Окончена'
}
};
function getText(key) {
return translations[selectedLanguage] && translations[selectedLanguage][key] ? translations[selectedLanguage][key] : translations.en[key];
}
function setLanguage(lang) {
selectedLanguage = lang;
storage.selectedLanguage = lang;
}
// Helper function to play sound only if enabled
function playSound(soundName) {
if (soundEnabled) {
LK.getSound(soundName).play();
}
}
// Helper function to control music
function toggleMusic() {
musicEnabled = !musicEnabled;
storage.musicEnabled = musicEnabled;
if (musicEnabled) {
// Resume or start music (placeholder for future music implementation)
} else {
// Pause or stop music (placeholder for future music implementation)
}
}
// Helper function to control sound effects
function toggleSound() {
soundEnabled = !soundEnabled;
storage.soundEnabled = soundEnabled;
}
function increaseScore(amount) {
var currentScore = LK.getScore();
var newScore = currentScore + amount;
LK.setScore(newScore); // Update the game score using LK method
scoreLabel.setText(newScore.toString()); // Update the score label with the new score
scoreLabelShadow.setText(newScore.toString()); // Update the shadow as well
}
//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(0.5, 0);
scoreLabelShadow.x = 4;
scoreLabelShadow.y = 6;
LK.gui.top.addChild(scoreLabelShadow);
// Create a score label (main)
var scoreLabel = new Text2('0', {
size: 120,
fill: 0xFFFFFF,
font: "Impact"
});
scoreLabel.anchor.set(0.5, 0);
scoreLabel.x = 0;
scoreLabel.y = 0;
LK.gui.top.addChild(scoreLabel);
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 particlesLayer = game.addChild(new Container());
var grid = game.addChild(new Grid());
grid.y = 1366; // Start from center position where bubbles begin
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;
// Create home icon in top right corner
var homeIcon = new Text2('🏠', {
size: 80,
fill: 0xFFFFFF,
font: "Impact"
});
homeIcon.anchor.set(1, 0); // Anchor to top right
homeIcon.x = -20; // Position from right edge
homeIcon.y = 20; // Position from top edge
LK.gui.topRight.addChild(homeIcon);
// Add touch handler to toggle main menu
homeIcon.down = function () {
// Add button press animation
tween(homeIcon.scale, {
x: 0.8,
y: 0.8
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(homeIcon.scale, {
x: 1,
y: 1
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
// Toggle menu: if open, close it; if closed, open it
if (currentMainMenu) {
// Menu is open, close it with fade out effect
tween(currentMainMenu, {
alpha: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
currentMainMenu.destroy();
currentMainMenu = null;
}
});
} else {
// Menu is closed, open it
showMainMenu();
}
};
// Main menu functionality
var currentMainMenu = null;
function showMainMenu() {
if (currentMainMenu) {
return; // Menu already showing
}
currentMainMenu = game.addChild(new MainMenu());
}
// Settings functionality
var currentSettings = null;
function showSettings() {
if (currentSettings) {
return; // Settings already showing
}
currentSettings = game.addChild(new Settings());
}
// Languages functionality
var currentLanguages = null;
function showLanguages() {
if (currentLanguages) {
return; // Languages already showing
}
currentLanguages = game.addChild(new Languages());
}
// Reset game state function
function resetGameState() {
// Reset grid position to starting position - center of screen
grid.y = 1366; // Start from center position where bubbles begin
// Clear all existing bubbles from grid
for (var clearRow = 0; clearRow < grid.rows.length; clearRow++) {
for (var clearCol = 0; clearCol < grid.rows[clearRow].length; clearCol++) {
if (grid.rows[clearRow][clearCol]) {
grid.rows[clearRow][clearCol].destroy();
grid.rows[clearRow][clearCol] = null;
}
}
}
// Reset rows array and rebuild initial grid
grid.rows = [];
grid.rowCount = 0;
for (var initRows = 0; initRows < 8; initRows++) {
grid.insertRow();
}
// Reset ALL game state variables to initial values
gameIsStarted = false;
gridSpeed = 0.5;
bulletsFired = 0;
maxSelectableBubble = 3;
// Reset bonus system completely
bonusUX.setStreakCount(0);
// Reset score multipliers to base values
for (var i = 0; i < scoreMultipliers.length; i++) {
scoreMultipliers[i].setMultiplier(1);
}
// Reset fireball powerup to initial state
fireBallPowerupOverlay.fireballsLeft = 0;
fireBallPowerupOverlay.alpha = 0.5;
fireBallPowerupOverlay.isWiggling = false;
// Reset score to zero
LK.setScore(0);
scoreLabel.setText('0');
scoreLabelShadow.setText('0');
// Clear any bubbles in flight
for (var flightIndex = 0; flightIndex < grid.bubblesInFlight.length; flightIndex++) {
grid.bubblesInFlight[flightIndex].bubble.destroy();
}
grid.bubblesInFlight = [];
// Clear all free bubbles completely
var freeBubbleChildren = freeBubbleLayer.children.slice();
for (var i = 0; i < freeBubbleChildren.length; i++) {
freeBubbleChildren[i].destroy();
}
// Clear all particles
var particleChildren = particlesLayer.children.slice();
for (var i = 0; i < particleChildren.length; i++) {
particleChildren[i].destroy();
}
// Reset launcher completely to initial state
launcher.removeChildren();
launcher.angle = -Math.PI / 2;
var newBubble = launcher.addChild(new Bubble(getMaxTypes(), false));
newBubble.isFreeBubble = true;
launcher.bubble = newBubble;
// Recreate preview bubbles queue
launcher.previewBubbles = [];
for (var i = 0; i < 3; i++) {
var previewBubble = launcher.addChildAt(launcher.createPreviewBubble(), 0);
previewBubble.x = -120 - i * 60;
previewBubble.y = 0;
launcher.previewBubbles.push(previewBubble);
}
// Reset warning lines to initial state
for (var i = 0; i < warningLines.length; i++) {
warningLines[i].alpha = 0;
warningLines[i].scale.y = 40;
}
// Reset hint system
isValid = false;
path = [];
bubbleAlpha = 1;
hintTargetX = game.width / 2;
hintTargetY = 0;
hintOffset = 0;
// Clear hint bubbles
for (var i = 0; i < hintBubbles.length; i++) {
if (hintBubbles[i]) {
hintBubbles[i].visible = false;
}
}
// Reset firing state
isFiring = false;
lastFireTime = 0;
// Clear any existing game over message
if (currentGameOverMessage) {
currentGameOverMessage.destroy();
currentGameOverMessage = null;
}
// Reset any open menus
if (currentMainMenu) {
currentMainMenu.destroy();
currentMainMenu = null;
}
if (currentSettings) {
currentSettings.destroy();
currentSettings = null;
}
if (currentLanguages) {
currentLanguages.destroy();
currentLanguages = null;
}
}
// Game over message functionality
var currentGameOverMessage = null;
function showGameOverMessage() {
if (currentGameOverMessage) {
return; // Message already showing
}
// Reset fireball count and score when game over is shown
fireBallPowerupOverlay.fireballsLeft = 0;
fireBallPowerupOverlay.alpha = 0.5;
LK.setScore(0);
scoreLabel.setText('0');
scoreLabelShadow.setText('0');
// Create temporary overlay for the message
currentGameOverMessage = game.addChild(new Container());
// Dark overlay background
var overlay = currentGameOverMessage.attachAsset('dangeroverlay', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0
});
overlay.alpha = 0.8;
// Game over message with shadow
var messageShadow = currentGameOverMessage.addChild(new Text2(getText('game_over'), {
size: 200,
fill: 0x000000,
alpha: 0.5,
font: "Impact"
}));
messageShadow.anchor.set(0.5, 0.5);
messageShadow.x = game.width / 2 + 8;
messageShadow.y = game.height / 2 + 8;
var message = currentGameOverMessage.addChild(new Text2(getText('game_over'), {
size: 200,
fill: 0xff2853,
font: "Impact"
}));
message.anchor.set(0.5, 0.5);
message.x = game.width / 2;
message.y = game.height / 2;
// Entrance animation
currentGameOverMessage.alpha = 0;
currentGameOverMessage.scale.set(0.5, 0.5);
tween(currentGameOverMessage, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
tween(currentGameOverMessage.scale, {
x: 1,
y: 1
}, {
duration: 400,
easing: tween.bounceOut
});
// Auto-remove after 2 seconds
LK.setTimeout(function () {
if (currentGameOverMessage) {
tween(currentGameOverMessage, {
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
if (currentGameOverMessage) {
currentGameOverMessage.destroy();
currentGameOverMessage = null;
}
}
});
}
}, 2000);
}
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) {
// Pause all game mechanics when menu is open
if (currentMainMenu || currentSettings || currentLanguages) {
return;
}
hintTargetX = x;
hintTargetY = y;
refreshHintLine();
// }
};
game.down = game.move;
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 = bubble.isFireBall ? 0xff9c00 : 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 () {
// Pause falling bubble mechanics when menu is open
if (currentMainMenu || currentSettings || currentLanguages) {
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;
}
};
// Add firing state tracking
var isFiring = false;
var lastFireTime = 0;
var FIRE_COOLDOWN = 300; // 300ms cooldown between shots
game.up = function () {
// Pause grid mechanics when menu is open
if (currentMainMenu || currentSettings || currentLanguages) {
return;
}
var currentTime = Date.now ? Date.now() : new Date().getTime();
if (isValid && !isFiring && currentTime - lastFireTime > FIRE_COOLDOWN) {
isFiring = true;
lastFireTime = currentTime;
launcher.fire();
// Reset firing state after a short delay
LK.setTimeout(function () {
isFiring = false;
}, 100);
}
};
;
;
;
;
;
;
;
;
;
;
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.