Code edit (3 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Let the color of the background that appears when writing the glaud text be different, let it be orange, dark orange transparent
User prompt
Write Glaud better to make it cooler
User prompt
Let the back paln be as much as the font
User prompt
at the start of the game write “Glaud” followed by “break the block” for 3 seconds with a transparent white background.
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align red blocks
User prompt
the game gets very cramped with too many objects on the screen, you have to fix that.
User prompt
make objects 2 times bigger and align them in this game
Remix started
Copy Brick Buster Bounce
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, level: 1 }); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); // Ball properties self.speedX = 10; self.speedY = -10; self.active = false; self.update = function () { if (!self.active) { return; } // Update position self.x += self.speedX; self.y += self.speedY; // Handle wall collisions if (self.x < self.width / 2 || self.x > 2048 - self.width / 2) { self.speedX *= -1; self.x = Math.max(self.width / 2, Math.min(self.x, 2048 - self.width / 2)); LK.getSound('hit').play(); } // Top wall collision if (self.y < self.height / 2) { self.y = self.height / 2; self.speedY = Math.abs(self.speedY); LK.getSound('hit').play(); } // Bottom (ball reset and add row) if (self.y > 2732) { self.active = false; LK.getSound('miss').play(); // Reset ball position self.reset(paddleX); // Move bricks down and add a new row moveBricksDown(); addNewBrickRow(); } // Cache last position self.lastX = self.x; self.lastY = self.y; }; self.reset = function (paddleX) { self.x = paddleX; self.y = paddleY - 30; self.active = false; self.speedX = 10; self.speedY = -10; }; self.launch = function () { if (!self.active) { self.active = true; // Add some randomness to the initial direction var angle = Math.PI * 1.5 + (Math.random() * 0.5 - 0.25); var speed = 10; self.speedX = Math.cos(angle) * speed; self.speedY = Math.sin(angle) * speed; } }; return self; }); var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); self.width = brickGraphics.width; self.height = brickGraphics.height; self.hp = 1; self.points = 10; self.containsPowerup = false; self.setType = function (type) { switch (type) { case 1: // Normal brick brickGraphics.tint = 0xed4264; self.hp = 1; self.points = 10; break; case 4: // Ball brick brickGraphics.tint = 0x00ff00; // Green color for ball bricks self.hp = 1; self.points = 10; break; case 2: // Strong brick brickGraphics.tint = 0x4287f5; self.hp = 2; self.points = 20; break; case 3: // Super strong brick brickGraphics.tint = 0x8c44ad; self.hp = 3; self.points = 30; break; } }; self.hit = function () { self.hp--; // Color change based on remaining HP if (self.hp == 2) { brickGraphics.tint = 0x5dadec; } else if (self.hp == 1) { brickGraphics.tint = 0xed4264; } if (self.hp <= 0) { // Brick broken LK.getSound('break').play(); LK.setScore(LK.getScore() + self.points); if (self.containsPowerup) { spawnPowerup(self.x, self.y); } if (self.isBallBrick) { var newBall = addBall(); newBall.x = self.x; newBall.y = self.y; newBall.active = true; } return true; // Brick should be removed } else { // Brick hit but not broken LK.getSound('hit').play(); return false; } }; return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleGraphics.width; self.height = paddleGraphics.height; return self; }); var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = 0; self.speed = 5; self.setType = function (type) { self.type = type; switch (type) { case 0: // Extra ball powerupGraphics.tint = 0xffcc00; break; case 1: // Wide paddle powerupGraphics.tint = 0x2ecc71; break; } }; self.update = function () { self.y += self.speed; // Remove if it goes off screen if (self.y > 2732) { var index = powerups.indexOf(self); if (index > -1) { powerups.splice(index, 1); self.destroy(); } } }; self.activate = function () { LK.getSound('powerup').play(); switch (self.type) { case 0: // Extra ball addBall(); break; case 1: // Wide paddle tween(paddle, { width: paddle.width * 1.5 * 2 }, { duration: 500, easing: tween.easeOut }); LK.setTimeout(function () { tween(paddle, { width: 400 }, { duration: 500, easing: tween.easeOut }); }, 10000); break; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x191919 }); /**** * Game Code ****/ function moveBricksDown() { for (var i = 0; i < bricks.length; i++) { bricks[i].y += bricks[i].height + 20; // Move each brick down by its height plus increased spacing // Cache last position bricks[i].lastY = bricks[i].y; } } function addNewBrickRow() { var brickWidth = 300; var brickHeight = 100; var spacing = 10; var startX = (2048 - (bricksPerRow * (brickWidth + spacing) - spacing)) / 2; var newRowY = 200; // Start new row at the top for (var col = 0; col < bricksPerRow; col++) { var brick = new Brick(); brick.setType(1); // Set to normal brick type brick.x = startX + col * (brickWidth + spacing); brick.y = newRowY; bricks.push(brick); game.addChild(brick); } } // Game variables var level = storage.level || 1; var paddle; var balls = []; var bricks = []; var powerups = []; var paddleX = 2048 / 2; var paddleY = 2732 - 200; var gameStarted = false; var bricksPerRow = 7; var brickRows = 3; // Initialize game elements function initGame() { // Create paddle paddle = new Paddle(); paddle.x = paddleX; paddle.y = paddleY; game.addChild(paddle); // Create initial ball addBall(); // Create bricks createBricks(); // Initialize UI initUI(); // Display "Glaud" followed by "break the block" for 3 seconds var introText = new Text2("Glaud\nbreak the block", { size: 150, fill: 0xFFFFFF, align: 'center', font: "bold" }); introText.anchor.set(0.5, 0.5); introText.x = 2048 / 2; introText.y = 2732 / 2; var introBackground = LK.getAsset('box', { width: 2048, height: 2732, color: 0xff8c00, // Dark orange color alpha: 0.5 }); introBackground.width = 2048; // Match screen width introBackground.height = 2732; // Match screen height introBackground.anchor.set(0.5, 0.5); introBackground.x = 2048 / 2; introBackground.y = 2732 / 2; game.addChild(introBackground); game.addChild(introText); LK.setTimeout(function () { introText.destroy(); introBackground.destroy(); // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.4, duration: 1000 } }); }, 3000); } function addBall() { var ball = new Ball(); ball.reset(paddleX); balls.push(ball); game.addChild(ball); return ball; } function createBricks() { var brickWidth = 300; var brickHeight = 100; var spacing = 20; var startX = (2048 - (bricksPerRow * (brickWidth + spacing) - spacing)) / 2; var startY = 200; for (var row = 0; row < brickRows + Math.floor(level / 2); row++) { for (var col = 0; col < bricksPerRow; col++) { var brick = new Brick(); // Determine brick type based on level and position var type = 1; if (level > 2 && row < 2) { type = 2; } if (level > 4 && row === 0) { type = 3; } brick.setType(type); // Position brick brick.x = startX + col * (brickWidth + spacing) + brickWidth / 2; brick.y = startY + row * (brickHeight + spacing); // Add powerup or ball brick chance (20% for powerup, 10% for ball brick) var randomChance = Math.random(); if (randomChance < 0.2) { brick.containsPowerup = true; } else if (randomChance < 0.3) { brick.isBallBrick = true; } bricks.push(brick); game.addChild(brick); } } } function spawnPowerup(x, y) { var powerup = new Powerup(); powerup.x = x; powerup.y = y; powerup.setType(Math.floor(Math.random() * 3)); powerups.push(powerup); game.addChild(powerup); } function checkCollisions() { // Ball-paddle collision for (var i = 0; i < balls.length; i++) { var ball = balls[i]; if (ball.active && ball.y + ball.height / 2 >= paddle.y - paddle.height / 2 && ball.y - ball.height / 2 <= paddle.y + paddle.height / 2 && ball.x + ball.width / 2 >= paddle.x - paddle.width / 2 && ball.x - ball.width / 2 <= paddle.x + paddle.width / 2) { // Ball hit the paddle LK.getSound('hit').play(); // Calculate bounce angle based on where the ball hit the paddle var hitPos = (ball.x - paddle.x) / (paddle.width / 2); var angle = hitPos * (Math.PI / 3); // Max 60 degree bounce var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY); ball.speedX = Math.sin(angle) * speed; ball.speedY = -Math.cos(angle) * speed; // Ensure ball is above paddle ball.y = paddle.y - paddle.height / 2 - ball.height / 2; } } // Ball-brick collision for (var i = 0; i < balls.length; i++) { var ball = balls[i]; if (!ball.active) { continue; } for (var j = bricks.length - 1; j >= 0; j--) { var brick = bricks[j]; if (ball.intersects(brick)) { // Determine collision side var dx = ball.x - brick.x; var dy = ball.y - brick.y; var absDX = Math.abs(dx); var absDY = Math.abs(dy); // Horizontal collision (left/right of brick) if (absDX > absDY) { ball.speedX *= -1; } else { // Vertical collision (top/bottom of brick) ball.speedY *= -1; } if (brick.hit()) { // Brick broken, remove it bricks.splice(j, 1); brick.destroy(); // Update score display scoreTxt.setText("Score: " + LK.getScore()); // Check if all bricks are cleared if (bricks.length === 0) { nextLevel(); } } // Only one brick collision per frame break; } } } // Powerup-paddle collision for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (powerup.intersects(paddle)) { powerup.activate(); powerups.splice(i, 1); powerup.destroy(); } } } function nextLevel() { level++; storage.level = level; // Save high score if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } // Reset game elements for (var i = 0; i < balls.length; i++) { balls[i].destroy(); } balls = []; for (var i = 0; i < powerups.length; i++) { powerups[i].destroy(); } powerups = []; // Create new level addBall(); createBricks(); gameStarted = false; // Update level text levelTxt.setText("Level: " + level); // Flash screen LK.effects.flashScreen(0xFFFFFF, 500); } // UI Elements var scoreTxt, levelTxt, highScoreTxt, instructionTxt; function initUI() { // Score text scoreTxt = new Text2("Score: 0", { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 30; scoreTxt.y = 30; LK.gui.addChild(scoreTxt); // Level text levelTxt = new Text2("Level: " + level, { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = 2048 - 30; levelTxt.y = 30; LK.gui.addChild(levelTxt); // High score text highScoreTxt = new Text2("High Score: " + storage.highScore, { size: 40, fill: 0xAAAAAA }); highScoreTxt.anchor.set(1, 0); highScoreTxt.x = 2048 - 30; highScoreTxt.y = 100; LK.gui.addChild(highScoreTxt); // Instruction text instructionTxt = new Text2("Tap to launch ball", { size: 70, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0); instructionTxt.x = 2048 / 2; instructionTxt.y = 150; LK.gui.addChild(instructionTxt); } // Event handlers function handleDown(x, y, obj) { if (!gameStarted) { gameStarted = true; for (var i = 0; i < balls.length; i++) { balls[i].launch(); } instructionTxt.visible = false; } else { for (var i = 0; i < balls.length; i++) { if (!balls[i].active) { balls[i].launch(); break; } } } } function handleMove(x, y, obj) { // Move paddle with touch/mouse paddleX = x; paddle.x = paddleX; // Keep paddle within screen bounds if (paddle.x < paddle.width / 2) { paddle.x = paddle.width / 2; } else if (paddle.x > 2048 - paddle.width / 2) { paddle.x = 2048 - paddle.width / 2; } // Move unlaunched balls with paddle for (var i = 0; i < balls.length; i++) { if (!balls[i].active) { balls[i].x = paddle.x; } } } game.down = handleDown; game.move = handleMove; // Game update loop game.update = function () { // Update all balls for (var i = 0; i < balls.length; i++) { balls[i].update(); } // Update all powerups for (var i = 0; i < powerups.length; i++) { powerups[i].update(); } // Check collisions checkCollisions(); }; // Initialize the game initGame();
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