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.
User prompt
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 }, { duration: 500, easing: tween.easeOut }); LK.setTimeout(function () { tween(paddle, { width: 200 }, { 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 + 10; // Move each brick down by its height plus spacing // Cache last position bricks[i].lastY = bricks[i].y; } } function addNewBrickRow() { var brickWidth = 150; var brickHeight = 50; 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 - 100; var gameStarted = false; var bricksPerRow = 10; var brickRows = 5; // 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(); // Start music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.4, duration: 1000 } }); } function addBall() { var ball = new Ball(); ball.reset(paddleX); balls.push(ball); game.addChild(ball); return ball; } function createBricks() { var brickWidth = 150; var brickHeight = 50; var spacing = 10; 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); 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();
/****
* 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
}, {
duration: 500,
easing: tween.easeOut
});
LK.setTimeout(function () {
tween(paddle, {
width: 200
}, {
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 + 10; // Move each brick down by its height plus spacing
// Cache last position
bricks[i].lastY = bricks[i].y;
}
}
function addNewBrickRow() {
var brickWidth = 150;
var brickHeight = 50;
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 - 100;
var gameStarted = false;
var bricksPerRow = 10;
var brickRows = 5;
// 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();
// Start music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
}
function addBall() {
var ball = new Ball();
ball.reset(paddleX);
balls.push(ball);
game.addChild(ball);
return ball;
}
function createBricks() {
var brickWidth = 150;
var brickHeight = 50;
var spacing = 10;
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);
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();