User prompt
olmadı düzelt
User prompt
3 tane top gibi powerupslar ekle birsürü
User prompt
çoğaltılan top normal top gibi hareket etsin ama yok olunca can götürmesin
User prompt
süreyi göstermiyor düzelt
User prompt
powerup ların belli bir süresi olsun o süreyi de göster oyuncuya
User prompt
Please fix the bug: 'Uncaught TypeError: paddle.moveTo is not a function' in or related to this line: 'paddle.moveTo(x);' Line Number: 514
User prompt
paddle bazen topu tutmuyor hitboxunu düzgün ayarla
User prompt
top çoğaltma ve benzeri özellikler ekle çoğaltılan toplar yok olunca oyuncunun canından gitmesin
User prompt
powerup dan score sıfırlama gibi şeyleri kaldır
User prompt
eğer top hiç bir tuğlaya çarpmadan sağ ve sol duvara çarparsa 15 kere o zaman al
User prompt
güçlendiricileri tekrar kontrol et çalışmayanlar var
User prompt
güçlendiriciler çoğunlukla oyunun üst tarafında çıksın
User prompt
güçlendiriciler random bir yerde de çıkabilsin
User prompt
oyuncu her level atladığında mevcut canına 1 can eklensin
User prompt
power up ekranda da çıkabilsin top üstünden geçince alınmış sayılsın
User prompt
top sağ ve sol duvara 15 den fazla değerse oyuncuya geri ver topu
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var highScore = storage.getItem('highScore') || 0;' Line Number: 206 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 206
User prompt
high score eklemelisin
User prompt
powerupdan ne çıktığı yazmalı
User prompt
tuğlalardan powerup düşme sıklığı artsın
User prompt
sonraki leveller de farklı şekiller olsun daha zor şekiller at,eşek,zürafa gibi
User prompt
tıuğlalar ilk bölümde full olsun
User prompt
powerup 50 farklı özellik ekle bu özellikleri test et çalışanlar kalsın çalışmayanları sil
User prompt
blokların can barı gibi birşey olmalı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballSprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.radius = ballSprite.width / 2; self.vx = 0; self.vy = 0; self.speed = 22; // Initial speed self.sticky = false; // If true, ball sticks to paddle self.launch = function (angle) { // Launch ball at angle (in radians) self.vx = Math.cos(angle) * self.speed; self.vy = Math.sin(angle) * self.speed; self.sticky = false; }; self.update = function () { if (!self.sticky) { self.x += self.vx; self.y += self.vy; } }; return self; }); // Block class var Block = Container.expand(function () { var self = Container.call(this); // color: 'red', 'green', 'blue', 'yellow' self.color = 'red'; self.hp = 1; self.maxHp = 1; self.hpBarBg = null; self.hpBar = null; self.setColor = function (color) { self.color = color; if (self.blockSprite) self.removeChild(self.blockSprite); var assetId = 'block_' + color; self.blockSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Remove old HP bars if any if (self.hpBarBg) self.removeChild(self.hpBarBg); if (self.hpBar) self.removeChild(self.hpBar); // Add HP bar background (gray) self.hpBarBg = self.attachAsset('block_red', { anchorX: 0.5, anchorY: 0.5, width: self.blockSprite.width * 0.8, height: 14, y: -self.blockSprite.height / 2 - 18, tint: 0x444444 }); // Add HP bar (green) self.hpBar = self.attachAsset('block_green', { anchorX: 0.5, anchorY: 0.5, width: self.blockSprite.width * 0.78, height: 10, y: -self.blockSprite.height / 2 - 18, tint: 0x44ff44 }); self.hpBarBg.alpha = 0.7; self.hpBar.alpha = 0.9; self.hpBarBg.zIndex = 10; self.hpBar.zIndex = 11; self.hpBarBg.interactive = false; self.hpBar.interactive = false; self.addChild(self.hpBarBg); self.addChild(self.hpBar); self.updateHpBar(); }; self.setHp = function (hp, maxHp) { self.hp = hp; self.maxHp = maxHp || hp; self.updateHpBar(); }; self.updateHpBar = function () { if (!self.hpBar || !self.hpBarBg) return; var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp)); self.hpBar.width = self.blockSprite.width * 0.78 * ratio; // Color changes: green > yellow > red if (ratio > 0.66) { self.hpBar.tint = 0x44ff44; } else if (ratio > 0.33) { self.hpBar.tint = 0xffe066; } else { self.hpBar.tint = 0xff4444; } self.hpBar.visible = self.hp > 0; self.hpBarBg.visible = self.hp > 0; }; self.breakBlock = function () { // Animate block breaking tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleSprite = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleSprite.width; self.height = paddleSprite.height; self.moveTo = function (x) { // Clamp paddle within game bounds (leave 40px margin) var minX = self.width / 2 + 40; var maxX = 2048 - self.width / 2 - 40; self.x = Math.max(minX, Math.min(maxX, x)); }; return self; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerSprite = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'expand'; // 'expand', 'shrink', 'life', 'sticky' self.vy = 10; self.update = function () { self.y += self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c2c }); /**** * Game Code ****/ // Sounds // Power-up // Block colors // Paddle // Ball // Game variables var paddle, ball, blocks = [], powerups = []; var lives = 3; var level = 1; var isBallLaunched = false; var dragPaddle = false; var score = 0; var combo = 0; var comboTimer = null; var lastTouchX = 0; var ballStickyToPaddle = true; var levelCleared = false; // GUI var scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var livesTxt = new Text2('♥♥♥', { size: 80, fill: 0xFF5E5E }); livesTxt.anchor.set(1, 0); LK.gui.topRight.addChild(livesTxt); var levelTxt = new Text2('Level 1', { size: 70, fill: 0xFFE066 }); levelTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(levelTxt); // Helper: update GUI function updateGUI() { scoreTxt.setText(score); var hearts = ''; for (var i = 0; i < lives; i++) hearts += '♥'; livesTxt.setText(hearts); levelTxt.setText('Level ' + level); } // Helper: reset combo function resetCombo() { combo = 0; if (comboTimer) { LK.clearTimeout(comboTimer); comboTimer = null; } } // Helper: start combo timer function startCombo() { if (comboTimer) LK.clearTimeout(comboTimer); comboTimer = LK.setTimeout(function () { resetCombo(); }, 1200); } // Helper: spawn blocks for current level function spawnBlocks() { // Remove old blocks for (var i = 0; i < blocks.length; i++) { blocks[i].destroy(); } blocks = []; // Dynamic block pattern logic var blockW = 200, blockH = 80; var marginX = 40, marginY = 40; var colors = ['red', 'green', 'blue', 'yellow']; // Increase rows and columns as level increases, up to a max var rows = Math.min(3 + Math.floor(level / 2), 10); var cols = Math.min(5 + Math.floor(level / 3), 12); // For variety, pick a pattern type based on level var patternType = level % 5; // 0: full, 1: checker, 2: pyramid, 3: gaps, 4: zigzag var totalW = cols * blockW + (cols - 1) * marginX; var startX = (2048 - totalW) / 2 + blockW / 2; var startY = 300; for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var placeBlock = true; // Pattern logic if (patternType === 1) { // checker if ((r + c) % 2 !== 0) placeBlock = false; } else if (patternType === 2) { // pyramid var mid = Math.floor(cols / 2); if (c < mid - r || c > mid + r) placeBlock = false; } else if (patternType === 3) { // random gaps if (Math.abs((r * cols + c + level) % 7) === 0) placeBlock = false; } else if (patternType === 4) { // zigzag if (r % 2 === 0 && c % 3 === 0 || r % 2 === 1 && c % 3 === 2) placeBlock = false; } // patternType 0: full grid if (placeBlock) { var block = new Block(); var color = colors[(r + c + level) % colors.length]; block.setColor(color); block.x = startX + c * (blockW + marginX); block.y = startY + r * (blockH + marginY); // Increase block HP as level increases block.hp = 1 + Math.floor(level / 4) + Math.floor(r / 3); block.maxHp = block.hp; block.setHp(block.hp, block.maxHp); game.addChild(block); blocks.push(block); } } } } // Helper: spawn paddle function spawnPaddle() { if (paddle) paddle.destroy(); paddle = new Paddle(); paddle.x = 2048 / 2; paddle.y = 2732 - 180; game.addChild(paddle); } // Helper: spawn ball function spawnBall() { if (ball) ball.destroy(); ball = new Ball(); ball.x = paddle.x; ball.y = paddle.y - paddle.height / 2 - ball.radius - 10; ball.vx = 0; ball.vy = 0; ball.sticky = true; ballStickyToPaddle = true; isBallLaunched = false; game.addChild(ball); } // Helper: spawn powerup function spawnPowerUp(x, y) { var power = new PowerUp(); var types = ['expand', 'shrink', 'life', 'sticky']; power.type = types[Math.floor(Math.random() * types.length)]; power.x = x; power.y = y; game.addChild(power); powerups.push(power); } // Helper: next level function nextLevel() { level++; updateGUI(); spawnBlocks(); spawnPaddle(); spawnBall(); levelCleared = false; } // Endless: Remove win condition, always go to nextLevel // Helper: lose life function loseLife() { lives--; updateGUI(); LK.getSound('lose').play(); if (lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } spawnPaddle(); spawnBall(); } // Helper: win function winGame() { LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); } // Initialize first level spawnBlocks(); spawnPaddle(); spawnBall(); updateGUI(); // Touch controls game.down = function (x, y, obj) { // Only allow paddle drag if touch is near paddle if (Math.abs(y - paddle.y) < paddle.height * 2) { dragPaddle = true; lastTouchX = x; } // Launch ball if it's sticky if (ballStickyToPaddle && dragPaddle) { // Launch at slight upward angle based on touch position var rel = (x - paddle.x) / (paddle.width / 2); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg ball.launch(angle); isBallLaunched = true; ballStickyToPaddle = false; } }; game.move = function (x, y, obj) { if (dragPaddle) { paddle.moveTo(x); // If ball is sticky, move it with paddle if (ballStickyToPaddle) { ball.x = paddle.x; } } }; game.up = function (x, y, obj) { dragPaddle = false; }; // Main update loop game.update = function () { // Ball update if (ball) ball.update(); // PowerUp update for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); // If off screen if (p.y > 2732 + 100) { p.destroy(); powerups.splice(i, 1); continue; } // Paddle collision if (p.intersects(paddle)) { // Apply powerup LK.getSound('powerup').play(); if (p.type === 'expand') { tween(paddle, { scaleX: 1.5 }, { duration: 300, easing: tween.easeOut }); LK.setTimeout(function () { tween(paddle, { scaleX: 1 }, { duration: 300, easing: tween.easeIn }); }, 6000); } else if (p.type === 'shrink') { tween(paddle, { scaleX: 0.7 }, { duration: 300, easing: tween.easeOut }); LK.setTimeout(function () { tween(paddle, { scaleX: 1 }, { duration: 300, easing: tween.easeIn }); }, 6000); } else if (p.type === 'life') { lives = Math.min(5, lives + 1); updateGUI(); } else if (p.type === 'sticky') { ball.sticky = true; ballStickyToPaddle = true; ball.vx = 0; ball.vy = 0; ball.x = paddle.x; ball.y = paddle.y - paddle.height / 2 - ball.radius - 10; } p.destroy(); powerups.splice(i, 1); } } // Ball physics if (ball && !ball.sticky) { // Wall collisions if (ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx = -ball.vx; LK.getSound('hit').play(); } if (ball.x + ball.radius > 2048) { ball.x = 2048 - ball.radius; ball.vx = -ball.vx; LK.getSound('hit').play(); } if (ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy = -ball.vy; LK.getSound('hit').play(); } // Paddle collision if (ball.y + ball.radius >= paddle.y - paddle.height / 2 && ball.y + ball.radius <= paddle.y + paddle.height / 2 && ball.x >= paddle.x - paddle.width / 2 * paddle.scaleX && ball.x <= paddle.x + paddle.width / 2 * paddle.scaleX && ball.vy > 0) { // Reflect ball, angle based on where it hit the paddle var rel = (ball.x - paddle.x) / (paddle.width / 2 * paddle.scaleX); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy); ball.vx = Math.cos(angle) * speed; ball.vy = Math.sin(angle) * speed; ball.y = paddle.y - paddle.height / 2 - ball.radius - 2; LK.getSound('hit').play(); } // Bottom out if (ball.y - ball.radius > 2732) { loseLife(); return; } } // Block collisions for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; if (ball && block && ball.intersects(block)) { // Reflect ball var overlapX = Math.abs(ball.x - block.x) - (block.blockSprite.width / 2 + ball.radius); var overlapY = Math.abs(ball.y - block.y) - (block.blockSprite.height / 2 + ball.radius); if (overlapX > overlapY) { ball.vx = -ball.vx; } else { ball.vy = -ball.vy; } // Block hit block.hp--; if (block.updateHpBar) block.updateHpBar(); combo++; startCombo(); score += 10 * combo; updateGUI(); LK.getSound('break').play(); // Power-up chance if (Math.random() < 0.12) { spawnPowerUp(block.x, block.y); } if (block.hp <= 0) { block.breakBlock(); blocks.splice(i, 1); } break; // Only one block per frame } } // Combo reset if no block hit for a while if (combo > 0 && !comboTimer) { resetCombo(); } // Level clear if (!levelCleared && blocks.length === 0) { levelCleared = true; LK.setTimeout(function () { nextLevel(); }, 1200); } }; // Music (optional, not required by MVP, so not included) /* End of gamecode.js */
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballSprite = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = ballSprite.width / 2;
self.vx = 0;
self.vy = 0;
self.speed = 22; // Initial speed
self.sticky = false; // If true, ball sticks to paddle
self.launch = function (angle) {
// Launch ball at angle (in radians)
self.vx = Math.cos(angle) * self.speed;
self.vy = Math.sin(angle) * self.speed;
self.sticky = false;
};
self.update = function () {
if (!self.sticky) {
self.x += self.vx;
self.y += self.vy;
}
};
return self;
});
// Block class
var Block = Container.expand(function () {
var self = Container.call(this);
// color: 'red', 'green', 'blue', 'yellow'
self.color = 'red';
self.hp = 1;
self.maxHp = 1;
self.hpBarBg = null;
self.hpBar = null;
self.setColor = function (color) {
self.color = color;
if (self.blockSprite) self.removeChild(self.blockSprite);
var assetId = 'block_' + color;
self.blockSprite = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Remove old HP bars if any
if (self.hpBarBg) self.removeChild(self.hpBarBg);
if (self.hpBar) self.removeChild(self.hpBar);
// Add HP bar background (gray)
self.hpBarBg = self.attachAsset('block_red', {
anchorX: 0.5,
anchorY: 0.5,
width: self.blockSprite.width * 0.8,
height: 14,
y: -self.blockSprite.height / 2 - 18,
tint: 0x444444
});
// Add HP bar (green)
self.hpBar = self.attachAsset('block_green', {
anchorX: 0.5,
anchorY: 0.5,
width: self.blockSprite.width * 0.78,
height: 10,
y: -self.blockSprite.height / 2 - 18,
tint: 0x44ff44
});
self.hpBarBg.alpha = 0.7;
self.hpBar.alpha = 0.9;
self.hpBarBg.zIndex = 10;
self.hpBar.zIndex = 11;
self.hpBarBg.interactive = false;
self.hpBar.interactive = false;
self.addChild(self.hpBarBg);
self.addChild(self.hpBar);
self.updateHpBar();
};
self.setHp = function (hp, maxHp) {
self.hp = hp;
self.maxHp = maxHp || hp;
self.updateHpBar();
};
self.updateHpBar = function () {
if (!self.hpBar || !self.hpBarBg) return;
var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp));
self.hpBar.width = self.blockSprite.width * 0.78 * ratio;
// Color changes: green > yellow > red
if (ratio > 0.66) {
self.hpBar.tint = 0x44ff44;
} else if (ratio > 0.33) {
self.hpBar.tint = 0xffe066;
} else {
self.hpBar.tint = 0xff4444;
}
self.hpBar.visible = self.hp > 0;
self.hpBarBg.visible = self.hp > 0;
};
self.breakBlock = function () {
// Animate block breaking
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleSprite = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleSprite.width;
self.height = paddleSprite.height;
self.moveTo = function (x) {
// Clamp paddle within game bounds (leave 40px margin)
var minX = self.width / 2 + 40;
var maxX = 2048 - self.width / 2 - 40;
self.x = Math.max(minX, Math.min(maxX, x));
};
return self;
});
// PowerUp class
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = 'expand'; // 'expand', 'shrink', 'life', 'sticky'
self.vy = 10;
self.update = function () {
self.y += self.vy;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2c
});
/****
* Game Code
****/
// Sounds
// Power-up
// Block colors
// Paddle
// Ball
// Game variables
var paddle,
ball,
blocks = [],
powerups = [];
var lives = 3;
var level = 1;
var isBallLaunched = false;
var dragPaddle = false;
var score = 0;
var combo = 0;
var comboTimer = null;
var lastTouchX = 0;
var ballStickyToPaddle = true;
var levelCleared = false;
// GUI
var scoreTxt = new Text2('0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var livesTxt = new Text2('♥♥♥', {
size: 80,
fill: 0xFF5E5E
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
var levelTxt = new Text2('Level 1', {
size: 70,
fill: 0xFFE066
});
levelTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelTxt);
// Helper: update GUI
function updateGUI() {
scoreTxt.setText(score);
var hearts = '';
for (var i = 0; i < lives; i++) hearts += '♥';
livesTxt.setText(hearts);
levelTxt.setText('Level ' + level);
}
// Helper: reset combo
function resetCombo() {
combo = 0;
if (comboTimer) {
LK.clearTimeout(comboTimer);
comboTimer = null;
}
}
// Helper: start combo timer
function startCombo() {
if (comboTimer) LK.clearTimeout(comboTimer);
comboTimer = LK.setTimeout(function () {
resetCombo();
}, 1200);
}
// Helper: spawn blocks for current level
function spawnBlocks() {
// Remove old blocks
for (var i = 0; i < blocks.length; i++) {
blocks[i].destroy();
}
blocks = [];
// Dynamic block pattern logic
var blockW = 200,
blockH = 80;
var marginX = 40,
marginY = 40;
var colors = ['red', 'green', 'blue', 'yellow'];
// Increase rows and columns as level increases, up to a max
var rows = Math.min(3 + Math.floor(level / 2), 10);
var cols = Math.min(5 + Math.floor(level / 3), 12);
// For variety, pick a pattern type based on level
var patternType = level % 5; // 0: full, 1: checker, 2: pyramid, 3: gaps, 4: zigzag
var totalW = cols * blockW + (cols - 1) * marginX;
var startX = (2048 - totalW) / 2 + blockW / 2;
var startY = 300;
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var placeBlock = true;
// Pattern logic
if (patternType === 1) {
// checker
if ((r + c) % 2 !== 0) placeBlock = false;
} else if (patternType === 2) {
// pyramid
var mid = Math.floor(cols / 2);
if (c < mid - r || c > mid + r) placeBlock = false;
} else if (patternType === 3) {
// random gaps
if (Math.abs((r * cols + c + level) % 7) === 0) placeBlock = false;
} else if (patternType === 4) {
// zigzag
if (r % 2 === 0 && c % 3 === 0 || r % 2 === 1 && c % 3 === 2) placeBlock = false;
}
// patternType 0: full grid
if (placeBlock) {
var block = new Block();
var color = colors[(r + c + level) % colors.length];
block.setColor(color);
block.x = startX + c * (blockW + marginX);
block.y = startY + r * (blockH + marginY);
// Increase block HP as level increases
block.hp = 1 + Math.floor(level / 4) + Math.floor(r / 3);
block.maxHp = block.hp;
block.setHp(block.hp, block.maxHp);
game.addChild(block);
blocks.push(block);
}
}
}
}
// Helper: spawn paddle
function spawnPaddle() {
if (paddle) paddle.destroy();
paddle = new Paddle();
paddle.x = 2048 / 2;
paddle.y = 2732 - 180;
game.addChild(paddle);
}
// Helper: spawn ball
function spawnBall() {
if (ball) ball.destroy();
ball = new Ball();
ball.x = paddle.x;
ball.y = paddle.y - paddle.height / 2 - ball.radius - 10;
ball.vx = 0;
ball.vy = 0;
ball.sticky = true;
ballStickyToPaddle = true;
isBallLaunched = false;
game.addChild(ball);
}
// Helper: spawn powerup
function spawnPowerUp(x, y) {
var power = new PowerUp();
var types = ['expand', 'shrink', 'life', 'sticky'];
power.type = types[Math.floor(Math.random() * types.length)];
power.x = x;
power.y = y;
game.addChild(power);
powerups.push(power);
}
// Helper: next level
function nextLevel() {
level++;
updateGUI();
spawnBlocks();
spawnPaddle();
spawnBall();
levelCleared = false;
}
// Endless: Remove win condition, always go to nextLevel
// Helper: lose life
function loseLife() {
lives--;
updateGUI();
LK.getSound('lose').play();
if (lives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
spawnPaddle();
spawnBall();
}
// Helper: win
function winGame() {
LK.effects.flashScreen(0x00ff00, 1000);
LK.showYouWin();
}
// Initialize first level
spawnBlocks();
spawnPaddle();
spawnBall();
updateGUI();
// Touch controls
game.down = function (x, y, obj) {
// Only allow paddle drag if touch is near paddle
if (Math.abs(y - paddle.y) < paddle.height * 2) {
dragPaddle = true;
lastTouchX = x;
}
// Launch ball if it's sticky
if (ballStickyToPaddle && dragPaddle) {
// Launch at slight upward angle based on touch position
var rel = (x - paddle.x) / (paddle.width / 2);
var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
ball.launch(angle);
isBallLaunched = true;
ballStickyToPaddle = false;
}
};
game.move = function (x, y, obj) {
if (dragPaddle) {
paddle.moveTo(x);
// If ball is sticky, move it with paddle
if (ballStickyToPaddle) {
ball.x = paddle.x;
}
}
};
game.up = function (x, y, obj) {
dragPaddle = false;
};
// Main update loop
game.update = function () {
// Ball update
if (ball) ball.update();
// PowerUp update
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
// If off screen
if (p.y > 2732 + 100) {
p.destroy();
powerups.splice(i, 1);
continue;
}
// Paddle collision
if (p.intersects(paddle)) {
// Apply powerup
LK.getSound('powerup').play();
if (p.type === 'expand') {
tween(paddle, {
scaleX: 1.5
}, {
duration: 300,
easing: tween.easeOut
});
LK.setTimeout(function () {
tween(paddle, {
scaleX: 1
}, {
duration: 300,
easing: tween.easeIn
});
}, 6000);
} else if (p.type === 'shrink') {
tween(paddle, {
scaleX: 0.7
}, {
duration: 300,
easing: tween.easeOut
});
LK.setTimeout(function () {
tween(paddle, {
scaleX: 1
}, {
duration: 300,
easing: tween.easeIn
});
}, 6000);
} else if (p.type === 'life') {
lives = Math.min(5, lives + 1);
updateGUI();
} else if (p.type === 'sticky') {
ball.sticky = true;
ballStickyToPaddle = true;
ball.vx = 0;
ball.vy = 0;
ball.x = paddle.x;
ball.y = paddle.y - paddle.height / 2 - ball.radius - 10;
}
p.destroy();
powerups.splice(i, 1);
}
}
// Ball physics
if (ball && !ball.sticky) {
// Wall collisions
if (ball.x - ball.radius < 0) {
ball.x = ball.radius;
ball.vx = -ball.vx;
LK.getSound('hit').play();
}
if (ball.x + ball.radius > 2048) {
ball.x = 2048 - ball.radius;
ball.vx = -ball.vx;
LK.getSound('hit').play();
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius;
ball.vy = -ball.vy;
LK.getSound('hit').play();
}
// Paddle collision
if (ball.y + ball.radius >= paddle.y - paddle.height / 2 && ball.y + ball.radius <= paddle.y + paddle.height / 2 && ball.x >= paddle.x - paddle.width / 2 * paddle.scaleX && ball.x <= paddle.x + paddle.width / 2 * paddle.scaleX && ball.vy > 0) {
// Reflect ball, angle based on where it hit the paddle
var rel = (ball.x - paddle.x) / (paddle.width / 2 * paddle.scaleX);
var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
var speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy);
ball.vx = Math.cos(angle) * speed;
ball.vy = Math.sin(angle) * speed;
ball.y = paddle.y - paddle.height / 2 - ball.radius - 2;
LK.getSound('hit').play();
}
// Bottom out
if (ball.y - ball.radius > 2732) {
loseLife();
return;
}
}
// Block collisions
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
if (ball && block && ball.intersects(block)) {
// Reflect ball
var overlapX = Math.abs(ball.x - block.x) - (block.blockSprite.width / 2 + ball.radius);
var overlapY = Math.abs(ball.y - block.y) - (block.blockSprite.height / 2 + ball.radius);
if (overlapX > overlapY) {
ball.vx = -ball.vx;
} else {
ball.vy = -ball.vy;
}
// Block hit
block.hp--;
if (block.updateHpBar) block.updateHpBar();
combo++;
startCombo();
score += 10 * combo;
updateGUI();
LK.getSound('break').play();
// Power-up chance
if (Math.random() < 0.12) {
spawnPowerUp(block.x, block.y);
}
if (block.hp <= 0) {
block.breakBlock();
blocks.splice(i, 1);
}
break; // Only one block per frame
}
}
// Combo reset if no block hit for a while
if (combo > 0 && !comboTimer) {
resetCombo();
}
// Level clear
if (!levelCleared && blocks.length === 0) {
levelCleared = true;
LK.setTimeout(function () {
nextLevel();
}, 1200);
}
};
// Music (optional, not required by MVP, so not included)
/* End of gamecode.js */