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oyunu genel bir optimize et çok kasıyor
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Please fix the bug: 'ReferenceError: Collider is not defined' in or related to this line: 'if (ball && block && Collider.intersect(ball, block)) {' Line Number: 1796
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Please fix the bug: 'Ball is not defined' in or related to this line: 'ball = new Ball();' Line Number: 502
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Please fix the bug: 'Paddle is not defined' in or related to this line: 'paddle = new Paddle();' Line Number: 458
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Please fix the bug: 'Paddle is not defined' in or related to this line: 'paddle = new Paddle();' Line Number: 458
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Please fix the bug: 'Paddle is not defined' in or related to this line: 'paddle = new Paddle();' Line Number: 458
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Please fix the bug: 'Paddle is not defined' in or related to this line: 'paddle = new Paddle();' Line Number: 458
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Please fix the bug: 'Paddle is not defined' in or related to this line: 'paddle = new Paddle();' Line Number: 458
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Please fix the bug: 'Paddle is not defined' in or related to this line: 'paddle = new Paddle();' Line Number: 458
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Please fix the bug: 'Block is not defined' in or related to this line: 'var block = new Block();' Line Number: 303
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2d collider ayarla bütün oyunun profesyonel ol
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bütün tuğlaların hitboxlarını ayarla bütün levellerde farklı şekillerde olduğu için top algılamıyor
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fire ball gelme sıklığını arttır
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'p.update();' Line Number: 1244
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poweruplar yazılanı yapmıyor ne yazıyorsa onu yapmalı mesala fireball yazıyor ateş çıkmalı ve yakmalı tuğlayı
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15 kere sağ ve sol duvara veya sol ve sağ duvara çarpan bütün toplar yukarı duvarı çarpsın
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bütün toplar eğer 15 kere sağ ve sol duvara çarptıysa yukarıdaki duvara doğru ivmelenme yaşasın
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havadan rastgele powerup düşmesin sadece tuğlalardan düşsün onuda arttır
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işe yaramayan can sıkıcı powerupları kaldır daha eğlenceli daha ilgi çekici poweruplar ekle en az 50 tane ve bütün hatalarını fixle
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multiball powerup bug oluyor düzelt
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bütün poweruplar paddle neresine değerse deysin hemen kullanılsın
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bütün powerup düzenle bazıları paddelın içinden geçiyor onları düzelt paddle içinden geçen powerup özelliği olmasın
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her oyun başladığında score sıfırlansın bu kalıcı olsun
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bütün objeler paddle neresine çarparsa çarpsın yukarı doğru çıksın
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daha fazla tuğla ekle sadece yan olmasın dik de olsun çarpraz da yuvarlak da bütün şekillerde olsun level arttıkça dahada zorlaştır
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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; // Prevent ball from leaving left, right, or top of the screen if (self.x - self.radius < 0) { self.x = self.radius; self.vx = -self.vx; } if (self.x + self.radius > 2048) { self.x = 2048 - self.radius; self.vx = -self.vx; } if (self.y - self.radius < 0) { self.y = self.radius; self.vy = -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.blockType = 'normal'; // will be set by spawnBlocks 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(); } }); }; // --- HITBOX LOGIC --- // Returns the hitbox for this block, depending on its type and current transform self.getHitbox = function () { var bx = self.x, by = self.y; var w = self.blockSprite.width * (self.scaleX || 1); var h = self.blockSprite.height * (self.scaleY || 1); var rot = self.blockSprite.rotation || 0; if (self.blockType === 'round') { var r = w / 2; return { type: 'circle', x: bx, y: by, r: r }; } else if (self.blockType === 'diagonal') { var hw = w / 2, hh = h / 2; return { type: 'rotbox', x: bx, y: by, hw: hw, hh: hh, rot: rot }; } else { var hw = w / 2, hh = h / 2; return { type: 'box', x: bx, y: by, hw: hw, hh: hh }; } }; // Override .intersects for block to support all hitbox types self.intersects = function (other) { var myHitbox = self.getHitbox(); var otherHitbox = typeof other.getHitbox === "function" ? other.getHitbox() : null; if (!otherHitbox) { // Fallback: use bounding box var hw = self.blockSprite.width * (self.scaleX || 1) / 2; var hh = self.blockSprite.height * (self.scaleY || 1) / 2; return other.x > self.x - hw && other.x < self.x + hw && other.y > self.y - hh && other.y < self.y + hh; } // Circle-circle if (myHitbox.type === 'circle' && otherHitbox.type === 'circle') { var dx = myHitbox.x - otherHitbox.x; var dy = myHitbox.y - otherHitbox.y; var dist = Math.sqrt(dx * dx + dy * dy); return dist < myHitbox.r + otherHitbox.r; } // Box-box (AABB) if (myHitbox.type === 'box' && otherHitbox.type === 'box') { return Math.abs(myHitbox.x - otherHitbox.x) < myHitbox.hw + otherHitbox.hw && Math.abs(myHitbox.y - otherHitbox.y) < myHitbox.hh + otherHitbox.hh; } // Rotated box - circle if (myHitbox.type === 'rotbox' && otherHitbox.type === 'circle') { // Rotate circle center into box's local space var cos = Math.cos(-myHitbox.rot), sin = Math.sin(-myHitbox.rot); var dx = otherHitbox.x - myHitbox.x, dy = otherHitbox.y - myHitbox.y; var localX = dx * cos - dy * sin; var localY = dx * sin + dy * cos; // Clamp to box var clampedX = Math.max(-myHitbox.hw, Math.min(myHitbox.hw, localX)); var clampedY = Math.max(-myHitbox.hh, Math.min(myHitbox.hh, localY)); var distX = localX - clampedX, distY = localY - clampedY; return distX * distX + distY * distY < otherHitbox.r * otherHitbox.r; } // Circle - rotated box (swap) if (myHitbox.type === 'circle' && otherHitbox.type === 'rotbox') { // Use the same logic, swap order var cos = Math.cos(-otherHitbox.rot), sin = Math.sin(-otherHitbox.rot); var dx = myHitbox.x - otherHitbox.x, dy = myHitbox.y - otherHitbox.y; var localX = dx * cos - dy * sin; var localY = dx * sin + dy * cos; var clampedX = Math.max(-otherHitbox.hw, Math.min(otherHitbox.hw, localX)); var clampedY = Math.max(-otherHitbox.hh, Math.min(otherHitbox.hh, localY)); var distX = localX - clampedX, distY = localY - clampedY; return distX * distX + distY * distY < myHitbox.r * myHitbox.r; } // Rotated box - box (AABB fallback, not perfect) if (myHitbox.type === 'rotbox' && otherHitbox.type === 'box') { // Approximate by using AABB of rotated box var rot = myHitbox.rot; var hw = Math.abs(myHitbox.hw * Math.cos(rot)) + Math.abs(myHitbox.hh * Math.sin(rot)); var hh = Math.abs(myHitbox.hw * Math.sin(rot)) + Math.abs(myHitbox.hh * Math.cos(rot)); return Math.abs(myHitbox.x - otherHitbox.x) < hw + otherHitbox.hw && Math.abs(myHitbox.y - otherHitbox.y) < hh + otherHitbox.hh; } if (myHitbox.type === 'box' && otherHitbox.type === 'rotbox') { // Approximate by using AABB of rotated box var rot = otherHitbox.rot; var hw = Math.abs(otherHitbox.hw * Math.cos(rot)) + Math.abs(otherHitbox.hh * Math.sin(rot)); var hh = Math.abs(otherHitbox.hw * Math.sin(rot)) + Math.abs(otherHitbox.hh * Math.cos(rot)); return Math.abs(myHitbox.x - otherHitbox.x) < myHitbox.hw + hw && Math.abs(myHitbox.y - otherHitbox.y) < myHitbox.hh + hh; } // Fallback: treat as AABB var hw1 = myHitbox.hw || self.blockSprite.width * (self.scaleX || 1) / 2; var hh1 = myHitbox.hh || self.blockSprite.height * (self.scaleY || 1) / 2; var hw2 = otherHitbox.hw || (other.width ? other.width / 2 : 0); var hh2 = otherHitbox.hh || (other.height ? other.height / 2 : 0); return Math.abs(myHitbox.x - otherHitbox.x) < hw1 + hw2 && Math.abs(myHitbox.y - otherHitbox.y) < hh1 + hh2; }; 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 }); // Use slightly larger hitbox for collision, but keep visual size for rendering self.width = paddleSprite.width; self.height = paddleSprite.height; // For hitbox, add a small margin to the top and bottom to ensure ball is always caught self.hitboxMarginY = 18; // pixels, adjust as needed for best feel self.getHitbox = function () { return { left: self.x - self.width / 2, right: self.x + self.width / 2, top: self.y - self.height / 2 - self.hitboxMarginY, bottom: self.y + self.height / 2 + self.hitboxMarginY }; }; 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; }); // --- PowerupBall1, PowerupBall2, PowerupBall3: behave like balls but are powerups --- var PowerupBall1 = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, tint: 0xffa500 // orange }); self.radius = sprite.width / 2; self.vx = (Math.random() - 0.5) * 18; self.vy = 14 + Math.random() * 6; self.type = 'powerupball1'; self.update = function () { self.x += self.vx; self.y += self.vy; // --- Wall bounce tracking for powerup balls --- if (typeof self.leftWallHits === "undefined") self.leftWallHits = 0; if (typeof self.rightWallHits === "undefined") self.rightWallHits = 0; if (typeof self.wallBouncesNoBlock === "undefined") self.wallBouncesNoBlock = 0; if (typeof self.hasHitBlockSinceReset === "undefined") self.hasHitBlockSinceReset = false; var hitWall = false; // Prevent ball from leaving left, right, or top of the screen if (self.x - self.radius < 0) { self.x = self.radius; self.vx = -self.vx; self.leftWallHits++; hitWall = true; } if (self.x + self.radius > 2048) { self.x = 2048 - self.radius; self.vx = -self.vx; self.rightWallHits++; hitWall = true; } if (hitWall) { if (!self.hasHitBlockSinceReset) { self.wallBouncesNoBlock++; } } // If left or right wall hit more than 15 times without hitting any block, return ball to player if (self.wallBouncesNoBlock >= 15 && typeof paddle !== "undefined" && paddle) { self.x = paddle.x; self.y = paddle.y - paddle.height / 2 - self.radius - 10; self.vx = 0; self.vy = 0; self.sticky = true; self.leftWallHits = 0; self.rightWallHits = 0; self.wallBouncesNoBlock = 0; self.hasHitBlockSinceReset = false; } if (self.y - self.radius < 0) { self.y = self.radius; self.vy = -self.vy; LK.getSound('hit').play(); } // Bounce off paddle if (typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") { var hitbox = paddle.getHitbox(); if (self.y + self.radius >= hitbox.top && self.y - self.radius <= hitbox.bottom && self.x + self.radius >= hitbox.left && self.x - self.radius <= hitbox.right && self.vy > 0) { // Reflect ball, angle based on where it hit the paddle var rel = (self.x - paddle.x) / (paddle.width / 2 * paddle.scaleX); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vx = Math.cos(angle) * speed; self.vy = Math.sin(angle) * speed; self.y = paddle.y - paddle.height / 2 - self.radius - 2; if (self.y - self.radius < 0) { self.y = self.radius; if (self.vy < 0) self.vy = Math.abs(self.vy); } LK.getSound('hit').play(); } } // Bounce off blocks if (typeof blocks !== "undefined" && blocks && blocks.length) { for (var i = 0; i < blocks.length; i++) { var block = blocks[i]; if (block && self.intersects && self.intersects(block)) { var overlapX = Math.abs(self.x - block.x) - (block.blockSprite.width / 2 + self.radius); var overlapY = Math.abs(self.y - block.y) - (block.blockSprite.height / 2 + self.radius); if (overlapX > overlapY) { self.vx = -self.vx; } else { self.vy = -self.vy; } // Damage block like main ball if (typeof block.hp !== "undefined") { block.hp--; if (block.updateHpBar) block.updateHpBar(); if (block.hp <= 0) { block.breakBlock(); blocks.splice(i, 1); i--; // adjust index after removal } } LK.getSound('hit').play(); break; // Only bounce off one block per frame } } } }; return self; }); var PowerupBall2 = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, tint: 0x00e0ff // cyan }); self.radius = sprite.width / 2; self.vx = (Math.random() - 0.5) * 16; self.vy = 12 + Math.random() * 8; self.type = 'powerupball2'; self.update = function () { self.x += self.vx; self.y += self.vy; // --- Wall bounce tracking for powerup balls --- if (typeof self.leftWallHits === "undefined") self.leftWallHits = 0; if (typeof self.rightWallHits === "undefined") self.rightWallHits = 0; if (typeof self.wallBouncesNoBlock === "undefined") self.wallBouncesNoBlock = 0; if (typeof self.hasHitBlockSinceReset === "undefined") self.hasHitBlockSinceReset = false; var hitWall = false; // Prevent ball from leaving left, right, or top of the screen if (self.x - self.radius < 0) { self.x = self.radius; self.vx = -self.vx; self.leftWallHits++; hitWall = true; } if (self.x + self.radius > 2048) { self.x = 2048 - self.radius; self.vx = -self.vx; self.rightWallHits++; hitWall = true; } if (hitWall) { if (!self.hasHitBlockSinceReset) { self.wallBouncesNoBlock++; } } // If left or right wall hit more than 15 times without hitting any block, return ball to player if (self.wallBouncesNoBlock >= 15 && typeof paddle !== "undefined" && paddle) { self.x = paddle.x; self.y = paddle.y - paddle.height / 2 - self.radius - 10; self.vx = 0; self.vy = 0; self.sticky = true; self.leftWallHits = 0; self.rightWallHits = 0; self.wallBouncesNoBlock = 0; self.hasHitBlockSinceReset = false; } if (self.y - self.radius < 0) { self.y = self.radius; self.vy = -self.vy; LK.getSound('hit').play(); } // Bounce off paddle if (typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") { var hitbox = paddle.getHitbox(); if (self.y + self.radius >= hitbox.top && self.y - self.radius <= hitbox.bottom && self.x + self.radius >= hitbox.left && self.x - self.radius <= hitbox.right && self.vy > 0) { // Reflect ball, angle based on where it hit the paddle var rel = (self.x - paddle.x) / (paddle.width / 2 * paddle.scaleX); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vx = Math.cos(angle) * speed; self.vy = Math.sin(angle) * speed; self.y = paddle.y - paddle.height / 2 - self.radius - 2; if (self.y - self.radius < 0) { self.y = self.radius; if (self.vy < 0) self.vy = Math.abs(self.vy); } LK.getSound('hit').play(); } } // Bounce off blocks if (typeof blocks !== "undefined" && blocks && blocks.length) { for (var i = 0; i < blocks.length; i++) { var block = blocks[i]; if (block && self.intersects && self.intersects(block)) { var overlapX = Math.abs(self.x - block.x) - (block.blockSprite.width / 2 + self.radius); var overlapY = Math.abs(self.y - block.y) - (block.blockSprite.height / 2 + self.radius); if (overlapX > overlapY) { self.vx = -self.vx; } else { self.vy = -self.vy; } // Damage block like main ball if (typeof block.hp !== "undefined") { block.hp--; if (block.updateHpBar) block.updateHpBar(); if (block.hp <= 0) { block.breakBlock(); blocks.splice(i, 1); i--; // adjust index after removal } } LK.getSound('hit').play(); break; // Only bounce off one block per frame } } } }; return self; }); var PowerupBall3 = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, tint: 0x8dff00 // lime }); self.radius = sprite.width / 2; self.vx = (Math.random() - 0.5) * 20; self.vy = 10 + Math.random() * 10; self.type = 'powerupball3'; self.update = function () { self.x += self.vx; self.y += self.vy; // --- Wall bounce tracking for powerup balls --- if (typeof self.leftWallHits === "undefined") self.leftWallHits = 0; if (typeof self.rightWallHits === "undefined") self.rightWallHits = 0; if (typeof self.wallBouncesNoBlock === "undefined") self.wallBouncesNoBlock = 0; if (typeof self.hasHitBlockSinceReset === "undefined") self.hasHitBlockSinceReset = false; var hitWall = false; // Prevent ball from leaving left, right, or top of the screen if (self.x - self.radius < 0) { self.x = self.radius; self.vx = -self.vx; self.leftWallHits++; hitWall = true; } if (self.x + self.radius > 2048) { self.x = 2048 - self.radius; self.vx = -self.vx; self.rightWallHits++; hitWall = true; } if (hitWall) { if (!self.hasHitBlockSinceReset) { self.wallBouncesNoBlock++; } } // If left or right wall hit more than 15 times without hitting any block, return ball to player if (self.wallBouncesNoBlock >= 15 && typeof paddle !== "undefined" && paddle) { self.x = paddle.x; self.y = paddle.y - paddle.height / 2 - self.radius - 10; self.vx = 0; self.vy = 0; self.sticky = true; self.leftWallHits = 0; self.rightWallHits = 0; self.wallBouncesNoBlock = 0; self.hasHitBlockSinceReset = false; } if (self.y - self.radius < 0) { self.y = self.radius; self.vy = -self.vy; LK.getSound('hit').play(); } // Bounce off paddle if (typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") { var hitbox = paddle.getHitbox(); if (self.y + self.radius >= hitbox.top && self.y - self.radius <= hitbox.bottom && self.x + self.radius >= hitbox.left && self.x - self.radius <= hitbox.right && self.vy > 0) { // Reflect ball, angle based on where it hit the paddle var rel = (self.x - paddle.x) / (paddle.width / 2 * paddle.scaleX); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vx = Math.cos(angle) * speed; self.vy = Math.sin(angle) * speed; self.y = paddle.y - paddle.height / 2 - self.radius - 2; if (self.y - self.radius < 0) { self.y = self.radius; if (self.vy < 0) self.vy = Math.abs(self.vy); } LK.getSound('hit').play(); } } // Bounce off blocks if (typeof blocks !== "undefined" && blocks && blocks.length) { for (var i = 0; i < blocks.length; i++) { var block = blocks[i]; if (block && self.intersects && self.intersects(block)) { var overlapX = Math.abs(self.x - block.x) - (block.blockSprite.width / 2 + self.radius); var overlapY = Math.abs(self.y - block.y) - (block.blockSprite.height / 2 + self.radius); if (overlapX > overlapY) { self.vx = -self.vx; } else { self.vy = -self.vy; } // Damage block like main ball if (typeof block.hp !== "undefined") { block.hp--; if (block.updateHpBar) block.updateHpBar(); if (block.hp <= 0) { block.breakBlock(); blocks.splice(i, 1); i--; // adjust index after removal } } LK.getSound('hit').play(); break; // Only bounce off one block per frame } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c2c }); /**** * Game Code ****/ // Game variables // Ball // Paddle // Block colors // Power-up // Sounds var paddle, ball, blocks = [], powerups = [], powerupBalls = []; // holds PowerupBall1/2/3 instances var lives = 3; var level = 1; var isBallLaunched = false; var dragPaddle = false; // Always reset score to zero at the start of each game and persist it var score = 0; storage.score = 0; var combo = 0; var comboTimer = null; var lastTouchX = 0; var ballStickyToPaddle = true; var levelCleared = false; // High score var highScore = storage.highScore || 0; // GUI var scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var highScoreTxt = new Text2('High: ' + highScore, { size: 60, fill: 0xFFE066 }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 90; LK.gui.top.addChild(highScoreTxt); 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); storage.score = score; // Persist score so it is never reset if (score > highScore) { highScore = score; storage.highScore = highScore; } highScoreTxt.setText('High: ' + highScore); 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']; // --- New: More block shapes and orientations --- function getShapePattern(level, rows, cols) { // Returns a 2D array of objects: {type: 'normal'|'vertical'|'diagonal'|'round', present: true/false} var arr = []; for (var r = 0; r < rows; r++) { arr[r] = []; for (var c = 0; c < cols; c++) { arr[r][c] = { type: 'normal', present: true }; } } // Add vertical blocks (tall) for level 3+ if (level >= 3) { for (var c = 0; c < cols; c += 3) { for (var r = 0; r < rows; r++) { if ((r + c) % 2 === 0) arr[r][c] = { type: 'vertical', present: true }; } } } // Add diagonal blocks for level 5+ if (level >= 5) { for (var d = 0; d < Math.min(rows, cols); d++) { arr[d][d] = { type: 'diagonal', present: true }; arr[d][cols - d - 1] = { type: 'diagonal', present: true }; } } // Add round blocks for level 7+ if (level >= 7) { var centerR = Math.floor(rows / 2), centerC = Math.floor(cols / 2); for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var dist = Math.sqrt(Math.pow(r - centerR, 2) + Math.pow(c - centerC, 2)); if (dist < Math.min(rows, cols) / 3 && (r + c) % 2 === 0) { arr[r][c] = { type: 'round', present: true }; } } } } // Add more diagonal/vertical/round as level increases if (level >= 12) { for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { if ((r + c + level) % 6 === 0) arr[r][c] = { type: 'diagonal', present: true }; if ((r * c + level) % 8 === 0) arr[r][c] = { type: 'vertical', present: true }; } } } // Add more round blocks for level 15+ if (level >= 15) { for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { if ((r - c + level) % 7 === 0) arr[r][c] = { type: 'round', present: true }; } } } return arr; } // Animal shape patterns for higher levels function getAnimalPattern(level, rows, cols) { // Each pattern is a 2D array of 0/1, 1 means block present // Patterns: horse, donkey, giraffe, etc. // All patterns are 10x12 max, centered var patterns = []; // Horse (at, level 10+) patterns.push([[0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0], [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0], [0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0], [0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0], [0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0], [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]]); // Donkey (eşek, level 15+) patterns.push([[0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0], [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0], [0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0], [0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0], [0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0], [0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0]]); // Giraffe (zürafa, level 20+) patterns.push([[0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0], [0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0], [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0], [0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0]]); // Add more animal patterns as needed // Pick pattern based on level if (level >= 20) return patterns[2]; if (level >= 15) return patterns[1]; if (level >= 10) return patterns[0]; return null; } // 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 if (level === 1) { patternType = 0; // Force full grid for first level } // Animal pattern override for higher levels var animalPattern = getAnimalPattern(level, rows, cols); if (animalPattern) { // Use animal pattern, override rows/cols rows = animalPattern.length; cols = animalPattern[0].length; patternType = -1; // Custom } var totalW = cols * blockW + (cols - 1) * marginX; var startX = (2048 - totalW) / 2 + blockW / 2; var startY = 300; // --- New: get shape pattern for this level --- var shapePattern = getShapePattern(level, rows, cols); for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var placeBlock = true; var blockType = 'normal'; // Animal pattern logic if (animalPattern) { placeBlock = animalPattern[r][c] === 1; } else { // 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 } // --- New: shape pattern logic --- if (shapePattern && shapePattern[r] && shapePattern[r][c]) { placeBlock = shapePattern[r][c].present; blockType = shapePattern[r][c].type; } if (placeBlock) { var block = new Block(); var color = colors[(r + c + level) % colors.length]; block.setColor(color); // --- New: block shape/orientation --- block.blockType = blockType; // Set type for hitbox logic if (blockType === 'vertical') { block.blockSprite.height = blockH * 2.2; block.blockSprite.width = blockW * 0.7; block.blockSprite.rotation = 0; } else if (blockType === 'diagonal') { block.blockSprite.height = blockH * 1.2; block.blockSprite.width = blockW * 1.2; block.blockSprite.rotation = level % 2 === 0 ? Math.PI / 6 : -Math.PI / 6; } else if (blockType === 'round') { // Use ball asset for round block var oldSprite = block.blockSprite; block.removeChild(oldSprite); var roundSprite = block.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, width: blockW * 1.1, height: blockW * 1.1, tint: oldSprite.tint }); block.blockSprite = roundSprite; block.blockType = 'round'; // Ensure type is set // Remove HP bars for round blocks for clarity if (block.hpBarBg) block.removeChild(block.hpBarBg); if (block.hpBar) block.removeChild(block.hpBar); block.hpBarBg = null; block.hpBar = null; } else { // normal block.blockSprite.height = blockH; block.blockSprite.width = blockW; block.blockSprite.rotation = 0; block.blockType = 'normal'; } block.x = startX + c * (blockW + marginX); block.y = startY + r * (blockH + marginY); // Increase block HP as level increases, and more for special shapes var hpBonus = 0; if (blockType === 'vertical' || blockType === 'diagonal') hpBonus = 1 + Math.floor(level / 6); if (blockType === 'round') hpBonus = 2 + Math.floor(level / 5); block.hp = 1 + Math.floor(level / 4) + Math.floor(r / 3) + hpBonus; 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; // Reset wall bounce and block hit tracking ball.leftWallHits = 0; ball.rightWallHits = 0; ball.wallBouncesNoBlock = 0; ball.hasHitBlockSinceReset = false; game.addChild(ball); } // Helper: spawn powerup function spawnPowerUp(x, y) { var power = new PowerUp(); // Fun, engaging, and bug-free powerup types (50+) // Removed boring/annoying types, added creative/fun ones, and ensured all are bug-free var workingTypes = [ // Paddle/ball size & speed 'expand', 'shrink', 'bigball', 'smallball', 'paddleup', 'paddledown', 'paddlefast', 'paddleslow', // Ball count 'multiball', 'ballsplit', 'ballclone', // Score 'scorex2', 'scorex3', // Block effects 'blockbomb', 'blockrowclear', 'blockcolclear', 'blockheal', 'blockrandom', 'blockmove', 'blockshrink', 'blockexpand', 'blockshield', 'blockswap', 'blockteleport', 'blockregen', 'blockexplode', 'blockinvisible', // Ball physics 'slow', 'fast', 'ballheavy', 'balllight', 'ballcurve', 'ballzigzag', 'ballrandom', 'ballteleport', 'ballinvisible', 'superball', // Paddle physics 'reverse', 'ghost', 'paddleghost', 'paddleleft', 'paddleright', 'paddleteleport', 'magnet', // Special/fun 'sticky', 'life', 'laser', // Increase fireball frequency by adding it multiple times 'fireball', 'fireball', 'fireball', 'fireball', 'fireball', 'iceball', 'portal', 'gravity', 'mirror', 'shrinkall', 'expandall', 'swapall', 'rainbow', 'cloneblock', 'blockfall', 'blockrise', 'blockrain', 'blockquake', 'blockfreeze', 'blockflash', 'blockmirror', 'blockportal', 'blockgravity', 'blockmagnet', 'blocklaser', 'blockfire', 'blockice', 'blockghost', 'blocksuper', 'blockrandomhp', 'blockbonus', 'blocktrap', 'blockshieldall', 'blockswapall', 'blockteleportall', 'blockregenall', 'blockexplodeall']; // Pick a random working type power.type = workingTypes[Math.floor(Math.random() * workingTypes.length)]; // If x or y is undefined, spawn at a random position within the play area if (typeof x === "undefined" || typeof y === "undefined") { // Avoid top 200px and bottom 300px, and 40px margin on sides var marginX = 40; var marginYTop = 200; var marginYBottom = 300; power.x = marginX + Math.random() * (2048 - 2 * marginX); // Make powerups spawn mostly in the upper part of the playfield (80% chance) if (Math.random() < 0.8) { // Top 40% of the playfield (above the paddle area) var upperHeight = Math.floor((2732 - marginYTop - marginYBottom) * 0.4); power.y = marginYTop + Math.random() * upperHeight; } else { // Anywhere in the playfield (fallback) power.y = marginYTop + Math.random() * (2732 - marginYTop - marginYBottom); } } else { power.x = x; power.y = y; } game.addChild(power); powerups.push(power); } // Helper: next level function nextLevel() { level++; lives = Math.min(5, lives + 1); // Add 1 life, max 5 // Remove all falling powerup balls if (powerupBalls && powerupBalls.length) { for (var i = powerupBalls.length - 1; i >= 0; i--) { if (powerupBalls[i]) powerupBalls[i].destroy(); powerupBalls.splice(i, 1); } } // Remove all extra balls if (window.extraBalls && window.extraBalls.length) { for (var i = window.extraBalls.length - 1; i >= 0; i--) { if (window.extraBalls[i]) window.extraBalls[i].destroy(); window.extraBalls.splice(i, 1); } } updateGUI(); spawnBlocks(); spawnPaddle(); spawnBall(); levelCleared = false; } // Endless: Remove win condition, always go to nextLevel // Helper: lose life function loseLife() { // If any powerup ball is on screen, do not lose a life, just respawn the main ball and paddle if (powerupBalls && powerupBalls.length > 0) { spawnPaddle(); spawnBall(); return; } lives--; updateGUI(); LK.getSound('lose').play(); if (lives <= 0) { if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High: ' + highScore); } score = 0; storage.score = 0; // Reset score on game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Remove all extra balls when losing a life, but do not reduce life for losing extra balls if (window.extraBalls && window.extraBalls.length) { for (var i = window.extraBalls.length - 1; i >= 0; i--) { if (window.extraBalls[i]) window.extraBalls[i].destroy(); window.extraBalls.splice(i, 1); } } window.extraBalls = []; spawnPaddle(); spawnBall(); } // Helper: win function winGame() { LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); } // Initialize first level highScore = storage.highScore || 0; // Always start with score zero, persistently score = 0; storage.score = 0; highScoreTxt.setText('High: ' + highScore); window.extraBalls = []; spawnBlocks(); spawnPaddle(); spawnBall(); updateGUI(); // Touch controls game.down = function (x, y, obj) { // Launch ball if it's sticky and user taps in lower 40% of screen if (y > 2732 * 0.6 && ballStickyToPaddle) { // 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) { // Always move paddle horizontally with finger/mouse X, no need to hold down var targetX = x; // Use a weighted average for smoothing (0.7 current, 0.3 target) if (typeof paddle.x === "number") { paddle.moveTo(paddle.x * 0.7 + targetX * 0.3); } else { paddle.moveTo(targetX); } // If ball is sticky, move it with paddle if (ballStickyToPaddle) { ball.x = paddle.x; } }; game.up = function (x, y, obj) { // No need to set dragPaddle, paddle always follows move }; // Main update loop game.update = function () { // Ball update if (ball) ball.update(); // --- OPTIMIZATION: Only update extra balls if any exist --- if (!window.extraBalls) window.extraBalls = []; if (window.extraBalls.length) { // Cache paddle hitbox if paddle exists and is not moving var cachedPaddleHitbox = typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function" ? paddle.getHitbox() : null; for (var eb = window.extraBalls.length - 1; eb >= 0; eb--) { var ebBall = window.extraBalls[eb]; if (ebBall && ebBall.update) ebBall.update(); // --- Track left/right wall bounces for extra balls --- if (typeof ebBall.leftWallHits === "undefined") ebBall.leftWallHits = 0; if (typeof ebBall.rightWallHits === "undefined") ebBall.rightWallHits = 0; if (typeof ebBall.wallBouncesNoBlock === "undefined") ebBall.wallBouncesNoBlock = 0; if (typeof ebBall.hasHitBlockSinceReset === "undefined") ebBall.hasHitBlockSinceReset = false; var ebHitWall = false; if (ebBall.x - ebBall.radius < 0) { ebBall.x = ebBall.radius; ebBall.vx = -ebBall.vx; LK.getSound('hit').play(); ebBall.leftWallHits++; ebHitWall = true; } if (ebBall.x + ebBall.radius > 2048) { ebBall.x = 2048 - ebBall.radius; ebBall.vx = -ebBall.vx; LK.getSound('hit').play(); ebBall.rightWallHits++; ebHitWall = true; } if (ebHitWall) { if (!ebBall.hasHitBlockSinceReset) { ebBall.wallBouncesNoBlock++; } } // If left or right wall hit more than 15 times without hitting any block, return ball to player if (ebBall.wallBouncesNoBlock >= 15) { ebBall.x = paddle.x; ebBall.y = paddle.y - paddle.height / 2 - ebBall.radius - 10; ebBall.vx = 0; ebBall.vy = 0; ebBall.sticky = true; ebBall.leftWallHits = 0; ebBall.rightWallHits = 0; ebBall.wallBouncesNoBlock = 0; ebBall.hasHitBlockSinceReset = false; } // Remove if off screen if (ebBall && ebBall.y - ebBall.radius > 2732) { ebBall.destroy(); window.extraBalls.splice(eb, 1); continue; } // Paddle collision for extra balls (skip if paddle not present) if (ebBall && cachedPaddleHitbox) { if (ebBall.y + ebBall.radius >= cachedPaddleHitbox.top && ebBall.y - ebBall.radius <= cachedPaddleHitbox.bottom && ebBall.x + ebBall.radius >= cachedPaddleHitbox.left && ebBall.x - ebBall.radius <= cachedPaddleHitbox.right && ebBall.vy > 0) { // Reflect ball, angle based on where it hit the paddle var rel = (ebBall.x - paddle.x) / (paddle.width / 2 * paddle.scaleX); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg var speed = Math.sqrt(ebBall.vx * ebBall.vx + ebBall.vy * ebBall.vy); ebBall.vx = Math.cos(angle) * speed; ebBall.vy = Math.sin(angle) * speed; ebBall.y = paddle.y - paddle.height / 2 - ebBall.radius - 2; if (ebBall.y - ebBall.radius < 0) { ebBall.y = ebBall.radius; if (ebBall.vy < 0) ebBall.vy = Math.abs(ebBall.vy); } LK.getSound('hit').play(); } } } } // --- OPTIMIZATION: Only update powerup balls if any exist --- if (powerupBalls && powerupBalls.length) { var cachedPaddleHitboxPB = typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function" ? paddle.getHitbox() : null; for (var pbIdx = powerupBalls.length - 1; pbIdx >= 0; pbIdx--) { var pbBall = powerupBalls[pbIdx]; if (pbBall && pbBall.update) pbBall.update(); // --- Track left/right wall bounces for powerup balls --- if (typeof pbBall.leftWallHits === "undefined") pbBall.leftWallHits = 0; if (typeof pbBall.rightWallHits === "undefined") pbBall.rightWallHits = 0; if (typeof pbBall.wallBouncesNoBlock === "undefined") pbBall.wallBouncesNoBlock = 0; if (typeof pbBall.hasHitBlockSinceReset === "undefined") pbBall.hasHitBlockSinceReset = false; var pbHitWall = false; if (pbBall.x - pbBall.radius < 0) { pbBall.x = pbBall.radius; pbBall.vx = -pbBall.vx; LK.getSound('hit').play(); pbBall.leftWallHits++; pbHitWall = true; } if (pbBall.x + pbBall.radius > 2048) { pbBall.x = 2048 - pbBall.radius; pbBall.vx = -pbBall.vx; LK.getSound('hit').play(); pbBall.rightWallHits++; pbHitWall = true; } if (pbHitWall) { if (!pbBall.hasHitBlockSinceReset) { pbBall.wallBouncesNoBlock++; } } // If left or right wall hit more than 15 times without hitting any block, return ball to player if (pbBall.wallBouncesNoBlock >= 15) { pbBall.x = paddle.x; pbBall.y = paddle.y - paddle.height / 2 - pbBall.radius - 10; pbBall.vx = 0; pbBall.vy = 0; pbBall.sticky = true; pbBall.leftWallHits = 0; pbBall.rightWallHits = 0; pbBall.wallBouncesNoBlock = 0; pbBall.hasHitBlockSinceReset = false; } // Remove if off screen if (pbBall && pbBall.y - pbBall.radius > 2732) { pbBall.destroy(); powerupBalls.splice(pbIdx, 1); continue; } // Paddle collision for powerup balls (skip if paddle not present) if (pbBall && cachedPaddleHitboxPB) { if (pbBall.y + pbBall.radius >= cachedPaddleHitboxPB.top && pbBall.y - pbBall.radius <= cachedPaddleHitboxPB.bottom && pbBall.x + pbBall.radius >= cachedPaddleHitboxPB.left && pbBall.x - pbBall.radius <= cachedPaddleHitboxPB.right && pbBall.vy > 0) { // Reflect ball, angle based on where it hit the paddle var rel = (pbBall.x - paddle.x) / (paddle.width / 2 * paddle.scaleX); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg var speed = Math.sqrt(pbBall.vx * pbBall.vx + pbBall.vy * pbBall.vy); pbBall.vx = Math.cos(angle) * speed; pbBall.vy = Math.sin(angle) * speed; pbBall.y = paddle.y - paddle.height / 2 - pbBall.radius - 2; if (pbBall.y - pbBall.radius < 0) { pbBall.y = pbBall.radius; if (pbBall.vy < 0) pbBall.vy = Math.abs(pbBall.vy); } LK.getSound('hit').play(); } } } } // PowerUp update for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; // OPTIMIZATION: Skip destroyed/invalid powerups immediately if (!p || typeof p.update !== "function" || p.destroyed) { powerups.splice(i, 1); continue; } p.update(); // If off screen if (p.y > 2732 + 100) { p.destroy(); powerups.splice(i, 1); continue; } // Paddle or ball collision var collected = false; // Use intersects for paddle collision to ensure all powerups are collected by paddle if (paddle && typeof p.intersects === "function" && p.intersects(paddle)) { collected = true; } // Check main ball if (!collected && ball && p.intersects(ball)) { collected = true; } // Check extra balls if (!collected && window.extraBalls && window.extraBalls.length) { for (var eb = 0; eb < window.extraBalls.length; eb++) { if (p.intersects(window.extraBalls[eb])) { collected = true; break; } } } // No level restriction: powerups are always collectible if (collected) { // --- Powerup balls update and collection --- } // --- OPTIMIZATION: Remove powerup ball update from this loop, handled above --- if (collected) { // Show floating text for powerup type var label = new Text2(p.type.toUpperCase(), { size: 70, fill: 0xFFE066, font: "Arial Black" }); label.anchor.set(0.5, 1); label.x = p.x; label.y = p.y - 60; game.addChild(label); tween(label, { y: label.y - 120, alpha: 0 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { label.destroy(); } }); // Apply powerup LK.getSound('powerup').play(); // --- Powerup duration tracking and display --- if (!window.activePowerups) window.activePowerups = []; if (!window.powerupTimers) window.powerupTimers = []; if (!window.powerupIcons) window.powerupIcons = []; // List of timed powerups and their durations (ms) var timedPowerupDurations = { expand: 6000, shrink: 6000, slow: 6000, fast: 6000, bigball: 6000, smallball: 6000, paddleup: 6000, paddledown: 6000, paddlefast: 6000, paddleslow: 6000, ballheavy: 6000, balllight: 6000, blockshrink: 6000, blockexpand: 6000, ghost: 6000, superball: 6000, paddleghost: 6000, reverse: 6000, blockinvisible: 6000, ballinvisible: 6000, magnet: 4000, ballcurve: 4000, ballzigzag: 4000 }; // If this is a timed powerup, add to activePowerups if (timedPowerupDurations[p.type]) { var duration = timedPowerupDurations[p.type]; var now = Date.now(); // Remove any previous of same type (refresh) for (var ap = window.activePowerups.length - 1; ap >= 0; ap--) { if (window.activePowerups[ap].type === p.type) { window.activePowerups.splice(ap, 1); if (window.powerupTimers[ap]) { LK.clearTimeout(window.powerupTimers[ap]); window.powerupTimers.splice(ap, 1); } if (window.powerupIcons[ap]) { window.powerupIcons[ap].destroy(); window.powerupIcons.splice(ap, 1); } } } window.activePowerups.push({ type: p.type, end: now + duration }); // Add icon to GUI var icon = new Text2(p.type[0].toUpperCase(), { size: 70, fill: 0xFFE066, font: "Arial Black" }); icon.anchor.set(0.5, 0.5); // Place icons in a row at top center, below score icon.x = 2048 / 2 - (window.activePowerups.length - 1) * 50 + (window.activePowerups.length - 1) * 100 / 2 + (window.activePowerups.length - 1) * 0; icon.y = 170; LK.gui.top.addChild(icon); window.powerupIcons.push(icon); // Timer to remove from activePowerups and GUI (function (type, icon) { var idx = window.activePowerups.length - 1; var timer = LK.setTimeout(function () { // Remove from arrays for (var ap = window.activePowerups.length - 1; ap >= 0; ap--) { if (window.activePowerups[ap].type === type) { window.activePowerups.splice(ap, 1); if (window.powerupTimers[ap]) window.powerupTimers.splice(ap, 1); if (window.powerupIcons[ap]) { window.powerupIcons[ap].destroy(); window.powerupIcons.splice(ap, 1); } } } }, duration); window.powerupTimers.push(timer); })(p.type, icon); } // 50 powerup effects, only working ones kept if (collected) { 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; } else if (p.type === 'multiball') { // Add a second ball that is a true main ball (not extra) if (!window.extraBalls) window.extraBalls = []; // Prevent more than 5 balls at once if (window.extraBalls.length >= 4) return; // Only add if not already present at this position (avoid duplicate bug) var alreadyExists = false; for (var i = 0; i < window.extraBalls.length; i++) { var eb = window.extraBalls[i]; if (eb && Math.abs(eb.x - ball.x) < 2 && Math.abs(eb.y - ball.y) < 2) { alreadyExists = true; break; } } if (!alreadyExists) { var newBall = new Ball(); newBall.x = ball.x; newBall.y = ball.y; newBall.vx = -ball.vx; newBall.vy = ball.vy; newBall.sticky = false; game.addChild(newBall); window.extraBalls.push(newBall); } } else if (p.type === 'ballsplit') { // Split ball into two, both are main balls var newBall = new Ball(); newBall.x = ball.x; newBall.y = ball.y; newBall.vx = -ball.vx; newBall.vy = ball.vy; newBall.sticky = false; game.addChild(newBall); if (!window.extraBalls) window.extraBalls = []; window.extraBalls.push(newBall); } else if (p.type === 'ballclone') { // Clone ball with same direction, as a main ball var newBall = new Ball(); newBall.x = ball.x; newBall.y = ball.y; newBall.vx = ball.vx; newBall.vy = ball.vy; newBall.sticky = false; game.addChild(newBall); if (!window.extraBalls) window.extraBalls = []; window.extraBalls.push(newBall); } else if (p.type === 'slow') { ball.speed = Math.max(10, ball.speed - 6); ball.vx *= 0.7; ball.vy *= 0.7; LK.setTimeout(function () { ball.speed = 22; }, 6000); } else if (p.type === 'fast') { ball.speed += 8; ball.vx *= 1.3; ball.vy *= 1.3; LK.setTimeout(function () { ball.speed = 22; }, 6000); } else if (p.type === 'bigball') { ball.scaleX = ball.scaleY = 1.7; LK.setTimeout(function () { ball.scaleX = ball.scaleY = 1; }, 6000); } else if (p.type === 'smallball') { ball.scaleX = ball.scaleY = 0.6; LK.setTimeout(function () { ball.scaleX = ball.scaleY = 1; }, 6000); } else if (p.type === 'scorex2') { if (!window.scorex2) window.scorex2 = 0; window.scorex2 += 1; LK.setTimeout(function () { window.scorex2 -= 1; }, 8000); } else if (p.type === 'scorex3') { if (!window.scorex3) window.scorex3 = 0; window.scorex3 += 1; LK.setTimeout(function () { window.scorex3 -= 1; }, 8000); } else if (p.type === 'blockbomb') { // Destroy a random block if (blocks.length > 0) { var idx = Math.floor(Math.random() * blocks.length); blocks[idx].breakBlock(); blocks.splice(idx, 1); } } else if (p.type === 'blockrowclear') { // Clear a random row if (blocks.length > 0) { var yRows = {}; for (var b = 0; b < blocks.length; b++) { var by = Math.round(blocks[b].y / 10) * 10; if (!yRows[by]) yRows[by] = []; yRows[by].push(b); } var rowKeys = Object.keys(yRows); var row = yRows[rowKeys[Math.floor(Math.random() * rowKeys.length)]]; for (var j = row.length - 1; j >= 0; j--) { blocks[row[j]].breakBlock(); blocks.splice(row[j], 1); } } } else if (p.type === 'blockcolclear') { // Clear a random column if (blocks.length > 0) { var xCols = {}; for (var b = 0; b < blocks.length; b++) { var bx = Math.round(blocks[b].x / 10) * 10; if (!xCols[bx]) xCols[bx] = []; xCols[bx].push(b); } var colKeys = Object.keys(xCols); var col = xCols[colKeys[Math.floor(Math.random() * colKeys.length)]]; for (var j = col.length - 1; j >= 0; j--) { blocks[col[j]].breakBlock(); blocks.splice(col[j], 1); } } } else if (p.type === 'ballsplit') { // Split ball into two var newBall = new Ball(); newBall.x = ball.x; newBall.y = ball.y; newBall.vx = -ball.vx; newBall.vy = ball.vy; newBall.sticky = false; game.addChild(newBall); if (!window.extraBalls) window.extraBalls = []; window.extraBalls.push(newBall); } else if (p.type === 'ballclone') { // Clone ball with same direction var newBall = new Ball(); newBall.x = ball.x; newBall.y = ball.y; newBall.vx = ball.vx; newBall.vy = ball.vy; newBall.sticky = false; game.addChild(newBall); if (!window.extraBalls) window.extraBalls = []; window.extraBalls.push(newBall); } else if (p.type === 'paddleup') { paddle.y -= 120; LK.setTimeout(function () { paddle.y += 120; }, 6000); } else if (p.type === 'paddledown') { paddle.y += 120; LK.setTimeout(function () { paddle.y -= 120; }, 6000); // Removed scorebonus and scorepenalty powerup effects } else if (p.type === 'blockheal') { // Heal all blocks by 1 for (var b = 0; b < blocks.length; b++) { blocks[b].hp = Math.min(blocks[b].maxHp, blocks[b].hp + 1); if (blocks[b].updateHpBar) blocks[b].updateHpBar(); } } else if (p.type === 'blockrandom') { // Randomize block colors var colors = ['red', 'green', 'blue', 'yellow']; for (var b = 0; b < blocks.length; b++) { blocks[b].setColor(colors[Math.floor(Math.random() * colors.length)]); } } else if (p.type === 'blockfreeze') { // Freeze blocks (no effect in this logic, but could be used for animation) } else if (p.type === 'blockmove') { // Move all blocks down for (var b = 0; b < blocks.length; b++) { blocks[b].y += 40; } } else if (p.type === 'blockshrink') { // Shrink all blocks for (var b = 0; b < blocks.length; b++) { blocks[b].scaleX = blocks[b].scaleY = 0.7; (function (block) { LK.setTimeout(function () { block.scaleX = block.scaleY = 1; }, 6000); })(blocks[b]); } } else if (p.type === 'blockexpand') { // Expand all blocks for (var b = 0; b < blocks.length; b++) { blocks[b].scaleX = blocks[b].scaleY = 1.3; (function (block) { LK.setTimeout(function () { block.scaleX = block.scaleY = 1; }, 6000); })(blocks[b]); } } else if (p.type === 'paddlefast') { paddle.moveTo = function (orig) { return function (x) { orig.call(paddle, x * 1.2); }; }(paddle.moveTo); LK.setTimeout(function () { if (!Paddle.prototype.moveTo) { Paddle.prototype.moveTo = function (x) { // Clamp paddle within game bounds (leave 40px margin) var minX = this.width / 2 + 40; var maxX = 2048 - this.width / 2 - 40; this.x = Math.max(minX, Math.min(maxX, x)); }; } paddle.moveTo = Paddle.prototype.moveTo; }, 6000); } else if (p.type === 'paddleslow') { paddle.moveTo = function (orig) { return function (x) { orig.call(paddle, x * 0.8); }; }(paddle.moveTo); LK.setTimeout(function () { if (!Paddle.prototype.moveTo) { Paddle.prototype.moveTo = function (x) { // Clamp paddle within game bounds (leave 40px margin) var minX = this.width / 2 + 40; var maxX = 2048 - this.width / 2 - 40; this.x = Math.max(minX, Math.min(maxX, x)); }; } paddle.moveTo = Paddle.prototype.moveTo; }, 6000); } else if (p.type === 'ballheavy') { ball.vy += 8; LK.setTimeout(function () { ball.vy -= 8; }, 6000); } else if (p.type === 'balllight') { ball.vy -= 8; LK.setTimeout(function () { ball.vy += 8; }, 6000); } else if (p.type === 'blockshield') { // Give all blocks +2 hp for (var b = 0; b < blocks.length; b++) { blocks[b].hp = Math.min(blocks[b].maxHp, blocks[b].hp + 2); if (blocks[b].updateHpBar) blocks[b].updateHpBar(); } } else if (p.type === 'blockswap') { // Swap two random blocks if (blocks.length > 1) { var i1 = Math.floor(Math.random() * blocks.length); var i2 = Math.floor(Math.random() * blocks.length); var tmpx = blocks[i1].x, tmpy = blocks[i1].y; blocks[i1].x = blocks[i2].x; blocks[i1].y = blocks[i2].y; blocks[i2].x = tmpx; blocks[i2].y = tmpy; } } else if (p.type === 'blockteleport') { // Teleport a random block to a random position if (blocks.length > 0) { var idx = Math.floor(Math.random() * blocks.length); blocks[idx].x = 400 + Math.random() * 1200; blocks[idx].y = 400 + Math.random() * 800; } } else if (p.type === 'paddleteleport') { paddle.x = 400 + Math.random() * 1200; } else if (p.type === 'ballteleport') { ball.x = 400 + Math.random() * 1200; ball.y = 400 + Math.random() * 800; } else if (p.type === 'blockregen') { // Regenerate a destroyed block at random if (blocks.length > 0) { var idx = Math.floor(Math.random() * blocks.length); var block = new Block(); block.setColor(blocks[idx].color); block.x = blocks[idx].x; block.y = blocks[idx].y; block.hp = block.maxHp = 2; block.setHp(2, 2); game.addChild(block); blocks.push(block); } } else if (p.type === 'blockexplode') { // Destroy 3 random blocks for (var n = 0; n < 3 && blocks.length > 0; n++) { var idx = Math.floor(Math.random() * blocks.length); blocks[idx].breakBlock(); blocks.splice(idx, 1); } } else if (p.type === 'magnet') { // Ball moves toward paddle for a while if (!window.magnetActive) { window.magnetActive = true; var magnetInterval = LK.setInterval(function () { if (ball && paddle) { var dx = paddle.x - ball.x; ball.vx += dx * 0.01; } }, 60); LK.setTimeout(function () { LK.clearInterval(magnetInterval); window.magnetActive = false; }, 4000); } } else if (p.type === 'reverse') { // Reverse paddle movement paddle.moveTo = function (orig) { return function (x) { orig.call(paddle, 2048 - x); }; }(paddle.moveTo); LK.setTimeout(function () { if (!Paddle.prototype.moveTo) { Paddle.prototype.moveTo = function (x) { // Clamp paddle within game bounds (leave 40px margin) var minX = this.width / 2 + 40; var maxX = 2048 - this.width / 2 - 40; this.x = Math.max(minX, Math.min(maxX, x)); }; } paddle.moveTo = Paddle.prototype.moveTo; }, 6000); } else if (p.type === 'ghost') { // Paddle becomes transparent paddle.alpha = 0.3; LK.setTimeout(function () { paddle.alpha = 1; }, 6000); } else if (p.type === 'superball') { // Ball passes through blocks for a while ball.superball = true; LK.setTimeout(function () { ball.superball = false; }, 6000); } else if (p.type === 'fireball') { // Fireball: Ball burns through blocks for a while, destroys all blocks it touches, and shows fire effect ball.fireball = true; // Add a fire visual effect to the ball if (!ball.fireEffect) { ball.fireEffect = ball.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, width: ball.width * 1.5, height: ball.height * 1.5, tint: 0xff6600, alpha: 0.5 }); ball.fireEffect.zIndex = 99; } // Animate fire effect (pulsing) if (!ball.fireTween) { ball.fireTween = tween(ball.fireEffect, { alpha: 0.2 }, { duration: 300, yoyo: true, repeat: 10, onFinish: function onFinish() { if (ball.fireEffect) ball.fireEffect.alpha = 0.5; } }); } LK.setTimeout(function () { ball.fireball = false; if (ball.fireEffect) { ball.removeChild(ball.fireEffect); ball.fireEffect = null; } if (ball.fireTween) { ball.fireTween.stop(); ball.fireTween = null; } }, 6000); } else if (p.type === 'paddleghost') { paddle.alpha = 0.1; LK.setTimeout(function () { paddle.alpha = 1; }, 6000); } else if (p.type === 'paddleleft') { paddle.x = Math.max(paddle.width / 2 + 40, paddle.x - 400); } else if (p.type === 'paddleright') { paddle.x = Math.min(2048 - paddle.width / 2 - 40, paddle.x + 400); } else if (p.type === 'ballcurve') { // Ball curves for a while if (!window.curveActive) { window.curveActive = true; var curveInterval = LK.setInterval(function () { if (ball) ball.vx += Math.sin(LK.ticks / 10) * 0.5; }, 60); LK.setTimeout(function () { LK.clearInterval(curveInterval); window.curveActive = false; }, 4000); } } else if (p.type === 'ballzigzag') { // Ball zigzags for a while if (!window.zigzagActive) { window.zigzagActive = true; var zigzagInterval = LK.setInterval(function () { if (ball) ball.vx += LK.ticks % 2 === 0 ? 2 : -2; }, 60); LK.setTimeout(function () { LK.clearInterval(zigzagInterval); window.zigzagActive = false; }, 4000); } } else if (p.type === 'ballrandom') { // Ball gets random velocity ball.vx = (Math.random() - 0.5) * 30; ball.vy = (Math.random() - 0.5) * 30; } else if (p.type === 'blockinvisible') { // All blocks invisible for a while for (var b = 0; b < blocks.length; b++) { blocks[b].alpha = 0.1; (function (block) { LK.setTimeout(function () { block.alpha = 1; }, 6000); })(blocks[b]); } } else if (p.type === 'ballinvisible') { // All balls (main + extra) invisible for a while if (ball) { ball.alpha = 0.1; LK.setTimeout(function () { if (ball) ball.alpha = 1; }, 6000); } if (window.extraBalls && window.extraBalls.length) { for (var eb = 0; eb < window.extraBalls.length; eb++) { if (window.extraBalls[eb]) { window.extraBalls[eb].alpha = 0.1; (function (ebBall) { LK.setTimeout(function () { if (ebBall) ebBall.alpha = 1; }, 6000); })(window.extraBalls[eb]); } } } if (powerupBalls && powerupBalls.length) { for (var pb = 0; pb < powerupBalls.length; pb++) { if (powerupBalls[pb]) { powerupBalls[pb].alpha = 0.1; (function (pbBall) { LK.setTimeout(function () { if (pbBall) pbBall.alpha = 1; }, 6000); })(powerupBalls[pb]); } } } } p.destroy(); powerups.splice(i, 1); } } } // Ball physics if (ball && !ball.sticky) { // --- Wall bounce tracking --- if (typeof ball.leftWallHits === "undefined") ball.leftWallHits = 0; if (typeof ball.rightWallHits === "undefined") ball.rightWallHits = 0; // --- Track if ball has hit a block since last paddle reset --- if (typeof ball.hasHitBlockSinceReset === "undefined") ball.hasHitBlockSinceReset = false; // --- Track consecutive left/right wall bounces without block hit --- if (typeof ball.wallBouncesNoBlock === "undefined") ball.wallBouncesNoBlock = 0; // Wall collisions var hitWall = false; if (ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx = -ball.vx; LK.getSound('hit').play(); ball.leftWallHits++; hitWall = true; } if (ball.x + ball.radius > 2048) { ball.x = 2048 - ball.radius; ball.vx = -ball.vx; LK.getSound('hit').play(); ball.rightWallHits++; hitWall = true; } if (hitWall) { // Only count if no block hit since last paddle reset if (!ball.hasHitBlockSinceReset) { ball.wallBouncesNoBlock++; } } if (ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy = -ball.vy; LK.getSound('hit').play(); } // If left or right wall hit more than 15 times without hitting any block, make ALL balls accelerate upward toward the top wall if (ball.wallBouncesNoBlock >= 15) { // Helper to accelerate a ball upward var accelerateUpward = function accelerateUpward(b) { // Only accelerate if not already moving strongly upward if (b.vy > -Math.abs(b.speed ? b.speed * 2 : 44)) { b.vx = 0; b.vy = -Math.abs(b.speed ? b.speed * 2 : 44); // Use double speed or 44 as fallback b.sticky = false; } if (typeof b.leftWallHits !== "undefined") b.leftWallHits = 0; if (typeof b.rightWallHits !== "undefined") b.rightWallHits = 0; if (typeof b.wallBouncesNoBlock !== "undefined") b.wallBouncesNoBlock = 0; if (typeof b.hasHitBlockSinceReset !== "undefined") b.hasHitBlockSinceReset = false; }; // Main ball if (ball) accelerateUpward(ball); // Extra balls if (window.extraBalls && window.extraBalls.length) { for (var eb = 0; eb < window.extraBalls.length; eb++) { if (window.extraBalls[eb]) accelerateUpward(window.extraBalls[eb]); } } // Powerup balls if (powerupBalls && powerupBalls.length) { for (var pb = 0; pb < powerupBalls.length; pb++) { if (powerupBalls[pb]) accelerateUpward(powerupBalls[pb]); } } } // Paddle collision if (typeof paddle.getHitbox === "function") { var hitbox = paddle.getHitbox(); if (ball.y + ball.radius >= hitbox.top && ball.y - ball.radius <= hitbox.bottom && ball.x + ball.radius >= hitbox.left && ball.x - ball.radius <= hitbox.right && 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; // Always place ball visually above paddle after collision ball.y = paddle.y - paddle.height / 2 - ball.radius - 2; if (ball.y + ball.radius > hitbox.top) { ball.y = paddle.y - paddle.height / 2 - ball.radius - 2; } LK.getSound('hit').play(); } } else { 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) { // If there is at least one powerup ball on screen, continue with it as the main ball if (powerupBalls && powerupBalls.length > 0) { // Remove the main ball, but do not call loseLife ball.destroy(); ball = null; // Promote the first powerup ball to be the new main ball var promoted = powerupBalls.shift(); // Remove from game and re-add as main ball for correct update/collision if (promoted && promoted.parent) promoted.parent.removeChild(promoted); // Create a new Ball instance at the promoted ball's position and velocity ball = new Ball(); ball.x = promoted.x; ball.y = promoted.y; ball.vx = promoted.vx; ball.vy = promoted.vy; ball.sticky = false; game.addChild(ball); // Remove the promoted powerup ball promoted.destroy(); // Do not return, continue game loop } else { loseLife(); return; } } } // Block collisions for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; // OPTIMIZATION: Skip destroyed or off-screen blocks if (!block || block.destroyed || block.y < -200 || block.y > 2732 + 200) continue; var hit = false; // Check main ball if (ball && block && ball.intersects(block)) { // Fireball: instantly destroy block and keep moving if (ball.fireball) { // Burn block: show a flash and destroy if (block && block.blockSprite) { LK.effects.flashObject(block, 0xff6600, 200); } block.hp = 0; if (block.updateHpBar) block.updateHpBar(); block.breakBlock(); blocks.splice(i, 1); combo++; startCombo(); score += 10 * combo; updateGUI(); LK.getSound('break').play(); // Power-up chance (increased drop rate) var powerupDropRate = 0.22 + Math.min(0.01 * level, 0.18); if (Math.random() < powerupDropRate) { spawnPowerUp(block.x, block.y); } hit = true; // Do not reflect ball, let it keep moving } else { // 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; } hit = true; } } // Check extra balls if (!hit && window.extraBalls && window.extraBalls.length) { for (var eb = 0; eb < window.extraBalls.length; eb++) { var ebBall = window.extraBalls[eb]; if (ebBall && block && ebBall.intersects(block)) { // Reflect extra ball var overlapX = Math.abs(ebBall.x - block.x) - (block.blockSprite.width / 2 + ebBall.radius); var overlapY = Math.abs(ebBall.y - block.y) - (block.blockSprite.height / 2 + ebBall.radius); if (overlapX > overlapY) { ebBall.vx = -ebBall.vx; } else { ebBall.vy = -ebBall.vy; } hit = true; break; } } } if (hit) { // Mark that ball has hit a block, so wall bounce counter pauses until next reset if (ball && typeof ball.hasHitBlockSinceReset !== "undefined") { ball.hasHitBlockSinceReset = true; ball.wallBouncesNoBlock = 0; } if (window.extraBalls && window.extraBalls.length) { for (var eb = 0; eb < window.extraBalls.length; eb++) { var ebBall = window.extraBalls[eb]; if (ebBall && typeof ebBall.hasHitBlockSinceReset !== "undefined") { ebBall.hasHitBlockSinceReset = true; ebBall.wallBouncesNoBlock = 0; } } } if (powerupBalls && powerupBalls.length) { for (var pb = 0; pb < powerupBalls.length; pb++) { var pbBall = powerupBalls[pb]; if (pbBall && typeof pbBall.hasHitBlockSinceReset !== "undefined") { pbBall.hasHitBlockSinceReset = true; pbBall.wallBouncesNoBlock = 0; } } } // Block hit block.hp--; if (block.updateHpBar) block.updateHpBar(); combo++; startCombo(); score += 10 * combo; updateGUI(); LK.getSound('break').play(); // Power-up chance (increased drop rate) var powerupDropRate = 0.22 + Math.min(0.01 * level, 0.18); // increases with level, max ~0.4 if (Math.random() < powerupDropRate) { 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); } // --- Random powerup spawn logic --- if (typeof game.lastPowerupSpawnTick === "undefined") { game.lastPowerupSpawnTick = LK.ticks; } if (typeof game.powerupSpawnInterval === "undefined") { // Try to spawn a powerup every 6-12 seconds (randomized) game.powerupSpawnInterval = 360 + Math.floor(Math.random() * 360); } if (typeof game.lastPowerupBallTick === "undefined") { game.lastPowerupBallTick = LK.ticks; } if (typeof game.powerupBallInterval === "undefined") { // Try to spawn a powerup ball every 8-16 seconds (randomized) game.powerupBallInterval = 480 + Math.floor(Math.random() * 480); } if (LK.ticks - game.lastPowerupSpawnTick > game.powerupSpawnInterval) { // Only spawn if there are less than 3 powerups on screen if (powerups.length < 3 && blocks.length > 0) { spawnPowerUp(); // No x/y: will spawn at random position } game.lastPowerupSpawnTick = LK.ticks; game.powerupSpawnInterval = 360 + Math.floor(Math.random() * 360); } // --- Random powerup ball spawn logic --- if (LK.ticks - game.lastPowerupBallTick > game.powerupBallInterval) { // Only spawn if there are less than 3 powerup balls on screen if (powerupBalls.length < 3) { // Pick a random type var types = [PowerupBall1, PowerupBall2, PowerupBall3]; var idx = Math.floor(Math.random() * types.length); var PowerupBallClass = types[idx]; var pb = new PowerupBallClass(); // Spawn at random X, top of screen pb.x = 100 + Math.random() * (2048 - 200); pb.y = -pb.radius - 10; game.addChild(pb); powerupBalls.push(pb); } game.lastPowerupBallTick = LK.ticks; game.powerupBallInterval = 480 + Math.floor(Math.random() * 480); } // Update powerup icon timers and show countdown for active powerups if (window.activePowerups && window.activePowerups.length && window.powerupIcons && window.powerupIcons.length) { var now = Date.now(); for (var i = 0; i < window.activePowerups.length; i++) { var ap = window.activePowerups[i]; var icon = window.powerupIcons[i]; if (ap && icon) { var remain = Math.max(0, Math.ceil((ap.end - now) / 1000)); // Show timer only if more than 0 seconds left, otherwise just the icon if (remain > 0) { icon.setText(ap.type[0].toUpperCase() + "\n" + remain); } else { icon.setText(ap.type[0].toUpperCase()); } // Reposition icons in a row icon.x = 2048 / 2 - (window.activePowerups.length - 1) * 50 + i * 100 / 2 + i * 0; icon.y = 170; } } } }; // Music (optional, not required by MVP, so not included) /* End of gamecode.js */
===================================================================
--- original.js
+++ change.js
@@ -9,171 +9,594 @@
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
- // Attach ball asset
- self.ballSprite = self.attachAsset('ball', {
+ var ballSprite = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
- // Ball properties
- self.radius = self.ballSprite.width / 2;
+ self.radius = ballSprite.width / 2;
self.vx = 0;
self.vy = 0;
- self.speed = 22;
- self.sticky = false;
- self.superball = false;
- self.fireball = false;
- self.scaleX = 1;
- self.scaleY = 1;
- // Update method (called every frame)
- self.update = function () {
- // If sticky, don't move
- if (self.sticky) return;
- // Move ball
- self.x += self.vx;
- self.y += self.vy;
- // Clamp scale
- self.ballSprite.scale.x = self.scaleX;
- self.ballSprite.scale.y = self.scaleY;
- // Clamp alpha
- self.ballSprite.alpha = self.alpha !== undefined ? self.alpha : 1;
- };
- // Launch the ball at a given angle (in radians)
+ self.speed = 22; // Initial speed
+ self.sticky = false; // If true, ball sticks to paddle
self.launch = function (angle) {
- self.sticky = false;
+ // Launch ball at angle (in radians)
self.vx = Math.cos(angle) * self.speed;
self.vy = Math.sin(angle) * self.speed;
+ self.sticky = false;
};
- // Get hitbox for collision
- self.getHitbox = function () {
- var r = self.ballSprite.width / 2 * (self.scaleX || 1);
- return {
- x: self.x,
- y: self.y,
- width: r * 2,
- height: r * 2,
- hw: r,
- hh: r,
- r: r,
- radius: r
- };
+ self.update = function () {
+ if (!self.sticky) {
+ self.x += self.vx;
+ self.y += self.vy;
+ // Prevent ball from leaving left, right, or top of the screen
+ if (self.x - self.radius < 0) {
+ self.x = self.radius;
+ self.vx = -self.vx;
+ }
+ if (self.x + self.radius > 2048) {
+ self.x = 2048 - self.radius;
+ self.vx = -self.vx;
+ }
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ self.vy = -self.vy;
+ }
+ }
};
return self;
});
// Block class
var Block = Container.expand(function () {
var self = Container.call(this);
- // Default color is blue
- self.color = 'blue';
- // Attach block sprite
- self.blockSprite = self.attachAsset('block_blue', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // HP bar background and bar
+ // color: 'red', 'green', 'blue', 'yellow'
+ self.color = 'red';
+ self.hp = 1;
+ self.maxHp = 1;
self.hpBarBg = null;
self.hpBar = null;
- // Set color
+ self.blockType = 'normal'; // will be set by spawnBlocks
self.setColor = function (color) {
self.color = color;
- var assetId = 'block_' + color;
- // Remove old sprite if exists
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();
};
- // Set HP and update HP bar
self.setHp = function (hp, maxHp) {
self.hp = hp;
- self.maxHp = maxHp;
+ self.maxHp = maxHp || hp;
self.updateHpBar();
};
- // Update HP bar
self.updateHpBar = function () {
- // Remove old bars
- if (self.hpBarBg) self.removeChild(self.hpBarBg);
- if (self.hpBar) self.removeChild(self.hpBar);
- // Only show HP bar if maxHp > 1
- if (self.maxHp > 1) {
- var w = self.blockSprite.width * 0.8;
- var h = 12;
- // Background
- self.hpBarBg = self.attachAsset('block_blue', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: w,
- height: h,
- tint: 0x222222
- });
- self.hpBarBg.y = self.blockSprite.height / 2 + 10;
- // Foreground
- self.hpBar = self.attachAsset('block_yellow', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: w * Math.max(0, self.hp) / self.maxHp,
- height: h,
- tint: 0xFFE066
- });
- self.hpBar.y = self.blockSprite.height / 2 + 10;
+ 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;
};
- // Break block (destroy with effect)
self.breakBlock = function () {
- LK.effects.flashObject(self, 0xffffff, 200);
- self.destroy();
+ // Animate block breaking
+ tween(self, {
+ alpha: 0,
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
};
- // Get hitbox for Collider
+ // --- HITBOX LOGIC ---
+ // Returns the hitbox for this block, depending on its type and current transform
self.getHitbox = function () {
- return {
- x: self.x,
- y: self.y,
- width: self.blockSprite.width,
- height: self.blockSprite.height,
- hw: self.blockSprite.width / 2,
- hh: self.blockSprite.height / 2
- };
+ var bx = self.x,
+ by = self.y;
+ var w = self.blockSprite.width * (self.scaleX || 1);
+ var h = self.blockSprite.height * (self.scaleY || 1);
+ var rot = self.blockSprite.rotation || 0;
+ if (self.blockType === 'round') {
+ var r = w / 2;
+ return {
+ type: 'circle',
+ x: bx,
+ y: by,
+ r: r
+ };
+ } else if (self.blockType === 'diagonal') {
+ var hw = w / 2,
+ hh = h / 2;
+ return {
+ type: 'rotbox',
+ x: bx,
+ y: by,
+ hw: hw,
+ hh: hh,
+ rot: rot
+ };
+ } else {
+ var hw = w / 2,
+ hh = h / 2;
+ return {
+ type: 'box',
+ x: bx,
+ y: by,
+ hw: hw,
+ hh: hh
+ };
+ }
};
+ // Override .intersects for block to support all hitbox types
+ self.intersects = function (other) {
+ var myHitbox = self.getHitbox();
+ var otherHitbox = typeof other.getHitbox === "function" ? other.getHitbox() : null;
+ if (!otherHitbox) {
+ // Fallback: use bounding box
+ var hw = self.blockSprite.width * (self.scaleX || 1) / 2;
+ var hh = self.blockSprite.height * (self.scaleY || 1) / 2;
+ return other.x > self.x - hw && other.x < self.x + hw && other.y > self.y - hh && other.y < self.y + hh;
+ }
+ // Circle-circle
+ if (myHitbox.type === 'circle' && otherHitbox.type === 'circle') {
+ var dx = myHitbox.x - otherHitbox.x;
+ var dy = myHitbox.y - otherHitbox.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ return dist < myHitbox.r + otherHitbox.r;
+ }
+ // Box-box (AABB)
+ if (myHitbox.type === 'box' && otherHitbox.type === 'box') {
+ return Math.abs(myHitbox.x - otherHitbox.x) < myHitbox.hw + otherHitbox.hw && Math.abs(myHitbox.y - otherHitbox.y) < myHitbox.hh + otherHitbox.hh;
+ }
+ // Rotated box - circle
+ if (myHitbox.type === 'rotbox' && otherHitbox.type === 'circle') {
+ // Rotate circle center into box's local space
+ var cos = Math.cos(-myHitbox.rot),
+ sin = Math.sin(-myHitbox.rot);
+ var dx = otherHitbox.x - myHitbox.x,
+ dy = otherHitbox.y - myHitbox.y;
+ var localX = dx * cos - dy * sin;
+ var localY = dx * sin + dy * cos;
+ // Clamp to box
+ var clampedX = Math.max(-myHitbox.hw, Math.min(myHitbox.hw, localX));
+ var clampedY = Math.max(-myHitbox.hh, Math.min(myHitbox.hh, localY));
+ var distX = localX - clampedX,
+ distY = localY - clampedY;
+ return distX * distX + distY * distY < otherHitbox.r * otherHitbox.r;
+ }
+ // Circle - rotated box (swap)
+ if (myHitbox.type === 'circle' && otherHitbox.type === 'rotbox') {
+ // Use the same logic, swap order
+ var cos = Math.cos(-otherHitbox.rot),
+ sin = Math.sin(-otherHitbox.rot);
+ var dx = myHitbox.x - otherHitbox.x,
+ dy = myHitbox.y - otherHitbox.y;
+ var localX = dx * cos - dy * sin;
+ var localY = dx * sin + dy * cos;
+ var clampedX = Math.max(-otherHitbox.hw, Math.min(otherHitbox.hw, localX));
+ var clampedY = Math.max(-otherHitbox.hh, Math.min(otherHitbox.hh, localY));
+ var distX = localX - clampedX,
+ distY = localY - clampedY;
+ return distX * distX + distY * distY < myHitbox.r * myHitbox.r;
+ }
+ // Rotated box - box (AABB fallback, not perfect)
+ if (myHitbox.type === 'rotbox' && otherHitbox.type === 'box') {
+ // Approximate by using AABB of rotated box
+ var rot = myHitbox.rot;
+ var hw = Math.abs(myHitbox.hw * Math.cos(rot)) + Math.abs(myHitbox.hh * Math.sin(rot));
+ var hh = Math.abs(myHitbox.hw * Math.sin(rot)) + Math.abs(myHitbox.hh * Math.cos(rot));
+ return Math.abs(myHitbox.x - otherHitbox.x) < hw + otherHitbox.hw && Math.abs(myHitbox.y - otherHitbox.y) < hh + otherHitbox.hh;
+ }
+ if (myHitbox.type === 'box' && otherHitbox.type === 'rotbox') {
+ // Approximate by using AABB of rotated box
+ var rot = otherHitbox.rot;
+ var hw = Math.abs(otherHitbox.hw * Math.cos(rot)) + Math.abs(otherHitbox.hh * Math.sin(rot));
+ var hh = Math.abs(otherHitbox.hw * Math.sin(rot)) + Math.abs(otherHitbox.hh * Math.cos(rot));
+ return Math.abs(myHitbox.x - otherHitbox.x) < myHitbox.hw + hw && Math.abs(myHitbox.y - otherHitbox.y) < myHitbox.hh + hh;
+ }
+ // Fallback: treat as AABB
+ var hw1 = myHitbox.hw || self.blockSprite.width * (self.scaleX || 1) / 2;
+ var hh1 = myHitbox.hh || self.blockSprite.height * (self.scaleY || 1) / 2;
+ var hw2 = otherHitbox.hw || (other.width ? other.width / 2 : 0);
+ var hh2 = otherHitbox.hh || (other.height ? other.height / 2 : 0);
+ return Math.abs(myHitbox.x - otherHitbox.x) < hw1 + hw2 && Math.abs(myHitbox.y - otherHitbox.y) < hh1 + hh2;
+ };
return self;
});
-// Music (optional, not required by MVP, so not included)
-/* End of gamecode.js */
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
- // Attach paddle asset
- self.paddleSprite = self.attachAsset('paddle', {
+ var paddleSprite = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set width/height for convenience
- self.width = self.paddleSprite.width;
- self.height = self.paddleSprite.height;
- // Default scale
- self.scaleX = 1;
- self.scaleY = 1;
- // Move paddle to x, clamped within bounds
+ // Use slightly larger hitbox for collision, but keep visual size for rendering
+ self.width = paddleSprite.width;
+ self.height = paddleSprite.height;
+ // For hitbox, add a small margin to the top and bottom to ensure ball is always caught
+ self.hitboxMarginY = 18; // pixels, adjust as needed for best feel
+ self.getHitbox = function () {
+ return {
+ left: self.x - self.width / 2,
+ right: self.x + self.width / 2,
+ top: self.y - self.height / 2 - self.hitboxMarginY,
+ bottom: self.y + self.height / 2 + self.hitboxMarginY
+ };
+ };
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));
};
- // Get hitbox for collision
- self.getHitbox = function () {
- return {
- x: self.x,
- y: self.y,
- width: self.width * (self.scaleX || 1),
- height: self.height * (self.scaleY || 1),
- hw: self.width * (self.scaleX || 1) / 2,
- hh: self.height * (self.scaleY || 1) / 2
- };
+ 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;
});
+// --- PowerupBall1, PowerupBall2, PowerupBall3: behave like balls but are powerups ---
+var PowerupBall1 = Container.expand(function () {
+ var self = Container.call(this);
+ var sprite = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xffa500 // orange
+ });
+ self.radius = sprite.width / 2;
+ self.vx = (Math.random() - 0.5) * 18;
+ self.vy = 14 + Math.random() * 6;
+ self.type = 'powerupball1';
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ // --- Wall bounce tracking for powerup balls ---
+ if (typeof self.leftWallHits === "undefined") self.leftWallHits = 0;
+ if (typeof self.rightWallHits === "undefined") self.rightWallHits = 0;
+ if (typeof self.wallBouncesNoBlock === "undefined") self.wallBouncesNoBlock = 0;
+ if (typeof self.hasHitBlockSinceReset === "undefined") self.hasHitBlockSinceReset = false;
+ var hitWall = false;
+ // Prevent ball from leaving left, right, or top of the screen
+ if (self.x - self.radius < 0) {
+ self.x = self.radius;
+ self.vx = -self.vx;
+ self.leftWallHits++;
+ hitWall = true;
+ }
+ if (self.x + self.radius > 2048) {
+ self.x = 2048 - self.radius;
+ self.vx = -self.vx;
+ self.rightWallHits++;
+ hitWall = true;
+ }
+ if (hitWall) {
+ if (!self.hasHitBlockSinceReset) {
+ self.wallBouncesNoBlock++;
+ }
+ }
+ // If left or right wall hit more than 15 times without hitting any block, return ball to player
+ if (self.wallBouncesNoBlock >= 15 && typeof paddle !== "undefined" && paddle) {
+ self.x = paddle.x;
+ self.y = paddle.y - paddle.height / 2 - self.radius - 10;
+ self.vx = 0;
+ self.vy = 0;
+ self.sticky = true;
+ self.leftWallHits = 0;
+ self.rightWallHits = 0;
+ self.wallBouncesNoBlock = 0;
+ self.hasHitBlockSinceReset = false;
+ }
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ self.vy = -self.vy;
+ LK.getSound('hit').play();
+ }
+ // Bounce off paddle
+ if (typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") {
+ var hitbox = paddle.getHitbox();
+ if (self.y + self.radius >= hitbox.top && self.y - self.radius <= hitbox.bottom && self.x + self.radius >= hitbox.left && self.x - self.radius <= hitbox.right && self.vy > 0) {
+ // Reflect ball, angle based on where it hit the paddle
+ var rel = (self.x - paddle.x) / (paddle.width / 2 * paddle.scaleX);
+ var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
+ var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ self.vx = Math.cos(angle) * speed;
+ self.vy = Math.sin(angle) * speed;
+ self.y = paddle.y - paddle.height / 2 - self.radius - 2;
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ if (self.vy < 0) self.vy = Math.abs(self.vy);
+ }
+ LK.getSound('hit').play();
+ }
+ }
+ // Bounce off blocks
+ if (typeof blocks !== "undefined" && blocks && blocks.length) {
+ for (var i = 0; i < blocks.length; i++) {
+ var block = blocks[i];
+ if (block && self.intersects && self.intersects(block)) {
+ var overlapX = Math.abs(self.x - block.x) - (block.blockSprite.width / 2 + self.radius);
+ var overlapY = Math.abs(self.y - block.y) - (block.blockSprite.height / 2 + self.radius);
+ if (overlapX > overlapY) {
+ self.vx = -self.vx;
+ } else {
+ self.vy = -self.vy;
+ }
+ // Damage block like main ball
+ if (typeof block.hp !== "undefined") {
+ block.hp--;
+ if (block.updateHpBar) block.updateHpBar();
+ if (block.hp <= 0) {
+ block.breakBlock();
+ blocks.splice(i, 1);
+ i--; // adjust index after removal
+ }
+ }
+ LK.getSound('hit').play();
+ break; // Only bounce off one block per frame
+ }
+ }
+ }
+ };
+ return self;
+});
+var PowerupBall2 = Container.expand(function () {
+ var self = Container.call(this);
+ var sprite = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0x00e0ff // cyan
+ });
+ self.radius = sprite.width / 2;
+ self.vx = (Math.random() - 0.5) * 16;
+ self.vy = 12 + Math.random() * 8;
+ self.type = 'powerupball2';
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ // --- Wall bounce tracking for powerup balls ---
+ if (typeof self.leftWallHits === "undefined") self.leftWallHits = 0;
+ if (typeof self.rightWallHits === "undefined") self.rightWallHits = 0;
+ if (typeof self.wallBouncesNoBlock === "undefined") self.wallBouncesNoBlock = 0;
+ if (typeof self.hasHitBlockSinceReset === "undefined") self.hasHitBlockSinceReset = false;
+ var hitWall = false;
+ // Prevent ball from leaving left, right, or top of the screen
+ if (self.x - self.radius < 0) {
+ self.x = self.radius;
+ self.vx = -self.vx;
+ self.leftWallHits++;
+ hitWall = true;
+ }
+ if (self.x + self.radius > 2048) {
+ self.x = 2048 - self.radius;
+ self.vx = -self.vx;
+ self.rightWallHits++;
+ hitWall = true;
+ }
+ if (hitWall) {
+ if (!self.hasHitBlockSinceReset) {
+ self.wallBouncesNoBlock++;
+ }
+ }
+ // If left or right wall hit more than 15 times without hitting any block, return ball to player
+ if (self.wallBouncesNoBlock >= 15 && typeof paddle !== "undefined" && paddle) {
+ self.x = paddle.x;
+ self.y = paddle.y - paddle.height / 2 - self.radius - 10;
+ self.vx = 0;
+ self.vy = 0;
+ self.sticky = true;
+ self.leftWallHits = 0;
+ self.rightWallHits = 0;
+ self.wallBouncesNoBlock = 0;
+ self.hasHitBlockSinceReset = false;
+ }
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ self.vy = -self.vy;
+ LK.getSound('hit').play();
+ }
+ // Bounce off paddle
+ if (typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") {
+ var hitbox = paddle.getHitbox();
+ if (self.y + self.radius >= hitbox.top && self.y - self.radius <= hitbox.bottom && self.x + self.radius >= hitbox.left && self.x - self.radius <= hitbox.right && self.vy > 0) {
+ // Reflect ball, angle based on where it hit the paddle
+ var rel = (self.x - paddle.x) / (paddle.width / 2 * paddle.scaleX);
+ var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
+ var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ self.vx = Math.cos(angle) * speed;
+ self.vy = Math.sin(angle) * speed;
+ self.y = paddle.y - paddle.height / 2 - self.radius - 2;
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ if (self.vy < 0) self.vy = Math.abs(self.vy);
+ }
+ LK.getSound('hit').play();
+ }
+ }
+ // Bounce off blocks
+ if (typeof blocks !== "undefined" && blocks && blocks.length) {
+ for (var i = 0; i < blocks.length; i++) {
+ var block = blocks[i];
+ if (block && self.intersects && self.intersects(block)) {
+ var overlapX = Math.abs(self.x - block.x) - (block.blockSprite.width / 2 + self.radius);
+ var overlapY = Math.abs(self.y - block.y) - (block.blockSprite.height / 2 + self.radius);
+ if (overlapX > overlapY) {
+ self.vx = -self.vx;
+ } else {
+ self.vy = -self.vy;
+ }
+ // Damage block like main ball
+ if (typeof block.hp !== "undefined") {
+ block.hp--;
+ if (block.updateHpBar) block.updateHpBar();
+ if (block.hp <= 0) {
+ block.breakBlock();
+ blocks.splice(i, 1);
+ i--; // adjust index after removal
+ }
+ }
+ LK.getSound('hit').play();
+ break; // Only bounce off one block per frame
+ }
+ }
+ }
+ };
+ return self;
+});
+var PowerupBall3 = Container.expand(function () {
+ var self = Container.call(this);
+ var sprite = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0x8dff00 // lime
+ });
+ self.radius = sprite.width / 2;
+ self.vx = (Math.random() - 0.5) * 20;
+ self.vy = 10 + Math.random() * 10;
+ self.type = 'powerupball3';
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ // --- Wall bounce tracking for powerup balls ---
+ if (typeof self.leftWallHits === "undefined") self.leftWallHits = 0;
+ if (typeof self.rightWallHits === "undefined") self.rightWallHits = 0;
+ if (typeof self.wallBouncesNoBlock === "undefined") self.wallBouncesNoBlock = 0;
+ if (typeof self.hasHitBlockSinceReset === "undefined") self.hasHitBlockSinceReset = false;
+ var hitWall = false;
+ // Prevent ball from leaving left, right, or top of the screen
+ if (self.x - self.radius < 0) {
+ self.x = self.radius;
+ self.vx = -self.vx;
+ self.leftWallHits++;
+ hitWall = true;
+ }
+ if (self.x + self.radius > 2048) {
+ self.x = 2048 - self.radius;
+ self.vx = -self.vx;
+ self.rightWallHits++;
+ hitWall = true;
+ }
+ if (hitWall) {
+ if (!self.hasHitBlockSinceReset) {
+ self.wallBouncesNoBlock++;
+ }
+ }
+ // If left or right wall hit more than 15 times without hitting any block, return ball to player
+ if (self.wallBouncesNoBlock >= 15 && typeof paddle !== "undefined" && paddle) {
+ self.x = paddle.x;
+ self.y = paddle.y - paddle.height / 2 - self.radius - 10;
+ self.vx = 0;
+ self.vy = 0;
+ self.sticky = true;
+ self.leftWallHits = 0;
+ self.rightWallHits = 0;
+ self.wallBouncesNoBlock = 0;
+ self.hasHitBlockSinceReset = false;
+ }
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ self.vy = -self.vy;
+ LK.getSound('hit').play();
+ }
+ // Bounce off paddle
+ if (typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") {
+ var hitbox = paddle.getHitbox();
+ if (self.y + self.radius >= hitbox.top && self.y - self.radius <= hitbox.bottom && self.x + self.radius >= hitbox.left && self.x - self.radius <= hitbox.right && self.vy > 0) {
+ // Reflect ball, angle based on where it hit the paddle
+ var rel = (self.x - paddle.x) / (paddle.width / 2 * paddle.scaleX);
+ var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
+ var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
+ self.vx = Math.cos(angle) * speed;
+ self.vy = Math.sin(angle) * speed;
+ self.y = paddle.y - paddle.height / 2 - self.radius - 2;
+ if (self.y - self.radius < 0) {
+ self.y = self.radius;
+ if (self.vy < 0) self.vy = Math.abs(self.vy);
+ }
+ LK.getSound('hit').play();
+ }
+ }
+ // Bounce off blocks
+ if (typeof blocks !== "undefined" && blocks && blocks.length) {
+ for (var i = 0; i < blocks.length; i++) {
+ var block = blocks[i];
+ if (block && self.intersects && self.intersects(block)) {
+ var overlapX = Math.abs(self.x - block.x) - (block.blockSprite.width / 2 + self.radius);
+ var overlapY = Math.abs(self.y - block.y) - (block.blockSprite.height / 2 + self.radius);
+ if (overlapX > overlapY) {
+ self.vx = -self.vx;
+ } else {
+ self.vy = -self.vy;
+ }
+ // Damage block like main ball
+ if (typeof block.hp !== "undefined") {
+ block.hp--;
+ if (block.updateHpBar) block.updateHpBar();
+ if (block.hp <= 0) {
+ block.breakBlock();
+ blocks.splice(i, 1);
+ i--; // adjust index after removal
+ }
+ }
+ LK.getSound('hit').play();
+ break; // Only bounce off one block per frame
+ }
+ }
+ }
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -183,14 +606,14 @@
/****
* Game Code
****/
-// Sounds
-// Power-up
-// Block colors
-// Paddle
-// Ball
// Game variables
+// Ball
+// Paddle
+// Block colors
+// Power-up
+// Sounds
var paddle,
ball,
blocks = [],
powerups = [],
@@ -662,11 +1085,13 @@
// Main update loop
game.update = function () {
// Ball update
if (ball) ball.update();
- // Update extra balls (if any)
+ // --- OPTIMIZATION: Only update extra balls if any exist ---
if (!window.extraBalls) window.extraBalls = [];
if (window.extraBalls.length) {
+ // Cache paddle hitbox if paddle exists and is not moving
+ var cachedPaddleHitbox = typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function" ? paddle.getHitbox() : null;
for (var eb = window.extraBalls.length - 1; eb >= 0; eb--) {
var ebBall = window.extraBalls[eb];
if (ebBall && ebBall.update) ebBall.update();
// --- Track left/right wall bounces for extra balls ---
@@ -707,18 +1132,15 @@
ebBall.hasHitBlockSinceReset = false;
}
// Remove if off screen
if (ebBall && ebBall.y - ebBall.radius > 2732) {
- // Just remove the extra ball, do not call loseLife()
ebBall.destroy();
window.extraBalls.splice(eb, 1);
- // Do NOT call loseLife() for extra balls
continue;
}
- // Paddle collision for extra balls
- if (ebBall && typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") {
- var hitbox = paddle.getHitbox();
- if (Collider.intersect(ebBall, paddle) && ebBall.vy > 0) {
+ // Paddle collision for extra balls (skip if paddle not present)
+ if (ebBall && cachedPaddleHitbox) {
+ if (ebBall.y + ebBall.radius >= cachedPaddleHitbox.top && ebBall.y - ebBall.radius <= cachedPaddleHitbox.bottom && ebBall.x + ebBall.radius >= cachedPaddleHitbox.left && ebBall.x - ebBall.radius <= cachedPaddleHitbox.right && ebBall.vy > 0) {
// Reflect ball, angle based on where it hit the paddle
var rel = (ebBall.x - paddle.x) / (paddle.width / 2 * paddle.scaleX);
var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
var speed = Math.sqrt(ebBall.vx * ebBall.vx + ebBall.vy * ebBall.vy);
@@ -733,10 +1155,11 @@
}
}
}
}
- // Update powerup balls to behave like normal balls but not cost a life when lost
+ // --- OPTIMIZATION: Only update powerup balls if any exist ---
if (powerupBalls && powerupBalls.length) {
+ var cachedPaddleHitboxPB = typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function" ? paddle.getHitbox() : null;
for (var pbIdx = powerupBalls.length - 1; pbIdx >= 0; pbIdx--) {
var pbBall = powerupBalls[pbIdx];
if (pbBall && pbBall.update) pbBall.update();
// --- Track left/right wall bounces for powerup balls ---
@@ -779,15 +1202,13 @@
// Remove if off screen
if (pbBall && pbBall.y - pbBall.radius > 2732) {
pbBall.destroy();
powerupBalls.splice(pbIdx, 1);
- // Do NOT call loseLife() for powerup balls
continue;
}
- // Paddle collision for powerup balls
- if (pbBall && typeof paddle !== "undefined" && paddle && typeof paddle.getHitbox === "function") {
- var hitbox = paddle.getHitbox();
- if (Collider.intersect(pbBall, paddle) && pbBall.vy > 0) {
+ // Paddle collision for powerup balls (skip if paddle not present)
+ if (pbBall && cachedPaddleHitboxPB) {
+ if (pbBall.y + pbBall.radius >= cachedPaddleHitboxPB.top && pbBall.y - pbBall.radius <= cachedPaddleHitboxPB.bottom && pbBall.x + pbBall.radius >= cachedPaddleHitboxPB.left && pbBall.x - pbBall.radius <= cachedPaddleHitboxPB.right && pbBall.vy > 0) {
// Reflect ball, angle based on where it hit the paddle
var rel = (pbBall.x - paddle.x) / (paddle.width / 2 * paddle.scaleX);
var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg
var speed = Math.sqrt(pbBall.vx * pbBall.vx + pbBall.vy * pbBall.vy);
@@ -805,10 +1226,10 @@
}
// PowerUp update
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
- if (!p || typeof p.update !== "function") {
- // Remove invalid/undefined powerup objects to prevent future errors
+ // OPTIMIZATION: Skip destroyed/invalid powerups immediately
+ if (!p || typeof p.update !== "function" || p.destroyed) {
powerups.splice(i, 1);
continue;
}
p.update();
@@ -819,20 +1240,20 @@
continue;
}
// Paddle or ball collision
var collected = false;
- // Use Collider for paddle collision to ensure all powerups are collected by paddle
- if (paddle && Collider.intersect(p, paddle)) {
+ // Use intersects for paddle collision to ensure all powerups are collected by paddle
+ if (paddle && typeof p.intersects === "function" && p.intersects(paddle)) {
collected = true;
}
// Check main ball
- if (!collected && ball && Collider.intersect(p, ball)) {
+ if (!collected && ball && p.intersects(ball)) {
collected = true;
}
// Check extra balls
if (!collected && window.extraBalls && window.extraBalls.length) {
for (var eb = 0; eb < window.extraBalls.length; eb++) {
- if (Collider.intersect(p, window.extraBalls[eb])) {
+ if (p.intersects(window.extraBalls[eb])) {
collected = true;
break;
}
}
@@ -840,63 +1261,9 @@
// No level restriction: powerups are always collectible
if (collected) {
// --- Powerup balls update and collection ---
}
- for (var i = powerupBalls.length - 1; i >= 0; i--) {
- var pb = powerupBalls[i];
- pb.update();
- // Remove if off screen
- if (pb.y - pb.radius > 2732 + 100) {
- pb.destroy();
- powerupBalls.splice(i, 1);
- continue;
- }
- // Collect if hits paddle
- if (paddle && Collider.intersect(pb, paddle)) {
- // Show floating text for powerup ball
- var label = new Text2(pb.type.toUpperCase(), {
- size: 70,
- fill: 0xFFE066,
- font: "Arial Black"
- });
- label.anchor.set(0.5, 1);
- label.x = pb.x;
- label.y = pb.y - 60;
- game.addChild(label);
- tween(label, {
- y: label.y - 120,
- alpha: 0
- }, {
- duration: 1200,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- label.destroy();
- }
- });
- LK.getSound('powerup').play();
- // Give a reward: e.g. +1 life, +100 score, or multiball
- if (pb.type === 'powerupball1') {
- lives = Math.min(5, lives + 1);
- updateGUI();
- } else if (pb.type === 'powerupball2') {
- score += 100;
- updateGUI();
- } else if (pb.type === 'powerupball3') {
- // Add a multiball as a main ball, not just extra
- var newBall = new Ball();
- newBall.x = pb.x;
- newBall.y = pb.y;
- newBall.vx = pb.vx;
- newBall.vy = pb.vy;
- newBall.sticky = false;
- game.addChild(newBall);
- if (!window.extraBalls) window.extraBalls = [];
- window.extraBalls.push(newBall);
- }
- pb.destroy();
- powerupBalls.splice(i, 1);
- }
- }
+ // --- OPTIMIZATION: Remove powerup ball update from this loop, handled above ---
if (collected) {
// Show floating text for powerup type
var label = new Text2(p.type.toUpperCase(), {
size: 70,
@@ -1568,18 +1935,18 @@
}
// Paddle collision
if (typeof paddle.getHitbox === "function") {
var hitbox = paddle.getHitbox();
- if (Collider.intersect(ball, paddle) && ball.vy > 0) {
+ if (ball.y + ball.radius >= hitbox.top && ball.y - ball.radius <= hitbox.bottom && ball.x + ball.radius >= hitbox.left && ball.x - ball.radius <= hitbox.right && 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;
// Always place ball visually above paddle after collision
ball.y = paddle.y - paddle.height / 2 - ball.radius - 2;
- if (ball.y + ball.radius > paddle.y - paddle.height / 2) {
+ if (ball.y + ball.radius > hitbox.top) {
ball.y = paddle.y - paddle.height / 2 - ball.radius - 2;
}
LK.getSound('hit').play();
}
@@ -1625,11 +1992,13 @@
}
// Block collisions
for (var i = blocks.length - 1; i >= 0; i--) {
var block = blocks[i];
+ // OPTIMIZATION: Skip destroyed or off-screen blocks
+ if (!block || block.destroyed || block.y < -200 || block.y > 2732 + 200) continue;
var hit = false;
// Check main ball
- if (ball && block && Collider.intersect(ball, block)) {
+ if (ball && block && ball.intersects(block)) {
// Fireball: instantly destroy block and keep moving
if (ball.fireball) {
// Burn block: show a flash and destroy
if (block && block.blockSprite) {
@@ -1652,13 +2021,10 @@
hit = true;
// Do not reflect ball, let it keep moving
} else {
// Reflect ball
- // Use hitbox for overlap direction
- var a = typeof ball.getHitbox === "function" ? ball.getHitbox() : ball;
- var b = typeof block.getHitbox === "function" ? block.getHitbox() : block;
- var overlapX = Math.abs(a.x - b.x) - ((a.hw || a.width / 2 || a.r || a.radius) + (b.hw || b.width / 2 || b.r || b.radius));
- var overlapY = Math.abs(a.y - b.y) - ((a.hh || a.height / 2 || a.r || a.radius) + (b.hh || b.height / 2 || b.r || b.radius));
+ 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;
@@ -1669,14 +2035,12 @@
// Check extra balls
if (!hit && window.extraBalls && window.extraBalls.length) {
for (var eb = 0; eb < window.extraBalls.length; eb++) {
var ebBall = window.extraBalls[eb];
- if (ebBall && block && Collider.intersect(ebBall, block)) {
+ if (ebBall && block && ebBall.intersects(block)) {
// Reflect extra ball
- var a = typeof ebBall.getHitbox === "function" ? ebBall.getHitbox() : ebBall;
- var b = typeof block.getHitbox === "function" ? block.getHitbox() : block;
- var overlapX = Math.abs(a.x - b.x) - ((a.hw || a.width / 2 || a.r || a.radius) + (b.hw || b.width / 2 || b.r || b.radius));
- var overlapY = Math.abs(a.y - b.y) - ((a.hh || a.height / 2 || a.r || a.radius) + (b.hh || b.height / 2 || b.r || b.radius));
+ var overlapX = Math.abs(ebBall.x - block.x) - (block.blockSprite.width / 2 + ebBall.radius);
+ var overlapY = Math.abs(ebBall.y - block.y) - (block.blockSprite.height / 2 + ebBall.radius);
if (overlapX > overlapY) {
ebBall.vx = -ebBall.vx;
} else {
ebBall.vy = -ebBall.vy;
@@ -1801,5 +2165,7 @@
icon.y = 170;
}
}
}
-};
\ No newline at end of file
+};
+// Music (optional, not required by MVP, so not included)
+/* End of gamecode.js */
\ No newline at end of file