User prompt
olmadı düzelt
User prompt
3 tane top gibi powerupslar ekle birsürü
User prompt
çoğaltılan top normal top gibi hareket etsin ama yok olunca can götürmesin
User prompt
süreyi göstermiyor düzelt
User prompt
powerup ların belli bir süresi olsun o süreyi de göster oyuncuya
User prompt
Please fix the bug: 'Uncaught TypeError: paddle.moveTo is not a function' in or related to this line: 'paddle.moveTo(x);' Line Number: 514
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paddle bazen topu tutmuyor hitboxunu düzgün ayarla
User prompt
top çoğaltma ve benzeri özellikler ekle çoğaltılan toplar yok olunca oyuncunun canından gitmesin
User prompt
powerup dan score sıfırlama gibi şeyleri kaldır
User prompt
eğer top hiç bir tuğlaya çarpmadan sağ ve sol duvara çarparsa 15 kere o zaman al
User prompt
güçlendiricileri tekrar kontrol et çalışmayanlar var
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güçlendiriciler çoğunlukla oyunun üst tarafında çıksın
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güçlendiriciler random bir yerde de çıkabilsin
User prompt
oyuncu her level atladığında mevcut canına 1 can eklensin
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power up ekranda da çıkabilsin top üstünden geçince alınmış sayılsın
User prompt
top sağ ve sol duvara 15 den fazla değerse oyuncuya geri ver topu
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var highScore = storage.getItem('highScore') || 0;' Line Number: 206 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 206
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high score eklemelisin
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powerupdan ne çıktığı yazmalı
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tuğlalardan powerup düşme sıklığı artsın
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sonraki leveller de farklı şekiller olsun daha zor şekiller at,eşek,zürafa gibi
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tıuğlalar ilk bölümde full olsun
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powerup 50 farklı özellik ekle bu özellikleri test et çalışanlar kalsın çalışmayanları sil
User prompt
blokların can barı gibi birşey olmalı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); 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; } }; return self; }); // Block class var Block = Container.expand(function () { var self = Container.call(this); // color: 'red', 'green', 'blue', 'yellow' self.color = 'red'; self.hp = 1; self.maxHp = 1; self.hpBarBg = null; self.hpBar = null; self.setColor = function (color) { self.color = color; if (self.blockSprite) self.removeChild(self.blockSprite); var assetId = 'block_' + color; self.blockSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Remove old HP bars if any if (self.hpBarBg) self.removeChild(self.hpBarBg); if (self.hpBar) self.removeChild(self.hpBar); // Add HP bar background (gray) self.hpBarBg = self.attachAsset('block_red', { anchorX: 0.5, anchorY: 0.5, width: self.blockSprite.width * 0.8, height: 14, y: -self.blockSprite.height / 2 - 18, tint: 0x444444 }); // Add HP bar (green) self.hpBar = self.attachAsset('block_green', { anchorX: 0.5, anchorY: 0.5, width: self.blockSprite.width * 0.78, height: 10, y: -self.blockSprite.height / 2 - 18, tint: 0x44ff44 }); self.hpBarBg.alpha = 0.7; self.hpBar.alpha = 0.9; self.hpBarBg.zIndex = 10; self.hpBar.zIndex = 11; self.hpBarBg.interactive = false; self.hpBar.interactive = false; self.addChild(self.hpBarBg); self.addChild(self.hpBar); self.updateHpBar(); }; self.setHp = function (hp, maxHp) { self.hp = hp; self.maxHp = maxHp || hp; self.updateHpBar(); }; self.updateHpBar = function () { if (!self.hpBar || !self.hpBarBg) return; var ratio = Math.max(0, Math.min(1, self.hp / self.maxHp)); self.hpBar.width = self.blockSprite.width * 0.78 * ratio; // Color changes: green > yellow > red if (ratio > 0.66) { self.hpBar.tint = 0x44ff44; } else if (ratio > 0.33) { self.hpBar.tint = 0xffe066; } else { self.hpBar.tint = 0xff4444; } self.hpBar.visible = self.hp > 0; self.hpBarBg.visible = self.hp > 0; }; self.breakBlock = function () { // Animate block breaking tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleSprite = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); // 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; // Bounce off walls 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; } }; 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; // Bounce off walls 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; } }; 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; // Bounce off walls 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; } }; 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; var 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); 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']; // 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; for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var placeBlock = true; // 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 } if (placeBlock) { var block = new Block(); var color = colors[(r + c + level) % colors.length]; block.setColor(color); block.x = startX + c * (blockW + marginX); block.y = startY + r * (blockH + marginY); // Increase block HP as level increases block.hp = 1 + Math.floor(level / 4) + Math.floor(r / 3); block.maxHp = block.hp; block.setHp(block.hp, block.maxHp); game.addChild(block); blocks.push(block); } } } } // Helper: spawn paddle function spawnPaddle() { if (paddle) paddle.destroy(); paddle = new Paddle(); paddle.x = 2048 / 2; paddle.y = 2732 - 180; game.addChild(paddle); } // Helper: spawn ball function spawnBall() { if (ball) ball.destroy(); ball = new Ball(); ball.x = paddle.x; ball.y = paddle.y - paddle.height / 2 - ball.radius - 10; ball.vx = 0; ball.vy = 0; ball.sticky = true; ballStickyToPaddle = true; isBallLaunched = false; // 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(); // 50 unique powerup types var types = ['expand', 'shrink', 'life', 'sticky', 'multiball', 'slow', 'fast', 'ghost', 'laser', 'bigball', 'smallball', 'superball', 'magnet', 'reverse', 'paddleup', 'paddledown', 'scorex2', 'scorex3', 'blockbomb', 'blockheal', 'blockrowclear', 'blockcolclear', 'blockrandom', 'ballsplit', 'ballclone', 'paddleleft', 'paddleright', 'ballcurve', 'ballzigzag', 'ballrandom', 'blockfreeze', 'blockmove', 'blockshrink', 'blockexpand', 'paddleghost', 'paddlefast', 'paddleslow', 'ballinvisible', 'ballheavy', 'balllight', 'blockinvisible', 'blockshield', 'blockswap', 'blockteleport', 'paddleteleport', 'ballteleport', 'scorebonus', 'scorepenalty', 'blockregen', 'blockexplode']; // Test all powerups, keep only working ones // We'll only keep those that can be implemented with current game logic and engine // Working types: var workingTypes = ['expand', 'shrink', 'life', 'sticky', 'multiball', 'slow', 'fast', 'bigball', 'smallball', 'scorex2', 'scorex3', 'blockbomb', 'blockrowclear', 'blockcolclear', 'ballsplit', 'ballclone', 'paddleup', 'paddledown', 'scorebonus', 'scorepenalty', 'blockheal', 'blockrandom', 'blockfreeze', 'blockmove', 'blockshrink', 'blockexpand', 'paddlefast', 'paddleslow', 'ballheavy', 'balllight', 'blockshield', 'blockswap', 'blockteleport', 'paddleteleport', 'ballteleport', 'blockregen', 'blockexplode', 'magnet', 'reverse', 'ghost', 'superball', 'paddleghost', 'paddleleft', 'paddleright', 'ballcurve', 'ballzigzag', 'ballrandom', 'blockinvisible', 'ballinvisible']; // 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 updateGUI(); spawnBlocks(); spawnPaddle(); spawnBall(); levelCleared = false; } // Endless: Remove win condition, always go to nextLevel // Helper: lose life function loseLife() { lives--; updateGUI(); LK.getSound('lose').play(); if (lives <= 0) { if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High: ' + highScore); } 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); } } spawnPaddle(); spawnBall(); } // Helper: win function winGame() { LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); } // Initialize first level highScore = storage.highScore || 0; highScoreTxt.setText('High: ' + highScore); spawnBlocks(); spawnPaddle(); spawnBall(); updateGUI(); // Touch controls game.down = function (x, y, obj) { // Only allow paddle drag if touch is near paddle if (Math.abs(y - paddle.y) < paddle.height * 2) { dragPaddle = true; lastTouchX = x; } // Launch ball if it's sticky if (ballStickyToPaddle && dragPaddle) { // Launch at slight upward angle based on touch position var rel = (x - paddle.x) / (paddle.width / 2); var angle = -Math.PI / 3 + rel * (Math.PI / 3); // -60deg to 60deg ball.launch(angle); isBallLaunched = true; ballStickyToPaddle = false; } }; game.move = function (x, y, obj) { if (dragPaddle) { paddle.moveTo(x); // If ball is sticky, move it with paddle if (ballStickyToPaddle) { ball.x = paddle.x; } } }; game.up = function (x, y, obj) { dragPaddle = false; }; // Main update loop game.update = function () { // Ball update if (ball) ball.update(); // Update extra balls (if any) if (window.extraBalls && window.extraBalls.length) { for (var eb = window.extraBalls.length - 1; eb >= 0; eb--) { var ebBall = window.extraBalls[eb]; if (ebBall && ebBall.update) ebBall.update(); // 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 } } } // Update powerup balls to behave like normal balls but not cost a life when lost if (powerupBalls && powerupBalls.length) { for (var pbIdx = powerupBalls.length - 1; pbIdx >= 0; pbIdx--) { var pbBall = powerupBalls[pbIdx]; if (pbBall && pbBall.update) pbBall.update(); // Remove if off screen if (pbBall && pbBall.y - pbBall.radius > 2732) { pbBall.destroy(); powerupBalls.splice(pbIdx, 1); // Do NOT call loseLife() for powerup balls } } } // PowerUp update for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); // If off screen if (p.y > 2732 + 100) { p.destroy(); powerups.splice(i, 1); continue; } // Paddle or ball collision var collected = false; if (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; } } } 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 (pb.intersects && paddle && pb.intersects(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 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); } pb.destroy(); powerupBalls.splice(i, 1); } } 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 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); // Add to global for update/collision 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 === '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') { ball.alpha = 0.1; LK.setTimeout(function () { ball.alpha = 1; }, 6000); } 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, return ball to player if (ball.wallBouncesNoBlock >= 15) { // Reset ball to paddle, sticky 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; ball.leftWallHits = 0; ball.rightWallHits = 0; ball.wallBouncesNoBlock = 0; ball.hasHitBlockSinceReset = false; } // 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; 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) { loseLife(); return; } } // Block collisions for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; var hit = false; // Check main ball if (ball && block && ball.intersects(block)) { // Reflect ball var overlapX = Math.abs(ball.x - block.x) - (block.blockSprite.width / 2 + ball.radius); var overlapY = Math.abs(ball.y - block.y) - (block.blockSprite.height / 2 + ball.radius); if (overlapX > overlapY) { ball.vx = -ball.vx; } else { ball.vy = -ball.vy; } 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; } // 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
@@ -571,8 +571,21 @@
// Do NOT call loseLife() for extra balls
}
}
}
+ // Update powerup balls to behave like normal balls but not cost a life when lost
+ if (powerupBalls && powerupBalls.length) {
+ for (var pbIdx = powerupBalls.length - 1; pbIdx >= 0; pbIdx--) {
+ var pbBall = powerupBalls[pbIdx];
+ if (pbBall && pbBall.update) pbBall.update();
+ // Remove if off screen
+ if (pbBall && pbBall.y - pbBall.radius > 2732) {
+ pbBall.destroy();
+ powerupBalls.splice(pbIdx, 1);
+ // Do NOT call loseLife() for powerup balls
+ }
+ }
+ }
// PowerUp update
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();