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The game lags please stop that
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var levelNameTxt = new Text2("Level " + currentLevel.toString(), {' Line Number: 176
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Add the level name on screen
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Please fix the bug: 'Uncaught TypeError: LK.showAd is not a function' in or related to this line: 'LK.showAd({' Line Number: 176
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Add ads to the game e
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Add levels
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Make red cube that can blow up the ball
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Remove the enemy paddle
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Make the particles smaller
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Optimize the game
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Code extra balls spawn
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Get rid of the how to play button.
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Add a cheat code button were you have to type the code
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Can you code it
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Make the menu one button
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Put the how-to-play menu below all of the bricks
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Add a how-to play menu in the game
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For inf life cheat code make the ball go back up
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Please fix the bug: 'ReferenceError: unlimitedLives is not defined' in or related to this line: 'if (ball.y >= 2732 && !unlimitedLives) {' Line Number: 339
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Add a way to import cheat codes
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Add cheat codes
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Make the paddle bounchy
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Makes the game physics more realistic.
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Remove the flash
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; self.speedY = -5; self._move_migrated = function () { self.x += self.speedX; self.y += self.speedY; // Optimize trail particle creation by spawning less frequently // Increase the interval for trail particle creation to reduce frequency and improve performance if (LK.ticks % 15 == 0) { var trailParticle = game.addChild(new BallTrail()); trailParticle.x = self.x; trailParticle.y = self.y; } }; }); // BallTrail class for creating a trail effect behind the ball var BallTrail = Container.expand(function () { var self = Container.call(this); var trailGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; // Trail particles do not move horizontally self.speedY = 0; // Trail particles do not move vertically self.alpha = 0.5; // Start semi-transparent self.scaleX = 0.25; // Start smaller than the original particle size self.scaleY = 0.25; // Start smaller than the original particle size self.update = function () { self.alpha -= 0.05; // Fade out quickly if (self.alpha <= 0) { self.destroy(); // Remove the trail particle once fully faded } }; }); // Brick class var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); }); // Enemy class that can only be destroyed by the ball var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5, color: 0xff0000 // Use red color to differentiate enemies from bricks }); }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); // Initialize RGB values var r = 255; var g = 0; var b = 0; // Cycle through RGB colors self.update = function () { // Correct RGB cycling logic if (r > 0 && b == 0) { if (g < 255) { g++; } else { r--; } } else if (g > 0 && r == 0) { if (b < 255) { b++; } else { g--; } } else if (b > 0 && g == 0) { if (r < 255) { r++; } else { b--; } } // Update paddle color with corrected RGB values paddleGraphics.color = (r << 16) + (g << 8) + b; }; self._move_migrated = function (xPosition) { self.x = xPosition; }; }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 10 - 5; // Random horizontal speed self.speedY = Math.random() * 10 - 5; // Random vertical speed self.update = function () { self.x += self.speedX; self.y += self.speedY; self.speedY += 0.1; // Gravity self.alpha -= 0.01; // Fade out if (self.alpha <= 0) { self.destroy(); } }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 2; // Set PowerUp falling speed self.update = function () { self.y += self.speedY; // Make PowerUp fall down }; self.effect = function (ball) { ball.scaleX *= 1.5; // Scale up the ball by 50% ball.scaleY *= 1.5; // Scale up the ball by 50% }; }); // RedCube class for explosive interaction var RedCube = Container.expand(function () { var self = Container.call(this); var redCubeGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5, color: 0xff0000 // Red color to signify danger }); self.explosionRadius = 300; // Radius within which the ball will be affected self.update = function () { // Check for collision with the ball if (self.intersects(ball)) { // Trigger explosion effect explodeBall(); self.destroy(); // Remove the RedCube after explosion } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize level name text display // Initialize level variable before using it var currentLevel = 1; var levelNameTxt = new Text2("Level " + currentLevel.toString(), { size: 100, fill: "#ffffff" }); // Position the level name text at the top center of the screen levelNameTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. levelNameTxt.x = 1024; // Center horizontally levelNameTxt.y = 50; // Position towards the top LK.gui.top.addChild(levelNameTxt); // Add the level name text to the GUI overlay at the top // Removed ad display logic due to 'Uncaught TypeError: LK.showAd is not a function' // Initialize level variable var currentLevel = 1; var totalLevels = 5; // Define total number of levels // Function to setup level function setupLevel(level) { bricks = []; // Clear existing bricks var levelBrickRowCount = 3 + level; // Increase row count with level var levelBrickColumnCount = 5 + Math.floor(level / 2); // Increase column count every two levels for (var c = 0; c < levelBrickColumnCount; c++) { for (var r = 0; r < levelBrickRowCount; r++) { var brickX = c * (brickWidth + brickPadding) + brickOffsetLeft; var brickY = r * (brickHeight + brickPadding) + brickOffsetTop; var brick = game.addChild(new Brick()); brick.x = brickX + brickWidth / 2; brick.y = brickY + brickHeight / 2; bricks.push(brick); } } } // Call setupLevel with current level at game start setupLevel(currentLevel); // Function to handle ball explosion logic function explodeBall() { // Create explosion particles for (var i = 0; i < 20; i++) { var particle = game.addChild(new Particle()); particle.x = ball.x; particle.y = ball.y; } // Reset ball position to the center after explosion ball.x = 1024; ball.y = 1366; ball.speedX = 0; ball.speedY = -5; } // Extra Balls Spawn Logic var extraBalls = []; // Initialize extra balls array LK.on('tick', function () { // Check combo meter and spawn extra balls at certain thresholds if (comboMeter == 10 || comboMeter == 20 || comboMeter == 30) { var extraBall = game.addChild(new Ball()); extraBall.x = 1024; // Center horizontally extraBall.y = 1366; // Center vertically extraBalls.push(extraBall); } // Update and move all extra balls for (var i = 0; i < extraBalls.length; i++) { extraBalls[i]._move_migrated(); // Check for collision with paddle for each extra ball if (extraBalls[i].intersects(paddle)) { var hitPos = (extraBalls[i].x - paddle.x) / paddle.width; extraBalls[i].speedY = -Math.abs(extraBalls[i].speedY); // Ensure the ball always bounces up extraBalls[i].speedX = (hitPos - 0.5) * 10; // Adjust speedX based on hit position } // Check for collision with bricks and enemies for each extra ball for (var b = bricks.length - 1; b >= 0; b--) { if (extraBalls[i].intersects(bricks[b])) { extraBalls[i].speedY = -extraBalls[i].speedY * 1.05; extraBalls[i].speedX *= 1.05; if (bricks[b] instanceof Enemy) { score += 20; } else { score += 10; } bricks[b].destroy(); bricks.splice(b, 1); scoreTxt.setText(score.toString()); } } // Remove extra ball if it goes off screen if (extraBalls[i].y >= 2732) { extraBalls[i].destroy(); extraBalls.splice(i, 1); i--; // Adjust loop index after removal } } }); var comboMeter = 0; // Initialize combo meter variable var comboTxt = new Text2(comboMeter.toString(), { size: 100, fill: "#ff0000" }); LK.gui.topRight.addChild(comboTxt); // Add the combo meter text to the GUI overlay at the top right var score = 0; // Initialize score variable var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay at the top var ball = game.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 1366; // Center vertically var paddle = game.addChild(new Paddle()); paddle.x = 1024; // Center horizontally paddle.y = 2500; // Position towards the bottom var bricks = []; var brickRowCount = 5; var brickColumnCount = 8; var brickWidth = 200; var brickHeight = 100; var brickPadding = 20; var brickOffsetTop = 200; var brickOffsetLeft = 204; // Create bricks for (var c = 0; c < brickColumnCount; c++) { for (var r = 0; r < brickRowCount; r++) { var brickX = c * (brickWidth + brickPadding) + brickOffsetLeft; var brickY = r * (brickHeight + brickPadding) + brickOffsetTop; var brick = game.addChild(new Brick()); brick.x = brickX + brickWidth / 2; brick.y = brickY + brickHeight / 2; bricks.push(brick); } } // Handle touch move for paddle game.on('move', function (x, y, obj) { var pos = game.toLocal(obj.global); paddle._move_migrated(pos.x); }); // Game tick var spawnTick = 0; // Initialize spawn tick counter LK.on('tick', function () { spawnTick++; // Every 600 ticks (10 seconds), spawn a new row of enemies at the top if (spawnTick % 600 == 0) { for (var c = 0; c < brickColumnCount; c++) { var enemyX = c * (brickWidth + brickPadding) + brickOffsetLeft; var enemy = game.addChild(new Enemy()); enemy.x = enemyX + brickWidth / 2; enemy.y = brickOffsetTop; // Spawn enemies at the top without moving existing bricks down bricks.push(enemy); // Add enemy to the bricks array for collision detection } } ball._move_migrated(); // Spawn PowerUp and RedCube at game start and then randomly every 3000 ticks if (spawnTick == 0 || spawnTick % 3000 == 0) { var powerUpX = 1024; // Center X position for PowerUp var powerUp = game.addChild(new PowerUp()); powerUp.x = powerUpX; powerUp.y = 100; // Start from top for PowerUp var redCubeX = Math.random() * 2048; // Random X position for RedCube var redCube = game.addChild(new RedCube()); redCube.x = redCubeX; redCube.y = 100; // Start from top for RedCube } // Check for PowerUp collision with ball for (var p = 0; p < game.children.length; p++) { var child = game.children[p]; if (child instanceof PowerUp && ball.intersects(child)) { child.effect(ball); // Apply PowerUp effect to the ball child.destroy(); // Remove PowerUp after use } } // Ball collision with walls if (ball.x <= ball.width / 2 || ball.x >= 2048 - ball.width / 2) { ball.speedX = -ball.speedX; } if (ball.y <= ball.height / 2) { ball.speedY = -ball.speedY; } // Ball collision with paddle if (ball.intersects(paddle)) { // Calculate bounce angle based on where the ball hits the paddle var hitPos = (ball.x - paddle.x) / paddle.width; ball.speedY = -Math.abs(ball.speedY); // Ensure the ball always bounces up comboMeter = 0; // Reset combo meter on ball collision with paddle ball.speedX = (hitPos - 0.5) * 10; // Adjust speedX based on hit position } // Ball collision with bricks and enemies for (var b = bricks.length - 1; b >= 0; b--) { if (ball.intersects(bricks[b])) { // Reverse ball direction and slightly increase speed for dynamic gameplay ball.speedY = -ball.speedY * 1.05; ball.speedX *= 1.05; // Add impact shake effect // Removed flash effect if (bricks[b] instanceof Enemy) { score += 20; // Increase score by 20 for each enemy hit comboMeter++; // Increment combo meter on enemy hit // Spawn particles on enemy destruction for (var i = 0; i < 10; i++) { // Spawn more particles for enemies var particle = game.addChild(new Particle()); particle.x = bricks[b].x; particle.y = bricks[b].y; } } else { score += 10; // Increase score by 10 for each brick hit comboMeter++; // Increment combo meter on brick hit // Spawn particles on brick destruction for (var i = 0; i < 5; i++) { var particle = game.addChild(new Particle()); particle.x = bricks[b].x; particle.y = bricks[b].y; } } bricks[b].destroy(); bricks.splice(b, 1); scoreTxt.setText(score.toString()); // Update score display // Add enemy paddle to the game when player hits 100 points and ensure it's only added once if (score >= 100 && !game.children.some(function (child) { return child instanceof EnemyPaddle; })) { var enemyPaddle = game.addChild(new EnemyPaddle()); enemyPaddle.x = 1024; // Center horizontally enemyPaddle.y = brickOffsetTop + brickRowCount * (brickHeight + brickPadding) + 100; // Position below the bricks } comboTxt.setText(comboMeter.toString()); // Update combo meter display } } // Check if all bricks are destroyed to advance to the next level if (bricks.length === 0) { if (currentLevel < totalLevels) { currentLevel++; setupLevel(currentLevel); // Setup the next level ball.x = 1024; // Reset ball position to center ball.y = 1366; ball.speedX = 0; ball.speedY = -5; } else { LK.showGameOver(); // Show game over if all levels are completed } } else if (ball.y >= 2732) { // Game over condition LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -14,9 +14,10 @@
self._move_migrated = function () {
self.x += self.speedX;
self.y += self.speedY;
// Optimize trail particle creation by spawning less frequently
- if (LK.ticks % 5 == 0) {
+ // Increase the interval for trail particle creation to reduce frequency and improve performance
+ if (LK.ticks % 15 == 0) {
var trailParticle = game.addChild(new BallTrail());
trailParticle.x = self.x;
trailParticle.y = self.y;
}