/**** 
* 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 = function () {
		self.x += self.speedX;
		self.y += self.speedY;
	};
});
// Brick class
var Brick = Container.expand(function () {
	var self = Container.call(this);
	var brickGraphics = self.attachAsset('brick', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
// Paddle class
var Paddle = Container.expand(function () {
	var self = Container.call(this);
	var paddleGraphics = self.attachAsset('paddle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function (xPosition) {
		self.x = xPosition;
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background 
});
/**** 
* Game Code
****/ 
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 (obj) {
	var pos = obj.event.getLocalPosition(game);
	paddle.move(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 bricks at the top and move existing bricks down
	if (spawnTick % 600 == 0) {
		for (var c = 0; c < brickColumnCount; c++) {
			var brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;
			var brick = game.addChild(new Brick());
			brick.x = brickX + brickWidth / 2;
			brick.y = brickOffsetTop + brickHeight / 2;
			bricks.push(brick);
		}
		// Move existing bricks down
		for (var i = 0; i < bricks.length; i++) {
			bricks[i].y += brickHeight + brickPadding;
		}
	}
	ball.move();
	// Ball collision with walls
	if (ball.x <= 0 || ball.x >= 2048) {
		ball.speedX = -ball.speedX;
	}
	if (ball.y <= 0) {
		ball.speedY = -ball.speedY;
	}
	// Ball collision with paddle
	if (ball.intersects(paddle)) {
		ball.speedY = -ball.speedY;
	}
	// Ball collision with bricks
	for (var b = bricks.length - 1; b >= 0; b--) {
		if (ball.intersects(bricks[b])) {
			ball.speedY = -ball.speedY;
			bricks[b].destroy();
			bricks.splice(b, 1);
		}
	}
	// Game over condition
	if (ball.y >= 2732) {
		LK.showGameOver();
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -1,52 +1,52 @@
-/****
+/**** 
 * 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 = function () {
-    self.x += self.speedX;
-    self.y += self.speedY;
-  };
+	var self = Container.call(this);
+	var ballGraphics = self.attachAsset('ball', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.speedX = 5;
+	self.speedY = -5;
+	self.move = function () {
+		self.x += self.speedX;
+		self.y += self.speedY;
+	};
 });
 // Brick class
 var Brick = Container.expand(function () {
-  var self = Container.call(this);
-  var brickGraphics = self.attachAsset('brick', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
+	var self = Container.call(this);
+	var brickGraphics = self.attachAsset('brick', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
 });
 // Paddle class
 var Paddle = Container.expand(function () {
-  var self = Container.call(this);
-  var paddleGraphics = self.attachAsset('paddle', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
-  self.move = function (xPosition) {
-    self.x = xPosition;
-  };
+	var self = Container.call(this);
+	var paddleGraphics = self.attachAsset('paddle', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.move = function (xPosition) {
+		self.x = xPosition;
+	};
 });
 
-/****
+/**** 
 * Initialize Game
-****/
+****/ 
 var game = new LK.Game({
-  backgroundColor: 0x000000 // Init game with black background 
+	backgroundColor: 0x000000 // Init game with black background 
 });
 
-/****
+/**** 
 * Game Code
-****/
+****/ 
 var ball = game.addChild(new Ball());
 ball.x = 1024; // Center horizontally
 ball.y = 1366; // Center vertically
 var paddle = game.addChild(new Paddle());
@@ -61,45 +61,61 @@
 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);
-  }
+	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 (obj) {
-  var pos = obj.event.getLocalPosition(game);
-  paddle.move(pos.x);
+	var pos = obj.event.getLocalPosition(game);
+	paddle.move(pos.x);
 });
 // Game tick
+var spawnTick = 0; // Initialize spawn tick counter
 LK.on('tick', function () {
-  ball.move();
-  // Ball collision with walls
-  if (ball.x <= 0 || ball.x >= 2048) {
-    ball.speedX = -ball.speedX;
-  }
-  if (ball.y <= 0) {
-    ball.speedY = -ball.speedY;
-  }
-  // Ball collision with paddle
-  if (ball.intersects(paddle)) {
-    ball.speedY = -ball.speedY;
-  }
-  // Ball collision with bricks
-  for (var b = bricks.length - 1; b >= 0; b--) {
-    if (ball.intersects(bricks[b])) {
-      ball.speedY = -ball.speedY;
-      bricks[b].destroy();
-      bricks.splice(b, 1);
-    }
-  }
-  // Game over condition
-  if (ball.y >= 2732) {
-    LK.showGameOver();
-  }
+	spawnTick++;
+	// Every 600 ticks (10 seconds), spawn a new row of bricks at the top and move existing bricks down
+	if (spawnTick % 600 == 0) {
+		for (var c = 0; c < brickColumnCount; c++) {
+			var brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;
+			var brick = game.addChild(new Brick());
+			brick.x = brickX + brickWidth / 2;
+			brick.y = brickOffsetTop + brickHeight / 2;
+			bricks.push(brick);
+		}
+		// Move existing bricks down
+		for (var i = 0; i < bricks.length; i++) {
+			bricks[i].y += brickHeight + brickPadding;
+		}
+	}
+	ball.move();
+	// Ball collision with walls
+	if (ball.x <= 0 || ball.x >= 2048) {
+		ball.speedX = -ball.speedX;
+	}
+	if (ball.y <= 0) {
+		ball.speedY = -ball.speedY;
+	}
+	// Ball collision with paddle
+	if (ball.intersects(paddle)) {
+		ball.speedY = -ball.speedY;
+	}
+	// Ball collision with bricks
+	for (var b = bricks.length - 1; b >= 0; b--) {
+		if (ball.intersects(bricks[b])) {
+			ball.speedY = -ball.speedY;
+			bricks[b].destroy();
+			bricks.splice(b, 1);
+		}
+	}
+	// Game over condition
+	if (ball.y >= 2732) {
+		LK.showGameOver();
+	}
 });
\ No newline at end of file