User prompt
Make the paddle bounchy
User prompt
Makes the game physics more realistic.
User prompt
Remove the flash
User prompt
Make the power up fall down
User prompt
Fix all bugs
User prompt
Make the rbg effect work
User prompt
Make the the paddle rbg
User prompt
Make the game less lagged
User prompt
Put the enemy paddle below the bricks
User prompt
Make an enemy paddle that tries to block the ball when the player hits 100 points
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var comboTxt = new Text2(comboMeter.toString(), {' Line Number: 123
User prompt
Add a combo meter
User prompt
Make enemies that only the ball can kill
User prompt
Make the flash quick and white
User prompt
Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(10, 100); // Shake the screen with intensity 10 for 100 milliseconds' Line Number: 211
User prompt
Add impact shake
User prompt
Add a trail to the ball
User prompt
When the bricks get hit the particles should show up
User prompt
Make a new class classes particle
User prompt
Migrate to the latest version of LK
User prompt
make power up spawn in the center
User prompt
make the bigger when scroe reaches 100
User prompt
make the enemy's spawn
User prompt
add enemy's that die when hit by the ball
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var scoreTxt = new Text2(score.toString(), {' Line Number: 71
/**** * 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; }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.effect = function (ball) { ball.width *= 1.5; // Increase ball size by 50% ball.height *= 1.5; // Increase ball size by 50% ballGraphics.scaleX *= 1.5; // Scale up the ball's graphic representation ballGraphics.scaleY *= 1.5; // Scale up the ball's graphic representation }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ 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 (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(); // Spawn PowerUp at game start and then randomly every 3000 ticks if (spawnTick == 0 || spawnTick % 3000 == 0) { var powerUpX = Math.random() * (2048 - 100) + 50; // Random X within game bounds var powerUp = game.addChild(new PowerUp()); powerUp.x = powerUpX; powerUp.y = 100; // Start from top } // 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 ball.speedX = (hitPos - 0.5) * 10; // Adjust speedX based on hit position } // Ball collision with bricks 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; bricks[b].destroy(); bricks.splice(b, 1); score += 10; // Increase score by 10 for each brick hit scoreTxt.setText(score.toString()); // Update score display } } // Game over condition if (ball.y >= 2732) { LK.showGameOver(); } });
/****
* 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;
};
});
// PowerUp class
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.effect = function (ball) {
ball.width *= 1.5; // Increase ball size by 50%
ball.height *= 1.5; // Increase ball size by 50%
ballGraphics.scaleX *= 1.5; // Scale up the ball's graphic representation
ballGraphics.scaleY *= 1.5; // Scale up the ball's graphic representation
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
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 (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();
// Spawn PowerUp at game start and then randomly every 3000 ticks
if (spawnTick == 0 || spawnTick % 3000 == 0) {
var powerUpX = Math.random() * (2048 - 100) + 50; // Random X within game bounds
var powerUp = game.addChild(new PowerUp());
powerUp.x = powerUpX;
powerUp.y = 100; // Start from top
}
// 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
ball.speedX = (hitPos - 0.5) * 10; // Adjust speedX based on hit position
}
// Ball collision with bricks
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;
bricks[b].destroy();
bricks.splice(b, 1);
score += 10; // Increase score by 10 for each brick hit
scoreTxt.setText(score.toString()); // Update score display
}
}
// Game over condition
if (ball.y >= 2732) {
LK.showGameOver();
}
});