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_migrated = function () {
self.x += self.speedX;
self.y += self.speedY;
// Spawn a trail particle at the current position of the ball every tick
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 = 0.5; // Start smaller than the original particle size
self.scaleY = 0.5; // 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
});
});
// EnemyPaddle class that moves to block the ball
var EnemyPaddle = Container.expand(function () {
var self = Container.call(this);
var enemyPaddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5,
color: 0xff0000 // Red color to differentiate from player paddle
});
self.speedX = 3; // Speed at which the enemy paddle moves to block the ball
self.update = function () {
// Move towards the ball's x position
if (ball.x < self.x - 10) {
self.x -= self.speedX;
} else if (ball.x > self.x + 10) {
self.x += self.speedX;
}
};
});
// 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_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.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 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 at game start and then randomly every 3000 ticks
if (spawnTick == 0 || spawnTick % 3000 == 0) {
var powerUpX = 1024; // Center X position
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
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
LK.effects.flashScreen(0xffffff, 50); // Flash the screen white for 50 milliseconds
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 = 200; // Position towards the top
}
comboTxt.setText(comboMeter.toString()); // Update combo meter display
}
}
// Game over condition
if (ball.y >= 2732) {
LK.showGameOver();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -55,8 +55,26 @@
anchorY: 0.5,
color: 0xff0000 // Use red color to differentiate enemies from bricks
});
});
+// EnemyPaddle class that moves to block the ball
+var EnemyPaddle = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyPaddleGraphics = self.attachAsset('paddle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ color: 0xff0000 // Red color to differentiate from player paddle
+ });
+ self.speedX = 3; // Speed at which the enemy paddle moves to block the ball
+ self.update = function () {
+ // Move towards the ball's x position
+ if (ball.x < self.x - 10) {
+ self.x -= self.speedX;
+ } else if (ball.x > self.x + 10) {
+ self.x += self.speedX;
+ }
+ };
+});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
@@ -228,8 +246,16 @@
}
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 = 200; // Position towards the top
+ }
comboTxt.setText(comboMeter.toString()); // Update combo meter display
}
}
// Game over condition