User prompt
The game lags please stop that
User prompt
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
User prompt
Add the level name on screen
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showAd is not a function' in or related to this line: 'LK.showAd({' Line Number: 176
User prompt
Add ads to the game e
User prompt
Add levels
User prompt
Make red cube that can blow up the ball
User prompt
Remove the enemy paddle
User prompt
Make the particles smaller
User prompt
Optimize the game
User prompt
Code extra balls spawn
User prompt
Get rid of the how to play button.
User prompt
Add a cheat code button were you have to type the code
User prompt
Can you code it
User prompt
Make the menu one button
User prompt
Put the how-to-play menu below all of the bricks
User prompt
Add a how-to play menu in the game
User prompt
For inf life cheat code make the ball go back up
User prompt
Please fix the bug: 'ReferenceError: unlimitedLives is not defined' in or related to this line: 'if (ball.y >= 2732 && !unlimitedLives) {' Line Number: 339
User prompt
Add a way to import cheat codes
User prompt
Add cheat codes
/**** 
* 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
		if (LK.ticks % 5 == 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 = 0.5; // 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;
		}
	};
});
// HowToPlay class for displaying how-to play instructions
var HowToPlay = Container.expand(function () {
	var self = Container.call(this);
	var button = new Text2("How to Play", {
		size: 100,
		fill: "#ffffff",
		x: 1024,
		// Center horizontally
		y: 1366 // Center vertically
	});
	button.anchor.set(0.5, 0.5); // Center text both horizontally and vertically
	self.addChild(button);
});
// 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%
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background 
});
/**** 
* Game Code
****/ 
// Method to display the how-to play menu
function showHowToPlay() {
	var howToPlayMenu = game.addChild(new HowToPlay());
	howToPlayMenu.x = 1024; // Center horizontally
	howToPlayMenu.y = brickOffsetTop + brickRowCount * (brickHeight + brickPadding) + 100; // Position below all bricks
}
// Cheat codes functionality
var cheatCodes = {
	unlimitedLives: false,
	superSpeed: false
};
game.on('down', function (x, y, obj) {
	// Detect cheat code input
	if (x < 200 && y < 200) {
		// Top left corner for unlimited lives
		if (!this.lastTap || Date.now() - this.lastTap < 300) {
			this.tapCount = (this.tapCount || 0) + 1;
			if (this.tapCount === 3) {
				cheatCodes.unlimitedLives = !cheatCodes.unlimitedLives;
				console.log("Unlimited lives " + (cheatCodes.unlimitedLives ? "enabled" : "disabled"));
				this.tapCount = 0;
			}
		} else {
			this.tapCount = 1;
		}
		this.lastTap = Date.now();
	} else if (x > 1848 && y < 200) {
		// Top right corner for super speed
		if (!this.lastSuperTap || Date.now() - this.lastSuperTap < 300) {
			this.superTapCount = (this.superTapCount || 0) + 1;
			if (this.superTapCount === 3) {
				cheatCodes.superSpeed = !cheatCodes.superSpeed;
				console.log("Super speed " + (cheatCodes.superSpeed ? "enabled" : "disabled"));
				this.superTapCount = 0;
			}
		} else {
			this.superTapCount = 1;
		}
		this.lastSuperTap = Date.now();
	}
});
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
showHowToPlay(); // Display how-to play instructions on game start
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
			// 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
		}
	}
	// Game over condition with cheat code check
	if (ball.y >= 2732) {
		if (!cheatCodes.unlimitedLives) {
			LK.showGameOver();
		} else {
			ball.y = 1366; // Center vertically
			ball.speedY = -ball.speedY; // Reverse direction
		}
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -78,21 +78,17 @@
 });
 // HowToPlay class for displaying how-to play instructions
 var HowToPlay = Container.expand(function () {
 	var self = Container.call(this);
-	var instructions = ["Move the paddle left and right to hit the ball.", "Break all the bricks to win the game.", "Avoid missing the ball to keep playing.", "Collect power-ups to gain advantages."];
-	var startY = 500;
-	instructions.forEach(function (instruction, index) {
-		var text = new Text2(instruction, {
-			size: 50,
-			fill: "#ffffff",
-			x: 1024,
-			// Center horizontally
-			y: startY + index * 100 // Position instructions vertically
-		});
-		text.anchor.set(0.5, 0); // Center text horizontally
-		self.addChild(text);
+	var button = new Text2("How to Play", {
+		size: 100,
+		fill: "#ffffff",
+		x: 1024,
+		// Center horizontally
+		y: 1366 // Center vertically
 	});
+	button.anchor.set(0.5, 0.5); // Center text both horizontally and vertically
+	self.addChild(button);
 });
 // Paddle class
 var Paddle = Container.expand(function () {
 	var self = Container.call(this);