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 = 0.25; // 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
****/
// 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
}
}
// Game over condition
if (ball.y >= 2732) {
LK.showGameOver();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -132,8 +132,26 @@
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
****/
@@ -143,8 +161,22 @@
/****
* Game Code
****/
+// 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
@@ -242,14 +274,18 @@
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
+ // 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
+ var powerUpX = 1024; // Center X position for PowerUp
var powerUp = game.addChild(new PowerUp());
powerUp.x = powerUpX;
- powerUp.y = 100; // Start from top
+ 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];