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
****/ 
// Initialize level variable
var currentLevel = 1;
var totalLevels = 5; // Define total number of levels
// Function to setup level
function setupLevel(level) {
	bricks = []; // Clear existing bricks
	var levelBrickRowCount = 3 + level; // Increase row count with level
	var levelBrickColumnCount = 5 + Math.floor(level / 2); // Increase column count every two levels
	for (var c = 0; c < levelBrickColumnCount; c++) {
		for (var r = 0; r < levelBrickRowCount; 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);
		}
	}
}
// Call setupLevel with current level at game start
setupLevel(currentLevel);
// 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
		}
	}
	// Check if all bricks are destroyed to advance to the next level
	if (bricks.length === 0) {
		if (currentLevel < totalLevels) {
			currentLevel++;
			setupLevel(currentLevel); // Setup the next level
			ball.x = 1024; // Reset ball position to center
			ball.y = 1366;
			ball.speedX = 0;
			ball.speedY = -5;
		} else {
			LK.showGameOver(); // Show game over if all levels are completed
		}
	} else if (ball.y >= 2732) {
		// Game over condition
		LK.showGameOver();
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -161,8 +161,29 @@
 
 /**** 
 * Game Code
 ****/ 
+// Initialize level variable
+var currentLevel = 1;
+var totalLevels = 5; // Define total number of levels
+// Function to setup level
+function setupLevel(level) {
+	bricks = []; // Clear existing bricks
+	var levelBrickRowCount = 3 + level; // Increase row count with level
+	var levelBrickColumnCount = 5 + Math.floor(level / 2); // Increase column count every two levels
+	for (var c = 0; c < levelBrickColumnCount; c++) {
+		for (var r = 0; r < levelBrickRowCount; 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);
+		}
+	}
+}
+// Call setupLevel with current level at game start
+setupLevel(currentLevel);
 // Function to handle ball explosion logic
 function explodeBall() {
 	// Create explosion particles
 	for (var i = 0; i < 20; i++) {
@@ -350,9 +371,21 @@
 			}
 			comboTxt.setText(comboMeter.toString()); // Update combo meter display
 		}
 	}
-	// Game over condition
-	if (ball.y >= 2732) {
+	// Check if all bricks are destroyed to advance to the next level
+	if (bricks.length === 0) {
+		if (currentLevel < totalLevels) {
+			currentLevel++;
+			setupLevel(currentLevel); // Setup the next level
+			ball.x = 1024; // Reset ball position to center
+			ball.y = 1366;
+			ball.speedX = 0;
+			ball.speedY = -5;
+		} else {
+			LK.showGameOver(); // Show game over if all levels are completed
+		}
+	} else if (ball.y >= 2732) {
+		// Game over condition
 		LK.showGameOver();
 	}
 });
\ No newline at end of file