User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var k = 0; k < boxes.length; k++) {' Line Number: 526
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var k = 0; k < boxes.length; k++) {' Line Number: 526
User prompt
When you pop a ball with the harpoon, it should split in two halfs, evidently each one should be half the size. Also they should have opposite trajectories āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the player blink when a bubble hits him
User prompt
Remove the red tint from bubbles by removing the tint application code
User prompt
Bubbles should bounce of the ground as well up.
User prompt
Reduce even more the speed of the bubbles. Also, their trajectory should be more left or more right, I want them to bounce of the walls always.
User prompt
Reduce a bit the speed of the bubbles
User prompt
The balls should fall with a gravity acceleration emulating real fall behaviours
User prompt
Balls should bounce off the left and right margins
User prompt
The balls should start with some trajectory down-left or down-right, randomly calculated
User prompt
Remove the tween functionality of the bubbles. Let them fall straight.
User prompt
Ok I want another behaviour for the bubbles. Instead of having tweens, etc. I want them to behave as bubbles in the retro-arcade game "Pang". They will fall being able to bounce from the left and right corners of the screen, and also from the ground.
Code edit (1 edits merged)
Please save this source code
Remix started
Copy Lantern Splash
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Box class var Box = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('box', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, // Increase the scale to enlarge the bounding box scaleY: 1.2 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Box1 class var Box1 = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('box1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, // Increase the scale to enlarge the bounding box scaleY: 1.2 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Box2 class var Box2 = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('box2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, // Increase the scale to enlarge the bounding box scaleY: 1.2 }); self.speed = 7; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Box3 class var Box3 = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('box3', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, // Increase the scale to enlarge the bounding box scaleY: 1.2 }); self.speed = 9; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // The assets will be automatically created and loaded by the LK engine. // Bubble class var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5, alpha: 1 // Start fully visible instead of transparent }); // Allow for different bubble sizes (original size = 1.0) self.size = 1.0; // Update bubble size based on the size property bubbleGraphics.scale.set(self.size); // Physics constants for more consistent behavior self.gravity = 0.2; // Gravity constant self.bounceFactor = 0.7; // Energy loss on bounce (30% loss) self.friction = 0.98; // Air/ground friction self.speed = 3; // Vertical speed (significantly reduced initial speed) // Track last position for collision detection self.lastY = 0; self.lastIntersecting = false; // Method to split the bubble into two smaller ones self.split = function () { // Only split if bubble is not too small if (self.size <= 0.3) { return false; } // Create two new smaller bubbles var halfSize = self.size * 0.5; // Create left bubble var leftBubble = new Bubble(); leftBubble.x = self.x; leftBubble.y = self.y; leftBubble.size = halfSize; leftBubble.speedX = -Math.abs(self.speedX) * 1.2; // Move left, slightly faster leftBubble.speed = -5 - Math.random() * 3; // Jump up leftBubble.lastY = leftBubble.y; leftBubble.lastIntersecting = false; if (leftBubble.children && leftBubble.children.length > 0) { leftBubble.children[0].scale.set(halfSize); } // Create right bubble var rightBubble = new Bubble(); rightBubble.x = self.x; rightBubble.y = self.y; rightBubble.size = halfSize; rightBubble.speedX = Math.abs(self.speedX) * 1.2; // Move right, slightly faster rightBubble.speed = -5 - Math.random() * 3; // Jump up rightBubble.lastY = rightBubble.y; rightBubble.lastIntersecting = false; if (rightBubble.children && rightBubble.children.length > 0) { rightBubble.children[0].scale.set(halfSize); } // Add both bubbles to the game game.addChild(leftBubble); game.addChild(rightBubble); return true; }; self.update = function () { // Track last position before moving self.lastY = self.y; self.lastIntersecting = self.intersects(player); self.speed += 0.2; // Further reduced gravity acceleration from 0.3 to 0.2 self.y += self.speed; self.x += self.speedX; // Update horizontal position based on speedX // Bounce off the left and right margins with a small boost to ensure movement if (self.x <= 100 && self.speedX < 0 || self.x >= 1948 && self.speedX > 0) { self.speedX *= -1.1; // Reverse horizontal direction with a slight boost to ensure movement } // Bounce off the ground (bottom of the screen) if (self.y >= 2732 - 100) { // Account for bubble size/radius self.y = 2732 - 100; // Reset position to prevent sinking below ground self.speed = -self.speed * 0.7; // Reverse vertical direction with dampening (70% of original speed) // Add a small random horizontal impulse on bounce for more natural movement self.speedX += (Math.random() - 0.5) * 2; } // Removed tint application when reaching a certain Y position // Only destroy bubble when hit by player if (!self.lastIntersecting && self.intersects(player)) { // Blink the player by tweening alpha to 0 and back to 1 if (player.children && player.children.length > 0) { var playerGraphics = player.children[0]; tween(playerGraphics, { alpha: 0 }, { duration: 100, onFinish: function onFinish() { tween(playerGraphics, { alpha: 1 }, { duration: 100 }); } }); } self.destroy(); lives -= 1; // Remove a heart icon when a life is lost if (hearts.length > lives) { var heartToRemove = hearts.pop(); if (heartToRemove) { tween(heartToRemove.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { heartToRemove.destroy(); } }); } } if (lives < 0) { LK.showGameOver(); } } }; }); // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); tween(explosionGraphics, { scaleX: explosionGraphics.scaleX + 1, scaleY: explosionGraphics.scaleY + 1 }, { duration: 1000, easing: tween.bounceOut, onFinish: function onFinish() { self.destroy(); } }); self.update = function () { // The explosion will disappear after a while if (self.alpha > 0) { self.alpha -= 0.02; } else { self.destroy(); } }; }); // Harpoon class var Harpoon = Container.expand(function () { var self = Container.call(this); var harpoonGraphics = self.attachAsset('harpoon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -20; self.trail = game.addChild(new Trail()); self.update = function () { self.y += self.speed; self.trail.height = 2732 - self.y; self.trail.y = self.y + self.trail.height / 2; if (self.y < 0 || self.y < 2732 * (1 / 3)) { self.destroy(); self.trail.destroy(); } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { if (self.direction && self.direction === 'left') { self.x -= self.speed; } else if (self.direction === 'right') { self.x += self.speed; } }; self.shoot = function () { var harpoon = new Harpoon(); harpoon.x = player.x; harpoon.y = player.y - 200; harpoon.trail.x = player.x; harpoon.trail.y = player.y - 200; game.addChild(harpoon); LK.getSound('crossbow').play(); }; }); // PowerUpText class var PowerUpText = Container.expand(function () { var self = Container.call(this); var textGraphics = self.attachAsset('PowerUpText', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y -= 2; if (self.y < 0) { self.destroy(); } }; }); // Trail class var Trail = Container.expand(function () { var self = Container.call(this); var trailGraphics = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: 18 }); self.update = function () { self.y += 10; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFFFF // Init game with black background }); /**** * Game Code ****/ var background = game.attachAsset('Landscape', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.setChildIndex(background, 0); var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 180; game.addChild(player); // Add player after trail to ensure correct rendering order game.move = function (x, y, obj) { player.x = x; if (x < 2048 / 2 && player.scaleX > 0 || x >= 2048 / 2 && player.scaleX < 0) { player.scaleX *= -1; // Mirror the player image } }; var score = 0; var lives = 3; var scoreBackground = new Container(); var scoreBgGraphics = scoreBackground.attachAsset('scoreBg', { anchorX: 0.5, anchorY: 0.1, scaleX: 5, scaleY: 5, alpha: 1 }); scoreBackground.addChild(scoreBgGraphics); scoreBackground.x = 0; scoreBackground.y = 0; LK.gui.top.addChild(scoreBackground); var scoreTxt = new Text2('Balloons popped: 0', { size: 30, fill: 0xFF3659, font: "'Comic Sans MS', cursive, sans-serif" }); scoreTxt.anchor.set(0.5, -0.1); scoreBackground.addChild(scoreTxt); var hearts = []; for (var i = 0; i < lives; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, x: -1 * (i + 1) * 50, // Position hearts with some spacing y: 50 }); LK.gui.topRight.addChild(heart); hearts.push(heart); } var lastShot = -999; game.down = function (x, y, obj) { if (LK.ticks - lastShot > 30) { player.shoot(); lastShot = LK.ticks; } }; // Start the music 'chinese' upon starting the game LK.playMusic('arcade'); game.update = function () { if (LK.ticks % 50 == 0) { var newBubble = new Bubble(); newBubble.x = Math.random() * 2048; newBubble.y = 0; // Stronger horizontal trajectory - minimum speed of 5 in either direction // Ensures bubbles will always reach walls before falling too far var minSpeed = 5; var maxSpeed = 8; var randomSpeed = minSpeed + Math.random() * (maxSpeed - minSpeed); newBubble.speedX = Math.random() < 0.5 ? -randomSpeed : randomSpeed; // Give bubbles a small initial vertical speed for more natural physics newBubble.speed = 2 + Math.random() * 2; // Set bounce count to track how many times the bubble has bounced newBubble.bounceCount = 0; newBubble.maxBounces = 3 + Math.floor(Math.random() * 3); // Random number of max bounces // Initialize tracking properties for the bubble newBubble.lastY = newBubble.y; newBubble.lastIntersecting = false; game.addChild(newBubble); // No tweening for horizontal movement - bubbles now fall straight down } var bubbles = game.children.filter(function (child) { return child instanceof Bubble; }); var harpoons = game.children.filter(function (child) { return child instanceof Harpoon; }); for (var i = 0; i < bubbles.length; i++) { var bubble = bubbles[i]; // Check for collision only if there wasn't one in the previous frame if (!bubble.lastIntersecting && bubble.intersects(player)) { bubble.destroy(); lives -= 1; // Remove a heart icon when a life is lost if (hearts.length > lives) { var heartToRemove = hearts.pop(); if (heartToRemove) { tween(heartToRemove.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { heartToRemove.destroy(); } }); } } if (lives < 0) { LK.showGameOver(); } } for (var j = 0; j < harpoons.length; j++) { var harpoon = harpoons[j]; if (bubble.intersects(harpoon)) { // Store current position and data for explosion var bubbleX = bubble.x; var bubbleY = bubble.y; var bubbleSize = bubble.size || 1.0; var bubbleSpeedX = bubble.speedX; // Try to split the bubble var wasSplit = false; if (bubbleSize > 0.3) { // Call split method to create two smaller bubbles wasSplit = bubble.split(); var boxes = game.children.filter(function (child) { return child instanceof Box || child instanceof Box1 || child instanceof Box2 || child instanceof Box3; }); // Remove the original bubble bubble.destroy(); // Play explosion sound LK.getSound('explosion').play(); // Remove the harpoon harpoon.trail.destroy(); // Destroy the harpoon trail harpoon.destroy(); bubbles.splice(i, 1); // Remove bubble from the array // Update score and UI score += 1; scoreTxt.setText("Balloons popped: " + score.toString()); tween(scoreTxt.scale, { x: 2, y: 2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(scoreTxt.scale, { x: 1, y: 1 }, { duration: 500, easing: tween.easeInOut }); } }); harpoons.splice(j, 1); // Remove harpoon from the array // Create an explosion at the intersection point var explosion = new Explosion(); explosion.x = bubbleX; explosion.y = bubbleY; game.addChild(explosion); // Create a box at the intersection point with a 10% probability, but only if bubble wasn't split // and if there are no other boxes in the game if (!wasSplit && !game.children.some(function (child) { return child instanceof Box || child instanceof Box1 || child instanceof Box2 || child instanceof Box3; })) { if (Math.random() < 1) { var boxType = Math.floor(Math.random() * 4); var box; switch (boxType) { case 0: box = new Box(); break; case 1: box = new Box1(); break; case 2: box = new Box2(); break; case 3: box = new Box3(); break; } box.x = bubbleX; box.y = bubbleY; game.addChild(box); } } break; // Break out of the loop since we're deleting the bubble } } } for (var k = 0; k < boxes.length; k++) { var box = boxes[k]; for (var l = 0; l < harpoons.length; l++) { var harpoon = harpoons[l]; if (box.intersects(harpoon)) { box.destroy(); LK.getSound('powerup').play(); harpoon.trail.destroy(); harpoon.destroy(); // Display toast text based on the type of box destroyed var toastText = new Text2('', { size: 250, fill: 0xFFC0CB, font: "'Comic Sans MS', cursive, sans-serif" }); var toastTextBg = new Text2('', { size: 255, fill: 0xFF00AA, font: "'Comic Sans MS', cursive, sans-serif" }); toastText.anchor.set(0.5, 0.5); toastText.x = 2048 / 2; toastText.y = 2732 / 2; toastTextBg.anchor.set(0.5, 0.5); toastTextBg.x = 2048 / 2; toastTextBg.y = 2732 / 2; game.addChild(toastText); game.addChild(toastTextBg); if (box instanceof Box1) { toastText.setText("Smash!"); toastTextBg.setText("Smash!"); } else if (box instanceof Box2) { toastText.setText("Destruction!"); toastTextBg.setText("Destruction!"); } else if (box instanceof Box) { toastText.setText("Less madness!"); toastTextBg.setText("Less madness!"); } else if (box instanceof Box3) { toastText.setText("Life up!"); toastTextBg.setText("Life up!"); } // Tween the toast text to fade out and destroy after 2 seconds tween(toastText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { toastText.destroy(); } }); tween(toastTextBg, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { toastTextBg.destroy(); } }); boxes.splice(k, 1); harpoons.splice(l, 1); // Check if the destroyed box is an instance of Box1 if (box instanceof Box1) { // Create six additional harpoons and trails for (var i = 1; i <= 3; i++) { var leftHarpoon = new Harpoon(); leftHarpoon.x = player.x - i * 150; leftHarpoon.y = player.y; leftHarpoon.trail.x = player.x - i * 150; leftHarpoon.trail.y = player.y; game.addChild(leftHarpoon); var rightHarpoon = new Harpoon(); rightHarpoon.x = player.x + i * 150; rightHarpoon.y = player.y; rightHarpoon.trail.x = player.x + i * 150; rightHarpoon.trail.y = player.y; game.addChild(rightHarpoon); // Set a timeout to remove the additional harpoons after 5 seconds LK.setTimeout(function (lh, rh) { lh.destroy(); lh.trail.destroy(); rh.destroy(); rh.trail.destroy(); }.bind(null, leftHarpoon, rightHarpoon), 5000); } } // Check if the destroyed box is an instance of Box and reduce bubble speed if (box instanceof Box) { var bubbles = game.children.filter(function (child) { return child instanceof Bubble; }); bubbles.forEach(function (bubble) { bubble.speed /= 2; }); LK.setTimeout(function () { bubbles.forEach(function (bubble) { bubble.speed *= 2; }); }, 5000); } // Check if the destroyed box is an instance of Box3 and lives are less than 3 if (box instanceof Box3 && lives < 3) { lives += 1; var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5, x: -1 * lives * 50, y: 50 }); LK.gui.topRight.addChild(heart); hearts.push(heart); } // Check if the destroyed box is an instance of Box2 if (box instanceof Box2) { var bubbles = game.children.filter(function (child) { return child instanceof Bubble; }); var bubblesDestroyed = bubbles.length; bubbles.forEach(function (bubble) { bubble.destroy(); }); score += bubblesDestroyed; scoreTxt.setText("Balloons popped: " + score.toString()); tween(scoreTxt.scale, { x: 2, y: 2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(scoreTxt.scale, { x: 1, y: 1 }, { duration: 500, easing: tween.easeInOut }); } }); } break; } } } } };
===================================================================
--- original.js
+++ change.js
@@ -86,16 +86,57 @@
anchorX: 0.5,
anchorY: 0.5,
alpha: 1 // Start fully visible instead of transparent
});
+ // Allow for different bubble sizes (original size = 1.0)
+ self.size = 1.0;
+ // Update bubble size based on the size property
+ bubbleGraphics.scale.set(self.size);
// Physics constants for more consistent behavior
self.gravity = 0.2; // Gravity constant
self.bounceFactor = 0.7; // Energy loss on bounce (30% loss)
self.friction = 0.98; // Air/ground friction
self.speed = 3; // Vertical speed (significantly reduced initial speed)
// Track last position for collision detection
self.lastY = 0;
self.lastIntersecting = false;
+ // Method to split the bubble into two smaller ones
+ self.split = function () {
+ // Only split if bubble is not too small
+ if (self.size <= 0.3) {
+ return false;
+ }
+ // Create two new smaller bubbles
+ var halfSize = self.size * 0.5;
+ // Create left bubble
+ var leftBubble = new Bubble();
+ leftBubble.x = self.x;
+ leftBubble.y = self.y;
+ leftBubble.size = halfSize;
+ leftBubble.speedX = -Math.abs(self.speedX) * 1.2; // Move left, slightly faster
+ leftBubble.speed = -5 - Math.random() * 3; // Jump up
+ leftBubble.lastY = leftBubble.y;
+ leftBubble.lastIntersecting = false;
+ if (leftBubble.children && leftBubble.children.length > 0) {
+ leftBubble.children[0].scale.set(halfSize);
+ }
+ // Create right bubble
+ var rightBubble = new Bubble();
+ rightBubble.x = self.x;
+ rightBubble.y = self.y;
+ rightBubble.size = halfSize;
+ rightBubble.speedX = Math.abs(self.speedX) * 1.2; // Move right, slightly faster
+ rightBubble.speed = -5 - Math.random() * 3; // Jump up
+ rightBubble.lastY = rightBubble.y;
+ rightBubble.lastIntersecting = false;
+ if (rightBubble.children && rightBubble.children.length > 0) {
+ rightBubble.children[0].scale.set(halfSize);
+ }
+ // Add both bubbles to the game
+ game.addChild(leftBubble);
+ game.addChild(rightBubble);
+ return true;
+ };
self.update = function () {
// Track last position before moving
self.lastY = self.y;
self.lastIntersecting = self.intersects(player);
@@ -112,10 +153,8 @@
self.y = 2732 - 100; // Reset position to prevent sinking below ground
self.speed = -self.speed * 0.7; // Reverse vertical direction with dampening (70% of original speed)
// Add a small random horizontal impulse on bounce for more natural movement
self.speedX += (Math.random() - 0.5) * 2;
- // Play a sound effect for the bounce (optional)
- // LK.getSound('bounce').play();
}
// Removed tint application when reaching a certain Y position
// Only destroy bubble when hit by player
if (!self.lastIntersecting && self.intersects(player)) {
@@ -384,68 +423,85 @@
}
for (var j = 0; j < harpoons.length; j++) {
var harpoon = harpoons[j];
if (bubble.intersects(harpoon)) {
- bubble.destroy();
- LK.getSound('explosion').play();
- harpoon.trail.destroy(); // Destroy the harpoon trail
- harpoon.destroy();
- bubbles.splice(i, 1); // Remove bubble from the array
- score += 1;
- scoreTxt.setText("Balloons popped: " + score.toString());
- tween(scoreTxt.scale, {
- x: 2,
- y: 2
- }, {
- duration: 500,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- tween(scoreTxt.scale, {
- x: 1,
- y: 1
- }, {
- duration: 500,
- easing: tween.easeInOut
- });
- }
- });
- harpoons.splice(j, 1); // Remove harpoon from the array
- // Create an explosion at the intersection point
- var explosion = new Explosion();
- explosion.x = bubble.x;
- explosion.y = bubble.y;
- game.addChild(explosion);
- // Create a box at the intersection point with a 10% probability
- if (!game.children.some(function (child) {
- return child instanceof Box || child instanceof Box1 || child instanceof Box2 || child instanceof Box3;
- })) {
- if (Math.random() < 1) {
- var boxType = Math.floor(Math.random() * 4);
- var box;
- switch (boxType) {
- case 0:
- box = new Box();
- break;
- case 1:
- box = new Box1();
- break;
- case 2:
- box = new Box2();
- break;
- case 3:
- box = new Box3();
- break;
+ // Store current position and data for explosion
+ var bubbleX = bubble.x;
+ var bubbleY = bubble.y;
+ var bubbleSize = bubble.size || 1.0;
+ var bubbleSpeedX = bubble.speedX;
+ // Try to split the bubble
+ var wasSplit = false;
+ if (bubbleSize > 0.3) {
+ // Call split method to create two smaller bubbles
+ wasSplit = bubble.split();
+ var boxes = game.children.filter(function (child) {
+ return child instanceof Box || child instanceof Box1 || child instanceof Box2 || child instanceof Box3;
+ });
+ // Remove the original bubble
+ bubble.destroy();
+ // Play explosion sound
+ LK.getSound('explosion').play();
+ // Remove the harpoon
+ harpoon.trail.destroy(); // Destroy the harpoon trail
+ harpoon.destroy();
+ bubbles.splice(i, 1); // Remove bubble from the array
+ // Update score and UI
+ score += 1;
+ scoreTxt.setText("Balloons popped: " + score.toString());
+ tween(scoreTxt.scale, {
+ x: 2,
+ y: 2
+ }, {
+ duration: 500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(scoreTxt.scale, {
+ x: 1,
+ y: 1
+ }, {
+ duration: 500,
+ easing: tween.easeInOut
+ });
}
- box.x = bubble.x;
- box.y = bubble.y;
- game.addChild(box);
+ });
+ harpoons.splice(j, 1); // Remove harpoon from the array
+ // Create an explosion at the intersection point
+ var explosion = new Explosion();
+ explosion.x = bubbleX;
+ explosion.y = bubbleY;
+ game.addChild(explosion);
+ // Create a box at the intersection point with a 10% probability, but only if bubble wasn't split
+ // and if there are no other boxes in the game
+ if (!wasSplit && !game.children.some(function (child) {
+ return child instanceof Box || child instanceof Box1 || child instanceof Box2 || child instanceof Box3;
+ })) {
+ if (Math.random() < 1) {
+ var boxType = Math.floor(Math.random() * 4);
+ var box;
+ switch (boxType) {
+ case 0:
+ box = new Box();
+ break;
+ case 1:
+ box = new Box1();
+ break;
+ case 2:
+ box = new Box2();
+ break;
+ case 3:
+ box = new Box3();
+ break;
+ }
+ box.x = bubbleX;
+ box.y = bubbleY;
+ game.addChild(box);
+ }
}
+ break; // Break out of the loop since we're deleting the bubble
}
}
}
- var boxes = game.children.filter(function (child) {
- return child instanceof Box || child instanceof Box1 || child instanceof Box2 || child instanceof Box3;
- });
for (var k = 0; k < boxes.length; k++) {
var box = boxes[k];
for (var l = 0; l < harpoons.length; l++) {
var harpoon = harpoons[l];
a green cross, icon, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a sand clock pixel style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a bomb, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a pixel harpoon, vertical and looking up, retro like in pang games.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A banner to show a message, pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
two harpoons looking up, retro, pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A Mount fuji background with a big rainbow crossing from side to side in the sky, pixel style, colourful. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows