User prompt
theregrid size will be different per level
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Lets make level config a little more specific, and allow player to define groups of blocks for each level, and also set how many hitpoins those blocks will have
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Please fix the bug: 'gridSize is not defined' in or related to this line: 'var gridX = Math.floor(brick.x / gridSize);' Line Number: 170
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can ou optimize it more. feels like the problems is with the bricks
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game is getting stuck when there are many bricks and balls. can we optimize the code to allow many balls and bricks in the screen at the same time
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create a config file were we can say home may bricks each level will have
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Imptove game perfoomance to handel many balls simultaneously
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add levels to the game. once all bricks are destroyed, move to next level. show current level on screen in the top
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add a level sctructurue, level two should have more bricks and some should have 2 hitpints
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sometimes balls bounce close to a brick butu do not touch it and nor destroy it, can you fix that
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Make sure bricks can be touched in any part of their surface
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var hitbox = new Graphics();' Line Number: 47
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var hitbox = new Graphics();' Line Number: 47
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can you draw the hitbox of the brick
Code edit (1 edits merged)
Please save this source code
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identify if player touches the coordinates of the screen where a brick is positioned
Code edit (1 edits merged)
Please save this source code
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refactor how player can touch bricks
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bricks should be tapable by user
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bricks should be touchable
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for some reason player is ot beigg able to tap bricks. help
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Remove ball spawn on player tap
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add a listner to track players taps on the screen
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add a listener to track players tap on brick. console log every time the player touches a brick with a tap
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please implement it
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Ball class representing the ball that breaks bricks var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = { x: 1, y: -1 }; self.update = function () { self.x += self.speed * self.direction.x; self.y += self.speed * self.direction.y; // Bounce off walls if (self.x <= 0 || self.x >= 2048) { self.direction.x *= -1; self.x = self.x <= 0 ? 0 : 2048; // Correct position to prevent getting stuck in the wall } if (self.y <= 0 || self.y >= 2632) { self.direction.y *= -1; self.y = self.y <= 0 ? 0 : 2632; // Correct position to prevent getting stuck in the wall } }; }); // Brick class representing the bricks to be broken var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; // Create a text object to display the brick's health self.healthText = new Text2(self.health.toString(), { size: 50, fill: 0xFFFFFF }); self.healthText.anchor.set(0.5, 0.5); self.addChild(self.healthText); self.hit = function () { self.health -= 1; self.healthText.setText(self.health.toString()); if (self.health <= 0) { score += 1; scoreTxt.setText(score.toString()); self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create a HUD to display the points and the buy button // Initialize game variables var hud = new Container(); LK.gui.topRight.addChild(hud); // Display the points var scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // Anchor to the top-right corner hud.addChild(scoreTxt); // Create a button to buy extra balls var buyBallButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0, y: 0, x: -300 }); var costText = new Text2('50', { size: 50, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0); costText.y = 100; buyBallButton.addChild(costText); var ballIcon = buyBallButton.attachAsset('ball', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 }); buyBallButton.down = function () { if (score >= 50) { score -= 50; // Deduct points scoreTxt.setText(score.toString()); // Update score display createBall(); // Add a new ball } }; hud.addChild(buyBallButton); var balls = []; var bricks = []; var score = 10000; // Create and position bricks function createBricks() { for (var i = 0; i < 5; i++) { for (var j = 0; j < 10; j++) { var brick = new Brick(); brick.x = 2048 / 2 - 10 * 160 / 2 + j * 160; // Center bricks horizontally brick.y = 2732 / 2 - 5 * 120 / 2 + i * 120; // Center bricks vertically bricks.push(brick); game.addChild(brick); } } } // Create a new ball function createBall() { var ball = new Ball(); ball.x = 1024; ball.y = 2000; // Assign a random direction to the ball ball.direction.x = Math.random() < 0.5 ? -1 : 1; ball.direction.y = Math.random() < 0.5 ? -1 : 1; balls.push(ball); game.addChild(ball); } // Handle game updates game.update = function () { // Update balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; ball.update(); // Check for collisions with bricks for (var j = bricks.length - 1; j >= 0; j--) { var brick = bricks[j]; if (ball.intersects(brick)) { brick.hit(); // Calculate bounce direction based on the position where the ball hit the brick var hitPosition = (ball.x - brick.x) / brick.width; ball.direction.x = hitPosition; ball.direction.y *= -1; // Remove the brick from the array bricks.splice(j, 1); } } // Remove ball if it goes off screen if (ball.y > 2732) { ball.destroy(); balls.splice(i, 1); } } // Check for game over if (balls.length === 0) { createBall(); } }; // Handle screen tap to launch a new ball game.down = function (x, y, obj) { // Check if a brick was touched for (var i = 0; i < bricks.length; i++) { var brick = bricks[i]; if (brick.intersects({ x: x, y: y })) { console.log("Player touched a brick with a tap"); brick.hit(); break; } } // Check if the player has enough points to buy an extra ball if (score >= 50) { score -= 50; // Deduct points scoreTxt.setText(score.toString()); // Update score display createBall(); // Add a new ball } }; // Initialize game elements createBricks(); createBall();
===================================================================
--- original.js
+++ change.js
@@ -64,10 +64,10 @@
/****
* Game Code
****/
-// Initialize game variables
// Create a HUD to display the points and the buy button
+// Initialize game variables
var hud = new Container();
LK.gui.topRight.addChild(hud);
// Display the points
var scoreTxt = new Text2('0', {
@@ -170,8 +170,9 @@
if (brick.intersects({
x: x,
y: y
})) {
+ console.log("Player touched a brick with a tap");
brick.hit();
break;
}
}