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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 } // Check for collisions with bricks using spatial grid var gridSize = 200; // Define grid size var gridX = Math.floor(self.x / gridSize); var gridY = Math.floor(self.y / gridSize); var gridKey = gridX + ',' + gridY; if (brickGrid[gridKey]) { for (var j = brickGrid[gridKey].length - 1; j >= 0; j--) { var brick = brickGrid[gridKey][j]; if (self.intersects(brick)) { brick.hit(); // Calculate bounce direction based on the position where the ball hit the brick var hitPosition = (self.x - brick.x) / brick.width; self.direction.x = hitPosition; self.direction.y *= -1; // Remove the brick from the grid and array brickGrid[gridKey].splice(j, 1); bricks.splice(bricks.indexOf(brick), 1); } } } }; }); // 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 ****/ // Initialize game variables var gridSize = 200; // Define grid size globally var levelConfig = { 1: { totalBricks: 50, hitpoints: 1 }, 2: { totalBricks: 100, hitpoints: 2 }, 3: { totalBricks: 150, hitpoints: 3 }, 4: { totalBricks: 200, hitpoints: 4 }, 5: { totalBricks: 250, hitpoints: 5 } }; // Create a HUD to display the points and the buy button 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); // Initialize level variable and display it var level = 1; var levelTxt = new Text2('Level: ' + level, { size: 100, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); // Anchor to the top-right corner levelTxt.y = 120; // Position below the score hud.addChild(levelTxt); // 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() { var _levelConfig$level, _levelConfig$level2; var totalBricks = ((_levelConfig$level = levelConfig[level]) === null || _levelConfig$level === void 0 ? void 0 : _levelConfig$level.totalBricks) || 50; // Default to 50 bricks if level not found in config var hitpoints = ((_levelConfig$level2 = levelConfig[level]) === null || _levelConfig$level2 === void 0 ? void 0 : _levelConfig$level2.hitpoints) || 1; // Default to 1 hitpoint if level not found in config var rows = Math.ceil(totalBricks / 10); var startX = 2048 / 2 - 10 * 160 / 2; var startY = 2732 / 2 - 5 * 120 / 2; brickGrid = {}; // Initialize spatial grid for bricks for (var i = 0; i < rows; i++) { for (var j = 0; j < 10; j++) { var brick = new Brick(); brick.x = startX + j * 160; // Center bricks horizontally brick.y = startY + i * 120; // Center bricks vertically brick.health = hitpoints; // Set brick health based on level configuration brick.healthText.setText(brick.health.toString()); // Update health text display bricks.push(brick); game.addChild(brick); // Add brick to spatial grid var gridX = Math.floor(brick.x / gridSize); var gridY = Math.floor(brick.y / gridSize); var gridKey = gridX + ',' + gridY; if (!brickGrid[gridKey]) { brickGrid[gridKey] = []; } brickGrid[gridKey].push(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(); // Remove ball if it goes off screen if (ball.y > 2732) { ball.destroy(); balls.splice(i, 1); } } // Check if all bricks are destroyed if (bricks.length === 0) { // Check if it's the last level if (level === Object.keys(levelConfig).length) { // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. } else { // Increase level level += 1; levelTxt.setText('Level: ' + level); // Create new bricks for the next level createBricks(); } } // Check for game over if (balls.length === 0) { createBall(); } }; game.down = function (x, y, obj) { console.log("Player tapped the screen at coordinates: ", x, y); // Verify bricks array exists if (!bricks || !Array.isArray(bricks)) { console.error("Bricks array is invalid"); return; } // Define intersection check function function checkIntersection(brick, rect) { return brick.x < rect.x + rect.width && brick.x + brick.width > rect.x && brick.y < rect.y + rect.height && brick.y + brick.height > rect.y; } // Check if a brick was tapped for (var i = 0; i < bricks.length; i++) { var brick = bricks[i]; // Verify brick has required properties if (!brick.x || !brick.y || !brick.width || !brick.height) { console.error("Brick missing required properties at index:", i); continue; } // Debug logging console.log("Checking brick:", i); console.log("Brick position:", brick.x, brick.y); console.log("Brick size:", brick.width, brick.height); // Convert coordinates to numbers and check collision x = Number(x); y = Number(y); if (checkIntersection(brick, { x: x, y: y, width: brick.width, height: brick.height })) { console.log("Player tapped brick at:", brick.x, brick.y); brick.hit(); // Trigger the hit function on the brick return; // Return after the first brick is hit } } console.log("No brick collision detected"); }; // Initialize game elements createBricks(); createBall();
===================================================================
--- original.js
+++ change.js
@@ -87,13 +87,28 @@
****/
// Initialize game variables
var gridSize = 200; // Define grid size globally
var levelConfig = {
- 1: 50,
- 2: 100,
- 3: 150,
- 4: 200,
- 5: 250
+ 1: {
+ totalBricks: 50,
+ hitpoints: 1
+ },
+ 2: {
+ totalBricks: 100,
+ hitpoints: 2
+ },
+ 3: {
+ totalBricks: 150,
+ hitpoints: 3
+ },
+ 4: {
+ totalBricks: 200,
+ hitpoints: 4
+ },
+ 5: {
+ totalBricks: 250,
+ hitpoints: 5
+ }
};
// Create a HUD to display the points and the buy button
var hud = new Container();
LK.gui.topRight.addChild(hud);
@@ -147,9 +162,11 @@
var bricks = [];
var score = 10000;
// Create and position bricks
function createBricks() {
- var totalBricks = levelConfig[level] || 50; // Default to 50 bricks if level not found in config
+ var _levelConfig$level, _levelConfig$level2;
+ var totalBricks = ((_levelConfig$level = levelConfig[level]) === null || _levelConfig$level === void 0 ? void 0 : _levelConfig$level.totalBricks) || 50; // Default to 50 bricks if level not found in config
+ var hitpoints = ((_levelConfig$level2 = levelConfig[level]) === null || _levelConfig$level2 === void 0 ? void 0 : _levelConfig$level2.hitpoints) || 1; // Default to 1 hitpoint if level not found in config
var rows = Math.ceil(totalBricks / 10);
var startX = 2048 / 2 - 10 * 160 / 2;
var startY = 2732 / 2 - 5 * 120 / 2;
brickGrid = {}; // Initialize spatial grid for bricks
@@ -157,8 +174,10 @@
for (var j = 0; j < 10; j++) {
var brick = new Brick();
brick.x = startX + j * 160; // Center bricks horizontally
brick.y = startY + i * 120; // Center bricks vertically
+ brick.health = hitpoints; // Set brick health based on level configuration
+ brick.healthText.setText(brick.health.toString()); // Update health text display
bricks.push(brick);
game.addChild(brick);
// Add brick to spatial grid
var gridX = Math.floor(brick.x / gridSize);