User prompt
Make sure bricks can be touched in any part of their surface
User prompt
sometimes balls bounce close to a brick butu do not touch it and nor destroy it, can you fix that
User prompt
add a level sctructurue, level two should have more bricks and some should have 2 hitpints
User prompt
add levels to the game. once all bricks are destroyed, move to next level. show current level on screen in the top
User prompt
Imptove game perfoomance to handel many balls simultaneously
User prompt
create a config file were we can say home may bricks each level will have
User prompt
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
User prompt
can ou optimize it more. feels like the problems is with the bricks
User prompt
Please fix the bug: 'gridSize is not defined' in or related to this line: 'var gridX = Math.floor(brick.x / gridSize);' Line Number: 170
User prompt
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
User prompt
theregrid size will be different per level
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'var gridSize = levelConfig[level].gridSize || 200; // Define grid size per level, default to 200 if not specified' Line Number: 96
Code edit (8 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 475
User prompt
remove power ups from game
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 473
User prompt
Fix level 2 not loading and showing game over
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'GAME_WIDTH is not defined' in or related to this line: 'levelTxt.x = GAME_WIDTH / 2 - levelTxt.width / 2;' Line Number: 54
User prompt
Please fix the bug: 'BALL_COST is not defined' in or related to this line: 'var normalCostText = new Text2(BALL_COST.toString(), {' Line Number: 71
Code edit (3 edits merged)
Please save this source code
User prompt
can we put the current level in the center of the top of the screen
User prompt
can you adjust the hud
User prompt
actually put it in the center please
===================================================================
--- original.js
+++ change.js
@@ -83,16 +83,17 @@
});
self.healthText.anchor.set(0.5, 0.5);
self.addChild(self.healthText);
self.updateTint = function () {
- var healthRatio = self.health / self.maxHealth;
- var colorIndex = Math.min(Math.floor((1 - healthRatio) * LEVEL_COLORS.length), LEVEL_COLORS.length - 1);
+ var healthPercent = self.health / self.maxHealth;
+ // Use different color based on health percentage
+ var colorIndex = Math.min(Math.floor((1 - healthPercent) * LEVEL_COLORS.length), LEVEL_COLORS.length - 1);
brickGraphics.tint = LEVEL_COLORS[colorIndex];
};
self.hit = function () {
self.health -= 1;
if (self.health <= 0) {
- // Award points
+ // Award points - more points for higher health bricks
score += Math.max(1, Math.floor(self.maxHealth * 0.5));
scoreTxt.setText(score.toString());
// Remove from active bricks array
var brickIndex = bricks.indexOf(self);
@@ -137,9 +138,23 @@
var LEVEL_COLORS = [0xff00ff,
// Neon magenta
0x00ffcc,
// Neon cyan
-0xccff00 // Neon lime
+0xccff00,
+// Neon lime
+0xff6600,
+// Neon orange
+0x66ffff,
+// Light blue
+0xff3366,
+// Pink
+0xffcc00,
+// Gold
+0x9966ff,
+// Purple
+0x33cc33,
+// Green
+0xff0000 // Red
];
/****
* Helper Functions
****/
@@ -177,29 +192,64 @@
var levelConfig = {
1: {
totalBricks: 50,
hitpoints: 1,
- gridSize: 200
+ gridSize: 200,
+ pattern: 'standard'
},
2: {
totalBricks: 100,
hitpoints: 2,
- gridSize: 180
+ gridSize: 180,
+ pattern: 'standard'
},
3: {
- totalBricks: 150,
+ totalBricks: 120,
hitpoints: 3,
- gridSize: 160
+ gridSize: 170,
+ pattern: 'gradient'
},
4: {
- totalBricks: 200,
+ totalBricks: 150,
hitpoints: 4,
- gridSize: 140
+ gridSize: 160,
+ pattern: 'standard'
},
5: {
- totalBricks: 250,
+ totalBricks: 180,
hitpoints: 5,
- gridSize: 120
+ gridSize: 150,
+ pattern: 'gradient'
+ },
+ 6: {
+ totalBricks: 200,
+ hitpoints: 6,
+ gridSize: 140,
+ pattern: 'zigzag'
+ },
+ 7: {
+ totalBricks: 220,
+ hitpoints: 7,
+ gridSize: 130,
+ pattern: 'gradient'
+ },
+ 8: {
+ totalBricks: 240,
+ hitpoints: 8,
+ gridSize: 120,
+ pattern: 'zigzag'
+ },
+ 9: {
+ totalBricks: 260,
+ hitpoints: 9,
+ gridSize: 110,
+ pattern: 'alternating'
+ },
+ 10: {
+ totalBricks: 280,
+ hitpoints: 10,
+ gridSize: 100,
+ pattern: 'fortress'
}
};
/****
* Game Variables
@@ -263,39 +313,70 @@
hud.addChild(buyBallButton);
/****
* Game Functions
****/
-// Create and position bricks
+// Create and position bricks with different patterns based on level
function createBricks() {
var _ref2 = levelConfig[level] || {},
_ref2$totalBricks = _ref2.totalBricks,
totalBricks = _ref2$totalBricks === void 0 ? 50 : _ref2$totalBricks,
_ref2$hitpoints = _ref2.hitpoints,
hitpoints = _ref2$hitpoints === void 0 ? 1 : _ref2$hitpoints,
_ref2$gridSize = _ref2.gridSize,
- gridSize = _ref2$gridSize === void 0 ? 200 : _ref2$gridSize;
+ gridSize = _ref2$gridSize === void 0 ? 200 : _ref2$gridSize,
+ _ref2$pattern = _ref2.pattern,
+ pattern = _ref2$pattern === void 0 ? 'standard' : _ref2$pattern;
var spacingX = 2;
var spacingY = 2;
var cols = 10;
var rows = Math.ceil(totalBricks / cols);
var totalWidth = cols * BRICK_WIDTH + (cols - 1) * spacingX;
var totalHeight = rows * BRICK_HEIGHT + (rows - 1) * spacingY;
var startX = (GAME_WIDTH - totalWidth) / 2 + BRICK_WIDTH / 2;
- var startY = (GAME_HEIGHT - totalHeight) / 3 + BRICK_HEIGHT / 2; // Move bricks higher
+ var startY = (GAME_HEIGHT - totalHeight) / 3 + BRICK_HEIGHT / 2;
// Clear existing brick grid
brickGrid = {};
bricks = [];
- for (var i = 0; i < rows; i++) {
- for (var j = 0; j < cols && i * cols + j < totalBricks; j++) {
+ var brickCount = 0;
+ for (var i = 0; i < rows && brickCount < totalBricks; i++) {
+ for (var j = 0; j < cols && brickCount < totalBricks; j++) {
+ // Skip some bricks based on pattern
+ var shouldSkip = false;
+ var brickHitpoints = hitpoints;
+ switch (pattern) {
+ case 'zigzag':
+ // Skip every other brick in alternating rows
+ shouldSkip = i % 2 === 0 && j % 2 === 1 || i % 2 === 1 && j % 2 === 0;
+ break;
+ case 'gradient':
+ // Higher hitpoints at the top, lower at the bottom
+ brickHitpoints = Math.max(1, Math.ceil(hitpoints * (1 - i / rows)));
+ break;
+ case 'alternating':
+ // Alternating hitpoints patterns
+ brickHitpoints = i % 2 === 0 ? hitpoints : Math.max(1, Math.ceil(hitpoints / 2));
+ break;
+ case 'fortress':
+ // Stronger bricks in the middle
+ var distFromCenter = Math.sqrt(Math.pow((j - cols / 2) / (cols / 2), 2) + Math.pow((i - rows / 2) / (rows / 2), 2));
+ brickHitpoints = Math.max(1, Math.ceil(hitpoints * (1 - distFromCenter)));
+ // Skip some outer bricks
+ shouldSkip = distFromCenter > 0.8 && Math.random() > 0.7;
+ break;
+ }
+ if (shouldSkip) {
+ continue;
+ }
var brick = new Brick();
brick.x = startX + j * (BRICK_WIDTH + spacingX);
brick.y = startY + i * (BRICK_HEIGHT + spacingY);
- brick.health = hitpoints;
- brick.maxHealth = hitpoints;
+ brick.health = brickHitpoints;
+ brick.maxHealth = brickHitpoints;
brick.healthText.setText(brick.health.toString());
brick.updateTint();
bricks.push(brick);
game.addChild(brick);
+ brickCount++;
// Add to spatial grid for optimized collision detection
var gridX = Math.floor(brick.x / gridSize);
var gridY = Math.floor(brick.y / gridSize);
var gridKey = "".concat(gridX, ",").concat(gridY);
@@ -327,8 +408,10 @@
// Normalize direction vector
var magnitude = Math.sqrt(ball.direction.x * ball.direction.x + ball.direction.y * ball.direction.y);
ball.direction.x /= magnitude;
ball.direction.y /= magnitude;
+ // Adjust speed based on level for gradual difficulty increase
+ ball.speed = 6 + level * 0.3; // Small speed increase per level
balls.push(ball);
game.addChild(ball);
}
// Handle game completion
@@ -352,9 +435,9 @@
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = GAME_WIDTH / 2;
finalScoreText.y = GAME_HEIGHT / 2 + 150;
game.addChild(finalScoreText);
- LK.setTimeout(function () {
+ setTimeout(function () {
LK.showGameOver();
}, 3000);
} else {
// Next level
@@ -368,11 +451,22 @@
levelText.anchor.set(0.5, 0.5);
levelText.x = GAME_WIDTH / 2;
levelText.y = GAME_HEIGHT / 2;
game.addChild(levelText);
+ // Display pattern type
+ var patternName = levelConfig[level].pattern.charAt(0).toUpperCase() + levelConfig[level].pattern.slice(1);
+ var patternText = new Text2(patternName + ' Pattern', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ patternText.anchor.set(0.5, 0.5);
+ patternText.x = GAME_WIDTH / 2;
+ patternText.y = GAME_HEIGHT / 2 + 150;
+ game.addChild(patternText);
// Remove level text after 2 seconds and start new level
- LK.setTimeout(function () {
+ setTimeout(function () {
levelText.destroy();
+ patternText.destroy();
createBricks();
createBall();
}, 2000);
}