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can you adjust the hud
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can we put the current level in the center of the top of the screen
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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
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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
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Fix level 2 not loading and showing game over
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 473
Code edit (8 edits merged)
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remove power ups from game
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 475
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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
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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
/**** * Classes ****/ /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); } // ... (Ball class code remains the same) ... ); var Brick = Container.expand(function () { var self = Container.call(this); } // ... (Brick class code remains the same) ... ); /**** * Initialize Game ****/ /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Game Code ****/ // Define GAME_WIDTH constant var GAME_WIDTH = 2048; // Assuming the virtual resolution width // Define BALL_COST constant var BALL_COST = 50; // Assuming a default cost for a normal ball // ... (Constants and Game Variables remain the same) ... // HUD Setup var topHud = new Container(); LK.gui.top.addChild(topHud); var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 20; scoreTxt.y = 20; topHud.addChild(scoreTxt); var levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); levelTxt.x = GAME_WIDTH / 2 - levelTxt.width / 2; levelTxt.y = 20; topHud.addChild(levelTxt); // Bottom HUD for Upgrades and Ball Purchases var bottomHud = new Container(); LK.gui.bottom.addChild(bottomHud); // Buy Normal Ball Button var buyNormalButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 1, y: -20, x: -GAME_WIDTH / 2 + 150 }); var normalCostText = new Text2(BALL_COST.toString(), { size: 50, fill: 0xFFFFFF }); normalCostText.anchor.set(0.5, 0); normalCostText.y = 100; buyNormalButton.addChild(normalCostText); buyNormalButton.addChild(buyNormalButton.attachAsset('ball', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); buyNormalButton.down = function () { if (score >= BALL_COST) { score -= BALL_COST; scoreTxt.setText('Score: ' + score.toString()); createBall('normal'); } }; bottomHud.addChild(buyNormalButton); // Buy Splash Ball Button var buySplashButton = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 1, y: -20, x: -GAME_WIDTH / 2 + 300 }); var splashCostText = new Text2(upgrades.splashBallCost.toString(), { size: 50, fill: 0xFFFFFF }); splashCostText.anchor.set(0.5, 0); splashCostText.y = 100; buySplashButton.addChild(splashCostText); buySplashButton.addChild(buySplashButton.attachAsset('splashBall', { anchorX: 0.5, anchorY: -0.5, scaleX: 0.5, scaleY: 0.5 })); buySplashButton.down = function () { if (score >= upgrades.splashBallCost) { score -= upgrades.splashBallCost; scoreTxt.setText('Score: ' + score.toString()); createBall('splash'); } }; bottomHud.addChild(buySplashButton); // Upgrade Buttons function createUpgradeButton(label, x, costKey, upgradeKey, increment, updateFn) { var button = LK.getAsset('BuyBall50', { size: 80, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 1, y: -20, x: x }); var costText = new Text2(upgrades[costKey].toString(), { size: 50, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0); costText.y = 100; button.addChild(costText); var labelText = new Text2(label, { size: 20, fill: 0xFFFFFF }); labelText.anchor.set(0.5, -0.5); button.addChild(labelText); button.down = function () { if (score >= upgrades[costKey]) { score -= upgrades[costKey]; upgrades[upgradeKey] += increment; upgrades[costKey] *= 1.1; // Cost increases by 10% costText.setText(Math.floor(upgrades[costKey]).toString()); scoreTxt.setText('Score: ' + score.toString()); updateFn(); } }; bottomHud.addChild(button); } createUpgradeButton('Spd N', -GAME_WIDTH / 2 + 450, 'speedCost', 'normalSpeed', 0.5, function () { return balls.forEach(function (b) { if (b.type === 'normal') { b.speed = upgrades.normalSpeed; } }); }); createUpgradeButton('Pwr N', -GAME_WIDTH / 2 + 600, 'powerCost', 'normalPower', 1, function () { return balls.forEach(function (b) { if (b.type === 'normal') { b.power = upgrades.normalPower; } }); }); createUpgradeButton('Spd S', -GAME_WIDTH / 2 + 750, 'speedCost', 'splashSpeed', 0.5, function () { return balls.forEach(function (b) { if (b.type === 'splash') { b.speed = upgrades.splashSpeed; } }); }); createUpgradeButton('Pwr S', -GAME_WIDTH / 2 + 900, 'powerCost', 'splashPower', 1, function () { return balls.forEach(function (b) { if (b.type === 'splash') { b.power = upgrades.splashPower; } }); }); createUpgradeButton('Tap', -GAME_WIDTH / 2 + 1050, 'tapCost', 'tapDamage', 1, function () {}); // ... (Helper Functions and Game Logic remain the same) ... // Initialize game elements createBricks(); createBall();
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,10 @@
/**** * Game Code
****/
// Define GAME_WIDTH constant
var GAME_WIDTH = 2048; // Assuming the virtual resolution width
+// Define BALL_COST constant
+var BALL_COST = 50; // Assuming a default cost for a normal ball
// ... (Constants and Game Variables remain the same) ...
// HUD Setup
var topHud = new Container();
LK.gui.top.addChild(topHud);